(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Chris Bateman
(International Hobo Ltd)
Business and Management
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Chris Bateman
(International Hobo Ltd)
Business and Management
(105) Core Techniques and Algorithms in Shader Programming
by Tom Forsyth
(Intel)
Programming
(105) Core Techniques and Algorithms in Shader Programming
by Tom Forsyth
(Intel)
Programming
(304) Independent Games Summit
by Jenova Chen
(thatgamecompany)
Game Design
(304) Independent Games Summit
by Jenova Chen
(thatgamecompany)
Game Design
10 Steps to Success in Outsourcing Contracts
by Vincent Scheurer
(Sarassin LLP)
Business and Management
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
3D Tricks: Engineering Innovation on the Nintendo DS
by Gregory Oberg
(Vicarious Visions)
Programming
4D in Zero Space: Living Games with Procedural Textures
by Sebastien Deguy
(Allegorithmic)
Visual Arts
A LocoRoco Postmortem: Making Happiness into Gameplay
by Tsutomu Kouno
Game Design
Advanced Audio Techniques for Racing Games: Creating Audio for Forza Mot...
by Joel Robinson
(Microsoft Game Studios)
Audio
Advanced Audio Techniques in UnrealEngine3
by Nick Whiting
(America's Army)
Audio
Advanced Granular Synthesis for Next Generation Games
by Leonard Paul
(Lotus Audio)
Audio
Agile Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
Autodesk 3ds Max and Autodesk Maya: Advanced Animation Techniques
by Grayson Chalmers
(Sony Online Entertainment)
Visual Arts
Automatic Generation of Dynamics Models
by John Ratcliff
(Simutronics Corporation)
Programming
Bend Microsoft Project to Your Will
by Mike McShaffry
(Red Fly Studio)
Production
Building The Future Of Indie Games
by Eric Zimmerman
Game Design
Censorship of Video Game Content: Time to Fight Back
by Lawrence Walters
(Weston, Garrou, Walters & Mooney)
IGDA
Challenging Everyone: Dynamic Difficulty Deconstructed
by Aaron Cole
(MumboJumob LLC)
Game Design
Challenging Everyone: Dynamic Difficulty Deconstructed
by Aaron Cole
(MumboJumob LLC)
Game Design
Cinematic Game Design II: Storytelling
by Richard Rouse III
(Ubisoft Montreal)
Visual Arts
Classroom to the Console: The Autobiography of flOw
by Jenova Chen
(thatgamecompany)
Game Design
Comparing First-Generation Drama Engines
by Patrick Dugan
(True Vacuum)
Game Design
Console Wars: Issues for the First Two Years of Next-gen
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
Controlling an Entire Theatre of War: The Development of Supreme Commander
by Chris Taylor
(Gas Powered Games Corp.)
Game Design
Copycats and Copyrights: Solving the Casual Games Puzzle
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Management
Cross Application Asset Creation for LAIR: From Characters to Clouds
by Mark Teare
(Factor 5)
Visual Arts
Designing Next Generation Connected Games
by Scott Foe
(Nokia)
Game Design
Dragged Kicking and Screaming: Source Multicore
by Tom Leonard
(Valve Software)
Programming
Early Stage Funding for Independent Development Studios and Gaming
Start...
by Matthew Le Merle
(Keiretsu Capital, Concept Art House)
Business and Management
Embodied Agents in Dynamic Worlds
by John O'Brien
(Red Storm Entertainment)
Programming
Episodic Gaming For Indies
by Dave Grossman
(Telltale Games)
Game Design
Feud No More: Learning to Love the Hybrid Web/Download Casual Game
by Bret Barker
(iWin)
Programming
From the Frontline of Outsourcing: The Lessons Never End
by Kristine Coco
(ngmoco:))
Production
Game Design in Agile Development
by Rory McGuire
(High Moon Studios)
Game Design
Hair Styling: A Teenager's Dream, An Artist's Nightmare
by Peter Woytiuk
(BioWare Corp.)
Programming
How to Convert to Data-driven Audio and What Can Go Wrong
by Tomas Neumann
(Crytek)
Audio
If You're Scared That Others Will Find Out You Don't Know How To Be a Ma...
by Mark Horstman
(Manager Tools)
Business and Management
Indie Prototyping, Braid, & Making Innovative Games
by Jonathan Blow
(Number None, Inc.)
Game Design
Innovation in Indie Games
by Steve Swink
(Enemy Airship)
Game Design
Interactive Cinematography
by Thiery Adam
(Ludia Inc.)
Game Design
IP: Creating It, Using It, and Keeping It
by S. Gregory Boyd
(Davis & Gilbert LLP)
Business and Management
Is Jimi Hendrix a Good Level Designer?
by Daniel Sussman
(Harmonix Music Systems, Inc.)
Audio
Is There Anything Comparable to Spherical Harmonics But Simpler?
by Chi Sing Leung
(City University of Hong Kong)
Programming
It's More Than Making Coffee: Interns - How to Grow Your Team From the G...
by Chris Sulzbach
(Firaxis)
Business and Management
It's More Than Making Coffee: Interns - How to Grow Your Team From the G...
by Chris Sulzbach
(Firaxis)
Business and Management
Legal Issues Affecting The Creation And Implementation Of DRM Systems
by Gabriel Ramsey
(Orrick, Herrington & Sutcliffe LLP)
Business and Management
Legal Issues Affecting The Creation And Implementation Of DRM Systems
by Gabriel Ramsey
(Orrick, Herrington & Sutcliffe LLP)
Business and Management
Legal Ramifications of User-Created Content in Open and Closed Virtual W...
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
Magic Lessons: Designing and Balancing Game Objects
by Robert Gutschera
(AristoDigital)
Game Design
Magic Lessons: Designing and Balancing Game Objects
by Robert Gutschera
(AristoDigital)
Game Design
Making An Indie MMO
by Daniel James
Game Design
Managing Audio in 3rd Party Development
by Alexander Brandon
(Heatwave Interactive)
Audio
Mapping Your Corporate Geomorphology
by Casey O'Donnell
(University of Georgia)
Business and Management
Marketing For Indies
by Russell Carroll
(Reflexive Entertainment/Game Tunnel)
Game Design
Meeting Players Halfway: Using Adaptive Systems to Prevent Player Frustr...
by Lida Tang
(Irrational Games, LLC)
Programming
More Than Just A Pretty Map - Creating Next-Generation Materials for LAIR
by Matthias Worch
(LucasArts)
Visual Arts
Multichannel Audio: Techniques for a Hi-Def Experience
by Bryan Pearson
(Treyarch)
Audio
Narrative Landscapes: Shaping Player Experience through World Geometry
by Brian Upton
(SCEA)
Game Design
Next Generation Public Relations Panel
by Sean Kauppinen
(International Digital Entertainment Agency)
Business and Management
OpenGL ES 2.0: Start Developing Now
by Dan Ginsburg
(AMD)
Programming
Our Journey From Narbacular Drop To Portal
by Kim Swift
(Airtight Games)
Game Design
Physics Games Go Indie
by Matthew Wegner
(Flashbang Studios)
Game Design
Planning for a Soft Landing: Negotiating Termination Clauses in Game Dev...
by Jim Charne
(Law Offices James I Charne)
Business and Management
Postmortem: Gastronaut Studios' Small Arms
by Jacob Van Wingen
(Gastronaut Studios LLC)
Game Design
Pre-computed Light Carving into Meshes
by Stephan Etienne
(High Moon Studios)
Programming
Predicting the Future: Effective Project Scheduling Tools and Techniques
by Duane Webb
(BioWare Corp)
Production
Presenting PLAYSTATION® Edge: Advanced Graphics Tools and Technologie...
by Vince Diesi
(SCE Worldwide Studios)
Programming
Producing Quality of Life: The Producer's Responsibility (Day One)
by Heather Chandler
(Media Sunshine, Inc.)
IGDA
Projection Matrix Tricks
by Eric Lengyel
(Terathon Software)
Programming
PS3 Audio: More Than Extra Channels
by Michael Kelly
(Sony Computer Entertain... Europe)
Audio
PS3: Audio Development From the Trenches
by Paul Mudra
(Insomniac Games)
Audio
Realtime Physically Based Sound Synthesis for Games
by Ming Lin
(UNC Chapel Hill)
Audio
Realtime Physically Based Sound Synthesis for Games
by Ming Lin
(UNC Chapel Hill)
Audio
Saints Row Multiprocessing Architecture
by Randall Turner
(Volition Inc)
Programming
Scarface: Sound Design and Mixing Using a Post Production Audio Model
by Rob Bridgett
(Radical Entertainment)
Audio
Shared Technology at Rare: Good and Bad
by Tom Grove
(Rare Ltd / Microsoft Game Studios)
Programming
Skinning with Dual Quaternions
by Steven Collins
(Trinity College Dublin)
Programming
Sort-Independent Alpha Blending
by Houman Meshkin
(Perpetual Entertainment)
Programming
Sphere Maps With the Near-equal Solid-angle Property
by Liang Wan
Programming
SPORE's Magic Crayons
by Chaim Gingold
(levity lab)
Game Design
Stay on Top of Your Game: Practical Career Advice from an HR Insider
by Fiona Cherbak
(VP of Business Development, GameX)
Game Career Seminar
Tech-Art Driven Shader Pipelines in 3dsmax
by Raymond Stewart
(Volition Inc)
Visual Arts
The Art of Orchestration: Part Deux!
by Sascha Dikiciyan
(Sonic Mayhem)
Audio
The Challenges of Designing First-Person Melee Combat
by Raphael Colantonio
(Arkane Studios)
Game Design
The Creation of SAINTS ROW's Open World Cityscape: Stilwater
by Kenny Thompson
(Volition Inc)
Visual Arts
The Future of Innovative Studios: Team and Tools Behind Alan Wake
by Lasse Seppanen
(Remedy Games)
Production
The Future of Storytelling In Next-Generation Game Development
by Warren Spector
(Junction Point Studios)
Game Design
The Game Studies Download: Top 10 Research Findings
by Mia Consalvo
(MIT, Comparative Media Studies)
Game Design
The Imago Effect: Avatar Psychology
by Harvey Smith
(Arkane Studios)
Game Design
The Importance of Audio In Gaming: Investing in Next Generation Sound
by Sarju Shah
(GameSpot)
Audio
The New Alternate Reality Games
by Adrian Hon
(Six to Start)
Game Design
The New Way of Financing: Maximizing the Value of Your IP Assets
by Andrew Katz
(Mitchell Silberberg & Knupp LLP)
Business and Management
The Secret Garden: Mobile Games and The 4% Addressable Market Who Love Them
by John Szeder
(Mofactor)
Vision
The Square-Enix Approach to Localization
by Richard Mark Honeywood
(Square Enix)
Game Design