GDC Europe 2014
#1ReasonToBe
by Annakaisa Kultima
(University of Tampere)
Design
GDC Europe 2014
A Candid Interview with Star Citizen's Chris Roberts
by Mike Rose
(Gamasutra)
Business, Marketing and Management
GDC Europe 2014
A Great Disturbance in Development: The Dark Side of Early Access
by James Crowe
(Bohemia Interactive)
Business, Marketing and Management
GDC Europe 2014
Achieving International Success with Mobile Port and Publish
by Pascal Zuta
(Aeria Games)
Business, Marketing and Management
GDC Europe 2014
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
GDC Europe 2014
Adventures in Games-Based Cultural Storytelling via Inclusive Developmen...
by Alan Gershenfeld
(E-Line Media)
Design
GDC Europe 2014
All You Need Is L.O.V.E. - Indie Couples in Game Development
by Matteo Pozzi
(We Are Muesli)
Independent Games Summit
GDC Europe 2014
Art Production Learnings: From Console to Browser to Mobile
by Thomas Woode
(Gameloft)
Visual Arts
GDC Europe 2014
Assassin's Creed IV Black Flag Multiplayer: Crafting Good Monetization o...
by Quentin De Beukelaer
(Ubisoft)
Design
GDC Europe 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
Visual Arts
GDC Europe 2014
Beyond Spreadsheets: How to Generate Operational Impact with Analytics
by Michael Lenz
(InnoGames GmbH)
Business, Marketing and Management
GDC Europe 2014
Biometrics, Beyond the Hype
by Ben Lewis Evans
(Player Research)
Design
GDC Europe 2014
Bumpie's Party: Reinventing Slumber Party Games
by Lau Korsgaard
(Copenhagen Game Collective)
Independent Games Summit
GDC Europe 2014
Cinematic, Story-Driven Games and What They Mean to Remedy
by Kyle Rowley
(Remedy Entertainment)
Design
GDC Europe 2014
Clash of Clones: The Importance of Standing Out
by Fredrik Wester
(Paradox Interactive)
Business, Marketing and Management
GDC Europe 2014
Classic Game Postmortem: Broken Sword
by Charles Cecil
(Revolution Software)
Design
GDC Europe 2014
Communications Checklist - Are You Ready to Launch?
by Richard Weil
(Metaverse Mod Squad)
Business, Marketing and Management
GDC Europe 2014
Conquering New Frontiers: Angry Birds and Their EPIC Adventure
by Miika Tams
(Rovio)
Design
GDC Europe 2014
Designing Monument Valley: Less Game, More Experience
by Ken Wong
(ustwo)
Visual Arts
GDC Europe 2014
Developing UX Practices at Epic Games
by Celia Hodent
(Epic Games)
Design
GDC Europe 2014
Developing Virtual Reality Experiences with the Oculus Rift
by Tom Forsyth
(Oculus VR)
Programming
GDC Europe 2014
Dialog Systems in Double Fine Games
by Anna Kipnis
(Double Fine Productions)
Design
GDC Europe 2014
Don't Juice It or Lose It
by Folmer Kelly
(Sets and Settings)
Independent Games Summit
GDC Europe 2014
Efficient Usage of Compute Shaders on Xbox One and PS4
by Alexis Vaisse
(Ubisoft Montpellier)
Programming
GDC Europe 2014
Emergent Stories in Crusader Kings II
by Henrik Fahraeus
(Paradox Development Studio)
Design
GDC Europe 2014
Facial Appearance Scanning Using Machine Vision
by Andy Bastable
(Rare Ltd.)
Visual Arts
GDC Europe 2014
Five Challenges in Bringing Might & Magic Heroes Online
by David Manuel
(Ubisoft Blue Byte)
Production
GDC Europe 2014
Four Film Narrative Techniques that Every Designer Should Know
by Chris Solarski
(Solarski Studio)
Design
GDC Europe 2014
Free-to-Play for Indies
by Anthony Pecorella
(Kongregate.com)
Business, Marketing and Management
GDC Europe 2014
From a Cookie to the Full Cake - Redesigning 'Game Jam' Games
by Mattia Traverso
(Through Games)
Independent Games Summit
GDC Europe 2014
From Console to Mobile and Beyond!
by Patrick Liu
(Rovio)
Design
GDC Europe 2014
Fun or Frustration: Game Balance Pitfalls and Recipes
by Maciej Szczesnik
(11 bit studios)
Design
GDC Europe 2014
Game a Week: How to Succeed, Fail and Learn
by Adriel Wallick
(MsMinotaur)
Independent Games Summit
GDC Europe 2014
Games with Freedom: Programming Procedural Generation and AI
by Manuel Kerssemakers
(Abbey Games)
Programming
GDC Europe 2014
How Developers Can Get the Most Out of Live Streaming
by Stuart Saw
(Twitch)
Business, Marketing and Management
GDC Europe 2014
How Goat Simulator Really Did Become Our Next Game
by Armin Ibrisagic
(Coffee Stain Studios)
Production
GDC Europe 2014
How the Top 50 Succeed with IAP
by Mike Hines
(Amazon)
Business, Marketing and Management
GDC Europe 2014
How to Get Your Game Covered by YouTubers
by Mike Rose
(Gamasutra)
Independent Games Summit
GDC Europe 2014
How to Use Your Gameplay Prototype for Resource Management
by Jens Schoebel
(Hochschule Darmstadt)
Business, Marketing and Management
GDC Europe 2014
I, Outsider
by Brenda Romero
(Romero Games/UC Santa Cruz)
Design
GDC Europe 2014
In 3 Sentences or Less: Perfecting Your Pitch
by Rami Ismail
(Vlambeer)
Business, Marketing and Management
GDC Europe 2014
Indie Audio: Outsourcing on a Budget
by Richard Ludlow
(Hexany Audio)
Business, Marketing and Management
GDC Europe 2014
Killing the Games Industry [Abridged]
by Ste Curran
(Freelance)
Independent Games Summit
GDC Europe 2014
Killzone Shadow Fall: Threading the Entity Update on PS4
by Jorrit Rouwe
(Guerrilla Games)
Programming
GDC Europe 2014
League of Legends: An Outsider's Analysis
by Teut Weidemann
(Ubisoft Blue Byte)
Design
GDC Europe 2014
Lessons from Being a Teacher
by Yoeri Staal
(StaalMedia)
Production
GDC Europe 2014
Making The Room: How We Got There and What We've Learned
by Barry Meade
(Fireproof Studios)
Business, Marketing and Management
GDC Europe 2014
Making Your Own Genre: Bounden and Beyond
by Adriaan de Jongh
(Game Oven)
Independent Games Summit
GDC Europe 2014
MirrorMoon EP: A True Sci-Fi Game Postmortem
by Pietro Righi Riva
(Santa Ragione)
Independent Games Summit
GDC Europe 2014
Next-Generation Mobile GPUs and Rendering Techniques
by Niklas Smedberg
(Epic Games)
Programming
GDC Europe 2014
Rebooting Game Design for Virtual Reality
by Jed Ashforth
(Sony Computer Entertainment Europe)
Design
GDC Europe 2014
Second Screen, Second Nature
by Desmond Lee
(Finger Food Studios)
Business, Marketing and Management
GDC Europe 2014
SteamWorld Dig Postmortem: How to Fail and Still Succeed at Launching an...
by Brjann Sigurgeirsson
(Image & Form)
Independent Games Summit
GDC Europe 2014
Successfully Developing and Launching Games in China
by Samson Mow
(Pixelmatic)
Business, Marketing and Management
GDC Europe 2014
Super Data for Digital Games
by Stephanie Llamas
(SuperData Research)
Business, Marketing and Management
GDC Europe 2014
Ten Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Business, Marketing and Management
GDC Europe 2014
The 2014 European Innovative Games Showcase
by Adriaan de Jongh
(Game Oven)
Independent Games Summit
GDC Europe 2014
The Art of Killing Games
by Adam Telfer
(Wooga)
Business, Marketing and Management
GDC Europe 2014
The Challenge of Bringing FEZ to PlayStation Platforms
by Miguel Angel Horna
(BlitWorks)
Programming
GDC Europe 2014
The Dangers of Metrics: How Suits Can Ruin Your Game
by Christoph Safferling
(Ubisoft Blue Byte)
Business, Marketing and Management
GDC Europe 2014
The Importance of Everything: A Crash Course in Design-Related Analytics
by Jim Brown
(Epic Games)
Design
GDC Europe 2014
The Independent AAA Proposition
by Tameem Antoniades
(Ninja Theory Ltd)
Design
GDC Europe 2014
The Isle: Creating a Space Worth Exploring
by Kris Piotrowski
(CAPY)
Design
GDC Europe 2014
The Law and Game Design - Balancing Fun or Killjoy?
by Konstantin Ewald
(Osborne Clarke)
Business, Marketing and Management
GDC Europe 2014
The Naked Nazi Zombie: Age Rating in Germany and the World
by Ruben Schwebe
(USK)
Production
GDC Europe 2014
The Players are Loose! Developing a Seamless Multiplayer Sandbox for Dea...
by Joerg Friedrich
(YAGER)
Design
GDC Europe 2014
The Sandbox Postmortem: Crafting Your Success in World Building Games
by Sebastien Borget
(PIXOWL)
Business, Marketing and Management
GDC Europe 2014
The Unusual Rendering Pipeline of Sigils - Battle for Raios
by Dietmar Hauser
(Sproing Interactive Media GmbH)
Visual Arts
GDC Europe 2014
Ubisoft: Managing Cross-Cultural Teams
by Benedikt Grindel
(Ubisoft Blue Byte)
Production
GDC Europe 2014
Unleashing The Wolf: Adapting Fables, Creating The Wolf Among Us
by Chris Schroyer
(Telltale Games)
Design
GDC Europe 2014
Virtual Reality and Getting the Best from Your Next-Gen Engine
by Patrick Connor
(Sony Computer Entertainment Europe)
Programming