GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Jason Scott
(Volition)
Business and Management
GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Jason Scott
(Volition)
Business and Management
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
(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
(304) Independent Games Summit
by Eric Zimmerman
(Independent)
Game Design
GDC 2007
(304) Independent Games Summit
by Eric Zimmerman
(Independent)
Game Design
GDC 2007
10 Steps to Success in Outsourcing Contracts
by Vincent Scheurer
(Sarassin LLP)
Business and Management
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 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 2007
Pirates of the Caribbean : Writing Across Game Platforms
by Sande Chen
(Cellufun)
Game Design
GDC 2007
MotorStorm : A Crash Course in Applied Physics
by Scott Kirkland
(Evolution Studios)
Programming
GDC 2007
Advanced Audio Techniques in UnrealEngine3
by Carlo Vogelsang
(Creative Labs, Inc)
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
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
GDC 2007
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
GDC 2007
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
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 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
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
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
COLLADA in Console Game Production
by Jong Hyun Wi
(Chung-Ang University)
Audio
GDC 2007
Comparing First-Generation Drama Engines
by Patrick Dugan
(True Vacuum)
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
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
Creating Innovative Launch Titles for the Nintendo Wii and Its Unique Co...
by Andrew Oliver
(Blitz Games)
Game Design
GDC 2007
Cross Application Asset Creation for LAIR: From Characters to Clouds
by Mark Teare
(Factor 5)
Visual Arts
GDC 2007
Cross Application Asset Creation for LAIR: From Characters to Clouds
by Mark Teare
(Factor 5)
Visual Arts
GDC 2007
Dealing with Destruction: AI From the Trenches of Company of Heroes
by Shelby Hubick
(Relic Entertainment)
Programming
GDC 2007
Designing Games for Everyone: Harmonix Design in Practice
by Tracy Rosenthal-Newsom
(Harmonix Music Systems, Inc.)
Game Design
GDC 2007
Designing Next Generation Connected Games
by Scott Foe
(Nokia)
Game Design
GDC 2007
Designing Next Generation Connected Games
by Scott Foe
(Nokia)
Game Design
GDC 2007
Diversity: The Window of Opportunity (Day One)
by Joseph Saulter
(Entertainment Arts Research)
Audio
GDC 2007
Early Lessons in Digital Distribution
by Ray Muzyka
(BioWare)
Business and Management
GDC 2007
Embodied Agents in Dynamic Worlds
by Bryan Stout
Programming
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
Experimental Gameplay Sessions
by Chris Hecker
(definition six, inc.)
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
Game Design: From Blue Sky to Green Light
by Chris Charla
(Microsoft Game Studios)
Game Design
GDC 2007
Hair Styling: A Teenager's Dream, An Artist's Nightmare
by Peter Woytiuk
(BioWare Corp.)
Programming
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 Did You Make It? Three Success Stories
by Michael Sellers
(Online Alchemy, Inc.)
Game Career Seminar
GDC 2007
How to Convert to Data-driven Audio and What Can Go Wrong
by Tomas Neumann
(Crytek)
Audio
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
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
Indie Prototyping, Braid, & Making Innovative Games
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2007
Innovation in Indie Games
by Jonathan Mak
(Queasy Games)
Game Design
GDC 2007
Is There Anything Comparable to Spherical Harmonics But Simpler?
by Tien-Tsin Wong
(The Chinese University of Hong Kong)
Programming
GDC 2007
Is There Anything Comparable to Spherical Harmonics But Simpler?
by Tien-Tsin Wong
(The Chinese University of Hong Kong)
Programming
GDC 2007
Lead Artists/Art Directors Roundtable (Day Three)
by Seth Spaulding
(Blizzard Entertainment)
Audio
GDC 2007
Leaping Across the Uncanny Valley with Universal Capture (UCap): From Th...
by George Borshukov
(Electronic Arts)
Visual Arts
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
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
LucasArts: True Next Generation Gameplay in Service of Story & Character
by Haden Blackman
(Lucasarts Entertain... Co)
Visual Arts
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
Meeting Players Halfway: Using Adaptive Systems to Prevent Player Frustr...
by Lida Tang
(Irrational Games, LLC)
Programming
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
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
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
Next Generation Public Relations Panel
by Josh Resnick
(Pandemic Studios)
Business and Management
GDC 2007
Next Generation Public Relations Panel
by Josh Resnick
(Pandemic Studios)
Business and Management
GDC 2007
Nuances of Design: An Experiment in Visceral Communication
by Raph Koster
(Playdom)
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
OpenGL ES 2.0: Start Developing Now
by Dan Ginsburg
(AMD)
Programming
GDC 2007
Optimising Player Experience with Music: Soundtrack vs. Personal Choice
by Dan Ginsburg
(AMD)
Audio
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
Postmortems: Game, Franchise & Company
by Lee Crawford
(TwoFish)
Game Design
GDC 2007
Predicting the Future: Effective Project Scheduling Tools and Techniques
by Duane Webb
(BioWare Corp)
Production
GDC 2007
Predicting the Future: Effective Project Scheduling Tools and Techniques
by Duane Webb
(BioWare Corp)
Production
GDC 2007
PS3 Audio: More Than Extra Channels
by Jason Page
(SCEE R&D)
Audio
GDC 2007
PS3 Audio: More Than Extra Channels
by Jason Page
(SCEE R&D)
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
Reflections of Zelda
by Eiji Aonuma
(Nintendo Co., Ltd.)
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
Saints Row Multiprocessing Architecture
by Randall Turner
(Volition Inc)
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
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
Shared Technology at Rare: Good and Bad
by Tom Grove
(Rare Ltd / Microsoft Game Studios)
Programming
GDC 2007
Sort-Independent Alpha Blending
by Houman Meshkin
(Perpetual Entertainment)
Programming
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
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
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
Taking Control of Your (Studio's) Destiny
by Greg Zeschuk
(BioWare Corp.)
Business and Management
GDC 2007
The Creation of SAINTS ROW's Open World Cityscape: Stilwater
by Jason Hayes
(NC Soft Carbine)
Visual Arts
GDC 2007
The Creation of SAINTS ROW's Open World Cityscape: Stilwater
by Jason Hayes
(NC Soft Carbine)
Visual Arts
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 Innovative Studios: Team and Tools Behind Alan Wake
by Lasse Seppanen
(Remedy Games)
Production
GDC 2007
The Game Attorney's Developer Deal Roundtable (Day Two)
by Tom Buscaglia
(Dev Biz, Inc.)
Audio
GDC 2007
The Game Design Challenge: The Needle and Thread Interface
by Eric Zimmerman
(Independent)
Game Design
GDC 2007
The Look of Viva Pinata : A Detailed Tour Of The Graphics Engine
by Michael Boulton
(Rare/MGS)
Programming
GDC 2007
The Programmer's Challenge
by Chris Hecker
(definition six, inc.)
Programming
GDC 2007
The Road From Zoombiniville
by Chris Hecker
(definition six, inc.)
Audio
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 Ups and Downs of Downloadable Content: Developing Content for GRAW 360
by Chris Bray
(Red Storm Entertainment)
Production
GDC 2007
Three Approaches to Halo-style Behavior Tree AI
by Chris Hecker
(definition six, inc.)
Programming
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
Tomb Raider: The Art of Epic Scoring
by Troels Folmann
(Tonehammer)
Audio
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
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
Under the Compiler's Hood: Supercharge Your PLAYSTATION3 Code
by Andy Thomason
(SN Systems)
Programming
GDC 2007
Under the Compiler's Hood: Supercharge Your PLAYSTATION3 Code
by Andy Thomason
(SN Systems)
Programming
GDC 2007
Understanding Emotions in FIFA 07: Telling a Different Story Every 90 Mi...
by Sebastian Enrique
(EA Canada)
Game Design
GDC 2007
Where Game Meets the Web
by Raph Koster
(Playdom)
Business and Management
GDC 2007
Your Own Game Studio in Six Months: Bootstrapping Core Through Casual
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management