GDC Austin/Online 2009
10 Ways to Make Your Game Appeal to Teens
by Joe Shochet
(Hangout Industries)
Design
GDC Austin/Online 2009
A New Social Era for Games: How Your Friends Are Changing the Way the Wo...
by Sebastien de Halleux
(Playfish)
Social Networking & Community
GDC Austin/Online 2009
Accelerating the QA Test Cycle Via Metrics and Automation
by Larry Mellon
Services
GDC Austin/Online 2009
Ace Usability and Avoid Kobayashi Maru
by Nicole Lazzaro
(XEODesign)
Design
GDC Austin/Online 2009
Beyond the Finish Line of Shipping an Indie Game
by Ron Carmel
(2D Boy)
Independent Games Summit
GDC Austin/Online 2009
Bringing Game Brands to the iPhone: A Business Approach
by Chris Williams
(PlayFirst)
iPhone Games Summit
GDC Austin/Online 2009
Browser MMOGs - the Experts Talk
by Jesse Schell
(Schell Games)
Production
GDC Austin/Online 2009
Business Managing Your Indie Developer Through The Downturn
by Jennifer Bullard
(Certain Affinity)
Independent Games Summit
GDC Austin/Online 2009
Casual Game Development for AAA Teams
by Rafhael Cedeno
(Multiverse)
Programming
GDC Austin/Online 2009
Challenges In Designing A Casual MMO
by Laralyn McWilliams
(Sony Online Entertainment)
Design
GDC Austin/Online 2009
Come and See the Elephant - Challenges Encountered Growing an MMO
by Bill Dalton
(BioWare Austin)
Programming
GDC Austin/Online 2009
Cover Me! Promoting MMO Player Interaction through
Advanced AI
by Dave Mark
(Intrinsic Algorithm)
Programming
GDC Austin/Online 2009
Creating Tasty Games with 3.0
by David Whitlark
(Trileet)
iPhone Games Summit
GDC Austin/Online 2009
Defending the Realm: Resisting Exploits and Hacks to MMOs and Other Onli...
by Jason Spangler
(BioWare / Electronic Arts)
Programming
GDC Austin/Online 2009
Designer Scripting: The Power and Perils of Designers Touching Code
by Rich Vogel
(BioWare)
Programming
GDC Austin/Online 2009
Developing A Positive ?Support Perception? For Your Company
by John Erskine
(NCsoft)
Services
GDC Austin/Online 2009
Developing in the Cloud
by Ben Garney
(PushButton Labs)
Services
GDC Austin/Online 2009
Developing Licensed Games: Do It Successfully In These Tough Economic Times
by Feargus Urquhart
(Obsidian Entertainment, Inc.)
Business & Marketing
GDC Austin/Online 2009
Don't get PWN'ed, go global wisely!
by Danica Brinton
(LocLabs Consulting with Zynga, Apple, Inc., Linden Lab, O...)
Services
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)
Social Networking & Community
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
Finding The Right Rewards To Sustain Player Engagement: A Close-up Look ...
by Scott Rigby
(Immersyve)
Design
GDC Austin/Online 2009
Flash Multiplayer-Action Case Study: The BATTLE Series
by Corey Bridges
(Multiverse)
Production
GDC Austin/Online 2009
From AAA to iPhone: Tiger Style and the making of SPIDER
by Randy Smith
(Tiger Style)
iPhone Games Summit
GDC Austin/Online 2009
From Dragons and Daggers to Kart Racing, Cooking and Concerts...It's a W...
by John Smedley
(Sony Online Entertainment)
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
Going from Free to Pay in Free-to-Play
by Min Kim
(Nexon America Inc.)
Business & Marketing
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 I Dumped Electricity and Learned to Love Design
by Brenda Brathwaite
(Loot Drop)
Game Career Seminar
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
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
Killing the Sacred Cows of MMO Technology
by Joe Ludwig
(Valve Software)
Programming
GDC Austin/Online 2009
Lag, The Barrier to Innovation in Online Gaming
by Harlan Beverly
(Bigfoot Networks)
Services
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
Leveraging Customer Service Quality Through Tools
by John Erskine
(NCsoft)
Services
GDC Austin/Online 2009
Life Outside the Top 100 - A New Approach to Success on the App Store
by Paul Bettner
(Newtoy Inc.)
iPhone Games Summit
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
Making the Grade: What Gaming's Premier Guilds Really Think About You
by Chris Mancil
(Trion World Network)
Social Networking & Community
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
MMOs to Consoles – Challenges, Opportunities and Emerging Trends
by Craig Alexander
(Turbine, Inc.)
Programming
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
Online Gaming Infrastructure Services – The Business Value Behind ...
by Vlad Ihora
(TeliaSonera International Carrier)
Services
GDC Austin/Online 2009
Opportunities for Monetizing Online Games
by Min Kim
(Nexon America Inc.)
Business & Marketing
GDC Austin/Online 2009
Out of the box(ed product) thinking for an Online Age
by Jeff Hickman
(EA Mythic)
Production
GDC Austin/Online 2009
Pangea's Road To Success: Launching & Marketing an iPhone App
by Brian Greenstone
(Pangea Software)
iPhone Games Summit
GDC Austin/Online 2009
Payments for a New Generation
by Min Kim
(Nexon America Inc.)
Business & Marketing
GDC Austin/Online 2009
Playing the Event Stream: Leveraging the Internet to Expand Content for ...
by Justin Hall
(GameLayers, Inc)
Social Networking & Community
GDC Austin/Online 2009
Postmortem: The Design & Business Behind Fantastic Contraption
by Colin Northway
(Fantastic Contraption)
Independent Games Summit
GDC Austin/Online 2009
Randomness: The Danger and Value of Chance Elements in Game Design
by Greg Costikyan
(self-employed)
Design
GDC Austin/Online 2009
Reaching A New Demographic: Kids AND Their Parents
by Jesse Schell
(Schell Games)
Social Networking & Community
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
Squeezing Every Drop Of Performance Out Of The iPhone
by Noel Llopis
(Snappy Touch)
iPhone Games Summit
GDC Austin/Online 2009
Storytelling through Independent Games
by Alec Holowka
(Infinite Ammo)
Independent Games Summit
GDC Austin/Online 2009
Surfing Chaos: How to Read the Market and Adapt to the Constantly Changi...
by Matthew Scibilia
(Critical Mass Interactive, Inc)
Game Career Seminar
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 Blurst of Times: How to Make a (Shader-Heavy, Physics-Based, 3D) Gam...
by Matthew Wegner
(Flashbang Studios)
Independent Games Summit
GDC Austin/Online 2009
The Cat and Mouse Game of Fraud
by Arthur Chu
(Nexon)
Services
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 Indie Business Rant
by Daniel Cook
(Spry Fox)
Independent Games Summit
GDC Austin/Online 2009
The Loner
by Damion Schubert
(Bioware Austin)
Design
GDC Austin/Online 2009
The Monkey Wrench: Design and Architecture of an Online Environment
by Jeffrey Kesselman
(Rebel Monkey Inc)
Programming
GDC Austin/Online 2009
The New Indie Hotness
by Brandon Boyer
(Offworld)
Independent Games Summit
GDC Austin/Online 2009
The Rise of Premium Flash Games
by Daniel Cook
(Spry Fox)
Independent Games Summit
GDC Austin/Online 2009
The Social Gaming Tipping Point
by Brian Reynolds
(Zynga)
Social Networking & Community
GDC Austin/Online 2009
The Universe of World of Warcraft
by J. Allen Brack
(Blizzard Entertainment, Inc.)
Design
GDC Austin/Online 2009
The Year in Social RPGs
by David Rohrl
(Playdom)
Social Networking & Community
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
Viral Marketing and Propagation on iPhone, Youtube, and Facebook
by Keith Lee
(Booyah)
iPhone Games Summit
GDC Austin/Online 2009
Virtualization for the Win! Scaling Electronic Sports League's Servers ...
by Paul Lindberg
(Intel)
Services
GDC Austin/Online 2009
Where Agile Falls Apart
by Rich Vogel
(BioWare)
Production
GDC Austin/Online 2009
Who Needs Publishers? How Developers Can Launch Community Marketing Camp...
by John Lee
(Bardo Entertainment.com)
Business & Marketing
GDC Austin/Online 2009
Why We Need Heroes And Villains In Games
by Jens Andersen
(Sony Online Entertainment)
Design
GDC Austin/Online 2009
Wizard101 - Lions and Tigers and Ninja Pigs, Oh My!
by J. Todd Coleman
(KingsIsle Entertainment)
Design
GDC Austin/Online 2009
Your Game Career – What You Need to Get Hired
by Michael Nichols
(THQ/Vigil Games)
Game Career Seminar