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 Europe 2012
Facebook Developer Day: How Mobile Games Can Plug into Facebook for Mass...
by Ali Parr
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Simple Steps to Build & Grow a Social Game on Fa...
by Colin Creitz
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Turning Players into Payers: Best Practices for ...
by Colin Creitz
(Facebook)
Game Design
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
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
A Developer's Guide to Surviving the Zombie (Freemium) Apocalypse
by Oscar Clark
(PapayaMobile)
Social and Online Games Summit
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
Abstraction and Experience: Observations on Proteus
by Ed Key
(Independent)
Independent Games Summit
Abstraction and Experience: Observations on Proteus
by Ed Key
(Independent)
Independent Games Summit
Ambiguity and Abstraction in Game Writing: Lessons from Dear Esther
by Dan Pinchbeck
(thechineseroom)
Game Design
Animal Days Post-Mortem: Developing a City-Building Game That's Ready fo...
by Hiroyuki Haga
(GREE)
Game Design
Animal Days Post-Mortem: Developing a City-Building Game That's Ready fo...
by Hiroyuki Haga
(GREE)
Game Design
Animal Days Post-Mortem: Developing a City-Building Game That's Ready fo...
by Hiroyuki Haga
(GREE)
Game Design
Applying Retro Techniques to HTML5 Development
by Russell Kay
(YoYo Games Ltd)
Programming
Applying Retro Techniques to HTML5 Development
by Russell Kay
(YoYo Games Ltd)
Programming
Ask the Publishers - Adapting and Succeeding in a Changing Games Industry
by Careen Yapp
(Konami)
Business, Marketing and Management
Ask the Publishers - Adapting and Succeeding in a Changing Games Industry
by Careen Yapp
(Konami)
Business, Marketing and Management
Assassin's Creed: Maintaining Momentum on a Blockbuster Franchise
by Alexander Hutchinson
(Ubisoft Montreal)
Game Design
Audio: The Final Frontier of Mobile Games
by Ben Long
(Noise Buffet)
Smartphone and Tablet Games Summit
Audio: The Final Frontier of Mobile Games
by Ben Long
(Noise Buffet)
Smartphone and Tablet Games Summit
Beat the Post-Launch Blues: Your Game is Out, What Now?
by Rob Davis
(Playniac)
Independent Games Summit
Beat the Post-Launch Blues: Your Game is Out, What Now?
by Rob Davis
(Playniac)
Independent Games Summit
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business, Marketing and Management
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business, Marketing and Management
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business, Marketing and Management
Bringing ‘AAA’ Gaming to the Next Generation of Ultrabooks T...
by Leigh Davies
(Intel Corporation)
Programming
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
Bringing Dead Trigger into Life
by Petr Benysek
(Madfinger Games)
Programming
Bringing Dead Trigger into Life
by Petr Benysek
(Madfinger Games)
Programming
Bringing Dead Trigger into Life
by Petr Benysek
(Madfinger Games)
Programming
Bringing Home the Bacon- Developing the VFX of "Spec Ops: The Line" as T...
by Florian Zender
(Yager Development)
Visual Arts
Bringing Home the Bacon- Developing the VFX of "Spec Ops: The Line" as T...
by Florian Zender
(Yager Development)
Visual Arts
Bringing Home the Bacon- Developing the VFX of "Spec Ops: The Line" as T...
by Florian Zender
(Yager Development)
Visual Arts
Bubble Wars: A Case Study and Key Learnings from GameDuell
by Michael Kalkowski
(GameDuell)
Business, Marketing and Management
Bubble Wars: A Case Study and Key Learnings from GameDuell
by Michael Kalkowski
(GameDuell)
Business, Marketing and Management
Bubble Wars: A Case Study and Key Learnings from GameDuell
by Michael Kalkowski
(GameDuell)
Business, Marketing and Management
Building A Multi-Platform Game Business Out of Facebook and Onto Mobile ...
by Riccardo Zacconi
(King.com)
Social and Online Games Summit
Building A Multi-Platform Game Business Out of Facebook and Onto Mobile ...
by Riccardo Zacconi
(King.com)
Social and Online Games Summit
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
Cheaters, Hackers, Script Kiddies- The Dark Side of Online Games
by Stephan Payer
(CipSoft GmbH)
Programming
Cheaters, Hackers, Script Kiddies- The Dark Side of Online Games
by Stephan Payer
(CipSoft GmbH)
Programming
Cheaters, Hackers, Script Kiddies- The Dark Side of Online Games
by Stephan Payer
(CipSoft GmbH)
Programming
Classic Postmortem: GoldenEye 007
by Martin Hollis
(Zoonami)
Game Design
Classic Postmortem: GoldenEye 007
by Martin Hollis
(Zoonami)
Game Design
Concept Art Learnings From Game Of Thrones To... Games!
by Tobias Mannewitz
(Karakter)
Visual Arts
Concept Art Learnings From Game Of Thrones To... Games!
by Tobias Mannewitz
(Karakter)
Visual Arts
Core Games, Real Numbers: Comparative Stats for MMOs & Social Games
by Emily Greer
(Kongregate)
Social and Online Games Summit
Core Games, Real Numbers: Comparative Stats for MMOs & Social Games
by Emily Greer
(Kongregate)
Social and Online Games Summit
Cross-Platform Mobile Game Development: What, Why, and How Much?
by Darya Trushkina
(Game Insight)
Smartphone and Tablet Games Summit
Cross-Platform Mobile Game Development: What, Why, and How Much?
by Darya Trushkina
(Game Insight)
Smartphone and Tablet Games Summit
Cross-Platform Mobile Game Development: What, Why, and How Much?
by Darya Trushkina
(Game Insight)
Smartphone and Tablet Games Summit
Crowds in Hitman: Absolution
by Kasper Fauerby
(IO Interactive)
Programming
Crowds in Hitman: Absolution
by Kasper Fauerby
(IO Interactive)
Programming
Crowds in Hitman: Absolution
by Kasper Fauerby
(IO Interactive)
Programming
Dead Island: How to Create a Mega Seller on a Moderate Budget
by Guido Eickmeyer
(Deep Silver)
Production
Dead Island: How to Create a Mega Seller on a Moderate Budget
by Guido Eickmeyer
(Deep Silver)
Production
DEFCON: A Basic Guide to Public Relations Crisis Management
by Valerie Massey
(CLARA)
Business, Marketing and Management
DEFCON: A Basic Guide to Public Relations Crisis Management
by Valerie Massey
(CLARA)
Business, Marketing and Management
Derrick the Deathfin: How to Create a Uniquely Styled Game
by Ron Zo
(Different Tuna)
Independent Games Summit
Derrick the Deathfin: How to Create a Uniquely Styled Game
by Ron Zo
(Different Tuna)
Independent Games Summit
Designing Grand Strategy: Making the Mechanics of Total War
by James Russell
(Creative Assembly)
Game Design
Designing Grand Strategy: Making the Mechanics of Total War
by James Russell
(Creative Assembly)
Game Design
Developing Games for Android Running on x86 (Presented by Intel Corp.)
by Stephen Hughes
(Intel Corporation)
Programming
Dynamic Pricing
by Philip Reisberger
(Bigpoint)
Business, Marketing and Management
Dynamic Pricing
by Philip Reisberger
(Bigpoint)
Business, Marketing and Management
East to West: Global Online Gaming Trends
by Paha Schulz
(Crytek GmBH)
Business, Marketing and Management
East to West: Global Online Gaming Trends
by Paha Schulz
(Crytek GmBH)
Business, Marketing and Management
East to West: Global Online Gaming Trends
by Paha Schulz
(Crytek GmBH)
Business, Marketing and Management
Epic Games' "Elemental" Unreal Engine 4 Real-Time Demonstration (Present...
by Alan Willard
(Epic Games, Inc.)
Game Design
Epic Games' "Elemental" Unreal Engine 4 Real-Time Demonstration (Present...
by Alan Willard
(Epic Games, Inc.)
Game Design
Facebook Developer Day: Advanced Features for Getting the Most Out of Fa...
by Gareth Morris
(Facebook)
Game Design
Facebook Developer Day: Building Your Next Generation Social Game with F...
by Matt Wyndowe
(Facebook)
Game Design
Facebook Developer Day: Driving Installs and Re-Engagement with Open Gra...
by Gareth Morris
(Facebook)
Game Design
Facebook Developer Day: Growing Social Games with Facebook: Lessons from...
by Julien Codorniou
(Facebook)
Game Design
Facebook Developer Day: How Mobile Games Can Plug into Facebook for Mass...
by Ali Parr
(Facebook)
Game Design
Facebook Developer Day: Simple Steps to Build & Grow a Social Game on Fa...
by Colin Creitz
(Facebook)
Game Design
Facebook Developer Day: Turning Players into Payers: Best Practices for ...
by Colin Creitz
(Facebook)
Game Design
Financing Options for Smaller Games
by Ciaran O'Leary
(Earlybird)
Business, Marketing and Management
Financing Options for Smaller Games
by Ciaran O'Leary
(Earlybird)
Business, Marketing and Management
Forward Rendering Pipeline for Modern GPUs
by Takahiro Harada
(AMD)
Programming
Forward Rendering Pipeline for Modern GPUs
by Takahiro Harada
(AMD)
Programming
Forward Rendering Pipeline for Modern GPUs
by Takahiro Harada
(AMD)
Programming
Free-to-Play Game Design is f*#!1ng Awesome
by Jan Richter
(Bigpoint)
Game Design