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
Dialog Systems in Double Fine Games
by Anna Kipnis
(Double Fine Productions)
Programming
GDC Europe 2014
Efficient Usage of Compute Shaders on Xbox One and PS4
by Alexis Vaisse
(Ubisoft Montpellier)
Programming
GDC 2014
50 Camera Mistakes
by John Nesky
(thatgamecompany)
Programming
GDC 2014
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
Programming
GDC 2014
A/B Testing for Game Design Iteration: A Bayesian Approach
by Steven Collins
(Swrve)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Compute-Based GPU Particle Systems
by Gareth Thomas
(AMD)
Programming
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
Game Analytics and Data Literacy
by Christoph Safferling
(Ubisoft Blue Byte)
Programming
GDC Europe 2013
OpenGL ES 3.0 - Challenges and Opportunities
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Programming
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
Augmented Imagination: Exploiting Kinect for Double Fine Happy Action Th...
by Patrick Hackett
(Double Fine Productions)
Programming
GDC 2013
Basic Game Building for Windows Phone (Presented by Microsoft)
by Mark Paley
(Windows Phone)
Programming
GDC 2013
Breaking the Rules on a GPU (Presented by Intel Corporation)
by Steve Hughes
(Intel Corporation)
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
Creatively Bypassing the Limitations of HTML5 as a Gaming Platform (Avai...
by Kevin Moot
(The Nerdery)
Programming
GDC Europe 2012
Applying Retro Techniques to HTML5 Development
by Russell Kay
(YoYo Games Ltd)
Programming
GDC Europe 2012
Bringing 'AAA' Gaming to the Next Generation of Ultrabooks TM. (Presente...
by Leigh Davies
(Intel Corporation)
Programming
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 Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Two-Part Technique for Efficiently Scaling Build and Test Automation
by Josh Nixdorf
(Electronic Arts)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
- Chinese
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC China 2012
Faster C++: Move Construction and Perfect Forwarding
by Pete Isensee
(Microsoft)
Programming
GDC China 2012
Faster C++: Move Construction and Perfect Forwarding
by Pete Isensee
(Microsoft)
Programming
- Chinese
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Fighting Real Time
by Jacky Mallett
(CCP)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
Animation and Player Control in Uncharted: Drake's Fortune and Uncharted...
by Travis McIntosh
(Naughty Dog Inc.)
Programming
GDC 2010
Animation and Player Control in Uncharted: Drake's Fortune and Uncharted...
by Travis McIntosh
(Naughty Dog Inc.)
Programming
GDC 2010
Animation Warping for Responsiveness in FIFA Soccer
by Paul McComas
(Electronic Arts)
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 2008
A Believable Character Postmortem: Motion Capture on the Virtual Set of ...
by Parag Havaldar
(Sony Pictures Imageworks)
Programming
GDC 2008
A Survey of Font Rendering Techniques
by Cameron Egbert
(Microsoft)
Programming
GDC 2008
Adventures in Data Compilation and Scripting for UNCHARTED: DRAKE'S FORTUNE
by Dan Liebgold
(Naughty Dog, Inc.)
Programming
GDC 2008
Automating Regression Discovery: Finding the Wrenches in the GEARS OF WAR
by Martin Sweitzer
(Epic Games Inc)
Programming
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2007
3D Tricks: Engineering Innovation on the Nintendo DS
by Chuck Homic
(Vicarious Visions)
Programming
GDC 2007
MotorStorm : A Crash Course in Applied Physics
by Scott Kirkland
(Evolution Studios)
Programming
GDC 2007
Automatic Generation of Dynamics Models
by John Ratcliff
(Simutronics Corporation)
Programming
GDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
GDC 2006
Advanced Prototyping
by Chris Hecker
(definition six, inc.)
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 2005
A Case for Message Passing Architectures
by Dave Weinstein
(Red Storm Entertainment)
Programming
GDC 2005
Advanced Real-Time Rendering: Beyond Reflectance
by Dan Baker
(Firaxis)
Programming
GDC 2005
Advanced Stencil Shadow and Penumbral Wedge Rendering
by Eric Lengyel
Programming
GDC 2005
AI For Adaptive Opponents, Teammates and NPCs
by Michael Van Lent
Programming
GDC 2004
A Candid Look at the Issues and Rewards of Bleeding Edge Engine Development
by Tom Peltier
Programming
GDC 2004
Adding Spherical Harmonic Lighting to the Sushi Engine
by Leander Hasty
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 2003
Advanced Real-Time Illumination Techniques
by Nathaniel Hoffman
Programming
GDC 2003
Animation Blending: Achieving Inverse Kinematics and More
Programming
GDC 2003
Animation System Implementation: What Works and What Doesn't
by Jake Simpson
Programming
GDC 2003
Automated Testing of Massively Multiplayer Games: Lessons Learned from T...
by Larry Mellon
Programming
GDC 2001
Choosing, Designing and Implementing Scripting Languages: Tales from the...
by Kevin Bruner
(Telltale)
Programming
GDC 2001
Creature Smarts: The Art and Architecture of a Virtual Brain
by Damian Isla
(Moonshot Games)
Programming
GDC 2001
Experiences in Programming Maya 3.0
by Dean Giberson
Programming
GDC 2001
FuBi: Automatic Function Exporting for Scripting and Networking
by Scott Bilas
Programming