GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
A Holistic Approach to A/B Testing [SOGS Business]
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
A Holistic Approach to A/B Testing [SOGS Business]
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
A Holistic Approach to A/B Testing [SOGS Business]
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Strategic Approach to Crowdfunding
by Julie Coniglio
(Awkward Hug)
Independent Games Summit
GDC 2012
A Strategic Approach to Crowdfunding
by Julie Coniglio
(Awkward Hug)
Independent Games Summit
GDC 2012
A Strategic Approach to Crowdfunding
by Julie Coniglio
(Awkward Hug)
Independent Games Summit
GDC 2012
AAA Game Mechanics Inspiring Learning and Assessment Mechanics
by Jan L. Plass
(NYU / Games for Learning Institute)
Games For Change
GDC 2012
AAA Game Mechanics Inspiring Learning and Assessment Mechanics
by Jan L. Plass
(NYU / Games for Learning Institute)
Games For Change
GDC 2012
AAA Game Mechanics Inspiring Learning and Assessment Mechanics
by Jan L. Plass
(NYU / Games for Learning Institute)
Games For Change
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Visual Effects with DirectX 11
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2012
Advanced Visual Effects with DirectX 11
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2012
Advanced Visual Effects with DirectX 11
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
Ambient Occlusion Fields and Decals in Infamous 2
by Nathan Reed
(Sucker Punch Productions)
Programming
GDC 2012
Ambient Occlusion Fields and Decals in Infamous 2
by Nathan Reed
(Sucker Punch Productions)
Programming
GDC 2012
Ambient Occlusion Fields and Decals in Infamous 2
by Nathan Reed
(Sucker Punch Productions)
Programming
GDC 2012
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
GDC 2012
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
GDC 2012
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
GDC 2012
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
GDC 2012
Android Gaming on Tegra: The Future of Gaming is Now, and it's on the Mo...
by Lars Bishop
(NVIDIA)
Game Design
GDC 2012
Android Gaming on Tegra: The Future of Gaming is Now, and it's on the Mo...
by Lars Bishop
(NVIDIA)
Game Design
GDC 2012
Animation Driven Locomotion for Smoother Navigation
by Bobby Anguelov
(IO Interactive)
AI Summit
GDC 2012
Animation Driven Locomotion for Smoother Navigation
by Bobby Anguelov
(IO Interactive)
AI Summit
GDC 2012
Animation Driven Locomotion for Smoother Navigation
by Bobby Anguelov
(IO Interactive)
AI Summit
GDC 2012
Animation methodology for Battlefield 3
by Tobias Dahl
(DICE/EA)
Game Design
GDC 2012
Animation methodology for Battlefield 3
by Tobias Dahl
(DICE/EA)
Game Design
GDC 2012
Animation methodology for Battlefield 3
by Tobias Dahl
(DICE/EA)
Game Design
GDC 2012
APB Reloaded: Design and Item Monetization Challenges When AAA Games Goe...
by Bjorn Book-Larsson
(GamersFirst / Reloaded Productions Inc.)
Production
GDC 2012
APB Reloaded: Design and Item Monetization Challenges When AAA Games Goe...
by Bjorn Book-Larsson
(GamersFirst / Reloaded Productions Inc.)
Production
GDC 2012
APB Reloaded: Design and Item Monetization Challenges When AAA Games Goe...
by Bjorn Book-Larsson
(GamersFirst / Reloaded Productions Inc.)
Production
GDC 2012
Applying Game and Social Mechanics to Sustainable Fashion: Closet Swap C...
by Paulina Bozek
(Inensu)
Game IT Summit
GDC 2012
Applying Game and Social Mechanics to Sustainable Fashion: Closet Swap C...
by Paulina Bozek
(Inensu)
Game IT Summit
GDC 2012
Are You a Manager or a Leader? Come Test Your Skills and Learn New Ones!
by Julie Craft
(Heyzap)
Production
GDC 2012
Army Attack! Postmortem: Fighting in the Free to Play War [SOGS Postmortem]
by Aki Jarvinen
(Digital Chocolate)
Social and Online Games Summit
GDC 2012
Army Attack! Postmortem: Fighting in the Free to Play War [SOGS Postmortem]
by Aki Jarvinen
(Digital Chocolate)
Social and Online Games Summit
GDC 2012
Army Attack! Postmortem: Fighting in the Free to Play War [SOGS Postmortem]
by Aki Jarvinen
(Digital Chocolate)
Social and Online Games Summit
GDC 2012
Arrrgghh!!! - Blending Quantitative and Qualitative Methods to Detect Pl...
by Janus Rau Sorensen
(Crystal Dynamics / IO Interactive (Square Enix))
Production
GDC 2012
Arrrgghh!!! - Blending Quantitative and Qualitative Methods to Detect Pl...
by Janus Rau Sorensen
(Crystal Dynamics / IO Interactive (Square Enix))
Production
GDC 2012
Arrrgghh!!! - Blending Quantitative and Qualitative Methods to Detect Pl...
by Janus Rau Sorensen
(Crystal Dynamics / IO Interactive (Square Enix))
Production
GDC 2012
Art History for Game Devs: In Praise of Abstraction
by John Sharp
(Georgia Institute of Technology)
Game Design
GDC 2012
Art History for Game Devs: In Praise of Abstraction
by John Sharp
(Georgia Institute of Technology)
Game Design
GDC 2012
Art History for Game Devs: In Praise of Abstraction
by John Sharp
(Georgia Institute of Technology)
Game Design
GDC 2012
Ask the Experts: Professional Programmer's Panel
by Jeff Ward
(Fire Hose Games)
Game Career Seminar
GDC 2012
Ask the Experts: Professional Programmer's Panel
by Jeff Ward
(Fire Hose Games)
Game Career Seminar
GDC 2012
Ask the Experts: Professional Programmer's Panel
by Jeff Ward
(Fire Hose Games)
Game Career Seminar
GDC 2012
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Awesome Video Game Data
by Geoffrey Zatkin
(EEDAR)
Business and Marketing and Management
GDC 2012
Awesome Video Game Data
by Geoffrey Zatkin
(EEDAR)
Business and Marketing and Management
GDC 2012
Back to the Garage: The Return of Indie Development (From Those Who Wer...
by Markus Persson
(Mojang)
Business and Marketing and Management
GDC 2012
Back to the Garage: The Return of Indie Development (From Those Who Wer...
by Markus Persson
(Mojang)
Business and Marketing and Management
GDC 2012
Believable Tactics for Squad AI
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2012
Believable Tactics for Squad AI
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Metrics: Building Deep and Sustained Analytical Capability in You...
by Sheridan Hitchens
(Industry Consultant)
Social and Online Games Summit
GDC 2012
Beyond Metrics: Building Deep and Sustained Analytical Capability in You...
by Sheridan Hitchens
(Industry Consultant)
Social and Online Games Summit
GDC 2012
Beyond Metrics: Building Deep and Sustained Analytical Capability in You...
by Sheridan Hitchens
(Industry Consultant)
Social and Online Games Summit
GDC 2012
BlackBerry 10 - A Game Developers Platform (Presented by BlackBerry)
by Anders Jeppsson
(Research In Motion)
Programming
GDC 2012
Boosting Rendering Performance with Automated High Quality 3D Asset Opti...
by Ulrik Lindahl
(Donya Labs AB)
Programming
GDC 2012
Boosting Rendering Performance with Automated High Quality 3D Asset Opti...
by Ulrik Lindahl
(Donya Labs AB)
Programming
GDC 2012
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business and Marketing and Management
GDC 2012
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business and Marketing and Management
GDC 2012
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business and Marketing and Management
GDC 2012
Breaking Into Game Development: Ask the Pros
by Chris Charla
(Microsoft Games)
Game Career Seminar
GDC 2012
Breaking Into Game Development: Ask the Pros
by Chris Charla
(Microsoft Games)
Game Career Seminar
GDC 2012
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
- Japanese
GDC 2012
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
GDC 2012
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
GDC 2012
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
GDC 2012
Bringing Large Scale Console Games to iOS Devices: A Technical Overview ...
by Stephane Jacoby
(Square One Games)
Smartphone and Tablet Games Summit
GDC 2012
Bringing Large Scale Console Games to iOS Devices: A Technical Overview ...
by Stephane Jacoby
(Square One Games)
Smartphone and Tablet Games Summit
GDC 2012
Bringing Large Scale Console Games to iOS Devices: A Technical Overview ...
by Stephane Jacoby
(Square One Games)
Smartphone and Tablet Games Summit
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
- Japanese
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
GDC 2012
Build More Immersive Games with Intel SSDs (Presented by Intel)
by Chris Saleski
(Intel Corporation)
Programming
GDC 2012
Build That Wall: Creating the Audio for Bastion
by Darren Korb
(Supergiant Games)
Audio
GDC 2012
Build That Wall: Creating the Audio for Bastion
by Darren Korb
(Supergiant Games)
Audio
GDC 2012
Build That Wall: Creating the Audio for Bastion
by Darren Korb
(Supergiant Games)
Audio
GDC 2012
Building Passionate Communities Through Social Music-Making Games
by Ge Wang
(Smule)
Smartphone and Tablet Games Summit
GDC 2012
Building Passionate Communities Through Social Music-Making Games
by Ge Wang
(Smule)
Smartphone and Tablet Games Summit
GDC 2012
Character Assassination [SOGS Design]
by Kenny Shea Dinkin
(Disney Interactive Media Group/Playdom)
Social and Online Games Summit
GDC 2012
Character Assassination [SOGS Design]
by Kenny Shea Dinkin
(Disney Interactive Media Group/Playdom)
Social and Online Games Summit
GDC 2012
Classic Game Postmortem: Fallout
by Timothy Cain
(Obsidian Entertainment)
Game Design
GDC 2012
Classic Game Postmortem: Fallout
by Timothy Cain
(Obsidian Entertainment)
Game Design
GDC 2012
Classic Game Postmortem: Fallout
by Timothy Cain
(Obsidian Entertainment)
Game Design
GDC 2012
Classic Game Postmortem: Harvest Moon
by Yasuhiro Wada
(Toy Box, Inc.)
Game Design
- Japanese
GDC 2012
Classic Game Postmortem: Harvest Moon
by Yasuhiro Wada
(Toy Box, Inc.)
Game Design
GDC 2012
Classic Game Postmortem: Harvest Moon
by Yasuhiro Wada
(Toy Box, Inc.)
Game Design
GDC 2012
Classic Game Postmortem: Harvest Moon
by Yasuhiro Wada
(Toy Box, Inc.)
Game Design
GDC 2012
Clones: Advancing the Discussion
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC 2012
Clones: Advancing the Discussion
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC 2012
Clones: Advancing the Discussion
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC 2012
Communication and Iteration of Visual Effects in Red Faction: Armageddon
by Dave Samuel
(Volition Inc.)
Game Design
GDC 2012
Communication and Iteration of Visual Effects in Red Faction: Armageddon
by Dave Samuel
(Volition Inc.)
Game Design
GDC 2012
Communication and Iteration of Visual Effects in Red Faction: Armageddon
by Dave Samuel
(Volition Inc.)
Game Design
GDC 2012
Concrete Practices to Be a Better Leader: Framing & Intention
by Brian Sharp
(Bungie)
Production
GDC 2012
Concrete Practices to Be a Better Leader: Framing & Intention
by Brian Sharp
(Bungie)
Production
GDC 2012
Conquering European Localization
by Miguel A. Bernal-Merino
(University of Roehampton)
Localization Summit
GDC 2012
Conquering European Localization
by Miguel A. Bernal-Merino
(University of Roehampton)
Localization Summit
GDC 2012
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Summit
GDC 2012
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Summit
GDC 2012
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Summit
GDC 2012
Core Games, Real Numbers: Comparative Stats for MMOs and Social Games [S...
by Emily Greer
(Kongregate)
Social and Online Games Summit
GDC 2012
Core Games, Real Numbers: Comparative Stats for MMOs and Social Games [S...
by Emily Greer
(Kongregate)
Social and Online Games Summit
GDC 2012
Core Games, Real Numbers: Comparative Stats for MMOs and Social Games [S...
by Emily Greer
(Kongregate)
Social and Online Games Summit
GDC 2012
Creating Location Based GPS Entertainment in a Kyoto Start-Up
by Tonooka Yasunori
(supernova.INC)
Smartphone and Tablet Games Summit
GDC 2012
Creating Location Based GPS Entertainment in a Kyoto Start-Up
by Tonooka Yasunori
(supernova.INC)
Smartphone and Tablet Games Summit
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
Production
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
Production
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
Production
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
Production
GDC 2012
Cubes All the Way Down: FEZ Technical Postmortem
by Renaud Bedard
(Polytron Corporation)
Independent Games Summit
GDC 2012
Cubes All the Way Down: FEZ Technical Postmortem
by Renaud Bedard
(Polytron Corporation)
Independent Games Summit
GDC 2012
Cubes All the Way Down: FEZ Technical Postmortem
by Renaud Bedard
(Polytron Corporation)
Independent Games Summit
GDC 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC 2012
Datamining: How to Harvest the Gold in your Game Sales Database [SOGS Bu...
by Nick Berry
(DataGenetics)
Social and Online Games Summit
GDC 2012
Datamining: How to Harvest the Gold in your Game Sales Database [SOGS Bu...
by Nick Berry
(DataGenetics)
Social and Online Games Summit
GDC 2012
Datamining: How to Harvest the Gold in your Game Sales Database [SOGS Bu...
by Nick Berry
(DataGenetics)
Social and Online Games Summit
GDC 2012
Dear Esther: Making an Indie Success Out of an Experimental Mod
by Dan Pinchbeck
(thechineseroom)
Game Design
GDC 2012
Dear Esther: Making an Indie Success Out of an Experimental Mod
by Dan Pinchbeck
(thechineseroom)
Game Design
GDC 2012
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3
by Nikolay Stefanov
(Massive (A Ubisoft Division))
Programming
GDC 2012
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3
by Nikolay Stefanov
(Massive (A Ubisoft Division))
Programming
GDC 2012
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3
by Nikolay Stefanov
(Massive (A Ubisoft Division))
Programming
GDC 2012
Demo Derby: Music
by Jason Hayes
(Valve Software)
Audio
GDC 2012
Demo Derby: Music
by Jason Hayes
(Valve Software)
Audio
GDC 2012
Demo Derby: Sound Design
by Dren McDonald
(Loot Drop)
Audio
GDC 2012
Demo Derby: Sound Design
by Dren McDonald
(Loot Drop)
Audio
GDC 2012
Depth in Simplicity: The Making of Jetpack Joyride
by Luke Muscat
(Halfbrick Studios)
Game Design
GDC 2012
Depth in Simplicity: The Making of Jetpack Joyride
by Luke Muscat
(Halfbrick Studios)
Game Design
GDC 2012
Depth in Simplicity: The Making of Jetpack Joyride
by Luke Muscat
(Halfbrick Studios)
Game Design
GDC 2012
Design in Detail: Identifying the Seemingly Insignificant Decisions whic...
by Jaime Griesemer
(Sucker Punch)
Game Design
GDC 2012
Design in Detail: Identifying the Seemingly Insignificant Decisions whic...
by Jaime Griesemer
(Sucker Punch)
Game Design
GDC 2012
Design in Detail: Identifying the Seemingly Insignificant Decisions whic...
by Jaime Griesemer
(Sucker Punch)
Game Design
GDC 2012
Designing for Free: How Free-to-Play Games Blur the Line Between Design ...
by Soren Johnson
(Game Developer Magazine)
Game Design
GDC 2012
Designing for Free: How Free-to-Play Games Blur the Line Between Design ...
by Soren Johnson
(Game Developer Magazine)
Game Design
GDC 2012
Designing for Friendship: Shaping Player Relationships with Rules and Fr...
by Chris Bell
(thatgamecompany)
Independent Games Summit
GDC 2012
Designing for Friendship: Shaping Player Relationships with Rules and Fr...
by Chris Bell
(thatgamecompany)
Independent Games Summit
GDC 2012
Designing for Friendship: Shaping Player Relationships with Rules and Fr...
by Chris Bell
(thatgamecompany)
Independent Games Summit
GDC 2012
Designing Games for Game Designers
by Stone Librande
(EA/Maxis)
Game Design
GDC 2012
Designing Games for Game Designers
by Stone Librande
(EA/Maxis)
Game Design
GDC 2012
Designing Games for Game Designers
by Stone Librande
(EA/Maxis)
Game Design
GDC 2012
Designing Games to Sell
by Alex Hutchinson
(Ubisoft Montreal)
Production
GDC 2012
Designing Games to Sell
by Alex Hutchinson
(Ubisoft Montreal)
Production
GDC 2012
Designing Over the Top - Saints Row: The Third Postmortem
by Scott Phillips
(Volition, INC)
Game Design
GDC 2012
Designing Over the Top - Saints Row: The Third Postmortem
by Scott Phillips
(Volition, INC)
Game Design
GDC 2012
Designing Over the Top - Saints Row: The Third Postmortem
by Scott Phillips
(Volition, INC)
Game Design
GDC 2012
Designing the Five Second Game
by RJ Mical
(Independent)
Smartphone and Tablet Games Summit
GDC 2012
Designing the Five Second Game
by RJ Mical
(Independent)
Smartphone and Tablet Games Summit
GDC 2012
Designing Virtual Currency by Breaking (Almost) Every Rule in the Econom...
by Vili Lehdonvirta
(London School of Economics)
Game Design
GDC 2012
Designing Virtual Currency by Breaking (Almost) Every Rule in the Econom...
by Vili Lehdonvirta
(London School of Economics)
Game Design
GDC 2012
Developers: Find Your Next 900 Million Consumers in China (Presented by ...
by Chris Shen
(The9 Limited)
Business and Marketing and Management
GDC 2012
Developers: Find Your Next 900 Million Consumers in China (Presented by ...
by Chris Shen
(The9 Limited)
Business and Marketing and Management
GDC 2012
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
GDC 2012
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
GDC 2012
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
GDC 2012
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
GDC 2012
DIY XBLA FTW: The Dishwasher: Vampire Smile Postmortem
by James Silva
(Ska Studios)
Business and Marketing and Management
GDC 2012
DIY XBLA FTW: The Dishwasher: Vampire Smile Postmortem
by James Silva
(Ska Studios)
Business and Marketing and Management
GDC 2012
DIY XBLA FTW: The Dishwasher: Vampire Smile Postmortem
by James Silva
(Ska Studios)
Business and Marketing and Management
GDC 2012
Do (Say) The Right Thing: Choice Architecture, Player Expression, and Na...
by Joshua Sawyer
(Obsidian Entertainment)
Game Design
GDC 2012
Do (Say) The Right Thing: Choice Architecture, Player Expression, and Na...
by Joshua Sawyer
(Obsidian Entertainment)
Game Design
GDC 2012
Don't Shoot the Messenger! Messaging Across the Front Lines
by Linda Carlson
(Sony Online Entertainment)
Business and Marketing and Management
GDC 2012
Don't Shoot the Messenger! Messaging Across the Front Lines
by Linda Carlson
(Sony Online Entertainment)
Business and Marketing and Management
GDC 2012
Don't trust the HiPPOs: A/B Testing Online Games
by Steven Collins
(Swrve)
Game Design
GDC 2012
Don't trust the HiPPOs: A/B Testing Online Games
by Steven Collins
(Swrve)
Game Design
GDC 2012
Don't trust the HiPPOs: A/B Testing Online Games
by Steven Collins
(Swrve)
Game Design
GDC 2012
Effective Art Development in Social/Mobile Gaming [SOGS Design]
by James Zhang
(Concept Art House)
Social and Online Games Summit
GDC 2012
Effective Art Development in Social/Mobile Gaming [SOGS Design]
by James Zhang
(Concept Art House)
Social and Online Games Summit
GDC 2012
Effects Techniques Used in Uncharted 3: Drake's Deception
by Marshall Robin
(Naughty Dog)
Programming
GDC 2012
Effects Techniques Used in Uncharted 3: Drake's Deception
by Marshall Robin
(Naughty Dog)
Programming
GDC 2012
Effects Techniques Used in Uncharted 3: Drake's Deception
by Marshall Robin
(Naughty Dog)
Programming
GDC 2012
Embracing the Dark Art of Mathematical Modeling in AI
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Embracing the Dark Art of Mathematical Modeling in AI
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Embracing the Dark Art of Mathematical Modeling in AI
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Embracing the Dark Art of Mathematical Modeling in AI
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Empowered by Digital Distribution: From Innovative Developer to Independ...
by Dan Connors
(Telltale Games)
Business and Marketing and Management
GDC 2012
Empowered by Digital Distribution: From Innovative Developer to Independ...
by Dan Connors
(Telltale Games)
Business and Marketing and Management
GDC 2012
Entertaining the Enterprise: Helping You Level Up & Conquer Work
by Li-Te Cheng
(IBM)
Game IT Summit
GDC 2012
Entertaining the Enterprise: Helping You Level Up & Conquer Work
by Li-Te Cheng
(IBM)
Game IT Summit
GDC 2012
Entertaining the Enterprise: Helping You Level Up & Conquer Work
by Li-Te Cheng
(IBM)
Game IT Summit
GDC 2012
Everyone Gaming Everywhere: Social Goes Global [SOGS Business]
by Peter Relan
(CrowdStar)
Social and Online Games Summit
GDC 2012
Everyone Gaming Everywhere: Social Goes Global [SOGS Business]
by Peter Relan
(CrowdStar)
Social and Online Games Summit
GDC 2012
Everything I Know About Being an Art Lead I Learned From Rocksmith
by Aaron B. Murray
(Ubisoft)
Production
GDC 2012
Everything I Know About Being an Art Lead I Learned From Rocksmith
by Aaron B. Murray
(Ubisoft)
Production
GDC 2012
Everything I Know About Being an Art Lead I Learned From Rocksmith
by Aaron B. Murray
(Ubisoft)
Production
GDC 2012
Existential Crisis: Do We Really Need AI?
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Existential Crisis: Do We Really Need AI?
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Expand Your Customer Base! Develop for Mainstream Graphics (Presented by...
by Ganesh Kumar
(Intel Corporation)
Programming
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Financing Options for Smaller Games
by Jonathan Newth
(Tenshi Ventures)
Business and Marketing and Management
GDC 2012
Financing Options for Smaller Games
by Jonathan Newth
(Tenshi Ventures)
Business and Marketing and Management
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Flash Forward
by Reisuke Ishida
(Taito Corporation)
Special Event
GDC 2012
Folk Games, Festivity and Subversive Game Design
by Douglas Wilson
(Die Gute Fabrik)
Independent Games Summit
GDC 2012
Folk Games, Festivity and Subversive Game Design
by Douglas Wilson
(Die Gute Fabrik)
Independent Games Summit
GDC 2012
Folk Games, Festivity and Subversive Game Design
by Douglas Wilson
(Die Gute Fabrik)
Independent Games Summit
GDC 2012
Forgotten Tales Remembered: The Games that Inspired Leading Innovators.
by John Romero
(Loot Drop)
Game Design
GDC 2012
Forgotten Tales Remembered: The Games that Inspired Leading Innovators.
by John Romero
(Loot Drop)
Game Design
GDC 2012
Forza Motorsport 4 Production Pipeline Architecture
by Daniel Caruso
(Turn 10 Studios, Microsoft)
Programming
GDC 2012
Forza Motorsport 4 Production Pipeline Architecture
by Daniel Caruso
(Turn 10 Studios, Microsoft)
Programming
GDC 2012
Forza Motorsport 4 Production Pipeline Architecture
by Daniel Caruso
(Turn 10 Studios, Microsoft)
Programming
GDC 2012
From Dungeons to Downing Street - How Games are Growing Up for Good!
by Ian Livingstone
(Eidos)
Games For Change
GDC 2012
From Dungeons to Downing Street - How Games are Growing Up for Good!
by Ian Livingstone
(Eidos)
Games For Change
GDC 2012
From Minsk to London - How to Make a Live Orchestra Production in Europe...
by Pierre Langer
(Dynamedion)
Production
GDC 2012
From Minsk to London - How to Make a Live Orchestra Production in Europe...
by Pierre Langer
(Dynamedion)
Production
GDC 2012
From Minsk to London - How to Make a Live Orchestra Production in Europe...
by Pierre Langer
(Dynamedion)
Production
GDC 2012
Fundamentals of Grassmann Algebra
by Eric Lengyel
(Terathon Software LLC)
Programming
GDC 2012
Fundamentals of Grassmann Algebra
by Eric Lengyel
(Terathon Software LLC)
Programming
GDC 2012
Fundamentals of Grassmann Algebra
by Eric Lengyel
(Terathon Software LLC)
Programming
GDC 2012
Galcon: A Quest for the Perfect Triangle
by Phil Hassey
(Hassey Enterprises, Inc.)
Independent Games Summit
GDC 2012
Galcon: A Quest for the Perfect Triangle
by Phil Hassey
(Hassey Enterprises, Inc.)
Independent Games Summit
GDC 2012
Galcon: A Quest for the Perfect Triangle
by Phil Hassey
(Hassey Enterprises, Inc.)
Independent Games Summit
GDC 2012
Game Localization: Using the Past to Understand the Present and Predict ...
by Matt Whiting
(Microsoft Studios)
Localization Summit
GDC 2012
Game Localization: Using the Past to Understand the Present and Predict ...
by Matt Whiting
(Microsoft Studios)
Localization Summit
GDC 2012
Game Mods as an IT Resource for Getting Things Done
by Walt Scacchi
(Center for Computer Games and Virtual Worlds, UC Irvine)
Game IT Summit
GDC 2012
Game Mods as an IT Resource for Getting Things Done
by Walt Scacchi
(Center for Computer Games and Virtual Worlds, UC Irvine)
Game IT Summit
GDC 2012
Game Mods as an IT Resource for Getting Things Done
by Walt Scacchi
(Center for Computer Games and Virtual Worlds, UC Irvine)
Game IT Summit
GDC 2012
Game Structured Hiveminds: Organizing People & Solving Problems with Fun
by Ben Sawyer
(Digitalmill)
Game IT Summit
GDC 2012
Game Structured Hiveminds: Organizing People & Solving Problems with Fun
by Ben Sawyer
(Digitalmill)
Game IT Summit
GDC 2012
Game Structured Hiveminds: Organizing People & Solving Problems with Fun
by Ben Sawyer
(Digitalmill)
Game IT Summit
GDC 2012
Games to Address National Challenges
by Constance Steinkuehler Squire
(White House Office of Science and Technology Policy)
Advocacy
GDC 2012
Games to Address National Challenges
by Constance Steinkuehler Squire
(White House Office of Science and Technology Policy)
Advocacy
GDC 2012
Gardens of Time: Design Problem Solving [SOGS Postmortem]
by Eric Todd
(Playdom)
Social and Online Games Summit
GDC 2012
Gardens of Time: Design Problem Solving [SOGS Postmortem]
by Eric Todd
(Playdom)
Social and Online Games Summit
GDC 2012
Get Over Yourself: Making Someone Else's Game
by Laralyn McWilliams
(iWin, Inc.)
Production
GDC 2012
Get Over Yourself: Making Someone Else's Game
by Laralyn McWilliams
(iWin, Inc.)
Production
GDC 2012
Getting Out Of The Garage: Managing Teams, Legal Fees, Cloud Servers And...
by Iman Mostafavi
(Limbic Software)
Smartphone and Tablet Games Summit
GDC 2012
Getting Out Of The Garage: Managing Teams, Legal Fees, Cloud Servers And...
by Iman Mostafavi
(Limbic Software)
Smartphone and Tablet Games Summit
GDC 2012
Getting Out Of The Garage: Managing Teams, Legal Fees, Cloud Servers And...
by Iman Mostafavi
(Limbic Software)
Smartphone and Tablet Games Summit
GDC 2012
Giant Toads and Zombie Bears: Technical Art Re-envisioned for Diablo 3
by Julian Love
(Blizzard Entertainment)
Visual Arts
GDC 2012
Giant Toads and Zombie Bears: Technical Art Re-envisioned for Diablo 3
by Julian Love
(Blizzard Entertainment)
Visual Arts
GDC 2012
Girls Gone Styled: A Sorority Life on Facebook Introspective [SOGS Postm...
by Martha Sapeta
(Playdom)
Social and Online Games Summit
GDC 2012
Girls Gone Styled: A Sorority Life on Facebook Introspective [SOGS Postm...
by Martha Sapeta
(Playdom)
Social and Online Games Summit
GDC 2012
Google Developer Day I (Presented by Google)
by Colt McAnlis
(Google)
Programming
GDC 2012
Growing "Out" of Europe: Wooga Postmortem [SOGS Postmortem]
by Jens Begemann
(Wooga)
Social and Online Games Summit
GDC 2012
Growing "Out" of Europe: Wooga Postmortem [SOGS Postmortem]
by Jens Begemann
(Wooga)
Social and Online Games Summit
GDC 2012
Growing "Out" of Europe: Wooga Postmortem [SOGS Postmortem]
by Jens Begemann
(Wooga)
Social and Online Games Summit
GDC 2012
Guerilla Prototyping: A Design Post-mortem of the Arcade Strategy Game H...
by Tyler Sigman
(Big Sandwich Games)
Game Design
GDC 2012
Guerilla Prototyping: A Design Post-mortem of the Arcade Strategy Game H...
by Tyler Sigman
(Big Sandwich Games)
Game Design
GDC 2012
Guerilla Prototyping: A Design Post-mortem of the Arcade Strategy Game H...
by Tyler Sigman
(Big Sandwich Games)
Game Design
GDC 2012
Guerrilla's Art Process - Past, Present and Future
by Jan-Bart van Beek
(Guerrilla Games)
Visual Arts
GDC 2012
Guerrilla's Art Process - Past, Present and Future
by Jan-Bart van Beek
(Guerrilla Games)
Visual Arts
GDC 2012
Guidelines for Building Cross-Platform Games
by Linda Tong
(Tapjoy)
Smartphone and Tablet Games Summit
GDC 2012
Guidelines for Building Cross-Platform Games
by Linda Tong
(Tapjoy)
Smartphone and Tablet Games Summit
GDC 2012
Health IT! Enterprising Approaches to Combining Health and Games
by Jane McGonigal
(Social Chocolate)
Game IT Summit
GDC 2012
Health IT! Enterprising Approaches to Combining Health and Games
by Jane McGonigal
(Social Chocolate)
Game IT Summit
GDC 2012
How Designing for Love Can Change the World
by Jane Pinckard
(UC Santa Cruz)
Games For Change
GDC 2012
How Designing for Love Can Change the World
by Jane Pinckard
(UC Santa Cruz)
Games For Change
GDC 2012
How Designing for Love Can Change the World
by Jane Pinckard
(UC Santa Cruz)
Games For Change
GDC 2012
How Steam Worked for an Indie
by Andrew Goulding
(Brawsome)
Production
GDC 2012
How Steam Worked for an Indie
by Andrew Goulding
(Brawsome)
Production
GDC 2012
How To Ship a Game With Voices In 10 Languages? ...On the Same Day? ...A...
by Alexandre Piche
(Ubisoft)
Audio
GDC 2012
How To Ship a Game With Voices In 10 Languages? ...On the Same Day? ...A...
by Alexandre Piche
(Ubisoft)
Audio
GDC 2012
How To Ship a Game With Voices In 10 Languages? ...On the Same Day? ...A...
by Alexandre Piche
(Ubisoft)
Audio
GDC 2012
How To Ship a Game With Voices In 10 Languages? ...On the Same Day? ...A...
by Alexandre Piche
(Ubisoft)
Audio
GDC 2012
How to Teach Game AI from Scratch
by Brian Magerko
(Georgia Institute of Technology)
GDC Education Summit
GDC 2012
How to Teach Game AI from Scratch
by Brian Magerko
(Georgia Institute of Technology)
GDC Education Summit
GDC 2012
How to Teach Game AI from Scratch
by Brian Magerko
(Georgia Institute of Technology)
GDC Education Summit
GDC 2012
HTML5 Tutorial Day
by Rachel Blum
(Google)
Programming
GDC 2012
HTML5 Tutorial Day
by Rachel Blum
(Google)
Programming
GDC 2012
Inspiration from the Trash: The TRS-80's Lost Game Designs
by Jim McGinley
(Bigpants)
Game Design
GDC 2012
Inspiration from the Trash: The TRS-80's Lost Game Designs
by Jim McGinley
(Bigpants)
Game Design
GDC 2012
Intrinsic and Extrinsic Player Motivation: Implications for Design and P...
by Scott Rigby
(Immersyve)
Game Design
GDC 2012
Intrinsic and Extrinsic Player Motivation: Implications for Design and P...
by Scott Rigby
(Immersyve)
Game Design
GDC 2012
It Stinks and I Don't Like It: Making a Better Engine Experience At Inso...
by Sean Ahern
(Insomniac Games)
Production
GDC 2012
It Stinks and I Don't Like It: Making a Better Engine Experience At Inso...
by Sean Ahern
(Insomniac Games)
Production
GDC 2012
It Stinks and I Don't Like It: Making a Better Engine Experience At Inso...
by Sean Ahern
(Insomniac Games)
Production
GDC 2012
Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Jo...
by Luke Muscat
(Halfbrick Studios)
Smartphone and Tablet Games Summit
GDC 2012
Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Jo...
by Luke Muscat
(Halfbrick Studios)
Smartphone and Tablet Games Summit
GDC 2012
Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Jo...
by Luke Muscat
(Halfbrick Studios)
Smartphone and Tablet Games Summit
GDC 2012
Kinematics and Other Techniques for Managing the Creative Process
by Laura Fryer
(WB Games Seattle)
Production
GDC 2012
Kinematics and Other Techniques for Managing the Creative Process
by Laura Fryer
(WB Games Seattle)
Production
GDC 2012
League of Legends: Scaling to Millions of Summoners
by Scott Delap
(Riot Games)
Programming
GDC 2012
League of Legends: Scaling to Millions of Summoners
by Scott Delap
(Riot Games)
Programming
GDC 2012
League of Legends: Scaling to Millions of Summoners
by Scott Delap
(Riot Games)
Programming
GDC 2012
Learning to QWOPerate
by Bennett Foddy
(foddy.net)
Independent Games Summit
GDC 2012
Learning to QWOPerate
by Bennett Foddy
(foddy.net)
Independent Games Summit
GDC 2012
Learning to QWOPerate
by Bennett Foddy
(foddy.net)
Independent Games Summit
GDC 2012
Learning to QWOPerate
by Bennett Foddy
(foddy.net)
Independent Games Summit
GDC 2012
Less A More I: Using Psychology in Game AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2012
Less A More I: Using Psychology in Game AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2012
Less A More I: Using Psychology in Game AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2012
Less A More I: Using Psychology in Game AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2012
Let the Games Be Games: Aesthetics, Instrumentalization & Game Design
by Eric Zimmerman
(Independent)
Game Design
GDC 2012
Let the Games Be Games: Aesthetics, Instrumentalization & Game Design
by Eric Zimmerman
(Independent)
Game Design
GDC 2012
Let the Games Be Games: Aesthetics, Instrumentalization & Game Design
by Eric Zimmerman
(Independent)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
- Japanese
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design in a Day: Best Practices from the Best in the Business
by Matthias Worch
(LucasArts)
Production
GDC 2012
Licensing for the Small Guy: Should You Do It, and If So, How?
by James Brooksby
(Doublesix)
Production
GDC 2012
Licensing for the Small Guy: Should You Do It, and If So, How?
by James Brooksby
(Doublesix)
Production
GDC 2012
Lighting and Simplifying Saints Row: The Third
by Scott Kircher
(Volition, Inc.)
Programming
GDC 2012
Lighting and Simplifying Saints Row: The Third
by Scott Kircher
(Volition, Inc.)
Programming
GDC 2012
Lighting and Simplifying Saints Row: The Third
by Scott Kircher
(Volition, Inc.)
Programming
GDC 2012
Little Hands, Foul Moods and Runny Noses: Developmental Research Meets E...
by Carla Fisher
(No Crusts Interactive)
Production
GDC 2012
Little Hands, Foul Moods and Runny Noses: Developmental Research Meets E...
by Carla Fisher
(No Crusts Interactive)
Production
GDC 2012
Localization Microtalks: Around the World with Five Topics in Sixty Minutes
by Oded Sharon
(Adventure Mob)
Localization Summit
GDC 2012
Localization Microtalks: Around the World with Five Topics in Sixty Minutes
by Oded Sharon
(Adventure Mob)
Localization Summit
GDC 2012
Localization Microtalks: Around the World with Five Topics in Sixty Minutes
by Oded Sharon
(Adventure Mob)
Localization Summit
GDC 2012
Lunch & Learn: Developer-led High Impact Game and Platform Experiments ...
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
Lunch & Learn: Developer-led High Impact Game and Platform Experiments ...
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
Making Cross-Platform Work: Social and Mobile Lessons From Crime City to...
by Jamil Moledina
(Funzio)
Social and Online Games Summit
GDC 2012
Making Cross-Platform Work: Social and Mobile Lessons From Crime City to...
by Jamil Moledina
(Funzio)
Social and Online Games Summit
GDC 2012
Managing the Masses: Crafting AI for Online Games
by Robert Zubek
(Zynga)
AI Summit
GDC 2012
Managing the Masses: Crafting AI for Online Games
by Robert Zubek
(Zynga)
AI Summit
GDC 2012
Managing the Masses: Crafting AI for Online Games
by Robert Zubek
(Zynga)
AI Summit
GDC 2012
Marketing for Indies: The Indie Games Summer Uprising
by Dave Voyles
(Armless Octopus)
Business and Marketing and Management
GDC 2012
Marketing for Indies: The Indie Games Summer Uprising
by Dave Voyles
(Armless Octopus)
Business and Marketing and Management
GDC 2012
Marketing for Indies: The Indie Games Summer Uprising
by Dave Voyles
(Armless Octopus)
Business and Marketing and Management
GDC 2012
Mechatars: Physical Toy Meets Digital World [SOGS Postmortem]
by Shawn Patton
(Schell Games)
Social and Online Games Summit
GDC 2012
Mechatars: Physical Toy Meets Digital World [SOGS Postmortem]
by Shawn Patton
(Schell Games)
Social and Online Games Summit
GDC 2012
Mechatars: Physical Toy Meets Digital World [SOGS Postmortem]
by Shawn Patton
(Schell Games)
Social and Online Games Summit
GDC 2012
Middleware vs Build Your Own - Debate!
by John Edwards
(thatgamecompany, LLC)
Independent Games Summit
GDC 2012
Middleware vs Build Your Own - Debate!
by John Edwards
(thatgamecompany, LLC)
Independent Games Summit
GDC 2012
Mind Games: Brain Training for Game Developers
by Scott Crabtree
(www.HappyBrainScience.com)
Production
GDC 2012
Mind Games: Brain Training for Game Developers
by Scott Crabtree
(www.HappyBrainScience.com)
Production
GDC 2012
Modular Rigging in Battlefield 3
by Johan Ramstrom
(EA DICE)
Production
GDC 2012
Modular Rigging in Battlefield 3
by Johan Ramstrom
(EA DICE)
Production
GDC 2012
Modular Rigging in Battlefield 3
by Johan Ramstrom
(EA DICE)
Production
GDC 2012
Monster Galaxy: Developing Social Games for Gamers
by Mike Sego
(Gaia Online)
Game Design
GDC 2012
Monster Galaxy: Developing Social Games for Gamers
by Mike Sego
(Gaia Online)
Game Design
GDC 2012
More Than Fun: Designing Games With Purpose
by Phil Stuart
(Preloaded)
Games For Change
GDC 2012
More Than Fun: Designing Games With Purpose
by Phil Stuart
(Preloaded)
Games For Change
GDC 2012
More Than Fun: Designing Games With Purpose
by Phil Stuart
(Preloaded)
Games For Change
GDC 2012
Moving Audiences Across Platforms [SOGS Business]
by Paul LaFontaine
(Sulake Oy)
Social and Online Games Summit
GDC 2012
Moving Audiences Across Platforms [SOGS Business]
by Paul LaFontaine
(Sulake Oy)
Social and Online Games Summit
GDC 2012
Moving Audiences Across Platforms [SOGS Business]
by Paul LaFontaine
(Sulake Oy)
Social and Online Games Summit
GDC 2012
Music Copyright in Video Games: The Elephants in the Room
by Sergio Pimentel
(Nimrod Productions)
Production
GDC 2012
Music Copyright in Video Games: The Elephants in the Room
by Sergio Pimentel
(Nimrod Productions)
Production
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Orchestral Recording at Abbey Road for Lord of the Rings: War in the North
by Craig Duman
(WB Games)
Audio
GDC 2012
Orchestral Recording at Abbey Road for Lord of the Rings: War in the North
by Craig Duman
(WB Games)
Audio
GDC 2012
Orchestral Recording at Abbey Road for Lord of the Rings: War in the North
by Craig Duman
(WB Games)
Audio
GDC 2012
Out of the Fire and Into the Surprisingly Agile Remote Development Envir...
by Coray Seifert
(Slingo, Inc.)
Production
GDC 2012
Out of the Fire and Into the Surprisingly Agile Remote Development Envir...
by Coray Seifert
(Slingo, Inc.)
Production
GDC 2012
Ownership - Dragon Age Style
by Adriana Lopez
(BioWare)
Production
GDC 2012
Ownership - Dragon Age Style
by Adriana Lopez
(BioWare)
Production
GDC 2012
Passenger: Story of a Convergent Pipeline - From Assassin's Creed Lineag...
by Thomas Felix
(Ubisoft)
Programming
GDC 2012
Passenger: Story of a Convergent Pipeline - From Assassin's Creed Lineag...
by Thomas Felix
(Ubisoft)
Programming
GDC 2012
Passenger: Story of a Convergent Pipeline - From Assassin's Creed Lineag...
by Thomas Felix
(Ubisoft)
Programming
GDC 2012
Performance Capture: A Creative Primer
by Tameem Antoniades
(Ninja Theory Ltd.)
Visual Arts
GDC 2012
Performance Capture: A Creative Primer
by Tameem Antoniades
(Ninja Theory Ltd.)
Visual Arts
GDC 2012
Perhaps a Time of Miracles Was at Hand: The Business & Development of #S...
by Nathan Vella
(Capy)
Independent Games Summit
GDC 2012
Perhaps a Time of Miracles Was at Hand: The Business & Development of #S...
by Nathan Vella
(Capy)
Independent Games Summit
GDC 2012
Perhaps a Time of Miracles Was at Hand: The Business & Development of #S...
by Nathan Vella
(Capy)
Independent Games Summit
GDC 2012
Physics for Game Programmers
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2012
Physics for Game Programmers
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2012
Physics for Game Programmers
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2012
Physics for Game Programmers
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2012
Physics for Game Programmers
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2012
Pick and Roll: When Game Design and Learning Collide
by Katie Salen
(Institute of Play; DePaul University)
GDC Education Summit
GDC 2012
Pick and Roll: When Game Design and Learning Collide
by Katie Salen
(Institute of Play; DePaul University)
GDC Education Summit
GDC 2012
Pick and Roll: When Game Design and Learning Collide
by Katie Salen
(Institute of Play; DePaul University)
GDC Education Summit
GDC 2012
Pitching Secrets Revealed
by Chris Charla
(Microsoft Games)
Business and Marketing and Management
GDC 2012
Pitching Secrets Revealed
by Chris Charla
(Microsoft Games)
Business and Marketing and Management
GDC 2012
Playtesting and Metrics: Getting the Most Out of Your Usability Testing
by Jordan Lynn
(Volition)
Production
GDC 2012
Playtesting and Metrics: Getting the Most Out of Your Usability Testing
by Jordan Lynn
(Volition)
Production
GDC 2012
Ponycorns: Catching Lightning in a Jar
by Ryan Henson Creighton
(Untold Entertainment)
Independent Games Summit
GDC 2012
Ponycorns: Catching Lightning in a Jar
by Ryan Henson Creighton
(Untold Entertainment)
Independent Games Summit
GDC 2012
Postmortem Microtalks
by Brandon Sheffield
(Necrosoft Games)
Game Career Seminar
GDC 2012
Postmortem Microtalks
by Brandon Sheffield
(Necrosoft Games)
Game Career Seminar
GDC 2012
Premium to Freemium: Pivoting Monetization Method for Best-Selling Apps
by Paul O'Connor
(Appy Entertainment)
Smartphone and Tablet Games Summit
GDC 2012
Premium to Freemium: Pivoting Monetization Method for Best-Selling Apps
by Paul O'Connor
(Appy Entertainment)
Smartphone and Tablet Games Summit
GDC 2012
Premium to Freemium: Pivoting Monetization Method for Best-Selling Apps
by Paul O'Connor
(Appy Entertainment)
Game Design
GDC 2012
Premium to Freemium: Pivoting Monetization Method for Best-Selling Apps
by Paul O'Connor
(Appy Entertainment)
Game Design
GDC 2012
Producer Boot Camp
by Laura Fryer
(WB Games Seattle)
Advocacy
GDC 2012
Producer Boot Camp
by Laura Fryer
(WB Games Seattle)
Advocacy
GDC 2012
Producer Boot Camp
by Laura Fryer
(WB Games Seattle)
Advocacy
GDC 2012
Racing to the Finish: Content Production on Forza Motorsport 4
by Arthur Shek
(Microsoft Studios (Turn 10))
Production
GDC 2012
Racing to the Finish: Content Production on Forza Motorsport 4
by Arthur Shek
(Microsoft Studios (Turn 10))
Production
GDC 2012
Racing to the Finish: Content Production on Forza Motorsport 4
by Arthur Shek
(Microsoft Studios (Turn 10))
Production
GDC 2012
Re-orienting Development and Accelerating Production to Create Infinity ...
by Simon Hurley
(Epic Games, Inc.)
Production
- Japanese
GDC 2012
Re-orienting Development and Accelerating Production to Create Infinity ...
by Simon Hurley
(Epic Games, Inc.)
Production
GDC 2012
Re-orienting Development and Accelerating Production to Create Infinity ...
by Simon Hurley
(Epic Games, Inc.)
Production
GDC 2012
Realtime Cross-Platform Design Issues [SOGS Design]
by Noah Falstein
(Suddenly Social)
Social and Online Games Summit
GDC 2012
Realtime Cross-Platform Design Issues [SOGS Design]
by Noah Falstein
(Suddenly Social)
Social and Online Games Summit
GDC 2012
Revealing "Resident Evil Revelations"
by Masachika Kawata
(Capcom)
Game Design
GDC 2012
Revealing "Resident Evil Revelations"
by Masachika Kawata
(Capcom)
Game Design
- Japanese
GDC 2012
Revealing "Resident Evil Revelations"
by Masachika Kawata
(Capcom)
Game Design
GDC 2012
Rigging a Resident Evil - Inside the Bone Code of Operation Raccoon City
by Ben Hanke
(Slant Six Games)
Programming
GDC 2012
Rigging a Resident Evil - Inside the Bone Code of Operation Raccoon City
by Ben Hanke
(Slant Six Games)
Programming
GDC 2012
Rigging a Resident Evil - Inside the Bone Code of Operation Raccoon City
by Ben Hanke
(Slant Six Games)
Programming
GDC 2012
Robustification Through Introspection and Analysis Tools (Avoiding Devel...
by Stephen Kennedy
(Havok)
Programming
GDC 2012
Robustification Through Introspection and Analysis Tools (Avoiding Devel...
by Stephen Kennedy
(Havok)
Programming
GDC 2012
Robustification Through Introspection and Analysis Tools (Avoiding Devel...
by Stephen Kennedy
(Havok)
Programming
GDC 2012
Running Supply Chains is Like a Massively Multiplayer Online Game
by Michael Hugos
(Center for Systems Innovation)
Game IT Summit
GDC 2012
Running Supply Chains is Like a Massively Multiplayer Online Game
by Michael Hugos
(Center for Systems Innovation)
Game IT Summit
GDC 2012
Running Supply Chains is Like a Massively Multiplayer Online Game
by Michael Hugos
(Center for Systems Innovation)
Game IT Summit
GDC 2012
Runtime CPU Performance Spike Detection Using Manual and Compiler Automa...
by Adisak Pochanayon
(Netherrealm Studios)
Programming
GDC 2012
Runtime CPU Performance Spike Detection Using Manual and Compiler Automa...
by Adisak Pochanayon
(Netherrealm Studios)
Programming
GDC 2012
Runtime CPU Performance Spike Detection Using Manual and Compiler Automa...
by Adisak Pochanayon
(Netherrealm Studios)
Programming
GDC 2012
Runtime CPU Performance Spike Detection Using Manual and Compiler Automa...
by Adisak Pochanayon
(Netherrealm Studios)
Programming
GDC 2012
Saints Row the Third Real Time Capture Tools
by Alexander Mejia
(Volition-Inc/THQ Inc)
Visual Arts
GDC 2012
Saints Row the Third Real Time Capture Tools
by Alexander Mejia
(Volition-Inc/THQ Inc)
Visual Arts
GDC 2012
Saints Row the Third Real Time Capture Tools
by Alexander Mejia
(Volition-Inc/THQ Inc)
Visual Arts
GDC 2012
Scaling and Stabilizing Large Server Side Infrastructure
by Yoshinori Matsunobu
(DeNA)
Programming
GDC 2012
Scaling and Stabilizing Large Server Side Infrastructure
by Yoshinori Matsunobu
(DeNA)
Programming
GDC 2012
Scaling and Stabilizing Large Server Side Infrastructure
by Yoshinori Matsunobu
(DeNA)
Programming
GDC 2012
Setting Bejeweled Blitz Free: Lessons Learned Moving From Premium to Fr...
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Summit
GDC 2012
Setting Bejeweled Blitz Free: Lessons Learned Moving From Premium to Fr...
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Summit
GDC 2012
Setting Bejeweled Blitz Free: Lessons Learned Moving From Premium to Fr...
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Summit
GDC 2012
Shadow Cities and the Future of Location-Based Games
by Markus Montola
(Grey Area)
Smartphone and Tablet Games Summit
GDC 2012
Shadow Cities and the Future of Location-Based Games
by Markus Montola
(Grey Area)
Smartphone and Tablet Games Summit
GDC 2012
Shadow Cities and the Future of Location-Based Games
by Markus Montola
(Grey Area)
Smartphone and Tablet Games Summit
GDC 2012
Situational Awareness: Terrain Reasoning for Tactical Shooter AI
by Nick Bamford
(Slant Six Games)
AI Summit
GDC 2012
Situational Awareness: Terrain Reasoning for Tactical Shooter AI
by Nick Bamford
(Slant Six Games)
AI Summit
GDC 2012
Situational Awareness: Terrain Reasoning for Tactical Shooter AI
by Nick Bamford
(Slant Six Games)
AI Summit
GDC 2012
Small Steps in the Dark: Embracing the Continuous Prototyping Mindset
by Tim Ambrogi
(Final Form Games)
Production
GDC 2012
Small Steps in the Dark: Embracing the Continuous Prototyping Mindset
by Tim Ambrogi
(Final Form Games)
Production
GDC 2012
Small Steps in the Dark: Embracing the Continuous Prototyping Mindset
by Tim Ambrogi
(Final Form Games)
Production
GDC 2012
Small Steps in the Dark: Embracing the Continuous Prototyping Mindset
by Tim Ambrogi
(Final Form Games)
Production
GDC 2012
Social Game Design 2011: A Year in Review [SOGS Design]
by David Rohrl
(Playdom)
Social and Online Games Summit
GDC 2012
Social Game Design 2011: A Year in Review [SOGS Design]
by David Rohrl
(Playdom)
Social and Online Games Summit
GDC 2012
Social Game Design 2011: A Year in Review [SOGS Design]
by David Rohrl
(Playdom)
Social and Online Games Summit
GDC 2012
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
by Louis Bavoil
(NVIDIA)
Programming
GDC 2012
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
by Louis Bavoil
(NVIDIA)
Programming
GDC 2012
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
by Louis Bavoil
(NVIDIA)
Programming
GDC 2012
StarCraft II - Carte Blanche Localization
by William Barnes
(Blizzard Entertainment)
Localization Summit
GDC 2012
StarCraft II - Carte Blanche Localization
by William Barnes
(Blizzard Entertainment)
Localization Summit
GDC 2012
Stereography: The Art of 3D
by Simon Benson
(Sony Computer Entertainment)
Visual Arts
GDC 2012
Successfully Migrating to F2P (Presented by Digital River)
by David Reitman
(Digital River)
Monetization
GDC 2012
Tackling Large Scale Destruction FX: Lessons Learned From Raam's Shadow DLC
by Francois Antoine
(Epic Games, Inc.)
Game Design
GDC 2012
Tackling Large Scale Destruction FX: Lessons Learned From Raam's Shadow DLC
by Francois Antoine
(Epic Games, Inc.)
Game Design
GDC 2012
Tackling Large Scale Destruction FX: Lessons Learned From Raam's Shadow DLC
by Francois Antoine
(Epic Games, Inc.)
Game Design
GDC 2012
Tapping the Collective Creativity of Your Team
by Marcin Chady
(Radical Entertainment)
Production
GDC 2012
Tapping the Collective Creativity of Your Team
by Marcin Chady
(Radical Entertainment)
Production
GDC 2012
Tapping the Collective Creativity of Your Team
by Marcin Chady
(Radical Entertainment)
Production
GDC 2012
Technical Artist Boot Camp
by Arthur Shek
(Microsoft Studios (Turn 10))
Programming
GDC 2012
Technical Artist Boot Camp
by Arthur Shek
(Microsoft Studios (Turn 10))
Programming
GDC 2012
Terrain in Battlefield 3: A Modern, Complete and Scalable System
by Mattias Widmark
(EA DICE)
Programming
GDC 2012
Terrain in Battlefield 3: A Modern, Complete and Scalable System
by Mattias Widmark
(EA DICE)
Programming
GDC 2012
Terrain in Battlefield 3: A Modern, Complete and Scalable System
by Mattias Widmark
(EA DICE)
Programming
GDC 2012
Terrain in Battlefield 3: A Modern, Complete and Scalable System
by Mattias Widmark
(EA DICE)
Programming
GDC 2012
The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to...
by Jason VandenBerghe
(Ubisoft)
Game Design
GDC 2012
The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to...
by Jason VandenBerghe
(Ubisoft)
Game Design
GDC 2012
The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to...
by Jason VandenBerghe
(Ubisoft)
Game Design
GDC 2012
The Art Direction of Saints Row: The Third
by Frank Marquart
(Volition, Inc.)
Visual Arts
GDC 2012
The Art Direction of Saints Row: The Third
by Frank Marquart
(Volition, Inc.)
Visual Arts
GDC 2012
The Art Direction of Saints Row: The Third
by Frank Marquart
(Volition, Inc.)
Visual Arts
GDC 2012
The Art of Dear Esther ' Building an Environment to tell a Story
by Robert Briscoe
(LittleLostPoly)
Visual Arts
GDC 2012
The Art of Dear Esther ' Building an Environment to tell a Story
by Robert Briscoe
(LittleLostPoly)
Visual Arts
GDC 2012
The Art of Dear Esther ' Building an Environment to tell a Story
by Robert Briscoe
(LittleLostPoly)
Visual Arts
GDC 2012
The Art of Diablo 3
by Christian Lichtner
(Blizzard Entertainment)
Visual Arts
GDC 2012
The Art of Diablo 3
by Christian Lichtner
(Blizzard Entertainment)
Visual Arts
GDC 2012
The Cameras of Uncharted 3
by Travis McIntosh
(Naughty Dog Inc.)
Game Design
GDC 2012
The Cameras of Uncharted 3
by Travis McIntosh
(Naughty Dog Inc.)
Game Design
GDC 2012
The Dynamic Audio of Vessel
by Leonard Paul
(Lotus Audio Corp.)
Audio
GDC 2012
The Dynamic Audio of Vessel
by Leonard Paul
(Lotus Audio Corp.)
Audio
GDC 2012
The Dynamic Audio of Vessel
by Leonard Paul
(Lotus Audio Corp.)
Audio
GDC 2012
The Emotional Puppeteer: Uncovering the Musical Strings that Tie Our Hea...
by Marty O'Donnell
(Bungie)
Audio
GDC 2012
The Emotional Puppeteer: Uncovering the Musical Strings that Tie Our Hea...
by Marty O'Donnell
(Bungie)
Audio
GDC 2012
The Emotional Puppeteer: Uncovering the Musical Strings that Tie Our Hea...
by Marty O'Donnell
(Bungie)
Audio
GDC 2012
The Emotional Puppeteer: Uncovering the Musical Strings that Tie Our Hea...
by Marty O'Donnell
(Bungie)
Audio
GDC 2012
The Failure Workshop
by Steve Swink
(Enemy Airship)
Independent Games Summit
GDC 2012
The Failure Workshop
by Steve Swink
(Enemy Airship)
Independent Games Summit
GDC 2012
The Future of Japanese Games
by Keiji Inafune
(Comcept Inc.)
Game Design
- Japanese
GDC 2012
The Future of Japanese Games
by Keiji Inafune
(Comcept Inc.)
Game Design
GDC 2012
The Future of Japanese Games
by Keiji Inafune
(Comcept Inc.)
Game Design
GDC 2012
The Future of Japanese Games
by Keiji Inafune
(Comcept Inc.)
Game Design
GDC 2012
The Gamification of Death: How the Hardest Game Design Challenge Ever De...
by Margaret Robertson
(Hide&Seek)
Game Design
GDC 2012
The Gamification of Death: How the Hardest Game Design Challenge Ever De...
by Margaret Robertson
(Hide&Seek)
Game Design
GDC 2012
The Indie Soapbox Session
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2012
The Indie Soapbox Session
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2012
The Indie Soapbox Session
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2012
The Indie Soapbox Session
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2012
The Indie Soapbox Session
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2012
The Last 10: Going From Good To Awesome
by Benson Russell
(Naughty Dog)
Production
- Japanese
GDC 2012
The Last 10: Going From Good To Awesome
by Benson Russell
(Naughty Dog)
Production
GDC 2012
The Last 10: Going From Good To Awesome
by Benson Russell
(Naughty Dog)
Production
GDC 2012
The Last 10: Going From Good To Awesome
by Benson Russell
(Naughty Dog)
Production
GDC 2012
The Last 10: Going From Good To Awesome
by Benson Russell
(Naughty Dog)
Production
GDC 2012
The Music of the Wasteland: Interactive Music in an Open World
by Scott Lawlor
(Obsidian Entertainment)
Audio
GDC 2012
The Music of the Wasteland: Interactive Music in an Open World
by Scott Lawlor
(Obsidian Entertainment)
Audio
GDC 2012
The Pursuit of Indie Happiness: Making Great Games without Going Crazy
by Aaron Isaksen
(Indie Fund LLC)
Independent Games Summit
GDC 2012
The Pursuit of Indie Happiness: Making Great Games without Going Crazy
by Aaron Isaksen
(Indie Fund LLC)
Independent Games Summit
GDC 2012
The Pursuit of Indie Happiness: Making Great Games without Going Crazy
by Aaron Isaksen
(Indie Fund LLC)
Independent Games Summit
GDC 2012
The Rise of Free-To-Play Core Gaming
by Mitch Lasky
(Benchmark Capital)
Business and Marketing and Management
GDC 2012
The Rise of Free-To-Play Core Gaming
by Mitch Lasky
(Benchmark Capital)
Business and Marketing and Management
GDC 2012
The Tricks Up Our Sleeves: A Walkthrough of the Latest Techniques Behind...
by Keith Guerrette
(Naughty Dog, Inc.)
Visual Arts
GDC 2012
The Tricks Up Our Sleeves: A Walkthrough of the Latest Techniques Behind...
by Keith Guerrette
(Naughty Dog, Inc.)
Visual Arts
GDC 2012
The Tricks Up Our Sleeves: A Walkthrough of the Latest Techniques Behind...
by Keith Guerrette
(Naughty Dog, Inc.)
Visual Arts
GDC 2012
Thinking In 3D: The Development of Super Mario 3D Land
by Koichi Hayashida
(Nintendo)
Game Design
- Japanese
GDC 2012
Thinking In 3D: The Development of Super Mario 3D Land
by Koichi Hayashida
(Nintendo)
Game Design
GDC 2012
Thinking In 3D: The Development of Super Mario 3D Land
by Koichi Hayashida
(Nintendo)
Game Design
GDC 2012
Tips and Tricks of Game Music Mastering for Composers and Audio Leads
by John Rodd
(Clearstory Sound)
Audio
GDC 2012
Tips and Tricks of Game Music Mastering for Composers and Audio Leads
by John Rodd
(Clearstory Sound)
Audio
GDC 2012
Tips and Tricks of Game Music Mastering for Composers and Audio Leads
by John Rodd
(Clearstory Sound)
Audio
GDC 2012
Trail-er Blazing: Creating the Trailers your Game Deserves!
by Kert Gartner
(Independent)
Independent Games Summit
GDC 2012
Trail-er Blazing: Creating the Trailers your Game Deserves!
by Kert Gartner
(Independent)
Independent Games Summit
GDC 2012
Trail-er Blazing: Creating the Trailers your Game Deserves!
by Kert Gartner
(Independent)
Independent Games Summit
GDC 2012
Trail-er Blazing: Creating the Trailers your Game Deserves!
by Kert Gartner
(Independent)
Independent Games Summit
GDC 2012
Transforming the Laptop Gaming Experience (Presented by Intel)
by Leigh Davies
(Intel Corporation)
Programming
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Turing Tantrums: AI Developers Rant!
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
Uncharted Outsourcing
by Erick Pangilinan
(Naughty Dog)
Production
GDC 2012
Uncharted Outsourcing
by Erick Pangilinan
(Naughty Dog)
Production
GDC 2012
Upgrade Humanity in 60 Seconds Flat: The Game Design Challenge 2012
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2012
Upgrade Humanity in 60 Seconds Flat: The Game Design Challenge 2012
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2012
Usability Boot Camp
by Veronica Zammitto
(Electronic Arts)
Game Design
GDC 2012
User-Generated Content in inFAMOUS 2 (And Does It Make Sense for Your Ga...
by Chris Zimmerman
(Sucker Punch)
Game Design
GDC 2012
User-Generated Content in inFAMOUS 2 (And Does It Make Sense for Your Ga...
by Chris Zimmerman
(Sucker Punch)
Game Design
GDC 2012
User-Generated Content in inFAMOUS 2 (And Does It Make Sense for Your Ga...
by Chris Zimmerman
(Sucker Punch)
Game Design
GDC 2012
Using Technical Testers to Reduce Cost and Improve Quality in Your Titles
by Greg Derk
(Microsoft - Turn10 Studios)
Production
GDC 2012
Using Technical Testers to Reduce Cost and Improve Quality in Your Titles
by Greg Derk
(Microsoft - Turn10 Studios)
Production
GDC 2012
Using Technical Testers to Reduce Cost and Improve Quality in Your Titles
by Greg Derk
(Microsoft - Turn10 Studios)
Production
GDC 2012
Vault, Slide, Mantle: Building Brink's SMART System
by Arne Olav Hallingstad
(Splash Damage)
Programming
GDC 2012
Vault, Slide, Mantle: Building Brink's SMART System
by Arne Olav Hallingstad
(Splash Damage)
Programming
GDC 2012
Vault, Slide, Mantle: Building Brink's SMART System
by Arne Olav Hallingstad
(Splash Damage)
Programming
GDC 2012
Virtual Actors and Emotion in Games
by David Cage
(Quantic Dream)
Game Design
GDC 2012
Virtual Actors and Emotion in Games
by David Cage
(Quantic Dream)
Game Design
GDC 2012
WeTopia: Game Companies & Nonprofits Creating New Business Models
by Lincoln Brown
(Sojo Studios)
Games For Change
GDC 2012
WeTopia: Game Companies & Nonprofits Creating New Business Models
by Lincoln Brown
(Sojo Studios)
Games For Change
GDC 2012
What Really Matters: the Relevant Payment Options to Attract Local Playe...
by Joost Van Dreunen
(SuperData Research)
Monetization
GDC 2012
What You Don't Know IS Hurting You: How Aggressive User-Research Improve...
by Drew Murray
(Insomniac Games)
Game Design
GDC 2012
What You Don't Know IS Hurting You: How Aggressive User-Research Improve...
by Drew Murray
(Insomniac Games)
Game Design
GDC 2012
What You Don't Know IS Hurting You: How Aggressive User-Research Improve...
by Drew Murray
(Insomniac Games)
Game Design
GDC 2012
Winning Behavior-Change Game Design & Engagement
by Michael Kim
(Kairos Labs)
Games For Change
GDC 2012
Winning Behavior-Change Game Design & Engagement
by Michael Kim
(Kairos Labs)
Games For Change
GDC 2012
Winning the Mobile Graphics Optimization Game with ARM (Presented by ARM)
by Anand Patel
(ARM)
Programming
GDC 2012
Writing Server and Network Code for Your Online Game
by Patrick Wyatt
(En Masse Entertainment)
Programming
GDC 2012
Writing Server and Network Code for Your Online Game
by Patrick Wyatt
(En Masse Entertainment)
Programming
GDC 2012
Writing Server and Network Code for Your Online Game
by Patrick Wyatt
(En Masse Entertainment)
Programming
GDC 2012
Writing Server and Network Code for Your Online Game
by Patrick Wyatt
(En Masse Entertainment)
Programming
GDC 2012
You Got Art In My Test Suite!
by Seth Gibson
(Intel Perceptual Computing)
Programming