100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC Online 2012
A Theory of Fun 10 Years Later
by Raph Koster
(Playdom, San Diego)
Design
GDC Online 2012
Ahead of the Game - Ethics of Modern Game Development [Available For Fre...
by Scott Rigby
(Immersyve)
Design
A Holistic Approach to A/B Testing
by Jesse Hull
(GSN Games)
Design
A Holistic Approach to A/B Testing
by Jesse Hull
(GSN Games)
Design
GDC Europe 2012
Facebook Developer Day: Advanced Features for Getting the Most Out of Fa...
by Gareth Morris
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Building Your Next Generation Social Game with F...
by Matt Wyndowe
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Driving Installs and Re-Engagement with Open Gra...
by Gareth Morris
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Growing Social Games with Facebook: Lessons from...
by Julien Codorniou
(Facebook)
Game Design
GDC 2012
A Fireside Chat with Markus 'Notch' Persson
by Markus Persson
(Mojang)
Game Design
GDC 2012
Classic Game Postmortem: Alone in the Dark
by Frederick Raynal
Game Design
GDC 2012
Classic Game Postmortem: Fallout
by Timothy Cain
(Obsidian Entertainment)
Game Design
GDC 2012
Classic Game Postmortem: Gauntlet
by Ed Logg
Game Design
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
Game Design
- Chinese
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
Game Design
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
Game Design
From Console to Mobile: the Best Practices to Build Multi-platform Games
by Xu Wang
(Ubisoft Shanghai)
Game Design
- Chinese
Designing and Implementing a Satisfying Sword Fight
by Michael Chang
(Subutai Corporation)
Design
- Chinese
Designing and Implementing a Satisfying Sword Fight
by Michael Chang
(Subutai Corporation)
Design
Designing and Implementing a Satisfying Sword Fight
by Michael Chang
(Subutai Corporation)
Design
- Chinese
From Eden to 4am: My journey from Games to Interactive Art and Sound
by Baiyon (Tomohisa Kuramitsu)
Design
- Chinese
From Eden to 4am: My journey from Games to Interactive Art and Sound
by Baiyon (Tomohisa Kuramitsu)
Design
From Eden to 4am: My journey from Games to Interactive Art and Sound
by Baiyon (Tomohisa Kuramitsu)
Design
From Eden to 4am: My journey from Games to Interactive Art and Sound
by Baiyon (Tomohisa Kuramitsu)
Design
- Chinese
Chaos in Motion: Transmedia as a Living Community Experience
by David Calvo
(Ankama)
Design
Chaos in Motion: Transmedia as a Living Community Experience
by David Calvo
(Ankama)
Design
Data Mining and Machine Learning Applications in Blizzard Online Games
by Greg Ashe
(Blizzard Entertainment)
Design
Designers are Human Too - Causes of Poor Design Decisions
by Tom Cadwell
(Riot Games)
Design
GDC Europe 2011
The Magic Gun: Surviving IP Development Through Embracing Your Constraints
by Jason VandenBerghe
(Ubisoft)
Game Design
169.939.900 Square Miles - Real World Games Far Beyond Check-Ins
by Andreas Suika
(flaregames)
Game Design
Adopting the Hollywood Production Model: How Revolution Reinvented Itsel...
by Charles Cecil
(Revolution)
Game Design
An Old Horse Learning New Tricks - From AAA Retail to AAA Online
by Cevat Yerli
(Crytek)
Game Design
GDC 2011
Classic Game Postmortem - BEJEWELED
by Jason Kapalka
(PopCap Games)
Game Design
GDC 2011
Classic Game Postmortem - DOOM
by John Romero
(Loot Drop)
Game Design
GDC 2011
Classic Game Postmortem - MANIAC MANSION
by Ron Gilbert
(Double Fine Productions)
Game Design
GDC 2011
Classic Game Postmortem - OUT OF THIS WORLD/ANOTHER WORLD
by Eric Chahi
(Ubisoft)
Game Design
GDC Online 2010
Bears and Snakes! The Wild Frontier of Social Game Design
by Brian Reynolds
(Zynga)
Design
GDC Online 2010
Making a Mockery: Ruminations on COW CLICKER
by Ian Bogost
(The Georgia Institute of Technology)
Design
GDC Online 2010
MUD: Messrs Bartle and Trubshaw's Astonishing Contrivance
by Richard Bartle
(Professor, University of Essex)
Design
Adapting the MMO to a Mobile Gaming Platform
by Cinco Barnes
(Spacetime Studios)
Design
All Your Base Are Belong to Us: Conquest Endgames in MMOs
by Matthew Woodward
(CCP Games)
Design
Classic Social Mechanics: The Engines Behind Everything Multiplayer
by Raph Koster
(Playdom)
Design
Economic Decision Making in Game Design
by Nikolaus Davidson
(The Amazing Society)
Design
Economic Decision Making in Game Design
by Nikolaus Davidson
(The Amazing Society)
Design
From $0 to $500 Million a Year - The Evolution of Habbo's Virtual Economy
by Sulka Haro
(Sulake)
Design
From First Date to Marriage: Strategies for Acquiring and Retaining Players
by Mike Goslin
(Mindspark Worlds)
Design
Alan Wake: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Game Design
Baggies, DVDs and Bitstreams: How to Reinvent Yourself in a Dynamic Market
by Louis Castle
(InstantAction)
Game Design
Baldur's Gate: A 10 Year Retrospective
by Greg Zeschuk
(BioWare Corp.)
Game Design
Chilling Tales from Red Steel 2: How Motion Control Will/Won't Change Th...
by Jason VandenBerghe
(Ubisoft)
Game Design
GDC 2010
Single-Player, Multiplayer, MMOG: Design Psychologies for
Different So...
by Ernest Adams
(International Hobo)
Game Design
GDC 2010
The Belly of the Whale: Living a Creative Life in the Game Industry
by Bob Bates
(Bobbates.com)
Game Design
GDC 2010
Train (or How I Dumped Electricity and Learned to Love Design)
by Brenda Brathwaite
(Loot Drop)
Game Design
12th Annual Independent Games Festival Awards
Game Design
GDC Austin/Online 2009
The Universe of World of Warcraft
by Frank Pearce
(Blizzard Entertainment)
Design
10 Ways to Make Your Game Appeal to Teens
by Joe Shochet
(Hangout Industries)
Design
Ace Usability and Avoid Kobayashi Maru
by Nicole Lazzaro
(XEODesign)
Design
Challenges In Designing A Casual MMO
by Laralyn McWilliams
(Sony Online Entertainment)
Design
A Discussion with Don Daglow
by Mary Beth Haggerty
(Autodesk)
Game Design
AION Game Design
by Yongchan Jee
(NCsoft Corporation)
Game Design
Choice: The Ultimate Game Mechanic
by Peter Molyneux
(Lionhead Studios)
Game Design
Choice: The Ultimate Game Mechanic
by Peter Molyneux
(Lionhead Studios)
Game Design
(101) Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
(102) Creativity Boot Camp '09
by Paul Schuytema
(University of Illinois)
Game Design
(102) Creativity Boot Camp '09
by Paul Schuytema
(University of Illinois)
Game Design
(202) Fundamentals of Game Design Workshop (SOLD OUT)
by Ernest Adams
(International Hobo)
Game Design
(202) Fundamentals of Game Design Workshop (SOLD OUT)
by Ernest Adams
(International Hobo)
Game Design
10 Things Great Designers Exhibit
by Gordon Walton
(Playdom Austin)
Game Design
At Their Service: Making a Difference by Putting Players First
by Lane Merrifield
(Walt Disney Internet Group / Club Penguin)
Online Games - Design
At Their Service: Making a Difference by Putting Players First
by Lane Merrifield
(Walt Disney Internet Group / Club Penguin)
Online Games - Design
Easy is F@ing Hard: Game Design Fundamentals for Mass-Market Games
by Eric Zimmerman
(Independent)
Online Games - Design
Easy is F@ing Hard: Game Design Fundamentals for Mass-Market Games
by Eric Zimmerman
(Independent)
Online Games - Design
'Do, Don't Show' ' Narrative Design in FARCRY 2
by Patrick Redding
(Ubisoft Toronto)
Game Design
10 in 20: Ten Keys to Designing for IPs
by Timothy Longo
(Crystal Dynamics)
Game Design
10 in 20: Ten Keys to Designing for IPs
by Timothy Longo
(Crystal Dynamics)
Game Design
10 Tips for a Successful Wiki
by James Everett
Game Design
Fostering Open-Ended Play: Unleashing the Creative Community
by Peter Molyneux
(Lionhead Studios)
Online Games - Design
Increasing Enjoyment & Decreasing MMO Churn through Intrinsic Need Satis...
by Scott Rigby
(Immersyve)
Online Games - Design
MMO Goal Structures as a Panacea
by Erik Bethke
(GoPets)
Online Games - Design
(109) Casual Games Summit 101
by Tysen Henderson
(PopCap Games)
Game Design
(209) Casual Games Summit 201
by Steve Meretzky
(Playdom)
Game Design
(304) Independent Games Summit
by Jenova Chen
(thatgamecompany)
Game Design
(304) Independent Games Summit
by Jenova Chen
(thatgamecompany)
Game Design
Pirates of the Caribbean: Writing Across Game Platforms
by Mike Goslin
(Mindspark Worlds)
Game Design
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
...And Make It Snappy! Crafting Concise, Effective Dialogue for...
by Evan Skolnick
Game Design
...And Make It Snappy! Crafting Concise, Effective Dialogue for...
by Evan Skolnick
Game Design
10 Tricks from Psychology for Making Better Characters
by Curtis Garton
Game Design
14 Ways of Drawing Players in with an Opening Cinematic
by Gordon Bradley
Game Design
Island Thunder and Raven Shield: Creating Believable Sto...
by Justin Peltier
Game Design
A Peek Behind the Shoji: Japan's Videogame Market Today
by Glenn Steiner
Game Design
A Peek Behind the Shoji: Japan's Videogame Market Today
by Glenn Steiner
Game Design
by Bruce Shelley
(Ensemble Studios)
Game Design
Consoles vs. PCs: Is the PC Really Dead?
by Bruce Shelley
(Ensemble Studios)
Game Design
Guidelines for Developing Successful Games
by Bruce Shelley
(Ensemble Studios)
Game Design
The Architecture of Level Design
by Duncan Brown
Level Design
Excerpt: Peter Molyneux introduces Black & White
by Peter Molyneux
(Lionhead Studios)
Design
Storytelling in Action
by Bob Bates
Design
Using the Evolution of Black & White as an Example of Next Generation De...
by Peter Molyneux
(Lionhead Studios)
Production