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
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Adaptive Music: The Secret Lies Within Music Itself
by Clint Bajakian
(Sony Computer Entertainment Amer)
Audio
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
After the iPhone...What?
by Jeff Essex
(Audiosyncrasy)
Audio
GDC 2010
After the iPhone...What?
by Jeff Essex
(Audiosyncrasy)
Audio
GDC 2010
AI Developers Rant!
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2010
Among Friends - An Uncharted 2: Among Thieves Post-Mortem
by Richard Lemarchand
(Naughty Dog)
Production
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC 2010
An Adaptive, Generative Music System for Games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
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 2010
Animation Warping for Responsiveness in FIFA Soccer
by Paul McComas
(Electronic Arts)
Programming
GDC 2010
Animation Warping for Responsiveness in FIFA Soccer
by Paul McComas
(Electronic Arts)
Programming
GDC 2010
Animation Warping for Responsiveness in FIFA Soccer
by Paul McComas
(Electronic Arts)
Programming
GDC 2010
Animation Warping for Responsiveness in FIFA Soccer
by Paul McComas
(Electronic Arts)
Programming
GDC 2010
Animation Warping for Responsiveness in FIFA Soccer
by Paul McComas
(Electronic Arts)
Programming
GDC 2010
Animation Warping for Responsiveness in FIFA Soccer
by Paul McComas
(Electronic Arts)
Programming
GDC 2010
Animation Warping for Responsiveness in FIFA Soccer
by Paul McComas
(Electronic Arts)
Programming
GDC 2010
Animation Warping for Responsiveness in FIFA Soccer
by Paul McComas
(Electronic Arts)
Programming
GDC 2010
Animation Warping for Responsiveness in FIFA Soccer
by Paul McComas
(Electronic Arts)
Programming
GDC 2010
Animation Warping for Responsiveness in FIFA Soccer
by Paul McComas
(Electronic Arts)
Programming
GDC 2010
Answering the Designers' AI Wish List
by Soren Johnson
(EA2D)
AI Summit
GDC 2010
APB: Creating a Powerful Customisation System for a Persistent Online Ac...
by Maurizio Sciglio
(Realtime Worlds)
Programming
GDC 2010
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC 2010
Automated Emotion: Facial Animation in Star Wars: The Old Republic
by Ben Cloward
(Bioware)
Visual Arts
GDC 2010
Battlefield 1943 - My First Arcade Game
by Patrick Liu
(DICE, EA)
Production
GDC 2010
Battlefield 1943 - My First Arcade Game
by Patrick Liu
(DICE, EA)
Production
GDC 2010
Behavior Trees: Three Ways of Cultivating Strong AI
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2010
Behind the Curtains of BUZZ! The Multi-Million Seller of SCEE Franchise
by Vanessa Wood
(Sony Computer Entertainment Europe)
Localization Summit
GDC 2010
Better Movement Games Using Psychology:
5 Reasons Some Wii Games Are M...
by Katherine Isbister
(NYU's Polytechnic Institute)
Game Design
GDC 2010
Beyond Scrum: Agile Project Management for Games
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2010
Blossom: Immersive Entrepreneurship Training
by Jelena Godjevac
(MEA-I / Hewlett Packard)
Serious Games Summit
GDC 2010
Borderlands and the 11th Hour Art Style Change. Or: Kids, Don't Try this...
by Randy Pitchford
(Gearbox Software)
Visual Arts
GDC 2010
Brew Gaming State of the Union: New Market Opportunities and Platform Ca...
by Marc Nijdam
(Qualcomm)
GDC Mobile/Handheld
GDC 2010
Bridging the Divide: Western Development and Chinese Culture
by Jean-Francois Vallee
(Ubisoft Chengdu)
Business and Management
GDC 2010
Bringing UE3 to Apple's iPhone Platform
by Josh Adams
(Epic Games)
iPhone Games Summit
GDC 2010
Broadening a Genre While Retaining Its Soul
by Tom Cadwell
(Riot Games)
Game Design
GDC 2010
Building an Open-World Game Without Hiring an Army
by Nate Fox
(Sucker Punch Productions)
Visual Arts
GDC 2010
Building Blocks: Artist Driven Procedural Buildings
by James Golding
(Epic Games)
Visual Arts
GDC 2010
Building Global Bridges: the Benefits of Cross-Border Agile Game Develop...
by Adalsteinn (Alli) Ottarsson
(CCP)
Business and Management
GDC 2010
Building the Server Software for ELIMINATE
by Stephen Detwiler
(ngmoco:))
iPhone Games Summit
GDC 2010
CALL OF DUTY: WORLD AT WAR ZOMBIES - iPhone Postmortem
by Russell Clarke
(Ideaworks Game Studio)
iPhone Games Summit
GDC 2010
Case Studies: AI in Recent Games
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2010
Character Voices: Conceptualization, Casting, Recording, and the Cultura...
by Zach Hanks
(SOUNDAWG)
Audio
GDC 2010
CLUB PENGUIN DS: ELITE PENGUIN FORCE - Postmortem
by Patricia Pizer
(Consultant)
GDC Mobile/Handheld
GDC 2010
Code and Complexity: Managing EVE's Expanding Universe
by Berglind Gudmundsdottir
(CCP)
Programming
GDC 2010
Composer Challenge GDC 2010
by Lennie Moore
(3l33t Music)
Production
GDC 2010
Composer Challenge GDC 2010
by Lennie Moore
(3l33t Music)
Production
GDC 2010
Creating And Nurturing Your Indie Game Community
by Jeff Lindsay
(GliderLab)
Independent Games Summit
GDC 2010
Creating And Nurturing Your Indie Game Community
by Jeff Lindsay
(GliderLab)
Independent Games Summit
GDC 2010
Creating the Active Cinematic Experience of Uncharted 2: Among Thieves
by Neil Druckmann
(Naughty Dog)
Production
GDC 2010
Data is a Four-Letter Word
by Paul Du Bois
(Double Fine)
Production
GDC 2010
Design in Detail: Changing the Time Between Shots for the Sniper Rifle f...
by Jaime Griesemer
(Bungie)
Game Design
GDC 2010
Design in the Trenches: The Changing Role of Games Designers
by Rob Davis
(Microsoft)
Production
GDC 2010
Designing Assassin's Creed 2
by Patrick Plourde
(Ubisoft)
Game Design
GDC 2010
Designing for Co-Operative Play in an Open World
by David Bowring
(Volition)
Game Design
GDC 2010
Designing for Co-Operative Play in an Open World
by David Bowring
(Volition)
Game Design
GDC 2010
Designing for Co-Operative Play in an Open World
by David Bowring
(Volition)
Game Design
GDC 2010
Designing for Co-Operative Play in an Open World
by David Bowring
(Volition)
Game Design
GDC 2010
Designing for Co-Operative Play in an Open World
by David Bowring
(Volition)
Game Design
GDC 2010
Designing for Co-Operative Play in an Open World
by David Bowring
(Volition)
Game Design
GDC 2010
Designing for Co-Operative Play in an Open World
by David Bowring
(Volition)
Game Design
GDC 2010
Designing for Co-Operative Play in an Open World
by David Bowring
(Volition)
Game Design
GDC 2010
Designing for Co-Operative Play in an Open World
by David Bowring
(Volition)
Game Design
GDC 2010
Designing Shadow Complex
by Donald Mustard
(ChAIR Entertainment Group)
Game Design
GDC 2010
Development Telemetry in Video Games Projects
by Georg Zoeller
(BioWare Austin/EA)
Production
GDC 2010
Digital Distribution: How to Deal with the Parts that Suck and Capitaliz...
by David Edery
(Fuzbi)
Business and Management
GDC 2010
Direct3D 11 In-Depth Tutorial: Tessellation
by Bill Bilodeau
(AMD)
Programming
GDC 2010
Dynamic Navmesh - AI in the Dynamic Environment of Splinter Cell: Convic...
by Martin Walsh
(Ubisoft Montreal)
Programming
GDC 2010
Effective Marketing For Indie Game Developers
by John Graham
(Wolfire Games, LLC)
Independent Games Summit
GDC 2010
Engineering Scalable Social Games
by Robert Zubek
(Zynga)
Programming
GDC 2010
Experimental Game AI: Live Demos of Innovation
by Michael Mateas
(University of California, Santa Cruz)
AI Summit
GDC 2010
Falling to Your Death: The CANABALT Postmortem
by Eric Johnson
(Semi Secret Software)
iPhone Games Summit
GDC 2010
FINAL FANTASY XIII's Motion-Controlled Real-Time Automatic Sound Trigger...
by Yoshinori Tsuchida
(Square Enix)
Programming
GDC 2010
Fired and Fired-Up: Jobless Developers Rant
by Chris Hecker
(definition six, inc.)
Business and Management
GDC 2010
Football at 60 fps: The Challenges of Rendering Madden NFL 10
by Jayeson Lee-Steere
(Central Football, EA)
Visual Arts
GDC 2010
From the Box to the Book: Bringing a Retail Franchise into the Social Ga...
by Caryl Shaw
(ngmoco:))
Social & Online Games Summit
GDC 2010
From Zero to Time Magazine: App Success
by David Whatley
(Critical Thought Games LLC)
iPhone Games Summit
GDC 2010
Funding Small Studios: So Many Sources of Funds, So Little Cash.
by Alan Wilson
(Tripwire Interactive LLC)
Business and Management
GDC 2010
Games as a Live Service: A 360-Degree Look at the Art and Science of Man...
by David Stewart
(Playdom)
Social & Online Games Summit
GDC 2010
GDC Microtalks 2010: Ten Speakers, 200 Slides, Limitless Ideas!
by Jesse Schell
(Schell Games)
Game Design
GDC 2010
GDC Microtalks 2010: Ten Speakers, 200 Slides, Limitless Ideas!
by Jesse Schell
(Schell Games)
Game Design
GDC 2010
Get Your Game out of my Movie! Interactive Storytelling in Mass Effect 2
by Armando Troisi
(BioWare)
Production
GDC 2010
Get your iPhone Game to 2000 Other Devices
by Mikko Uromo
(Mr.Goodliving)
GDC Mobile/Handheld
GDC 2010
Getting Noticed: Why You Need an Online Portfolio and How to Make One
by Jacob Minkoff
(Naughty Dog Inc)
Game Career Seminar
GDC 2010
Getting Noticed: Why You Need an Online Portfolio and How to Make One
by Jacob Minkoff
(Naughty Dog Inc)
Game Career Seminar
GDC 2010
Getting Noticed: Why You Need an Online Portfolio and How to Make One
by Jacob Minkoff
(Naughty Dog Inc)
Game Career Seminar
GDC 2010
Getting Noticed: Why You Need an Online Portfolio and How to Make One
by Jacob Minkoff
(Naughty Dog Inc)
Game Career Seminar
GDC 2010
GHOSTWIRE: Creating Augmented Reality Experiences on Nintendo DSi
by Tom Soderlund
(A Different Game)
GDC Mobile/Handheld
GDC 2010
Go With the Flow! Fluid and Particle Physics in PixelJunk Shooter
by Jaymin Kessler
(Q-Games)
Programming
GDC 2010
Go With the Flow! Fluid and Particle Physics in PixelJunk Shooter
by Jaymin Kessler
(Q-Games)
Programming
GDC 2010
Going to Hell - A Concept Design Overview of Dante's Inferno
by Ash Huang
(Electronic Arts)
Visual Arts
GDC 2010
Graphics Programming for Multi-GPU and Multi-Monitor Games
by Thomas Fortier
(AMD)
Programming
GDC 2010
How The Conduit Made Alien Controls Intuitive through Control Customization
by Christopher Daniel
(High Voltage Software)
Production
GDC 2010
How to Innovate in the Land of Clones
by Nick Fortugno
(Playmatics)
Social & Online Games Summit
GDC 2010
How to Keep an Online World Up and Running After Launch
by Laralyn McWilliams
(Sony Online Entertainment)
Social & Online Games Summit
GDC 2010
How to Keep Your Game on Top of The Charts
by Igor Pusenjak
(Lima Sky)
iPhone Games Summit
GDC 2010
Ideas For Serious Games Future: Four Ideas About Where Serious Games Can...
by Ben Sawyer
(Digitalmill)
Serious Games Summit
GDC 2010
IGDA Education Summit Creativity Workshop
by Jessica Hammer
(Teachers College, Columbia University)
IGDA Education Summit
GDC 2010
Improving AI Decision Modeling Through Utility Theory
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2010
Investing in New Game Companies: How to Get Funded Now and Bought Tomorrow
by John Welch
(Making Fun)
Social & Online Games Summit
GDC 2010
Kings of Convenience - What Walmart Tells Us About the Future of Gaming
by Ben Cousins
(Easy (EA))
Business and Management
GDC 2010
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Visual Arts
GDC 2010
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Visual Arts
GDC 2010
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Visual Arts
GDC 2010
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Visual Arts
GDC 2010
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Visual Arts
GDC 2010
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Visual Arts
GDC 2010
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Visual Arts
GDC 2010
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Visual Arts
GDC 2010
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Visual Arts
GDC 2010
Little Big AI: Rich Behavior on a Small Budget
by John Walker
(Applied Signal Technology)
AI Summit
GDC 2010
Localizing for the Spanish Speaking Community
by Diana Diaz Monton
(WordLab)
Localization Summit
GDC 2010
Localizing Large RPGs
by Christopher Christou
(BioWare)
Localization Summit
GDC 2010
Lost Planet 2: Bridging the Gap Between Developer and Contractor
by Peter Zinda
(Soundelux DMG)
Audio
GDC 2010
Lua Scripting in Game Production
by Roberto Ierusalimschy
(University of PUC Rio)
Production
GDC 2010
Making a Car Sound Like a Car - An Audio Vivisection of One of the Cars ...
by Greg Shaw
(Turn 10 Studios, Microsoft)
Audio
GDC 2010
Making Robust Computer Vision in Games
by Diarmid Campbell
(Sony Computer Entertainment Europe)
Programming
GDC 2010
Metaphysics of Game Design
by Will Wright
Game Design
GDC 2010
Modeling Individual Personalities in The Sims 3
by Richard Evans
(Little Text People)
Programming
GDC 2010
Motivating Casual Players: Non-Traditional Character Progression and Pla...
by Laralyn McWilliams
(Sony Online Entertainment)
Business and Management
GDC 2010
Motivating Casual Players: Non-Traditional Character Progression and Pla...
by Laralyn McWilliams
(Sony Online Entertainment)
Business and Management
GDC 2010
Motivating Casual Players: Non-Traditional Character Progression and Pla...
by Laralyn McWilliams
(Sony Online Entertainment)
Business and Management
GDC 2010
Motivating Casual Players: Non-Traditional Character Progression and Pla...
by Laralyn McWilliams
(Sony Online Entertainment)
Business and Management
GDC 2010
New Dogs, New Tricks: Breeding Social Networking and Virtual Pets
by Andrew Stern
(ngmoco)
iPhone Games Summit
GDC 2010
Nuts & Bolts of Internet Multiplayer iPhone Game Testing
by Phil Hassey
(Hassey Enterprises, Inc.)
iPhone Games Summit
GDC 2010
One Year in the App Store: A Case Study of Backflip Studios
by Julian Farrior
(Backflip Studios)
iPhone Games Summit
GDC 2010
Optimizing and Debugging Graphics Applications with AMD's GPU PerfStudio 2
by Raul Aguaviva
(AMD)
Programming
GDC 2010
Paint-by-Gender: How to Add Pink Gameplay to Your 'Blue' Title (and Sti...
by Jennifer Canada
(Insomniac Games)
Game Design
GDC 2010
Peering into the Black Box of Player Behavior: The Player Experience Pan...
by Bruce Phillips
(Microsoft)
Production
GDC 2010
Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2010
Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2010
Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2010
Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2010
Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2010
Physics for Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2010
Physics Meets Animation : Character Stunts in Just Cause 2
by John Fuller
(Avalanche Studios)
Visual Arts
GDC 2010
PlayStation: Evolving User Testing to Social, Casual and Portable Gaming
by David Tisserand
(Sony Computer Entertainment Europe Limited)
Game Design
GDC 2010
Postmortem: The Design & Business Behind FANTASTIC CONTRAPTION
by Andy Moore
(Fantastic Contraption)
Independent Games Summit
GDC 2010
Procedural Audio for Video Games: Are we there yet?
by Nicolas Fournel
(Sony Computer Entertainment Europe)
Audio
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Producer Boot Camp
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2010
Prototyping Based Design: A Better, Faster Way to Design Your Game
by Lee Perry
(Epic Games)
Game Design
GDC 2010
Prototyping for Engagement and Metaphor
by Borut Pfeifer
(Independent)
Serious Games Summit
GDC 2010
Publishing Mobile Games in a Multi-store, Multi-platform Environment
by Maarten Noyons
(IMGA)
GDC Mobile/Handheld
GDC 2010
QA's 10 Commandments: What?! Only 10?
by Chuck McFadden
(Sony Computer Entertainment America)
Business and Management
GDC 2010
Quick Fixes and Verbal Triage: Script Doctoring for Games
by Richard Dansky
(Red Storm)
Game Design
GDC 2010
R-Trees -- Adapting out-of-core techniques to modern memory architectures
by Sebastian Sylvan
(Rare Ltd.)
Programming
GDC 2010
Raising The Bar: A Bioshock 2 Audio Post-Mortem
by Guy Somberg
(2K Marin)
Audio
GDC 2010
Rapidly Developing FARMVILLE: How We Created and Scaled a #1
Facebook...
by Amitt Mahajan
(Zynga)
Social & Online Games Summit
GDC 2010
Real-Time Cutscenes in FINAL FANTASY XIII
by Koji Kobayashi
(Square-Enix)
Production
GDC 2010
Rock Band Network: Postmortem
by Caleb Epps
(Harmonix Music Systems)
Audio
GDC 2010
Rock Show VFX - The Effects That Bring Brutal Legend to Life
by Peter Demoreuille
(Double Fine Productions)
Visual Arts
GDC 2010
SCRAP METAL: Pushing the Envelope with a Team of Two
by Nick Waanders
(Slick Entertainment)
Independent Games Summit
GDC 2010
Serious Beginnings: Insights into Pre-Production of Serious Games
by Greg Costikyan
(self-employed)
Serious Games Summit
GDC 2010
Serious Games Go Mobile: Three Projects Pushing Serious Games into Mobil...
by Larry Holland
(Totally Games)
Serious Games Summit
GDC 2010
Servicing a Game With Feature Driven DLC
by Dave Burrows
(Big Boffins)
Business and Management
GDC 2010
Shears - Squeeze the Juice Out of the CPUs: Post Mortem of a Data-Driven...
by Remi Quenin
(Ubisoft Entertainment)
Programming
GDC 2010
Social and Online Games Legal Round-Up
by Mark Methenitis
(The Vernon Law Group, PLLC)
Social & Online Games Summit
GDC 2010
Social Games in Japan
by David Collier
(Pikkle KK)
Social & Online Games Summit
GDC 2010
Solving Issues with Localizing On-the-Fly Player Messaging
by Aaron Peterson
(Mythic Entertainment (EA))
Localization Summit
GDC 2010
Standardizing the Localization Process
by David Kim
(Sony Online Entertainment)
Localization Summit
GDC 2010
Step Into The Future Of Gaming: A Practical Approach to Design Handheld ...
by Tony Tseng
(Savannah College of Art and Design)
GDC Mobile/Handheld
GDC 2010
Streaming Massive Environments from 0 to 200 MPH
by Chris Tector
(Turn 10 Studios)
Programming
GDC 2010
Successfully Managing Fraud Within Turbine's Massively Multiplayer Worlds
by Alexander Engel
(Turbine Inc.)
Production
GDC 2010
Suspending Disbelief: Bringing Your Characters to Life with Better AI
by Phil Carlisle
(MindFlock Ltd./University of Bolton)
AI Summit
GDC 2010
Take that! Finding, Trapping and Taming Exertion Sounds:
A Vocal Work-out
by DB Cooper
(DB-Cooper.com)
Audio
GDC 2010
Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void
by Sarah Tariq
(NVIDIA)
Programming
GDC 2010
Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void
by Sarah Tariq
(NVIDIA)
Programming
GDC 2010
Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void
by Sarah Tariq
(NVIDIA)
Programming
GDC 2010
Texture compression in real-time, using the GPU
by Jason Tranchida
(Volition Inc. (THQ))
Programming
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The Art of Interface Design at Harmonix Music Systems
by Kevin McGinnis
(Harmonix Music Systems)
Visual Arts
GDC 2010
The Asset pipeline for Just Cause 2: Lessons learned
by Mathias Westerdahl
(Avalanche Studios)
Programming
GDC 2010
The Best of Both Worlds: Using UIKit with OpenGL
by Noel Llopis
(Snappy Touch)
iPhone Games Summit
GDC 2010
The Best of Times The Worst of Times: Building an Independent Dev Studio...
by David S Rosenbaum
(Law Offices of David S Rosenbaum)
Business and Management
GDC 2010
The Convergence of Flash Games and Social Games
by Daniel Cook
(Spry Fox)
Social & Online Games Summit
GDC 2010
The Crystal Mythos and FINAL FANTASY XIII
by Motomu Toriyama
(Square Enix)
Game Design
GDC 2010
The Future of MMO Monetization: How Turbine Supercharged DDO by Adopting...
by Fernando Paiz
(Turbine)
Social & Online Games Summit
GDC 2010
The Game Renaissance: Art History for Game Devs
by John Sharp
(Savannah College of Art and Design-Atlanta)
Visual Arts
GDC 2010
The iPhone Contract: What You Should Have Read
by Mark Methenitis
(The Vernon Law Group, PLLC)
iPhone Games Summit
GDC 2010
The Next Generation of Fighting Games: Physics & Animation in UFC 2009 U...
by Hiroki Ueno
(Yukes Co., Ltd)
Programming
GDC 2010
The Rendering Tools and Techniques of Splinter Cell: Conviction
by Stephen Hill
(Ubisoft)
Production
GDC 2010
The State of Social Gaming: Industry Overview and Update
by Justin Smith
(Inside Network)
Social & Online Games Summit
GDC 2010
Theme is Not Meaning
by Soren Johnson
(EA2D)
Serious Games Summit
GDC 2010
Tips for Networking with the Pros
by Christian Allen
(WB Games)
Game Career Seminar
GDC 2010
Uncharted 2 Art Direction
by Robh Ruppel
(Naughty Dog)
Visual Arts
GDC 2010
Uncharted 2 Character Pipeline: An In-depth Look at the
Creation of U2...
by Judd Simantov
(Naughty Dog Inc)
Visual Arts
GDC 2010
Uncharted 2: HDR Lighting
by John Hable
(Naughty Dog)
Visual Arts
GDC 2010
Uniquely Ruthless: The Espionage Metagame of EVE Online
by Alexander Gianturco
(Independent Consultant)
Game Design
GDC 2010
Video Game IP - What You Need to Know NOW
by Ross Dannenberg
(Banner & Witcoff, Ltd)
Business and Management
GDC 2010
Video Game IP - What You Need to Know NOW
by Ross Dannenberg
(Banner & Witcoff, Ltd)
Business and Management
GDC 2010
Wake up! Your Team is on Fire! Why Your Real Problems Are Cultural and ...
by Michael Saladino
(Electronic Arts - Pandemic)
Production
GDC 2010
What Happened Here? Environmental Storytelling
by Matthias Worch
(LucasArts)
Game Design
GDC 2010
Why Do People Buy Virtual Goods? Ten Attributes to Influence Desirability
by Vili Lehdonvirta
(Helsinki Institute for Information Technology)
Social & Online Games Summit
GDC 2010
Your Game is Live, Now What?
Lessons Learned in the Online World
by Jane Fraser
(Electronic Arts)
Business and Management
GDC 2010
Zero to Millions: Building an XLSP for Gears of War 2
by Dan Schoenblum
(Epic Games)
Programming