GDC 2009
11th Annual Independent Games Festival Awards
by GDC
Game Design
GDC 2009
9th Annual Game Developers Choice Awards
Game Design
GDC 2009
Aarf! Arf Arf Arf: Talking to the Player with Barks
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2009
Accessibility 101: Crash Course for Beginners
by Michelle Hinn
(IGDA Game Accessibility Special Interest Group)
Game Design
GDC 2009
All About NOBY NOBY BOY
by Keita Takahashi
(Bandai Namco)
Game Design
GDC 2009
Burned by Friendly Fire: Game Critics Rant
by Eric Zimmerman
(Independent)
Game Design
GDC 2009
Dazed and Confused in the MMO World
by Paul Barnett
(Mythic Entertainment)
Game Design
GDC 2009
Everything I Learned About Level Design I Learned from Disneyland
by Scott Rogers
(THQ)
Game Design
GDC 2009
Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design
by Emil Pagliarulo
(Bethesda Game Studio)
Game Design
GDC 2009
Experimental Gameplay Sessions - Parts 1 & 2
by Scott Anderson
(Flashbang Studios)
Game Design
GDC 2009
Experimental Gameplay Sessions - Parts 1 & 2
by Scott Anderson
(Flashbang Studios)
Game Design
GDC 2009
From COUNTER-STRIKE to LEFT 4 DEAD: Creating Replayable Cooperative Expe...
by Michael Booth
(Valve)
Game Design
GDC 2009
GDC Microtalks - One Hour, Ten Speakers, Unlimited Ideas
by Eric Zimmerman
(Independent)
Game Design
GDC 2009
Helping Your Players Feel Smart: Puzzles as User Interface
by Randy Smith
(Tiger Style)
Game Design
GDC 2009
How Sackboy Learned to Love Physics
by Dave Smith
(Media Molecule)
Game Design
GDC 2009
Learn from Legends: Crane & Cartwright's Core Principles for Game Develo...
by David Crane
(Skyworks Technologies, Inc.)
Game Design
GDC 2009
Learning from the Atari 2600
by Ian Bogost
(The Georgia Institute of Technology)
Game Design
GDC 2009
Making Friends is Hard: Social Mechanics in Contemporary Design
by Alex Hutchinson
(Electronic Arts Montreal)
Game Design
GDC 2009
Master Metrics: The Science Behind the Art of Game Design
by E. Daniel Arey
(Big Red Button Entertainment)
Game Design
GDC 2009
Meaning, Aesthetics, and User-Generated Content
by Chris Hecker
(definition six, inc.)
Game Design
GDC 2009
Media Molecule: 'Winging It' - Ups, Downs, Mistakes, Successes in the Ma...
by Alex Evans
(Media Molecule)
Game Design
GDC 2009
Player Retention with Game Design in MMORPGs
by Ryan Barker
(Sony Online Entertainment)
Game Design
GDC 2009
Player's Expression: The Level Design Structure Behind FAR CRY 2 and Bey...
by Jonathan Morin
(Ubisoft)
Game Design
GDC 2009
Pocket Fiction: Writing for Handheld Games
by Evan Skolnick
(Independent)
Game Design
GDC 2009
Pushing the Limits: The Technical, Design, and Social Ramifications from...
by Mike Roloson
(Insomniac Games)
Game Design
GDC 2009
Read Me: Closing the Readability Gap in Immersive Games
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2009
Stretching Beyond Entertainment: The Role of Games in Personal and Socia...
by Will Wright
(Maxis)
Game Design
GDC 2009
Taming Your Game Production Demons: the Offset approach
by Remi Arnaud
(Intel)
Game Design
GDC 2009
The Cruise Director of AZEROTH: Directed Gameplay within WORLD OF WARCRAFT
by Jeffrey Kaplan
(Blizzard Entertainment)
Game Design
GDC 2009
The Dating Game
by Steve Meretzky
(Playdom)
Game Design
GDC 2009
The Game Design Challenge: My First Time
by Eric Zimmerman
(Independent)
Game Design
GDC 2009
The Human Play Machine
by Chaim Gingold
(levity lab)
Game Design
GDC 2009
The Inspiration Behind Nintendo DSi Development
by Masato Kuwahara
(Nintendo DSi Hardware Group)
Game Design
GDC 2009
Vast Narratives and Open Worlds, Part Deux -- Big Huge Problems
by Mark Nelson
(Big Huge Games)
Game Design