GDC Europe 2012
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
GDC Europe 2012
Animal Days Post-Mortem: Developing a City-Building Game That's Ready fo...
by Hiroyuki Haga
(GREE)
Game Design
GDC Europe 2012
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business, Marketing and Management
GDC Europe 2012
Bringing Dead Trigger into Life
by Marek Rabas
(Madfinger Games)
Programming
GDC Europe 2012
Bringing Home the Bacon- Developing the VFX of "Spec Ops: The Line" as T...
by Florian Zender
(Yager Development)
Visual Arts
GDC Europe 2012
Bubble Wars: A Case Study and Key Learnings from GameDuell
by Michael Kalkowski
(GameDuell)
Business, Marketing and Management
GDC Europe 2012
Cheaters, Hackers, Script Kiddies- The Dark Side of Online Games
by Stephan Payer
(CipSoft GmbH)
Programming
GDC Europe 2012
Cross-Platform Mobile Game Development: What, Why, and How Much?
by Darya Trushkina
(Game Insight)
Smartphone and Tablet Games Summit
GDC Europe 2012
Crowds in Hitman: Absolution
by Kasper Fauerby
(IO Interactive)
Programming
GDC Europe 2012
East to West: Global Online Gaming Trends
by Paha Schulz
(Crytek GmBH)
Business, Marketing and Management
GDC Europe 2012
Forward Rendering Pipeline for Modern GPUs
by Jay McKee
(AMD)
Programming
GDC Europe 2012
Fundraising 101 for Game Companies
by Paul Heydon
(Avista Partners)
Business, Marketing and Management
GDC Europe 2012
Game Design is Business Design
by Ethan Levy
(Independent)
Social and Online Games Summit
GDC Europe 2012
Games Happen: Design Lessons from MirrorMoon & Fotonica
by Pietro Righi Riva
(Santa Ragione)
Independent Games Summit
GDC Europe 2012
How Breakdancing Taught Me to be a Technical Artist
by Robbert-Jan Brems
(Codemasters)
Visual Arts
GDC Europe 2012
Indie Level Design: Adventures in Negative Space
by Rudolf Kremers
(Omni Systems)
Independent Games Summit
GDC Europe 2012
Mafia II Postmortem
by Jarek Kolar
(2K Czech)
Production
GDC Europe 2012
Postmortem of Unorthodox Games: Renga & Rocket Bullet Storm
by John Sear
(wallFour)
Independent Games Summit
GDC Europe 2012
Postmortem: Bringing Diamond Dash to iOS
by Christopher Parschat
(Wooga)
Smartphone and Tablet Games Summit
GDC Europe 2012
Postmortem: Sine Mora- The Struggle to Reboot a Genre
by Theodore Reiker
(Prior Games Ltd.)
Production
GDC Europe 2012
Postmortem: Sine Mora- The Struggle to Reboot a Genre
by Theodore Reiker
(Prior Games Ltd.)
Production
GDC Europe 2012
Studio Culture- Beyond Herding Cats
by Harald Riegler
(Sproing)
Business, Marketing and Management
GDC Europe 2012
Success Through Not Doing What Everyone Tells You To Do
by Simon Flesser
(Simogo)
Smartphone and Tablet Games Summit
GDC Europe 2012
Surviving the Jungle of MMO Eco-Systems
by Craig Morrison
(Funcom)
Game Design
GDC Europe 2012
The Dream Machine Postmortem: How To Make A Hard Thing Even Harder
by Anders Gustafsson
(Cockroach Ink.)
Independent Games Summit
GDC Europe 2012
The Self, Presence and Storytelling
by Thomas Grip
(Frictional Games)
Game Design
GDC Europe 2012
The Wonderful World of UX: How We Can Make Games that Resonate Better an...
by Simon Davis
(Ubisoft Blue Byte)
Production
GDC Europe 2012
Tools for Game Designers' Management
by Marc Pestka
(Dontnod Entertainment)
Production
GDC Europe 2012
You Want How Many Animations When? Getting Large Amounts of High Quality...
by Floyd Bishop
(Sony Online Entertainment)
Visual Arts