GDC Europe 2013
Classic Game Postmortem: Kick Off
by Dino Dini
(NHTV University of Applied Sciences)
Design
GDC Europe 2013
Classic Game Postmortem: Kick Off
by Dino Dini
(NHTV University of Applied Sciences)
Design
GDC Europe 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Design
GDC Europe 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Design
GDC Europe 2013
Designing Assassin's Creed III
by Steven Masters
(Ubisoft Montreal)
Design
GDC Europe 2013
Designing Assassin's Creed III
by Steven Masters
(Ubisoft Montreal)
Design
GDC Europe 2013
Designing Assassin's Creed III
by Steven Masters
(Ubisoft Montreal)
Design
GDC Europe 2013
Designing Games with Procedural Content and Mechanics
by Joris Dormans
(Ludomotion)
Design
GDC Europe 2013
Designing Games with Procedural Content and Mechanics
by Joris Dormans
(Ludomotion)
Design
GDC Europe 2013
Designing Games with Procedural Content and Mechanics
by Joris Dormans
(Ludomotion)
Design
GDC Europe 2013
Developing Better Games by Optimizing the User Experience
by Jochen Peketz
(Blue Byte GmbH)
Design
GDC Europe 2013
Developing Better Games by Optimizing the User Experience
by Jochen Peketz
(Blue Byte GmbH)
Design
GDC Europe 2013
Getting Past Pay to Win
by Teut Weidemann
(Ubisoft Blue Byte)
Design
GDC Europe 2013
Getting Past Pay to Win
by Teut Weidemann
(Ubisoft Blue Byte)
Design
GDC Europe 2013
Getting Past Pay to Win
by Teut Weidemann
(Ubisoft Blue Byte)
Design
GDC Europe 2013
How Hard Could It Be? The Story of a Cinematic
by Brian Kindregan
(Blizzard)
Design
GDC Europe 2013
How Hard Could It Be? The Story of a Cinematic
by Brian Kindregan
(Blizzard)
Design
GDC Europe 2013
ibb & obb - Ten Talking Points
by Roland IJzermans
(Sparpweed)
Design
GDC Europe 2013
ibb & obb - Ten Talking Points
by Roland IJzermans
(Sparpweed)
Design
GDC Europe 2013
ibb & obb - Ten Talking Points
by Roland IJzermans
(Sparpweed)
Design
GDC Europe 2013
Keep It Complex, Stupid! Creating Games as a Service
by David Nisshagen
(Paradox Interactive)
Design
GDC Europe 2013
Keep It Complex, Stupid! Creating Games as a Service
by David Nisshagen
(Paradox Interactive)
Design
GDC Europe 2013
Keep It Complex, Stupid! Creating Games as a Service
by David Nisshagen
(Paradox Interactive)
Design
GDC Europe 2013
Liquid Intelligence: Connecting AI and Physics in Vessel
by John Krajewski
(Strange Loop Games)
Design
GDC Europe 2013
Liquid Intelligence: Connecting AI and Physics in Vessel
by John Krajewski
(Strange Loop Games)
Design
GDC Europe 2013
Liquid Intelligence: Connecting AI and Physics in Vessel
by John Krajewski
(Strange Loop Games)
Design
GDC Europe 2013
Once Upon a Time: Giving Players the Freedom to Create Their Own Story
by James Brown
(Epic Games)
Design
GDC Europe 2013
Once Upon a Time: Giving Players the Freedom to Create Their Own Story
by James Brown
(Epic Games)
Design
GDC Europe 2013
Romance Games: Unpopular Genre or Untapped Market?
by Heidi McDonald
(Schell Games)
Design
GDC Europe 2013
Romance Games: Unpopular Genre or Untapped Market?
by Heidi McDonald
(Schell Games)
Design
GDC Europe 2013
Small Projects in AAA Studios: Making of Child of Light
by Patrick Plourde
(Ubisoft)
Design
GDC Europe 2013
Small Projects in AAA Studios: Making of Child of Light
by Patrick Plourde
(Ubisoft)
Design
GDC Europe 2013
Staying in Top Eleven: Improving Retention Through the Tutorial
by Aleksandar Markovic
(Nordeus)
Design
GDC Europe 2013
Staying in Top Eleven: Improving Retention Through the Tutorial
by Aleksandar Markovic
(Nordeus)
Design
GDC Europe 2013
Turning One-Time Visitors into Lifetime Players: Building Retention in M...
by Darion Lowenstein
(Scopely)
Design
GDC Europe 2013
Turning One-Time Visitors into Lifetime Players: Building Retention in M...
by Darion Lowenstein
(Scopely)
Design
GDC Europe 2013
Virtual Reality Gaming and Game Development
by Palmer Luckey
(Oculus VR)
Design
GDC Europe 2013
Virtual Reality Gaming and Game Development
by Palmer Luckey
(Oculus VR)
Design