GDC 2007
(109) Casual Games Summit 101
by John Welch
(Making Fun)
Game Design
GDC 2007
(109) Casual Games Summit 101
by John Welch
(Making Fun)
Game Design
GDC 2007
(209) Casual Games Summit 201
by Erik Bethke
(GoPets)
Game Design
GDC 2007
10 Steps to Success in Outsourcing Contracts
by Vincent Scheurer
(Sarassin LLP)
Business and Management
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
4D in Zero Space: Living Games with Procedural Textures
by Sebastien Deguy
(Allegorithmic)
Visual Arts
GDC 2007
7th Annual Game Developers Choice Awards
Special Event
GDC 2007
8 Bit: A Documentary about Art and Video Games
by Justin Strawhand
(8-BIT)
Vision
GDC 2007
9th Annual Independent Games Festival Awards
Special Event
GDC 2007
Pirates of the Caribbean : Writing Across Game Platforms
by Sande Chen
(Cellufun)
Game Design
GDC 2007
Final Fantasy XII Postmortem
by Taku Murata
(Square Enix Co.,Ltd)
Visual Arts
GDC 2007
MotorStorm : A Crash Course in Applied Physics
by Scott Kirkland
(Evolution Studios)
Programming
GDC 2007
A LocoRoco Postmortem: Making Happiness into Gameplay
by Tsutomu Kouno
Game Design
GDC 2007
Adapting Digital Cinematography Techniques for Game Development
by Jerry O\'Flaherty
(Warner Brothers Studio)
Visual Arts
GDC 2007
Advanced Audio Techniques for Racing Games: Creating Audio for Forza Mot...
by Mike Caviezel
(Turn 10 Studios, Microsoft)
Audio
GDC 2007
Advanced Granular Synthesis for Next Generation Games
by Leonard Paul
(Lotus Audio)
Audio
GDC 2007
Adventures in Fundraising: Lessons Learned on the Cutting Edge of Capital
by Kevin Bachus
(Nival Interactive)
Business and Management
GDC 2007
After the Party: Introversion Software One Year on from IGF 2006
by Mark Morris
(Introversion Software)
Production
GDC 2007
Agile Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2007
Anatomy of an Experimental Game Score
by Garry Schyman
(GSP)
Audio
GDC 2007
Are Serious Games Worth Taking Seriously?
by Noah Falstein
(The Inspiracy)
Business and Management
GDC 2007
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
GDC 2007
Art Direction Vision: Defining, Communicating, and Delivering It
by Ocean Quigley
(Maxis)
Visual Arts
GDC 2007
Asset Management for Large Game Dialogue Projects
by Ken Kato
(Microsoft Game Studios)
Audio
GDC 2007
Athletic Performance: Intelligent Believable Characters
by Eric Armstrong
(Electronic Arts Canada)
Visual Arts
GDC 2007
Audio Production: Ideas for the Next Generation...What Next?
by Scott Selfon
(Microsoft)
Audio
GDC 2007
Autodesk 3ds Max and Autodesk Maya: Advanced Animation Techniques
by Tony Lewellen
(Midway Games)
Visual Arts
GDC 2007
Autodesk 3ds Max Tips and Tricks for Next-Generation Game Developers
by Shane Griffith
(Autodesk)
Visual Arts
GDC 2007
Autodesk Maya Tips and Tricks for Next-Generation Game Developers
by Lee Fraser
(Autodesk)
Visual Arts
GDC 2007
Automatic Generation of Dynamics Models
by John Ratcliff
(Simutronics Corporation)
Programming
GDC 2007
Bend Microsoft Project to Your Will
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2007
Better than a Schedule: Next-gen Project Planning
by Jez Sherlock
(Sega of America)
Production
GDC 2007
Blindtesting
by Steve Jackson
(Steve Jackson Games)
Production
GDC 2007
Bookworm Adventures Post-Mortem
by Tysen Henderson
(PopCap Games)
Game Design
GDC 2007
Building Bridges: How to Develop Social Networks as Part of
Community Ma...
by Rich Vogel
(BioWare)
Game Design
GDC 2007
Building The Future Of Indie Games
by Simon Carless
(Independent Games Festival)
Game Design
GDC 2007
Burgers and Blitz: Creating a Brand-funded Game
by Sion Lenton
(Blitz Games)
Business and Management
GDC 2007
Burning Man: Takeaways for Game Developers
by Lorne Lanning
(Oddworld Inhabitants)
Game Design
GDC 2007
Can You Make Them Cry Without Tearing Your Hair Out? Emotional Characters
by Katherine Isbister
(NYU's Polytechnic Institute)
Game Design
GDC 2007
Catch a Tiger by the Tail: How Korean Online Games Are Successful in Asi...
by Jong Hyun Wi
(Chung-Ang University)
Business and Management
GDC 2007
Censorship of Video Game Content: Time to Fight Back
by Lawrence Walters
(Weston, Garrou, Walters & Mooney)
IGDA
GDC 2007
Challenging Everyone: Dynamic Difficulty Deconstructed
by Ken Harward
(TrueThought LLC)
Game Design
GDC 2007
Cinematic Game Design II: Storytelling
by Marty Stoltz
(Midway Games Chicago)
Visual Arts
GDC 2007
Classroom to the Console: The Autobiography of flOw
by Kellee Santiago
(thatgamecompany)
Game Design
GDC 2007
Console Wars: Issues for the First Two Years of Next-gen
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2007
Consumers to Creators: The road to XNA Game Studio Express
by Chris Satchell
(Microsoft Corporation)
Vision
GDC 2007
Controlling an Entire Theatre of War: The Development of Supreme Commander
by Chris Taylor
(Gas Powered Games Corp.)
Game Design
GDC 2007
Copycats and Copyrights: Solving the Casual Games Puzzle
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Management
GDC 2007
Creating and Extending Original Franchises
by Samantha Ryan
(WB Games)
Game Design
GDC 2007
Creating Innovative Launch Titles for the Nintendo Wii and Its Unique Co...
by Andrew Oliver
(Blitz Games)
Game Design
GDC 2007
Creating More Original, Unique Music for Games
by Inon Zur
Audio
GDC 2007
Creating New IP and Innovation in Games: Destroying the Box
by Vander Caballero
(Electronic Arts, Montreal)
Production
GDC 2007
Cross Application Asset Creation for LAIR: From Characters to Clouds
by Mark Teare
(Factor 5)
Visual Arts
GDC 2007
Cutting the Apron Strings: Developer Freedom Through Free Agency
by Michael John
(Electronic Arts)
Business and Management
GDC 2007
Dealing with Destruction: AI From the Trenches of Company of Heroes
by Shelby Hubick
(Relic Entertainment)
Programming
GDC 2007
Design Principles for Casual Games
by Nick Fortugno
(Playmatics)
Game Design
GDC 2007
Designing Games for Everyone: Harmonix Design in Practice
by Tracy Rosenthal-Newsom
(Harmonix Music Systems, Inc.)
Game Design
GDC 2007
Designing GEARS OF WAR: Iteration Wins
by Cliff Bleszinski
(Epic Games)
Game Design
GDC 2007
Designing Next Generation Connected Games
by Scott Foe
(Nokia)
Game Design
GDC 2007
Designing Revolutionary Controls
by Jesse Raymond
(Vicarious Visions)
Programming
GDC 2007
Developer/Publisher Wars
by Frederick Fierst
(Fierst, Pucci & Kane LLP)
Business and Management
GDC 2007
Dragged Kicking and Screaming: Source Multicore
by Tom Leonard
(Valve Software)
Programming
GDC 2007
Early Lessons in Digital Distribution
by Ray Muzyka
(BioWare)
Business and Management
GDC 2007
Early Stage Funding for Independent Development Studios and Gaming
Star...
by Matthew Le Merle
(Keiretsu Capital, Concept Art House)
Business and Management
GDC 2007
Eating Seoul: The Orphanage FX Wizards Go Behind the Scenes of Korea's B...
by Webster Colcord
(The Orphanage)
Vision
GDC 2007
Embodied Agents in Dynamic Worlds
by Bryan Stout
Programming
GDC 2007
Episodic Gaming For Indies
by Dave Grossman
(Telltale Games)
Game Design
GDC 2007
Evolve: Character Pipeline Advances for Next-gen Titles
by Christopher Evans
(Industrial Light + Magic)
Visual Arts
GDC 2007
Experimental Gameplay Sessions
by Chris Hecker
(definition six, inc.)
Game Design
GDC 2007
Exploration: From Systems to Spaces to Self
by Clint Hocking
(LucasArts)
Game Design
GDC 2007
Exploring Multiplayer Sound Design in Ghost Recon: Advanced Warfighter
by Jeffrey Wesevich
(Ubisoft Montreal)
Audio
GDC 2007
Force Feedback in Racing Simulation
by Dan Greenawalt
(Microsoft)
Game Design
GDC 2007
From "Ouendan!" to "HELP!": Inside the Elite Beat Agents
by Keiichi Yano
(iNiS Corporation)
Game Design
GDC 2007
From the Frontline of Outsourcing: The Lessons Never End
by Kristine Coco
(ngmoco:))
Production
GDC 2007
G.A.N.G. Demo Derby
by Paul Lipson
(Game Audio Network Guild)
Audio
GDC 2007
Game Design in Agile Development
by Rory McGuire
(High Moon Studios)
Game Design
GDC 2007
Game Design: From Blue Sky to Green Light
by Chris Charla
(Microsoft Game Studios)
Game Design
GDC 2007
Getting Through Greenlight
by Joe Minton
(Digital Development Management)
Business and Management
GDC 2007
Hair Styling: A Teenager's Dream, An Artist's Nightmare
by Peter Woytiuk
(BioWare Corp.)
Programming
GDC 2007
High-Def Outdoor Environments
by Michael Khaimzon
(Crytek)
Visual Arts
GDC 2007
How Casual Games Will Kill the Console (And Why That's a Good Thing)
by John Welch
(Making Fun)
Business and Management
GDC 2007
How Did You Make It? Three Success Stories
by Michael Sellers
(Online Alchemy, Inc.)
Game Career Seminar
GDC 2007
How To Animate a Character You've Never Seen Before
by Chris Hecker
(definition six, inc.)
Programming
GDC 2007
How to Convert to Data-driven Audio and What Can Go Wrong
by Tomas Neumann
(Crytek)
Audio
GDC 2007
How To Help Your Players Stop Saving All The Time
by Randy Smith
(Tiger Style)
Game Design
GDC 2007
How to Produce an Effective Demo Package
by Tommy Tallarico
(Tommy Tallarico Studios)
Audio
GDC 2007
How To Score Your Video Game With An Orchestra
by Tommy Tallarico
(Tommy Tallarico Studios)
Audio
GDC 2007
I, Q: A Progress Report on the Q Entertainment Business Model
by Shuji Utsumi
(Q Entertainment Inc.)
Business and Management
GDC 2007
Identifying and Measuring Risks on MMOs
by Steve Snow
(Perpetual Entertainment)
Production
GDC 2007
If You're Scared That Others Will Find Out You Don't Know How To Be a Ma...
by Mark Horstman
(Manager Tools)
Business and Management
GDC 2007
Indie Prototyping, Braid, & Making Innovative Games
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2007
Innovation Beyond Play: Other Things Gamers do With Games
by Ben Sawyer
(Digitalmill)
Game Design
GDC 2007
Innovation in Indie Games
by Jonathan Mak
(Queasy Games)
Game Design
GDC 2007
Innovations in Fable 2
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC 2007
Inside Cryptic Studios: Art, Programming, and Design
by Jack Emmert
(Cryptic Studios)
Game Career Seminar
GDC 2007
Interactive Cinematography
by Thiery Adam
(Ludia Inc.)
Game Design
GDC 2007
IP: Creating It, Using It, and Keeping It
by S. Gregory Boyd
(Davis & Gilbert LLP)
Business and Management
GDC 2007
Is Jimi Hendrix a Good Level Designer?
by Eric Brosius
(Harmonix Music Systems, Inc.)
Audio
GDC 2007
Is There Anything Comparable to Spherical Harmonics But Simpler?
by Tien-Tsin Wong
(The Chinese University of Hong Kong)
Programming
GDC 2007
It's More Than Making Coffee: Interns - How to Grow Your Team From the G...
by Greg Foertsch
(Firaxis Games)
Business and Management
GDC 2007
Leaping Across the Uncanny Valley with Universal Capture (UCap): From Th...
by George Borshukov
(Electronic Arts)
Visual Arts
GDC 2007
Legal Issues Affecting The Creation And Implementation Of DRM Systems
by Gabriel Ramsey
(Orrick, Herrington & Sutcliffe LLP)
Business and Management
GDC 2007
Legal Ramifications of User-Created Content in Open and Closed Virtual W...
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
GDC 2007
Light and Darkness of 2D Gaming
by Koji Igarashi
Game Design
GDC 2007
LucasArts: True Next Generation Gameplay in Service of Story & Character
by Haden Blackman
(Lucasarts Entertain... Co)
Visual Arts
GDC 2007
Magic Lessons: Designing and Balancing Game Objects
by Robert Gutschera
(AristoDigital)
Game Design
GDC 2007
Making An Indie MMO
by Daniel James
Game Design
GDC 2007
Making Games for the Other 90%
by David Amor
(Relentless Software)
Game Design
GDC 2007
Managing Audio in 3rd Party Development
by Alexander Brandon
(Heatwave Interactive)
Audio
GDC 2007
Map Prototype Process:
Creating Fun Gameplay Spaces While Minimizing Risks
by Christian Allen
(WB Games)
Production
GDC 2007
Marketing For Indies
by Russell Carroll
(Reflexive Entertainment/Game Tunnel)
Game Design
GDC 2007
Meet the Press
by Chris Baker
(Wired Magazine)
Business and Management
GDC 2007
Meeting Players Halfway: Using Adaptive Systems to Prevent Player Frustr...
by Lida Tang
(Irrational Games, LLC)
Programming
GDC 2007
Merging Art and Marketing: A Look Inside the Gears of War Visual Marke...
by Tim Dean
(Microsoft)
Visual Arts
GDC 2007
MMOs, Past, Present and Future
by Raph Koster
(Playdom)
Business and Management
GDC 2007
Mobile Audio Has Gone Bizerk!
by Brad Fuller
(Sonaural LLC)
Audio
GDC 2007
More Than Just A Pretty Map - Creating Next-Generation Materials for LAIR
by Matthias Worch
(LucasArts)
Visual Arts
GDC 2007
Motion Capture Compression
by Okan Arikan
(Animate Me)
Programming
GDC 2007
MotoGP'06 for Xbox 360: A Post-Mortem of our Next-Gen Tool Chain
by Tom Williams
Programming
GDC 2007
Multichannel Audio: Techniques for a Hi-Def Experience
by Bryan Pearson
(Treyarch)
Audio
GDC 2007
Music Licensing for the Next Generation
by Sergio Pimentel
(SCEE-Sony Computer Entertainment Europe)
Audio
GDC 2007
Music: Design, Production and Implementation
by Chuck Doud
(SCEA)
Audio
GDC 2007
Myrrh and Commonsense: Random Afterthoughts on Art Directing a Game of F...
by Daniel Dociu
(NCsoft West)
Visual Arts
GDC 2007
Narrative Landscapes: Shaping Player Experience through World Geometry
by Brian Upton
(SCEA)
Game Design
GDC 2007
Next Generation Game Development: All Machine Or Man?
by Chris Kohler
(Wired)
Game Design
GDC 2007
Next Generation Public Relations Panel
by Josh Resnick
(Pandemic Studios)
Business and Management
GDC 2007
Next-Generation Facial Rigging: Development of an Infinite Pose Combinat...
by Judd Simantov
(Naughty Dog Inc)
Visual Arts
GDC 2007
Nuances of Design: An Experiment in Visceral Communication
by Raph Koster
(Playdom)
Game Design
GDC 2007
One Laptop per Child: Gaming Platform for the Developing World?
by SJ Klein
(One Laptop per Child)
Game Design
GDC 2007
Online Games: The Asian Flu
by Howard Marks
(Acclaim)
Business and Management
GDC 2007
OpenGL ES 2.0: Start Developing Now
by Dan Ginsburg
(AMD)
Programming
GDC 2007
Our Journey From Narbacular Drop To Portal
by Kim Swift
(Airtight Games)
Game Design
GDC 2007
Outsiders in the Entertainment Industry
by David Braben
(Frontier Developments)
Vision
GDC 2007
Painting an Interactive Musical Landscape
by Koji Kondo
(Nintendo Co., Ltd.)
Audio
GDC 2007
Physics Games Go Indie
by Matthew Wegner
(Flashbang Studios)
Game Design
GDC 2007
Pirates vs. Cowboys vs... Ninjas? MetaSOY and Player-Created Content
by Daniel James
(Three Rings)
Game Design
GDC 2007
Pitch your Game Idea
by James Beech
(The Guildhall at SMU)
Game Career Seminar
GDC 2007
Planning for a Soft Landing: Negotiating Termination Clauses in Game Dev...
by Jim Charne
(Law Offices James I Charne)
Business and Management
GDC 2007
Postmortem: Gastronaut Studios' Small Arms
by Jacob Van Wingen
(Gastronaut Studios LLC)
Game Design
GDC 2007
Postmortems: Game, Franchise & Company
by Lee Crawford
(TwoFish)
Game Design
GDC 2007
Pre-computed Light Carving into Meshes
by Stephan Etienne
(High Moon Studios)
Programming
GDC 2007
Predicting the Future: Effective Project Scheduling Tools and Techniques
by Duane Webb
(BioWare Corp)
Production
GDC 2007
Presenting PLAYSTATION® Edge: Advanced Graphics Tools and Technologie...
by Mark Cerny
(Cerny Games)
Programming
GDC 2007
Projection Matrix Tricks
by Eric Lengyel
(Terathon Software)
Programming
GDC 2007
PS3 Audio: More Than Extra Channels
by Jason Page
(SCEE R&D)
Audio
GDC 2007
PS3: Audio Development From the Trenches
by Marc Schaefgen
(The Sound Department, Austin)
Audio
GDC 2007
Punk's Not Dead
by Goichi Suda
(Grasshopper Manufacture Inc)
Game Design
GDC 2007
Re-thinking the Visual Pipeline for Next-Gen Games
by Alexandre Amancio
(Ubisoft Montreal)
Visual Arts
GDC 2007
Real-World SPU Usage
by Nicolas Serres
(SCE Worldwide Studios)
Programming
GDC 2007
Realtime Physically Based Sound Synthesis for Games
by Nikunj Raghuvanshi
(Microsoft Research)
Audio
GDC 2007
Reflections of Zelda
by Eiji Aonuma
(Nintendo Co., Ltd.)
Game Design
GDC 2007
Rethinking Challenges in Games and Stories
by Ernest Adams
(International Hobo)
Game Design
GDC 2007
Rethinking the Development Timeline
by Takeshi Shimada
(Nintendo Co., Ltd.)
Production
GDC 2007
Royalty Audits: Who, What, When, Where, and How
by Jim Charne
(Law Offices James I Charne)
Business and Management
GDC 2007
RSX Best Practices
by Mark Cerny
(Cerny Games)
Programming
GDC 2007
Saints Row Multiprocessing Architecture
by Randall Turner
(Volition Inc)
Programming
GDC 2007
Scarface: Sound Design and Mixing Using a Post Production Audio Model
by Rob Bridgett
(Radical Entertainment)
Audio
GDC 2007
Shared Technology at Rare: Good and Bad
by Tom Grove
(Rare Ltd / Microsoft Game Studios)
Programming
GDC 2007
Sharing Control
by Ray Muzyka
(BioWare)
Game Design
GDC 2007
Skinning with Dual Quaternions
by Ladislav Kavan
(Trinity College Dublin)
Programming
GDC 2007
Small Changes, Big Results: Redefining a PC franchise for Nintendo Wii
by Robin Hunicke
(thatgamecompany)
Game Design
GDC 2007
Sort-Independent Alpha Blending
by Houman Meshkin
(Perpetual Entertainment)
Programming
GDC 2007
Sphere Maps With the Near-equal Solid-angle Property
by Tien-Tsin Wong
(The Chinese University of Hong Kong)
Programming
GDC 2007
SPORE's Magic Crayons
by Chaim Gingold
(levity lab)
Game Design
GDC 2007
Stay on Top of Your Game: Practical Career Advice from an HR Insider
by Fiona Cherbak
(VP of Business Development, GameX)
Game Career Seminar
GDC 2007
Survival of The Family: The Saga of Creating and Shipping The Godfather:...
by Michael Perry
(Electronic Arts, Inc.)
Game Design
GDC 2007
Taking Control of Your (Studio's) Destiny
by Greg Zeschuk
(BioWare Corp.)
Business and Management
GDC 2007
Taking Control of Your Middleware
by Ross O'Dwyer
(Havok)
Production
GDC 2007
Tech-Art Driven Shader Pipelines in 3dsmax
by Raymond Stewart
(Volition Inc)
Visual Arts
GDC 2007
Testing Techniques, Tools, and Tips
by Evan Birkby
(Gearbox Software)
Production
GDC 2007
The Art of Orchestration: Part Deux!
by Lennie Moore
(3l33t Music)
Audio
GDC 2007
The Challenges of Designing First-Person Melee Combat
by Raphael Colantonio
(Arkane Studios)
Game Design
GDC 2007
The Creation of SAINTS ROW's Open World Cityscape: Stilwater
by Jason Hayes
(NC Soft Carbine)
Visual Arts
GDC 2007
The Emotion Machine called 'NPC'
by Mark Stephen Meadows
(HeadCase Humanufacturing)
Game Design
GDC 2007
The First Decade of Mobile Games
by Robert Tercek
(& President of Digital Media, OWN)
Game Design
GDC 2007
The Four Most Important Emotions of Game Design
by Nicole Lazzaro
(XEODesign)
Game Design
GDC 2007
The Future of Innovative Studios: Team and Tools Behind Alan Wake
by Lasse Seppanen
(Remedy Games)
Production
GDC 2007
The Future of Storytelling In Next-Generation Game Development
by Warren Spector
(Junction Point Studios)
Game Design
GDC 2007
The Game Design Challenge: The Needle and Thread Interface
by Eric Zimmerman
(Independent)
Game Design
GDC 2007
The Game Studies Download: Top 10 Research Findings
by Jane McGonigal
(Social Chocolate)
Game Design
GDC 2007
The Imago Effect: Avatar Psychology
by Harvey Smith
(Arkane Studios)
Game Design
GDC 2007
The Importance of Audio In Gaming: Investing in Next Generation Sound
by Martin H. Klein
(Audiokinetic)
Audio
GDC 2007
The Look of Viva Pinata : A Detailed Tour Of The Graphics Engine
by Michael Boulton
(Rare/MGS)
Programming
GDC 2007
The Metagame: A Battle of Videogame Smarts
by Eric Zimmerman
(Independent)
Vision
GDC 2007
The New Alternate Reality Games
by Adrian Hon
(Six to Start)
Game Design
GDC 2007
The New Way of Financing: Maximizing the Value of Your IP Assets
by Andrew Katz
(Mitchell Silberberg & Knupp LLP)
Business and Management
GDC 2007
The Programmer's Challenge
by Chris Hecker
(definition six, inc.)
Programming
GDC 2007
The Secret Garden: Mobile Games and The 4% Addressable Market Who Love Them
by John Szeder
(Mofactor)
Vision
GDC 2007
The Shader Design Tool: Radical's Collaborative Approach to Shader Devel...
by Simon Hatch
(Radical Entertainment)
Programming
GDC 2007
The Sound Design of Gears of War
by Daniel Vogel
(Epic Games, Inc.)
Audio
GDC 2007
The Square-Enix Approach to Localization
by Richard Mark Honeywood
(Square Enix)
Game Design
GDC 2007
The Ups and Downs of Downloadable Content: Developing Content for GRAW 360
by Chris Bray
(Red Storm Entertainment)
Production
GDC 2007
The Videogame Piracy Problem: Fifteen Men on a Dead Man's Chest
by Todd Hollenshead
(ID SOFTWARE, INC.)
Business and Management
GDC 2007
Theme Song: Make Your Soundtrack Stand Out
by Zak Belica
(Electronic Arts)
Audio
GDC 2007
Theory into Practice: Single Player RTS design for Company of Heroes
by Joshua Mosqueira
(Ubisoft Montreal)
Game Design
GDC 2007
Three Approaches to Halo-style Behavior Tree AI
by Chris Hecker
(definition six, inc.)
Programming
GDC 2007
Tip of the Iceberg: Future of Games and Entertainment Resides Online
by Jon Van Caneghem
(Trion World Network)
Business and Management
GDC 2007
Tips & Tricks to Making a Lasting Impression
by Darius Kazemi
(Orbus Gameworks)
Game Career Seminar
GDC 2007
To Reward or Not to Reward? How to Create a Positive Community in an MMO...
by Jack Emmert
(Cryptic Studios)
Game Design
GDC 2007
Tomb Raider: The Art of Epic Scoring
by Troels Folmann
(Tonehammer)
Audio
GDC 2007
TR1: C++ on the Move
by Pete Isensee
(Microsoft)
Programming
GDC 2007
Under the Compiler's Hood: Supercharge Your PLAYSTATION3 Code
by Andy Thomason
(SN Systems)
Programming
GDC 2007
Using Creative Design to Monetize Virtual Worlds (Three 20-minute lectures)
by Erik Bethke
(GoPets)
Business and Management
GDC 2007
Where Game Meets the Web
by Raph Koster
(Playdom)
Business and Management
GDC 2007
Why "Work-for-Hire" Doesn't Work for Composers: Concrete Steps to Improv...
by Jim Charne
(Law Offices James I Charne)
Audio
GDC 2007
Writing For The Hero with a Thousand Faces - Storytelling Challenges and...
by Susan O\'Connor
(Susan O'Connor Writing Studio)
Game Design
GDC 2007
Writing Great Design Documents
by Damion Schubert
(Bioware Austin)
Game Design
GDC 2007
Your Own Game Studio in Six Months: Bootstrapping Core Through Casual
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2007
Your Project Name, LLC: Funding Projects by Forming New Companies
by Lane Kiriyama
(Wahoo Studios, Inc.)
Business and Management