GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
10 Lessons from 20 Years as an Entrepreneur: A Post-Mortem
by Don Daglow
Business and Management
GDC 2011
1000s of Zombies, 1000s of Problems: The DEAD RISING 2 Multiplayer Exper...
by Dee Jay Randall
(Capcom Game Studio Vancouver)
Programming
GDC 2011
15 Games in 15 Years
by Stone Librande
(EA/Maxis)
Game Design
GDC 2011
15 Games in 15 Years
by Stone Librande
(EA/Maxis)
Game Design
GDC 2011
A Requirements Specification Template for Interactive Storytelling
by Ernest Adams
(International Hobo)
Game Design
GDC 2011
Adaptive Order Independent Transparency: A Fast and Practical Approach t...
by Marco Salvi
(Intel Corporation)
Programming
GDC 2011
Adding Realism to Environmental Reverberation Using Convolution: Are We ...
by Francois Thibault
(Audiokinetic Inc.)
Audio
GDC 2011
Adding Realism to Environmental Reverberation Using Convolution: Are We ...
by Francois Thibault
(Audiokinetic Inc.)
Audio
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
After Success: Growing as an App Developer
by Arash Keshmirian
(Limbic Software)
GDC Smartphone Summit
GDC 2011
After Success: Growing as an App Developer
by Arash Keshmirian
(Limbic Software)
GDC Smartphone Summit
GDC 2011
After Success: Growing as an App Developer
by Arash Keshmirian
(Limbic Software)
GDC Smartphone Summit
GDC 2011
AI Development Postmortems: Inside DARKSPORE and THE SIMS: MEDIEVAL
by Rez Graham
(Electronic Arts (Sims Division))
AI Summit
GDC 2011
AI Development Postmortems: Inside DARKSPORE and THE SIMS: MEDIEVAL
by Rez Graham
(Electronic Arts (Sims Division))
AI Summit
GDC 2011
AI Development Postmortems: Inside DARKSPORE and THE SIMS: MEDIEVAL
by Rez Graham
(Electronic Arts (Sims Division))
AI Summit
GDC 2011
AI Navigation: It's Not a Solved Problem - Yet
by James Anhalt
(Blizzard Entertainment)
AI Summit
GDC 2011
AI Navigation: It's Not a Solved Problem - Yet
by James Anhalt
(Blizzard Entertainment)
AI Summit
GDC 2011
AI Pr0n: Maximum Exposure of Your Debug Info!
by Brian Schwab
(Blizzard Entertainment)
AI Summit
GDC 2011
AI Pr0n: Maximum Exposure of Your Debug Info!
by Brian Schwab
(Blizzard Entertainment)
AI Summit
GDC 2011
AI Unplugged: How Experienced Devs Think Through AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
AI Unplugged: How Experienced Devs Think Through AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
by Markus Maki
(Remedy Entertainment)
Programming
GDC 2011
ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
by Markus Maki
(Remedy Entertainment)
Programming
GDC 2011
Alternative Business Models with Downloadable Games (DLG) and Downloadab...
by Geoffrey (GZ) Zatkin
(Electronic Entertainment Design and Research)
Business and Management
GDC 2011
An Apology for Roger Ebert
by Brian Moriarty
(Worcester Polytechnic Institute)
Game Design
GDC 2011
ANGRY BIRDS - An Entertainment Franchise in the Making
by Peter Vesterbacka
(Rovio)
GDC Smartphone Summit
GDC 2011
Applifier Postmortem: From Zero to 55M Users in 100 Days [SOGS Business]
by Jussi Laakkonen
(Applifier)
Social & Online Games Summit
GDC 2011
Applifier Postmortem: From Zero to 55M Users in 100 Days [SOGS Business]
by Jussi Laakkonen
(Applifier)
Social & Online Games Summit
GDC 2011
Atmospheric Audio in GOD OF WAR 3
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Essentials for Producers
by Brian Schmidt
(Brian Schmidt Studios, LLC)
Production
GDC 2011
Audio Localization: What You Need to Know
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2011
Automated Level of Detail Generation for HALO: REACH
by Xi Wang
(Bungie LLC)
Programming
GDC 2011
Automated Level of Detail Generation for HALO: REACH
by Xi Wang
(Bungie LLC)
Programming
GDC 2011
Basically, We Sold Our Souls: The Art Implementation of INFINITY BLADE
by Geremy Mustard
(Chair Entertainment)
Visual Arts
GDC 2011
Behavioral Economics and Social Games [SOGS Business]
by David Botkin
(Playdom)
Social & Online Games Summit
GDC 2011
Behavioral Economics and Social Games [SOGS Business]
by David Botkin
(Playdom)
Social & Online Games Summit
GDC 2011
Beyond Credit Cards: Localized Payment Strategies For a Global Business ...
by David Cole
(DFC Intelligence)
Monetization: Sponsored
GDC 2011
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
by Mike Ambinder
(Valve Software)
Game Design
GDC 2011
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
by Mike Ambinder
(Valve Software)
Game Design
GDC 2011
Bringing a Design Culture to Social Games Developers: Trial
and Error ...
by Bernie Yee
(Episode Technologies)
Social & Online Games Summit
GDC 2011
Bringing a Design Culture to Social Games Developers: Trial
and Error ...
by Bernie Yee
(Episode Technologies)
Social & Online Games Summit
GDC 2011
Building Cloud Services for Mobile Titles with Minimum Effort
by Allan Murphy
(Microsoft)
GDC Smartphone Summit
GDC 2011
Building Open Worlds Faster: the Volition Way
by Jason Hayes
(Volition / THQ)
Visual Arts
GDC 2011
Carrier Billing 2.0, Ready for Prime Time (Presented by BilltoMobile)
by Steven Klebe
(BilltoMobile)
Business and Management
GDC 2011
Cash Flow for Keflings
by Lane Kiriyama
(Wahoo Studios, Inc.)
Business and Management
GDC 2011
Cash Flow for Keflings
by Lane Kiriyama
(Wahoo Studios, Inc.)
Business and Management
GDC 2011
Cash Flow for Keflings
by Lane Kiriyama
(Wahoo Studios, Inc.)
Business and Management
GDC 2011
Classic Game Postmortem - ELITE
by David Braben
(Frontier Developments)
Game Design
GDC 2011
Classic Game Postmortem - ELITE
by David Braben
(Frontier Developments)
Game Design
GDC 2011
Classic Game Postmortem - PITFALL!
by David Crane
Game Design
GDC 2011
Classic Game Postmortem - POPULOUS
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC 2011
Classic Game Postmortem - RAID ON BUNGELING BAY
by Will Wright
(StupidFunClub)
Game Design
GDC 2011
Classic Game Postmortem: PRINCE OF PERSIA
by Jordan Mechner
Game Design
GDC 2011
Cloning Social Games - Nothing New Here - Or Is There?
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
GDC 2011
Cloud Gaming: 10x the Audience for your PC games (Presented by Gaikai)
by Nanea Reeves
(Gaikai)
Business and Management
GDC 2011
Commerce Platform Economics: Analysis Behind Informed Build or Buy Decis...
by Michael Herndon
(Digital River)
Monetization: Sponsored
GDC 2011
Composer Challenge GDC 2011
by Lennie Moore
(3l33t Music)
Audio
GDC 2011
Composer Challenge GDC 2011
by Lennie Moore
(3l33t Music)
Audio
GDC 2011
Creating an Emotional Rollercoaster in HEAVY RAIN
by David Cage
(Quantic Dream)
Game Design
GDC 2011
Creating Satisfying Combat Experiences at Insomniac Games
by Joel Goodsell
(Insomniac Games)
Game Design
GDC 2011
Creating Satisfying Combat Experiences at Insomniac Games
by Joel Goodsell
(Insomniac Games)
Game Design
GDC 2011
Creating Your Building Blocks: Modular Component AI Systems
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2011
Creating Your Building Blocks: Modular Component AI Systems
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2011
CRYSIS 2: Getting More Interactivity out of Animation-Data
by Ivo Herzeg
(Crytek)
Programming
GDC 2011
CRYSIS 2: Getting More Interactivity out of Animation-Data
by Ivo Herzeg
(Crytek)
Programming
GDC 2011
Data Analysis on Player Behavior in EVE ONLINE
by Eyjolfur Gudmundsson
(CCP)
Business and Management
GDC 2011
DEAD SPACE 2 Musical Postmortem
by Jason Graves
(Jason Graves Music, Inc.)
Audio
GDC 2011
Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on...
by Jaime Griesemer
(Bungie)
Game Design
GDC 2011
Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on...
by Jaime Griesemer
(Bungie)
Game Design
GDC 2011
Designing Games for the 43-Year-Old Woman
by Chris Trottier
(Zynga)
Game Design
GDC 2011
Distance Education Vs. Brick and Mortar: What Game Courses Work Online a...
by Christopher Erhardt
(Academy of Interactive Entertainment (AIE))
GDC Education Summit
GDC 2011
Dynamic Resolution Rendering (Presented by Intel)
by Doug Binks
(Intel)
Programming
GDC 2011
Dynamics: The State of the Art
by Clint Hocking
(LucasArts)
Game Design
GDC 2011
Edu to Indy: Teaching Students Self-Reliance
by Paul Bellezza
(Riot Games)
GDC Education Summit
GDC 2011
Emerging Issues in Game Dev Deals - Building on the Present as We Careen...
by David S Rosenbaum
(Law Offices of David S Rosenbaum)
Business and Management
GDC 2011
EpicWin - Doing Good With a Social Game
by Tak Fung
(Supermono Limited)
Game Design
GDC 2011
EpicWin - Doing Good With a Social Game
by Tak Fung
(Supermono Limited)
Game Design
GDC 2011
Essential Steps to Starting a New Dev Studio
by Jim Charne
(Law Offices James I Charne)
Business and Management
GDC 2011
Essential Steps to Starting a New Dev Studio
by Jim Charne
(Law Offices James I Charne)
Business and Management
GDC 2011
Experimental Game AI: Live Demos of Innovation
by Michael Mateas
(University of California, Santa Cruz)
AI Summit
GDC 2011
Experimental Gameplay Sessions
by Frank Lantz
(Area/Code/Zynga)
Game Design
GDC 2011
Faster, Better, Cheaper: Pushing the Artistic Bar in Portable Game Devel...
by Nathan Phail-Liff
(Ready At Dawn Studios)
Visual Arts
GDC 2011
Fighting Real Time
by Jacky Mallett
(CCP)
Programming
GDC 2011
Fighting Real Time
by Jacky Mallett
(CCP)
Programming
GDC 2011
Finding Your Way with Havok AI (Presented by Havok)
by Chris Elion
(Havok)
AI Summit
GDC 2011
Five Cheats for Understanding Game Metrics
by Lauren Bigelow
(WeeWorld)
Business and Management
GDC 2011
Five Cheats for Understanding Game Metrics
by Lauren Bigelow
(WeeWorld)
Business and Management
GDC 2011
Flirting with the Dark Side: Scripting and AI
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2011
Flirting with the Dark Side: Scripting and AI
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2011
Flirting with the Dark Side: Scripting and AI
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2011
Footsteps - An Informal Sound Study
by Damian Kastbauer
(Bay Area Sound)
Audio
GDC 2011
Footsteps - An Informal Sound Study
by Damian Kastbauer
(Bay Area Sound)
Audio
GDC 2011
Forensic Debugging: How to Autopsy, Repair, and Reanimate a
Release-bu...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2011
Forensic Debugging: How to Autopsy, Repair, and Reanimate a
Release-bu...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2011
Forensic Debugging: How to Autopsy, Repair, and Reanimate a
Release-bu...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2011
Four Guns West
by Chuck Russom
(Chuck Russom FX)
Audio
GDC 2011
Four Guns West
by Chuck Russom
(Chuck Russom FX)
Audio
GDC 2011
From AAA to Indie: Three Start-Up Stories
by Jake Kazdal
(Haunted Temple Studios)
Independent Games Summit
GDC 2011
Funding Development: How to Raise Money if You're Not a Social Games Dar...
by Aaron Isaksen
(Indie Fund)
Business and Management
GDC 2011
Game Design in the Coffee. Lovable Game Design by SWERY
by Hidetaka 'Swery' Suehiro
(ACCESSGAMES Inc)
Game Design
GDC 2011
Game Design in the Coffee. Lovable Game Design by SWERY
by Hidetaka 'Swery' Suehiro
(ACCESSGAMES Inc)
Game Design
GDC 2011
Game Design in the Coffee. Lovable Game Design by SWERY
by Hidetaka 'Swery' Suehiro
(ACCESSGAMES Inc)
Game Design
GDC 2011
GameJamification [SGS Gamification]
by Ben Sawyer
(Digitalmill)
Serious Games Summit
GDC 2011
Games on Smart TVs: Lessons Learned from the Development of GoogleTV [S...
by Ian Ni-Lewis
(Google)
Social & Online Games Summit
GDC 2011
Games on TV: Evolution or Revolution?
by David Mariner
(NDS Denmark ApS)
Business and Management
GDC 2011
Games on TV: Evolution or Revolution?
by David Mariner
(NDS Denmark ApS)
Business and Management
GDC 2011
GANG Demo Derby: Music
by Chuck Doud
(SCEA)
Audio
GDC 2011
GANG Demo Derby: Sound Design
by Tim Larkin
(Valve Software)
Audio
GDC 2011
GDC Microtalks 2011: One Hour, Ten Speakers, Hundreds of Fun New Ideas
by David Jaffe
(Eat Sleep Play)
Game Design
GDC 2011
Getting Your Games onto the BlackBerry PlayBook Tablet (Presented by Bla...
by John Thomas
(BlackBerry)
GDC Smartphone Summit
GDC 2011
HALO: REACH Effects Tech
by Chris Tchou
(Bungie LLC)
Programming
GDC 2011
HALO: REACH Effects Tech
by Chris Tchou
(Bungie LLC)
Programming
GDC 2011
Havok Script: Efficient Lua Scripting in Game Production (Presented by H...
by Malcolm Tyrrell
(Havok)
Programming
GDC 2011
Hotspots, FLOPS, and uOps: To-The-Metal CPU Optimization (Presented by I...
by Stan Melax
(Intel)
Programming
GDC 2011
How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
by Christophe Brusseaux
(Quantic Dream)
Visual Arts
GDC 2011
How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
by Christophe Brusseaux
(Quantic Dream)
Visual Arts
GDC 2011
How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
by Christophe Brusseaux
(Quantic Dream)
Visual Arts
GDC 2011
How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
by Christophe Brusseaux
(Quantic Dream)
Visual Arts
GDC 2011
How IUGO Rose Above the Noise and Became a Successful Indie Studio
by Sarah Thomson
(IUGO Mobile Entertainment)
GDC Smartphone Summit
GDC 2011
How IUGO Rose Above the Noise and Became a Successful Indie Studio
by Sarah Thomson
(IUGO Mobile Entertainment)
GDC Smartphone Summit
GDC 2011
How to Secure a Deal: Real Answers to Real Questions
by Philip Oliver
(Blitz Games Limited)
Business and Management
GDC 2011
How to Win the IGF in 15 Weeks or Less
by Andy Schatz
(Pocketwatch Games)
Independent Games Summit
GDC 2011
Humanities Unlocked: The Value of Liberal Arts for Your Game Design Program
by Mia Consalvo
(MIT, Comparative Media Studies)
GDC Education Summit
GDC 2011
Hyperlocal Game Design: Connecting Social Currency to Real World Currenc...
by Kati London
(Area/Code/Zynga)
Serious Games Summit
GDC 2011
I Shot You First: Networking the Gameplay of HALO: REACH
by David Aldridge
(Bungie LLC)
Programming
GDC 2011
I Shot You First: Networking the Gameplay of HALO: REACH
by David Aldridge
(Bungie LLC)
Programming
GDC 2011
Implementation and Application of the Real-Time Procedural Helper-Joint ...
by Ju Bok Kim
(Nexon)
Visual Arts
GDC 2011
Implementation and Application of the Real-Time Procedural Helper-Joint ...
by Ju Bok Kim
(Nexon)
Visual Arts
GDC 2011
Increase your FPS with CPU Onload (Presented by Intel)
by Joshua Doss
(Intel)
Programming
GDC 2011
INFINITY BLADE: How We Made a Hit, What We Learned, and Why You Can Do i...
by Donald Mustard
(ChAIR Entertainment Group)
GDC Smartphone Summit
GDC 2011
Interactive Music Scoring Methods for MASS EFFECT 2
by Jack Wall
(Wall of Sound, Inc.)
Audio
GDC 2011
Interactive Storytelling: Preparing Students to Innovate
by Noah Wardrip-Fruin
(UC Santa Cruz)
GDC Education Summit
GDC 2011
Introduction to 3ds Max Customization and Plug-in Development
by Kevin Vandecar
(Autodesk)
Visual Arts
GDC 2011
Introduction to Maya Dependency Graph Programming
by Naiqi Weng
(Autodesk)
Visual Arts
GDC 2011
Intuition vs Metrics: How Social Game Design Has Evolved [SOGS Design]
by Brenda Brathwaite
(Loot Drop)
Social & Online Games Summit
GDC 2011
Keep it Together: Encouraging Cooperative Behavior During Co-
op Play
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2011
Keep it Together: Encouraging Cooperative Behavior During Co-
op Play
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2011
Killer Portfolio or Portfolio Killer: Advice from Industry Artists (Part 1)
by Greg Foertsch
(Firaxis Games)
Game Career Seminar
GDC 2011
Killer Portfolio or Portfolio Killer: Advice from Industry Artists (Part 1)
by Greg Foertsch
(Firaxis Games)
Game Career Seminar
GDC 2011
Lay of the Land: Smarter AI Through Influence Maps
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2011
Lay of the Land: Smarter AI Through Influence Maps
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2011
Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2011
Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2011
Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2011
Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2011
Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2011
Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2011
Lessons Learned in Music Development: BRUTAL LEGEND, BIOSHOCK and DESTRO...
by Emily Ridgway
(Double Fine Productions/Emily Industries)
Audio
GDC 2011
Lessons Learned in Music Development: BRUTAL LEGEND, BIOSHOCK and DESTRO...
by Emily Ridgway
(Double Fine Productions/Emily Industries)
Audio
GDC 2011
Lessons Learned in Successfully Marketing Games on PSN/XBLA and PC Digit...
by James Brooksby
(doublesix)
Business and Management
GDC 2011
Lessons Learned in Successfully Marketing Games on PSN/XBLA and PC Digit...
by James Brooksby
(doublesix)
Business and Management
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Levelshop: From Grid Paper to Playable, Whiteboxes on Demand from 2d Dra...
by Harvey Fong
(Bioware)
Game Design
GDC 2011
Levelshop: From Grid Paper to Playable, Whiteboxes on Demand from 2d Dra...
by Harvey Fong
(Bioware)
Game Design
GDC 2011
Levelshop: From Grid Paper to Playable, Whiteboxes on Demand from 2d Dra...
by Harvey Fong
(Bioware)
Game Design
GDC 2011
Life and Death and Middle Pair: Go, Poker and the Sublime
by Frank Lantz
(Area/Code/Zynga)
Game Design
GDC 2011
Lighting the Apocalypse: Rendering Techniques for RED FACTION: ARMAGEDDON
by Mike Flavin
(Volition, Inc.)
Programming
GDC 2011
Lighting the Apocalypse: Rendering Techniques for RED FACTION: ARMAGEDDON
by Mike Flavin
(Volition, Inc.)
Programming
GDC 2011
Lighting You Up in BATTLEFIELD 3
by Kenny Magnusson
(DICE)
Visual Arts
GDC 2011
Living Crowds: AI & Animation in ASSASSIN'S CREED: BROTHERHOOD
by Nicolas Barbeau
(Ubisoft)
Programming
GDC 2011
Living Crowds: AI & Animation in ASSASSIN'S CREED: BROTHERHOOD
by Nicolas Barbeau
(Ubisoft)
Programming
GDC 2011
Living in a Stressful World: Real-time Stress Calculation for Destroyabl...
by Eric Arnold
(Volition)
Programming
GDC 2011
Making Game Trailers: Cost-effective Results for All Budgets
by Tim Roe
(Sony Computer Entertainment Europe)
Production
GDC 2011
Making Game Trailers: Cost-effective Results for All Budgets
by Tim Roe
(Sony Computer Entertainment Europe)
Production
GDC 2011
Mega Meshes - Modeling, Rendering and Lighting a World Made of 100 Billi...
by Ben Sugden
(Lionhead Studios)
Programming
GDC 2011
Mega Meshes - Modeling, Rendering and Lighting a World Made of 100 Billi...
by Ben Sugden
(Lionhead Studios)
Programming
GDC 2011
Message Queuing on a Large Scale: IMVU's Stateful Event
Architecture
by Jon Watte
(IMVU)
Programming
GDC 2011
Message Queuing on a Large Scale: IMVU's Stateful Event
Architecture
by Jon Watte
(IMVU)
Programming
GDC 2011
MILLIONAIRE CITY - The Story Behind the Numbers [SOGS Design]
by Jason Loia
(Digital Chocolate)
Social & Online Games Summit
GDC 2011
MILLIONAIRE CITY - The Story Behind the Numbers [SOGS Design]
by Jason Loia
(Digital Chocolate)
Social & Online Games Summit
GDC 2011
Monster Teams: How One Producer Tamed the Beast and Lives to Tell About It
by Alex Parizeau
(Ubisoft Toronto)
Production
GDC 2011
Monster Teams: How One Producer Tamed the Beast and Lives to Tell About It
by Alex Parizeau
(Ubisoft Toronto)
Production
GDC 2011
Multivariate Testing and Game Design: Methodology, Metrics, and Avoidin...
by Henry Stern
(Zynga)
Production
GDC 2011
My Avatar: Quantified Self Meets Behavior-Change Games [SGS Health]
by BJ Fogg
(Stanford University Persuasive Technology Lab)
Serious Games Summit
GDC 2011
Nature or Nurture: The Art Culture Panel
by Keith Self-Ballard
(Volition, Inc.)
Visual Arts
GDC 2011
Navigation in Insomniac Engine
by Reddy Sambavaram
(Insomniac Games Inc)
Programming
GDC 2011
Navigation in Insomniac Engine
by Reddy Sambavaram
(Insomniac Games Inc)
Programming
GDC 2011
No Explanation Necessary: Minimizing Exposition in Games
by Jeremy Bernstein
(Electric Entertainment)
Production
GDC 2011
No Explanation Necessary: Minimizing Exposition in Games
by Jeremy Bernstein
(Electric Entertainment)
Production
GDC 2011
No Freaking Respect! Social Game Developers Rant Back
by Eric Zimmerman
Game Design
GDC 2011
No Freaking Respect! Social Game Developers Rant Back
by Eric Zimmerman
Game Design
GDC 2011
No Freaking Respect! Social Game Developers Rant Back
by Eric Zimmerman
Game Design
GDC 2011
ONE FALLS FOR EACH OF US: The Prototyping of Tragedy
by Brenda Brathwaite
(Loot Drop)
Game Design
GDC 2011
Paying to Win? BATTLEFIELD HEROES, Virtual Goods and Selling Gameplay Ad...
by Ben Cousins
(Easy (EA))
Business and Management
GDC 2011
People in Your Pocket: High-Quality AI on Mobile Devices
by Andrew Stern
(ngmoco)
AI Summit
GDC 2011
Performance Marketing and Social Gaming
by Rajeev Behera
(Playdom)
Business and Management
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Pioneers, Promise & Possibilities: Fitting Together Videogames & Health ...
by Paul Tarini
(Robert Wood Johnson Foundation)
Serious Games Summit
GDC 2011
Power Python Development for Maya
by Jason Parks
(Sony Online Entertainment)
Visual Arts
GDC 2011
Power Python Development for Maya
by Jason Parks
(Sony Online Entertainment)
Visual Arts
GDC 2011
Practical Occlusion Culling on PS3
by Will Vale
(Second Intention Limited)
Programming
GDC 2011
Practical Occlusion Culling on PS3
by Will Vale
(Second Intention Limited)
Programming
GDC 2011
Practical Occlusion Culling on PS3
by Will Vale
(Second Intention Limited)
Programming
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Prototype Through Production: Pro Guitar in ROCK BAND 3
by Jason Booth
(Harmonix Music Systems)
Game Design
GDC 2011
Punching Above Your Weight: Small Art Teams, Big Games
by Tim Appleby
(SplashDamage)
Visual Arts
GDC 2011
Rapid-Fire Indies
by Chris Hecker
(definition six, inc.)
Independent Games Summit
GDC 2011
Rapid-Fire Indies
by Chris Hecker
(definition six, inc.)
Independent Games Summit
GDC 2011
Rapid-Fire Indies
by Chris Hecker
(definition six, inc.)
Independent Games Summit
GDC 2011
Rapid-Fire Indies
by Chris Hecker
(definition six, inc.)
Independent Games Summit
GDC 2011
Rapid-Fire Indies
by Chris Hecker
(definition six, inc.)
Independent Games Summit
GDC 2011
Recruit Profitable Players through Advanced Multi-Channel Marketing Meth...
by Min Kim
(Nexon America Inc.)
Monetization: Sponsored
GDC 2011
Remaking the WORLD OF WARCRAFT through CATACLYSM
by Tom Chilton
(Blizzard Entertainment)
Game Design
GDC 2011
Retain Your Customers by Letting Go: Fixing the Short Term Tactics that ...
by Scott Rigby
(Immersyve)
Social & Online Games Summit
GDC 2011
Revenue Recognition: Game Design and System Implications of Virtual Econ...
by Christina Sawyer
(ngmoco:))
Monetization: Sponsored
GDC 2011
Smart Gamification: Virtual Systems Shaping the Physical World [SOGS De...
by Brian Morrisroe
(Booyah)
Social & Online Games Summit
GDC 2011
Social Genetics: The Demographics and Affinities of Facebook Gamers [SOG...
by Nick Berry
(DataGenetics)
Social & Online Games Summit
GDC 2011
Social Genetics: The Demographics and Affinities of Facebook Gamers [SOG...
by Nick Berry
(DataGenetics)
Social & Online Games Summit
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
Staffing the Extras: Creating Convincing Background Character AI
by Paul Kruszewski
(Grip Entertainment)
AI Summit
GDC 2011
Staffing the Extras: Creating Convincing Background Character AI
by Paul Kruszewski
(Grip Entertainment)
AI Summit
GDC 2011
Staffing the Extras: Creating Convincing Background Character AI
by Paul Kruszewski
(Grip Entertainment)
AI Summit
GDC 2011
Stereoscopic 3D Demystified: From Theory to Implementation in STARCRAFT ...
by Dominic Filion
(Blizzard Entertainment)
Programming
GDC 2011
Strategies for Firefighting Troubled Projects
by Adrian Hawkins
(Kuju Entertainment Ltd.)
Production
GDC 2011
Strategies for Firefighting Troubled Projects
by Adrian Hawkins
(Kuju Entertainment Ltd.)
Production
GDC 2011
Strategy Games: The Next Move
by Ian Fischer
(Robot Entertainment)
Game Design
GDC 2011
Tales from the Trenches: Startup Advice from a Vet
by Matt Small
(Vector Unit)
Business and Management
GDC 2011
Tales from the Trenches: Startup Advice from a Vet
by Matt Small
(Vector Unit)
Business and Management
GDC 2011
Tapping Into Innovation - Strategies for Developing Successful Apps
by Ge Wang
(Smule)
GDC Smartphone Summit
GDC 2011
Team Meat Presents: SUPER MEAT BOY, A Team Meat Meatmortem
by Edmund McMillen
(Cryptic Sea)
Independent Games Summit
GDC 2011
Technical Artist Boot Camp: Lessons in How to Create and Be an
Effecti...
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2011
Technical Artist Boot Camp: Lessons in How to Create and Be an
Effecti...
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2011
Technical Artist Boot Camp: Lessons in How to Create and Be an
Effecti...
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2011
The Animation of HALO REACH: Raising the Bar
by Joe Spataro
(Bungie)
Visual Arts
GDC 2011
The Animation of HALO REACH: Raising the Bar
by Joe Spataro
(Bungie)
Visual Arts
GDC 2011
The Data Cracker: Building a DEAD SPACE 2 Visual Game Analytic Tool
by Ben Medler
(EA/Visceral Games)
Production
GDC 2011
The Dynamics Behind Online Marketing for the Gaming Industry (Presented ...
by Joe McCormack
(Adotomi Agency)
Monetization: Sponsored
GDC 2011
The Dynamics Behind Online Marketing for the Gaming Industry (Presented ...
by Joe McCormack
(Adotomi Agency)
Monetization: Sponsored
GDC 2011
The Failure Workshop
by Chris Hecker
(definition six, inc.)
Game Design
GDC 2011
The Failure Workshop
by Chris Hecker
(definition six, inc.)
Game Design
GDC 2011
The Fantasy of Labor: How Social Games Create Meaning [SOGS Design]
by Eric Zimmerman
(Independent)
Social & Online Games Summit
GDC 2011
The Full Spelunky on SPELUNKY XBLA
by Derek Yu
(Independent)
Independent Games Summit
GDC 2011
The Future is Now: Why Japan's Mobile Market is a Leading Indicator
by Neil Young
(ngmoco:))
Business and Management
GDC 2011
The Game Design of STARCRAFT II: Designing an E-Sport
by Dustin Browder
(Blizzard Entertainment)
Game Design
GDC 2011
The Great Gamification Debate! [SGS Gamification]
by Jesse Schell
(Schell Games)
Serious Games Summit
GDC 2011
The Humble Indie Bundle
by John Graham
(Wolfire Games)
Independent Games Summit
GDC 2011
The Humble Indie Bundle
by John Graham
(Wolfire Games)
Independent Games Summit
GDC 2011
The Journey to Creating SHANK
by Jamie Cheng
(Klei Entertainment)
Independent Games Summit
GDC 2011
The Journey to Creating SHANK
by Jamie Cheng
(Klei Entertainment)
Independent Games Summit
GDC 2011
The Journey to Creating SHANK
by Jamie Cheng
(Klei Entertainment)
Independent Games Summit
GDC 2011
The Multilingual Audio Mystery Tour
by Andrea Ballista
(Binari Sonori s.r.l)
Localization Summit
GDC 2011
The Next Steps of Indie: Four Perspectives
by Luke Schneider
(Radiangames)
Independent Games Summit
GDC 2011
The Next Steps of Indie: Four Perspectives
by Luke Schneider
(Radiangames)
Independent Games Summit
GDC 2011
The Next Steps of Indie: Four Perspectives
by Luke Schneider
(Radiangames)
Independent Games Summit
GDC 2011
The Next Steps of Indie: Four Perspectives
by Luke Schneider
(Radiangames)
Independent Games Summit
GDC 2011
The Next Steps of Indie: Four Perspectives
by Luke Schneider
(Radiangames)
Independent Games Summit
GDC 2011
The Science of Play Testing: EA's Methods for User Research
by Veronica Zammitto
(Electronic Arts)
Game Design
GDC 2011
The Science of Play Testing: EA's Methods for User Research
by Veronica Zammitto
(Electronic Arts)
Game Design
GDC 2011
The Secret (Art) History of Games
by John Sharp
(Savannah College of Art and Design-Atlanta)
Game Design
GDC 2011
The Secret (Art) History of Games
by John Sharp
(Savannah College of Art and Design-Atlanta)
Game Design
GDC 2011
THE SIMS 3 Create-a-Sim User Experience
by Sammi Kim
(Electronic Arts)
Game Design
GDC 2011
The Story of CAVE STORY
by Daisuke 'Pixel' Amaya
(Independent)
Game Design
GDC 2011
The Technology Behind the DirectX 11 Unreal Engine Samaritan Demo (Prese...
by Bryan Dudash
(NVIDIA)
Programming
GDC 2011
The Technology Behind the DirectX 11 Unreal Engine Samaritan Demo (Prese...
by Bryan Dudash
(NVIDIA)
Programming
GDC 2011
This Is Your Brain on Game Development
by Scott Crabtree
(Intel Corporation)
Business and Management
GDC 2011
Tips for Networking with the Pros
by Christian Allen
(WB Games)
Game Career Seminar
GDC 2011
Tips for Networking with the Pros
by Christian Allen
(WB Games)
Game Career Seminar
GDC 2011
Top 7 Social Metrics for 2011 [SOGS Essentials]
by Albert Lai
(Kontagent)
Social & Online Games Summit
GDC 2011
Tracking Player Engagement and Radically Improving Monetization
by John Shedletsky
(ROBLOX)
Business and Management
GDC 2011
Turing Tantrums: AI Developers Rant!
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
Turing Tantrums: AI Developers Rant!
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
Turing Tantrums: AI Developers Rant!
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
Turing Tantrums: AI Developers Rant!
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
Using Randomness in AI: Both Sides of the Coin
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
Using Randomness in AI: Both Sides of the Coin
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
Using Your Friends: Identifying the Top Interaction Mechanics in Current...
by Mia Consalvo
(MIT, Comparative Media Studies)
Social & Online Games Summit
GDC 2011
Using Your Friends: Identifying the Top Interaction Mechanics in Current...
by Mia Consalvo
(MIT, Comparative Media Studies)
Social & Online Games Summit
GDC 2011
Video Game Play as Nightmare Protection [SGS Health]
by Jayne Gackenbach
(Grant MacEwan University)
Serious Games Summit
GDC 2011
Video Game Play as Nightmare Protection [SGS Health]
by Jayne Gackenbach
(Grant MacEwan University)
Serious Games Summit
GDC 2011
What's the Story Morning Glory? [SOGS Design]
by Kenny Shea Dinkin
(Independent)
Social & Online Games Summit
GDC 2011
Your Best Weapon Is Your Community! How to Create a Social Ecosystem Acr...
by Chris Bruce
(Sony Computer Entertainment Europe)
Production
GDC 2011
Your Best Weapon Is Your Community! How to Create a Social Ecosystem Acr...
by Chris Bruce
(Sony Computer Entertainment Europe)
Production