GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
Accelerate Your Mobile Apps and Games for Android on ARM (Presented by ARM)
by Matthew Du Puy
(ARM)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11: Tomb Raider on DX11
by Jason Lacroix
Programming
GDC 2013
Ahead of the Curve: The SpaceChem Postmortem
by Zach Barth
(Zachtronics Industries)
Independent Games Summit
GDC 2013
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2013
Animation Bootcamp: Designing a Performance
by Michael Jungbluth
(Zenimax Online)
Visual Arts
GDC 2013
Animation Bootcamp: From Stage to Screen: How to Get the Most From Your ...
by Simon Unger
(Independent)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Assassin's Creed III Homestead: Code, Data, and Tools
by Marc-Andre Jutras
(Ubisoft Quebec)
Design
GDC 2013
Assassin's Creed III Music Score: Redefining Musical Standards for the A...
by Benedicte Ouimet
(Ubisoft)
Audio
GDC 2013
Audio Bootcamp: Audio Development In Live Service: Assembly Line Thinking
by Mo Jen
(Playfish UK)
Audio
GDC 2013
Audio Bootcamp: For the Love of Spreadsheets: Sound Designs Secret Weapon
by Damian Kastbauer
(Lost Chocolate Lab)
Audio
GDC 2013
Audio Bootcamp: Loudness and How to Measure It
by Garry Taylor
(Sony Europe)
Audio
GDC 2013
Audio Bootcamp: What to Do While You're Waiting
by Kristofor Mellroth
(Microsoft Game Studio)
Audio
GDC 2013
Beyond Cha-Ching! Music for Slot Machines
by Peter Inouye
(Bally Technologies)
Audio
GDC 2013
Casting a New Light on a Familiar Face: Light Based Rendering in Tomb Ra...
by Jason Lacroix
(Crystal Dynamics)
Visual Arts
GDC 2013
Classic Game Postmortem: Crystal Castles
by Franz Lanzinger
(Actual Entertainment, Inc.)
Design
GDC 2013
Conquering the Galaxy with Phones and Tablets: Galactic Reign Postmortem...
by Tony Cox
(Microsoft Studios)
Smartphone & Tablet Games Summit
GDC 2013
Controlling the Abyss: Designing Uncharted's Controls for the PlayStatio...
by Ron Allen
(Sony Computer Entertainment, Bend Studio)
Design
GDC 2013
Core Technologies for Windows 8 Games (Presented by Microsoft)
by Chas Boyd
(Windows Graphics)
Programming
GDC 2013
Counterplay and Teamplay in Multiplayer Game Design
by Tom Cadwell
(Riot Games)
Design
GDC 2013
Creating a Magical Music Experience
by Alastair Lindsay
(Sony Computer Entertainment Europe)
Audio
GDC 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Visual Arts
GDC 2013
Creating Immersive Narrative Games Without Big Budgets or Resources
by Georg Backer
(Hotsauce Interactive Ltd.)
Game Narrative Summit
GDC 2013
Creatrilogy: Three Talks Exploring Indie Game Creativity
by Andy Hull
(Story Fort, LLC)
Independent Games Summit
GDC 2013
Crossing Microsoft Screens: Building Cross Platform Gameplay in Skulls o...
by Borut Pfeifer
(17-BIT)
Programming
GDC 2013
Crossing the Streams: Game Audio Rule Breakers of the Past Decade
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2013
Death to Downloads
by Will Harbin
(KIXEYE)
Business, Marketing & Management
GDC 2013
Designing Humor in Borderlands 2
by Anthony Burch
(Gearbox Software)
Design
GDC 2013
Designing the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
Designing the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
Developing a Second Screen Experience with Xbox SmartGlass (Presented by...
by Rosa Thomas
(Microsoft)
Programming
GDC 2013
Developing a Windows Store Game with DirectX and C++ (Presented by Micro...
by Phillip Napieralski
(Windows Ecosystem)
Programming
GDC 2013
Diverse Game Characters: Write Them Now!
by Jill Murray
(Ubisoft)
Advocacy
GDC 2013
Embracing Imperfection: Using Style to Your Advantage
by Sara Gross
(Two Bit Art)
Visual Arts
GDC 2013
Emotional Journey: BioWare's Methods to Bring Narrative into Levels
by Dave Feltham
(BioWare)
Visual Arts
GDC 2013
Experimental Gameplay Workshop
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2013
F2P the Wrong Way: Age of Empires Online
by Kevin Perry
(Microsoft)
Business, Marketing & Management
GDC 2013
From Concept to Release: Designing Guild Wars 2
by Chris Whiteside
(ArenaNet)
Design
GDC 2013
From Product to Service: Mass Effect 3 Multiplayer Went Live
by Scylla Costa
(BioWare)
Production
GDC 2013
From Product to Service: Mass Effect 3 Multiplayer Went Live
by Scylla Costa
(BioWare)
Production
GDC 2013
From the Behavior Up: When the AI Is the Design
by Paul Tozour
(Intelligence Engine Design Systems)
AI Summit
GDC 2013
Game Educators Rant
by Michael Mateas
(UC Santa Cruz)
GDC Education Summit
GDC 2013
Game Theft! What Game Makers Need to Know About Copyrights
by Douglas Robbins
(Wood Robbins LLP)
Design
GDC 2013
Games and the Ensemble Cast
by Daniel Nagler
(Large Animal Games)
Game Narrative Summit
GDC 2013
Games and the Ensemble Cast
by Daniel Nagler
(Large Animal Games)
Game Narrative Summit
GDC 2013
Going Rogue: Game Design Freelancing 101
by Aaron Cammarata
(voidALPHA)
Business, Marketing & Management
GDC 2013
GPU Rigid Body Simulation
by Erwin Coumans
(Bullet Physics)
Programming
GDC 2013
Guardians of Middle-earth: Adapting MOBAs for the Console Crowd
by Evan Lewis
(Monolith)
Design
GDC 2013
Guerrilla UX: Benefits of In-House User Research
by Jordan Lynn
(Volition)
Production
GDC 2013
Guild Wars 2: Scaling from One to Millions
by Stephen Clarke-Willson, Ph.D.
(ArenaNet)
Programming
GDC 2013
Horizon and Beyond: A Look into Tomb Raider's Tools
by Jason Yao
(Crystal Dynamics)
Visual Arts
GDC 2013
How to Sell Your QA Services on a Free-to-Play Project
by Stephan Beier
(Travian Games GmbH)
QA Summit
GDC 2013
How Zynga Created Performance Analytics for Web Games
by David Grunwald
(Zynga)
Free to Play Design & Business Summit
GDC 2013
Igniting the Spark: Building Online Services for Borderlands 2
by Jimmy Sieben
(Gearbox Software)
Programming
GDC 2013
Implementing a Rewindable Instant Replay System for Temporal Debugging
by Mark Wesley
(2K Marin)
Programming
GDC 2013
Indie Soapbox
by Emily Short
(Linden Labs)
Independent Games Summit
GDC 2013
Interactive Mixing in Dead Space 3
by J. White
(Visceral Games / EA)
Audio
GDC 2013
Is That a Gun in Your Pocket or Are You Just Happy to See Me? Evolving t...
by Chuck Beaver
(Electronic Arts)
Game Narrative Summit
GDC 2013
It's Raining New Content: Successful Rapid Test Iterations
by Benjamin Seifert
(Riot Games)
QA Summit
GDC 2013
Kanban - How to Make Your Production Scream
by Clinton Keith
(CK Consulting)
Production
GDC 2013
Kingdom Age by the Numbers: A Postmortem
by Aaron Bannin
(GREE International)
Production
GDC 2013
Loading Based on Imperfect Data
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2013
Low-Level Thinking in High-Level Shading Languages
by Emil Persson
(Avalanche Studios)
Visual Arts
GDC 2013
Making a Better Girl Game: Playdom's City Girl Postmortem
by Martha Sapeta
(Playdom)
Free to Play Design & Business Summit
GDC 2013
Managing the Movement: Getting Your Animation Behaviors to Behave Better
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2013
Math for Game Programmers
by Jim Van Verth
Programming
GDC 2013
Math for Game Programmers
by Jim Van Verth
Programming
GDC 2013
Math for Game Programmers
by Jim Van Verth
Programming
GDC 2013
Multiplatform C++ on The Web with Emscripten
by Chad Austin
(IMVU)
Programming
GDC 2013
Native Apps? With HTML5? Yes You Can! (Presented by Google)
by Joe Marini
(Google)
Programming
GDC 2013
Network Serialization and Routing in World of Warcraft
by Joe Rumsey
(Blizzard Entertainment)
Programming
GDC 2013
Obsessive-Compulsive Development: Retro/Grade Postmortem
by Matt Gilgenbach
(24 Caret Games)
Independent Games Summit
GDC 2013
OMG! Zombies on the Great Wall of China!
by James Gwertzman
(PopCap)
Free to Play Design & Business Summit
GDC 2013
Optimized Effects for Mobile Devices (Presented by ARM)
by Stacy Smith
(ARM)
Programming
GDC 2013
Optimizing for Power Efficient GPUs in DirectX/C++ Windows Store Games (...
by Max McMullen
(Windows Graphics)
Programming
GDC 2013
Outernauts: From AAA Console to AAA Flash Games
by Joe Valenzuela
(Insomniac Games)
Programming
GDC 2013
Physics for Game Programmers
by Richard Tonge
(NVIDIA)
Programming
GDC 2013
Physics for Game Programmers
by Richard Tonge
(NVIDIA)
Programming
GDC 2013
Physics for Game Programmers
by Richard Tonge
(NVIDIA)
Programming
GDC 2013
Physics for Game Programmers
by Richard Tonge
(NVIDIA)
Programming
GDC 2013
Physics for Game Programmers
by Richard Tonge
(NVIDIA)
Programming
GDC 2013
Physics for Game Programmers; Continuous Collision
by Erin Catto
(Blizzard Entertainment)
Production
GDC 2013
Plague Inc.: How Its Business Decisions Infected the World
by James Vaughan
(Ndemic Creations)
Smartphone & Tablet Games Summit
GDC 2013
Powering up Destiny's Level Creation and Rendering with Umbra 3 (Present...
by Otso Makinen
(Umbra Software)
Programming
GDC 2013
Practical Implementation of Light Scattering Effects Using Epipolar Samp...
by Egor Yusov
(Intel)
Programming
GDC 2013
Producer Bootcamp
by Caryl Shaw
(Independent)
Production
GDC 2013
Prototype: A Developer's Best Friend!
by Simon Darveau
(Spearhead Games)
Design
GDC 2013
Put the Payer in Player: Monetizing Games Through Scalable Advertising
by Joshua Burgin
(Zynga)
Free to Play Design & Business Summit
GDC 2013
Schrodinger's Cat in a Mercedes: Making Games with Nonlinear Narrative
by Mateusz Tomaszkiewicz
(CD Projekt RED)
Design
GDC 2013
Seven (Or So) Techniques for Writing a Moral Game
by Richard Rouse III
(Microsoft Game Studios)
Game Narrative Summit
GDC 2013
Sex in Video Games
by David Gaider
(BioWare EA)
Design
GDC 2013
Shellrazer - Designing In-App Purchase Without Losing Your Soul
by Shane Neville
(Ninja Robot Dinosaur Entertainment)
Independent Games Summit
GDC 2013
Skylanders SWAP Force Visual Development: A Toolkit for Artists
by Michael Bukowski
(Vicarious Visions an Activision Studio)
Visual Arts
GDC 2013
Spaces in the Sandbox: Tactical Awareness in Open World Games
by Mika Vehkala
(IO Interactive A/S)
AI Summit
GDC 2013
Spend Time Where it Matters: Friction Free Bug Reporting
by Raphael Saint-Pierre
(Ubisoft)
Production
GDC 2013
Technical Artist Bootcamp: Education in Technical Art
by Rachel Larsen
(Blizzard Entertainment)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Education in Technical Art
by Rachel Larsen
(Blizzard Entertainment)
Visual Arts
GDC 2013
The Art of Dead Space 3: Expanding the Visual Universe and Retaining the...
by Alex Muscat
(Electronic Arts)
Visual Arts
GDC 2013
The Audio Callback for Audio Synchronization
by Mathieu Pavageau
(Ubisoft)
Audio
GDC 2013
The Audio Callback for Audio Synchronization
by Mathieu Pavageau
(Ubisoft)
Audio
GDC 2013
The Audio Callback for Audio Synchronization
by Mathieu Pavageau
(Ubisoft)
Audio
GDC 2013
The Emerging Landscape of African Game Development
by Wesley Kirinya
(Leti Games)
Localization Summit
GDC 2013
The Inner Workings of Fortnite's Shader Based Procedural Animations
by Jonathan Lindquist
(Epic Games)
Visual Arts
GDC 2013
The Inner Workings of Fortnite's Shader Based Procedural Animations
by Jonathan Lindquist
(Epic Games)
Visual Arts
GDC 2013
The Next Vector: Improvements in AI Steering Behaviors
by Andrew Fray
(Spry Fox)
AI Summit
GDC 2013
The Science Behind Shaping Player Behavior in Online Games
by Jeffrey Lin
(Riot Games)
Design
GDC 2013
The Unfinished Swan: From Student Prototype to Commercial Game
by Ian Dallas
(Giant Sparrow)
GDC Education Summit
GDC 2013
The Velveteen Marine - The Power of Belief in Natural Selection 2
by Charlie Cleveland
(Unknown Worlds)
Independent Games Summit
GDC 2013
The Walking Dead: Crafting a Stylized World for the Mature Franchise
by Jonathon Banks
(Telltale Games)
Visual Arts
GDC 2013
Under the Hood of Blizzard's Internal Build System
by Blaine Whittle
(Blizzard Entertainment)
Programming
GDC 2013
Under the Hood of Blizzard's Internal Build System
by Blaine Whittle
(Blizzard Entertainment)
Programming
GDC 2013
Visual Novels: Narrative Design in Virtue's Last Reward
by Kotaro Uchikoshi
(Spike Chunsoft Co., Ltd.)
Design
GDC 2013
You Don't Need a Degree to Make Video Games
by Conan Bourke
(AIE)
Game Career Seminar
GDC 2013
ZombiU: Creating an Undead Cult
by Antony Johnston
(Independent)
Game Narrative Summit