GDC 2011
11th Annual Game Developers Choice Awards
by GDC
Game Design
GDC 2011
13th Annual Independent Games Festival Awards
Game Design
GDC 2011
15 Games in 15 Years
by Stone Librande
(EA/Maxis)
Game Design
GDC 2011
15 Games in 15 Years
by Stone Librande
(EA/Maxis)
Game Design
GDC 2011
A Requirements Specification Template for Interactive Storytelling
by Ernest Adams
(International Hobo)
Game Design
GDC 2011
An Apology for Roger Ebert
by Brian Moriarty
(Worcester Polytechnic Institute)
Game Design
GDC 2011
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
by Mike Ambinder
(Valve Software)
Game Design
GDC 2011
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
by Mike Ambinder
(Valve Software)
Game Design
GDC 2011
Break It Down! How Harmonix and Kinect Taught the World to Dance; The De...
by Matt Boch
(Harmonix Music)
Game Design
GDC 2011
Classic Game Postmortem - BEJEWELED
by Jason Kapalka
(PopCap Games)
Game Design
GDC 2011
Classic Game Postmortem - DOOM
by Tom Hall
(Loot Drop)
Game Design
GDC 2011
Classic Game Postmortem - ELITE
by David Braben
(Frontier Developments)
Game Design
GDC 2011
Classic Game Postmortem - ELITE
by David Braben
(Frontier Developments)
Game Design
GDC 2011
Classic Game Postmortem - MANIAC MANSION
by Ron Gilbert
(Double Fine Productions)
Game Design
GDC 2011
Classic Game Postmortem - MARBLE MADNESS
by Mark Cerny
(Cerny Games)
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
Classic Game Postmortem - PAC-MAN
by Toru Iwatani
(Namco)
Game Design
GDC 2011
Classic Game Postmortem - PITFALL!
by David Crane
Game Design
GDC 2011
Classic Game Postmortem - POPULOUS
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC 2011
Classic Game Postmortem - RAID ON BUNGELING BAY
by Will Wright
(StupidFunClub)
Game Design
GDC 2011
Classic Game Postmortem: PRINCE OF PERSIA
by Jordan Mechner
Game Design
GDC 2011
Creating an Emotional Rollercoaster in HEAVY RAIN
by David Cage
(Quantic Dream)
Game Design
GDC 2011
Creating Satisfying Combat Experiences at Insomniac Games
by Joel Goodsell
(Insomniac Games)
Game Design
GDC 2011
Creating Satisfying Combat Experiences at Insomniac Games
by Joel Goodsell
(Insomniac Games)
Game Design
GDC 2011
Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on...
by Jaime Griesemer
(Bungie)
Game Design
GDC 2011
Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on...
by Jaime Griesemer
(Bungie)
Game Design
GDC 2011
Designing Games for the 43-Year-Old Woman
by Chris Trottier
(Zynga)
Game Design
GDC 2011
Development Process of Nintendo 3DS
by Hideki Konno
(Nintendo)
Game Design
GDC 2011
DONKEY KONG: Swinging Across Oceans
by Aaron Walker
(Retro Studios)
Game Design
GDC 2011
Dynamics: The State of the Art
by Clint Hocking
(LucasArts)
Game Design
GDC 2011
EpicWin - Doing Good With a Social Game
by Tak Fung
(Supermono Limited)
Game Design
GDC 2011
EpicWin - Doing Good With a Social Game
by Tak Fung
(Supermono Limited)
Game Design
GDC 2011
Experimental Gameplay Sessions
by Frank Lantz
(Area/Code/Zynga)
Game Design
GDC 2011
Game Design in the Coffee. Lovable Game Design by SWERY
by Hidetaka 'Swery' Suehiro
(ACCESSGAMES Inc)
Game Design
GDC 2011
Game Design in the Coffee. Lovable Game Design by SWERY
by Hidetaka 'Swery' Suehiro
(ACCESSGAMES Inc)
Game Design
GDC 2011
Game Design in the Coffee. Lovable Game Design by SWERY
by Hidetaka 'Swery' Suehiro
(ACCESSGAMES Inc)
Game Design
GDC 2011
GDC Microtalks 2011: One Hour, Ten Speakers, Hundreds of Fun New Ideas
by David Jaffe
(Eat Sleep Play)
Game Design
GDC 2011
In Days of Yore
by Chris Crawford
(Storytron)
Game Design
GDC 2011
Industry Lessons Learned and Applying Them to the Road Ahead
by Cliff Bleszinski
(Epic Games)
Game Design
GDC 2011
Keep it Together: Encouraging Cooperative Behavior During Co-
op Play
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2011
Keep it Together: Encouraging Cooperative Behavior During Co-
op Play
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Levelshop: From Grid Paper to Playable, Whiteboxes on Demand from 2d Dra...
by Harvey Fong
(Bioware)
Game Design
GDC 2011
Levelshop: From Grid Paper to Playable, Whiteboxes on Demand from 2d Dra...
by Harvey Fong
(Bioware)
Game Design
GDC 2011
Levelshop: From Grid Paper to Playable, Whiteboxes on Demand from 2d Dra...
by Harvey Fong
(Bioware)
Game Design
GDC 2011
Life and Death and Middle Pair: Go, Poker and the Sublime
by Frank Lantz
(Area/Code/Zynga)
Game Design
GDC 2011
NBA JAM 2010 - Bringing Back the BOOMSHAKALAKA!
by Trey Smith
(Electronic Arts)
Game Design
GDC 2011
NBA JAM 2010 - Bringing Back the BOOMSHAKALAKA!
by Trey Smith
(Electronic Arts)
Game Design
GDC 2011
No Freaking Respect! Social Game Developers Rant Back
by Eric Zimmerman
Game Design
GDC 2011
No Freaking Respect! Social Game Developers Rant Back
by Eric Zimmerman
Game Design
GDC 2011
No Freaking Respect! Social Game Developers Rant Back
by Eric Zimmerman
Game Design
GDC 2011
ONE FALLS FOR EACH OF US: The Prototyping of Tragedy
by Brenda Brathwaite
(Loot Drop)
Game Design
GDC 2011
Player-Driven Stories: How Do We Get There?
by Kent Hudson
(LucasArts)
Game Design
GDC 2011
Player-Driven Stories: How Do We Get There?
by Kent Hudson
(LucasArts)
Game Design
GDC 2011
Prototype Through Production: Pro Guitar in ROCK BAND 3
by Jason Booth
(Harmonix Music Systems)
Game Design
GDC 2011
Remaking the WORLD OF WARCRAFT through CATACLYSM
by Tom Chilton
(Blizzard Entertainment)
Game Design
GDC 2011
Seven Ways a Video Game Can Be Moral
by Richard Rouse III
(Ubisoft Montreal)
Game Design
GDC 2011
Seven Ways a Video Game Can Be Moral
by Richard Rouse III
(Ubisoft Montreal)
Game Design
GDC 2011
Strategy Games: The Next Move
by Ian Fischer
(Robot Entertainment)
Game Design
GDC 2011
The Failure Workshop
by Chris Hecker
(definition six, inc.)
Game Design
GDC 2011
The Failure Workshop
by Chris Hecker
(definition six, inc.)
Game Design
GDC 2011
The Game Design Challenge 2011: Bigger than Jesus
by Eric Zimmerman
(Independent)
Game Design
GDC 2011
The Game Design of STARCRAFT II: Designing an E-Sport
by Dustin Browder
(Blizzard Entertainment)
Game Design
GDC 2011
The Identity Bubble - A Design Approach to Character and Story Development
by Matthias Worch
(LucasArts)
Game Design
GDC 2011
The Identity Bubble - A Design Approach to Character and Story Development
by Matthias Worch
(LucasArts)
Game Design
GDC 2011
The Identity Bubble - A Design Approach to Character and Story Development
by Matthias Worch
(LucasArts)
Game Design
GDC 2011
The Loner: Why Some People Play MMOs Alone
by Damion Schubert
(Bioware Austin)
Game Design
GDC 2011
The Player-Shaped Hole: Allowing for Both Narrative and Story
by Richard Dansky
(Red Storm)
Game Design
GDC 2011
The Science of Play Testing: EA's Methods for User Research
by Veronica Zammitto
(Electronic Arts)
Game Design
GDC 2011
The Science of Play Testing: EA's Methods for User Research
by Veronica Zammitto
(Electronic Arts)
Game Design
GDC 2011
The Secret (Art) History of Games
by John Sharp
(Savannah College of Art and Design-Atlanta)
Game Design
GDC 2011
The Secret (Art) History of Games
by John Sharp
(Savannah College of Art and Design-Atlanta)
Game Design
GDC 2011
THE SIMS 3 Create-a-Sim User Experience
by Sammi Kim
(Electronic Arts)
Game Design
GDC 2011
The Story of CAVE STORY
by Daisuke 'Pixel' Amaya
(Independent)
Game Design
GDC 2011
Video Games Turn 25: A Historical Perspective and Vision for the Future
by Satoru Iwata
(Nintendo Co., Ltd.)
Game Design
GDC 2011
What Can Video Games Learn from CCG's?
by Skaff Elias
(Three Donkeys LLC)
Game Design
GDC 2011
What Can Video Games Learn from CCG's?
by Skaff Elias
(Three Donkeys LLC)
Game Design
GDC 2011
Yu Suzuki's Gameworks: A Career Retrospective
by Mark Cerny
(Cerny Games)
Game Design