GDC 2009
10 Perspectives on Staying Passionate about Games
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2009
An American engine in Tokyo: The collaboration of Epic Games and Square ...
by Mark Cerny
(Cerny Games)
Production
GDC 2009
Building Your Airplane While Flying: Production at Bungie
by Allen Murray
(Bungie LLC)
Production
GDC 2009
From Script to Implementation
by Jacquelyn Shriver
(Sony Computer Entertainment America)
Production
GDC 2009
Having Your Cake and Eating it Too: Increasing Game Realism, Scale and R...
by Neal Robison
(AMD)
Production
GDC 2009
He Who Ships, Wins: Producing GEARS OF WAR 2
by Rod Fergusson
(Epic Games)
Production
GDC 2009
Level-5's Techniques to Producing a Hit Game'From PROFESSOR LAYTON to IN...
by Usuke Kumagai
(Level-5, Inc.)
Production
GDC 2009
Pairwise Testing to Reduce the Test Cost and Increase the Quality of You...
by Wayne Bisson
(Microsoft)
Production
GDC 2009
Post Mortem: Mission Architect for City of Heroes
by Joe Morrissey
(NCsoft)
Production
GDC 2009
Producing FABLE II
by Jonathan Taylor
(Microsoft)
Production
GDC 2009
Prototyping for Success
by Gregory Oberg
(Vicarious Visions)
Production
GDC 2009
SPORE: Fulfilling the Massively-Single Player Promise - How'd We Do?
by Caryl Shaw
(ngmoco:))
Production
GDC 2009
The Council of Stellar Management: EVE Online Bridges Worlds for a Society
by Eyjolfur Gudmundsson
(CCP)
Production
GDC 2009
The Iterative Level Design Process of Bioware's MASS EFFECT 2
by Corey Andruko
(BioWare)
Production