Game Developers Conference 2024
#1ReasonToBe
by Laia Bee
(Pincer Games / Uruguayan Game Developers Association)
Advocacy
Game Developers Conference 2024
'Brawl Stars': Learnings from the Removal of Loot Boxes
by Frank Yan
(Supercell)
Design
Game Developers Conference 2024
'Hogwarts Legacy': Evolving Your Design into AAA
by Kelly Murphy
(Avalanche Software)
Production & Team Leadership
Game Developers Conference 2024
144FPS Rendering on Mobile: Frame Prediction in 'Arena Breakout' (Presen...
by Yue Qi
(Tencent Games)
Programming
Game Developers Conference 2023
"CODE RED!": How We Organized a Game Jam From Bomb Shelters
by Elena Lobova
(GDBAY)
Production & Team Leadership
Game Developers Conference 2023
"Good Numbers" in Game Design
by Alexander King
(Independent)
Design
Game Developers Conference 2023
'Dark Pictures: Season 1': 4 games in 4 years: Audio Systems for Narrati...
by Barney Pratt
(Supermassive Games)
Audio
Game Developers Conference 2023
'God of War Ragnarok's' Visual Scripting Solution
by Sam Sternklar
(Santa Monica Studio)
Programming
Game Developers Conference 2022
'Blaseball': Game Development as Performance
by Gabe McGill
(The Game Band)
Production & Team Management
Game Developers Conference 2022
'Dreamscaper': Killer Combat on an Indie Budget
by Ian Cofino
(Afterburner Studios)
Design
Game Developers Conference 2022
'Knockout City's' Parallel, Deterministic, and Rewindable Entity System
by Chris McEvoy
(Velan Studios)
Programming
Game Developers Conference 2021
"Swiping on the Six Strings": Crafting an Interactive Guitar in 'The Las...
by Grant Hoechst
(Naughty Dog)
Design
Game Developers Conference 2021
#1ReasonToBe
by Laia Bee
(Pincer Games)
Advocacy
Game Developers Conference 2021
'Disco Elysium': Meaningless Choices and Impractical Advice
by Justin Keenan
(ZA/UM Studio)
Design
Game Developers Conference 2021
'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools f...
by Fabien Gravot
(SQUARE-ENIX)
Programming
Showcase 2021
Fandom-Ready: Creating Fiction in the Age of Fan Consumption
by Julian Quijano
(Beautiful Glitch)
Business and Marketing
Showcase 2021
Making Great VR Games: A Postmortem on Skydance Interactive's 'The Walki...
by Chris Busse
(Skydance Interactive)
Business and Marketing
Showcase 2021
Making Magic: A Business Model for Divergent Thinkers
by Guha Bala
(Velan Studios)
Business and Marketing
Showcase 2021
Tools Live Longer Than Games Do: What I Learned About Tools Development ...
by David Lightbown
(Ubisoft)
Programming
Summer 2020
A Bloody Symphony of Characters: Music and Leitmotiv in 'Mortal Kombat 11'
by Wilbert Roget
(Independent)
Audio
Summer 2020
Accessibility Best Practices: In-Game Communication
by Karen Stevens
(EA Sports)
Advocacy
Summer 2020
Adapting: Working in Games with Chronic Illness
by Victoria Dorn
(Sony Interactive Entertainment)
Advocacy
Summer 2020
Adaptive Placement of Dynamic Lighting Probes: Taking Full Advantage of ...
by Diego Garzon
(Microsoft)
Visual Arts
GDC 2020
'A Plague Tale' Audio Design: Not Only Squeaks
by Aurelien Piters
(Asobo Studio)
Audio
GDC 2020
Art Direct for 100 MPH: Balancing Visuals with Performance for 'Forza Mo...
by Matt Collins
(Microsoft-Turn 10)
Visual Arts
GDC 2020
Board Game Design Summit: Developing 'Artifacts of Play' For Your Tablet...
by Kathryn Hymes
(Thorny Games)
Board Game Design Summit
GDC 2020
Bringing Replays to 'World of Tanks: Mercenaries'
by Andrew Glover
(Wargaming Sydney)
Programming
XRDC 2019
'War Remains': Using LBE to Transport Audiences to WWI
by Taylor Williams
(Flight School Studio)
Entertainment
XRDC 2019
Branded Marker Based AR Experiences
by Peter Oberdorfer
(TACTIC)
Brand Experience
XRDC 2019
Bringing VR Experiences to Life with the Magic of Music
by Daniel Perry
(Owlchemy Labs)
Games
XRDC 2019
Building Virtual Reality for Public Safety
by Jack Lewis
(NIST)
Safety
2019
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
2019
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
2019
'Cultist Simulator': Designing an Experimental Game for Commercial Success
by Alexis Kennedy
(Weather Factory)
Design
2019
'Dead Cells': What the F*n!?
by Sebastien Benard
(Motion Twin)
Design
VRDC @ GDC 2019
'Escape The Lost Pyramid': Larger than Home, Larger than Life
by Cyril Voiron
(Ubisoft Blue Byte Gmbh)
Game VR/AR
VRDC @ GDC 2019
'The Great C': Lessons from Creating a 37-Minute Cinematic Narrative
by Luke Van Osch
(Secret Location)
Entertainment VR/AR
VRDC @ GDC 2019
Characters to Get Immersed In: Creating the Cast of 'Blood & Truth'
by Toby Hynes
(Sony London Studio)
Game VR/AR
VRDC @ GDC 2019
Digging for Fire: Virtual Reality Gaming 2019
by Adam Orth
(Digital Sunrise)
Game VR/AR
XRDC 2018
'Brass Tactics': Reinventing the RTS for VR
by Patrick Lipo
(Hidden Path Entertainment)
Games & Entertainment
XRDC 2018
'Sprint Vector': Evolving VR for the Esports Scene
by Andrew Abedian
(Survios, Inc.)
Games & Entertainment
XRDC 2018
Adaptive Design in MR: UX Problems and Solutions
by Jada Williams
(Microsoft)
Innovation
XRDC 2018
Cracking the Mobile AR Code: A Cross Platform Case Study
by Iman Mostafavi
(8th Wall)
Games & Entertainment
GDC 2018
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2018
$0 to $1 Million: The Raw Numbers Behind Indie Success
by Tanya X. Short
(Kitfox Games)
Business & Marketing
GDC 2018
'A Mortician's Tale': A Different View on How Games Treat Death
by Gabby DaRienzo
(Laundry Bear Games)
Independent Games Summit
GDC 2018
'Assassin's Creed Origins': Monitoring and Validation of World Design Data
by Nicholas Routhier
(Ubisoft Montreal)
Design
VRDC @ GDC 2018
'CocoVR': Engineering a Cinematic Experience, Spherical Multi-Projection
by Luke Schloemer
(Magnopus)
Entertainment VR/AR
VRDC @ GDC 2018
'Pac-Man' HoloLens: Developing a Mixed Reality Game for a Broad Audience
by Hirofumi Motoyama
(Bandai Namco)
Game VR/AR
VRDC @ GDC 2018
Accessibility in VR: How It Can Be Better
by Andrew Eiche
(Owlchemy Labs)
Game VR/AR
VRDC @ GDC 2018
Cone Marching in VR: Developing a Fractal Experience at 90fps
by Johannes Saam
(Framestore)
Entertainment VR/AR
VRDC Fall 2017
'Matrix' vs. 'Pokemon Go': The Mixed Reality Battle for the Holodeck
by Nicole Lazzaro
(XEODesign, Inc.)
Games & Entertainment
VRDC Fall 2017
'NBA VR': Putting Fans Courtside with NBA Legends
by Aruna Inversin
(Digital Domain)
Brand Experience
VRDC Fall 2017
'Obduction', from 2D to VR: A Postmortem and Lessons Learned
by Hannah Gamiel
(Cyan, Inc.)
Games & Entertainment
VRDC Fall 2017
A Game Designer's Overview of the Neuroscience of VR
by Noah Falstein
(The Inspiracy)
Innovation
GDC 2017
#1ReasonToBe
by Rami Ismail
(Vlambeer)
Advocacy
GDC 2017
'Agents of Mayhem': Physically-Based Materials in a Stylized Open World
by James Taylor
(DS Volition)
Visual Arts
GDC 2017
'ARK: Survival Evolved': Lessons from the Trenches of Early Access
by Jeremy Stieglitz
(Studio Wildcard)
Business & Marketing
VRDC @ GDC 2017
'To Be With Hamlet': Recreating Theatre's Intimacy in VR
by Javier Molina
(To Be With Hamlet)
Entertainment VR/AR
VRDC @ GDC 2017
A Year in VR: A Look Back at VR's Launch
by Colin Northway
(Northway Games)
Game VR/AR
VRDC @ GDC 2017
AAA on a VR Budget & Timeline: Tech-Centric Postmortem
by Rok Erjavec
(Crytek)
Game VR/AR
VRDC @ GDC 2017
Behind the Spherical Stage: Taking VR Storytelling Beyond Games and Movies
by Raul Rubio Munarriz
(Tequila Works)
Entertainment VR/AR
VRDC Fall 2016
10 Tips for VR in the Retail/Trade/Event Space
by John Buzzell
(If/Then)
Brand Experience
VRDC Fall 2016
Behind the Scenes: Making Mixed Reality Trailers
by Kert Gartner
(kertgartner.com)
Innovation
VRDC Fall 2016
Building Interactive VR Characters in 'Gary the Gull'
by Tom Sanocki
(Limitless Ltd)
Brand Experience
VRDC Fall 2016
Creating Mixed Realities with HoloLens, Tango, and Beyond
by Aaron Pulkka
(Rabbx Inc)
Innovation
GDC Europe 2016
'Armello': Bringing Tabletop Adventure to Life
by Trent Kusters
(League of Geeks)
Independent Games Summit
GDC Europe 2016
'HITMAN' Season 1: From Executive Producer to Showrunner
by Hannes Seifert
(Io-Interactive)
Production
GDC Europe 2016
'Project Discovery': How Citizen Science Got into 'EVE Online'
by Attila Szantner
(MMOS Srl)
Production
GDC 2016
'Adventure Capitalist' Postmortem or: How Hyper Hippo Learned To Stop Wo...
by James Gwertzman
(PlayFab, Inc.)
Programming
GDC 2016
'Dragon Age Inquisition': Trespasser - Building to an Emotional Theme
by John Epler
(BioWare Edmonton)
Game Narrative Summit
GDC 2016
'Fallout 4's' Modular Level Design
by Joel Burgess
(Bethesda Game Studios)
Visual Arts
GDC 2016
'Guild Wars 2: Heart of Thorns'- Iterative MMO Development at Scale
by Sonya Wolfram
(ArenaNet, Inc.)
Production
VRDC @ GDC 2016
15 Years of Lessons From IEEE VR
by Pablo Figueroa
(Universidad de los Andes, Colombia)
Entertainment VR/AR
VRDC @ GDC 2016
Architecting Archean: Simultaneously Building for Room-Scale and Mobile ...
by Jono Forbes
(Archean)
Entertainment VR/AR
VRDC @ GDC 2016
Audio For Cinematic VR
by Varun Nair
(Two Big Ears Ltd.)
Entertainment VR/AR
VRDC @ GDC 2016
Augmented Reality 2.0: Developing Experiences for Google Tango and Beyond
by Ralph Barbagallo
(FLARB, LLC.)
Entertainment VR/AR
GDC China 2015
"A fantastic gaming experience tailored to target players-About the deve...
by Junxiong Chen
(Netease Games)
Smartphone & Tablet Games Summit
GDC China 2015
"Rendering from Studying the Underlying Principles Brief Talk about Phy...
by Minjie Wu
(Ubisoft Montreal)
Production
GDC China 2015
"Rendering from Studying the Underlying Principles Brief Talk about Phy...
by Minjie Wu
(Ubisoft Montreal)
Production
- Chinese
GDC China 2015
A Real Story of Game Development
by Tiexin Liang
(wanGa.me)
Production
- Chinese
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)
Business, Marketing and Management
GDC 2015
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz/Romero Games)
Advocacy
GDC 2015
A New R&D Process for Game Design
by James Taylor
(Game Changer Chicago Design Lab - University of Chicago)
Game Career Seminar
GDC 2015
A View from the White House: Games Beyond Entertainment
by Mark DeLoura
(White House Office of Science & Technology Policy)
Advocacy
GDC 2015
Adaptive Virtual Texture Rendering in Far Cry 4
by Ka Chen
(Ubisoft)
Programming
GDC Next 2014
Assassin's Creed IV Black Flag Multiplayer: Crafting Good Monetization o...
by Damien Kieken
(Ubisoft)
Design
GDC Next 2014
Best Practices for Mobile VR Development
by Benjamin Miller
(WemoLab)
Design
GDC Next 2014
Bringing the Community into the Dev Team - A Look into Open Development
by Jeff Spock
(Amplitude Studios)
Design
GDC Next 2014
Building a Community with Social Gameplay
by Owen Lawson
(UKEN Games)
Community
GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
- Chinese
GDC China 2014
80 DAYS Post-mortem: Letting the Game Tell the Story
by Jon Ingold
(inkle)
Indie
- Chinese
GDC China 2014
80 DAYS Post-mortem: Letting the Game Tell the Story
by Jon Ingold
(inkle)
Indie
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
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
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
Assassin's Creed IV Black Flag Multiplayer: Crafting Good Monetization o...
by Quentin De Beukelaer
(Ubisoft)
Design
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
10 Questions to Ask About the Future of Games (Presented by Digital Rive...
by Dean Takahashi
(VentureBeat)
Monetization
GDC 2014
1979 Revolution: A Case Study in Bringing Real Stories to Gaming
by Navid Khonsari
(iNK Stories)
Game Narrative Summit
GDC 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
Visual Arts
GDC Next 2013
An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to M...
by Matt Korba
(The Odd Gentlemen)
Independent Games
GDC Next 2013
Beta Testing: Succeed or Die
by Jori Pearsall
(GREE International)
Free to Play & New Game Business Models
GDC Next 2013
Beyond the Box: Opportunities in Augmented Reality
by Brian Cody
(Advanced Interactions LLC)
Future of Gaming
GDC Next 2013
Binders Full of Women: Diversifying Feminine Archetypes in Games
by Jill Murray
(Ubisoft Quebec)
Future of Gaming
GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC Europe 2013
Balancing Monetization to Succeed in the F2P MMO Space
by Gabriel Hacker
(Perfect World)
Free to Play Design & Business Summit
GDC Europe 2013
Balancing Revenue vs. User Experience in Mobile Games
by Ilja Goossens
(Chartboost)
Business, Marketing & Management
GDC Europe 2013
Better Teams Through Game Design
by Joshua Howard
(Crytek)
Business, Marketing & Management
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC Online 2012
A Theory of Fun 10 Years Later
by Raph Koster
(Playdom, San Diego)
Design
GDC Online 2012
Age of Empires Online: Radical Transparency Clearly Works
by Kevin Perry
(Microsoft)
Customer Experience
GDC Online 2012
Behind the Curtain: Using MMO Game Systems to Tell Bioware Stories
by Damion Schubert
(Bioware Austin)
Design
GDC Online 2012
Beyond the Leaderboard, an Enterprise View
by Alan O'Connor
(salesforce.com)
Gamification Day
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 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
A 'Mod'est Approach to Teaching Game Development
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Holistic Approach to A/B Testing [SOGS Business]
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
- Chinese
GDC China 2012
Building a brand as an independent developer
by Chris Charla
(Microsoft Game Studios)
Independent Games Summit
- Chinese
GDC China 2012
Building a brand as an independent developer
by Chris Charla
(Microsoft Game Studios)
Independent Games Summit
GDC China 2011
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
GDC China 2011
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
- Chinese
GDC China 2011
5MM Users in MyTown: Key Learnings from the #1 Geo-Location
Game
by Keith Lee
(Booyah)
Business & Marketing
- Chinese
GDC China 2011
5MM Users in MyTown: Key Learnings from the #1 Geo-Location
Game
by Keith Lee
(Booyah)
Business & Marketing
GDC Online 2011
(301) Game Writing Tutorial
by Carl Varnado
(Intuitive Visions)
Business and Marketing
GDC Online 2011
(301) Game Writing Tutorial
by Carl Varnado
(Intuitive Visions)
Business and Marketing
GDC Online 2011
(301) Game Writing Tutorial
by Carl Varnado
(Intuitive Visions)
Business and Marketing
GDC Online 2011
150 Million Penguins Can't Be Wrong: Managing the Virtual World of Disne...
by Nicole Thompson
(Disney's Club Penguin)
Customer Experience
GDC Europe 2011
10 Social Design Tips to Level Up Your Mobile Game (Presented by Papaya...
by Oscar Clark
(Papaya Mobile)
Smartphone & Tablet Games Summit
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC Europe 2011
Addressing Human Scalability Through Multi-User Editing Using Revision D...
by John Rittenhouse
(CCP Games)
Programming
GDC Europe 2011
All Points Bulletin: Reloaded - When a $100 Million AAA Game Goes Free2Play
by Bjorn Book-Larsson
(GamersFirst)
Production
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
Angry Birds - An Entertainment Franchise in the Making
by Peter Vesterbacka
(Rovio)
Mobile Games
GDC China 2010
Approaching Multiple Application Stores as an Eastern Company
by Kyu C. Lee
(GAMEVIL USA, Inc.)
Mobile Games
GDC Online 2010
AAA to Social Games -- Making the Leap
by Raph Koster
(Playdom)
Production
GDC Online 2010
App Store Survival ' Launching and Sustaining a Successful Franchise
by Arash Keshmirian
(Limbic Software)
iPhone Games Summit
GDC Online 2010
Battle.net: A Postmortem
by Matthew Versluys
(Blizzard Entertainment)
Production
GDC Online 2010
Building a Successful Business After Launch through Rapid Iteration
by Brett Durrett
(IMVU)
Live
GDC Europe 2010
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
GDC Europe 2010
Achievement Design: Lessons From an Xbox Live Community Study
by Mikael Jakobsson
(Malmoe University)
Business & Management
GDC Europe 2010
Advanced Material Rendering
by Michal Drobot
(Reality Pump Game Development Studios)
Technology
GDC Europe 2010
Advanced Screenspace Antialiasing
by Arne Schober
(Yager Development GmbH)
Technology
GDC Canada 2010
10 Tips (and more!) to Make Your iPhone Game More Successful
by Alan Martin
(Vogster Entertainment)
iPhone
GDC Canada 2010
A Dynamic Component Architecture for High Performance Gameplay
by Terrance Cohen
(Ogmento)
Programming
GDC Canada 2010
A Tale of 14 Apps: IUGO's App Store Journey
by Sarah Thomson
(IUGO Mobile Entertainment)
iPhone
GDC Canada 2010
Bringing Dragon Age to Life - Digital Actors in an Epic RPG
by Shane Hawco
(Bioware)
Business & Production
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC China 2009
Alice 2 - A Case Study of Global Development in China
by American McGee
(Spicy Horse)
Global Game Development
GDC China 2009
Bridging the Distance through Agile Game Development
by A'teinn .Alli. 'tarsson
(CCP)
Online
GDC China 2009
Bridging the Distance through Agile Game Development
by A'teinn .Alli. 'tarsson
(CCP)
Online
GDC China 2009
Choosing the game engine that is right for you
by Mark DeLoura
(Videogame Technology Consultant)
Global Game Development
GDC Austin/Online 2009
Aristotle, Game Writing, and Games
by Maurice Suckling
(The Mustard Corporation)
Game Writers Summit
GDC Austin/Online 2009
Audio Shorts
by Clark Crawford
(The Harten Center for Underprivileged Sounds, LLC)
Game Audio Summit
GDC Austin/Online 2009
Audio Shorts
by Clark Crawford
(The Harten Center for Underprivileged Sounds, LLC)
Game Audio Summit
GDC Austin/Online 2009
Audio Shorts
by Clark Crawford
(The Harten Center for Underprivileged Sounds, LLC)
Game Audio Summit
GDC Europe 2009
Advanced Racing Game AI in PURE
by Iain Gilfeather
(Black Rock Studios)
Business & Management
GDC Europe 2009
Ascending the CURSED MOUNTAIN - The Hollywood Model In Real Life
by Bob Bates
(Bobbates.com)
Production
GDC Europe 2009
Ask the Decision Makers: Find Out What Publishers Want And How To Get Wh...
by Sebastien Motte
(Microsoft Game Studios)
Business & Management
GDC Europe 2009
Balance of Power: Mechanics and Assets for Flow Maximization
by Andre Beccu
(Spellbound Entertainment AG)
Business & Management
GDC Canada 2009
A Sound Approach to Audio Pre-production
by Alistair Hirst
(OMNI Audio)
Concept/Pre-Production
GDC Canada 2009
Advanced Scrum and Agile Success Stories
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC Canada 2009
Can My Game Be a Brand?
by J. Michael Monahan
(Pattishall, McAuliffe, Newbury, Hilliard & Geralds)
Post Launch
GDC Canada 2009
Creating Value
by Dan Rogers
(Interactive Studio Management)
Production
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC Austin/Online 2008
(100) Developing Games With Open Source Technologies
by See below
Online Games - Technology and Services
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC Austin/Online 2008
A Generative, Adaptive Music System for MMO games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC Austin/Online 2008
Blazing the Trail for Hot Game Dialog
by Marianne Krawczyk
(Monkeyshines Entertainment)
Audio
GDC 2008
(103) Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Jason Scott
(Volition)
Business and Management
GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Jason Scott
(Volition)
Business and Management
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
GDC 2006
60-Minute MBA
by Scott Corley
(Red Mercury, LLC)
Audio
GDC 2006
...And Make It Snappy! Crafting Concise, Effective Dialogue for your Game
by Evan Skolnick
(Independent)
Audio
GDC 2004
The Hobbit : A Case Study
by Christopher Michael
Audio
GDC 2004
A Road Map for Peace: Redefining the Publisher- Developer Relationship
by Joe Minton
Business and Legal
GDC 2004
Accurate Prediction and Other Organizational Myths
by Starr Long
Production
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming