GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
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 '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 Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Fireside Chat with Markus 'Notch' Persson
by Markus Persson
(Mojang)
Game Design
GDC 2012
A Holistic Approach to A/B Testing [SOGS Business]
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
A Holistic Approach to A/B Testing [SOGS Business]
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Strategic Approach to Crowdfunding
by Julie Coniglio
(Awkward Hug)
Independent Games Summit
GDC 2012
A Strategic Approach to Crowdfunding
by Julie Coniglio
(Awkward Hug)
Independent Games Summit
GDC 2012
A Two-Part Technique for Efficiently Scaling Build and Test Automation
by Josh Nixdorf
(Electronic Arts)
Programming
GDC 2012
A Two-Part Technique for Efficiently Scaling Build and Test Automation
by Josh Nixdorf
(Electronic Arts)
Programming
GDC 2012
AAA Game Mechanics Inspiring Learning and Assessment Mechanics
by Jan L. Plass
(NYU / Games for Learning Institute)
Games For Change
GDC 2012
AAA Game Mechanics Inspiring Learning and Assessment Mechanics
by Jan L. Plass
(NYU / Games for Learning Institute)
Games For Change
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Visual Effects with DirectX 11
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2012
Advanced Visual Effects with DirectX 11
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2012
Advanced Visual Effects with DirectX 11
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
Ambient Occlusion Fields and Decals in Infamous 2
by Nathan Reed
(Sucker Punch Productions)
Programming
GDC 2012
Ambient Occlusion Fields and Decals in Infamous 2
by Nathan Reed
(Sucker Punch Productions)
Programming
GDC 2012
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
GDC 2012
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
GDC 2012
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
GDC 2012
Android Gaming on Tegra: The Future of Gaming is Now, and it's on the Mo...
by Lars Bishop
(NVIDIA)
Game Design
GDC 2012
Android On Everything: Smooth Development of Cross-Platform Native Andro...
by Ian Lewis
(Google)
Programming
GDC 2012
Animation Driven Locomotion for Smoother Navigation
by Bobby Anguelov
(IO Interactive)
AI Summit
GDC 2012
Animation Driven Locomotion for Smoother Navigation
by Bobby Anguelov
(IO Interactive)
AI Summit
GDC 2012
Animation methodology for Battlefield 3
by Tobias Dahl
(DICE/EA)
Game Design
GDC 2012
Animation methodology for Battlefield 3
by Tobias Dahl
(DICE/EA)
Game Design
GDC 2012
APB Reloaded: Design and Item Monetization Challenges When AAA Games Goe...
by Bjorn Book-Larsson
(GamersFirst / Reloaded Productions Inc.)
Production
GDC 2012
APB Reloaded: Design and Item Monetization Challenges When AAA Games Goe...
by Bjorn Book-Larsson
(GamersFirst / Reloaded Productions Inc.)
Production
GDC 2012
Applying Game and Social Mechanics to Sustainable Fashion: Closet Swap C...
by Paulina Bozek
(Inensu)
Game IT Summit
GDC 2012
Are You a Manager or a Leader? Come Test Your Skills and Learn New Ones!
by Julie Craft
(Heyzap)
Production
GDC 2012
Army Attack! Postmortem: Fighting in the Free to Play War [SOGS Postmortem]
by Aki Jarvinen
(Digital Chocolate)
Social and Online Games Summit
GDC 2012
Army Attack! Postmortem: Fighting in the Free to Play War [SOGS Postmortem]
by Aki Jarvinen
(Digital Chocolate)
Social and Online Games Summit
GDC 2012
Arrrgghh!!! - Blending Quantitative and Qualitative Methods to Detect Pl...
by Janus Rau Sorensen
(Crystal Dynamics / IO Interactive (Square Enix))
Production
GDC 2012
Arrrgghh!!! - Blending Quantitative and Qualitative Methods to Detect Pl...
by Janus Rau Sorensen
(Crystal Dynamics / IO Interactive (Square Enix))
Production
GDC 2012
Art History for Game Devs: In Praise of Abstraction
by John Sharp
(Georgia Institute of Technology)
Game Design
GDC 2012
Art History for Game Devs: In Praise of Abstraction
by John Sharp
(Georgia Institute of Technology)
Game Design
GDC 2012
Ask the Experts: Professional Programmer's Panel
by Jeff Ward
(Fire Hose Games)
Game Career Seminar
GDC 2012
Ask the Experts: Professional Programmer's Panel
by Jeff Ward
(Fire Hose Games)
Game Career Seminar
GDC 2012
Asking the Impossible on SSX: Creating 300 Tracks on a Ten-Track Budget
by Caleb Howard
(Electronic Arts Canada)
Visual Arts
GDC 2012
Attention, Not Immersion: Making Your Games Better with Psychology and P...
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2012
Attention, Not Immersion: Making Your Games Better with Psychology and P...
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2012
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Audio Evolution in Social Games: Not Just a 15 Second 60kpbs Loop Anymore!
by Dren McDonald
(Loot Drop)
Audio
GDC 2012
Audio Localization Done Right: Simultaneous Scripting and Recording
by Hikaru Taniyama
(Square Enix)
Localization Summit
GDC 2012
Authoring Soundscapes with User-generated Content and Automatic Audio Cl...
by Jordi Janer
(Universitat Pompeu Fabra)
Audio
GDC 2012
Authoring Soundscapes with User-generated Content and Automatic Audio Cl...
by Jordi Janer
(Universitat Pompeu Fabra)
Audio
GDC 2012
Awesome Video Game Data
by Geoffrey Zatkin
(EEDAR)
Business and Marketing and Management
GDC 2012
Back to the Garage: The Return of Indie Development (From Those Who Wer...
by Markus Persson
(Mojang)
Business and Marketing and Management
GDC 2012
Battlestorm: Games as a Powerful Tool for Community Engagement
by Jessica Goldfin
(Knight Foundation)
Games For Change
GDC 2012
Battlestorm: Games as a Powerful Tool for Community Engagement
by Jessica Goldfin
(Knight Foundation)
Games For Change
GDC 2012
Believable Tactics for Squad AI
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Metrics: Building Deep and Sustained Analytical Capability in You...
by Sheridan Hitchens
(Industry Consultant)
Social and Online Games Summit
GDC 2012
Beyond Metrics: Building Deep and Sustained Analytical Capability in You...
by Sheridan Hitchens
(Industry Consultant)
Social and Online Games Summit
GDC 2012
Big Games in Small Packages: Lessons Learned In Bringing a Long-running ...
by John Bergman
(Guild Software, Inc.)
Business and Marketing and Management
GDC 2012
Big Games in Small Packages: Lessons Learned In Bringing a Long-running ...
by John Bergman
(Guild Software, Inc.)
Business and Marketing and Management
- Japanese
GDC 2012
Big Games in Small Packages: Lessons Learned In Bringing a Long-running ...
by John Bergman
(Guild Software, Inc.)
Business and Marketing and Management
GDC 2012
Big Games in Small Packages: Lessons Learned In Bringing a Long-running ...
by John Bergman
(Guild Software, Inc.)
Business and Marketing and Management
GDC 2012
Boosting Rendering Performance with Automated High Quality 3D Asset Opti...
by Ulrik Lindahl
(Donya Labs AB)
Programming
GDC 2012
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business and Marketing and Management
GDC 2012
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business and Marketing and Management
GDC 2012
Breaking Into Game Development: Ask the Pros
by Chris Charla
(Microsoft Games)
Game Career Seminar
GDC 2012
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
- Japanese
GDC 2012
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
GDC 2012
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
GDC 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC 2012
Bringing Large Scale Console Games to iOS Devices: A Technical Overview ...
by Stephane Jacoby
(Square One Games)
Smartphone and Tablet Games Summit
GDC 2012
Bringing Large Scale Console Games to iOS Devices: A Technical Overview ...
by Stephane Jacoby
(Square One Games)
Smartphone and Tablet Games Summit
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
- Japanese
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
GDC 2012
Build That Wall: Creating the Audio for Bastion
by Darren Korb
(Supergiant Games)
Audio
GDC 2012
Build That Wall: Creating the Audio for Bastion
by Darren Korb
(Supergiant Games)
Audio
GDC 2012
Building a Multi-threaded Web-Based Game Engine Using HTML5/CSS3 and Jav...
by Corey Clark
(DeVry University)
Social and Online Games Summit
GDC 2012
Building a Multi-threaded Web-Based Game Engine Using HTML5/CSS3 and Jav...
by Corey Clark
(DeVry University)
Social and Online Games Summit
GDC 2012
Building Passionate Communities Through Social Music-Making Games
by Ge Wang
(Smule)
Smartphone and Tablet Games Summit
GDC 2012
BURN THIS MOTHERFATHER! Game Dev Parents Rant
by Eric Zimmerman
(Independent)
Game Design
GDC 2012
Character Assassination [SOGS Design]
by Kenny Shea Dinkin
(Disney Interactive Media Group/Playdom)
Social and Online Games Summit
GDC 2012
Cinematic Game Design IV: Character & Empathy
by Richard Rouse III
(Paranoid Productions)
Game Design
GDC 2012
Cinematic Game Design IV: Character & Empathy
by Richard Rouse III
(Paranoid Productions)
Game Design
GDC 2012
Classic Game Postmortem: Alone in the Dark
by Frederick Raynal
Game Design
GDC 2012
Classic Game Postmortem: Alone in the Dark
by Frederick Raynal
Game Design
GDC 2012
Classic Game Postmortem: Fallout
by Timothy Cain
(Obsidian Entertainment)
Game Design
GDC 2012
Classic Game Postmortem: Fallout
by Timothy Cain
(Obsidian Entertainment)
Game Design
GDC 2012
Classic Game Postmortem: Gauntlet
by Ed Logg
Game Design
GDC 2012
Classic Game Postmortem: Gauntlet
by Ed Logg
Game Design
GDC 2012
Classic Game Postmortem: Harvest Moon
by Yasuhiro Wada
(Toy Box, Inc.)
Game Design
- Japanese
GDC 2012
Classic Game Postmortem: Harvest Moon
by Yasuhiro Wada
(Toy Box, Inc.)
Game Design
GDC 2012
Classic Game Postmortem: Harvest Moon
by Yasuhiro Wada
(Toy Box, Inc.)
Game Design
GDC 2012
Clones: Advancing the Discussion
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC 2012
Clones: Advancing the Discussion
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC 2012
Communication and Iteration of Visual Effects in Red Faction: Armageddon
by Dave Samuel
(Volition Inc.)
Game Design
GDC 2012
Communication and Iteration of Visual Effects in Red Faction: Armageddon
by Dave Samuel
(Volition Inc.)
Game Design
GDC 2012
Community Commodity [SOGS Business]
by Stephanie Bayer
(PopCap Games)
Social and Online Games Summit
GDC 2012
Community Commodity [SOGS Business]
by Stephanie Bayer
(PopCap Games)
Social and Online Games Summit
GDC 2012
Concrete Practices to Be a Better Leader: Framing & Intention
by Brian Sharp
(Bungie)
Production
GDC 2012
Conquering European Localization
by Miguel A. Bernal-Merino
(University of Roehampton)
Localization Summit
GDC 2012
Contrastive Juxtaposition: Contrast and Context in BioWare Story and Cin...
by Jonathan Perry
(BioWare)
Game Design
GDC 2012
Contrastive Juxtaposition: Contrast and Context in BioWare Story and Cin...
by Jonathan Perry
(BioWare)
Game Design
GDC 2012
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Summit
GDC 2012
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Summit
GDC 2012
Core Games, Real Numbers: Comparative Stats for MMOs and Social Games [S...
by Emily Greer
(Kongregate)
Social and Online Games Summit
GDC 2012
Core Games, Real Numbers: Comparative Stats for MMOs and Social Games [S...
by Emily Greer
(Kongregate)
Social and Online Games Summit
GDC 2012
Create New Genres (and Stop Wasting Your Life in the Clone Factories) [S...
by Daniel Cook
(Spry Fox)
Social and Online Games Summit
GDC 2012
Creating a Sequel to a Game That Doesn't Need One
by Chet Faliszek
(Valve)
Game Design
GDC 2012
Creating Atmosphere in Games
by Greg Kasavin
(Supergiant Games)
Game Design
GDC 2012
Creating Atmosphere in Games
by Greg Kasavin
(Supergiant Games)
Game Design
GDC 2012
Creating Location Based GPS Entertainment in a Kyoto Start-Up
by Tonooka Yasunori
(supernova.INC)
Smartphone and Tablet Games Summit
GDC 2012
Creating the Flood Effects in Uncharted 3
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2012
Creating the Flood Effects in Uncharted 3
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
Production
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
Production
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
Production
GDC 2012
Crowds in Hitman: Absolution
by Kasper Fauerby
(IO Interactive)
Programming
GDC 2012
Crowds in Hitman: Absolution
by Kasper Fauerby
(IO Interactive)
Programming
GDC 2012
Crysis Management: Localization from a Developer's Perspective
by Judith Matz
(Crytek)
Localization Summit
GDC 2012
Crysis of Audio II
by Florian Fuesslin
(Crytek)
Audio
GDC 2012
Cubes All the Way Down: FEZ Technical Postmortem
by Renaud Bedard
(Polytron Corporation)
Independent Games Summit
GDC 2012
Cubes All the Way Down: FEZ Technical Postmortem
by Renaud Bedard
(Polytron Corporation)
Independent Games Summit
GDC 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC 2012
Datamining: How to Harvest the Gold in your Game Sales Database [SOGS Bu...
by Nick Berry
(DataGenetics)
Social and Online Games Summit
GDC 2012
Datamining: How to Harvest the Gold in your Game Sales Database [SOGS Bu...
by Nick Berry
(DataGenetics)
Social and Online Games Summit
GDC 2012
Dear Esther: Making an Indie Success Out of an Experimental Mod
by Dan Pinchbeck
(thechineseroom)
Game Design
GDC 2012
Dedicated Servers In Gears of War 3: Scaling to Millions of Players
by Michael Weilbacher
(Microsoft Studios)
Production
GDC 2012
Dedicated Servers In Gears of War 3: Scaling to Millions of Players
by Michael Weilbacher
(Microsoft Studios)
Production
GDC 2012
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3
by Nikolay Stefanov
(Massive (A Ubisoft Division))
Programming
GDC 2012
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3
by Nikolay Stefanov
(Massive (A Ubisoft Division))
Programming
GDC 2012
Demo Derby: Music
by Jason Hayes
(Valve Software)
Audio
GDC 2012
Demo Derby: Sound Design
by Dren McDonald
(Loot Drop)
Audio
GDC 2012
Depth in Simplicity: The Making of Jetpack Joyride
by Luke Muscat
(Halfbrick Studios)
Game Design
GDC 2012
Depth in Simplicity: The Making of Jetpack Joyride
by Luke Muscat
(Halfbrick Studios)
Game Design
GDC 2012
Design in Detail: Identifying the Seemingly Insignificant Decisions whic...
by Jaime Griesemer
(Sucker Punch)
Game Design
GDC 2012
Design in Detail: Identifying the Seemingly Insignificant Decisions whic...
by Jaime Griesemer
(Sucker Punch)
Game Design
GDC 2012
Designing A Game Your Teenage Daughter Will Actually Play
by Graeme Devine
(GRL Games)
Smartphone and Tablet Games Summit
GDC 2012
Designing A Game Your Teenage Daughter Will Actually Play
by Graeme Devine
(GRL Games)
Smartphone and Tablet Games Summit
GDC 2012
Designing a Technology Strategy for a Large Publisher
by Julien Merceron
(Square Enix)
Programming
- Japanese
GDC 2012
Designing a Technology Strategy for a Large Publisher
by Julien Merceron
(Square Enix)
Programming
GDC 2012
Designing a Technology Strategy for a Large Publisher
by Julien Merceron
(Square Enix)
Programming
GDC 2012
Designing a Technology Strategy for a Large Publisher
by Julien Merceron
(Square Enix)
Programming
GDC 2012
Designing for Free: How Free-to-Play Games Blur the Line Between Design ...
by Soren Johnson
(Game Developer Magazine)
Game Design
GDC 2012
Designing for Friendship: Shaping Player Relationships with Rules and Fr...
by Chris Bell
(thatgamecompany)
Independent Games Summit
GDC 2012
Designing for Friendship: Shaping Player Relationships with Rules and Fr...
by Chris Bell
(thatgamecompany)
Independent Games Summit
GDC 2012
Designing Games for Game Designers
by Stone Librande
(EA/Maxis)
Game Design
GDC 2012
Designing Games for Game Designers
by Stone Librande
(EA/Maxis)
Game Design
GDC 2012
Designing Games to Sell
by Alex Hutchinson
(Ubisoft Montreal)
Production
GDC 2012
Designing Over the Top - Saints Row: The Third Postmortem
by Scott Phillips
(Volition, INC)
Game Design
GDC 2012
Designing Over the Top - Saints Row: The Third Postmortem
by Scott Phillips
(Volition, INC)
Game Design
GDC 2012
Designing the Five Second Game
by RJ Mical
(Independent)
Smartphone and Tablet Games Summit
GDC 2012
Designing Virtual Currency by Breaking (Almost) Every Rule in the Econom...
by Vili Lehdonvirta
(London School of Economics)
Game Design
GDC 2012
Developers: Find Your Next 900 Million Consumers in China (Presented by ...
by Chris Shen
(The9 Limited)
Business and Marketing and Management
GDC 2012
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
GDC 2012
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
GDC 2012
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
GDC 2012
Digital Orchestration for the Video Game Composer
by Fletcher Beasley
(Fletcher Beasley Music)
Audio
GDC 2012
Digital Orchestration for the Video Game Composer
by Fletcher Beasley
(Fletcher Beasley Music)
Audio
GDC 2012
Digital Orchestration for the Video Game Composer
by Fletcher Beasley
(Fletcher Beasley Music)
Audio
GDC 2012
Digital Orchestration for the Video Game Composer
by Fletcher Beasley
(Fletcher Beasley Music)
Audio
GDC 2012
DIY XBLA FTW: The Dishwasher: Vampire Smile Postmortem
by James Silva
(Ska Studios)
Business and Marketing and Management
GDC 2012
DIY XBLA FTW: The Dishwasher: Vampire Smile Postmortem
by James Silva
(Ska Studios)
Business and Marketing and Management
GDC 2012
Do (Say) The Right Thing: Choice Architecture, Player Expression, and Na...
by Joshua Sawyer
(Obsidian Entertainment)
Game Design
GDC 2012
Don't Shoot the Messenger! Messaging Across the Front Lines
by Linda Carlson
(Sony Online Entertainment)
Business and Marketing and Management
GDC 2012
Don't trust the HiPPOs: A/B Testing Online Games
by Steven Collins
(Swrve)
Game Design
GDC 2012
Don't trust the HiPPOs: A/B Testing Online Games
by Steven Collins
(Swrve)
Game Design
GDC 2012
Downloadable Dominance: Quantifying the Importance of DLC for Your Botto...
by Benjamin Schlichter
(FADE LLC)
Business and Marketing and Management
GDC 2012
Downloadable Dominance: Quantifying the Importance of DLC for Your Botto...
by Benjamin Schlichter
(FADE LLC)
Business and Marketing and Management
GDC 2012
DXT Is Not Enough! Advanced Topics in Texture Compression
by Colt McAnlis
(Google)
Programming
GDC 2012
DXT Is Not Enough! Advanced Topics in Texture Compression
by Colt McAnlis
(Google)
Programming
GDC 2012
Effective Art Development in Social/Mobile Gaming [SOGS Design]
by James Zhang
(Concept Art House)
Social and Online Games Summit
GDC 2012
Effects Techniques Used in Uncharted 3: Drake's Deception
by Marshall Robin
(Naughty Dog)
Programming
GDC 2012
Effects Techniques Used in Uncharted 3: Drake's Deception
by Marshall Robin
(Naughty Dog)
Programming
GDC 2012
Embracing the Dark Art of Mathematical Modeling in AI
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Embracing the Dark Art of Mathematical Modeling in AI
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Embracing the Dark Art of Mathematical Modeling in AI
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Empowered by Digital Distribution: From Innovative Developer to Independ...
by Dan Connors
(Telltale Games)
Business and Marketing and Management
GDC 2012
Entertaining the Enterprise: Helping You Level Up & Conquer Work
by Li-Te Cheng
(IBM)
Game IT Summit
GDC 2012
Entertaining the Enterprise: Helping You Level Up & Conquer Work
by Li-Te Cheng
(IBM)
Game IT Summit
GDC 2012
Everyone Gaming Everywhere: Social Goes Global [SOGS Business]
by Peter Relan
(CrowdStar)
Social and Online Games Summit
GDC 2012
Everything I Know About Being an Art Lead I Learned From Rocksmith
by Aaron B. Murray
(Ubisoft)
Production
GDC 2012
Everything I Know About Being an Art Lead I Learned From Rocksmith
by Aaron B. Murray
(Ubisoft)
Production
GDC 2012
Evolution of the Cinematic Process: The Gears of War Trilogy
by Greg Mitchell
(Epic Games)
Production
GDC 2012
Evolution of the Cinematic Process: The Gears of War Trilogy
by Greg Mitchell
(Epic Games)
Production
GDC 2012
Evolution of the Cinematic Process: The Gears of War Trilogy
by Greg Mitchell
(Epic Games)
Production
GDC 2012
Evolving the MOBA Genre - The League of Legends: Dominion Postmortem
by Travis George
(Riot Games)
Production
GDC 2012
Evolving the MOBA Genre - The League of Legends: Dominion Postmortem
by Travis George
(Riot Games)
Production
GDC 2012
Existential Crisis: Do We Really Need AI?
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Faster C++: Move Construction and Perfect Forwarding
by Pete Isensee
(Microsoft)
Programming
GDC 2012
Faster C++: Move Construction and Perfect Forwarding
by Pete Isensee
(Microsoft)
Programming
GDC 2012
Fighting Organized Crime: What You Should Know About Chargebacks, Gold F...
by Arthur Chu
(Nexon America)
Business and Marketing and Management
GDC 2012
Fighting Organized Crime: What You Should Know About Chargebacks, Gold F...
by Arthur Chu
(Nexon America)
Business and Marketing and Management
GDC 2012
Financing Options for Smaller Games
by Jonathan Newth
(Tenshi Ventures)
Business and Marketing and Management
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Folk Games, Festivity and Subversive Game Design
by Douglas Wilson
(Die Gute Fabrik)
Independent Games Summit
GDC 2012
Folk Games, Festivity and Subversive Game Design
by Douglas Wilson
(Die Gute Fabrik)
Independent Games Summit
GDC 2012
Forgotten Tales Remembered: The Games that Inspired Leading Innovators.
by John Romero
(Loot Drop)
Game Design
GDC 2012
Forza Motorsport 4 Production Pipeline Architecture
by Daniel Caruso
(Turn 10 Studios, Microsoft)
Programming
GDC 2012
Forza Motorsport 4 Production Pipeline Architecture
by Daniel Caruso
(Turn 10 Studios, Microsoft)
Programming
GDC 2012
Frames, Sparsity and Global Illumination: New Math for Games
by Robin Green
(Microsoft)
Programming
GDC 2012
Frames, Sparsity and Global Illumination: New Math for Games
by Robin Green
(Microsoft)
Programming
GDC 2012
Free to Play Game Metrics for Beginners
by Dan Fiden
(Signia Ventures)
Business and Marketing and Management
GDC 2012
Free to Play Game Metrics for Beginners
by Dan Fiden
(Signia Ventures)
Business and Marketing and Management
GDC 2012
From Dungeons to Downing Street - How Games are Growing Up for Good!
by Ian Livingstone
(Eidos)
Games For Change
GDC 2012
From Milan to Abu Dhabi: Microtalks for Change
by Colleen Macklin
(Parsons The New School for Design/Local No. 12)
Games For Change
GDC 2012
From Milan to Abu Dhabi: Microtalks for Change
by Colleen Macklin
(Parsons The New School for Design/Local No. 12)
Games For Change
GDC 2012
From Milan to Abu Dhabi: Microtalks for Change
by Colleen Macklin
(Parsons The New School for Design/Local No. 12)
Games For Change
GDC 2012
From Milan to Abu Dhabi: Microtalks for Change
by Colleen Macklin
(Parsons The New School for Design/Local No. 12)
Games For Change
GDC 2012
From Minsk to London - How to Make a Live Orchestra Production in Europe...
by Pierre Langer
(Dynamedion)
Production
GDC 2012
From Minsk to London - How to Make a Live Orchestra Production in Europe...
by Pierre Langer
(Dynamedion)
Production
GDC 2012
From the Trenches: Developing Games for Google+ [SOGS Business]
by Todd Kerpelman
(Google)
Social and Online Games Summit
GDC 2012
Fun for Everyone: Lessons in Accessible Design from OUAM
by Nathan Martz
(Double Fine Productions)
Game Design
GDC 2012
Fun for Everyone: Lessons in Accessible Design from OUAM
by Nathan Martz
(Double Fine Productions)
Game Design
GDC 2012
Fundamentals of Grassmann Algebra
by Eric Lengyel
(Terathon Software LLC)
Programming
GDC 2012
Fundamentals of Grassmann Algebra
by Eric Lengyel
(Terathon Software LLC)
Programming
GDC 2012
Galcon: A Quest for the Perfect Triangle
by Phil Hassey
(Hassey Enterprises, Inc.)
Independent Games Summit
GDC 2012
Galcon: A Quest for the Perfect Triangle
by Phil Hassey
(Hassey Enterprises, Inc.)
Independent Games Summit
GDC 2012
Game Educators Rant!
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
Game Educators Rant!
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
Game Localization: Using the Past to Understand the Present and Predict ...
by Matt Whiting
(Microsoft Studios)
Localization Summit
GDC 2012
Game Mods as an IT Resource for Getting Things Done
by Walt Scacchi
(Center for Computer Games and Virtual Worlds, UC Irvine)
Game IT Summit
GDC 2012
Game Mods as an IT Resource for Getting Things Done
by Walt Scacchi
(Center for Computer Games and Virtual Worlds, UC Irvine)
Game IT Summit
GDC 2012
Game Structured Hiveminds: Organizing People & Solving Problems with Fun
by Ben Sawyer
(Digitalmill)
Game IT Summit
GDC 2012
Game Structured Hiveminds: Organizing People & Solving Problems with Fun
by Ben Sawyer
(Digitalmill)
Game IT Summit
GDC 2012
Gameplay Data Analysis: Asking the Right Questions
by Ian Thomas
(Epic Games)
Programming
GDC 2012
Gameplay Data Analysis: Asking the Right Questions
by Ian Thomas
(Epic Games)
Programming
GDC 2012
Games to Address National Challenges
by Constance Steinkuehler Squire
(White House Office of Science and Technology Policy)
Advocacy
GDC 2012
Gardens of Time: Design Problem Solving [SOGS Postmortem]
by Eric Todd
(Playdom)
Social and Online Games Summit
GDC 2012
GDC Microtalks 2012: One Hour, Ten Voices, Countless Ideas
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2012
Gendering a Game: Strategies for Team and Content Management in Student-...
by Mia Consalvo
(Concordia University)
GDC Education Summit
GDC 2012
Gendering a Game: Strategies for Team and Content Management in Student-...
by Mia Consalvo
(Concordia University)
GDC Education Summit
GDC 2012
Get Over Yourself: Making Someone Else's Game
by Laralyn McWilliams
(iWin, Inc.)
Production
GDC 2012
Getting Out Of The Garage: Managing Teams, Legal Fees, Cloud Servers And...
by Iman Mostafavi
(Limbic Software)
Smartphone and Tablet Games Summit
GDC 2012
Getting Out Of The Garage: Managing Teams, Legal Fees, Cloud Servers And...
by Iman Mostafavi
(Limbic Software)
Smartphone and Tablet Games Summit
GDC 2012
gHarmony: Networking Your Way into Acquiring Your True Love Job Match in...
by Lindsey McQueeney
(38 Studios/Big Huge Games)
Game Career Seminar
GDC 2012
gHarmony: Networking Your Way into Acquiring Your True Love Job Match in...
by Lindsey McQueeney
(38 Studios/Big Huge Games)
Game Career Seminar
GDC 2012
Giant Toads and Zombie Bears: Technical Art Re-envisioned for Diablo 3
by Julian Love
(Blizzard Entertainment)
Visual Arts
GDC 2012
Girls Gone Styled: A Sorority Life on Facebook Introspective [SOGS Postm...
by Martha Sapeta
(Playdom)
Social and Online Games Summit
GDC 2012
Good Design, Bad Design, Great Design [SOGS Design]
by Raph Koster
(Playdom)
Social and Online Games Summit
GDC 2012
Good Design, Bad Design, Great Design [SOGS Design]
by Raph Koster
(Playdom)
Social and Online Games Summit
GDC 2012
Google Developer Day I (Presented by Google)
by Colt McAnlis
(Google)
Programming
GDC 2012
Growing "Out" of Europe: Wooga Postmortem [SOGS Postmortem]
by Jens Begemann
(Wooga)
Social and Online Games Summit
GDC 2012
Growing "Out" of Europe: Wooga Postmortem [SOGS Postmortem]
by Jens Begemann
(Wooga)
Social and Online Games Summit
GDC 2012
Growth Opportunities for Online Games Beyond Facebook [SOGS Business]
by Philip Reisberger
(Bigpoint)
Social and Online Games Summit
GDC 2012
Growth Opportunities for Online Games Beyond Facebook [SOGS Business]
by Philip Reisberger
(Bigpoint)
Social and Online Games Summit
GDC 2012
Guerilla Prototyping: A Design Post-mortem of the Arcade Strategy Game H...
by Tyler Sigman
(Big Sandwich Games)
Game Design
GDC 2012
Guerilla Prototyping: A Design Post-mortem of the Arcade Strategy Game H...
by Tyler Sigman
(Big Sandwich Games)
Game Design
GDC 2012
Guerrilla's Art Process - Past, Present and Future
by Jan-Bart van Beek
(Guerrilla Games)
Visual Arts
GDC 2012
Guidelines for Building Cross-Platform Games
by Linda Tong
(Tapjoy)
Smartphone and Tablet Games Summit
GDC 2012
Guidelines for Successful Mobile Interactive Apps for Children
by Carla Fisher
(No Crusts Interactive)
Smartphone and Tablet Games Summit
GDC 2012
Health IT! Enterprising Approaches to Combining Health and Games
by Jane McGonigal
(Social Chocolate)
Game IT Summit
GDC 2012
Hit Reset: Release is Day One of Development Cycle
by Ben Liu
(Pocket Gems)
Smartphone and Tablet Games Summit
GDC 2012
Hit Reset: Release is Day One of Development Cycle
by Ben Liu
(Pocket Gems)
Smartphone and Tablet Games Summit
GDC 2012
How Designing for Love Can Change the World
by Jane Pinckard
(UC Santa Cruz)
Games For Change
GDC 2012
How Designing for Love Can Change the World
by Jane Pinckard
(UC Santa Cruz)
Games For Change
GDC 2012
How Games Get Reviewed
by Erik Brudvig
(EEDAR)
Business and Marketing and Management
GDC 2012
How I Got My Mom to Play Through Plants vs. Zombies
by George Fan
(PopCap)
Game Design
GDC 2012
How I Got My Mom to Play Through Plants vs. Zombies
by George Fan
(PopCap)
Game Design
GDC 2012
How Steam Worked for an Indie
by Andrew Goulding
(Brawsome)
Production
GDC 2012
How To Make a Wretched Social Game [SOGS Design]
by David Rohrl
(Playdom)
Social and Online Games Summit
GDC 2012
How To Ship a Game With Voices In 10 Languages? ...On the Same Day? ...A...
by Alexandre Piche
(Ubisoft)
Audio
GDC 2012
How To Ship a Game With Voices In 10 Languages? ...On the Same Day? ...A...
by Alexandre Piche
(Ubisoft)
Audio
GDC 2012
How To Ship a Game With Voices In 10 Languages? ...On the Same Day? ...A...
by Alexandre Piche
(Ubisoft)
Audio
GDC 2012
How to Teach Game AI from Scratch
by Brian Magerko
(Georgia Institute of Technology)
GDC Education Summit
GDC 2012
How to Teach Game AI from Scratch
by Brian Magerko
(Georgia Institute of Technology)
GDC Education Summit
GDC 2012
How To Use Cocos2d To Build A Successful Mobile Game
by Ashik Manandhar
(Pocket Gems)
Smartphone and Tablet Games Summit
GDC 2012
How To Use Cocos2d To Build A Successful Mobile Game
by Ashik Manandhar
(Pocket Gems)
Smartphone and Tablet Games Summit
GDC 2012
HTML5 Tutorial Day
by Rachel Blum
(Google)
Programming
GDC 2012
HTML5 Tutorial Day
by Rachel Blum
(Google)
Programming
GDC 2012
In-Game Debugging and Visualization Tools
by David "Rez" Graham
(Electronic Arts (Sims Division))
Programming
GDC 2012
Incubating Indie Games at University
by Jason Della Rocca
(Perimeter Partners)
GDC Education Summit
GDC 2012
Indiana Jones Adventure World: Making Core Gameplay for Everyone [SOGS P...
by Seth Sivak
(Zynga Boston)
Social and Online Games Summit
GDC 2012
Indiana Jones Adventure World: Making Core Gameplay for Everyone [SOGS P...
by Seth Sivak
(Zynga Boston)
Social and Online Games Summit
GDC 2012
Inspiration from the Trash: The TRS-80's Lost Game Designs
by Jim McGinley
(Bigpants)
Game Design
GDC 2012
Interesting Decisions
by Sid Meier
(Firaxis Games)
Game Design
GDC 2012
Intrinsic and Extrinsic Player Motivation: Implications for Design and P...
by Scott Rigby
(Immersyve)
Game Design
GDC 2012
It Stinks and I Don't Like It: Making a Better Engine Experience At Inso...
by Sean Ahern
(Insomniac Games)
Production
GDC 2012
It Stinks and I Don't Like It: Making a Better Engine Experience At Inso...
by Sean Ahern
(Insomniac Games)
Production
GDC 2012
Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Jo...
by Luke Muscat
(Halfbrick Studios)
Smartphone and Tablet Games Summit
GDC 2012
Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Jo...
by Luke Muscat
(Halfbrick Studios)
Smartphone and Tablet Games Summit
GDC 2012
Journey vs Monaco: Music is Storytelling
by Austin Wintory
(independent)
Audio
GDC 2012
Journey vs Monaco: Music is Storytelling
by Austin Wintory
(independent)
Audio
GDC 2012
Keys to the Asian Market [SOGS Business]
by Dennis Ryan
(PopCap Games)
Social and Online Games Summit
GDC 2012
Keys to the European Market [SOGS Business]
by Thomas Bidaux
(ICO Partners)
Social and Online Games Summit
GDC 2012
Keys to the European Market [SOGS Business]
by Thomas Bidaux
(ICO Partners)
Social and Online Games Summit
GDC 2012
Killer Portfolio or Portfolio Killer: Part 1 - Advice from Industry Art...
by Alison Kelly
(Independent)
Game Career Seminar
GDC 2012
Killer Portfolio or Portfolio Killer: Part 1 - Advice from Industry Art...
by Alison Kelly
(Independent)
Game Career Seminar
GDC 2012
Kinematics and Other Techniques for Managing the Creative Process
by Laura Fryer
(WB Games Seattle)
Production
GDC 2012
Knowing the Past: Game Education Needs Game History
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
Knowing the Past: Game Education Needs Game History
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
Knowing the Past: Game Education Needs Game History
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
Landing On Mars: Our Rocky Path to Inventing New Gameplay
by Randy Smith
(Tiger Style)
Game Design
GDC 2012
League of Legends: Scaling to Millions of Summoners
by Scott Delap
(Riot Games)
Programming
GDC 2012
League of Legends: Scaling to Millions of Summoners
by Scott Delap
(Riot Games)
Programming
GDC 2012
Learning to QWOPerate
by Bennett Foddy
(foddy.net)
Independent Games Summit
GDC 2012
Learning to QWOPerate
by Bennett Foddy
(foddy.net)
Independent Games Summit
GDC 2012
Learning to QWOPerate
by Bennett Foddy
(foddy.net)
Independent Games Summit
GDC 2012
Lehr und Kunst mit Perlenspiel
by Brian Moriarty
(Worcester Polytechnic Institute)
GDC Education Summit
GDC 2012
Less A More I: Using Psychology in Game AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2012
Less A More I: Using Psychology in Game AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2012
Less A More I: Using Psychology in Game AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2012
Less Reality, More Neon: Designing Forever Drive
by Dave Ferner
(Supermono)
Smartphone and Tablet Games Summit
GDC 2012
Less Reality, More Neon: Designing Forever Drive
by Dave Ferner
(Supermono)
Smartphone and Tablet Games Summit
GDC 2012
Let the Games Be Games: Aesthetics, Instrumentalization & Game Design
by Eric Zimmerman
(Independent)
Game Design
GDC 2012
Let the Games Be Games: Aesthetics, Instrumentalization & Game Design
by Eric Zimmerman
(Independent)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
- Japanese
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design in a Day: Best Practices from the Best in the Business
by Matthias Worch
(LucasArts)
Production
GDC 2012
Licensing for the Small Guy: Should You Do It, and If So, How?
by James Brooksby
(Doublesix)
Production
GDC 2012
Life in the Funds Lane
by Brian Robbins
(Riptide Games)
Smartphone and Tablet Games Summit
GDC 2012
Life in the Funds Lane
by Brian Robbins
(Riptide Games)
Smartphone and Tablet Games Summit
GDC 2012
Life is a Social Game: Lessons Learned Bringing The Sims to Facebook
by Ray Mazza
(Playfish of Electronic Arts)
Game Design
GDC 2012
Life is a Social Game: Lessons Learned Bringing The Sims to Facebook
by Ray Mazza
(Playfish of Electronic Arts)
Game Design
GDC 2012
Light Probe Interpolation Using Tetrahedral Tessellations
by Robert Cupisz
(Unity Technologies)
Programming
GDC 2012
Light Probe Interpolation Using Tetrahedral Tessellations
by Robert Cupisz
(Unity Technologies)
Programming
GDC 2012
Lighting and Simplifying Saints Row: The Third
by Scott Kircher
(Volition, Inc.)
Programming
GDC 2012
Lighting and Simplifying Saints Row: The Third
by Scott Kircher
(Volition, Inc.)
Programming
GDC 2012
Like Herding LOLcats: Managing the Internet's Most Unruly Gaming Communi...
by Mike Drach
(Forumwarz)
Social and Online Games Summit
GDC 2012
Like Herding LOLcats: Managing the Internet's Most Unruly Gaming Communi...
by Mike Drach
(Forumwarz)
Social and Online Games Summit
GDC 2012
Little Hands, Foul Moods and Runny Noses: Developmental Research Meets E...
by Carla Fisher
(No Crusts Interactive)
Production
GDC 2012
Localization Microtalks: Around the World with Five Topics in Sixty Minutes
by Oded Sharon
(Adventure Mob)
Localization Summit
GDC 2012
Localization Microtalks: Around the World with Five Topics in Sixty Minutes
by Oded Sharon
(Adventure Mob)
Localization Summit
GDC 2012
Lunch & Learn: Developer-led High Impact Game and Platform Experiments ...
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
Lunch & Learn: Developer-led High Impact Game and Platform Experiments ...
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
Making Cross-Platform Work: Social and Mobile Lessons From Crime City to...
by Jamil Moledina
(Funzio)
Social and Online Games Summit
GDC 2012
Making Games as Fast as You Can Think of Them
by Ian Bogost
(Georgia Institute of Technology)
Game IT Summit
GDC 2012
Managing Clients, Organizing Teams and Building Games as Thesis Projects
by Elena Bertozzi
(C.W. Post campus Long Island University)
GDC Education Summit
GDC 2012
Managing Clients, Organizing Teams and Building Games as Thesis Projects
by Elena Bertozzi
(C.W. Post campus Long Island University)
GDC Education Summit
GDC 2012
Managing the Masses: Crafting AI for Online Games
by Robert Zubek
(Zynga)
AI Summit
GDC 2012
Managing the Masses: Crafting AI for Online Games
by Robert Zubek
(Zynga)
AI Summit
GDC 2012
Marketing for Indies: The Indie Games Summer Uprising
by Dave Voyles
(Armless Octopus)
Business and Marketing and Management
GDC 2012
Marketing for Indies: The Indie Games Summer Uprising
by Dave Voyles
(Armless Octopus)
Business and Marketing and Management
GDC 2012
Math for Game Programmers
by Mike Acton
(Insomniac Games)
Programming
GDC 2012
Math for Game Programmers
by Mike Acton
(Insomniac Games)
Programming
GDC 2012
Math for Game Programmers
by Mike Acton
(Insomniac Games)
Programming
GDC 2012
Math for Game Programmers
by Mike Acton
(Insomniac Games)
Programming
GDC 2012
Math for Game Programmers
by Mike Acton
(Insomniac Games)
Programming
GDC 2012
Math for Game Programmers
by Mike Acton
(Insomniac Games)
Programming
GDC 2012
Mechatars: Physical Toy Meets Digital World [SOGS Postmortem]
by Shawn Patton
(Schell Games)
Social and Online Games Summit
GDC 2012
Mechatars: Physical Toy Meets Digital World [SOGS Postmortem]
by Shawn Patton
(Schell Games)
Social and Online Games Summit
GDC 2012
Middleware vs Build Your Own - Debate!
by John Edwards
(thatgamecompany, LLC)
Independent Games Summit
GDC 2012
Mind Games: Brain Training for Game Developers
by Scott Crabtree
(www.HappyBrainScience.com)
Production
GDC 2012
Minimal vs Elaborate, Simple vs Complex and the Space Between
by Andy Nealen
(Rutgers University / Hemisphere Games)
Game Design
GDC 2012
Minimal vs Elaborate, Simple vs Complex and the Space Between
by Andy Nealen
(Rutgers University / Hemisphere Games)
Game Design
GDC 2012
Modular Rigging in Battlefield 3
by Johan Ramstrom
(EA DICE)
Production
GDC 2012
Modular Rigging in Battlefield 3
by Johan Ramstrom
(EA DICE)
Production
GDC 2012
Monster Galaxy: Developing Social Games for Gamers
by Mike Sego
(Gaia Online)
Game Design
GDC 2012
More Than Fun: Designing Games With Purpose
by Phil Stuart
(Preloaded)
Games For Change
GDC 2012
More Than Fun: Designing Games With Purpose
by Phil Stuart
(Preloaded)
Games For Change
GDC 2012
Moving Audiences Across Platforms [SOGS Business]
by Paul LaFontaine
(Sulake Oy)
Social and Online Games Summit
GDC 2012
Moving Audiences Across Platforms [SOGS Business]
by Paul LaFontaine
(Sulake Oy)
Social and Online Games Summit
GDC 2012
Music Copyright in Video Games: The Elephants in the Room
by Sergio Pimentel
(Nimrod Productions)
Production
GDC 2012
My Game's A Hit...Now What Do I Do?
by Chris Williams
(PlayFirst)
Smartphone and Tablet Games Summit
GDC 2012
Nuke It From Orbit: the Making of Atom Zombie Smasher
by Brendon Chung
(Blendo Games)
Independent Games Summit
GDC 2012
Nuke It From Orbit: the Making of Atom Zombie Smasher
by Brendon Chung
(Blendo Games)
Independent Games Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Online Game Design 2011: A Year in Review [SOGS Design]
by Nick Fortugno
(Playmatics)
Social and Online Games Summit
GDC 2012
Online Game Design 2011: A Year in Review [SOGS Design]
by Nick Fortugno
(Playmatics)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Orchestral Recording at Abbey Road for Lord of the Rings: War in the North
by Craig Duman
(WB Games)
Audio
GDC 2012
Orchestral Recording at Abbey Road for Lord of the Rings: War in the North
by Craig Duman
(WB Games)
Audio
GDC 2012
Out of the Fire and Into the Surprisingly Agile Remote Development Envir...
by Coray Seifert
(Slingo, Inc.)
Production
GDC 2012
Out of the Frying Pan: From Games to Services
by Aaron Loeb
(Playfish)
Production
GDC 2012
Ownership - Dragon Age Style
by Adriana Lopez
(BioWare)
Production
GDC 2012
Passenger: Story of a Convergent Pipeline - From Assassin's Creed Lineag...
by Thomas Felix
(Ubisoft)
Programming
GDC 2012
Passenger: Story of a Convergent Pipeline - From Assassin's Creed Lineag...
by Thomas Felix
(Ubisoft)
Programming
GDC 2012
Perfecting Pitchable Prototypes
by Nathan Martz
(Double Fine Productions)
Game Career Seminar
GDC 2012
Perfecting Pitchable Prototypes
by Nathan Martz
(Double Fine Productions)
Game Career Seminar
GDC 2012
Performance Capture: A Creative Primer
by Tameem Antoniades
(Ninja Theory Ltd.)
Visual Arts
GDC 2012
Perhaps a Time of Miracles Was at Hand: The Business & Development of #S...
by Nathan Vella
(Capy)
Independent Games Summit
GDC 2012
Perhaps a Time of Miracles Was at Hand: The Business & Development of #S...
by Nathan Vella
(Capy)
Independent Games Summit
GDC 2012
Physics for Game Programmers
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2012
Physics for Game Programmers
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2012
Physics for Game Programmers
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2012
Physics for Game Programmers
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2012
Physics for Game Programmers
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2012
Pick and Roll: When Game Design and Learning Collide
by Katie Salen
(Institute of Play; DePaul University)
GDC Education Summit
GDC 2012
Pick and Roll: When Game Design and Learning Collide
by Katie Salen
(Institute of Play; DePaul University)
GDC Education Summit
GDC 2012
Pitching Secrets Revealed
by Chris Charla
(Microsoft Games)
Business and Marketing and Management
GDC 2012
Pitching to Publishers: How to Impress and What to Avoid
by Pete Smith
(Sony XDev Studio Europe)
Business and Marketing and Management
GDC 2012
Playtesting and Metrics: Getting the Most Out of Your Usability Testing
by Jordan Lynn
(Volition)
Production
GDC 2012
Ponycorns: Catching Lightning in a Jar
by Ryan Henson Creighton
(Untold Entertainment)
Independent Games Summit
GDC 2012
Postmortem Microtalks
by Brandon Sheffield
(Necrosoft Games)
Game Career Seminar
GDC 2012
Practical Physically Based Rendering in Real-time
by Yoshiharu Gotanda
(tri-Ace, Inc.)
Programming
GDC 2012
Practical Physically Based Rendering in Real-time
by Yoshiharu Gotanda
(tri-Ace, Inc.)
Programming
GDC 2012
Premium to Freemium: Pivoting Monetization Method for Best-Selling Apps
by Paul O'Connor
(Appy Entertainment)
Game Design
GDC 2012
Premium to Freemium: Pivoting Monetization Method for Best-Selling Apps
by Paul O'Connor
(Appy Entertainment)
Smartphone and Tablet Games Summit
GDC 2012
Producer Boot Camp
by Laura Fryer
(WB Games Seattle)
Advocacy
GDC 2012
Producer Boot Camp
by Laura Fryer
(WB Games Seattle)
Advocacy
GDC 2012
Producer Boot Camp
by Laura Fryer
(WB Games Seattle)
Advocacy
GDC 2012
Production Culture: How Two and a Half Artists Completed the FX for Gear...
by Francois Antoine
(Epic Games, Inc.)
Production
GDC 2012
Racing Games: A Semi-Formal Sound Study
by Damian Kastbauer
(Lost Chocolate Lab)
Audio
GDC 2012
Racing Games: A Semi-Formal Sound Study
by Damian Kastbauer
(Lost Chocolate Lab)
Audio
GDC 2012
Racing to the Finish: Content Production on Forza Motorsport 4
by Arthur Shek
(Microsoft Studios (Turn 10))
Production
GDC 2012
Racing to the Finish: Content Production on Forza Motorsport 4
by Arthur Shek
(Microsoft Studios (Turn 10))
Production
GDC 2012
Rapid Prototyping: Best Practices for Education
by Jeremy Gibson
(University of Southern California)
GDC Education Summit
GDC 2012
Rapid, Iterative Prototyping Best Practices
by Eitan Glinert
(Fire Hose Games)
Production
GDC 2012
Re-orienting Development and Accelerating Production to Create Infinity ...
by Simon Hurley
(Epic Games, Inc.)
Production
- Japanese
GDC 2012
Re-orienting Development and Accelerating Production to Create Infinity ...
by Simon Hurley
(Epic Games, Inc.)
Production
GDC 2012
Reaching Into the Toy-Chest: A Look into Skylanders: Spyro's Adventure's...
by Mike Stout
(Activision Blizzard)
Game Design
GDC 2012
Reaching Into the Toy-Chest: A Look into Skylanders: Spyro's Adventure's...
by Mike Stout
(Activision Blizzard)
Game Design
GDC 2012
Real-time Sound Propagation in Video Games
by Jean-Francois Guay
(Ubisoft)
Programming
GDC 2012
Real-time Sound Propagation in Video Games
by Jean-Francois Guay
(Ubisoft)
Programming
GDC 2012
Realm of the Counter-Intuitive God [SOGS Postmortem]
by David Edery
(Spry Fox)
Social and Online Games Summit
GDC 2012
Realtime Cross-Platform Design Issues [SOGS Design]
by Noah Falstein
(Suddenly Social)
Social and Online Games Summit
GDC 2012
Reimagining a Classic: The Design Challenges of Deus Ex: Human Revolution
by Francois Lapikas
(Eidos Montreal / Square-Enix)
Game Design
GDC 2012
Reimagining a Classic: The Design Challenges of Deus Ex: Human Revolution
by Francois Lapikas
(Eidos Montreal / Square-Enix)
Game Design
GDC 2012
Resistance is Futile: Social Will Assimilate Mobile
by Jussi Laakkonen
(Applifier)
Smartphone and Tablet Games Summit
GDC 2012
Resistance is Futile: Social Will Assimilate Mobile
by Jussi Laakkonen
(Applifier)
Smartphone and Tablet Games Summit
GDC 2012
Retro and Japanese Social Games on Smartphones
by Mikio Watanabe
(CAVE Interactive CO., LTD.)
Game Design
- Japanese
GDC 2012
Retro and Japanese Social Games on Smartphones
by Mikio Watanabe
(CAVE Interactive CO., LTD.)
Game Design
GDC 2012
Retro and Japanese Social Games on Smartphones
by Mikio Watanabe
(CAVE Interactive CO., LTD.)
Game Design
GDC 2012
Revealing "Resident Evil Revelations"
by Masachika Kawata
(Capcom)
Game Design
- Japanese
GDC 2012
Revealing "Resident Evil Revelations"
by Masachika Kawata
(Capcom)
Game Design
GDC 2012
Rich Social Gameplay: Gunshine.net Postmortem [SOGS Postmortem]
by Ilkka Paananen
(Supercell)
Social and Online Games Summit
GDC 2012
Rigging a Resident Evil - Inside the Bone Code of Operation Raccoon City
by Ben Hanke
(Slant Six Games)
Programming
GDC 2012
Rigging a Resident Evil - Inside the Bone Code of Operation Raccoon City
by Ben Hanke
(Slant Six Games)
Programming
GDC 2012
Robustification Through Introspection and Analysis Tools (Avoiding Devel...
by Stephen Kennedy
(Havok)
Programming
GDC 2012
Robustification Through Introspection and Analysis Tools (Avoiding Devel...
by Stephen Kennedy
(Havok)
Programming
GDC 2012
Running Supply Chains is Like a Massively Multiplayer Online Game
by Michael Hugos
(Center for Systems Innovation)
Game IT Summit
GDC 2012
Running Supply Chains is Like a Massively Multiplayer Online Game
by Michael Hugos
(Center for Systems Innovation)
Game IT Summit
GDC 2012
Runtime CPU Performance Spike Detection Using Manual and Compiler Automa...
by Adisak Pochanayon
(Netherrealm Studios)
Programming
GDC 2012
Runtime CPU Performance Spike Detection Using Manual and Compiler Automa...
by Adisak Pochanayon
(Netherrealm Studios)
Programming
GDC 2012
Runtime CPU Performance Spike Detection Using Manual and Compiler Automa...
by Adisak Pochanayon
(Netherrealm Studios)
Programming
GDC 2012
Saints Row the Third Real Time Capture Tools
by Alexander Mejia
(Volition-Inc/THQ Inc)
Visual Arts
GDC 2012
Saints Row the Third Real Time Capture Tools
by Alexander Mejia
(Volition-Inc/THQ Inc)
Visual Arts
GDC 2012
Scaling and Stabilizing Large Server Side Infrastructure
by Yoshinori Matsunobu
(DeNA)
Programming
GDC 2012
Scaling and Stabilizing Large Server Side Infrastructure
by Yoshinori Matsunobu
(DeNA)
Programming
GDC 2012
Setting Bejeweled Blitz Free: Lessons Learned Moving From Premium to Fr...
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Summit
GDC 2012
Setting Bejeweled Blitz Free: Lessons Learned Moving From Premium to Fr...
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Summit
GDC 2012
Shadow Cities and the Future of Location-Based Games
by Markus Montola
(Grey Area)
Smartphone and Tablet Games Summit
GDC 2012
Shadow Cities and the Future of Location-Based Games
by Markus Montola
(Grey Area)
Smartphone and Tablet Games Summit
GDC 2012
Situational Awareness: Terrain Reasoning for Tactical Shooter AI
by Nick Bamford
(Slant Six Games)
AI Summit
GDC 2012
Situational Awareness: Terrain Reasoning for Tactical Shooter AI
by Nick Bamford
(Slant Six Games)
AI Summit
GDC 2012
Skyfall Postmortem: Delivering Delight to Savvy Gamers on The Go
by Chris Plummer
(ngmoco)
Smartphone and Tablet Games Summit
GDC 2012
Small Steps in the Dark: Embracing the Continuous Prototyping Mindset
by Tim Ambrogi
(Final Form Games)
Production
GDC 2012
Small Steps in the Dark: Embracing the Continuous Prototyping Mindset
by Tim Ambrogi
(Final Form Games)
Production
GDC 2012
Small Steps in the Dark: Embracing the Continuous Prototyping Mindset
by Tim Ambrogi
(Final Form Games)
Production
GDC 2012
Smartphone and Tablet Game Design 2011: A Year in Review
by Nick Fortugno
(Playmatics)
Smartphone and Tablet Games Summit
GDC 2012
Smartphone and Tablet Game Design 2011: A Year in Review
by Nick Fortugno
(Playmatics)
Smartphone and Tablet Games Summit
GDC 2012
Social Game Design 2011: A Year in Review [SOGS Design]
by David Rohrl
(Playdom)
Social and Online Games Summit
GDC 2012
Social Game Design 2011: A Year in Review [SOGS Design]
by David Rohrl
(Playdom)
Social and Online Games Summit
GDC 2012
Spot the Difference: AAA vs Indie VO Techniques
by Michael Csurics
(2K Marin)
Production
GDC 2012
Spot the Difference: AAA vs Indie VO Techniques
by Michael Csurics
(2K Marin)
Production
GDC 2012
Spot the Difference: AAA vs Indie VO Techniques
by Michael Csurics
(2K Marin)
Production
GDC 2012
Spot the Difference: AAA vs Indie VO Techniques
by Michael Csurics
(2K Marin)
Production
GDC 2012
Squeeze Play: The State of Ady0 Cmprshn
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Squeeze Play: The State of Ady0 Cmprshn
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
by Louis Bavoil
(NVIDIA)
Programming
GDC 2012
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
by Louis Bavoil
(NVIDIA)
Programming
GDC 2012
StarCraft II - Carte Blanche Localization
by William Barnes
(Blizzard Entertainment)
Localization Summit
GDC 2012
Stereography: The Art of 3D
by Simon Benson
(Sony Computer Entertainment)
Visual Arts
GDC 2012
Stop Using Your Gut: How to Efficiently Measure ROI
by Curtis Onuczko
(BioWare Edmonton)
Production
GDC 2012
Stop Using Your Gut: How to Efficiently Measure ROI
by Curtis Onuczko
(BioWare Edmonton)
Production
GDC 2012
Stranger in a Strange Land: 10 Things Console Games Developers Need to K...
by Matt Small
(Vector Unit Inc)
Production
- Japanese
GDC 2012
Stranger in a Strange Land: 10 Things Console Games Developers Need to K...
by Matt Small
(Vector Unit Inc)
Production
GDC 2012
Stranger in a Strange Land: 10 Things Console Games Developers Need to K...
by Matt Small
(Vector Unit Inc)
Production
GDC 2012
Tackling Large Scale Destruction FX: Lessons Learned From Raam's Shadow DLC
by Francois Antoine
(Epic Games, Inc.)
Game Design
GDC 2012
Tackling Large Scale Destruction FX: Lessons Learned From Raam's Shadow DLC
by Francois Antoine
(Epic Games, Inc.)
Game Design
GDC 2012
Take That 2.0: Techniques and Skills for Exertion Sounds for Video Games
by DB Cooper
(DBCooperVO.com)
Audio
GDC 2012
Tapping the Collective Creativity of Your Team
by Marcin Chady
(Radical Entertainment)
Production
GDC 2012
Tapping the Collective Creativity of Your Team
by Marcin Chady
(Radical Entertainment)
Production
GDC 2012
Team Fortress 2 from the Orange Box to Free to Play in Just Four Years!
by Joe Ludwig
(Valve)
Game Design
GDC 2012
Team Fortress 2 from the Orange Box to Free to Play in Just Four Years!
by Joe Ludwig
(Valve)
Game Design
GDC 2012
Technical Artist Boot Camp
by Arthur Shek
(Microsoft Studios (Turn 10))
Programming
GDC 2012
Technical Artist Boot Camp
by Arthur Shek
(Microsoft Studios (Turn 10))
Programming
GDC 2012
Techniques to Use the 3ds Max .NET API Enhancements
by Kevin Vandecar
(Autodesk)
Visual Arts
GDC 2012
Techniques to Use the 3ds Max .NET API Enhancements
by Kevin Vandecar
(Autodesk)
Visual Arts
GDC 2012
Terrain in Battlefield 3: A Modern, Complete and Scalable System
by Mattias Widmark
(EA DICE)
Programming
GDC 2012
Terrain in Battlefield 3: A Modern, Complete and Scalable System
by Mattias Widmark
(EA DICE)
Programming
GDC 2012
Terrain in Battlefield 3: A Modern, Complete and Scalable System
by Mattias Widmark
(EA DICE)
Programming
GDC 2012
Tetris Battle: Creating Multiplayer Games for Social Platforms [SOGS Pos...
by Eui-Joon Youm
(Tetris Online Inc)
Social and Online Games Summit
GDC 2012
Tetris Battle: Creating Multiplayer Games for Social Platforms [SOGS Pos...
by Eui-Joon Youm
(Tetris Online Inc)
Social and Online Games Summit
GDC 2012
The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to...
by Jason VandenBerghe
(Ubisoft)
Game Design
GDC 2012
The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to...
by Jason VandenBerghe
(Ubisoft)
Game Design
GDC 2012
The Art Direction of Saints Row: The Third
by Frank Marquart
(Volition, Inc.)
Visual Arts
GDC 2012
The Art Direction of Saints Row: The Third
by Frank Marquart
(Volition, Inc.)
Visual Arts
GDC 2012
The Art of Dear Esther ' Building an Environment to tell a Story
by Robert Briscoe
(LittleLostPoly)
Visual Arts
GDC 2012
The Art of Dear Esther ' Building an Environment to tell a Story
by Robert Briscoe
(LittleLostPoly)
Visual Arts
GDC 2012
The Art of Diablo 3
by Christian Lichtner
(Blizzard Entertainment)
Visual Arts
GDC 2012
The Art of Noise: Incorporating Aleatoric Techniques in Your Scores
by Jason Graves
(Jason Graves Music, Inc.)
Audio
GDC 2012
The Art of Non-Music: Crime Shooter Kane & Lynch 2: Dog Days and Its In...
by Mona Mur
(Mona Mur Musikproduktion)
Audio
GDC 2012
The Art of Non-Music: Crime Shooter Kane & Lynch 2: Dog Days and Its In...
by Mona Mur
(Mona Mur Musikproduktion)
Audio
GDC 2012
The Art of Uncharted 3
by Robh Ruppel
(Naughty Dog)
Visual Arts
- Japanese
GDC 2012
The Art of Uncharted 3
by Robh Ruppel
(Naughty Dog)
Visual Arts
GDC 2012
The Automation Trap and How BioWare Engineers Quality
by Alexander Lucas
(Bioware)
Production
GDC 2012
The Automation Trap and How BioWare Engineers Quality
by Alexander Lucas
(Bioware)
Production
GDC 2012
The Battle of the Graphs: Friends Or Players? [SOGS Business]
by Jussi Laakkonen
(Applifier)
Social and Online Games Summit
GDC 2012
The Battle of the Graphs: Friends Or Players? [SOGS Business]
by Jussi Laakkonen
(Applifier)
Social and Online Games Summit
GDC 2012
The Bleeding Edge of Open Web Tech [SOGS Tech]
by Vincent Scheib
(Google)
Social and Online Games Summit
GDC 2012
The Bleeding Edge of Open Web Tech [SOGS Tech]
by Vincent Scheib
(Google)
Social and Online Games Summit
GDC 2012
The Cameras of Uncharted 3
by Travis McIntosh
(Naughty Dog Inc.)
Game Design
GDC 2012
The Dynamic Audio of Vessel
by Leonard Paul
(Lotus Audio Corp.)
Audio
GDC 2012
The Dynamic Audio of Vessel
by Leonard Paul
(Lotus Audio Corp.)
Audio
GDC 2012
The Emotional Puppeteer: Uncovering the Musical Strings that Tie Our Hea...
by Marty O'Donnell
(Bungie)
Audio
GDC 2012
The Emotional Puppeteer: Uncovering the Musical Strings that Tie Our Hea...
by Marty O'Donnell
(Bungie)
Audio
GDC 2012
The Emotional Puppeteer: Uncovering the Musical Strings that Tie Our Hea...
by Marty O'Donnell
(Bungie)
Audio
GDC 2012
The Failure Workshop
by Steve Swink
(Enemy Airship)
Independent Games Summit
GDC 2012
The Future of Japanese Games
by Keiji Inafune
(Comcept Inc.)
Game Design
- Japanese
GDC 2012
The Future of Japanese Games
by Keiji Inafune
(Comcept Inc.)
Game Design
GDC 2012
The Future of Japanese Games
by Keiji Inafune
(Comcept Inc.)
Game Design
GDC 2012
The Gamification of Death: How the Hardest Game Design Challenge Ever De...
by Margaret Robertson
(Hide&Seek)
Game Design
GDC 2012
The Indie Composer Speaks
by Danny Baranowsky
(Independent)
Independent Games Summit
GDC 2012
The Indie Composer Speaks
by Danny Baranowsky
(Independent)
Independent Games Summit
GDC 2012
The Indie Soapbox Session
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2012
The Indie Soapbox Session
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2012
The Indie Soapbox Session
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2012
The Indie Soapbox Session
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2012
The Last 10: Going From Good To Awesome
by Benson Russell
(Naughty Dog)
Production
- Japanese
GDC 2012
The Last 10: Going From Good To Awesome
by Benson Russell
(Naughty Dog)
Production
GDC 2012
The Last 10: Going From Good To Awesome
by Benson Russell
(Naughty Dog)
Production
GDC 2012
The Last 10: Going From Good To Awesome
by Benson Russell
(Naughty Dog)
Production
GDC 2012
The Music of the Wasteland: Interactive Music in an Open World
by Scott Lawlor
(Obsidian Entertainment)
Audio
GDC 2012
The Odd Couple: Maya and Python
by Adam Mechtley
(Candlelight Interactive, LLC)
Programming
GDC 2012
The Other Side of the Table: Pitching to Publishers at the Game Career S...
by Scott Rogers
(THQ)
Game Career Seminar
GDC 2012
The Other Side of the Table: Pitching to Publishers at the Game Career S...
by Scott Rogers
(THQ)
Game Career Seminar
GDC 2012
The Other Side of the Table: Pitching to Publishers at the Game Career S...
by Scott Rogers
(THQ)
Game Career Seminar
GDC 2012
The Pursuit of Indie Happiness: Making Great Games without Going Crazy
by Aaron Isaksen
(Indie Fund LLC)
Independent Games Summit
GDC 2012
The Pursuit of Indie Happiness: Making Great Games without Going Crazy
by Aaron Isaksen
(Indie Fund LLC)
Independent Games Summit
GDC 2012
The Rise of Free-To-Play Core Gaming
by Mitch Lasky
(Benchmark Capital)
Business and Marketing and Management
GDC 2012
The Social Mobile Revolution: Social Design and Distribution for Mobile ...
by Gareth Davis
(Facebook)
Business and Marketing and Management
GDC 2012
The Titans: Creating Living, Breathing Levels in God of War III
by Chris O'Neill
(SCEA Santa Monica Studio)
Game Design
GDC 2012
The Titans: Creating Living, Breathing Levels in God of War III
by Chris O'Neill
(SCEA Santa Monica Studio)
Game Design
GDC 2012
The Tricks Up Our Sleeves: A Walkthrough of the Latest Techniques Behind...
by Keith Guerrette
(Naughty Dog, Inc.)
Visual Arts
GDC 2012
The Tricks Up Our Sleeves: A Walkthrough of the Latest Techniques Behind...
by Keith Guerrette
(Naughty Dog, Inc.)
Visual Arts
GDC 2012
The Weight of the World: Creating Massive Destruction Audio for "Red Fac...
by Stephen Hodde
(Volition, Inc.)
Audio
GDC 2012
The Weight of the World: Creating Massive Destruction Audio for "Red Fac...
by Stephen Hodde
(Volition, Inc.)
Audio
GDC 2012
There is Another... Darth Vader SWTOR - Creating A True Competitor in th...
by Dallas Dickinson
(Bioware)
Production
GDC 2012
There is Another... Darth Vader SWTOR - Creating A True Competitor in th...
by Dallas Dickinson
(Bioware)
Production
GDC 2012
Thinking In 3D: The Development of Super Mario 3D Land
by Koichi Hayashida
(Nintendo)
Game Design
- Japanese
GDC 2012
Thinking In 3D: The Development of Super Mario 3D Land
by Koichi Hayashida
(Nintendo)
Game Design
GDC 2012
This is Not an Orientation: Gameful Layers for the Freshman Experience
by Jeff Watson
(USC iMAP program)
GDC Education Summit
GDC 2012
This is Not an Orientation: Gameful Layers for the Freshman Experience
by Jeff Watson
(USC iMAP program)
GDC Education Summit
GDC 2012
Tips and Tricks of Game Music Mastering for Composers and Audio Leads
by John Rodd
(Clearstory Sound)
Audio
GDC 2012
Tips and Tricks of Game Music Mastering for Composers and Audio Leads
by John Rodd
(Clearstory Sound)
Audio
GDC 2012
Trail-er Blazing: Creating the Trailers your Game Deserves!
by Kert Gartner
(Independent)
Independent Games Summit
GDC 2012
Trail-er Blazing: Creating the Trailers your Game Deserves!
by Kert Gartner
(Independent)
Independent Games Summit
GDC 2012
Trail-er Blazing: Creating the Trailers your Game Deserves!
by Kert Gartner
(Independent)
Independent Games Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Uncharted Outsourcing
by Erick Pangilinan
(Naughty Dog)
Production
GDC 2012
Upgrade Humanity in 60 Seconds Flat: The Game Design Challenge 2012
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2012
Usability Boot Camp
by Veronica Zammitto
(Electronic Arts)
Game Design
GDC 2012
User-Generated Content in inFAMOUS 2 (And Does It Make Sense for Your Ga...
by Chris Zimmerman
(Sucker Punch)
Game Design
GDC 2012
User-Generated Content in inFAMOUS 2 (And Does It Make Sense for Your Ga...
by Chris Zimmerman
(Sucker Punch)
Game Design
GDC 2012
Using DSPs to Proactively Identify Transients and Root-Cause Problems
by Tom Mathews
(Microsoft)
Programming
GDC 2012
Using Studio Design Groups to Build a More Cohesive Culture and Strategy
by Jason Scott
(Volition)
Production
GDC 2012
Using Studio Design Groups to Build a More Cohesive Culture and Strategy
by Jason Scott
(Volition)
Production
GDC 2012
Using Technical Testers to Reduce Cost and Improve Quality in Your Titles
by Greg Derk
(Microsoft - Turn10 Studios)
Production
GDC 2012
Using Technical Testers to Reduce Cost and Improve Quality in Your Titles
by Greg Derk
(Microsoft - Turn10 Studios)
Production
GDC 2012
Vault, Slide, Mantle: Building Brink's SMART System
by Arne Olav Hallingstad
(Splash Damage)
Programming
GDC 2012
Vault, Slide, Mantle: Building Brink's SMART System
by Arne Olav Hallingstad
(Splash Damage)
Programming
GDC 2012
Virtual Actors and Emotion in Games
by David Cage
(Quantic Dream)
Game Design
GDC 2012
Visual Effects Artist Roundtable
by Drew Skillman
(Double Fine Productions)
Visual Arts
GDC 2012
Water Technology of Uncharted
by Carlos Gonzalez-Ochoa
(Naughty Dog)
Programming
GDC 2012
Water Technology of Uncharted
by Carlos Gonzalez-Ochoa
(Naughty Dog)
Programming
GDC 2012
WeTopia: Game Companies & Nonprofits Creating New Business Models
by Lincoln Brown
(Sojo Studios)
Games For Change
GDC 2012
What Can Game Education Learn from Architecture Education
by Mark Flanagan
(Kangan Institute)
GDC Education Summit
GDC 2012
What Can Game Education Learn from Architecture Education
by Mark Flanagan
(Kangan Institute)
GDC Education Summit
GDC 2012
What Can Game Education Learn from Architecture Education
by Mark Flanagan
(Kangan Institute)
GDC Education Summit
GDC 2012
What is a Research Game?
by Michael Mateas
(UC Santa Cruz)
GDC Education Summit
GDC 2012
What is a Research Game?
by Michael Mateas
(UC Santa Cruz)
GDC Education Summit
GDC 2012
What Really Makes Social Games "Social"? Demystifying Social Mechanics i...
by Matthew Ricchetti
(Kabam)
Game Design
GDC 2012
What Really Makes Social Games "Social"? Demystifying Social Mechanics i...
by Matthew Ricchetti
(Kabam)
Game Design
GDC 2012
What We've Learned About Practical Audio From Going To Disneyland
by Dwight Okahara
(Insomniac Games)
Audio
GDC 2012
What We've Learned About Practical Audio From Going To Disneyland
by Dwight Okahara
(Insomniac Games)
Audio
GDC 2012
What You Don't Know IS Hurting You: How Aggressive User-Research Improve...
by Drew Murray
(Insomniac Games)
Game Design
GDC 2012
What You Don't Know IS Hurting You: How Aggressive User-Research Improve...
by Drew Murray
(Insomniac Games)
Game Design
GDC 2012
When the Consoles Die - What Comes Next?
by Ben Cousins
(ngmoco Sweden)
Business and Marketing and Management
GDC 2012
Why "Free" and Cross-Platform Is The Future of Gaming
Business and Marketing and Management
GDC 2012
Why Designers Should Care About Metrics
by Laralyn McWilliams
(iWin, Inc.)
Game Design
GDC 2012
Why I Hate Women in Games Initiatives
by Mare Sheppard
(Metanet Software Inc)
Advocacy
GDC 2012
Why I Hate Women in Games Initiatives
by Mare Sheppard
(Metanet Software Inc)
Advocacy
GDC 2012
Winning Behavior-Change Game Design & Engagement
by Michael Kim
(Kairos Labs)
Games For Change
GDC 2012
Witcher 2: How CD Projekt RED Sold Over a Million Copies of its Exclusiv...
by Marcin Iwinski
(CD Projekt RED)
Business and Marketing and Management
GDC 2012
Witcher 2: How CD Projekt RED Sold Over a Million Copies of its Exclusiv...
by Marcin Iwinski
(CD Projekt RED)
Business and Marketing and Management
GDC 2012
Words With Friends: Building and Growing a Game on the Top of the Charts
by Vijay Thakkar
(Zynga With Friends)
Production
GDC 2012
Words With Friends: Building and Growing a Game on the Top of the Charts
by Vijay Thakkar
(Zynga With Friends)
Production
GDC 2012
Writing Server and Network Code for Your Online Game
by Patrick Wyatt
(En Masse Entertainment)
Programming
GDC 2012
Writing Server and Network Code for Your Online Game
by Patrick Wyatt
(En Masse Entertainment)
Programming
GDC 2012
Writing Server and Network Code for Your Online Game
by Patrick Wyatt
(En Masse Entertainment)
Programming
GDC 2012
You Got Art In My Test Suite!
by Seth Gibson
(Intel Perceptual Computing)
Programming