GDC 2011
Classic Game Postmortem - OUT OF THIS WORLD/ANOTHER WORLD
by Eric Chahi
(Ubisoft)
Game Design
GDC 2012
Classic Game Postmortem: Gauntlet
by Ed Logg
Game Design
GDC Europe 2012
Facebook Developer Day: Turning Players into Payers: Best Practices for ...
by Colin Creitz
(Facebook)
Game Design
GDC 2012
How I Got My Mom to Play Through Plants vs. Zombies
by George Fan
(PopCap)
Game Design
#1ReasonToBe
by Elizabeth Sampat
(Storm8)
Advocacy
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
3rd Annual Game Developers Choice Online Awards
Special Event
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
Battle.net: A Postmortem
by Matthew Versluys
(Blizzard Entertainment)
Production
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
by Mike Ambinder
(Valve Software)
Game Design
Brave New World: New Bungie IP
by Joe Staten
(Bungie)
Visual Arts
Building Next-gen 3D Android Games with Snapdragon's Adreno GPU (Present...
by Fredrik Erlandsson
(Southend Interactive)
GDC Smartphone Summit
Candy Crush Saga Postmortem: Luck in the Right Places
by Tommy Palm
(King.com)
Free to Play Design & Business Summit
Classic Game Postmortem - PAC-MAN
by Toru Iwatani
(Namco)
Game Design
Classic Game Postmortem: Crystal Castles
by Franz Lanzinger
(Actual Entertainment, Inc.)
Design
Classic Game Postmortem: Myst
by Robyn Miller
(Zoo Break Gun Club)
Design
Classic Game Postmortem: PRINCE OF PERSIA
by Jordan Mechner
Game Design
Classic Game Postmortem: X-COM: UFO Defense
by Julian Gollop
(Gollop Games)
Design