GDC Online 2010
AAA to Social Games -- Making the Leap
by Raph Koster
(Playdom)
Production
GDC Online 2010
App Store Survival ' Launching and Sustaining a Successful Franchise
by Arash Keshmirian
(Limbic Software)
iPhone Games Summit
GDC Online 2010
Battle.net: A Postmortem
by Matthew Versluys
(Blizzard Entertainment)
Production
GDC Online 2010
Building a Successful Business After Launch through Rapid Iteration
by Brett Durrett
(IMVU)
Live
GDC Online 2010
Creators of Transmedia Stories
by John Johnson
(Smoking Gun Interactive)
Game Narrative Summit
GDC Online 2010
Economic Decision Making in Game Design
by Nikolaus Davidson
(The Amazing Society)
Design
GDC Online 2010
Embracing Mobile Gaming: Striving to Ship Every Three Months
by Vijay Thakkar
(Zynga With Friends)
iPad Gaming Summit
GDC Online 2010
From Comics to Consoles
by Antony Johnston
(Freelance)
Game Narrative Summit
GDC Online 2010
From Subscription to Microtransaction: Bringing HEROES KINGDOMS to the East
by Samson Mow
(Ubisoft)
Business & Marketing
GDC Online 2010
Fun Meters: Data Driven Design for TILT
by Nicole Lazzaro
(XEODesign)
iPad Gaming Summit
GDC Online 2010
Here There be Dragons: Avoiding Dangers in Virtual Property
by S. Gregory Boyd
(Davis & Gilbert LLP)
Business & Marketing
GDC Online 2010
I Don't Want to Know: Delivering Exposition in Games
by Greg Kasavin
(Supergiant Games)
Game Narrative Summit
GDC Online 2010
I'm a Special Snowflake: The Art of Participatory Story Telling in MMOs
by Tim Cain
(Carbine Studios/NCsoft)
Design
GDC Online 2010
Implementing Stereoscopic 3D in Disney/Pixar's Toy Story Midway Mania
by Keith Leonard
(Schell Games LLC)
3D Stereoscopic Games Summit
GDC Online 2010
Joining the INCROWD: Building a Mobile Social Game in Four Weeks
by Jon Parise
(Booyah)
iPhone Games Summit
GDC Online 2010
Land of the Rising Revenue: How Mobile Social Gaming Became a $1B Busine...
by Tomoko Namba
(DeNA)
iPhone Games Summit
GDC Online 2010
LEAGUE OF LEGENDS Postmortem: One Year Later
by Marc Merrill
(Riot Games, Inc.)
Production
GDC Online 2010
Learning from MYTOWN: Maintaining a Game Post-Launch with 8 Employees, N...
by Jason Moore
(Broken Bulb Studios)
Live
GDC Online 2010
MMO 101: Building Disney's Server System
by Roger Hughston
(Disney Online Studios)
Programming
GDC Online 2010
Network Security: PCI and Beyond
by Timothy Ray
(Department of Information Resources, State of TX)
Live
GDC Online 2010
Opportunities in the Russian Online Game Market
by Sergey Orlovskiy
(Nival Network)
Business & Marketing
GDC Online 2010
Puzzle Writing: Best Practices
by Clara Fernandez-Vara
(Singapore-MIT GAMBIT Game Lab)
Game Narrative Summit
GDC Online 2010
Scalability for Social Games: YOVILLE, MAFIA WARS and FARMVILLE
by Robert Zubek
(Zynga)
Programming
GDC Online 2010
Self-Inflicted Wounds: When We are Our Own Worst Enemy
by Joshua Howard
(Independent)
Production
GDC Online 2010
Sporadic-Play Game Update - The Latest Developments in Games for
Busy ...
by Jeremy Gibson
(USC - Interactive Media Division)
Design
GDC Online 2010
The FIFA Ultimate Team at REST: How Any Online Game Can
Benefit from R...
by Harold Chaput
(Electronic Arts Canada)
Programming
GDC Online 2010
The Past, Present, and Future of 3D Gaming
by Neil Schneider
(The S-3D Gaming Alliance)
3D Stereoscopic Games Summit
GDC Online 2010
What Do Net Neutrality and Other US Government Regulations Mean for Your...
by Steve Augustino
(Kelley Drye & Warren LLP)
Business & Marketing
GDC Online 2010
Working Carefully on the Fly: Thoughts on Live Social Game Design
by Troy Whitlock
(Playdom)
Live
GDC Online 2010
Yin & Yang of Live Community Management
by Marianne Borenstein
(Playdom)
Live