Game Developers Conference 2024
'Creed: Rise To Glory' Postmortem: Navigating the Six-Year Evolution of VR
by Sylvie Sherman
(Survios)
Programming
Game Developers Conference 2024
'Crystal of Atlan': Cross-Server Architecture Design and Optimization (P...
by Shuangxing Gao
(ByteDance)
Programming
Game Developers Conference 2024
'Destiny 2': Weaving Music Between Activities and the Open World
by Pete Kugler
(Bungie)
Programming
Game Developers Conference 2024
'Minecraft' Players at the Center of the Universe of Big Data (Presented...
by Francisco Rius
Programming
Showcase 2023
GoSkinning: An Innovative and Efficient Skinning Tool
by Zijiao Zeng
(Tencent Games)
Programming
Showcase 2023
User Interface in 'Cyberpunk 2077': Challenges and Optimizations
by Arkadiusz Antonik
(CD Projekt RED)
Programming
Showcase 2023
User Interface in 'Cyberpunk 2077': Challenges and Optimizations
by Arkadiusz Antonik
(CD Projekt RED)
Programming
Game Developers Conference 2023
'God of War Ragnarok's' Visual Scripting Solution
by Sam Sternklar
(Santa Monica Studio)
Programming
Game Developers Conference 2023
'God of War Ragnarok's' Visual Scripting Solution
by Sam Sternklar
(Santa Monica Studio)
Programming
Game Developers Conference 2023
'Us vs. Them' and the LaserDisc Debacle of 1984
by Warren Davis
(Independent)
Programming
Game Developers Conference 2023
Achieving High-Quality 90fps Realism in a Mobile Game, Technically and V...
by Zhi Liang
(Netease)
Programming
Game Developers Conference 2022
'Knockout City's' Parallel, Deterministic, and Rewindable Entity System
by Chris McEvoy
(Velan Studios)
Programming
Game Developers Conference 2022
'Knockout City's' Parallel, Deterministic, and Rewindable Entity System
by Chris McEvoy
(Velan Studios)
Programming
Game Developers Conference 2022
A Good Guerilla Is a Hidden Guerilla: Improving Stealth in 'Far Cry 6'
by Rich Welsh
(Ubisoft Toronto)
Programming
Game Developers Conference 2022
A Guided Tour of Blackreef: Rendering Technologies in Deathloop (Present...
by Gilles Marion
(Arkane Lyon)
Programming
Game Developers Conference 2021
'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools f...
by Fabien Gravot
(SQUARE-ENIX)
Programming
Game Developers Conference 2021
'Final Fantasy VII' Remake: Automating Quality Assurance and the Tools f...
by Fabien Gravot
(SQUARE-ENIX)
Programming
Game Developers Conference 2021
'Genshin Impact': Building a Scalable AI System
by Shuo Xu
(miHoYo)
Programming
Game Developers Conference 2021
'Genshin Impact': Building a Scalable AI System
by Shuo Xu
(miHoYo)
Programming
Showcase 2021
Ask Me Anything: Q&A with Yacht Club Games' David D'Angelo
by David D'Angelo
(Yacht Club Games)
Programming
Showcase 2021
Quad Mesh Simplification in Frostbite
by Ashton Mason
(Electronic Arts)
Programming
Showcase 2021
Replicating Chaos: Vehicle Replication in 'Watch Dogs 2'
by Matt Delbosc
(Ubisoft Toronto)
Programming
Showcase 2021
The Casual (but Regal) Swipe: Creating Game Mechanics in 'Reigns'
by Francois Alliot
(Nerial)
Programming
Summer 2020
Ask Me Anything: Game Programming Q&A with Squirrel Eiserloh
by Squirrel Eiserloh
(SMU Guildhall)
Programming
Summer 2020
Handling Network Latency Variation in 'Modern Warfare'
by Mitchell Sanborn
(Infinity Ward)
Programming
Summer 2020
Handling Network Latency Variation in 'Modern Warfare'
by Mitchell Sanborn
(Infinity Ward)
Programming
Summer 2020
How to Dissect an Exploding Spaceship in 'Hardspace: Shipbreaker'
by Richard Harrison
(Blackbird Interactive)
Programming
GDC 2020
'Witcher 3' on the Nintendo Switch: CPU & Memory Optimization (Presented...
by Roman Lebedev
(Saber Interactive Inc.)
Programming
GDC 2020
Applying Reinforcement Learning to Develop Game AI in Netease Games
by Renjie Li
(Netease)
Programming
GDC 2020
Arm Mobile Studio: Providing Insights Into Graphics Performance Issues (...
by Ramnath Swamy
(Arm)
Programming
GDC 2020
Bleeding-Edge Effects on Mobile
by Andy Saia
(Level Ex)
Programming
XRDC 2019
'Blood & Truth': Lessons Learned Making a VR Action Movie
by Stuart Whyte
(PlayStation London Studio)
Games
XRDC 2019
'War Remains': Using LBE to Transport Audiences to WWI
by Taylor Williams
(Flight School Studio)
Entertainment
XRDC 2019
'War Remains': Using LBE to Transport Audiences to WWI
by Taylor Williams
(Flight School Studio)
Entertainment
XRDC 2019
A VR Tool for Interactive Pharmaceutical Design at the Nanoscale
by Mike O'Connor
(University of Bristol)
Healthcare
2019
"Alexa, Give Your Game a Voice" (Presented by Amazon)
by Chris Morrow
(Alexa Games)
Programming
2019
"Shadows" of the Tomb Raider: Ray Tracing Deep Dive (Presented by NVIDIA)
by Jon Story
(NVIDIA)
Programming
2019
'Marvel's Spider-Man': A Technical Postmortem
by Elan Ruskin
(Insomniac Games)
Programming
2019
60 Games in 6 Years: Lessons from the Modern Mobile Market
by Peter Eykemans
(Kongregate)
Mobile Summit
VRDC @ GDC 2019
'Escape The Lost Pyramid': Larger than Home, Larger than Life
by Cyril Voiron
(Ubisoft Blue Byte Gmbh)
Game VR/AR
VRDC @ GDC 2019
'Escape The Lost Pyramid': Larger than Home, Larger than Life
by Cyril Voiron
(Ubisoft Blue Byte Gmbh)
Game VR/AR
VRDC @ GDC 2019
'The Choice VR': Volumetric Documentary Filmmaking
by Joanne-Aska Popinska
(Tribe of Pan)
Entertainment VR/AR
VRDC @ GDC 2019
'The Great C': Lessons from Creating a 37-Minute Cinematic Narrative
by Luke Van Osch
(Secret Location)
Entertainment VR/AR
XRDC 2018
'Brass Tactics': Reinventing the RTS for VR
by Patrick Lipo
(Hidden Path Entertainment)
Games & Entertainment
XRDC 2018
'Brass Tactics': Reinventing the RTS for VR
by Patrick Lipo
(Hidden Path Entertainment)
Games & Entertainment
XRDC 2018
'Sprint Vector': Evolving VR for the Esports Scene
by Andrew Abedian
(Survios, Inc.)
Games & Entertainment
XRDC 2018
'Sprint Vector': Evolving VR for the Esports Scene
by Andrew Abedian
(Survios, Inc.)
Games & Entertainment
GDC 2018
"Advances in Real-Time Voxel-Based GI" & "Temporal Super-Resolution" (Pr...
by Alexey Panteleev
(NVIDIA)
Programming
GDC 2018
'C.A.T.S.' Postmortem: Concept Development through the Eyes of a Designe...
by Eugene Yailenko
(ZeptoLab)
GDC Mobile Summit
GDC 2018
'C.A.T.S.' Postmortem: Concept Development through the Eyes of a Designe...
by Eugene Yailenko
(ZeptoLab)
GDC Mobile Summit
GDC 2018
'Legendary: Game of Heroes': Designing for Live
by Ethan Levy
(N3twork)
GDC Mobile Summit
VRDC @ GDC 2018
'Carne y Arena': Uncompromising Audio for Narrative VR
by Bill Rudolph
(Skywalker Sound)
Entertainment VR/AR
VRDC @ GDC 2018
'CocoVR': Engineering a Cinematic Experience, Spherical Multi-Projection
by Luke Schloemer
(Magnopus)
Entertainment VR/AR
VRDC @ GDC 2018
'CocoVR': Engineering a Cinematic Experience, Spherical Multi-Projection
by Luke Schloemer
(Magnopus)
Entertainment VR/AR
VRDC @ GDC 2018
'INVASION!': Crafting a VR Story
by Eric Darnell
(Baobab Studios)
Entertainment VR/AR
VRDC Fall 2017
'Matrix' vs. 'Pokemon Go': The Mixed Reality Battle for the Holodeck
by Nicole Lazzaro
(XEODesign, Inc.)
Games & Entertainment
VRDC Fall 2017
'Matrix' vs. 'Pokemon Go': The Mixed Reality Battle for the Holodeck
by Nicole Lazzaro
(XEODesign, Inc.)
Games & Entertainment
VRDC Fall 2017
'NBA VR': Putting Fans Courtside with NBA Legends
by Aruna Inversin
(Digital Domain)
Brand Experience
VRDC Fall 2017
'NBA VR': Putting Fans Courtside with NBA Legends
by Aruna Inversin
(Digital Domain)
Brand Experience
GDC 2017
'Design Home' Postmortem: Concept Through Launch
by Chris McGill
(Glu Mobile)
GDC Mobile Summit
GDC 2017
'Destiny' Shader Pipeline
by Natalya Tatarchuk
(Bungie)
Programming
GDC 2017
'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics
by Nikunj Raghuvanshi
(Microsoft Research)
Programming
GDC 2017
'Gears of War 4', Project Triton: Pre-Computed Environmental Wave Acoustics
by Nikunj Raghuvanshi
(Microsoft Research)
Programming
VRDC @ GDC 2017
'To Be With Hamlet': Recreating Theatre's Intimacy in VR
by Javier Molina
(To Be With Hamlet)
Entertainment VR/AR
VRDC @ GDC 2017
'To Be With Hamlet': Recreating Theatre's Intimacy in VR
by Javier Molina
(To Be With Hamlet)
Entertainment VR/AR
VRDC @ GDC 2017
'Westworld VR': Combining Linear and Interactive Content to Tell Charact...
by Colin Foran
(HBO)
Entertainment VR/AR
VRDC @ GDC 2017
30,000 Foot View of VR Development: Making 'EVEREST VR'
by Petur Thorarinsson
(Solfar Studios)
Game VR/AR
VRDC Fall 2016
10 Tips for VR in the Retail/Trade/Event Space
by John Buzzell
(If/Then)
Brand Experience
VRDC Fall 2016
10 Tips for VR in the Retail/Trade/Event Space
by John Buzzell
(If/Then)
Brand Experience
VRDC Fall 2016
7 Ways VR Confounds Design Expectations
by Noah Falstein
(Google)
Games & Entertainment
VRDC Fall 2016
A Playful Approach to Prototyping for Virtual Reality
by Paul Bettner
(Playful Corp.)
Games & Entertainment
GDC Europe 2016
4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer
by Wolfgang Engel
(Confetti)
Programming
GDC Europe 2016
4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer
by Wolfgang Engel
(Confetti)
Programming
GDC Europe 2016
Automatically Scaling Backend Architecture with Microservices
by Kevin Daniel Setiono
(OnlineFussballManager GmbH)
Programming
GDC Europe 2016
Create a 20 Times Faster Database Engine Optimized to MMOGs
by Shuichi Kurabayashi
(Cygames, Inc.)
Programming
GDC 2016
'Adventure Capitalist' Postmortem or: How Hyper Hippo Learned To Stop Wo...
by James Gwertzman
(PlayFab, Inc.)
Programming
GDC 2016
'Adventure Capitalist' Postmortem or: How Hyper Hippo Learned To Stop Wo...
by James Gwertzman
(PlayFab, Inc.)
Programming
GDC 2016
'Assassin's Creed Syndicate: London' Wasn't Built in a Day
by Damien Bastian
(Ubisoft)
Programming
GDC 2016
'Borderlands': The Pre-Sequel on Android - AAA Porting with NVIDIA CodeW...
by Jeffrey Kiel
(NVIDIA)
Programming
VRDC @ GDC 2016
'Lucky's Tale': The Unexpected Delight of Third-Person Virtual Reality, ...
by Dan Hurd
(Playful Corp)
Game VR/AR
VRDC @ GDC 2016
15 Years of Lessons From IEEE VR
by Pablo Figueroa
(Universidad de los Andes, Colombia)
Entertainment VR/AR
VRDC @ GDC 2016
15 Years of Lessons From IEEE VR
by Pablo Figueroa
(Universidad de los Andes, Colombia)
Entertainment VR/AR
VRDC @ GDC 2016
A Year in Roomscale: Design Lessons from the HTC VIVE & Beyond
by Scott Stephan
(WEVR)
Entertainment VR/AR
GDC China 2015
"A fantastic gaming experience tailored to target players-About the deve...
by Junxiong Chen
(Netease Games)
Smartphone & Tablet Games Summit
GDC China 2015
Bake a World in Seconds
by Wenyao Li
(Netease Games)
Programming
- Chinese
GDC China 2015
Bake a World in Seconds
by Wenyao Li
(Netease Games)
Programming
GDC China 2015
Keep the Game Yourself: Behind Minecraft's silent success in China
by Yang Chen
(Joyme)
Smartphone & Tablet Games Summit
- Chinese
GDC Europe 2015
Adaptive Clothing System in Kingdom Come: Deliverance
by Tomas Barak
(Warhorse Studios)
Programming
GDC Europe 2015
Adaptive Clothing System in Kingdom Come: Deliverance
by Tomas Barak
(Warhorse Studios)
Programming
GDC Europe 2015
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
by Stephan Hodes
(AMD)
Programming
GDC Europe 2015
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
by Stephan Hodes
(AMD)
Programming
GDC 2015
Adaptive Virtual Texture Rendering in Far Cry 4
by Ka Chen
(Ubisoft)
Programming
GDC 2015
Adaptive Virtual Texture Rendering in Far Cry 4
by Ka Chen
(Ubisoft)
Programming
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Advancements in Tile-based...
by Gareth Thomas
(AMD)
Programming
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Advancements in Tile-based...
by Gareth Thomas
(AMD)
Programming
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
- Chinese
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
- Chinese
GDC China 2014
AI Positioning and Spatial Evaluation: A Primer
by Dam'n Isla
(The Molasses Flood)
Programming
- Chinese
GDC Europe 2014
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
GDC Europe 2014
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
GDC Europe 2014
Developing Virtual Reality Experiences with the Oculus Rift
by Tom Forsyth
(Oculus VR)
Programming
GDC Europe 2014
Developing Virtual Reality Experiences with the Oculus Rift
by Tom Forsyth
(Oculus VR)
Programming
GDC 2014
50 Camera Mistakes
by John Nesky
(thatgamecompany)
Programming
GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
Programming
GDC Next 2013
Building Mobile Games for the Next Consumer Mega Trend: Wearable Technology
by Shawn Hardin
(Mind Pirate)
Smartphone & Tablet Games
GDC Next 2013
Building Mobile Games for the Next Consumer Mega Trend: Wearable Technology
by Shawn Hardin
(Mind Pirate)
Smartphone & Tablet Games
GDC Next 2013
Co-op First: 10 Rules for Designing Successful Non-Zero-Sum Games
by Amy Jo Kim
(Shufflebrain)
Smartphone & Tablet Games
GDC Next 2013
COPPA - Applicability and Permitted Targeting
by Siofra Flood
(Swrve)
Smartphone & Tablet Games
GDC Europe 2013
C++ in the Browser: A Tale from the Trenches
by Andre Weissflog
(Bigpoint GmbH)
Programming
GDC Europe 2013
Creating the AI for the Living, Breathing World of Hitman: Absolution
by Mika Vehkala
(IO Interactive A/S)
Programming
GDC Europe 2013
Divided Loyalties: Developing and Running Cross-Platform Social Games
by Gareth Jones
(Playdemic)
Smartphone & Tablet Games Summit
GDC Europe 2013
Divided Loyalties: Developing and Running Cross-Platform Social Games
by Gareth Jones
(Playdemic)
Smartphone & Tablet Games Summit
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
Accelerate Your Mobile Apps and Games for Android on ARM (Presented by ARM)
by Matthew Du Puy
(ARM)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: D3D11 Deferred Contexts
by Bryan Dudash
(NVIDIA)
Programming
GDC Online 2012
Bootstrapping the Infrastructure of ChefVille and Farmville 2
by Hao Chen
(Zynga)
Programming
GDC Online 2012
CityVille: Lessons Learned & Tools Used to Run a Large Social Game
by Kartik Ayyar
(Zynga)
Programming
GDC Online 2012
Compiling C++ and C# Games for the Web
by Alon Zakai
(Mozilla)
Programming
GDC Online 2012
Compiling C++ and C# Games for the Web
by Alon Zakai
(Mozilla)
Programming
GDC Europe 2012
Applying Retro Techniques to HTML5 Development
by Russell Kay
(YoYo Games Ltd)
Programming
GDC Europe 2012
Audio: The Final Frontier of Mobile Games
by Ben Long
(Noise Buffet)
Smartphone and Tablet Games Summit
GDC Europe 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC Europe 2012
Bringing Dead Trigger into Life
by Marek Rabas
(Madfinger Games)
Programming
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
GDC China 2012
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
GDC China 2012
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
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
GDC China 2011
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
GDC China 2011
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
- Chinese
GDC China 2011
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
GDC China 2011
Brewing your Own Game Engine - the Pros and Cons of Using Open Source So...
by Yo Feng
(Coconut Island Studio)
Programming
- Chinese
GDC Online 2011
Building a Multithreaded Web Based Game Engine Using HTML5, CSS3 and Jav...
by Corey Clark, PhD
(DeVry University)
Programming
GDC Online 2011
Building a Multithreaded Web Based Game Engine Using HTML5, CSS3 and Jav...
by Corey Clark, PhD
(DeVry University)
Programming
GDC Online 2011
Building the Chat Service for League of Legends: From Struggle to Redemp...
by Christopher McArthur
(Riot Games)
Programming
GDC Online 2011
Building the Chat Service for League of Legends: From Struggle to Redemp...
by Christopher McArthur
(Riot Games)
Programming
GDC Europe 2011
10 Social Design Tips to Level Up Your Mobile Game (Presented by Papaya...
by Oscar Clark
(Papaya Mobile)
Smartphone & Tablet Games Summit
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC Europe 2011
Addressing Human Scalability Through Multi-User Editing Using Revision D...
by John Rittenhouse
(CCP Games)
Programming
GDC 2011
1000s of Zombies, 1000s of Problems: The DEAD RISING 2 Multiplayer Exper...
by Dee Jay Randall
(Capcom Game Studio Vancouver)
Programming
GDC 2011
Adapting the MMO to a Mobile Gaming Platform
by Cinco Barnes
(Spacetime Studios)
GDC Smartphone Summit
GDC 2011
Adaptive Order Independent Transparency: A Fast and Practical Approach t...
by Marco Salvi
(Intel Corporation)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC Online 2010
Alternate Mobile Platforms for Your Games
by Jay Freeman
(Cydia)
iPad Gaming Summit
GDC Online 2010
App Store Survival ' Launching and Sustaining a Successful Franchise
by Arash Keshmirian
(Limbic Software)
iPhone Games Summit
GDC Online 2010
App Store Survival ' Launching and Sustaining a Successful Franchise
by Arash Keshmirian
(Limbic Software)
iPhone Games Summit
GDC Online 2010
Big Wars ' 256-Player Real-Time Multiplayer Server Architecture
by Lin Luo
(Independent)
Programming
GDC Europe 2010
3D Development Engine Shootout
by Mark Rein
(Epic Games)
Technology
GDC Europe 2010
Advanced DirectX 11: DirectCompute by Example
by Jason Yang
(Advanced Micro Devices)
Technology
GDC Europe 2010
Advanced Material Rendering
by Michal Drobot
(Reality Pump Game Development Studios)
Technology
GDC Europe 2010
Advanced Material Rendering
by Michal Drobot
(Reality Pump Game Development Studios)
Technology
GDC Canada 2010
10 Tips (and more!) to Make Your iPhone Game More Successful
by Alan Martin
(Vogster Entertainment)
iPhone
GDC Canada 2010
A Dynamic Component Architecture for High Performance Gameplay
by Terrance Cohen
(Ogmento)
Programming
GDC Canada 2010
A Tale of 14 Apps: IUGO's App Store Journey
by Sarah Thomson
(IUGO Mobile Entertainment)
iPhone
GDC Canada 2010
Building Game UI with WebKit
by Christopher Stott
(EA Blackbox)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC Austin/Online 2009
Bringing Game Brands to the iPhone: A Business Approach
by Chris Williams
(PlayFirst)
iPhone Games Summit
GDC Austin/Online 2009
Casual Game Development for AAA Teams
by Rafhael Cedeno
(Multiverse)
Programming
GDC Austin/Online 2009
Come and See the Elephant - Challenges Encountered Growing an MMO
by Bill Dalton
(BioWare Austin)
Programming
GDC Austin/Online 2009
Cover Me! Promoting MMO Player Interaction through
Advanced AI
by Dave Mark
(Intrinsic Algorithm)
Programming
GDC Europe 2009
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
GDC Europe 2009
Compressing Loads of Content Into Only 20MB: A Case Study
of SWORDS & ...
by Joost van Dongen
(Ronimo Games)
Programming
GDC Europe 2009
Dual Numbers: Simple Math, Easy C++ Coding, and Lots of Tricks
by Gino van den Bergen
(DTECTA)
Programming
GDC Europe 2009
Efficient PCF Shadow Map Filtering
by Kees van Kooten
(Virtual Proteins)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2008
(103) Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
GDC 2006
Best Practices for Game Development
by Grady Booch
(IBM)
Programming
GDC 2006
Building Project Gotham Racing 3: An Xbox 360 Postmortem
by Gareth Wilson
(Bizarre Creations)
Programming
GDC 2006
Collada for Playstation3
by Richard Stenson
(Sony Computer Entertainment America)
Programming
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2004
AI and Design: How AI Enables Designers
by Rishi Bhattacharya
Programming
GDC 2004
Beyond Finite State Machines: Managing Complex, Intermixing Behavior H...
by Joseph W. Popinski III
Programming
GDC 2004
Building a Million Particle System
by Cheryl Jackson
Programming
GDC 2000
Half-Life and Team Fortress Networking
by Yahn Bernier
Programming
GDC 2000
It's Great to be Back! Fast Code, Game Programming, and Other Thoughts f...
by Michael Abrash
(Rad Game Tools)
Programming
GDC 2000
Programming Keynote: New Pioneers at the Graphics Frontier
by Kurt Akeley
Programming
GDC 2000
Tricks of the Programming Trade
by Jon Bentley
Programming