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
A Big Dash of Success: How to Capture the Female iPhone Gamer
by Chris Williams
(PlayFirst)
iPhone Games Summit
GDC 2010
A Contrarian Explains the Basics: How to Become a Game Developer
by David Sirlin
(Sirlin Games)
Game Career Seminar
GDC 2010
A Day at the Museum: How the Smithsonian is embracing games
by Chris Melissinos
(PastPixels)
Game Design
GDC 2010
A Day In The Life: Creating The Beatles: Rock Band
by Ryan Lesser
(Harmonix Music Systems)
Visual Arts
GDC 2010
A Mysterious Adventure in Social Games
by Daniel James
(Three Rings)
Business and Management
GDC 2010
Abusing Your Players Just For Fun
by Jonatan (Cactus) Soderstrom
(Cactus Software)
Independent Games Summit
GDC 2010
Accelerate Your Game: OpenGL Game Development for BlackBerry Smartphones
by Jonatan (Cactus) Soderstrom
(Cactus Software)
Game Design
GDC 2010
Accelerate Your Game: OpenGL Game Development for BlackBerry Smartphones
by Jonatan (Cactus) Soderstrom
(Cactus Software)
Game Design
GDC 2010
Achievements Considered Harmful?
by Chris Hecker
(definition six, inc.)
Production
GDC 2010
Agile: No Silver Bullet
by Rich Vogel
(BioWare)
Business and Management
GDC 2010
AI and Interactive Storytelling: How We Can Help Each Other
by Michael Mateas
(University of California, Santa Cruz)
AI Summit
GDC 2010
AI Architecture Mashups: Insights into Intertwined Architectures
by Brian Schwab
(Blizzard Entertainment)
AI Summit
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
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
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
Application Stores: What You Should Know Before You Get Started
by Kyu C. Lee
(GAMEVIL USA, Inc.)
GDC Mobile/Handheld
GDC 2010
Are Women the New Hardcore Gamers?
by Wanda Meloni
(M2 Research)
Business and Management
GDC 2010
Artgame Sessions
by Frank Lantz
(Area/Code/Zynga)
Game Design
GDC 2010
As Long as the Audio is Fun, the Game Will Be Too
by Akira Yamaoka
(Grasshopper Manufacture Studio)
Game Design
GDC 2010
Authoring Physically Simulated Destruction with NVIDIA APEX
by Bryan Galdrikian
(NVIDIA)
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
Behavior Trees: Three Ways of Cultivating Strong AI
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2010
Behind the Scenes: Uncharted 2's Unique Cinematic Production Process
by Amy Hennig
(Naughty Dog, Inc.)
Production
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
BlackBerry (RIM) Developer Day
by Speaker TBA
Game Design
GDC 2010
BlackBerry (RIM) Developer Day
by Speaker TBA
Game Design
GDC 2010
BlackBerry (RIM) Developer Day
by Speaker TBA
Game Design
GDC 2010
BlackBerry (RIM) Developer Day
by Speaker TBA
Game Design
GDC 2010
BlackBerry (RIM) Developer Day
by Speaker TBA
Game Design
GDC 2010
BlackBerry (RIM) Developer Day
by Speaker TBA
Game Design
GDC 2010
BlackBerry (RIM) Developer Day
by Speaker TBA
Game Design
GDC 2010
Blood, Sweat, and Tears: An overview of Fight Night: Round 4's Skin Shaders
by Vicki Ferguson
(Electronic Arts)
Visual Arts
GDC 2010
Bootstrapping Games on Android
by Chris Pruett
(Google)
GDC Mobile/Handheld
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
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 A Better Halo With Python: Production Proven Techniques
by Seth Gibson
(343 Industries)
Visual Arts
GDC 2010
Building a Virtual World: Lean Startup Style
by Eric Ries
(The Lean Startup)
Social & Online Games Summit
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
Business Overview of Gaming on BlackBerry
by Stephen Detwiler
(ngmoco:))
Game Design
GDC 2010
Business Overview of Gaming on BlackBerry
by Stephen Detwiler
(ngmoco:))
Game Design
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
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
Common to Critical Risk Management Issues in Online Gaming Communities
by Rebecca Newton
(MindCandy.com)
Business and Management
GDC 2010
Community 2.0: Integrating Social Design into the Production Pipeline
by Nathan Fouts
(Mommy's Best Games)
Business and Management
GDC 2010
Concrete Practices to be a Better Leader
by Brian Sharp
(Bungie, LLC)
Production
GDC 2010
Console Wars Revisited: Are We Breaking the Mold or Reliving History?
by Don Daglow
(Don Daglow Interactive Entertainment)
Business and Management
GDC 2010
Control Inspiration
by Daniel Benmergui
(Independent)
Independent Games Summit
GDC 2010
Creating a Unique Visual Direction: The Successes and Failures of Creati...
by Jonathan Jacques-Belletete
(Eidos Montreal)
Visual Arts
GDC 2010
Creating And Nurturing Your Indie Game Community
by Jeff Lindsay
(GliderLab)
Independent Games Summit
GDC 2010
Creating Successful Social Games: Understanding Player Behavior
by Mark Skaggs
(Zynga)
Production
GDC 2010
Creating the Active Cinematic Experience of Uncharted 2: Among Thieves
by Neil Druckmann
(Naughty Dog)
Production
GDC 2010
Critical Persuasion Skills to Keep Your Game in the Fast Lane
by Richard Butterfield
(Butterfield Speaks)
Business and Management
GDC 2010
Crushing The Overhead: Case Study of A Microstudio Start-Up
by Randy Smith
(Tiger Style)
Business and Management
GDC 2010
Data is a Four-Letter Word
by Paul Du Bois
(Double Fine)
Production
GDC 2010
Deciding on an AI Architecture: Which Tool for the Job?
by Dave Mark
(Intrinsic Algorithm)
AI Summit
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 Performance, Scalability & Reliability: StarCraft II's App...
by Dominic Filion
(Blizzard Entertainment)
Production
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
Don't Dread Threads
by Omar A Rodriguez
(Intel Corporation)
Programming
GDC 2010
Double Header Analysis: Xbox Live Achievement Data and Intellectual Prop...
by Geoffrey (GZ) Zatkin
(Electronic Entertainment Design and Research)
Business and Management
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
Fastest Path from Concept to Top Paid
by Tom Higgins
(Unity Technologies)
iPhone Games Summit
GDC 2010
FINAL FANTASY XIII's Motion-Controlled Real-Time Automatic Sound Trigger...
by Yoshinori Tsuchida
(Square Enix)
Programming
GDC 2010
Firaxis' Civilization V: A Case Study in Scalable Game Performance
by Dan Baker
(Firaxis)
Programming
GDC 2010
Fired and Fired-Up: Jobless Developers Rant
by Chris Hecker
(definition six, inc.)
Business and Management
GDC 2010
Five Ways a Video Game Can Make You Cry
by Richard Rouse III
(Ubisoft Montreal)
Visual Arts
GDC 2010
From Big Studio to Small Indie: Guerrilla Tactics from Hello Games
by Sean Murray
(Hello Games)
Independent Games Summit
GDC 2010
From Casual to Social Design: What to Pack
by Jeferson Valadares
(Playfish)
Social & Online Games Summit
GDC 2010
From Fantasy to Franchise: How to Build a Universe Worthy of Devotion
by R.A. Salvatore
Game Design
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
Game Studies Download 5.0
by Jane McGonigal
(Social Chocolate)
Game Design
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
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
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
God of War III: Shadows
by Ben Diamand
(Sony Santa Monica)
Visual Arts
GDC 2010
Going to Hell - A Concept Design Overview of Dante's Inferno
by Ash Huang
(Electronic Arts)
Visual Arts
GDC 2010
Great Expectations: Empowering Player Expression
by Jonathan Morin
(Ubisoft)
Game Design
GDC 2010
Guild Wars: The Artists' Vision
by Daniel Dociu
(NCsoft West)
Visual Arts
GDC 2010
How 100 Users Turned into 100,000,000
by Nils-Holger Henning
(Bigpoint GmbH)
Business and Management
GDC 2010
How Friends Change Everything
by Gareth Davis
(Facebook)
Social & Online Games Summit
GDC 2010
How I Got My Publishing Deal: Student Game Development Success Stories
by Kim Swift
(Airtight Games)
Game Career Seminar
GDC 2010
How Our Centralized Technology Group Jeopardized Our Deliveries
by Fredrik Sjoo
(Avalanche Studios)
Production
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
How to Manage an Exploratory Development Process
by Robin Hunicke
(thatgamecompany)
Independent Games Summit
GDC 2010
IGF Mobile Showcase
by Randy Smith
(Tiger Style)
GDC Mobile/Handheld
GDC 2010
Improving AI Decision Modeling Through Utility Theory
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2010
Increasing Our Reach: Designing To Grab and Retain Players
by Randy Smith
(Tiger Style)
Independent Games Summit
GDC 2010
Indie Gamemaker Rant!
by Randy Smith
(Tiger Style)
Independent Games Summit
GDC 2010
Indies and Publishers: Fixing a System That Never Worked
by Ron Carmel
(2D Boy)
Independent Games Summit
GDC 2010
Intel: Building Games for Netbooks
by Omar A Rodriguez
(Intel Corporation)
Programming
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
Kids and Parents Playing Together Online: the Next Frontier of Casual Ga...
by Jesse Schell
(Schell Games)
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
Lessons from the Inside: Building and Optimizing a Virtual Goods Business
by Lee Clancy
(IMVU)
Social & Online Games Summit
GDC 2010
Lessons Learned building Moshi Monsters to 15m Users
by Michael Acton Smith
(Mind Candy)
Social & Online Games Summit
GDC 2010
Leveraging Your Data
by Dmitri Williams
(University of Southern California)
Business and Management
GDC 2010
Little Big AI: Rich Behavior on a Small Budget
by John Walker
(Applied Signal Technology)
AI Summit
GDC 2010
Little Hands, Foul Moods, Runny Noses 3: Research for Developing Kid-Fri...
by Carla Engelbrecht Fisher
(Teachers College, Columbia University)
Business and Management
GDC 2010
Lost Planet 2: Bridging the Gap Between Developer and Contractor
by Peter Zinda
(Soundelux DMG)
Audio
GDC 2010
Make 'Em Laugh: Comedy in Games
by Tim Schafer
(Doublefine)
Game Design
GDC 2010
Making a Standard (and Trying to Stick to it!): Blizzard Design Philosop...
by Rob Pardo
(Blizzard Entertainment)
Game Design
GDC 2010
Making Robust Computer Vision in Games
by Diarmid Campbell
(Sony Computer Entertainment Europe)
Programming
GDC 2010
Massive Discusses Best Practices on Incorporating and Maximizing Ad Reve...
by Shawn Sheridan
(Microsoft)
Business and Management
GDC 2010
Maximizing Sales and Downloads for Indie Mobile Game Developers
by Aaron Isaksen
(Indie Fund)
GDC Mobile/Handheld
GDC 2010
Meet the Newest Chinese Import/Export Business: Social Games!
by James Gwertzman
(PopCap Games, Inc.)
Social & Online Games Summit
GDC 2010
Meta-Game Design: Reward Systems that Drive Engagement
by Amy Jo Kim
(Shufflebrain)
Social & Online Games Summit
GDC 2010
Metaphysics of Game Design
by Will Wright
Game Design
GDC 2010
Micro or Massive: It's Fricking Tough to Achieve a Vision
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2010
Minimalist Game Design: Growing OSMOS
by Andy Nealen
(Hemisphere Games / Rutgers University)
Independent Games Summit
GDC 2010
MMO Retention - Learning from the First 25 Years
by Gordon Walton
(Playdom Austin)
Social & Online Games Summit
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
Multiplayer Level Design in Red Faction Guerrilla
by Luke Schneider
(Radiangames)
Game Design
GDC 2010
New Dogs, New Tricks: Breeding Social Networking and Virtual Pets
by Andrew Stern
(ngmoco)
iPhone Games Summit
GDC 2010
NinjaBee's Top 10 Development Lessons
by Brent Fox
(Wahoo Studios / NinjaBee)
Independent Games Summit
GDC 2010
Nuovo Sessions
by Speaker N/A
Game Design
GDC 2010
Nuts & Bolts of Internet Multiplayer iPhone Game Testing
by Phil Hassey
(Hassey Enterprises, Inc.)
iPhone Games Summit
GDC 2010
NVIDIA's New Game Development Environment
by Jeffrey Kiel
(NVIDIA)
Programming
GDC 2010
Nvidia: Tegra - Developing Killer Content for Advanced Mobile Platforms
by Lars Bishop
(NVIDIA)
Programming
GDC 2010
One Year in the App Store: A Case Study of Backflip Studios
by Julian Farrior
(Backflip Studios)
iPhone Games Summit
GDC 2010
One-Page Designs
by Stone Librande
(EA/Maxis)
Game Design
GDC 2010
Ongoing User Engagement: How to Listen to Your Community
by Dave Castelnuovo
(Bolt Creative)
Business and Management
GDC 2010
Open Source Secrets: The Software Architecture Behind a Successful Virtu...
by Timothy Fitz
(IMVU)
Social & Online Games Summit
GDC 2010
Opportunities and Pitfalls in Launching Your Own Virtual Currency
by Jameson Hsu
(Mochi Media)
Social & Online Games Summit
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
Palm: An Overview to Creating Games with Palm's Plug-in Development Kit ...
by Jeff Bush
(Palm)
Programming
GDC 2010
Paperback Writer: The Emergence of Interactive Story Adventures in Casua...
by Kenny Shea Dinkin
(Independent)
Social & Online Games Summit
GDC 2010
Peering into the Black Box of Player Behavior: The Player Experience Pan...
by Bruce Phillips
(Microsoft)
Production
GDC 2010
Perfecting the Pixel: Refining the Art of Visual Styling
by Michael Endres
(Crytek)
Visual Arts
GDC 2010
Physically Simulated Clothing in Eve Incarna Using NVIDIA APEX
by Snorri Sturluson
(CCP)
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, There is Nothing Random About it.
by Eskil Steenberg
Production
GDC 2010
Profiling for Mobile GPUs
by Dave Durnil
(Qualcomm)
GDC Mobile/Handheld
GDC 2010
Publishing Mobile Games in a Multi-store, Multi-platform Environment
by Maarten Noyons
(IMGA)
GDC Mobile/Handheld
GDC 2010
Pump up the Volume: Adding Audio to Games on BlackBerry
by Maarten Noyons
(IMGA)
Game Design
GDC 2010
Pump up the Volume: Adding Audio to Games on BlackBerry
by Maarten Noyons
(IMGA)
Game Design
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
Rapidly Developing FARMVILLE: How We Created and Scaled a #1
Facebook...
by Amitt Mahajan
(Zynga)
Social & Online Games Summit
GDC 2010
Reach out and Touch Someone: Social and Casual Games on BlackBerry
by Amitt Mahajan
(Zynga)
Game Design
GDC 2010
Reading the Player's Mind Through His Thumbs: Inferring Player Intent Th...
by Chris Zimmerman
(Sucker Punch Productions)
Programming
GDC 2010
Real-Time Cutscenes in FINAL FANTASY XIII
by Koji Kobayashi
(Square-Enix)
Production
GDC 2010
Real-World Gaming: The Blending of the Real World + Digital World
by Keith Lee
(Booyah)
iPhone Games Summit
GDC 2010
Rising to the Top: How to Land a Triple-A Job
by Jeanette Ercila
(Disney Interactive Media Group)
Game Career Seminar
GDC 2010
Rock Show VFX - The Effects That Bring Brutal Legend to Life
by Peter Demoreuille
(Double Fine Productions)
Visual Arts
GDC 2010
Savvy Indie Solutions to Difficult Development Problems
by Andy Schatz
(Pocketwatch Games)
Independent Games Summit
GDC 2010
SCRAP METAL: Pushing the Envelope with a Team of Two
by Nick Waanders
(Slick Entertainment)
Independent Games Summit
GDC 2010
Servicing a Game With Feature Driven DLC
by Dave Burrows
(Big Boffins)
Business and Management
GDC 2010
Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2
by Bronwen Grimes
(Valve Software)
Visual Arts
GDC 2010
Shears - Squeeze the Juice Out of the CPUs: Post Mortem of a Data-Driven...
by Remi Quenin
(Ubisoft Entertainment)
Programming
GDC 2010
Simpler Better Faster Vector
by Quentin Froemke
(Intel Corporation)
Programming
GDC 2010
Single-Player, Multiplayer, MMOG: Design Psychologies for
Different So...
by Ernest Adams
(International Hobo)
Game Design
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
Social Games that Inspire Real World Action
by Josh Williams
(Alamofire)
Social & Online Games Summit
GDC 2010
Social Networks: The New Marketplace for Mobile Games?
by Michael Powers
(Mplayit)
GDC Mobile/Handheld
GDC 2010
Sporadic-Play: The History and Future of Making Games for Busy People
by Jeremy Gibson
(USC - Interactive Media Division)
Social & Online Games Summit
GDC 2010
Starting Something New - Women in Games
by Megan Gaiser
(Her Interactive)
Business and Management
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
Succeeding with Licensed Brands in MMOs & Virtual Worlds
by N\'Gai Croal
(Hit Detection)
Social & Online Games Summit
GDC 2010
Successfully Managing Fraud Within Turbine's Massively Multiplayer Worlds
by Alexander Engel
(Turbine Inc.)
Production
GDC 2010
Surviving the iPhone: EA's Original Game Bet
by Oliver Miao
(Centerscore/EA)
iPhone Games Summit
GDC 2010
Suspending Disbelief: Bringing Your Characters to Life with Better AI
by Phil Carlisle
(MindFlock Ltd./University of Bolton)
AI Summit
GDC 2010
Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void
by Sarah Tariq
(NVIDIA)
Programming
GDC 2010
Task-based Multithreading - How to Program for 100 cores
by Ron Fosner
(Intel)
Programming
GDC 2010
Technical Overview of Gaming on BlackBerry
by Ron Fosner
(Intel)
Game Design
GDC 2010
Technical Overview of Gaming on BlackBerry
by Ron Fosner
(Intel)
Game Design
GDC 2010
Texture compression in real-time, using the GPU
by Jason Tranchida
(Volition Inc. (THQ))
Programming
GDC 2010
The 4 Most Important Emotions for Social Games
by Nicole Lazzaro
(XEODesign)
Game Design
GDC 2010
The AI of BioShock 2: Methods for Innovation and Iteration
by Kent Hudson
(LucasArts)
Production
GDC 2010
The Anatomy of a Social Gamer: Why Do They Come, Play and Pay?
by Marianne Borenstein
(Playdom)
Social & Online Games Summit
GDC 2010
The Art of Interface Design at Harmonix Music Systems
by Kevin McGinnis
(Harmonix Music Systems)
Visual Arts
GDC 2010
The Art of War: Effective Ways to Address the RMT Issue
by Eyjolfur Gudmundsson
(CCP)
Business and Management
GDC 2010
The Asset pipeline for Just Cause 2: Lessons learned
by Mathias Westerdahl
(Avalanche Studios)
Programming
GDC 2010
The Belly of the Whale: Living a Creative Life in the Game Industry
by Bob Bates
(Bobbates.com)
Game Design
GDC 2010
The Best of Both Worlds: Using UIKit with OpenGL
by Noel Llopis
(Snappy Touch)
iPhone Games Summit
GDC 2010
The Bitter End - Strategies to Sink Piracy
by Andrew McLennan
(Metaforic)
GDC Mobile/Handheld
GDC 2010
The Complex Challenges of Intuitive Design
by Josh Atkins
(Microsoft Games Studio)
Game Design
GDC 2010
The Connected Future of Games
by Ray Muzyka
(BioWare)
Game Design
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 Day Fun Became Real.
Augmented Reality and its Use in Invizimals
by Dani Sanchez-Crespo
(Novarama)
Production
GDC 2010
The Evolution of Habbo Hotel's Virtual Economy
by Sulka Haro
(Sulake)
Business and Management
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 Design Challenge 2010: Real-World Permadeath
by Eric Zimmerman
(Independent)
Game Design
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 Implementation of Rewind in Braid
by Jonathan Blow
(Number None, Inc.)
Programming
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 Psychology of Game Design (Everything You Know Is Wrong)
by Sid Meier
(Firaxis Games)
Game Design
GDC 2010
The Relentless March Towards Free...and What it Means to the Games Industry
by Kristian Segerstrale
(Playfish)
Social & Online Games Summit
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
Things to Unlearn Moving From Traditional Development to the New Digital...
by Neil Young
(ngmoco:))
Business and Management
GDC 2010
Three Big Lies: Typical Design Failures in Game Programming
by Mike Acton
(Insomniac Games)
Programming
GDC 2010
Tips for Networking with the Pros
by Christian Allen
(WB Games)
Game Career Seminar
GDC 2010
Train (or How I Dumped Electricity and Learned to Love Design)
by Brenda Brathwaite
(Loot Drop)
Game Design
GDC 2010
Tripping The Art Fantastic: A Beginner's Guide To The Brains Of These He...
by Edmund Mcmillen
(Independent)
Independent Games Summit
GDC 2010
Tuning Your Game for Next Generation Intel Graphics
by Chuck Desylva
(Intel Corporation)
Programming
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
Wake up! Your Team is on Fire! Why Your Real Problems Are Cultural and ...
by Michael Saladino
(Electronic Arts - Pandemic)
Production
GDC 2010
Way More Than MIDP: 2D Game Development for BlackBerry Smartphones (Pres...
by Michael Saladino
(Electronic Arts - Pandemic)
Game Design
GDC 2010
Way More Than MIDP: 2D Game Development for BlackBerry Smartphones (Pres...
by Michael Saladino
(Electronic Arts - Pandemic)
Game Design
GDC 2010
What Social Games Can Learn From Virtual Worlds
by Mike Goslin
(Mindspark Worlds)
Social & Online Games Summit
GDC 2010
What Virtual Worlds Can Learn From Social Games
by Sulka Haro
(Sulake)
Social & Online Games Summit
GDC 2010
What You Need to Know About Casual Games 2010
by Juan Gril
(Joju Games)
Game Design
GDC 2010
What You Need to Know About Porting Games to BlackBerry
by Juan Gril
(Joju Games)
Game Design
GDC 2010
What You Need to Know About Porting Games to BlackBerry
by Juan Gril
(Joju Games)
Game Design
GDC 2010
Where Did My Inventory Go? Refining Gameplay in Mass Effect 2
by Christina Norman
(Bioware)
Game Design
GDC 2010
Which Rules Do You Break? Redefining Music Games with LOUDCROWD
by Nabeel Hyatt
(Conduit Labs)
Social & Online Games Summit
GDC 2010
Why Are Gaming Veterans Flocking to Social Gaming?
by Brenda Brathwaite
(Loot Drop)
Social & Online Games Summit
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
Why Owning Your Own IP is a Bad Idea: Giving Up Your Rights for Fun and ...
by Chris Charla
(Microsoft Game Studios)
Business and Management
GDC 2010
Why So Wary of AI Middleware?
by John Funge
(Netflix)
AI Summit
GDC 2010
Zero to Millions: Building an XLSP for Gears of War 2
by Dan Schoenblum
(Epic Games)
Programming