10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Production
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Production
A New (and Way Better) Model for Licensed Games
by Daniel Morris
(DeNA Americas & Europe)
Production
GDC Online 2012
Stacking Talent: Growing the League of Legends Team
by Travis George
(Riot Games)
Production
A Holistic Approach to A/B Testing
by Jesse Hull
(GSN Games)
Production
A Holistic Approach to A/B Testing
by Jesse Hull
(GSN Games)
Production
Building a Multi-Platform Game Business out of Facebook and onto Mobile
by Tommy Palm
(King.com)
Production
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
Changing How Games Are Made - Building and Working in a Distributed Team
by Senta Jakobsen
(ngmoco)
Production
Changing How Games Are Made - Building and Working in a Distributed Team
by Senta Jakobsen
(ngmoco)
Production
GDC 2012
Concrete Practices to Be a Better Leader: Framing & Intention
by Brian Sharp
(Bungie)
Production
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Tim Schafer
(Double Fine Productions)
Production
GDC 2012
Kinematics and Other Techniques for Managing the Creative Process
by Laura Fryer
(WB Games Seattle)
Production
APB Reloaded: Design and Item Monetization Challenges When AAA Games Goe...
by Bjorn Book-Larsson
(GamersFirst / Reloaded Productions Inc.)
Production
Creative Panic: How Agility Turned Terror into Triumph
by Nathan Martz
(Double Fine Productions)
Production
- Chinese
Creative Panic: How Agility Turned Terror into Triumph
by Nathan Martz
(Double Fine Productions)
Production
- Chinese
Creative Panic: How Agility Turned Terror into Triumph
by Nathan Martz
(Double Fine Productions)
Production
Creative Panic: How Agility Turned Terror into Triumph
by Nathan Martz
(Double Fine Productions)
Production
Massively Multiplayer Game Production: From Tiny Teams to Giant Projects
by Jeremy Gaffney
(Carbine Studios)
Production
- Chinese
Massively Multiplayer Game Production: From Tiny Teams to Giant Projects
by Jeremy Gaffney
(Carbine Studios)
Production
- Chinese
Massively Multiplayer Game Production: From Tiny Teams to Giant Projects
by Jeremy Gaffney
(Carbine Studios)
Production
Massively Multiplayer Game Production: From Tiny Teams to Giant Projects
by Jeremy Gaffney
(Carbine Studios)
Production
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
Production
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
Production
Career Development in a Box: Introducing a Freely Available Toolkit
by Joshua Howard
(Microsoft)
Production
Career Development in a Box: Introducing a Freely Available Toolkit
by Joshua Howard
(Microsoft)
Production
All Points Bulletin: Reloaded - When a $100 Million AAA Game Goes Free2Play
by Bjorn Book-Larsson
(GamersFirst)
Production
All Points Bulletin: Reloaded - When a $100 Million AAA Game Goes Free2Play
by Bjorn Book-Larsson
(GamersFirst)
Production
EGDF in GDCE 2011
by Andreas Gerber
(Xaitment)
Production
EGDF in GDCE 2011
by Andreas Gerber
(Xaitment)
Production
EGDF in GDCE 2011
by Andreas Gerber
(Xaitment)
Production
Adaptive Order Independent Transparency: A Fast and Practical Approach t...
by Marco Salvi
(Intel Corporation)
Production
Audio Essentials for Producers
by Brian Schmidt
(Brian Schmidt Studios, LLC)
Production
Bigger Isn't Always Better: Sophisticated Thinking about Working with Li...
by Jason Poss
(Sarawak Songs)
Production
Creating an Emotional Rollercoaster in HEAVY RAIN
by David Cage
(Quantic Dream)
Production
AAA to Social Games -- Making the Leap
by Raph Koster
(Playdom)
Production
AAA to Social Games -- Making the Leap
by Raph Koster
(Playdom)
Production
Battle.net: A Postmortem
by Matthew Versluys
(Blizzard Entertainment)
Production
Battle.net: A Postmortem
by Matthew Versluys
(Blizzard Entertainment)
Production
Can Your Infrastructure Handle Success? How to Use Cloud Computing to Su...
by Josh Fraser
(RightScale, Inc.)
Production
From SHADOWBANE to WIZARD101: A Tale of Two Cities
by J. Todd Coleman
(KingsIsle Entertainment)
Production
LEAGUE OF LEGENDS Postmortem: One Year Later
by Marc Merrill
(Riot Games, Inc.)
Production
LEAGUE OF LEGENDS Postmortem: One Year Later
by Marc Merrill
(Riot Games, Inc.)
Production
Localizing Social Games
by Danica Brinton
(LocLabs Consulting with Zynga, Apple, Inc., Linden Lab, O...)
Production
Scaling Product Development at a 'Lean Startup': Agile at IMVU
by James Birchler
(IMVU, Inc.)
Production
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
All These Platforms and Business Models: How do I Target My
Game?
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
Bottled Storm: Game Development Guerrilla Style
by Hermen Hulst
(Guerrilla Games)
Production
GDC 2010
Wake up! Your Team is on Fire! Why Your Real Problems Are Cultural and ...
by Michael Saladino
(Electronic Arts - Pandemic)
Production
Achievements Considered Harmful?
by Chris Hecker
(definition six, inc.)
Production
Achievements Considered Harmful?
by Chris Hecker
(definition six, inc.)
Production
Agile: No Silver Bullet
by Chris Oltyan
(ZeeGee Games)
Production
Browser MMOGs - the Experts Talk
by Samuel Loretan
(Ankama)
Production
Come and See the Elephant - Challenges Encountered Growing an MMO
by Bill Dalton
(BioWare Austin)
Production
Developing in the Cloud
by Ben Garney
(PushButton Labs)
Production
Developing in the Cloud
by Ben Garney
(PushButton Labs)
Production
Ascending the CURSED MOUNTAIN - The Hollywood Model In Real Life
by Hannes Seifert
(Deep Silver)
Production
Ascending the CURSED MOUNTAIN - The Hollywood Model In Real Life
by Hannes Seifert
(Deep Silver)
Production
Games in Stereoscopic 3D – The Next Dimension is Finally Here?
by Aaron Allport
(Blitz Games)
Production
Knights Of The Round Table: How Publishers Can Make their Developers Cre...
by Erik Simon
(iES)
Production
A Sound Approach to Audio Pre-production
by Alistair Hirst
(OMNI Audio)
Concept/Pre-Production
Advanced Scrum and Agile Success Stories
by Clinton Keith
(Clinton Keith Consulting)
Production
Creating Value
by Dan Rogers
(Interactive Studio Management)
Production
Shooting in San Vanelona: the Visuals of EA's Skate
by John White
(EA Blackbox)
Production
10 Perspectives on Staying Passionate about Games
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
10 Things Great Designers Exhibit
by Gordon Walton
(Playdom Austin)
Production
Advanced Scrum and Agile Development
by Clinton Keith
(Clinton Keith Consulting)
Production
An American engine in Tokyo: The collaboration of Epic Games and Square ...
by Hiroshi Takai
(Square Enix)
Production
An Agile Retrospective
by Clinton Keith
(Clinton Keith Consulting)
Production
An Agile Retrospective
by Clinton Keith
(Clinton Keith Consulting)
Production
Bend Microsoft Project to Your Will - Again!
by Mike McShaffry
(Red Fly Studio)
Production
Building a Successful Production Process
by Lesley Mathieson
(High Impact Games)
Production
After the Party: Introversion Software One Year on from IGF 2006
by Tom Arundel
(Introversion Software)
Production
Agile Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
Agile Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
Bend Microsoft Project to Your Will
by Mike McShaffry
(Red Fly Studio)
Production
Agile Methodology in Game Development: Year 3
by Clinton Keith
Production
Agile Methodology in Game Development: Year 3
by Clinton Keith
Production
Beyond Technology: Process Issues in Next Gen Development
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
Beyond Technology: Process Issues in Next Gen Development
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
Republic: Lessons Learned
by Paul Du Bois
Production
Wallace and Gromit in Project Zoo: A Postmortem of a Licensed, C...
by Warren Kruse
Production
Accurate Prediction and Other Organizational Myths
by Starr Long
Production
Artist Management in a Small Games Company
by Russ Glaser
Production