GDC Austin/Online 2009
Aristotle, Game Writing, and Games
by Maurice Suckling
(The Mustard Corporation)
Game Writers Summit
GDC Austin/Online 2009
Audio Shorts
by Clark Crawford
(The Harten Center for Underprivileged Sounds, LLC)
Game Audio Summit
GDC Austin/Online 2009
Audio Shorts
by Clark Crawford
(The Harten Center for Underprivileged Sounds, LLC)
Game Audio Summit
GDC Austin/Online 2009
Audio Shorts
by Clark Crawford
(The Harten Center for Underprivileged Sounds, LLC)
Game Audio Summit
GDC Austin/Online 2009
Business Managing Your Indie Developer Through The Downturn
by Jennifer Bullard
(Certain Affinity)
Independent Games Summit
GDC Austin/Online 2009
Challenges In Designing A Casual MMO
by Laralyn McWilliams
(Sony Online Entertainment)
Design
GDC Austin/Online 2009
Cover Me! Promoting MMO Player Interaction through
Advanced AI
by Dave Mark
(Intrinsic Algorithm)
Programming
GDC Austin/Online 2009
Developing in the Cloud
by Ben Garney
(PushButton Labs)
Services
GDC Austin/Online 2009
Dynamic Range and Mix Levels: Where We're At In 2009
by Tom Hays
(Technicolor Interactive)
Game Audio Summit
GDC Austin/Online 2009
Effective Marketing For Indie Game Developers
by John Graham
(Wolfire Games, LLC)
Independent Games Summit
GDC Austin/Online 2009
Emerging Trends in Gameplay: The Blurring Lines Between Casual And Hardcore
by Jon Radoff
(GamerDNA, Inc.)
Business & Marketing
GDC Austin/Online 2009
EULA's and Tax Incentives: Two More Things You Can't Avoid
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business & Marketing
GDC Austin/Online 2009
EVE Online's Player Elected Council Case Study
by Ptur Jhannes skarsson
(CCP Games)
Social Networking & Community
GDC Austin/Online 2009
Facebook: Is the Cake a Lie?
by Blake Commagere
(Independent Game Developer)
Social Networking & Community
GDC Austin/Online 2009
Fan Sites and Community Leaders: Harnessing the Power of Passionate Audi...
by Brad Dickason
(Giant Realm)
Business & Marketing
GDC Austin/Online 2009
Field Report: High Octane Recording and Implementation of Engine Audio
by Dave Lowmiller
(Rainbow Studios)
Game Audio Summit
GDC Austin/Online 2009
FINAL FANTASY XI: Problems and Solutions in a Global Community
by Robert Allen Peeler
(Square Enix, Inc)
Social Networking & Community
GDC Austin/Online 2009
Funding Fundamentals: How to Raise Capital
by Keith Lee
(Booyah)
Business & Marketing
GDC Austin/Online 2009
Funding Fundamentals: How to Raise Capital
by Keith Lee
(Booyah)
Business & Marketing
GDC Austin/Online 2009
Games are Math: 10 Core Mechanics That Drive Compelling Gameplay
by Raph Koster
(Playdom)
Design
GDC Austin/Online 2009
Growing Your Game Like A Virus: The Viral Coefficient Revealed
by Michael Witz
(Mob Science)
Business & Marketing
GDC Austin/Online 2009
How To Operate Your Indie Game Business - For Fun And Profit!
by Brent Fox
(Wahoo Studios / NinjaBee)
Independent Games Summit
GDC Austin/Online 2009
Intuitive Design of Interactive Narrative: The Mischief of Created Things
by Aaron Oldenburg
(University of Baltimore)
Game Writers Summit
GDC Austin/Online 2009
iPort: How To Bring Any C++ Game To The iPhone
by Michael Smith
(Elecorn LLC)
iPhone Games Summit
GDC Austin/Online 2009
Kids and Gaming--One Year Later. Still Keeping up with your ABCs?
by Rebecca Newton
(MindCandy.com)
Social Networking & Community
GDC Austin/Online 2009
Lead with Your Gut: How Courage and Common Sense Improve Efficiency
by Edoardo De Martin
(Next Level Games Inc.)
Production
GDC Austin/Online 2009
Lean Production
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC Austin/Online 2009
Making an XBLA Game in 6 Months: A Splosion Man Postmortem
by Sean Riley
(Twisted Pixel Games)
Independent Games Summit
GDC Austin/Online 2009
Mend the Gap: Bridging Social Communities and Console Games
by Corey Garnett
(Insomniac Games, Inc.)
Social Networking & Community
GDC Austin/Online 2009
Next Phase of Casual Games: How to Make the Free-To-Play Model Work for You
by Craig Sherman
(Gaia Interactive)
Business & Marketing
GDC Austin/Online 2009
Next-Gen Asset Streaming Using Runtime Statistics
by David Thall
(Insomniac Games)
Programming
GDC Austin/Online 2009
Ninja Sound: Creating Deadly Small Footprint Audio on Portable Platforms
by Daniel Zuniga
(Laughing Ear)
Game Audio Summit
GDC Austin/Online 2009
Postmortem: The Design & Business Behind Fantastic Contraption
by Colin Northway
(Fantastic Contraption)
Independent Games Summit
GDC Austin/Online 2009
Resumes, Cover Letters and Websites
by Jim Rivers
(Obsidian Entertainment)
Game Career Seminar
GDC Austin/Online 2009
Security for Online Games
by Timothy Ray
(Department of Information Resources, State of TX)
Services
GDC Austin/Online 2009
Sharing the Passion: Professional Mentoring and Talent Development
by Christian Bradley
(Art Institute San Diego)
Production
GDC Austin/Online 2009
Sound Wars: The Physics Unleashed
by David Collins
(LucasArts)
Game Audio Summit
GDC Austin/Online 2009
Techniques for Improving Large World and Terrain Streaming
by Danie Conradie
(Trinigy)
Programming
GDC Austin/Online 2009
Texturing Massive Terrain
by Colt McAnlis
(Blizzard)
Programming
GDC Austin/Online 2009
The Bit.Trip Series: Holistic Indie Console Game Design
by Mike Roush
(Gaijin Games)
Independent Games Summit
GDC Austin/Online 2009
The FREE REALMS Filter: Creating and Maintaining an Art Style Across all...
by Rosie Rappaport
(Sony Online Entertainment)
Production
GDC Austin/Online 2009
The Goldilocks Conundrum -- Steering A Middle Path Through Apple's Orchard
by Chris Ulm
(Appy Entertainment Inc.)
iPhone Games Summit
GDC Austin/Online 2009
The Social Gaming Tipping Point
by Brian Reynolds
(Zynga)
Design
GDC Austin/Online 2009
The Super Heroes' Journey: Storytelling in MARVEL ULTIMATE ALLIANCE 2
by Evan Skolnick
(Independent)
Game Writers Summit
GDC Austin/Online 2009
Thinking Inside the Box: Finding Creative Space in Your Franchise
by Jay Posey
(Red Storm Entertainment)
Game Writers Summit
GDC Austin/Online 2009
Tips for Success as an Indie iPhone Developer
by Keith Shepherd
(Imangi Studios, LLC)
iPhone Games Summit
GDC Austin/Online 2009
Trading Card Games: Designing for a Decade with Resource Cards and a Col...
by Paul Dennen
(Sony Online Entertainment-Denver)
Design
GDC Austin/Online 2009
Twist, Touch & Travel: Harnessing the iPhone's Unique Features
by Glenda Adams
(Maverick Software)
iPhone Games Summit
GDC Austin/Online 2009
Up, Down, Left, and Right. A Usability Postmortem
by Tony Rado
(Sony Online Entertainment)
Services
GDC Austin/Online 2009
Using Lenses to Enhance Your Online Game
by Jesse Schell
(Schell Games)
Design
GDC Austin/Online 2009
Virtualization for the Win! Scaling Electronic Sports League's Servers ...
by Paul Lindberg
(Intel)
Services
GDC Austin/Online 2009
What's a Writer to Do? Redefining Our Role in Crafting Player Driven Nar...
by Mary De Marle
(Eidos Montreal)
Game Writers Summit
GDC Austin/Online 2009
What's Old is New Again: Game Design Innovations in Interactive Fiction
by Michael Rubin
(Orange River Studio)
Game Writers Summit
GDC Austin/Online 2009
Who Needs Publishers? How Developers Can Launch Community Marketing Camp...
by John Lee
(Bardo Entertainment.com)
Business & Marketing