GDC 2010
Achievements Considered Harmful?
by Chris Hecker
(definition six, inc.)
Production
GDC 2010
Achievements Considered Harmful?
by Chris Hecker
(definition six, inc.)
Production
GDC 2010
Among Friends - An Uncharted 2: Among Thieves Post-Mortem
by Richard Lemarchand
(Naughty Dog)
Production
GDC 2010
Among Friends - An Uncharted 2: Among Thieves Post-Mortem
by Richard Lemarchand
(Naughty Dog)
Production
GDC 2010
Among Friends - An Uncharted 2: Among Thieves Post-Mortem
by Richard Lemarchand
(Naughty Dog)
Production
GDC 2010
Battlefield 1943 - My First Arcade Game
by Patrick Liu
(DICE, EA)
Production
GDC 2010
Battlefield 1943 - My First Arcade Game
by Patrick Liu
(DICE, EA)
Production
GDC 2010
Battlefield 1943 - My First Arcade Game
by Patrick Liu
(DICE, EA)
Production
GDC 2010
Battlefield 1943 - My First Arcade Game
by Patrick Liu
(DICE, EA)
Production
GDC 2010
Behind the Scenes: Uncharted 2's Unique Cinematic Production Process
by Amy Hennig
(Naughty Dog, Inc.)
Production
GDC 2010
Behind the Scenes: Uncharted 2's Unique Cinematic Production Process
by Amy Hennig
(Naughty Dog, Inc.)
Production
GDC 2010
Beyond Scrum: Agile Project Management for Games
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2010
Beyond Scrum: Agile Project Management for Games
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2010
Beyond Scrum: Agile Project Management for Games
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2010
Composer Challenge GDC 2010
by Lennie Moore
(3l33t Music)
Production
GDC 2010
Composer Challenge GDC 2010
by Lennie Moore
(3l33t Music)
Production
GDC 2010
Composer Challenge GDC 2010
by Lennie Moore
(3l33t Music)
Production
GDC 2010
Concrete Practices to be a Better Leader
by Brian Sharp
(Bungie, LLC)
Production
GDC 2010
Concrete Practices to be a Better Leader
by Brian Sharp
(Bungie, LLC)
Production
GDC 2010
Creating Successful Social Games: Understanding Player Behavior
by Mark Skaggs
(Zynga)
Production
GDC 2010
Creating Successful Social Games: Understanding Player Behavior
by Mark Skaggs
(Zynga)
Production
GDC 2010
Creating the Active Cinematic Experience of Uncharted 2: Among Thieves
by Neil Druckmann
(Naughty Dog)
Production
GDC 2010
Creating the Active Cinematic Experience of Uncharted 2: Among Thieves
by Neil Druckmann
(Naughty Dog)
Production
GDC 2010
Creating the Active Cinematic Experience of Uncharted 2: Among Thieves
by Neil Druckmann
(Naughty Dog)
Production
GDC 2010
Data is a Four-Letter Word
by Paul Du Bois
(Double Fine)
Production
GDC 2010
Data is a Four-Letter Word
by Paul Du Bois
(Double Fine)
Production
GDC 2010
Data is a Four-Letter Word
by Paul Du Bois
(Double Fine)
Production
GDC 2010
Design in the Trenches: The Changing Role of Games Designers
by Rob Davis
(Microsoft)
Production
GDC 2010
Design in the Trenches: The Changing Role of Games Designers
by Rob Davis
(Microsoft)
Production
GDC 2010
Design in the Trenches: The Changing Role of Games Designers
by Rob Davis
(Microsoft)
Production
GDC 2010
Designing for Performance, Scalability & Reliability: StarCraft II's App...
by Dominic Filion
(Blizzard Entertainment)
Production
GDC 2010
Designing for Performance, Scalability & Reliability: StarCraft II's App...
by Dominic Filion
(Blizzard Entertainment)
Production
GDC 2010
Development Telemetry in Video Games Projects
by Georg Zoeller
(BioWare Austin/EA)
Production
GDC 2010
Development Telemetry in Video Games Projects
by Georg Zoeller
(BioWare Austin/EA)
Production
GDC 2010
Development Telemetry in Video Games Projects
by Georg Zoeller
(BioWare Austin/EA)
Production
GDC 2010
Get Your Game out of my Movie! Interactive Storytelling in Mass Effect 2
by Armando Troisi
(BioWare)
Production
GDC 2010
Get Your Game out of my Movie! Interactive Storytelling in Mass Effect 2
by Armando Troisi
(BioWare)
Production
GDC 2010
Get Your Game out of my Movie! Interactive Storytelling in Mass Effect 2
by Armando Troisi
(BioWare)
Production
GDC 2010
How Our Centralized Technology Group Jeopardized Our Deliveries
by Fredrik Sjoo
(Avalanche Studios)
Production
GDC 2010
How Our Centralized Technology Group Jeopardized Our Deliveries
by Fredrik Sjoo
(Avalanche Studios)
Production
GDC 2010
How The Conduit Made Alien Controls Intuitive through Control Customization
by Christopher Daniel
(High Voltage Software)
Production
GDC 2010
How The Conduit Made Alien Controls Intuitive through Control Customization
by Christopher Daniel
(High Voltage Software)
Production
GDC 2010
How The Conduit Made Alien Controls Intuitive through Control Customization
by Christopher Daniel
(High Voltage Software)
Production
GDC 2010
Lua Scripting in Game Production
by Roberto Ierusalimschy
(University of PUC Rio)
Production
GDC 2010
Peering into the Black Box of Player Behavior: The Player Experience Pan...
by Bruce Phillips
(Microsoft)
Production
GDC 2010
Peering into the Black Box of Player Behavior: The Player Experience Pan...
by Bruce Phillips
(Microsoft)
Production
GDC 2010
Peering into the Black Box of Player Behavior: The Player Experience Pan...
by Bruce Phillips
(Microsoft)
Production
GDC 2010
Procedural, There is Nothing Random About it.
by Eskil Steenberg
Production
GDC 2010
Procedural, There is Nothing Random About it.
by Eskil Steenberg
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Real-Time Cutscenes in FINAL FANTASY XIII
by Koji Kobayashi
(Square-Enix)
Production
GDC 2010
Real-Time Cutscenes in FINAL FANTASY XIII
by Koji Kobayashi
(Square-Enix)
Production
GDC 2010
Real-Time Cutscenes in FINAL FANTASY XIII
by Koji Kobayashi
(Square-Enix)
Production
GDC 2010
Real-Time Cutscenes in FINAL FANTASY XIII
by Koji Kobayashi
(Square-Enix)
Production
GDC 2010
Square Pegs Round Holes, Integrating a Writer Into Your Team
by Susan O\'Connor
(Susan O'Connor Writing Studio)
Production
GDC 2010
Successfully Managing Fraud Within Turbine's Massively Multiplayer Worlds
by Alexander Engel
(Turbine Inc.)
Production
GDC 2010
Successfully Managing Fraud Within Turbine's Massively Multiplayer Worlds
by Alexander Engel
(Turbine Inc.)
Production
GDC 2010
Successfully Managing Fraud Within Turbine's Massively Multiplayer Worlds
by Alexander Engel
(Turbine Inc.)
Production
GDC 2010
Technical Art Techniques: Character Rigging and Technical Animation
by Ben Cloward
(Bioware)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The Day Fun Became Real.
Augmented Reality and its Use in Invizimals
by Dani Sanchez-Crespo
(Novarama)
Production
GDC 2010
The Day Fun Became Real.
Augmented Reality and its Use in Invizimals
by Dani Sanchez-Crespo
(Novarama)
Production
GDC 2010
The Rendering Tools and Techniques of Splinter Cell: Conviction
by Stephen Hill
(Ubisoft)
Production
GDC 2010
The Rendering Tools and Techniques of Splinter Cell: Conviction
by Stephen Hill
(Ubisoft)
Production
GDC 2010
The Rendering Tools and Techniques of Splinter Cell: Conviction
by Stephen Hill
(Ubisoft)
Production
GDC 2010
Wake up! Your Team is on Fire! Why Your Real Problems Are Cultural and ...
by Michael Saladino
(Electronic Arts - Pandemic)
Production
GDC 2010
Wake up! Your Team is on Fire! Why Your Real Problems Are Cultural and ...
by Michael Saladino
(Electronic Arts - Pandemic)
Production
GDC 2010
Wake up! Your Team is on Fire! Why Your Real Problems Are Cultural and ...
by Michael Saladino
(Electronic Arts - Pandemic)
Production