GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
- Chinese
GDC China 2014
80 DAYS Post-mortem: Letting the Game Tell the Story
by Jon Ingold
(inkle)
Indie
- Chinese
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
- Chinese
GDC China 2014
AI Positioning and Spatial Evaluation: A Primer
by Dam'n Isla
(The Molasses Flood)
Programming
- Chinese
GDC China 2014
Awesome Video Game Data
by Geoffrey Zatkin
(EEDAR)
Business & Marketing
- Chinese
GDC China 2014
Breakthrough and Rebirth The Road to Create Characters for Own Competit...
by Molko Wu
(Electronic Soul Network)
Design
- Chinese
GDC China 2014
Building Durable Mobile Franchises for the Western Market
by Weiwei Geng
(Kabam, Inc.)
Smartphone & Tablet Games Summit
- Chinese
GDC China 2014
Building Tools for Empowering Creativity and Improving Efficiency
by Charles Brandt
(International Game Technology)
Smartphone & Tablet Games Summit
- Chinese
GDC China 2014
Business Model Design of Web Games
by Rety Chen
(Mokylin Technology)
Production
- Chinese
GDC China 2014
Capturing Brain Waves that Make Players Can't Stop Playing to Create the...
by Roy Tang
(Brain Intelligence)
Design
- Chinese
GDC China 2014
Characterization, Purpose, and Action: Creating Strong Characters in Vid...
by Jeremy Bernstein
(Independent)
Design
- Chinese
GDC China 2014
Darkblade: How a Small Team Making a Big Title
by Soulframe Soulframe
(S-Game)
Production
- Chinese
GDC China 2014
Designing Educational Games: Not Just Child's Play
by Matt Mayer
(Director)
Smartphone & Tablet Games Summit
- Chinese
GDC China 2014
Diving into VR World with Oculus
by Homin Lee
(OculusVR)
Programming
- Chinese
GDC China 2014
EA Sports UFC: The Fight for Believable Characters in Games
by Richard Burgess Richard Burgess Dawson
(Electronic Arts Canada)
Production
- Chinese
GDC China 2014
Every Game Is A Hit - A User Research Process To Deliver Successful Games
by Graham McAllister
(Player Research)
Design
- Chinese
GDC China 2014
From China to USA, From AAA to Indie Game
by Zhan \Ye
(Zing Games)
Indie
- Chinese
GDC China 2014
How to Produce Memorable AAA Game Character Models
by Wei Wu
(Virtuos.Ltd)
Design
- Chinese
GDC China 2014
Intuitive Vs. Iterative Design and Conquering the App Store of Tomorrow
by Alexander Rivan Ronalds
(Argine Consulting)
Design
- Chinese
GDC China 2014
Keynote: Monument Valley, and What We Leave In Hearts and Minds
by Ken Wong
Smartphone & Tablet Games Summit
- Chinese
GDC China 2014
Learning from Feedback with Gunhouse: Improve your Game through Playtesting
by Brandon Sheffield
(Necrosoft Games)
Indie
- Chinese
GDC China 2014
Level Design Fundamentals & Techniques
by Joel Burgess
(Bethesda Game Studios)
Tutorial
- Chinese
GDC China 2014
Naughy Kitties Postmortem: Making Breakthroughs from Compromises
by Wesley Bao
(Coconut Island Studio)
Smartphone & Tablet Games Summit
- Chinese
GDC China 2014
Niche Genre Game Production Guide How to Make a Mobile Flight Game
by Wen Zhong
(Mobile Fish Studio)
Indie
- Chinese
GDC China 2014
Optimizing Audio for Mobile Development
by Ben Houge
Smartphone & Tablet Games Summit
- Chinese
GDC China 2014
Powerful and Effective Animation for 2D/3D Games
by Mariel Cartwright
(Lab Zero Games)
Production
- Chinese
GDC China 2014
Profiling & Optimizing Mobile Games on Android Devices
by Remi Breton
(iDreamSky)
Tutorial
- Chinese
GDC China 2014
Prototyping for Innovation: How to Prototype Effectively
by Kellee Santiago
(OUYA, Inc.)
Production
- Chinese
GDC China 2014
Scope control on Assassin's Creed 4: Black Flag
by Julien Desaulniers
(Ubisoft Montreal)
Programming
- Chinese
GDC China 2014
Simple Skills to Rapidly Improve the Business Value of Mobile Game Products
by Shiying Wang
(Linekong Enteractive Co., Ltd.)
Business & Marketing
- Chinese
GDC China 2014
Single-player card game Three Kindoms: Way of Survival from Desperate Si...
by Michael Tong
(OneOne Games)
Indie
- Chinese
GDC China 2014
Squeeze the Max out of a Kickstarter Campaign: C-Wars Postmortem
by Loup Zhou
(Onipunks Software)
Indie
- Chinese
GDC China 2014
Success of CP: Learning from Products of 10 Million Monthly Income
by Tony Ni
(FL Mobile)
Business & Marketing
- Chinese
GDC China 2014
Successful Cases and Ways of Operating Knowledge Crowdsourcing to Gather...
by Yang Chen
Smartphone & Tablet Games Summit
- Chinese
GDC China 2014
The Road Not Taken: Lessons Learned Transitioning from Mobile Games to C...
by Daniel Cook
(Chief Creative Officer)
Smartphone & Tablet Games Summit
- Chinese
GDC China 2014
Three Swordsmen: Lighting Workflow and Production Pipeline
by Xiao Wei
(Wind Play)
Smartphone & Tablet Games Summit
- Chinese
GDC China 2014
Unexpected Growth: Surge in Gamers in Southeast Asia and in China
by Xiaofeng Zeng
(Niko Partners)
Business & Marketing
- Chinese
GDC China 2014
Unlocking World Game Markets from China
by Charlie Moseley
Smartphone & Tablet Games Summit
- Chinese
GDC China 2014
Viewing the Casual Game Production through Anipop
by Rony Xu
(Happy Elements)
Smartphone & Tablet Games Summit
- Chinese