#1ReasonToBe
by Elizabeth Sampat
(Storm8)
Advocacy
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC Online 2012
A Theory of Fun 10 Years Later
by Raph Koster
(Playdom, San Diego)
Design
GDC Online 2012
Ahead of the Game - Ethics of Modern Game Development [Available For Fre...
by Scott Rigby
(Immersyve)
Design
GDC Online 2012
Creatively Bypassing the Limitations of HTML5 as a Gaming Platform (Avai...
by Kevin Moot
(The Nerdery)
Programming
GDC Online 2012
Stacking Talent: Growing the League of Legends Team
by Travis George
(Riot Games)
Production
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 2012
A Fireside Chat with Markus 'Notch' Persson
by Markus Persson
(Mojang)
Game Design
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
Audio Evolution in Social Games: Not Just a 15 Second 60kpbs Loop Anymore!
by Dren McDonald
(Loot Drop)
Audio
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
- Chinese
Building a brand as an independent developer
by Chris Charla
(Microsoft Game Studios)
Independent Games Summit
- Chinese
Building a brand as an independent developer
by Chris Charla
(Microsoft Game Studios)
Independent Games Summit
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Track
- Chinese
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Track
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
- Chinese
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
5MM Users in MyTown: Key Learnings from the #1 Geo-Location
Game
by Keith Lee
(Booyah)
Business & Marketing
- Chinese
5MM Users in MyTown: Key Learnings from the #1 Geo-Location
Game
by Keith Lee
(Booyah)
Business & Marketing
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
- Chinese
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
Building a Multithreaded Web Based Game Engine Using HTML5,
CSS3 and Ja...
by Corey Clark, PhD
(DeVry University)
Business & Marketing
GDC Online 2011
150 Million Penguins Can't Be Wrong: Managing the Virtual World of Disne...
by Nicole Thompson
(Disney's Club Penguin)
Customer Experience
(301) Game Writing Tutorial
by Andrew S. Walsh
(Freelance)
Business and Marketing
(301) Game Writing Tutorial
by Andrew S. Walsh
(Freelance)
Business and Marketing
(301) Game Writing Tutorial
by Andrew S. Walsh
(Freelance)
Business and Marketing
150 Million Penguins Can't Be Wrong: Managing the Virtual World of Disne...
by Nicole Thompson
(Disney's Club Penguin)
Customer Experience
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
Production
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
GDC 2011
Classic Game Postmortem - BEJEWELED
by Jason Kapalka
(PopCap Games)
Game Design
GDC 2011
Classic Game Postmortem - DOOM
by John Romero
(Loot Drop)
Game Design
GDC 2011
Classic Game Postmortem - MANIAC MANSION
by Ron Gilbert
(Double Fine Productions)
Game Design
GDC 2011
Classic Game Postmortem - OUT OF THIS WORLD/ANOTHER WORLD
by Eric Chahi
(Ubisoft)
Game Design
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
Angry Birds - An Entertainment Franchise in the Making
by Peter Vesterbacka
(Rovio)
Mobile Games
Approaching Multiple Application Stores as an Eastern Company
by Kyu C. Lee
(GAMEVIL USA, Inc.)
Mobile Games
Approaching Multiple Application Stores as an Eastern Company
by Kyu C. Lee
(GAMEVIL USA, Inc.)
Mobile Games
Be the New Renaissance Artist: Davinci = Art+ Design+Engineering
by Cyrus Lum
Global Game Development/Outsourcing
Be the New Renaissance Artist: Davinci = Art+ Design+Engineering
by Cyrus Lum
Global Game Development/Outsourcing
GDC Online 2010
Bears and Snakes! The Wild Frontier of Social Game Design
by Brian Reynolds
(Zynga)
Design
GDC Online 2010
Game Developers Choice Online Awards
by N/A
Business & Marketing
GDC Online 2010
Making a Mockery: Ruminations on COW CLICKER
by Ian Bogost
(The Georgia Institute of Technology)
Design
GDC Online 2010
MUD: Messrs Bartle and Trubshaw's Astonishing Contrivance
by Richard Bartle
(Professor, University of Essex)
Design
GDC Europe 2010
Building Grassroots Video Game Activist Networks
by Richard Taylor
(Entertainment Software Association)
Business & Management
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
Achievement Design: Lessons From an Xbox Live Community Study
by Mikael Jakobsson
(Malmoe University)
Business & Management
Advanced Material Rendering
by Michal Drobot
(Reality Pump Game Development Studios)
Technology
10 Tips (and more!) to Make Your iPhone Game More Successful
by Alan Martin
(Vogster Entertainment)
iPhone
A Dynamic Component Architecture for High Performance Gameplay
by Terrance Cohen
(Ogmento)
Programming
A Tale of 14 Apps: IUGO's App Store Journey
by Sarah Thomson
(IUGO Mobile Entertainment)
iPhone
Bringing Dragon Age to Life - Digital Actors in an Epic RPG
by Clove Roy
(Bioware)
Business & Production
GDC 2010
Engineering Scalable Social Games
by Robert Zubek
(Zynga)
Programming
GDC 2010
From Zero to Time Magazine: App Success
by David Whatley
(Critical Thought Games LLC)
iPhone Games Summit
GDC 2010
Guild Wars: The Artists' Vision
by Daniel Dociu
(NCsoft West)
Visual Arts
GDC 2010
Improving AI Decision Modeling Through Utility Theory
by Dave Mark
(Intrinsic Algorithm)
AI Summit
Alice 2 - A Case Study of Global Development in China
by American McGee
(Spicy Horse)
Global Game Development
Bridging the Distance through Agile Game Development
by A'teinn .Alli. 'tarsson
(CCP)
Online
Bridging the Distance through Agile Game Development
by A'teinn .Alli. 'tarsson
(CCP)
Online
Choosing the game engine that is right for you
by Mark DeLoura
(Videogame Technology Consultant)
Global Game Development
Choosing the game engine that is right for you
by Mark DeLoura
(Videogame Technology Consultant)
Global Game Development
Cinematic Game Design III: Action!
by Martin Stoltz, Richard Rouse III
(Big Huge Games, Kaos Studios)
Visual Arts
Cinematic Game Design III: Action!
by Martin Stoltz, Richard Rouse III
(Big Huge Games, Kaos Studios)
Visual Arts
GDC Austin/Online 2009
From Dragons and Daggers to Kart Racing, Cooking and Concerts...It's a W...
by John Smedley
(Sony Online Entertainment)
Business & Marketing
10 Ways to Make Your Game Appeal to Teens
by Joe Shochet
(Hangout Industries)
Design
Aristotle, Game Writing, and Games
by Maurice Suckling
(The Mustard Corporation)
Game Writers Summit
Audio Shorts
by Dwight Okahara
(Insomniac Games)
Game Audio Summit
Audio Shorts
by Dwight Okahara
(Insomniac Games)
Game Audio Summit
Audio Shorts
by Dwight Okahara
(Insomniac Games)
Game Audio Summit
Advanced Racing Game AI in PURE
by Iain Gilfeather
(Black Rock Studios)
Business & Management
Ascending the CURSED MOUNTAIN - The Hollywood Model In Real Life
by Hannes Seifert
(Deep Silver)
Production
Ask the Decision Makers: Find Out What Publishers Want And How To Get Wh...
by Matthias Braun
(Steven A. Reich Rechtsanwalte)
Business & Management
Balance of Power: Mechanics and Assets for Flow Maximization
by Andre Beccu
(Spellbound Entertainment AG)
Business & Management
Balance of Power: Mechanics and Assets for Flow Maximization
by Andre Beccu
(Spellbound Entertainment AG)
Business & Management
A Sound Approach to Audio Pre-production
by Alistair Hirst
(OMNI Audio)
Concept/Pre-Production
Advanced Scrum and Agile Success Stories
by Clinton Keith
(Clinton Keith Consulting)
Production
Can My Game Be a Brand?
by Sunny Handa
(Blakes)
Post Launch
Creating Value
by Dan Rogers
(Interactive Studio Management)
Production
GDC 2009
(307) Beyond Behavior: An Introduction to Knowledge Representation
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2009
HALO WARS: The Terrain of Next-Gen
by Colt McAnlis
(Blizzard)
Programming
(100) Advanced Visual Effects with Direct3D for PC
by Johan Andersson
(DICE)
Programming
(100) Advanced Visual Effects with Direct3D for PC
by Johan Andersson
(DICE)
Programming
(100) Advanced Visual Effects with Direct3D for PC
by Johan Andersson
(DICE)
Programming
(100) Advanced Visual Effects with Direct3D for PC
by Johan Andersson
(DICE)
Programming
(100) Advanced Visual Effects with Direct3D for PC
by Johan Andersson
(DICE)
Programming
(100) Advanced Visual Effects with Direct3D for PC
by Johan Andersson
(DICE)
Programming
(101) Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
(100) Developing Games With Open Source Technologies
by See below
Online Games - Technology and Services
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
A Generative, Adaptive Music System for MMO games
by Chris Mayer
(Slipgate Ironworks)
Audio
Blazing the Trail for Hot Game Dialog
by DB Cooper
(DB-Cooper.com)
Audio
(103) Advanced Visual Effects with Direct3D
by Holger Gruen
(AMD GmbH)
Programming
(205) Normal Mapping Industry Survey
by Richard Diamant
(Naughty Dog Inc.)
Visual Arts
(205) Normal Mapping Industry Survey
by Richard Diamant
(Naughty Dog Inc.)
Visual Arts
(205) Normal Mapping Industry Survey
by Richard Diamant
(Naughty Dog Inc.)
Visual Arts
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
From One-off to Franchise - Finding the Holy Grail
by Flint Dille
(Bureau of Film & Games
)
Writing for Games
How to Rule the World (of Warcraft): Ten Lessons
by Michael Morhaime
(Blizzard)
Online Games - Business & Management
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Chris Bateman
(International Hobo Ltd)
Business and Management
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Chris Bateman
(International Hobo Ltd)
Business and Management
(105) Core Techniques and Algorithms in Shader Programming
by Tom Forsyth
(Intel)
Programming
(105) Core Techniques and Algorithms in Shader Programming
by Tom Forsyth
(Intel)
Programming
(304) Independent Games Summit
by Jenova Chen
(thatgamecompany)
Game Design
(304) Independent Games Summit
by Jenova Chen
(thatgamecompany)
Game Design
10 Steps to Success in Outsourcing Contracts
by Vincent Scheurer
(Sarassin LLP)
Business and Management
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
60-Minute MBA
by Scott Corley
Audio
...And Make It Snappy! Crafting Concise, Effective Dialogue for...
by Evan Skolnick
Audio
2002 GDC Choice Awards
by Phil Harrison
(Sony Computer Entertainment)
Audio
American Mc Gee's Alice - a Postmortem: Lessons Learned
by American McGee
(Spicy Horse)
Audio
Practical Game Analysis with Doug and Warren
by Warren Spector
(Ion Storm)
Game Design
Using a Webcam as a Game Controller
by Jonathan Blow
(Number None, Inc.)
Audio
by Bruce Shelley
(Ensemble Studios)
Game Design
BSP Collision Detection As Used In MDK2 and NeverWinter Nights
by Stan Melax
(BioWare)
Programming
Consoles vs. PCs: Is the PC Really Dead?
by Bruce Shelley
(Ensemble Studios)
Game Design
Design Patterns of Massively Multiplayer Systems
by Rich Vogel
Audio
2000 GDC Keynote: Dr. Daniel Hillis
by Eric Zimmerman
Other
Excerpt: Peter Molyneux introduces Black & White
by Peter Molyneux
(Lionhead Studios)
Design
GamExecutive Conference Tape #1
by Mark Friedler
Other
GamExecutive Conference Tape #2
by Thom Maslow
Other
Changing for the Better: Redefining Game and Hardware Development throug...
by Bernie Stolar
(Sega of America)
Business & Marketing
Choreographing Dynamics
by Jeff Leibowitz
(ENGAGE games online)
Other
Conference Keynote: Shigeru Miyamoto
by Shigeru Miyamoto
(Nintendo Co. Ltd.)
Business & Marketing
Don't Starve the CPU! Making the best of Memory Bandwidth
by Michael Abrash
(Rad Game Tools)
Programming
Are Adventure Games Dead?
by Steve Meretzky
(Playdom)
Plenaries
Collision Detection in Pac-Man Ghost Zone: Collision Techniques in a 3D ...
by Gilbert Colgate
Plenaries
Do Online Games Still Suck?
by Dani Bunten Berry
(-)
Plenaries
Herding Cats: How to Build, Manage and Sustain Successful Teams
by Richard Hilleman
Plenaries
1996 Developer Spotight
by Phil Harrison
(Sony Computer Entertainment)
Classic Conference
Art and Craft of Adaptations
by Katherine Lawrence
Classic Conference
Avatars and Chat
by David Shaw
(Xbox Live)
Classic Conference
Breaking into Latin American Markets
by Dianne Drosnes
Classic Conference
Coin Ops
by Mark Stephen Pierce
(Super Happy Fun Fun, Inc.)
Other
Strategic Business Models for Development on Internet
by Christopher Dean
Business & Marketing
Thexder Meets Windows 95, or Writing Great Games in the Windows 95 Envir...
by Stan Melax
(BioWare)
Programming