GDC Europe 2016
'Armello': Bringing Tabletop Adventure to Life
by Trent Kusters
(League of Geeks)
Independent Games Summit
GDC Europe 2016
'HITMAN' Season 1: From Executive Producer to Showrunner
by Hannes Seifert
(Io-Interactive)
Production
GDC Europe 2016
'Project Discovery': How Citizen Science Got into 'EVE Online'
by Attila Szantner
(MMOS Srl)
Production
GDC Europe 2016
4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer
by Wolfgang Engel
(Confetti)
Programming
GDC Europe 2016
Conversion of a Different User: Bringing Teams to F2P
by Matthew Laurence
(MegaZebra, GmbH)
Production
GDC Europe 2016
Create a 20 Times Faster Database Engine Optimized to MMOGs
by Shuichi Kurabayashi
(Cygames, Inc.)
Programming
GDC Europe 2016
Creating Conflict: Combat Design for AAA Action Games
by Michael Barclay
(Cloud Imperium Games)
Design
GDC Europe 2016
Crowdfunding 301: State of Play, Best Practices & Advanced Tactics
by Thomas Bidaux
(ICO Partners)
Independent Games Summit
GDC Europe 2016
D: Using an Emerging Language in Quantum Break
by Ethan Watson
(Remedy Entertainment)
Programming
GDC Europe 2016
Data and Insights in the VR Market
by Patrick Walker
(EEDAR)
Business, Marketing and Management
GDC Europe 2016
Deterministic Simulation: What Online Games Can Learn from the Game Boy
by David Salz
(Sandbox Interactive GmbH)
Programming
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
Following the Fun: How We Designed Gameplay For 'LawBreakers'
by Dan Nanni
(Boss Key Productions)
Design
GDC Europe 2016
From 1 to 2: Postmortem of Making a Sequel to a Popular Mobile Game
by Sebastien Borget
(Pixowl)
Independent Games Summit
GDC Europe 2016
Guerrilla Marketing: Games PR with Little Money, Much Insanity and Maxim...
by Thomas Reisenegger
(ICO Partners)
Business, Marketing and Management
GDC Europe 2016
How I Created a Top 50 App in 8 Weeks
by Troy Lonergan
(Talony Games, Ltd.)
Production
GDC Europe 2016
In It for the Long Run: Sustaining Mobile Hits Over Years
by Sophie Vo
(Wooga)
Business, Marketing and Management
GDC Europe 2016
In It for the Long Run: Sustaining Mobile Hits Over Years
by Sophie Vo
(Wooga)
Business, Marketing and Management
GDC Europe 2016
Level Design in 'HITMAN': Guiding Players in a Non-Linear Sandbox
by Mette Poedenphant Andersen
(Io-Interactive)
Design
GDC Europe 2016
Level Design Saga: Creating Levels for Casual Games
by Jeremy Kang
(King Digital Entertainment)
Production
GDC Europe 2016
Life After Launch: How to Grow Mobile Games with In-Game Events
by Simon Hade
(Space Ape Games)
Business, Marketing and Management
GDC Europe 2016
Looking Back and Moving Forward with Pillars of Eternity
by Josh Sawyer
(Obsidian Entertainment)
Design
GDC Europe 2016
Narrative Experience First: Interaction Design in 'Fragments of Him'
by Mata Haggis
(NHTV University and Matazone)
Design
GDC Europe 2016
No Text, No Tutorial: Fully Embracing Human-Centered Design in VR
by Kayla Kinnunen
(Roadhouse Interactive)
Design
GDC Europe 2016
Psychology of Virtual Reality: Presence, Agency, Social
by Thomas Bedenk
(Exozet Berlin GmbH)
Design
GDC Europe 2016
Quest for Progress: The Math and Design of Idle Games
by Anthony Pecorella
(Kongregate)
Design
GDC Europe 2016
Rendering Antialiased Shadows with Moment Shadow Mapping
by Christoph Peters
(University of Bonn)
Programming
GDC Europe 2016
Shrinking Data for Fun & Profit
by Dietmar Hauser
(Sproing)
Programming
GDC Europe 2016
Succeeding on Mobile with Premium Games
by Patrick Naud
(Square Enix Montreal)
Business, Marketing and Management
GDC Europe 2016
Take the Lead: Lessons Learned During My Transition from Expert to Manager
by Sushama Chakraverty
(Ubisoft)
Production
GDC Europe 2016
Technical Solutions to Crowdsource Playtesting Online
by Max Birk
(University of Saskatchewan)
Production
GDC Europe 2016
The Sound of 'Hyper Light Drifter'
by Akash Thakkar
(Heart Machine)
Independent Games Summit
GDC Europe 2016
Top Eleven's Secret to Creating a High-Performing Product Team
by Aleksandar Aleksic
(Nordeus)
Production
GDC Europe 2016
Towards Cinematic Quality, Antialiasing in 'Quantum Break'
by Tatu Aalto
(Remedy Entertainment)
Programming
GDC Europe 2016
Tradeskills for Fun and ROI
by Emily Taylor
(Daybreak Games)
Production
GDC Europe 2016
Turning David into Almost Goliath: Paradox Interactive's Journey
by Shams Jorjani
(Paradox Interactive)
Design
GDC Europe 2016
Wargaming Webservices: A Chronological Dive into Everything Outside the ...
by Maxim Korotkiy
(Wargaming)
Production
GDC Europe 2016
What Top Apps Do with IAP That the Rest Don't
by Mike Hines
(Amazon.com)
Design
GDC Europe 2016
Who Needs Diversity? Everybody!
by Mena Jacobs
(THREAKS GmbH)
Business, Marketing and Management
GDC Europe 2016
Working with an Embedded Team on 'HITMAN'
by Gregor Eigner
(Mi'pu'mi Games GmbH)
Production
GDC Europe 2016
You've Got the Power: Your Game Running Better on Portable Devices!
by Antoine Cohade
(Intel)
Programming