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 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
(103) Localization-Aware Game Development
by Heather Chandler
(Media Sunshine, Inc.)
Localization Summit
GDC 2009
(103) Risks and Rewards of New Territories
by Tacey Miller
(Microsoft Corp.)
Localization Summit
GDC 2009
(103) What is Localization?
by Kate Edwards
(Englobe)
Localization Summit
GDC 2009
(203) The Big Picture 2009: Managing Your Game Dev Deal and Operating Yo...
by Jim Charne
(Law Offices James I Charne)
Business and Management
GDC 2009
(204) A Vendor Perspective - Process Made Painless!
by Daniel Staton
(Massive Black)
Game Outsourcing Summit
GDC 2009
(204) A Vendor Perspective - Process Made Painless!
by Daniel Staton
(Massive Black)
Game Outsourcing Summit
GDC 2009
(204) A Vendor Perspective - Process Made Painless!
by Daniel Staton
(Massive Black)
Game Outsourcing Summit
GDC 2009
(204) Putting It All Together - Building the Right Outsourcing Team
by Aaron Pulkka
(Activision)
Game Outsourcing Summit
GDC 2009
(204) Welcome to a Great Experience in China!
by Christine Thaarup
(Eidos Shanghai)
Game Outsourcing Summit
GDC 2009
(204) Welcome to a Great Experience in China!
by Christine Thaarup
(Eidos Shanghai)
Game Outsourcing Summit
GDC 2009
(300) Math for Programmers/Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2009
(300) Math for Programmers/Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2009
(300) Math for Programmers/Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2009
(300) Math for Programmers/Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2009
(300) Math for Programmers/Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2009
(300) Math for Programmers/Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2009
(300) Math for Programmers/Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2009
(300) Math for Programmers/Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2009
(300) Math for Programmers/Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2009
(300) Math for Programmers/Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2009
(300) Math for Programmers/Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2009
(300) Math for Programmers/Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2009
(302) Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2009
(302) Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2009
(302) Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2009
(302) Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2009
(302) Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2009
(302) Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2009
(302) Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2009
(302) Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2009
(302) Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2009
(302) Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2009
(302) Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2009
(302) Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2009
(303) Design Today
by Jason Kapalka
(PopCap Games)
Casual Games Summit
GDC 2009
(303) Design Today
by Jason Kapalka
(PopCap Games)
Casual Games Summit
GDC 2009
(303) Design Today
by Jason Kapalka
(PopCap Games)
Casual Games Summit
GDC 2009
(303) Design Today
by Jason Kapalka
(PopCap Games)
Casual Games Summit
GDC 2009
(303) Design Today
by Jason Kapalka
(PopCap Games)
Casual Games Summit
GDC 2009
(303) Design Today
by Jason Kapalka
(PopCap Games)
Casual Games Summit
GDC 2009
(303) Design Today
by Jason Kapalka
(PopCap Games)
Casual Games Summit
GDC 2009
(303) Designing for the Blue Ocean
by John Welch
(Making Fun)
Casual Games Summit
GDC 2009
(303) Designing for the Blue Ocean
by John Welch
(Making Fun)
Casual Games Summit
GDC 2009
(303) Designing for the Blue Ocean
by John Welch
(Making Fun)
Casual Games Summit
GDC 2009
(303) Designing for the Blue Ocean
by John Welch
(Making Fun)
Casual Games Summit
GDC 2009
(303) Designing for the Blue Ocean
by John Welch
(Making Fun)
Casual Games Summit
GDC 2009
(303) Red Ocean or Blue Ocean?
by John Welch
(Making Fun)
Casual Games Summit
GDC 2009
(303) Red Ocean or Blue Ocean?
by John Welch
(Making Fun)
Casual Games Summit
GDC 2009
(304) 2008 IGF Finalist Overview
by Matthew Wegner
(Flashbang Studios)
Independent Games Summit
GDC 2009
(304) CRAYON PHYSICS DELUXE Postmortem
by Petri Purho
(Kloonigames)
Independent Games Summit
GDC 2009
(304) Embracing Constraints
by Dylan Fitterer
(Audiosurf, LLC)
Independent Games Summit
GDC 2009
(304) Hothead Games: Episodic Content and The Evolving Indie Landscape
by Vlad Ceraldi
(Hothead Games)
Independent Games Summit
GDC 2009
(304) How Do You Manage Small Indie Teams?
by Kellee Santiago
(thatgamecompany)
Independent Games Summit
GDC 2009
(304) How to Finish a Game Project You... Hate?
by Alec Holowka
(Infinite Ammo)
Independent Games Summit
GDC 2009
(304) Independent Games & Sales: Stats 101
by Simon Carless
(Independent Games Festival)
Independent Games Summit
GDC 2009
(304) Indie Games: From Buzz To Business
by Tom Buscaglia
(Dev Biz, Inc.)
Independent Games Summit
GDC 2009
(304) Indies: Beyond Single-Player
by Jason Rohrer
((independent))
Independent Games Summit
GDC 2009
(304) Indies: Beyond Single-Player
by Jason Rohrer
((independent))
Independent Games Summit
GDC 2009
(304) Making Web Games: The Indie Experience
by Rich Grillotti
(Pixeljam Games)
Independent Games Summit
GDC 2009
(304) Stardock On The PC Hardcore Scene As Indie
by Brad Wardell
(Stardock)
Independent Games Summit
GDC 2009
(304) The Art of Independent Game Promotion
by Kyle Gabler
(2D Boy)
Independent Games Summit
GDC 2009
(304) The Four-Hour Game Design by Cactus
by Jonatan (Cactus) Soderstrom
(Cactus Software)
Independent Games Summit
GDC 2009
(304) The Indie Businessman
by Daniel James
(Three Rings)
Independent Games Summit
GDC 2009
(304) The Indie Game Maker Rant
by Heather Kelley
(Kokoromi)
Independent Games Summit
GDC 2009
(304) The Indie Game Maker Rant
by Heather Kelley
(Kokoromi)
Independent Games Summit
GDC 2009
(305) Are Serious Games & Corporate Customers In Sync?
by Ben Sawyer
(Digitalmill)
Serious Games Summit
GDC 2009
(305) Breaking Common Constraints of Serious Games : A New Market Approach
by Timothy Nixon
(Straylight Studios)
Serious Games Summit
GDC 2009
(305) Building Better Serious Games RFPs
by Bob Bates
(Bobbates.com)
Serious Games Summit
GDC 2009
(305) COSMOS CHAOS!: Where Gaming Meets Education and Doesn't Die
by Meagan Rothschild
(Pacific Resources for Education & Learning (PREL))
Serious Games Summit
GDC 2009
(305) Designing the First Social Reality Game to Motivate Change
by Austin Hill
(Akoha)
Serious Games Summit
GDC 2009
(305) Getting Serious About Alternate Reality: Designing a Different Kin...
by Frank Lantz
(Area/Code/Zynga)
Serious Games Summit
GDC 2009
(305) Hilton ULTIMATE TEAM PLAY for the PSP
by David Kervella
(Hilton Hotels Corporation)
Serious Games Summit
GDC 2009
(305) Making Sense of Brain Games: A Scientific Analysis of Game Design ...
by Carrie Heeter
(Michigan State University)
Serious Games Summit
GDC 2009
(305) MODs for Canadian Forces
by Jeremy Macdonald
(Canadian Forces)
Serious Games Summit
GDC 2009
(305) Naught's Had, All's Spent: ARDEN's Failure and the Challenges of L...
by Elizabeth Losh
(U.C. Irvine)
Serious Games Summit
GDC 2009
(305) Naught's Had, All's Spent: ARDEN's Failure and the Challenges of L...
by Elizabeth Losh
(U.C. Irvine)
Serious Games Summit
GDC 2009
(305) Shifting from Entertainment to Serious Games: Breathing life into ...
by Jaramiah Severns
(High Voltage Software)
Serious Games Summit
GDC 2009
(305) Shifting from Entertainment to Serious Games: Breathing life into ...
by Jaramiah Severns
(High Voltage Software)
Serious Games Summit
GDC 2009
(305) SPORE's Wake: What Seriously Happened?
by Margaret Robertson
(Hide&Seek)
Serious Games Summit
GDC 2009
(305) Testing our Hidden Agenda: What Happens Once Real Students and Tea...
by Lauren Davis
(HiddenAgenda.com)
Serious Games Summit
GDC 2009
(305) THE SKELETON CHASE: Designing a Fun Serious ARG
by Lee Sheldon
Serious Games Summit
GDC 2009
(305) The Story of AudiOdyssey & My Journey through Usability
by Eitan Glinert
(Fire Hose Games)
Serious Games Summit
GDC 2009
(305) Totally Cisco
by Jerry Bush
(Cisco Systems)
Serious Games Summit
GDC 2009
(305) Where Were the Election Games?
by Ben Sawyer
(Digitalmill)
Serious Games Summit
GDC 2009
(305) Winning with Games
by Matt Seeney
(TPLD Ltd.)
Serious Games Summit
GDC 2009
(306) Building and Sustaining Successful Free-To-Play MMOs
by Don Choi
(OGPlanet)
Worlds in Motion Summit
GDC 2009
(306) Controlling the Pace
by Ryan Barker
(Sony Online Entertainment)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual...
by Greg Tracy
(Sharendipity)
Worlds in Motion Summit
GDC 2009
(306) Online Games: Europe Challenges
by Thomas Bidaux
(ICO Partners)
Worlds in Motion Summit
GDC 2009
(306) Online Games: Europe Challenges
by Thomas Bidaux
(ICO Partners)
Worlds in Motion Summit
GDC 2009
(306) Pack Your Bags, We're Going to Audience Acquisition & Retention Camp
by Margaret Wallace
(Rebel Monkey, Playmatics)
Worlds in Motion Summit
GDC 2009
(306) Post mortem: Game mechanics without rules in Habbo Hotel
by Sulka Haro
(Sulake)
Worlds in Motion Summit
GDC 2009
(306) The Creation of a Kids' Virtual World - Real Data
by Sibley Verbeck
(Electric Sheep)
Worlds in Motion Summit
GDC 2009
(306) User Generated Story: The Promise of Unsharded Worlds
by James Portnow
(Rainmaker Games)
Worlds in Motion Summit
GDC 2009
(307) #define GAME_AI
by Steve Rabin
(Nintendo of America)
AI Summit
GDC 2009
(307) 2008 AI Postmortems: SPORE, GEARS OF WAR 2, and BIOSHOCK
by Neil Kirby
(Alcatel-Lucent)
AI Summit
GDC 2009
(307) 2008 AI Postmortems: SPORE, GEARS OF WAR 2, and BIOSHOCK
by Neil Kirby
(Alcatel-Lucent)
AI Summit
GDC 2009
(307) 2008 AI Postmortems: SPORE, GEARS OF WAR 2, and BIOSHOCK
by Neil Kirby
(Alcatel-Lucent)
AI Summit
GDC 2009
(307) AI and Designers: Mind the Gap
by Soren Johnson
(EA2D)
AI Summit
GDC 2009
(307) AI Summit Final QA and Closing Remarks
by Steve Rabin
(Nintendo of America)
AI Summit
GDC 2009
(307) AI Summit Introduction and Welcome
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2009
(307) Animating in a Complex World: Integrating AI and Animation
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2009
(307) Animating in a Complex World: Integrating AI and Animation
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2009
(307) Beyond Behavior: An Introduction to Knowledge Representation
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2009
(307) Breaking the Cookie-Cutter: Modeling Individual Personality, Mood,...
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2009
(307) Breaking the Cookie-Cutter: Modeling Individual Personality, Mood,...
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2009
(307) From the Ground Up: AI Architecture and Design Patterns
by Brett Laming
(Rockstar Leeds)
AI Summit
GDC 2009
(307) From the Ground Up: AI Architecture and Design Patterns
by Brett Laming
(Rockstar Leeds)
AI Summit
GDC 2009
(307) Parallelism in AI: Multithreading Strategies and Opportunities for...
by Julien Hamaide
(Fishing Cactus)
AI Summit
GDC 2009
(307) Parallelism in AI: Multithreading Strategies and Opportunities for...
by Julien Hamaide
(Fishing Cactus)
AI Summit
GDC 2009
(307) Preparing for the Future: As a Professional Game AI Developer, Wha...
by John Funge
(Netflix)
AI Summit
GDC 2009
(307) The Photoshop of AI: Debating the Structure vs Style Decomposition...
by Chris Hecker
(definition six, inc.)
AI Summit
GDC 2009
(307) Toward Solving Pathfinding
by Chris Jurney
(THQ, Inc.)
AI Summit
GDC 2009
(308) 4 - Gaming For the Next Billion
by Mike Yuen
(QUALCOMM)
Mobile: Original Innovation
GDC 2009
(308) Am I dead yet?
by John Szeder
(Mofactor)
Mobile: Deals & Distribution
GDC 2009
(308) Bringing Meaning to Mobile Entertainment
by Tero Ojanpera
(Nokia)
Mobile: New Platforms
GDC 2009
(308) Creating a Compelling User Experience
by Mark Ollila
(Nokia)
Mobile: Original Innovation
GDC 2009
(308) Get Smart About Smartphones: Insight Into the Future of Mobile Gaming
by Anthony Borquez
(Konami Digital Entertainment)
Mobile: New Platforms
GDC 2009
(308) Get Smart About Smartphones: Insight Into the Future of Mobile Gaming
by Anthony Borquez
(Konami Digital Entertainment)
Mobile: New Platforms
GDC 2009
(308) GUITAR HERO MOBILE: Behind the Scenes
by JJ Lechleiter
(Hands-On Mobile)
Mobile: Game Design
GDC 2009
(308) Handheld Augmented Reality Games
by Blair MacIntyre
(School of Interactive Computing at Georgia Tech)
Mobile: Game Design
GDC 2009
(308) Improving Game Play with Sensor Technology in Mobile Devices
by Peter Lykke Nielsen
(Nokia)
Mobile: Game Design
GDC 2009
(308) Independent Games Festival Mobile Award Ceremony
by Robert Tercek
(& President of Digital Media, OWN)
Mobile: Original Innovation
GDC 2009
(308) Mobile game porting optimization
by Eric Thommerot
(Popcap international)
Mobile: Production
GDC 2009
(308) Mobile game porting optimization
by Eric Thommerot
(Popcap international)
Mobile: Production
GDC 2009
(308) Mobile Gaming in India - Time to play
by Vishal Gondal
(Indiagames ltd.)
Mobile: Deals & Distribution
GDC 2009
(308) Optimizing for OpenGL ES 2.0: The foundations of Firemint's Real R...
by Kristof Beets
(Imagination Technologies)
Mobile: Programming
GDC 2009
(308) Social Games for Android, iPhone, Java, C++ and Objective C? Where...
by Paul Foster
(Pick Up And Play)
Mobile: New Platforms
GDC 2009
(308) Social Games for Android, iPhone, Java, C++ and Objective C? Where...
by Paul Foster
(Pick Up And Play)
Mobile: New Platforms
GDC 2009
(308) The Universomo Game Design Dogma
by Henri Roth
(Universomo Ltd.)
Mobile: Game Design
GDC 2009
(308) Welcome to the Next Level!
by Robert Tercek
(& President of Digital Media, OWN)
Mobile: Original Innovation
GDC 2009
10 Perspectives on Staying Passionate about Games
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2009
10 Things Great Designers Exhibit
by Gordon Walton
(Playdom Austin)
Production
GDC 2009
100 Questions, 97 Answers, 56 Minutes
by Brenda Brathwaite
(Loot Drop)
Game Career Seminar
GDC 2009
Aarf! Arf Arf Arf: Talking to the Player with Barks
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2009
Advanced Scrum and Agile Development
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2009
All About NOBY NOBY BOY
by Keita Takahashi
(Bandai Namco)
Game Design
GDC 2009
An American engine in Tokyo: The collaboration of Epic Games and Square ...
by Mark Cerny
(Cerny Games)
Production
GDC 2009
Audio Adventures on the PS3 - SOCOM Confrontation - Online Audio for 32 ...
by Ken Felton
(SCEA)
Audio
GDC 2009
Audio Adventures on the PS3 - SOCOM Confrontation - Online Audio for 32 ...
by Ken Felton
(SCEA)
Audio
GDC 2009
Balancing Multiplayer Competitive Games
by David Sirlin
(Sirlin Games)
Game Design
GDC 2009
Bend Microsoft Project To Your Will - Again
by Mike McShaffry
(Red Fly Studio)
Business and Management
GDC 2009
Beyond Balancing: Using Five Elements of Failure Design to Enhance Playe...
by Jesper Juul
(Singapore-MIT GAMBIT Game Lab)
Production
GDC 2009
Breathing LIFE into an Open World
by Scott Phillips
(THQ\Volition)
Game Design
GDC 2009
Breathing LIFE into an Open World
by Scott Phillips
(THQ\Volition)
Game Design
GDC 2009
Breathing LIFE into an Open World
by Scott Phillips
(THQ\Volition)
Game Design
GDC 2009
Breathing LIFE into an Open World
by Scott Phillips
(THQ\Volition)
Game Design
GDC 2009
Breathing LIFE into an Open World
by Scott Phillips
(THQ\Volition)
Game Design
GDC 2009
Breathing LIFE into an Open World
by Scott Phillips
(THQ\Volition)
Game Design
GDC 2009
Breathing LIFE into an Open World
by Scott Phillips
(THQ\Volition)
Game Design
GDC 2009
Breathing LIFE into an Open World
by Scott Phillips
(THQ\Volition)
Game Design
GDC 2009
Breathing LIFE into an Open World
by Scott Phillips
(THQ\Volition)
Game Design
GDC 2009
Breathing LIFE into an Open World
by Scott Phillips
(THQ\Volition)
Game Design
GDC 2009
Breathing LIFE into an Open World
by Scott Phillips
(THQ\Volition)
Game Design
GDC 2009
Breathing LIFE into an Open World
by Scott Phillips
(THQ\Volition)
Game Design
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient S...
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Building Your Airplane While Flying: Production at Bungie
by Allen Murray
(Bungie LLC)
Production
GDC 2009
Burned by Friendly Fire: Game Critics Rant
by Eric Zimmerman
(Independent)
Game Design
GDC 2009
Camera Based Gaming: The Next Generation
by Diarmid Campbell
(Sony Computer Entertainment Europe)
Game Design
GDC 2009
Cheats for Marketers: Fresh Demographics on Teen (and Adult) Gaming & Ho...
by Amanda Lenhart
(Pew Internet & American Life Project)
Business and Management
GDC 2009
Cheats for Marketers: Fresh Demographics on Teen (and Adult) Gaming & Ho...
by Amanda Lenhart
(Pew Internet & American Life Project)
Business and Management
GDC 2009
Creating, Maintaining and Realizing Value for a Videogame Business
by Mitch Lasky
(Benchmark Capital)
Business and Management
GDC 2009
Dazed and Confused in the MMO World
by Paul Barnett
(Mythic Entertainment)
Game Design
GDC 2009
Directing the Prince Of Persia Camera: A Sustainable Development Approach
by Jonathan Bard
(Ubisoft Montreal)
Programming
GDC 2009
Doing Business In The Game Music Industry In Japan 101
by Norihiko Hibino
(GEM Impact, Inc.)
Audio
GDC 2009
Everything Old is New Again: Using Musical Style to Enhance Storytelling
by Lennie Moore
(3l33t Music)
Audio
GDC 2009
Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design
by Emil Pagliarulo
(Bethesda Game Studio)
Game Design
GDC 2009
Experimental Gameplay Sessions - Parts 1 & 2
by Scott Anderson
(Flashbang Studios)
Game Design
GDC 2009
Experimental Gameplay Sessions - Parts 1 & 2
by Scott Anderson
(Flashbang Studios)
Game Design
GDC 2009
FAR CRY 2: Creativity and the Musical Challenge
by Rich Aitken
(nimrod productions ltd)
Audio
GDC 2009
From Bungie to Bootstrapping ' Starting an Independent Developer Studio
by Max Hoberman
(Certain Affinity, Inc.)
Business and Management
GDC 2009
From Bungie to Bootstrapping ' Starting an Independent Developer Studio
by Max Hoberman
(Certain Affinity, Inc.)
Business and Management
GDC 2009
From COUNTER-STRIKE to LEFT 4 DEAD: Creating Replayable Cooperative Expe...
by Michael Booth
(Valve)
Game Design
GDC 2009
From Script to Implementation
by Jacquelyn Shriver
(Sony Computer Entertainment America)
Audio
GDC 2009
From Script to Implementation
by Jacquelyn Shriver
(Sony Computer Entertainment America)
Audio
GDC 2009
G.A.N.G Demo Derby - Sound Design
by Paul Lipson
(The Game Audio Network Guild)
Audio
GDC 2009
GDC Microtalks - One Hour, Ten Speakers, Unlimited Ideas
by Eric Zimmerman
(Independent)
Game Design
GDC 2009
HALO WARS: The Terrain of Next-Gen
by Colt McAnlis
(Blizzard)
Programming
GDC 2009
HALO WARS: The Terrain of Next-Gen
by Colt McAnlis
(Blizzard)
Programming
GDC 2009
Hitting 60Hz with the Unreal Engine: Inside the Tech of MORTAL KOMBAT vs...
by Jonathan Greenberg
(Midway)
Programming
GDC 2009
Hitting 60Hz with the Unreal Engine: Inside the Tech of MORTAL KOMBAT vs...
by Jonathan Greenberg
(Midway)
Programming
GDC 2009
Hitting 60Hz with the Unreal Engine: Inside the Tech of MORTAL KOMBAT vs...
by Jonathan Greenberg
(Midway)
Programming
GDC 2009
Hitting 60Hz with the Unreal Engine: Inside the Tech of MORTAL KOMBAT vs...
by Jonathan Greenberg
(Midway)
Programming
GDC 2009
How Did the Interview Go?
by James Schomer
(Cryptic Studios)
Game Career Seminar
GDC 2009
How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM
by Anders Clerwall
(EA - DICE)
Audio
GDC 2009
How to Start Designing Games On Your Own (and What that Really Means)
by Tom Sloper
(University of Southern California)
Game Career Seminar
GDC 2009
I Say Green, You Hear Purple: Avoiding a Game of Telephone When Working ...
by Kristine Coco
(ngmoco:))
Visual Arts
GDC 2009
Learn from Legends: Crane & Cartwright's Core Principles for Game Develo...
by David Crane
(Skyworks Technologies, Inc.)
Game Design
GDC 2009
Level-5's Techniques to Producing a Hit Game'From PROFESSOR LAYTON to IN...
by Usuke Kumagai
(Level-5, Inc.)
Production
GDC 2009
Lockless Programming in Games
by Bruce Dawson
(Microsoft)
Programming
GDC 2009
Master Metrics: The Science Behind the Art of Game Design
by E. Daniel Arey
(Big Red Button Entertainment)
Game Design
GDC 2009
Mixed Resolution Rendering
by Jeremy Shopf
(Advanced Micro Devices, Inc.)
Programming
GDC 2009
Mixing It Up: The Last Great Challenge For Game Audio
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Mixing It Up: The Last Great Challenge For Game Audio
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2009
Momentum vs. Character Animation
by David Wu
(Microsoft Game Studios)
Programming
GDC 2009
Momentum vs. Character Animation
by David Wu
(Microsoft Game Studios)
Programming
GDC 2009
Next-Gen Tech, but Last-Gen Looks? Tips to Make your Game Look Better -...
by Hugh Malan
(Realtime Worlds Ltd)
Visual Arts
GDC 2009
On the War Path: Tactical AI in DAWN OF WAR 2
by Chris Jurney
(THQ, Inc.)
Programming
GDC 2009
On the War Path: Tactical AI in DAWN OF WAR 2
by Chris Jurney
(THQ, Inc.)
Programming
GDC 2009
On the War Path: Tactical AI in DAWN OF WAR 2
by Chris Jurney
(THQ, Inc.)
Programming
GDC 2009
On the War Path: Tactical AI in DAWN OF WAR 2
by Chris Jurney
(THQ, Inc.)
Programming
GDC 2009
On the War Path: Tactical AI in DAWN OF WAR 2
by Chris Jurney
(THQ, Inc.)
Programming
GDC 2009
On the War Path: Tactical AI in DAWN OF WAR 2
by Chris Jurney
(THQ, Inc.)
Programming
GDC 2009
On the War Path: Tactical AI in DAWN OF WAR 2
by Chris Jurney
(THQ, Inc.)
Programming
GDC 2009
On the War Path: Tactical AI in DAWN OF WAR 2
by Chris Jurney
(THQ, Inc.)
Programming
GDC 2009
On the War Path: Tactical AI in DAWN OF WAR 2
by Chris Jurney
(THQ, Inc.)
Programming
GDC 2009
On the War Path: Tactical AI in DAWN OF WAR 2
by Chris Jurney
(THQ, Inc.)
Programming
GDC 2009
On the War Path: Tactical AI in DAWN OF WAR 2
by Chris Jurney
(THQ, Inc.)
Programming
GDC 2009
On the War Path: Tactical AI in DAWN OF WAR 2
by Chris Jurney
(THQ, Inc.)
Programming
GDC 2009
Pairwise Testing to Reduce the Test Cost and Increase the Quality of You...
by Wayne Bisson
(Microsoft)
Production
GDC 2009
PIXELJUNK EDEN - Baiyon's CMYK vision
by Baiyon Tomohisa Kuramitsu
(PixelJunk/Q-Games)
Visual Arts
GDC 2009
Player Retention with Game Design in MMORPGs
by Ryan Barker
(Sony Online Entertainment)
Game Design
GDC 2009
Practical SPU Usage in GOD OF WAR 3
by Jim Tilander
(Sony, Santa Monica)
Programming
GDC 2009
Producing FABLE II
by Jonathan Taylor
(Microsoft)
Production
GDC 2009
Pure Audio: Creating Dynamic and Responsive Sound
by Jeremy Mayne
(Blackrock Studio)
Audio
GDC 2009
Raising Capital In A Recession
by Chris Kauza
(Soltus Group)
Business and Management
GDC 2009
Read Me: Closing the Readability Gap in Immersive Games
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2009
Real-Time Deformation and Fracture - Finite Element Simulation and its U...
by James O'Brien
(University of California, Berkeley)
Programming
GDC 2009
Robotic Testing to the Rescue
by Paul Du Bois
(Double Fine)
Production
GDC 2009
Self-Limiting Rigging Methodology Used on GOD OF WAR
by Yury Nedelin
(Sony Santa Monica)
Visual Arts
GDC 2009
Shaping Ones Musical Identity
by Troels Folmann
(Tonehammer)
Audio
GDC 2009
Stretching Beyond Entertainment: The Role of Games in Personal and Socia...
by Will Wright
(Maxis)
Game Design
GDC 2009
Style in Rendering: The History and Technique Behind AFRO SAMURAI's Look
by Bryan Johnston
(Namco Bandai Games)
Visual Arts
GDC 2009
Style in Rendering: The History and Technique Behind AFRO SAMURAI's Look
by Bryan Johnston
(Namco Bandai Games)
Visual Arts
GDC 2009
The Art of BRAID
by David Hellman
(The Hellman Studio LLC)
Visual Arts
GDC 2009
The Art of BRAID
by David Hellman
(The Hellman Studio LLC)
Visual Arts
GDC 2009
The Art of BRAID
by David Hellman
(The Hellman Studio LLC)
Visual Arts
GDC 2009
The Art of BRAID
by David Hellman
(The Hellman Studio LLC)
Visual Arts
GDC 2009
The Art of BRAID
by David Hellman
(The Hellman Studio LLC)
Visual Arts
GDC 2009
The Art of BRAID
by David Hellman
(The Hellman Studio LLC)
Visual Arts
GDC 2009
The Art of BRAID
by David Hellman
(The Hellman Studio LLC)
Visual Arts
GDC 2009
The Art of BRAID
by David Hellman
(The Hellman Studio LLC)
Visual Arts
GDC 2009
The Beauty of Destruction
by Pete Isensee
(Microsoft)
Programming
GDC 2009
The Beauty of Destruction
by Pete Isensee
(Microsoft)
Programming
GDC 2009
The Brutal Art of Brutal Legend
by Lee Petty
(Double Fine Productions)
Visual Arts
GDC 2009
The Brutal Art of Brutal Legend
by Lee Petty
(Double Fine Productions)
Visual Arts
GDC 2009
The Cruise Director of AZEROTH: Directed Gameplay within WORLD OF WARCRAFT
by Jeffrey Kaplan
(Blizzard Entertainment)
Game Design
GDC 2009
The Dating Game
by Steve Meretzky
(Playdom)
Game Design
GDC 2009
The Dynamic Composing Duo: An Orctronica Case Study
by Gerard Marino
Audio
GDC 2009
The Dynamic Composing Duo: An Orctronica Case Study
by Gerard Marino
Audio
GDC 2009
The Dynamic Composing Duo: An Orctronica Case Study
by Gerard Marino
Audio
GDC 2009
The Dynamic Composing Duo: An Orctronica Case Study
by Gerard Marino
Audio
GDC 2009
The Dynamic Composing Duo: An Orctronica Case Study
by Gerard Marino
Audio
GDC 2009
The Dynamic Composing Duo: An Orctronica Case Study
by Gerard Marino
Audio
GDC 2009
The Dynamic Composing Duo: An Orctronica Case Study
by Gerard Marino
Audio
GDC 2009
The Dynamic Composing Duo: An Orctronica Case Study
by Gerard Marino
Audio
GDC 2009
The Dynamic Composing Duo: An Orctronica Case Study
by Gerard Marino
Audio
GDC 2009
The Game Design Challenge: My First Time
by Eric Zimmerman
(Independent)
Game Design
GDC 2009
The Human Play Machine
by Chaim Gingold
(levity lab)
Game Design
GDC 2009
The Inspiration Behind Nintendo DSi Development
by Masato Kuwahara
(Nintendo DSi Hardware Group)
Game Design
GDC 2009
The Rendering Technology of KILLZONE 2
by Michal Valient
(Guerrilla)
Programming
GDC 2009
Threaded AI For The Win!
by Orion Granatir
(Intel)
Programming
GDC 2009
Universal Character System in SAINTS ROW 2
by Chris Fortier
(Volition)
Visual Arts
GDC 2009
Universal Character System in SAINTS ROW 2
by Chris Fortier
(Volition)
Visual Arts
GDC 2009
Universal Character System in SAINTS ROW 2
by Chris Fortier
(Volition)
Visual Arts
GDC 2009
Universal Character System in SAINTS ROW 2
by Chris Fortier
(Volition)
Visual Arts
GDC 2009
User Interface Art: Production from the Ground Up
by David Rose
(Neversoft Entertainment)
Visual Arts
GDC 2009
User Interface Art: Production from the Ground Up
by David Rose
(Neversoft Entertainment)
Visual Arts
GDC 2009
Video Game Patents - Cases & Examples: Adventures in Video Game Litigation
by Ross Dannenberg
(Banner & Witcoff, Ltd)
Business and Management
GDC 2009
Video Game Patents - Cases & Examples: Adventures in Video Game Litigation
by Ross Dannenberg
(Banner & Witcoff, Ltd)
Business and Management
GDC 2009
Your Game Needs Direct3D 11, So Get Started Now!
by Bill Bilodeau
(AMD)
Programming
GDC 2009
Zen of Multicore Rendering
by Corrinne Yu
(Halo Team Microsoft)
Programming
GDC 2009
Zen of Multicore Rendering
by Corrinne Yu
(Halo Team Microsoft)
Programming