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 2007
(109) Casual Games Summit 101
by John Welch
(Making Fun)
Game Design
GDC 2007
(205) Large-scale Engineering for Online and Offline Games
by Neil Kirby
(Alcatel-Lucent)
Audio
GDC 2007
(206) Autodesk 3ds Max 9: Advanced Techniques for Next-gen Pipelines
by Neil Kirby
(Alcatel-Lucent)
Audio
GDC 2007
(304) Independent Games Summit
by Eric Zimmerman
(Independent)
Game Design
GDC 2007
(304) Independent Games Summit
by Eric Zimmerman
(Independent)
Game Design
GDC 2007
(Canceled) Best Practices to Help You Take Control of Your Game Development
by Grady Booch
(IBM)
Audio
GDC 2007
10 Steps to Success in Outsourcing Contracts
by Vincent Scheurer
(Sarassin LLP)
Business and Management
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2007
3D Tricks: Engineering Innovation on the Nintendo DS
by Chuck Homic
(Vicarious Visions)
Programming
GDC 2007
4D in Zero Space: Living Games with Procedural Textures
by Sebastien Deguy
(Allegorithmic)
Visual Arts
GDC 2007
7th Annual Game Developers Choice Awards
Special Event
GDC 2007
9th Annual Independent Games Festival Awards
Special Event
GDC 2007
A LocoRoco Postmortem: Making Happiness into Gameplay
by Tsutomu Kouno
Game Design
GDC 2007
Advanced Audio Techniques for Racing Games: Creating Audio for Forza Mot...
by Mike Caviezel
(Turn 10 Studios, Microsoft)
Audio
GDC 2007
Advanced Audio Techniques in UnrealEngine3
by Carlo Vogelsang
(Creative Labs, Inc)
Audio
GDC 2007
Advanced Granular Synthesis for Next Generation Games
by Leonard Paul
(Lotus Audio)
Audio
GDC 2007
Agile Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2007
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
GDC 2007
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
GDC 2007
Autodesk 3ds Max and Autodesk Maya: Advanced Animation Techniques
by Tony Lewellen
(Midway Games)
Visual Arts
GDC 2007
Automatic Generation of Dynamics Models
by John Ratcliff
(Simutronics Corporation)
Programming
GDC 2007
Bend Microsoft Project to Your Will
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2007
Bookworm Adventures Post-Mortem
by Tysen Henderson
(PopCap Games)
Game Design
GDC 2007
Building The Future Of Indie Games
by Simon Carless
(Independent Games Festival)
Game Design
GDC 2007
Censorship of Video Game Content: Time to Fight Back
by Lawrence Walters
(Weston, Garrou, Walters & Mooney)
IGDA
GDC 2007
Challenging Everyone: Dynamic Difficulty Deconstructed
by Ken Harward
(TrueThought LLC)
Game Design
GDC 2007
Challenging Everyone: Dynamic Difficulty Deconstructed
by Ken Harward
(TrueThought LLC)
Game Design
GDC 2007
Cinematic Game Design II: Storytelling
by Marty Stoltz
(Midway Games Chicago)
Visual Arts
GDC 2007
Classroom to the Console: The Autobiography of flOw
by Kellee Santiago
(thatgamecompany)
Game Design
GDC 2007
COLLADA in Console Game Production
by Kellee Santiago
(thatgamecompany)
Audio
GDC 2007
Comparing First-Generation Drama Engines
by Patrick Dugan
(True Vacuum)
Game Design
GDC 2007
Console Wars: Issues for the First Two Years of Next-gen
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2007
Controlling an Entire Theatre of War: The Development of Supreme Commander
by Chris Taylor
(Gas Powered Games Corp.)
Game Design
GDC 2007
Copycats and Copyrights: Solving the Casual Games Puzzle
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Management
GDC 2007
Cross Application Asset Creation for LAIR: From Characters to Clouds
by Mark Teare
(Factor 5)
Visual Arts
GDC 2007
Design Principles for Casual Games
by Nick Fortugno
(Playmatics)
Game Design
GDC 2007
Designing Next Generation Connected Games
by Scott Foe
(Nokia)
Game Design
GDC 2007
Diversity: The Window of Opportunity (Day One)
by Joseph Saulter
(Entertainment Arts Research)
Audio
GDC 2007
Dragged Kicking and Screaming: Source Multicore
by Tom Leonard
(Valve Software)
Programming
GDC 2007
Early Stage Funding for Independent Development Studios and Gaming
Star...
by Matthew Le Merle
(Keiretsu Capital, Concept Art House)
Business and Management
GDC 2007
Embodied Agents in Dynamic Worlds
by Bryan Stout
Programming
GDC 2007
Episodic Gaming For Indies
by Dave Grossman
(Telltale Games)
Game Design
GDC 2007
Feud No More: Learning to Love the Hybrid Web/Download Casual Game
by David Fox
(iWin)
Programming
GDC 2007
From the Frontline of Outsourcing: The Lessons Never End
by Kristine Coco
(ngmoco:))
Production
GDC 2007
Game Accessibility & Developers with Disabilities Group Gathering
by Michelle Hinn
(IGDA Game Accessibility Special Interest Group)
Audio
GDC 2007
Game Accessibility & Developers with Disabilities Group Gathering
by Michelle Hinn
(IGDA Game Accessibility Special Interest Group)
Audio
GDC 2007
Game Design in Agile Development
by Rory McGuire
(High Moon Studios)
Game Design
GDC 2007
Hair Styling: A Teenager's Dream, An Artist's Nightmare
by Peter Woytiuk
(BioWare Corp.)
Programming
GDC 2007
How to Convert to Data-driven Audio and What Can Go Wrong
by Tomas Neumann
(Crytek)
Audio
GDC 2007
If You're Scared That Others Will Find Out You Don't Know How To Be a Ma...
by Mark Horstman
(Manager Tools)
Business and Management
GDC 2007
Indie Developers Group Gathering
by Tom Arundel
(Introversion Software)
Audio
GDC 2007
Indie Prototyping, Braid, & Making Innovative Games
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2007
Innovation in Indie Games
by Jonathan Mak
(Queasy Games)
Game Design
GDC 2007
Interactive Cinematography
by Thiery Adam
(Ludia Inc.)
Game Design
GDC 2007
IP: Creating It, Using It, and Keeping It
by S. Gregory Boyd
(Davis & Gilbert LLP)
Business and Management
GDC 2007
Is Jimi Hendrix a Good Level Designer?
by Eric Brosius
(Harmonix Music Systems, Inc.)
Audio
GDC 2007
Is There Anything Comparable to Spherical Harmonics But Simpler?
by Tien-Tsin Wong
(The Chinese University of Hong Kong)
Programming
GDC 2007
It's More Than Making Coffee: Interns - How to Grow Your Team From the G...
by Greg Foertsch
(Firaxis Games)
Business and Management
GDC 2007
It's More Than Making Coffee: Interns - How to Grow Your Team From the G...
by Greg Foertsch
(Firaxis Games)
Business and Management
GDC 2007
Lead Artists/Art Directors Roundtable (Day Three)
by Seth Spaulding
(Blizzard Entertainment)
Audio
GDC 2007
Legal Issues Affecting The Creation And Implementation Of DRM Systems
by Gabriel Ramsey
(Orrick, Herrington & Sutcliffe LLP)
Business and Management
GDC 2007
Legal Issues Affecting The Creation And Implementation Of DRM Systems
by Gabriel Ramsey
(Orrick, Herrington & Sutcliffe LLP)
Business and Management
GDC 2007
Legal Ramifications of User-Created Content in Open and Closed Virtual W...
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
GDC 2007
LGBT Group Gathering
by Jeb Havens
(Google)
Audio
GDC 2007
Magic Lessons: Designing and Balancing Game Objects
by Robert Gutschera
(AristoDigital)
Game Design
GDC 2007
Magic Lessons: Designing and Balancing Game Objects
by Robert Gutschera
(AristoDigital)
Game Design
GDC 2007
Making An Indie MMO
by Daniel James
Game Design
GDC 2007
Managing Audio in 3rd Party Development
by Alexander Brandon
(Heatwave Interactive)
Audio
GDC 2007
Mapping Your Corporate Geomorphology
by Casey O'Donnell
(University of Georgia)
Business and Management
GDC 2007
Marketing For Indies
by Russell Carroll
(Reflexive Entertainment/Game Tunnel)
Game Design
GDC 2007
Meeting Players Halfway: Using Adaptive Systems to Prevent Player Frustr...
by Lida Tang
(Irrational Games, LLC)
Programming
GDC 2007
More Than Just A Pretty Map - Creating Next-Generation Materials for LAIR
by Matthias Worch
(LucasArts)
Visual Arts
GDC 2007
Multichannel Audio: Techniques for a Hi-Def Experience
by Bryan Pearson
(Treyarch)
Audio
GDC 2007
Music Business Issues '07 (Day Two)
by Rich Goldman
(RipTide Music)
Audio
GDC 2007
Narrative Landscapes: Shaping Player Experience through World Geometry
by Brian Upton
(SCEA)
Game Design
GDC 2007
Next Generation Public Relations Panel
by Josh Resnick
(Pandemic Studios)
Business and Management
GDC 2007
OpenGL ES 2.0: Start Developing Now
by Dan Ginsburg
(AMD)
Programming
GDC 2007
Optimising Player Experience with Music: Soundtrack vs. Personal Choice
by Dan Ginsburg
(AMD)
Audio
GDC 2007
Our Journey From Narbacular Drop To Portal
by Kim Swift
(Airtight Games)
Game Design
GDC 2007
Physics Games Go Indie
by Matthew Wegner
(Flashbang Studios)
Game Design
GDC 2007
Physics on Next Gen Platforms (Day Two)
by David Wu
(Microsoft Game Studios)
Audio
GDC 2007
Planning for a Soft Landing: Negotiating Termination Clauses in Game Dev...
by Jim Charne
(Law Offices James I Charne)
Business and Management
GDC 2007
Postmortem: Gastronaut Studios' Small Arms
by Jacob Van Wingen
(Gastronaut Studios LLC)
Game Design
GDC 2007
Postmortems: Game, Franchise & Company
by Lee Crawford
(TwoFish)
Game Design
GDC 2007
Pre-computed Light Carving into Meshes
by Stephan Etienne
(High Moon Studios)
Programming
GDC 2007
Predicting the Future: Effective Project Scheduling Tools and Techniques
by Duane Webb
(BioWare Corp)
Production
GDC 2007
Presenting PLAYSTATION® Edge: Advanced Graphics Tools and Technologie...
by Mark Cerny
(Cerny Games)
Programming
GDC 2007
Producing Quality of Life: The Producer's Responsibility (Day One)
by Heather Chandler
(Media Sunshine, Inc.)
IGDA
GDC 2007
Projection Matrix Tricks
by Eric Lengyel
(Terathon Software)
Programming
GDC 2007
PS3 Audio: More Than Extra Channels
by Jason Page
(SCEE R&D)
Audio
GDC 2007
PS3: Audio Development From the Trenches
by Marc Schaefgen
(The Sound Department, Austin)
Audio
GDC 2007
Realtime Physically Based Sound Synthesis for Games
by Nikunj Raghuvanshi
(Microsoft Research)
Audio
GDC 2007
Realtime Physically Based Sound Synthesis for Games
by Nikunj Raghuvanshi
(Microsoft Research)
Audio
GDC 2007
Saints Row Multiprocessing Architecture
by Randall Turner
(Volition Inc)
Programming
GDC 2007
Scarface: Sound Design and Mixing Using a Post Production Audio Model
by Rob Bridgett
(Radical Entertainment)
Audio
GDC 2007
Security and Privacy in Games (Day Three)
by Elonka Dunin
(Simutronics Corp.)
Audio
GDC 2007
Security and Privacy in Games (Day Three)
by Elonka Dunin
(Simutronics Corp.)
Audio
GDC 2007
Security and Privacy in Games (Day Two)
by Elonka Dunin
(Simutronics Corp.)
Audio
GDC 2007
Shared Technology at Rare: Good and Bad
by Tom Grove
(Rare Ltd / Microsoft Game Studios)
Programming
GDC 2007
Skinning with Dual Quaternions
by Ladislav Kavan
(Trinity College Dublin)
Programming
GDC 2007
Sort-Independent Alpha Blending
by Houman Meshkin
(Perpetual Entertainment)
Programming
GDC 2007
Sphere Maps With the Near-equal Solid-angle Property
by Tien-Tsin Wong
(The Chinese University of Hong Kong)
Programming
GDC 2007
Stay on Top of Your Game: Practical Career Advice from an HR Insider
by Fiona Cherbak
(VP of Business Development, GameX)
Game Career Seminar
GDC 2007
Tech-Art Driven Shader Pipelines in 3dsmax
by Raymond Stewart
(Volition Inc)
Visual Arts
GDC 2007
Technical Artist Roundtable (Day Two)
by Jeff Hanna
(Volition, Inc)
Audio
GDC 2007
Ten Games You Need to Play: The Digital Game Canon
by Henry Lowood
(Stanford University)
Audio
GDC 2007
Ten Games You Need to Play: The Digital Game Canon
by Henry Lowood
(Stanford University)
Audio
GDC 2007
The Art of Orchestration: Part Deux!
by Lennie Moore
(3l33t Music)
Audio
GDC 2007
The Challenges of Designing First-Person Melee Combat
by Raphael Colantonio
(Arkane Studios)
Game Design
GDC 2007
The Creation of SAINTS ROW's Open World Cityscape: Stilwater
by Jason Hayes
(NC Soft Carbine)
Visual Arts
GDC 2007
The Future of Innovative Studios: Team and Tools Behind Alan Wake
by Lasse Seppanen
(Remedy Games)
Production
GDC 2007
The Future of Storytelling In Next-Generation Game Development
by Warren Spector
(Junction Point Studios)
Game Design
GDC 2007
The Game Attorney's Developer Deal Roundtable (Day Two)
by Tom Buscaglia
(Dev Biz, Inc.)
Audio
GDC 2007
The Game Studies Download: Top 10 Research Findings
by Jane McGonigal
(Social Chocolate)
Game Design
GDC 2007
The Importance of Audio In Gaming: Investing in Next Generation Sound
by Martin H. Klein
(Audiokinetic)
Audio
GDC 2007
The New Alternate Reality Games
by Adrian Hon
(Six to Start)
Game Design
GDC 2007
The New Way of Financing: Maximizing the Value of Your IP Assets
by Andrew Katz
(Mitchell Silberberg & Knupp LLP)
Business and Management
GDC 2007
The Road From Zoombiniville
by Andrew Katz
(Mitchell Silberberg & Knupp LLP)
Audio
GDC 2007
The Secret Garden: Mobile Games and The 4% Addressable Market Who Love Them
by John Szeder
(Mofactor)
Vision
GDC 2007
The Square-Enix Approach to Localization
by Richard Mark Honeywood
(Square Enix)
Game Design
GDC 2007
The Videogame Piracy Problem: Fifteen Men on a Dead Man's Chest
by Todd Hollenshead
(ID SOFTWARE, INC.)
Business and Management
GDC 2007
The Videogame Piracy Problem: Fifteen Men on a Dead Man's Chest
by Todd Hollenshead
(ID SOFTWARE, INC.)
Business and Management
GDC 2007
Theme Song: Make Your Soundtrack Stand Out
by Zak Belica
(Electronic Arts)
Audio
GDC 2007
Theory into Practice: Single Player RTS design for Company of Heroes
by Joshua Mosqueira
(Ubisoft Montreal)
Game Design
GDC 2007
Three Approaches to Halo-style Behavior Tree AI
by Chris Hecker
(definition six, inc.)
Programming
GDC 2007
Tomb Raider: The Art of Epic Scoring
by Troels Folmann
(Tonehammer)
Audio
GDC 2007
Tool Developers Group Gathering
by Troels Folmann
(Tonehammer)
Audio
GDC 2007
TR1: C++ on the Move
by Pete Isensee
(Microsoft)
Programming
GDC 2007
Under the Compiler's Hood: Supercharge Your PLAYSTATION3 Code
by Andy Thomason
(SN Systems)
Programming
GDC 2007
Under the Compiler's Hood: Supercharge Your PLAYSTATION3 Code
by Andy Thomason
(SN Systems)
Programming
GDC 2007
Understanding Emotions in FIFA 07: Telling a Different Story Every 90 Mi...
by Sebastian Enrique
(EA Canada)
Game Design
GDC 2007
Using Creative Design to Monetize Virtual Worlds (Three 20-minute lectures)
by Erik Bethke
(GoPets)
Business and Management
GDC 2007
Using Creative Design to Monetize Virtual Worlds (Three 20-minute lectures)
by Erik Bethke
(GoPets)
Business and Management
GDC 2007
Using Creative Design to Monetize Virtual Worlds (Three 20-minute lectures)
by Erik Bethke
(GoPets)
Business and Management
GDC 2007
Why "Work-for-Hire" Doesn't Work for Composers: Concrete Steps to Improv...
by Jim Charne
(Law Offices James I Charne)
Audio
GDC 2007
Womens Group Gathering
by Jennifer Boespflug
(Microsoft Game Studios)
Audio
GDC 2007
Writing For The Hero with a Thousand Faces - Storytelling Challenges and...
by Susan O\'Connor
(Susan O'Connor Writing Studio)
Game Design
GDC 2007
Writing Great Design Documents
by Damion Schubert
(Bioware Austin)
Game Design