GDC Europe 2014
A Great Disturbance in Development: The Dark Side of Early Access
by James Crowe
(Bohemia Interactive)
Business, Marketing and Management
GDC Europe 2014
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
GDC Europe 2014
All You Need Is L.O.V.E. - Indie Couples in Game Development
by Matteo Pozzi
(We Are Muesli)
Independent Games Summit
GDC Europe 2014
Assassin's Creed IV Black Flag Multiplayer: Crafting Good Monetization o...
by Quentin De Beukelaer
(Ubisoft)
Design
GDC Europe 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
Visual Arts
GDC Europe 2014
Beyond Spreadsheets: How to Generate Operational Impact with Analytics
by Michael Lenz
(InnoGames GmbH)
Business, Marketing and Management
GDC Europe 2014
Biometrics, Beyond the Hype
by Ben Lewis Evans
(Player Research)
Design
GDC Europe 2014
Bumpie's Party: Reinventing Slumber Party Games
by Lau Korsgaard
(Copenhagen Game Collective)
Independent Games Summit
GDC Europe 2014
Cinematic, Story-Driven Games and What They Mean to Remedy
by Kyle Rowley
(Remedy Entertainment)
Design
GDC Europe 2014
Clash of Clones: The Importance of Standing Out
by Fredrik Wester
(Paradox Interactive)
Business, Marketing and Management
GDC Europe 2014
Conquering New Frontiers: Angry Birds and Their EPIC Adventure
by Miika Tams
(Rovio)
Design
GDC Europe 2014
Developing UX Practices at Epic Games
by Celia Hodent
(Epic Games)
Design
GDC Europe 2014
Developing Virtual Reality Experiences with the Oculus Rift
by Tom Forsyth
(Oculus VR)
Programming
GDC Europe 2014
Don't Juice It or Lose It
by Folmer Kelly
(Sets and Settings)
Independent Games Summit
GDC Europe 2014
Efficient Usage of Compute Shaders on Xbox One and PS4
by Alexis Vaisse
(Ubisoft Montpellier)
Programming
GDC Europe 2014
Emergent Stories in Crusader Kings II
by Henrik Fahraeus
(Paradox Development Studio)
Design
GDC Europe 2014
Facial Appearance Scanning Using Machine Vision
by Andy Bastable
(Rare Ltd.)
Programming
GDC Europe 2014
Free-to-Play for Indies
by Anthony Pecorella
(Kongregate.com)
Business, Marketing and Management
GDC Europe 2014
From Console to Mobile and Beyond!
by Patrick Liu
(Rovio)
Design
GDC Europe 2014
Games with Freedom: Programming Procedural Generation and AI
by Manuel Kerssemakers
(Abbey Games)
Programming
GDC Europe 2014
How the Top 50 Succeed with IAP
by Mike Hines
(Amazon)
Business, Marketing and Management
GDC Europe 2014
How to Get Your Game Covered by YouTubers
by Mike Rose
(Gamasutra)
Independent Games Summit
GDC Europe 2014
In 3 Sentences or Less: Perfecting Your Pitch
by Rami Ismail
(Vlambeer)
Business, Marketing and Management
GDC Europe 2014
Killing the Games Industry [Abridged]
by Ste Curran
(Freelance)
Independent Games Summit
GDC Europe 2014
Killzone Shadow Fall: Threading the Entity Update on PS4
by Jorrit Rouwe
(Guerrilla Games)
Programming
GDC Europe 2014
League of Legends: An Outsider's Analysis
by Teut Weidemann
(Ubisoft Blue Byte)
Production
GDC Europe 2014
Rebooting Game Design for Virtual Reality
by Jed Ashforth
(Sony Computer Entertainment Europe)
Design
GDC Europe 2014
Successfully Developing and Launching Games in China
by Samson Mow
(Pixelmatic)
Business, Marketing and Management
GDC Europe 2014
The 2014 European Innovative Games Showcase
by Adriaan de Jongh
(Game Oven)
Independent Games Summit
GDC Europe 2014
The Challenge of Bringing FEZ to PlayStation Platforms
by Miguel Angel Horna
(BlitWorks)
Programming
GDC Europe 2014
The Importance of Everything: A Crash Course in Design-Related Analytics
by Jim Brown
(Epic Games)
Design
GDC Europe 2014
The Naked Nazi Zombie: Age Rating in Germany and the World
by Ruben Schwebe
(USK)
Business, Marketing and Management
GDC Europe 2014
The Unusual Rendering Pipeline of Sigils - Battle for Raios
by Dietmar Hauser
(Sproing Interactive Media GmbH)
Visual Arts
GDC Europe 2014
Ubisoft: Managing Cross-Cultural Teams
by Benedikt Grindel
(Ubisoft Blue Byte)
Production
GDC Europe 2014
Unleashing The Wolf: Adapting Fables, Creating The Wolf Among Us
by Chris Schroyer
(Telltale Games)
Production
GDC Europe 2014
Virtual Reality and Getting the Best from Your Next-Gen Engine
by Patrick Connor
(Sony Computer Entertainment Europe)
Programming