GDC 2009
(303) Business in a Red Ocean: Surviving the Squeeze
by Wade Tinney
(Large Animal Games)
Casual Games Summit
GDC 2009
(303) Designing for the Blue Ocean
by John Welch
(Making Fun)
Casual Games Summit
GDC 2009
(303) Games that Connect People - Part 1
by Hugh de Loayza
(Zynga)
Casual Games Summit
GDC 2009
(303) Games that Connect People - Part 2
by Kenny Rosenblatt
(Arkadium)
Casual Games Summit
GDC 2009
(303) Intro to Casual Games - Part 1
by Steve Meretzky
(Playdom)
Casual Games Summit
GDC 2009
(303) Intro to Casual Games - Part 2
by David Fox
(iWin)
Casual Games Summit
GDC 2009
(303) Red Ocean or Blue Ocean?
by John Welch
(Making Fun)
Casual Games Summit
GDC 2009
(303) The Year in Casual Game Design
by Juan Gril
(Joju Games)
Casual Games Summit
GDC 2009
(304) 2008 IGF Finalist Overview
by Matthew Wegner
(Flashbang Studios)
Independent Games Summit
GDC 2009
(304) CRAYON PHYSICS DELUXE Postmortem
by Petri Purho
(Kloonigames)
Independent Games Summit
GDC 2009
(304) Embracing Constraints
by Dylan Fitterer
(Audiosurf, LLC)
Independent Games Summit
GDC 2009
(304) Hothead Games: Episodic Content and The Evolving Indie Landscape
by Vlad Ceraldi
(Hothead Games)
Independent Games Summit
GDC 2009
(304) How Do You Manage Small Indie Teams?
by Kellee Santiago
(thatgamecompany)
Independent Games Summit
GDC 2009
(304) How to Finish a Game Project You... Hate?
by Alec Holowka
(Infinite Ammo)
Independent Games Summit
GDC 2009
(304) Independent Games & Sales: Stats 101
by Simon Carless
(Independent Games Festival)
Independent Games Summit
GDC 2009
(304) Indie Games: From Buzz To Business
by Tom Buscaglia
(Dev Biz, Inc.)
Independent Games Summit
GDC 2009
(304) Indies: Beyond Single-Player
by Jason Rohrer
((independent))
Independent Games Summit
GDC 2009
(304) Making LOVE in Your Bedroom
by Eskil Steenberg
Independent Games Summit
GDC 2009
(304) Making LOVE in Your Bedroom
by Eskil Steenberg
Independent Games Summit
GDC 2009
(304) Making Web Games: The Indie Experience
by Rich Grillotti
(Pixeljam Games)
Independent Games Summit
GDC 2009
(304) No Publisher? No Problem! iPhone for Indies
by Sergei Gourski
(Game Club Cogswell)
Independent Games Summit
GDC 2009
(304) Stardock On The PC Hardcore Scene As Indie
by Brad Wardell
(Stardock)
Independent Games Summit
GDC 2009
(304) The Art of Independent Game Promotion
by Kyle Gabler
(2D Boy)
Independent Games Summit
GDC 2009
(304) The Four-Hour Game Design by Cactus
by Jonatan (Cactus) Soderstrom
(Cactus Software)
Independent Games Summit
GDC 2009
(304) The Indie Advantage? A View From Both Sides
by Rod Humble
(Electronic Arts)
Independent Games Summit
GDC 2009
(304) The Indie Businessman
by Daniel James
(Three Rings)
Independent Games Summit
GDC 2009
(304) The Indie Game Maker Rant
by Heather Kelley
(Kokoromi)
Independent Games Summit
GDC 2009
(305) Advancing Our Game Narratives and Technologies
by Edmond A. Heinbockel
(Visual Purple)
Serious Games Summit
GDC 2009
(305) Are Serious Games & Corporate Customers In Sync?
by Ben Sawyer
(Digitalmill)
Serious Games Summit
GDC 2009
(305) Breaking Common Constraints of Serious Games : A New Market Approach
by Timothy Nixon
(Straylight Studios)
Serious Games Summit
GDC 2009
(305) Building Better Serious Games RFPs
by Bob Bates
(Bobbates.com)
Serious Games Summit
GDC 2009
(305) COSMOS CHAOS!: Where Gaming Meets Education and Doesn't Die
by Meagan Rothschild
(Pacific Resources for Education & Learning (PREL))
Serious Games Summit
GDC 2009
(305) Designing the First Social Reality Game to Motivate Change
by Austin Hill
(Akoha)
Serious Games Summit
GDC 2009
(305) Getting Serious About Alternate Reality: Designing a Different Kin...
by Frank Lantz
(Area/Code/Zynga)
Serious Games Summit
GDC 2009
(305) Hilton ULTIMATE TEAM PLAY for the PSP
by David Kervella
(Hilton Hotels Corporation)
Serious Games Summit
GDC 2009
(305) Making Sense of Brain Games: A Scientific Analysis of Game Design ...
by Carrie Heeter
(Michigan State University)
Serious Games Summit
GDC 2009
(305) MODs for Canadian Forces
by Jeremy Macdonald
(Canadian Forces)
Serious Games Summit
GDC 2009
(305) Naught's Had, All's Spent: ARDEN's Failure and the Challenges of L...
by Elizabeth Losh
(U.C. Irvine)
Serious Games Summit
GDC 2009
(305) New Voices in Serious Games
by Gabby Dizon
(Flipside Game Studios, Inc.)
Serious Games Summit
GDC 2009
(305) Serious Games Showcase
by Speaker TBA
Serious Games Summit
GDC 2009
(305) Shifting from Entertainment to Serious Games: Breathing life into ...
by Jaramiah Severns
(High Voltage Software)
Serious Games Summit
GDC 2009
(305) SPORE's Wake: What Seriously Happened?
by Margaret Robertson
(Hide&Seek)
Serious Games Summit
GDC 2009
(305) Testing our Hidden Agenda: What Happens Once Real Students and Tea...
by Lauren Davis
(HiddenAgenda.com)
Serious Games Summit
GDC 2009
(305) THE SKELETON CHASE: Designing a Fun Serious ARG
by Lee Sheldon
Serious Games Summit
GDC 2009
(305) The Story of AudiOdyssey & My Journey through Usability
by Eitan Glinert
(Fire Hose Games)
Serious Games Summit
GDC 2009
(305) Totally Cisco
by Jerry Bush
(Cisco Systems)
Serious Games Summit
GDC 2009
(305) Where Were the Election Games?
by Ben Sawyer
(Digitalmill)
Serious Games Summit
GDC 2009
(305) Winning with Games
by Matt Seeney
(TPLD Ltd.)
Serious Games Summit
GDC 2009
(306) Building and Sustaining Successful Free-To-Play MMOs
by Don Choi
(OGPlanet)
Worlds in Motion Summit
GDC 2009
(306) Controlling the Pace
by Ryan Barker
(Sony Online Entertainment)
Worlds in Motion Summit
GDC 2009
(306) Dragonslaying: Facebook Lessons Learned from DUNGEONS AND DRAGONS ...
by Andrew Finch
(The Pokemon Company International)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) How to Avoid New Legal Pitfalls in Virtual World Design and Policy
by Mark Methenitis
(The Vernon Law Group, PLLC)
Worlds in Motion Summit
GDC 2009
(306) Make Me! Giving Players Better Avatar Creation Choices and Experie...
by Katherine Isbister
(NYU's Polytechnic Institute)
Worlds in Motion Summit
GDC 2009
(306) Metrics for a Brave New Whirled
by Daniel James
(Three Rings)
Worlds in Motion Summit
GDC 2009
(306) Online Games: Europe Challenges
by Thomas Bidaux
(ICO Partners)
Worlds in Motion Summit
GDC 2009
(306) Pack Your Bags, We're Going to Audience Acquisition & Retention Camp
by Margaret Wallace
(Rebel Monkey, Playmatics)
Worlds in Motion Summit
GDC 2009
(306) Post mortem: Game mechanics without rules in Habbo Hotel
by Sulka Haro
(Sulake)
Worlds in Motion Summit
GDC 2009
(306) RMT Design
by Erik Bethke
(GoPets)
Worlds in Motion Summit
GDC 2009
(306) Social Technologies and Virtual Worlds: Best Practices
by Ron Meiners
(RMC)
Worlds in Motion Summit
GDC 2009
(306) The Creation of a Kids' Virtual World - Real Data
by Sibley Verbeck
(Electric Sheep)
Worlds in Motion Summit
GDC 2009
(306) User Generated Story: The Promise of Unsharded Worlds
by James Portnow
(Rainmaker Games)
Worlds in Motion Summit
GDC 2009
(306) Worlds in Motion 2009 Kick-off!
by Raph Koster
(Playdom)
Worlds in Motion Summit
GDC 2009
(306) Your Own Zombie Army - Driving User Behavior with Game Mechanics a...
by Rajat Paharia
(Bunchball)
Worlds in Motion Summit
GDC 2009
(307) #define GAME_AI
by Steve Rabin
(Nintendo of America)
AI Summit
GDC 2009
(307) AI and Designers: Mind the Gap
by Soren Johnson
(EA2D)
AI Summit
GDC 2009
(307) AI Summit Final QA and Closing Remarks
by Steve Rabin
(Nintendo of America)
AI Summit
GDC 2009
(307) AI Summit Introduction and Welcome
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2009
(307) Animating in a Complex World: Integrating AI and Animation
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2009
(307) Beyond Behavior: An Introduction to Knowledge Representation
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2009
(307) Breaking the Cookie-Cutter: Modeling Individual Personality, Mood,...
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2009
(307) From the Ground Up: AI Architecture and Design Patterns
by Brett Laming
(Rockstar Leeds)
AI Summit
GDC 2009
(307) Parallelism in AI: Multithreading Strategies and Opportunities for...
by Julien Hamaide
(Fishing Cactus)
AI Summit
GDC 2009
(307) Preparing for the Future: As a Professional Game AI Developer, Wha...
by John Funge
(Netflix)
AI Summit
GDC 2009
(307) The Photoshop of AI: Debating the Structure vs Style Decomposition...
by Chris Hecker
(definition six, inc.)
AI Summit
GDC 2009
(308) 4 - Gaming For the Next Billion
by Mike Yuen
(QUALCOMM)
Mobile: Original Innovation
GDC 2009
(308) Am I dead yet?
by John Szeder
(Mofactor)
Mobile: Deals & Distribution
GDC 2009
(308) Beyond the Screen: The Principles of Pervasive Game Design
by Markus Montola
(Nokia Corporation)
Mobile: Original Innovation
GDC 2009
(308) Bringing Killer Console Games to Mobile
by Sean Malatesta
(IG FUN LLC)
Mobile: Production
GDC 2009
(308) Bringing Meaning to Mobile Entertainment
by Tero Ojanpera
(Nokia)
Mobile: New Platforms
GDC 2009
(308) Creating a Compelling User Experience
by Mark Ollila
(Nokia)
Mobile: Original Innovation
GDC 2009
(308) Get Smart About Smartphones: Insight Into the Future of Mobile Gaming
by Anthony Borquez
(Konami Digital Entertainment)
Mobile: New Platforms
GDC 2009
(308) GUITAR HERO MOBILE: Behind the Scenes
by JJ Lechleiter
(Hands-On Mobile)
Mobile: Game Design
GDC 2009
(308) Handheld Augmented Reality Games
by Blair MacIntyre
(School of Interactive Computing at Georgia Tech)
Mobile: Game Design
GDC 2009
(308) How do we socialize mobile games?
by Paul Coulton
(Mobile Radicals)
Mobile: Original Innovation
GDC 2009
(308) Improving Game Play with Sensor Technology in Mobile Devices
by Peter Lykke Nielsen
(Nokia)
Mobile: Game Design
GDC 2009
(308) Independent Games Festival Mobile Award Ceremony
by Robert Tercek
(& President of Digital Media, OWN)
Mobile: Original Innovation
GDC 2009
(308) Mobile game porting optimization
by Eric Thommerot
(Popcap international)
Mobile: Production
GDC 2009
(308) Mobile Gaming in India - Time to play
by Vishal Gondal
(Indiagames ltd.)
Mobile: Deals & Distribution
GDC 2009
(308) Mobile Participation TV--Innovation in cross platform gaming
by Eberhard Schoneburg
(Artificial Life, Inc)
Mobile: Original Innovation
GDC 2009
(308) Optimizing for OpenGL ES 2.0: The foundations of Firemint's Real R...
by Kristof Beets
(Imagination Technologies)
Mobile: Programming
GDC 2009
(308) Post Mortem: Super Monkey Ball iPhone
by Ethan Einhorn
(SEGA)
Mobile: New Platforms
GDC 2009
(308) Social Games for Android, iPhone, Java, C++ and Objective C? Where...
by Paul Foster
(Pick Up And Play)
Mobile: New Platforms
GDC 2009
(308) The iPhone Bag Of Tricks
by Guido Henkel
(G3 Studios)
Mobile: Programming
GDC 2009
(308) Welcome to the Next Level!
by Robert Tercek
(& President of Digital Media, OWN)
Mobile: Original Innovation
GDC 2009
(308) Why the iPhone just changed everything
by Neil Young
(ngmoco:))
Mobile: New Platforms
GDC 2009
10 Perspectives on Staying Passionate about Games
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2009
100 Questions, 97 Answers, 56 Minutes
by Brenda Brathwaite
(Loot Drop)
Game Career Seminar
GDC 2009
11th Annual Independent Games Festival Awards
by GDC
Game Design
GDC 2009
9th Annual Game Developers Choice Awards
Game Design
GDC 2009
Aarf! Arf Arf Arf: Talking to the Player with Barks
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2009
Accessibility 101: Crash Course for Beginners
by Michelle Hinn
(IGDA Game Accessibility Special Interest Group)
Game Design
GDC 2009
All About NOBY NOBY BOY
by Keita Takahashi
(Bandai Namco)
Game Design
GDC 2009
An American engine in Tokyo: The collaboration of Epic Games and Square ...
by Mark Cerny
(Cerny Games)
Production
GDC 2009
Art Directing Horror and Immersion in DEAD SPACE
by Ian Milham
(Electronic Arts Redwood Shores)
Visual Arts
GDC 2009
Audio Adventures on the PS3 - SOCOM Confrontation - Online Audio for 32 ...
by Ken Felton
(SCEA)
Audio
GDC 2009
Behind the Scenes: The GEARS OF WAR 2 Cinematics Pipeline
by Tanya Jessen
(Epic Games)
Visual Arts
GDC 2009
Bend Microsoft Project To Your Will - Again
by Mike McShaffry
(Red Fly Studio)
Business and Management
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Building Your Airplane While Flying: Production at Bungie
by Allen Murray
(Bungie LLC)
Production
GDC 2009
Burned by Friendly Fire: Game Critics Rant
by Eric Zimmerman
(Independent)
Game Design
GDC 2009
Cheats for Marketers: Fresh Demographics on Teen (and Adult) Gaming & Ho...
by Amanda Lenhart
(Pew Internet & American Life Project)
Business and Management
GDC 2009
Cinematic Next-Generation Action NARUTO: Ultimate Ninja STORM - In-Game ...
by Hiroshi Matsuyama
(Cyber Connect 2)
Visual Arts
GDC 2009
Creating First Person Movement for MIRROR'S EDGE
by Jonas Aberg
(DICE - EA)
Visual Arts
GDC 2009
Creating, Maintaining and Realizing Value for a Videogame Business
by Mitch Lasky
(Benchmark Capital)
Business and Management
GDC 2009
CUDA and Multi-Core Gaming: Lessons from Gamebryo Floodgate - Nvidia
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2009
Dazed and Confused in the MMO World
by Paul Barnett
(Mythic Entertainment)
Game Design
GDC 2009
Directing the Prince Of Persia Camera: A Sustainable Development Approach
by Jonathan Bard
(Ubisoft Montreal)
Programming
GDC 2009
Doing Business In The Game Music Industry In Japan 101
by Norihiko Hibino
(GEM Impact, Inc.)
Audio
GDC 2009
Drop-In COOP for Open World Games
by Glenn Fiedler
(Sony Santa Monica)
Programming
GDC 2009
Everything I Learned About Level Design I Learned from Disneyland
by Scott Rogers
(THQ)
Game Design
GDC 2009
Everything Old is New Again: Using Musical Style to Enhance Storytelling
by Lennie Moore
(3l33t Music)
Audio
GDC 2009
Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design
by Emil Pagliarulo
(Bethesda Game Studio)
Game Design
GDC 2009
Experiences and Rare Insights into the Video Game Music Industry
by Hitoshi Sakimoto
(Basiscape International)
Audio
GDC 2009
Experimental Gameplay Sessions - Parts 1 & 2
by Scott Anderson
(Flashbang Studios)
Game Design
GDC 2009
Experimental Gameplay Sessions - Parts 1 & 2
by Scott Anderson
(Flashbang Studios)
Game Design
GDC 2009
From Bungie to Bootstrapping ' Starting an Independent Developer Studio
by Max Hoberman
(Certain Affinity, Inc.)
Business and Management
GDC 2009
From COUNTER-STRIKE to LEFT 4 DEAD: Creating Replayable Cooperative Expe...
by Michael Booth
(Valve)
Game Design
GDC 2009
From Pipe Dream to Open World: The Terraforming of FAR CRY 2
by Alexandre Amancio
(Ubisoft Montreal)
Visual Arts
GDC 2009
From Script to Implementation
by Jacquelyn Shriver
(Sony Computer Entertainment America)
Audio
GDC 2009
G.A.N.G Demo Derby - Sound Design
by Paul Lipson
(The Game Audio Network Guild)
Audio
GDC 2009
Game Audio Network Guild Panel and Annual Town Hall Meeting
by Speaker N/A
Audio
GDC 2009
GDC Microtalks - One Hour, Ten Speakers, Unlimited Ideas
by Eric Zimmerman
(Independent)
Game Design
GDC 2009
Global Illumination in SONIC UNLEASHED
by Yoshihisa Hashimoto
(Sega Corporation)
Programming
GDC 2009
HALO WARS: The Terrain of Next-Gen
by Colt McAnlis
(Blizzard)
Programming
GDC 2009
Having Your Cake and Eating it Too: Increasing Game Realism, Scale and R...
by Neal Robison
(AMD)
Production
GDC 2009
He Who Ships, Wins: Producing GEARS OF WAR 2
by Rod Fergusson
(Epic Games)
Production
GDC 2009
Helping Your Players Feel Smart: Puzzles as User Interface
by Randy Smith
(Tiger Style)
Game Design
GDC 2009
Hitting 60Hz with the Unreal Engine: Inside the Tech of MORTAL KOMBAT vs...
by Jonathan Greenberg
(Midway)
Programming
GDC 2009
How a Game Composer Can Stretch His Orchestration, Arranging, and Music ...
by Benoit Grey
(Grey Music & Media)
Audio
GDC 2009
How Did the Interview Go?
by James Schomer
(Cryptic Studios)
Game Career Seminar
GDC 2009
How Sackboy Learned to Love Physics
by Dave Smith
(Media Molecule)
Game Design
GDC 2009
How to Start Designing Games On Your Own (and What that Really Means)
by Tom Sloper
(University of Southern California)
Game Career Seminar
GDC 2009
How To Talk to an Actor
by Tom Keegan
(TomK Productions)
Audio
GDC 2009
Illustrative Rendering of PRINCE OF PERSIA
by Ben Mattes
(Ubisoft Montreal)
Visual Arts
GDC 2009
Inside the GEARS OF WAR 2 Character Modeling Pipeline
by Chris Wells
(Epic Games)
Visual Arts
GDC 2009
Intel's New Graphics Performance Analyzers
by Cian Montgomery
(Intel)
Programming
GDC 2009
Introducing GPU PerfStudio 2.0 - The Next Generation DX10.x GPU Performa...
by Seth Sowerby
(AMD)
Programming
GDC 2009
Kaboom: Real-Time Multi-Threaded Fluid Simulation for Games
by Jeff Freeman
(Intel)
Programming
GDC 2009
Learn from Legends: Crane & Cartwright's Core Principles for Game Develo...
by David Crane
(Skyworks Technologies, Inc.)
Game Design
GDC 2009
Learning from the Atari 2600
by Ian Bogost
(The Georgia Institute of Technology)
Game Design
GDC 2009
Level-5's Techniques to Producing a Hit Game'From PROFESSOR LAYTON to IN...
by Usuke Kumagai
(Level-5, Inc.)
Production
GDC 2009
Making Friends is Hard: Social Mechanics in Contemporary Design
by Alex Hutchinson
(Electronic Arts Montreal)
Game Design
GDC 2009
Master Metrics: The Science Behind the Art of Game Design
by E. Daniel Arey
(Big Red Button Entertainment)
Game Design
GDC 2009
Maximizing Multi-GPU Performance
by Thomas Fortier
(AMD)
Programming
GDC 2009
Meaning, Aesthetics, and User-Generated Content
by Chris Hecker
(definition six, inc.)
Game Design
GDC 2009
Media Molecule: 'Winging It' - Ups, Downs, Mistakes, Successes in the Ma...
by Alex Evans
(Media Molecule)
Game Design
GDC 2009
Mixing It Up: The Last Great Challenge For Game Audio
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Momentum vs. Character Animation
by David Wu
(Microsoft Game Studios)
Programming
GDC 2009
My Lessons Learned from Flagship Studios
by Stephen Goldstein
(Stubbs Alderton & Markiles, LLP)
Business and Management
GDC 2009
NVIDIA APEX: From MIRROR'S EDGE to Pervasive Cinematic Destruction
by Jean Pierre Bordes
(NVIDIA)
Visual Arts
GDC 2009
NVIDIA APEX: High-Definition Physics with Clothing and Vegetation
by Jean Pierre Bordes
(NVIDIA)
Visual Arts
GDC 2009
Optimizing Game Architectures with Intel Threading Building Blocks
by Brad Werth
(Intel)
Programming
GDC 2009
Pairwise Testing to Reduce the Test Cost and Increase the Quality of You...
by Wayne Bisson
(Microsoft)
Production
GDC 2009
PIXELJUNK EDEN - Baiyon's CMYK vision
by Baiyon Tomohisa Kuramitsu
(PixelJunk/Q-Games)
Visual Arts
GDC 2009
Platform-Independent Shader Development with mental mill: the Making of ...
by Laura Scholl
(mental mill, mental images)
Visual Arts
GDC 2009
Player Retention with Game Design in MMORPGs
by Ryan Barker
(Sony Online Entertainment)
Game Design
GDC 2009
Player's Expression: The Level Design Structure Behind FAR CRY 2 and Bey...
by Jonathan Morin
(Ubisoft)
Game Design
GDC 2009
Pocket Fiction: Writing for Handheld Games
by Evan Skolnick
(Independent)
Game Design
GDC 2009
Post Mortem: Mission Architect for City of Heroes
by Joe Morrissey
(NCsoft)
Production
GDC 2009
Practical SPU Usage in GOD OF WAR 3
by Jim Tilander
(Sony, Santa Monica)
Programming
GDC 2009
Procedural Speech Generation: How to Achieve Open Ended Dialog in Games...
by Paul Taylor
(Phonetic Arts)
Audio
GDC 2009
Producing FABLE II
by Jonathan Taylor
(Microsoft)
Production
GDC 2009
Profitable Development via Creative Accounting (And by Creative, we Mean...
by Chris Charla
(Microsoft Game Studios)
Business and Management
GDC 2009
Prototyping for Success
by Gregory Oberg
(Vicarious Visions)
Production
GDC 2009
Pure Audio: Creating Dynamic and Responsive Sound
by Jeremy Mayne
(Blackrock Studio)
Audio
GDC 2009
Pushing the Limits: The Technical, Design, and Social Ramifications from...
by Mike Roloson
(Insomniac Games)
Game Design
GDC 2009
Rasterization on Larrabee: A First Look at the Larrabee New Instructions...
by Michael Abrash
(Rad Game Tools)
Programming
GDC 2009
Read Me: Closing the Readability Gap in Immersive Games
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2009
Real-Time Deformation and Fracture - Finite Element Simulation and its U...
by James O'Brien
(University of California, Berkeley)
Programming
GDC 2009
Rendering Techniques in GEARS OF WAR 2
by Daniel Wright
(Epic Games)
Programming
GDC 2009
Self-Limiting Rigging Methodology Used on GOD OF WAR
by Yury Nedelin
(Sony Santa Monica)
Visual Arts
GDC 2009
Shaping Ones Musical Identity
by Troels Folmann
(Tonehammer)
Audio
GDC 2009
SPORE: Fulfilling the Massively-Single Player Promise - How'd We Do?
by Caryl Shaw
(ngmoco:))
Production
GDC 2009
STAR OCEAN 4: Flexible Shader Management and Post-Processing
by Yoshiharu Gotanda
(tri-Ace Inc.)
Programming
GDC 2009
Stretching Beyond Entertainment: The Role of Games in Personal and Socia...
by Will Wright
(Maxis)
Game Design
GDC 2009
Style in Rendering: The History and Technique Behind AFRO SAMURAI's Look
by Bryan Johnston
(Namco Bandai Games)
Visual Arts
GDC 2009
Taming Your Game Production Demons: the Offset approach
by Remi Arnaud
(Intel)
Game Design
GDC 2009
Technical Art Techniques Panel: Tools and Pipeline
by Jeff Hanna
(Volition, Inc)
Visual Arts
GDC 2009
The Art of BRAID
by David Hellman
(The Hellman Studio LLC)
Visual Arts
GDC 2009
The Beauty of Destruction
by Pete Isensee
(Microsoft)
Programming
GDC 2009
The Brutal Art of Brutal Legend
by Lee Petty
(Double Fine Productions)
Visual Arts
GDC 2009
The Council of Stellar Management: EVE Online Bridges Worlds for a Society
by Eyjolfur Gudmundsson
(CCP)
Production
GDC 2009
The Cruise Director of AZEROTH: Directed Gameplay within WORLD OF WARCRAFT
by Jeffrey Kaplan
(Blizzard Entertainment)
Game Design
GDC 2009
The Dating Game
by Steve Meretzky
(Playdom)
Game Design
GDC 2009
The Dynamic Composing Duo: An Orctronica Case Study
by Gerard Marino
Audio
GDC 2009
The Future is Now: Dynamic Music in MERCENARIES 2
by Chris Tilton
Audio
GDC 2009
The Game Design Challenge: My First Time
by Eric Zimmerman
(Independent)
Game Design
GDC 2009
The Grass is Greener? Freelance vs. In-House Audio Solutions
by Brian Schmidt
(Brian Schmidt Studios)
Audio
GDC 2009
The Human Play Machine
by Chaim Gingold
(levity lab)
Game Design
GDC 2009
The In and Out: Making Games Play Right with 3D Stereoscopic Technologie...
by Samuel Gateau
(NVIDIA)
Programming
GDC 2009
The Inspiration Behind Nintendo DSi Development
by Masato Kuwahara
(Nintendo DSi Hardware Group)
Game Design
GDC 2009
The Iterative Level Design Process of Bioware's MASS EFFECT 2
by Corey Andruko
(BioWare)
Production
GDC 2009
The PlayStation 3's SPU's in the Real World - KILLZONE 2 Case Study
by Michiel van der Leeuw
(Guerrilla)
Programming
GDC 2009
The Rendering Technology of KILLZONE 2
by Michal Valient
(Guerrilla)
Programming
GDC 2009
The Tech Behind the Tools of Insomniac Games
by Geoffrey Evans
(Insomniac Games)
Programming
GDC 2009
The World of FABLE II
by Ian Lovett
(Lionhead Studios/Microsoft Games Studios)
Visual Arts
GDC 2009
Threaded AI For The Win!
by Orion Granatir
(Intel)
Programming
GDC 2009
Universal Character System in SAINTS ROW 2
by Chris Fortier
(Volition)
Visual Arts
GDC 2009
Unlikely Beginnings: FALLOUT 3's Lead Designer on his Path into the Game...
by Emil Pagliarulo
(Bethesda Game Studio)
Game Career Seminar
GDC 2009
User Interface Art: Production from the Ground Up
by David Rose
(Neversoft Entertainment)
Visual Arts
GDC 2009
Using Source Filter Synthesis
by Francois Thibault
(Audiokinetic Inc.)
Audio
GDC 2009
Vast Narratives and Open Worlds, Part Deux -- Big Huge Problems
by Mark Nelson
(Big Huge Games)
Game Design
GDC 2009
Video Game Patents - Cases & Examples: Adventures in Video Game Litigation
by Ross Dannenberg
(Banner & Witcoff, Ltd)
Business and Management
GDC 2009
Weapon Sound Design
by Chris Sweetman
(Splash Damage Ltd.)
Audio
GDC 2009
Who Moved the Goalposts? The Rapidly Changing World of CPU's and Optimiz...
by Leigh Davies
(Intel Corporation)
Programming
GDC 2009
Your Game Needs Direct3D 11, So Get Started Now!
by Bill Bilodeau
(AMD)
Programming
GDC 2009
Zen of Multicore Rendering
by Corrinne Yu
(Halo Team Microsoft)
Programming