GDC 2011
Classic Game Postmortem - BEJEWELED
by Jason Kapalka
(PopCap Games)
Game Design
GDC 2011
Classic Game Postmortem - DOOM
by John Romero
(Loot Drop)
Game Design
GDC 2011
Classic Game Postmortem - MANIAC MANSION
by Ron Gilbert
(Double Fine Productions)
Game Design
GDC 2011
Classic Game Postmortem - OUT OF THIS WORLD/ANOTHER WORLD
by Eric Chahi
(Ubisoft)
Game Design
GDC 2011
Classic Game Postmortem - OUT OF THIS WORLD/ANOTHER WORLD
by Eric Chahi
(Ubisoft)
Game Design
GDC 2011
Video Games Turn 25: A Historical Perspective and Vision for the Future
by Satoru Iwata
(Nintendo Co., Ltd.)
Game Design
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
10 Lessons from 20 Years as an Entrepreneur: A Post-Mortem
by Don Daglow
Business and Management
1000s of Zombies, 1000s of Problems: The DEAD RISING 2 Multiplayer Exper...
by Dee Jay Randall
(Capcom Game Studio Vancouver)
Programming
11th Annual Game Developers Choice Awards
by GDC
Game Design
13th Annual Independent Games Festival Awards
Game Design
15 Games in 15 Years
by Stone Librande
(EA/Maxis)
Game Design
15 Games in 15 Years
by Stone Librande
(EA/Maxis)
Game Design
Adding Realism to Environmental Reverberation Using Convolution: Are We ...
by Francois Thibault
(Audiokinetic Inc.)
Audio
Advanced Visual Effects with DirectX 11
by Andreas Papathanasis
(BioWare)
Programming
Advanced Visual Effects with DirectX 11
by Andreas Papathanasis
(BioWare)
Programming
Advanced Visual Effects with DirectX 11
by Andreas Papathanasis
(BioWare)
Programming
Advanced Visual Effects with DirectX 11
by Andreas Papathanasis
(BioWare)
Programming
Advanced Visual Effects with DirectX 11
by Andreas Papathanasis
(BioWare)
Programming
Advanced Visual Effects with DirectX 11
by Andreas Papathanasis
(BioWare)
Programming
Advanced Visual Effects with DirectX 11
by Andreas Papathanasis
(BioWare)
Programming
Advanced Visual Effects with DirectX 11
by Andreas Papathanasis
(BioWare)
Programming
Advanced Visual Effects with DirectX 11
by Andreas Papathanasis
(BioWare)
Programming
Advanced Visual Effects with DirectX 11
by Andreas Papathanasis
(BioWare)
Programming
Advanced Visual Effects with DirectX 11
by Andreas Papathanasis
(BioWare)
Programming
After Success: Growing as an App Developer
by Arash Keshmirian
(Limbic Software)
GDC Smartphone Summit
After Success: Growing as an App Developer
by Arash Keshmirian
(Limbic Software)
GDC Smartphone Summit
AI Development Postmortems: Inside DARKSPORE and THE SIMS: MEDIEVAL
by Dan Kline
(Maxis)
AI Summit
AI Development Postmortems: Inside DARKSPORE and THE SIMS: MEDIEVAL
by Dan Kline
(Maxis)
AI Summit
AI Navigation: It's Not a Solved Problem - Yet
by Nathan Sturtevant
(University of Denver)
AI Summit
AI Pr0n: Maximum Exposure of Your Debug Info!
by Rez Graham
(Electronic Arts (Sims Division))
AI Summit
AI Unplugged: How Experienced Devs Think Through AI
by Brett Laming
(Rockstar Leeds)
AI Summit
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
by Olli Tervo
(Remedy Entertainment)
Programming
An Apology for Roger Ebert
by Brian Moriarty
(Worcester Polytechnic Institute)
Game Design
An Automated Pipeline for Generating Run-Time Rigs
by Adam Mechtley
(Candlelight Interactive)
Visual Arts
Animating NPC's in UNCHARTED
by John Bellomy
(Naughty Dog)
Programming
Animating NPC's in UNCHARTED
by John Bellomy
(Naughty Dog)
Programming
Anti-aliasing from a Different Perspective
by Dmitry Andreev
(LucasArts)
Programming
Applifier Postmortem: From Zero to 55M Users in 100 Days [SOGS Business]
by Jussi Laakkonen
(Applifier)
Social & Online Games Summit
Approximating Translucency for a Fast, Cheap and Convincing Subsurface S...
by Colin Barre-Brisebois
(Electronic Arts Montreal)
Programming
Approximating Translucency for a Fast, Cheap and Convincing Subsurface S...
by Colin Barre-Brisebois
(Electronic Arts Montreal)
Programming
Atmospheric Audio in GOD OF WAR 3
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
Audio Boot Camp
by Kenny Young
(Media Molecule)
Audio
Audio Boot Camp
by Kenny Young
(Media Molecule)
Audio
Audio Boot Camp
by Kenny Young
(Media Molecule)
Audio
Audio Boot Camp
by Kenny Young
(Media Molecule)
Audio
Audio Boot Camp
by Kenny Young
(Media Molecule)
Audio
Automated Level of Detail Generation for HALO: REACH
by Xi Wang
(Bungie LLC)
Programming
Behavioral Economics and Social Games [SOGS Business]
by Elena Rykhlevskaia
(Playdom)
Social & Online Games Summit
Beyond Credit Cards: Localized Payment Strategies For a Global Business ...
by David Cole
(DFC Intelligence)
Monetization: Sponsored
Beyond Horror: Art Directing DEAD SPACE 2
by Ian Milham
(Electronic Arts Redwood Shores)
Visual Arts
Beyond Horror: Art Directing DEAD SPACE 2
by Ian Milham
(Electronic Arts Redwood Shores)
Visual Arts
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
by Mike Ambinder
(Valve Software)
Game Design
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
by Mike Ambinder
(Valve Software)
Game Design
Bringing a Design Culture to Social Games Developers: Trial
and Error [...
by Bernie Yee
(Episode Technologies)
Social & Online Games Summit
Building a Brand Around a Free-to-Play MMO Game (Presented by Frogster)
by Dirk Weyel
(Frogster Interactive Pictures AG)
Business and Management
Building Next-gen 3D Android Games with Snapdragon's Adreno GPU (Present...
by Fredrik Erlandsson
(Southend Interactive)
GDC Smartphone Summit
Care and Feeding of Your Independent Game Studio
by Arthur Humphrey
(Last Day of Work)
Independent Games Summit
Carrier Billing 2.0, Ready for Prime Time (Presented by BilltoMobile)
by Steven Klebe
(BilltoMobile)
Business and Management
Cash Flow for Keflings
by Lane Kiriyama
(Wahoo Studios, Inc.)
Business and Management
Cash Flow for Keflings
by Lane Kiriyama
(Wahoo Studios, Inc.)
Business and Management
Casual Moods: Creating Sound and Music for a Booming Field
by Laura Shigihara
(Electronic Arts)
Audio
Changing the Way We Make Games: Lessons Learned in the Transition from
...
by Vijay Thakkar
(Zynga With Friends)
GDC Smartphone Summit
Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC
by Aaron Otstott
(Bioware)
Visual Arts
Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC
by Aaron Otstott
(Bioware)
Visual Arts
Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC
by Aaron Otstott
(Bioware)
Visual Arts
CITY OF WONDER: Postmortem [SOGS Design]
by Scott Jon Siegel
(Playdom)
Social & Online Games Summit
CITY OF WONDER: Postmortem [SOGS Design]
by Scott Jon Siegel
(Playdom)
Social & Online Games Summit
Classic Game Postmortem - ELITE
by David Braben
(Frontier Developments)
Game Design
Classic Game Postmortem - ELITE
by David Braben
(Frontier Developments)
Game Design
Classic Game Postmortem - MARBLE MADNESS
by Mark Cerny
(Cerny Games)
Game Design
Classic Game Postmortem - PAC-MAN
by Toru Iwatani
(Namco)
Game Design
Classic Game Postmortem - PITFALL!
by David Crane
Game Design
Classic Game Postmortem - POPULOUS
by Peter Molyneux
(Lionhead Studios)
Game Design
Classic Game Postmortem - RAID ON BUNGELING BAY
by Will Wright
(StupidFunClub)
Game Design
Classic Game Postmortem: PRINCE OF PERSIA
by Jordan Mechner
Game Design
Cloud Gaming: 10x the Audience for your PC games (Presented by Gaikai)
by Nanea Reeves
(Gaikai)
Business and Management
Collaboration Across Disciplines and Programs
by Eric Zimmerman
(Independent)
GDC Education Summit
Commerce Platform Economics: Analysis Behind Informed Build or Buy Decis...
by Michael Herndon
(Digital River)
Monetization: Sponsored
Community Management: Efficiencies and Economies of Scale [SOGS Essentials]
by Richard Weil
(Metaverse Mod Squad)
Social & Online Games Summit
Composer Challenge GDC 2011
by Kenny Wood
(Intrinsic Games)
Audio
Creating a Social, Location-based Smartphone Game in 5 Weeks
by Jennie Lees
(Google)
GDC Smartphone Summit
Creating Satisfying Combat Experiences at Insomniac Games
by Joel Goodsell
(Insomniac Games)
Game Design
Creating Your Building Blocks: Modular Component AI Systems
by Joel McGinnis
(CCP Games North America)
AI Summit
CRYSIS 2: Getting More Interactivity out of Animation-Data
by Ivo Herzeg
(Crytek)
Programming
Culling the Battlefield: Data Oriented Design in Practice
by Daniel Collin
(EA DICE)
Programming