GDC Austin/Online 2008
(100) Developing Games With Open Source Technologies
by See below
Online Games - Technology and Services
GDC Austin/Online 2008
100 Questions, 97 Answers, 56 Minutes
by Brenda Brathwaite
(Loot Drop)
Game Career Seminar
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC Austin/Online 2008
A Future Told: Writing for Cinematic Design
by Mac Walters
(BioWare)
Writing for Games
GDC Austin/Online 2008
A Generative, Adaptive Music System for MMO games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC Austin/Online 2008
A Generative, Adaptive Music System for MMO games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC Austin/Online 2008
Accelerating Programming Teams in an Iterative Environment
by Damon Osgood
(BioWare Austin)
Online Games - Technology and Services
GDC Austin/Online 2008
ARGs: Fake Websites, Invented Stories, Automated Phone Calls and Other M...
by Elan Lee
(Fourth Wall Studios)
Online Games - Social Networking & Community
GDC Austin/Online 2008
At Their Service: Making a Difference by Putting Players First
by Lane Merrifield
(Walt Disney Internet Group / Club Penguin)
Online Games - Design
GDC Austin/Online 2008
Blazing the Trail for Hot Game Dialog
by Marianne Krawczyk
(Monkeyshines Entertainment)
Audio
GDC Austin/Online 2008
Blazing the Trail for Hot Game Dialog
by Marianne Krawczyk
(Monkeyshines Entertainment)
Audio
GDC Austin/Online 2008
Business Use of Virtual Worlds: Case Studies for Conducting Business fro...
by Michael Rowe
(IBM)
Worlds in Motion
GDC Austin/Online 2008
Business Use of Virtual Worlds: Case Studies for Conducting Business fro...
by Michael Rowe
(IBM)
Worlds in Motion
GDC Austin/Online 2008
Case Studies: User-Generated Content In Online Worlds
by Daniel James
(Three Rings)
Worlds in Motion
GDC Austin/Online 2008
Cocktail Parties, Presence and Compelling NextGen Audio
by Simon Carlile
(Personal Audio Pty Ltd)
Audio
GDC Austin/Online 2008
Comparing Virtual Property Models - A Business and Legal Perspective
by S. Gregory Boyd
(Davis & Gilbert LLP)
Online Games - Business & Marketing
GDC Austin/Online 2008
Comparing Virtual Property Models - A Business and Legal Perspective
by S. Gregory Boyd
(Davis & Gilbert LLP)
Online Games - Business & Marketing
GDC Austin/Online 2008
Computer Entertainment 35 Years from Today
by Bruce Sterling
Writing for Games
GDC Austin/Online 2008
Computer Entertainment 35 Years from Today
by Bruce Sterling
Writing for Games
GDC Austin/Online 2008
Cracking the Consumer Control Code: Effective Strategies for Advertising...
by Bruce Sterling
Online Games - Social Networking & Community
GDC Austin/Online 2008
Creating Foley for Games
by Mark Petty
(Gearbox Software)
Audio
GDC Austin/Online 2008
Creating Foley for Games
by Mark Petty
(Gearbox Software)
Audio
GDC Austin/Online 2008
Deepening Player Immersion with Jungian Symbolism
by Stephen Brock Schafer
(Digipen Institute of Technology)
Writing for Games
GDC Austin/Online 2008
Deepening Player Immersion with Jungian Symbolism
by Stephen Brock Schafer
(Digipen Institute of Technology)
Writing for Games
GDC Austin/Online 2008
Designing for Player Sociability
by Bob Moore, Ph.D.
(Bob Moore Consultant)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Designing for Player Sociability
by Bob Moore, Ph.D.
(Bob Moore Consultant)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Dr. Strangeflow or: How I Learned to Stop Worrying and Love the Pipeline
by Lane Daughtry
(Sony Online Entertain...)
Online Games - Business & Marketing
GDC Austin/Online 2008
Dunder Mifflin Infinity: A Case Study in Using Game Mechanics to Drive C...
by Stephen Andrade
(NBC.com)
Worlds in Motion
GDC Austin/Online 2008
Easy is F@ing Hard: Game Design Fundamentals for Mass-Market Games
by Eric Zimmerman
(Independent)
Online Games - Design
GDC Austin/Online 2008
Easy is F@ing Hard: Game Design Fundamentals for Mass-Market Games
by Eric Zimmerman
(Independent)
Online Games - Design
GDC Austin/Online 2008
Economic Design and Management of Virtual Worlds with a Large Shard Popu...
by Eyjolfur Gudmundsson
(CCP)
Online Games - Design
GDC Austin/Online 2008
Economic Design and Management of Virtual Worlds with a Large Shard Popu...
by Eyjolfur Gudmundsson
(CCP)
Online Games - Design
GDC Austin/Online 2008
Efficient Robust Networking
by Ben Garney
(PushButton Labs)
Online Games - Technology and Services
GDC Austin/Online 2008
Efficient Robust Networking
by Ben Garney
(PushButton Labs)
Online Games - Technology and Services
GDC Austin/Online 2008
Emerging Market: India, Challenges & Pitfalls
by Sumeet Maniar
(K2 Network, Inc.)
Online Games - Business & Marketing
GDC Austin/Online 2008
Emerging Market: India, Challenges & Pitfalls
by Sumeet Maniar
(K2 Network, Inc.)
Online Games - Business & Marketing
GDC Austin/Online 2008
Endgame: How to Build High-End Gameplay for Your Most Devoted Players
by Damion Schubert
(Bioware Austin)
Online Games - Design
GDC Austin/Online 2008
Engaging Customer Service – an MMO Perspective
by Grant Wei
(Cryptic Studios)
Online Games - Business & Marketing
GDC Austin/Online 2008
Everything I Need To Know About Virtual Worlds, I learned at Theme Parks
by Patricia Pizer
(Consultant)
Online Games - Design
GDC Austin/Online 2008
Evolving Business for MMOs
by Jessica Mulligan
(ImaginVenture SA)
Online Games - Business & Marketing
GDC Austin/Online 2008
Galatea 3.0: Designing and Writing Great Game Characters
by Tom Abernathy
(Microsoft Game Studios)
Writing for Games
GDC Austin/Online 2008
Galatea 3.0: Designing and Writing Great Game Characters
by Tom Abernathy
(Microsoft Game Studios)
Writing for Games
GDC Austin/Online 2008
Gaming Communities & Kids: Do You Know Your ABC's?
by Rebecca Newton
(MindCandy.com)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Gaming Communities & Kids: Do You Know Your ABC's?
by Rebecca Newton
(MindCandy.com)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Google's First Real Talk on Lively Since its Debut
by Rebecca Newton
(MindCandy.com)
Worlds in Motion
GDC Austin/Online 2008
Hardcore Games for Casual Audiences
by Jesse Schell
(Schell Games)
Online Games - Design
GDC Austin/Online 2008
How the World Pays
by Kevin Higgins
(PayByCash - Internet Payment Solutions)
Online Games - Business & Marketing
GDC Austin/Online 2008
How to Manage Your Online Business During Growth and Decline
by Rich Vogel
(BioWare)
Online Games - Business & Marketing
GDC Austin/Online 2008
How We Made Battlefield Heroes Our Journey From Game Team to Service Team
by Bjarne Rene
(Vostopia.com)
Online Games - Business & Marketing
GDC Austin/Online 2008
If You Build It, Will They Come?
by Margaret Wallace
(Playmatics)
Worlds in Motion
GDC Austin/Online 2008
In-World Advertising Case Study
by Christian Lassonde
(Millions of Us LLC)
Worlds in Motion
GDC Austin/Online 2008
In-World Advertising Case Study
by Christian Lassonde
(Millions of Us LLC)
Worlds in Motion
GDC Austin/Online 2008
Interactive Actors That Express Emotion
by Gerry Seidman
(ActorMachine)
Online Games - Design
GDC Austin/Online 2008
Iron Composer Texas, Year 1
by Randall Ryan
(HamsterBall)
Audio
GDC Austin/Online 2008
Is That It? Next Gen Audio
by Jason Page
(SCEE R&D)
Audio
GDC Austin/Online 2008
It's Who You Get to Know
by Darius Kazemi
(Orbus Gameworks)
Game Career Seminar
GDC Austin/Online 2008
Juggling Cats
by Tracy W. Bush
(NCSoft Corporation)
Audio
GDC Austin/Online 2008
Learning to Play: The Importance of Learning Styles and Gender in MMOs
by Sheri Graner Ray
(Schell Games)
Online Games - Design
GDC Austin/Online 2008
Licensed Software - Cost Benefit Analysis
by Bill Dalton
(BioWare Austin)
Online Games - Technology and Services
GDC Austin/Online 2008
Licensed Software - Cost Benefit Analysis
by Bill Dalton
(BioWare Austin)
Online Games - Technology and Services
GDC Austin/Online 2008
Linearity is Hell: Achieving Truly Dynamic Stories in Games
by Andrew Stern
(ngmoco)
Writing for Games
GDC Austin/Online 2008
Living with a Legacy
by Keith Turkowski
(TimeGate Studios)
Online Games - Design
GDC Austin/Online 2008
Luckiest People Alive
by Harvey Smith
(Arkane Studios)
Game Career Seminar
GDC Austin/Online 2008
Making a Web-Based MMO in Your Attic With Shockwave
by Gene Endrody
(Maid Marian Entertain...)
Online Games - Technology and Services
GDC Austin/Online 2008
Making a Web-Based MMO in Your Attic With Shockwave
by Gene Endrody
(Maid Marian Entertain...)
Online Games - Technology and Services
GDC Austin/Online 2008
Making Games Human: Adding Voice to Videogames
by Matthew Bellows
(Vivox)
Online Games - Design
GDC Austin/Online 2008
Managing Copyright Issues in Videogames and Virtual Worlds
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Online Games - Business & Marketing
GDC Austin/Online 2008
Managing Copyright Issues in Videogames and Virtual Worlds
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Online Games - Business & Marketing
GDC Austin/Online 2008
Marketing vs. Production: Marketing PWNS - Every Time...
by Leo Olebe
(BioWare / EA)
Online Games - Business & Marketing
GDC Austin/Online 2008
Measuring & Metrics: The Online Gaming Audience
by Edward Hunter
(comScore)
Online Games - Business & Marketing
GDC Austin/Online 2008
Measuring & Metrics: The Online Gaming Audience
by Edward Hunter
(comScore)
Online Games - Business & Marketing
GDC Austin/Online 2008
Microtransactions in North America – Early Lessons from the Pioneers
by Jamie Cheng
(Klei Entertainment)
Worlds in Motion
GDC Austin/Online 2008
Modeling Infrastructure Cost for MMO Launch
by Peter Jarvis
Online Games - Technology and Services
GDC Austin/Online 2008
Music and Sound as Game Design Tools
by Simon Amarasingham
(dSonic, Inc.)
Online Games - Design
GDC Austin/Online 2008
Music and Sound as Game Design Tools
by Simon Amarasingham
(dSonic, Inc.)
Audio
GDC Austin/Online 2008
Mythbusting the Internet
by Derek Wise
(GNi)
Online Games - Technology and Services
GDC Austin/Online 2008
Neural-THX Surround: Serious Surround Sound for the Multi-Channel Gamer
by Mark Tuffy
(Interactive Media, DTS, Inc.)
Audio
GDC Austin/Online 2008
New Interfaces, New Gamewriting Opportunities
by Chris Baker
(Wired Magazine)
Writing for Games
GDC Austin/Online 2008
New MIDI-Based Game Audio Techniques
by Tom Savell
(Creative Labs Advanced Technology Center)
Audio
GDC Austin/Online 2008
New MIDI-Based Game Audio Techniques
by Tom Savell
(Creative Labs Advanced Technology Center)
Audio
GDC Austin/Online 2008
Online Community and Culture: Why it's Easier to Manage than You Might T...
by Ron Meiners
(RMC)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Online Games Under Construction: Run Your Beta Right.
by Richard Weil
(Metaverse Mod Squad)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Online Games Under Construction: Run Your Beta Right.
by Richard Weil
(Metaverse Mod Squad)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Organic Fans: Free-Range Community Leadership for the Novice
by Rebecca Newton
(MindCandy.com)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Organic Fans: Free-Range Community Leadership for the Novice
by Rebecca Newton
(MindCandy.com)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Pirates of the Burning Sea: A Post-Partum
by Joe Ludwig
(Valve Software)
Online Games - Business & Marketing
GDC Austin/Online 2008
Pirates of the Caribbean Online: Lessons Learned
by Mike Goslin
(Mindspark Worlds)
Online Games - Design
GDC Austin/Online 2008
Postmortem: Deferred Shading in Tabula Rasa
by Rusty Koonce
(NCSoft)
Online Games - Technology and Services
GDC Austin/Online 2008
Postmortem: Deferred Shading in Tabula Rasa
by Rusty Koonce
(NCSoft)
Online Games - Technology and Services
GDC Austin/Online 2008
Questing Design and Engineering in MMOs
by Thomas Sitch
(KingsIsle Entertain...)
Online Games - Technology and Services
GDC Austin/Online 2008
RAGE: Storytelling and Technology at id Software
by Tim Willits
(id Software)
Writing for Games
GDC Austin/Online 2008
RAGE: Storytelling and Technology at id Software
by Tim Willits
(id Software)
Writing for Games
GDC Austin/Online 2008
Reaching Beyond WOW: Facebook and the Keys to Social Play
by Nicole Lazzaro
(XEODesign)
Online Games - Design
GDC Austin/Online 2008
Security in MMORPGs
by Nicole Lazzaro
(XEODesign)
Online Games - Technology and Services
GDC Austin/Online 2008
Social Networks and Virtual Worlds: A Shared Future?
by Stevana Case
(Fatfoogoo AG)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Special Ops: The Writer of the Future
by Flint Dille
(Ground Zero Productions)
Writing for Games
GDC Austin/Online 2008
Special Ops: The Writer of the Future
by Flint Dille
(Ground Zero Productions)
Writing for Games
GDC Austin/Online 2008
Sticky from the Start
by Stieg Hedlund
(Turpitude)
Online Games - Design
GDC Austin/Online 2008
Sticky from the Start
by Stieg Hedlund
(Turpitude)
Online Games - Design
GDC Austin/Online 2008
Subscriptions Versus Free-to-Play
by Eric Goldberg
(Crossover Technologies)
Online Games - Business & Marketing
GDC Austin/Online 2008
Sustaining Player Engagement by Designing for Intrinsic Need Satisfaction
by Scott Rigby
(Immersyve)
Online Games - Design
GDC Austin/Online 2008
Sustaining Player Engagement by Designing for Intrinsic Need Satisfaction
by Scott Rigby
(Immersyve)
Online Games - Design
GDC Austin/Online 2008
The Death of Linearity, Or Who Shot The Three Act Structure?
by Andrew Walsh
(Freelance)
Writing for Games
GDC Austin/Online 2008
The Future of the Metaverse
by Mic Bowman
(Intel Corporation)
Worlds in Motion
GDC Austin/Online 2008
The Future of Time - Time as a Storytelling Tool in Video Games
by Kevin Shortt
(Ubisoft Montreal)
Writing for Games
GDC Austin/Online 2008
The Future of Time - Time as a Storytelling Tool in Video Games
by Kevin Shortt
(Ubisoft Montreal)
Writing for Games
GDC Austin/Online 2008
The Game Job Interview RPG
by Jill Duffy
(GameCaree...)
Game Career Seminar
GDC Austin/Online 2008
The Game Job Interview RPG
by Jill Duffy
(GameCaree...)
Game Career Seminar
GDC Austin/Online 2008
The Next Generation Customer Service Experience
by John Erskine
(NCsoft)
Online Games - Technology and Services
GDC Austin/Online 2008
The Play is the Thing: Interactive Storytelling from the World of Improv...
by Shana Merlin
(Merlin Works)
Writing for Games
GDC Austin/Online 2008
The Play is the Thing: Interactive Storytelling from the World of Improv...
by Shana Merlin
(Merlin Works)
Writing for Games
GDC Austin/Online 2008
The Psychology of The MMO Gamer
by Troy Hewitt
(Flying Lab Software)
Online Games - Social Networking & Community
GDC Austin/Online 2008
The Sandwich of the Month Club: Writing and Designing Successful Episodi...
by Dave Grossman
(Telltale Games)
Writing for Games
GDC Austin/Online 2008
The Server Technology of EVE Online: How to Cope With 300,000 Players on...
by Halldor Fannar
(CCP)
Online Games - Technology and Services
GDC Austin/Online 2008
The Server Technology of EVE Online: How to Cope With 300,000 Players on...
by Halldor Fannar
(CCP)
Online Games - Technology and Services
GDC Austin/Online 2008
The State of Facebook/Social Network Gaming
by Frank Lantz
(Area/Code/Zynga)
Worlds in Motion
GDC Austin/Online 2008
The State of Kids Virtual Worlds
by Chris Waldron
(Cartoon Network)
Worlds in Motion
GDC Austin/Online 2008
The World That Players Wouldn't Let Die
by Celia Pearce
(Georgia Institute of Technology)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Them's Playing Words: Video Game Adaptation Workshop
by Matthew Weise
(Singapore-MIT GAMBIT Game Lab)
Writing for Games
GDC Austin/Online 2008
Unlocking Flash to Build the Next Great MMO
by Rafhael Cedeno
(Multiverse)
Online Games - Technology and Services
GDC Austin/Online 2008
Unlocking Flash to Build the Next Great MMO
by Rafhael Cedeno
(Multiverse)
Online Games - Technology and Services
GDC Austin/Online 2008
Unsharding: The Secret to Storytelling in a Massively Multiplayer Enviro...
by James Portnow
(Rainmaker Games)
Writing for Games
GDC Austin/Online 2008
Unsharding: The Secret to Storytelling in a Massively Multiplayer Enviro...
by James Portnow
(Rainmaker Games)
Writing for Games
GDC Austin/Online 2008
Wake Up and Smell the Metrics! A Rant on Metrics-Driven Development in O...
by Darius Kazemi
(Orbus Gameworks)
Online Games - Technology and Services
GDC Austin/Online 2008
Wake Up and Smell the Metrics! A Rant on Metrics-Driven Development in O...
by Darius Kazemi
(Orbus Gameworks)
Online Games - Technology and Services
GDC Austin/Online 2008
We Tell Stories - A New Form of Storytelling
by Adrian Hon
(Six to Start)
Writing for Games
GDC Austin/Online 2008
We Tell Stories - A New Form of Storytelling
by Adrian Hon
(Six to Start)
Writing for Games
GDC Austin/Online 2008
We the Willing
by James Portnow
(Rainmaker Games)
Game Career Seminar
GDC Austin/Online 2008
What Your Mother and Your Ten-Year Old Can Teach You About MMOs
by Nick Fortugno
(Playmatics)
Online Games - Design
GDC Austin/Online 2008
What's Lara's Story? Advanced Storytelling Techniques in Tomb Raider: Un...
by Eric Lindstrom
(Crystal Dynamics)
Writing for Games
GDC Austin/Online 2008
What's Lara's Story? Advanced Storytelling Techniques in Tomb Raider: Un...
by Eric Lindstrom
(Crystal Dynamics)
Writing for Games
GDC Austin/Online 2008
Why Are Games That Suck So Popular on Social Networks?
by Blake Commagere
(Independent Game Developer)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Why Game Composers MUST become 21st Century Artists or Face Extinction
by Blake Commagere
(Independent Game Developer)
Audio
GDC Austin/Online 2008
Writing for Socially Networked Games: Blending User-Generated Content wi...
by Gabe Zichermann
(Independent)
Writing for Games
GDC Austin/Online 2008
Writing for Socially Networked Games: Blending User-Generated Content wi...
by Gabe Zichermann
(Independent)
Writing for Games
GDC Austin/Online 2008
You're Hired! How to Get HR to Notice You
by Jill Duffy
(GameCaree...)
Game Career Seminar