GDC Europe 2012
Facebook Developer Day: Advanced Features for Getting the Most Out of Fa...
by Gareth Morris
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Building Your Next Generation Social Game with F...
by Matt Wyndowe
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Driving Installs and Re-Engagement with Open Gra...
by Gareth Morris
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Growing Social Games with Facebook: Lessons from...
by Julien Codorniou
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: How Mobile Games Can Plug into Facebook for Mass...
by Ali Parr
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Simple Steps to Build & Grow a Social Game on Fa...
by Colin Creitz
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Turning Players into Payers: Best Practices for ...
by Colin Creitz
(Facebook)
Game Design
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
Abstraction and Experience: Observations on Proteus
by Ed Key
(Independent)
Independent Games Summit
Animal Days Post-Mortem: Developing a City-Building Game That's Ready fo...
by Hiroyuki Haga
(GREE)
Game Design
Ask the Publishers - Adapting and Succeeding in a Changing Games Industry
by Careen Yapp
(Konami)
Business, Marketing and Management
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business, Marketing and Management
Bringing Dead Trigger into Life
by Petr Benysek
(Madfinger Games)
Programming
Bringing Home the Bacon- Developing the VFX of "Spec Ops: The Line" as T...
by Florian Zender
(Yager Development)
Visual Arts
Bringing Home the Bacon- Developing the VFX of "Spec Ops: The Line" as T...
by Florian Zender
(Yager Development)
Visual Arts
Bubble Wars: A Case Study and Key Learnings from GameDuell
by Michael Kalkowski
(GameDuell)
Business, Marketing and Management
Cheaters, Hackers, Script Kiddies- The Dark Side of Online Games
by Stephan Payer
(CipSoft GmbH)
Programming
Classic Postmortem: GoldenEye 007
by Martin Hollis
(Zoonami)
Game Design
Cross-Platform Mobile Game Development: What, Why, and How Much?
by Darya Trushkina
(Game Insight)
Smartphone and Tablet Games Summit
Crowds in Hitman: Absolution
by Kasper Fauerby
(IO Interactive)
Programming
East to West: Global Online Gaming Trends
by Paha Schulz
(Crytek GmBH)
Business, Marketing and Management
Forward Rendering Pipeline for Modern GPUs
by Takahiro Harada
(AMD)
Programming
Fundraising 101 for Game Companies
by Paul Heydon
(Avista Partners)
Business, Marketing and Management
Game Design is Business Design
by Ethan Levy
(Independent)
Social and Online Games Summit
Games Happen: Design Lessons from MirrorMoon & Fotonica
by Pietro Righi Riva
(Santa Ragione)
Independent Games Summit
Games Happen: Design Lessons from MirrorMoon & Fotonica
by Pietro Righi Riva
(Santa Ragione)
Independent Games Summit
How Breakdancing Taught Me to be a Technical Artist
by Robbert-Jan Brems
(Codemasters)
Visual Arts
Indie Level Design: Adventures in Negative Space
by Rudolf Kremers
(Omni Systems)
Independent Games Summit
Juice It or Lose It
by Petri Purho
(Kloonigames)
Independent Games Summit
Mafia II Postmortem
by Jarek Kolar
(2K Czech)
Production
Mobile Application Analytics & Consumer Insight: The Biggest Content Rev...
by Richard Firminger
(Flurry)
Smartphone and Tablet Games Summit
Postmortem of Unorthodox Games: Renga & Rocket Bullet Storm
by Zach Zebrowski
(Nemesys Games)
Independent Games Summit
Postmortem of Unorthodox Games: Renga & Rocket Bullet Storm
by Zach Zebrowski
(Nemesys Games)
Independent Games Summit
Postmortem: Bringing Diamond Dash to iOS
by Christopher Parschat
(Wooga)
Smartphone and Tablet Games Summit
Postmortem: Sine Mora- The Struggle to Reboot a Genre
by Balazs Horvath
(Prior Games Ltd.)
Production
Postmortem: Sine Mora- The Struggle to Reboot a Genre
by Balazs Horvath
(Prior Games Ltd.)
Production
Studio Culture- Beyond Herding Cats
by Harald Riegler
(Sproing)
Business, Marketing and Management
Studio Culture- Beyond Herding Cats
by Harald Riegler
(Sproing)
Business, Marketing and Management
Success Through Not Doing What Everyone Tells You To Do
by Magnus Gardeback
(Simogo)
Smartphone and Tablet Games Summit
Surviving Social Media - Experimentation Leads to Innovation
by Linda Carlson
(Sony Online Entertainment)
Business, Marketing and Management
Surviving the Jungle of MMO Eco-Systems
by Craig Morrison
(Funcom)
Game Design
The Dream Machine Postmortem: How To Make A Hard Thing Even Harder
by Anders Gustafsson
(Cockroach Ink.)
Independent Games Summit
The Dream Machine Postmortem: How To Make A Hard Thing Even Harder
by Anders Gustafsson
(Cockroach Ink.)
Independent Games Summit
The Long Journey
by Robin Hunicke
(Tiny Speck)
Production
The Self, Presence and Storytelling
by Thomas Grip
(Frictional Games)
Game Design
The Wonderful World of UX: How We Can Make Games that Resonate Better an...
by Simon Davis
(Ubisoft Blue Byte)
Production
Tools for Game Designers' Management
by Marc Pestka
(Dontnod Entertainment)
Production
User-Generated Content In MMOs - From Champions Online To Neverwinter
by Craig Zinkievich
(Cryptic Studios)
Social and Online Games Summit
You Want How Many Animations When? Getting Large Amounts of High Quality...
by Floyd Bishop
(Sony Online Entertainment)
Visual Arts