GDC Europe 2015
7 Years, 1 Game - Success Through Community - Lessons from the Trenches
by Greg Balajewicz
(BDA Entertainment Inc)
Business, Marketing and Management
GDC Europe 2015
Adaptive Clothing System in Kingdom Come: Deliverance
by Tomas Barak
(Warhorse Studios)
Programming
GDC Europe 2015
Adventures in English: The Challenges of Localizing Comedy
by Mark Estdale
(OMUK)
Production
GDC Europe 2015
Analytics in Action: Data in a Creative Culture
by Phil Mansell
(Jagex)
Design
GDC Europe 2015
Assassin's Creed Identity: Create a Benchmark Mobile Game!
by Tobias Tost
(Blue Byte GmbH)
Production
GDC Europe 2015
Automate, Streamline, Win! Content Creation for Small Teams
by Alexander Birke
(Out of Bounds Studios)
Independent Games Summit
GDC Europe 2015
Design Lessons from Multiplayer Installations
by Alistair Aitcheson
(Alistair Aitcheson Games)
Independent Games Summit
GDC Europe 2015
Designing to Minimize Simulation Sickness in VR Games
by Ben Lewis-Evans
(Player Research)
Design
GDC Europe 2015
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
by Stephan Hodes
(AMD)
Programming
GDC Europe 2015
EPIC Lessons: An Angry Birds Epic Livecare Postmortem
by Hendrik Lesser
(Remote Control Productions)
Design
GDC Europe 2015
Everyone Can Do PR: How Small Studios Get Themselves Heard
by Thomas Reisenegger
(ICO Partners)
Business, Marketing and Management
GDC Europe 2015
Fast Iteration Tools in the Production of the Talos Principle
by Alen Ladavac
(Croteam)
Independent Games Summit
GDC Europe 2015
Fear, Love and Great Big Ideas
by Jonathan Evans
(Lumo Developments Ltd)
Design
GDC Europe 2015
From Web to Mobile in the Kids Game Market
by Clark Stacey
(WildWorks)
Business, Marketing and Management
GDC Europe 2015
Game Design: From Data Driven to Data Informed
by Hugo Carr
(King)
Business, Marketing and Management
GDC Europe 2015
Handmade Detail in a Procedural World
by Mark Johnson
(Freelance)
Independent Games Summit
GDC Europe 2015
How the Top 50 Use IAP that the Rest Don't
by Mike Hines
(Amazon.com)
Business, Marketing and Management
GDC Europe 2015
How to Scale Development Without Increasing Internal Team Size
by Justin Stofle
(Scopely)
Production
GDC Europe 2015
Indie Outsourcing for Any Budget
by Keaton White
(Abyssal Arts Ltd)
Business, Marketing and Management
GDC Europe 2015
License an Engine or Create Your Own?
by Dietmar Hauser
(Sproing)
Business, Marketing and Management
GDC Europe 2015
Modular Sandbox Design: Tools and Workflows for Hitman
by Marinus Rorbech
(Io-Interactive)
Programming
GDC Europe 2015
Oh My! That Sound Made the Game Feel Better!
by Joonas Turner
(E-Studio)
Independent Games Summit
GDC Europe 2015
Once a Cheater Always a Cheater: Gotta Catch`Em All
by Eugen Harton
(Bohemia Interactive)
Production
GDC Europe 2015
PowerVR Graphics - Latest Developments and Future Plans (Presented by Im...
by Joe Davis
(Imagination Technologies)
Programming
GDC Europe 2015
Saying No to the CEO: A Deep Look at Independent Teams
by Adam Telfer
(Wooga GmbH)
Business, Marketing and Management
GDC Europe 2015
So They Made You a Lead, Now What?
by Oliver Franzke
(Double Fine Productions)
Programming
GDC Europe 2015
So They Made You a Lead, Now What?
by Oliver Franzke
(Double Fine Productions)
Production
GDC Europe 2015
Sound Propagation in Hitman
by Stepan Boev
(Io-Interactive)
Programming
GDC Europe 2015
Stop, Copy/Paste Networking & Innovate
by Claire Blackshaw
(Sony Computer Entertainment Europe)
Programming
GDC Europe 2015
Taking Your Console Game Into China: Tips, Tricks and Lessons Learned (P...
by Matt Golz
(Lionbridge)
Production
GDC Europe 2015
Tour Bueno: A Quest to Understand Creativity
by Marius Winter
(Major Bueno)
Independent Games Summit
GDC Europe 2015
Turning 100,000,000 Friends into Game Developers: User Generated Content...
by Christopher Barney
(Pearson)
Production
GDC Europe 2015
Unglamorous eSports: A Mount & Blade: Warband Case Study
by Frank Elliott
(TaleWorlds Entertainment)
Business, Marketing and Management
GDC Europe 2015
Who is Your Game for? Understanding, Defining, and Designing for Your Ta...
by Graham McAllister
(Player Research)
Production