GDC Europe 2011
Evoking Emotions and Achieving Success by Breaking All the Rules
by Thomas Grip
(Frictional Games)
Independent Games Summit
GDC Europe 2011
Playing is a Core Human Desire - How Social Games Change the Entertainme...
by Jens Begemann
(wooga)
Business & Marketing
GDC Europe 2011
The Magic Gun: Surviving IP Development Through Embracing Your Constraints
by Jason VandenBerghe
(Ubisoft)
Game Design
10 Social Design Tips to Level Up Your Mobile Game (Presented by Papaya...
by Oscar Clark
(Papaya Mobile)
Smartphone & Tablet Games Summit
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
Addressing Human Scalability Through Multi-User Editing Using Revision D...
by John Rittenhouse
(CCP Games)
Programming
All Points Bulletin: Reloaded - When a $100 Million AAA Game Goes Free2Play
by Bjorn Book-Larsson
(GamersFirst)
Production
Allmighty Ban-Hammer: What Are Your Rights - and Obligations - as a Comm...
by Kai Bodensiek
(Brehm & v.Moers)
Community Management Summit
An Old Horse Learning New Tricks - From AAA Retail to AAA Online
by Cevat Yerli
(Crytek)
Game Design
Animal Logic: The Deal and Development Behind National Geographic Animal...
by Clark Stacey
(Smart Bomb Interactive)
Game Design
Beyond Fun: Perspectives on Video Games as Expressive Experiences
by Thomas Grip
(Frictional Games)
Independent Games Summit
Big Bucks for Bits and Bytes - A Holistic Approach to Selling Virtual Goods
by Martin Nerurkar
(Gameforge Productions GmbH)
Game Design
Board Game Mobilization - What's Now, What's Next
by Matthias Hellmund
(Exozet Games GmbH)
Smartphone & Tablet Games Summit
Browser, Client or Both? How Should I Make My Game
by Rob Unsworth
(Digital Chocolate)
Business & Marketing
Building Premium Online Games for the New Games Era
by David Reid
(Trion Worlds)
Business & Marketing
Community Management in "The Settlers Online"
by Teut Weidemann
(Ubisoft/Bluebyte Germany)
Community Management Summit
Community Management's Time is NOW!
by Gordon Walton
(Playdom)
Community Management Summit
Community Relations and Outsourcing - A Marriage of Convenience
by Richard Weil
(Metaverse Mod Squad)
Community Management Summit
Crysis 2 Multiplayer : A Programmer's Postmortem
by Peter Hall
(Crytek)
Programming
Developer + Publisher = Partnership
by Shams Jorjani
(Paradox Interactive)
Business & Marketing
Developing New Audiences: When the Past Can't Predict Your Future
by Kellee Santiago
(thatgamecompany)
Independent Games Summit
Digital Evolution Accelerates: The Rise of "Smart" TV
by Paul Nowosad
(TransGaming)
Business & Marketing
EGDF in GDCE 2011
by Andreas Gerber
(Xaitment)
Production
EGDF in GDCE 2011
by Andreas Gerber
(Xaitment)
Production
Everything I Ever Needed to Know About Online Communities I Learned from...
by Valerie Massey
(CCP Games)
Community Management Summit
Evoking Emotions and Achieving Success by Breaking All the Rules
by Thomas Grip
(Frictional Games)
Independent Games Summit
f2p Online Games: The Game Is Not Enough
by Teut Weidemann
(Ubisoft/Bluebyte Germany)
Production
From Boxes to Life! How to Prototype and Develop Creatures: Mass Effect ...
by Scylla Costa
(Bioware)
Production
From Console to Facebook: Blue Fang Games and the Big Pivot
by Hank Howie
(Blue Fang Games)
Business & Marketing
From iOS to Android - Galaxy on Fire 2 Does the Green Robot
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Smartphone & Tablet Games Summit
From Saving the Princess to Saving the Cow: Content Lessons from MMOs to...
by Anne Toole
(The Write Toole)
Social Games Summit
Game Content Rating Systems Must Change
by Guillaume de Fondaumiere
(Quantic Dream)
Game Design
Game Content Rating Systems Must Change
by Guillaume de Fondaumiere
(Quantic Dream)
Game Design
Game Design Battles: Pink vs. Blue
by Peter Hofstede
(Spil Games)
Game Design
GameStop's Digital Strategy: Bringing Immersive Gaming to a Digital Audi...
by Steve Nix
(GameStop)
Business & Marketing
Get in Touch: Effective Transition from PC to Mobile, with Proper Game D...
by Oded Sharon
(Corbomite Games)
Smartphone & Tablet Games Summit
Handling Many Platforms with a Small Development Team
by Dietmar Hauser
(Sproing Interactive Media)
Production
Hey, You Should Play This! Lessons Learned from Helping 100 Million User...
by Jussi Laakkonen
(Applifier)
Social Games Summit
Hollywood IPs - Chance and Opportunity for Browser Games
by Philip Reisberger
(Bigpoint GmbH)
Business & Marketing
Host, Scale and Manage Big Games
by Jonathan Weiss
(Peritor GmbH)
Programming
Hotspots Flops and uOps (Presented by Intel)
by Levent Akyil
(Intel)
Programming
How Social Games Can Change The Way We Interact With Music (Presented by...
by Xavier Louis
(MXP4)
Business & Marketing
How to Use Data to Achieve $500+ LTV from Your Gamers
by Fabian Ahmadi
(Outspark)
Business & Marketing
Implementing Robust and Scalable Art Integration
by Steve Kestell
(EA Canada)
Visual Arts
Indie's Got PR Talent - A Press Panel
by Keith Stuart
(The Guardian)
Independent Games Summit
Indie's Got PR Talent - A Press Panel
by Keith Stuart
(The Guardian)
Independent Games Summit
Inside Tibia - The Technical Infrastructure of an MMORPG
by Matthias Rudy
(CipSoft)
Programming
Intentionally Broken Game Design and the Art of "Deputizing" Players
by Douglas Wilson
(Copenhagen Game Collective)
Independent Games Summit
Intentionally Broken Game Design and the Art of "Deputizing" Players
by Douglas Wilson
(Copenhagen Game Collective)
Independent Games Summit
KABOOM-ZABONK: Creating Art and Game Mechanics Together
by Marek Plichta
(Spaces of Play)
Independent Games Summit
Killer Game Loops in Social Games
by Henric Suuronen
(NonStop Games)
Social Games Summit
Killer Game Loops in Social Games
by Henric Suuronen
(NonStop Games)
Social Games Summit
Lighting in Crysis 2
by Tiago Sousa
(Crytek)
Visual Arts
Make Your Game Motion Controlled in Less Than 30 Minutes (Presented by P...
by Amir Hoffnung
(PrimeSense)
Business & Marketing
Making MMOGs More Storylike
by Ernest Adams
(International Hobo)
Game Design
More Firefighting Troubled Projects
by Adrian Hawkins
(Kuju Entertainment)
Production
Orchestrator: A Postmortem on an Automated MMO Testing Framework
by David Press
(CCP Games)
Programming
Orchestrator: A Postmortem on an Automated MMO Testing Framework
by David Press
(CCP Games)
Programming
Pitching Workshop for Developers
by Fredrik Wester
(Paradox Interactive)
Business & Marketing
Same Game, Think Different
by Michael Zhu
(Shanda Games)
Business & Marketing
Silent Hill: Past, Present & Future
by Brian Gomez
(Vatra)
Game Design
Silent Hill: Past, Present & Future
by Brian Gomez
(Vatra)
Game Design
Simulacra, Canny and Uncanny Immersion, Resonance, and How Nuking the Fr...
by Bernd Diemer
(Crytek)
Game Design
SkyRama: Art Directing a Social Game with a Small Team
by Hector Moran
(Sproing Interactive Media)
Visual Arts
Supersize Your Production Pipe!
by Paul Martin
(Slant Six Games)
Production
Team Jazz and Production Kung Fu - How Different Art Forms Can Help Us t...
by Peter Holzapfel
(Crytek GmbH)
Production
The Cinematics of Mortal Kombat: Re-Booting a Legend
by Dominic Cianciolo
(Netherrealm Studios)
Visual Arts
The Evolution of RPG Mechanics: From Die Rolls to Hit Volumes
by Joshua Sawyer
(Obsidian Entertainment)
Game Design
The Evolution of Zombie Lane - How to Successfully Develop a Casual Soci...
by Rob Unsworth
(Digital Chocolate)
Social Games Summit
The Long View
by Mark Cerny
(Cerny Games)
Game Design
Top 7 Social Game Metrics for 2011
by Aaron Huang
(Kontagent)
Social Games Summit
Truth in Game Design
by Jonathan Blow
(Number None, Inc.)
Game Design
Using Continuous Deployment to Move Fast and Release Without Pain
by Brett Durrett
(IMVU Inc.)
Production
What I Mean When I Say Game
by Brandon Boyer
(Independent Games Festival)
Independent Games Summit
Where's the Fun? How to Test Your Game Before You Build a Thing
by Rob Davis
(Playniac)
Game Design
Why Operating a Top 10 Facebook Social Game Across Multiple Markets Is D...
by Bart Barden
(PopCap Games)
Social Games Summit
You Say You Want a Shooter R(evolution)
by Neil Alphonso
(Splash Damage)
Game Design