GDC 2013
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz)
Advocacy
GDC 2013
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
A New (and Way Better) Model for Licensed Games
by Daniel Morris
(DeNA Americas & Europe)
Production
GDC 2013
AAA Audio Quality in a Mobile Indie Game: Holy Shield Case Study
by Amaury La Burthe
(AudioGaming)
Audio
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
Advanced Visual Effects with DirectX 11
by Coray Seifert
(Slingo)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Coray Seifert
(Slingo)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Coray Seifert
(Slingo)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Coray Seifert
(Slingo)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Coray Seifert
(Slingo)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Coray Seifert
(Slingo)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Coray Seifert
(Slingo)
Advocacy
GDC 2013
Ahead of the Curve: The SpaceChem Postmortem
by Zach Barth
(Zachtronics Industries)
Independent Games Summit
GDC 2013
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2013
An In-Depth Look at the Sound Design Choices and Technical Solutions in ...
by Mikkel Christiansen
(IO Interactive)
Audio
GDC 2013
An Indie Expedition Through the Jungle of Free-to-Play, In-App Purchase,...
by Aaron Isaksen
(AppAbove Games LLC)
Independent Games Summit
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Applying the 5 Domains of Play: Acting Like Players
by Jason VandenBerghe
(Ubisoft)
Design
GDC 2013
Architecture Tricks: Managing Behaviors in Time, Space, and Depth
by David Mark
(Intrinsic Algorithm)
AI Summit
GDC 2013
Are We There Yet? Making Empathy Matter
by Ed Hooks
(Acting for Animators)
Visual Arts
GDC 2013
Art Direction Autopsy: X-COM: Enemy Unknown
by Greg Foertsch
(Firaxis Games)
Visual Arts
GDC 2013
Assassin's Creed III Homestead: Code, Data, and Tools
by Marc-Andre Jutras
(Ubisoft Quebec)
Design
GDC 2013
Assassin's Creed III Music Score: Redefining Musical Standards for the A...
by Benedicte Ouimet
(Ubisoft)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Augmented Imagination: Exploiting Kinect for Double Fine Happy Action Th...
by Patrick Hackett
(Double Fine Productions)
Programming
GDC 2013
Automation in the Technically Challenging World of Game Development
by Linda Lemieux
(VMC Game Labs)
QA Summit
GDC 2013
Avengers Initiative: Transitioning from Console to Mobile
by Patrick Moran
(Wideload Games / Disney Interactive)
Smartphone & Tablet Games Summit
GDC 2013
Avoiding Failure 101 (Small Studio Edition)
by Eitan Glinert
(Fire Hose Games)
Production
GDC 2013
Awesome Video Game Data 2013
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2013
Balancing Act: Narrative and Mission Design in Assassin's Creed III
by Corey May
(Ubisoft Montreal)
Game Narrative Summit
GDC 2013
Basic Game Building for Windows Phone (Presented by Microsoft)
by Mark Paley
(Windows Phone)
Programming
GDC 2013
Bass in Your Face
by Mark Yeend
(Microsoft)
Audio
GDC 2013
BBC, Cross-Media and Video Games
by Robert Nashak
(BBC Worldwide, Digital Entertainment & Games)
Localization Summit
GDC 2013
Behind the Scenes of Dragon's Dogma: A Look at the Development of Capcom...
by Hideaki Itsuno
(Capcom Co., Ltd.)
Design
GDC 2013
Behind the Scenes of Dragon's Dogma: A Look at the Development of Capcom...
by Hideaki Itsuno
(Capcom Co., Ltd.)
Design
GDC 2013
Best Practices for Leveraging Worldwide Age Ratings Submissions and Geop...
by Kiki McMillan
(Microsoft Studios)
Localization Summit
GDC 2013
Beyond Cha-Ching! Music for Slot Machines
by Peter Inouye
(Bally Technologies)
Audio
GDC 2013
Beyond the Dialogue: Perspectives on Industry and Academia
by Matthew Burns
(University of Washington)
GDC Education Summit
GDC 2013
Beyond the Final Boss - How Games Industry Professionals Faced Bullying ...
by Shahid Ahmad
(Sony Computer Entertainment Europe)
Advocacy
GDC 2013
Biff! Boom! Pow! Introducing Students to Sound for Games
by Karen Collins
(University of Waterloo)
GDC Education Summit
GDC 2013
Bingo Bash Deep Dive: Understanding and Optimizing Player Behavior Acros...
by Sumit Gupta
(BitRhymes)
Free to Play Design & Business Summit
GDC 2013
BioWare QA - Partners in Development (Embed Model)
by Tulay Tetiker McNally
(BioWare)
QA Summit
GDC 2013
Blood Brothers: How a Japanese Mobile RPG Made It to the Top of the Amer...
by Yuji Shimizu
(DeNA)
Free to Play Design & Business Summit
GDC 2013
Bootstrapping Your Way from 0 to 10M DAU: A First Time CEO's Guide to Gr...
by Perry Tam
(Storm8, Inc.)
Business, Marketing & Management
GDC 2013
Brave New World: New Bungie IP
by Joe Staten
(Bungie)
Visual Arts
GDC 2013
Breaking the Rules on a GPU (Presented by Intel Corporation)
by Steve Hughes
(Intel Corporation)
Programming
GDC 2013
Bringing the Game to Life - Halo 4: Forward Unto Dawn Postmortem
by Kevin Grace
(343 Industries)
Game Narrative Summit
GDC 2013
Building a Great Studio Culture on a Budget
by Chris Charla
(XBLA at Microsoft Game Studio)
Business, Marketing & Management
GDC 2013
Building Connected Game Experiences on Windows Phone (Presented by Micro...
by Tim Laverty
(Windows Phone)
Programming
GDC 2013
Building DirectX Games for Windows and Windows Phone (Presented by Micro...
by Joao Raza
(Windows Phone)
Advocacy
GDC 2013
Building DirectX Games for Windows and Windows Phone (Presented by Micro...
by Joao Raza
(Windows Phone)
Programming
GDC 2013
Building Epic Worlds Through the Strengths of Artsourcing
by Chris Mielke
(Epic Games, Inc.)
Visual Arts
GDC 2013
Building Games for the Long-Term: Maximizing Monetization and Player Sat...
by Emily Greer
(Kongregate)
Free to Play Design & Business Summit
GDC 2013
Building Scalable Cloud Tech for Mobile and Social Games
by Paul Winterhalder
(bitHeads)
Smartphone & Tablet Games Summit
GDC 2013
Building Scalable, Cross-Platform Graphics Systems for Mobile
by Josh Klint
(Leadwerks Software)
Smartphone & Tablet Games Summit
GDC 2013
Building SimCity: Art in the Service of Simulation
by Ocean Quigley
(Maxis)
Visual Arts
GDC 2013
Building Successful Interdisciplinary Game Programs: Bridging the Gaps
by Magy Seif El-Nasr
(Northeastern University)
GDC Education Summit
GDC 2013
Building the Touchy-Feely World of Tearaway
by Rex Crowle
(Media Molecule)
Visual Arts
GDC 2013
Building your Gaming Strategy for BlackBerry 10 (Presented by BlackBerry)
by Anders Jeppsson
(BlackBerry)
Business, Marketing & Management
GDC 2013
Candy Crush Saga Postmortem: Luck in the Right Places
by Tommy Palm
(King.com)
Free to Play Design & Business Summit
GDC 2013
Caring about Chrono Trigger - Presented by IGDA
by Jon-Paul Dyson
(The Strong)
Advocacy
GDC 2013
Case Study of a Microstudio Startup: The Next Three Years
by Randy Smith
(Tiger Style)
Business, Marketing & Management
GDC 2013
Casting a New Light on a Familiar Face: Light Based Rendering in Tomb Ra...
by Jason Lacroix
(Crystal Dynamics)
Visual Arts
GDC 2013
Casual, Social, Mobile, and the Audio That Makes Them Successful
by Nicholas Thomas
(SomaTone Interactive Inc.)
Audio
GDC 2013
Catacombs and Curriculum: Role-Playing Games for Teaching Design
by Sam Roberts
(University of Southern California)
GDC Education Summit
GDC 2013
Challenges of the Dual Customer in Kids Mobile Games - Kids and Their Pa...
by Rex Ishibashi
(Callaway Digital Arts)
Smartphone & Tablet Games Summit
GDC 2013
Classic Game Postmortem: Crystal Castles
by Franz Lanzinger
(Actual Entertainment, Inc.)
Design
GDC 2013
Classic Game Postmortem: Myst
by Robyn Miller
(Zoo Break Gun Club)
Design
GDC 2013
Classic Game Postmortem: Pinball Construction Set
by Bill Budge
(Google)
Design
GDC 2013
Classic Game Postmortem: X-COM: UFO Defense
by Julian Gollop
(Gollop Games)
Design
GDC 2013
Clone Wars: The All Out Assault on Innovation in Games (Presented by IGDA)
by Tom Buscaglia
(The Game Attorney PC)
Advocacy
GDC 2013
Commercial Partnership - A Growing Trend?
by Michael John
(GlassLab)
GDC Education Summit
GDC 2013
Commun-indies: Making the Most of Your Indie Community
by Takumi Naramura
(Nigoro)
Design
- Japanese
GDC 2013
Commun-indies: Making the Most of Your Indie Community
by Takumi Naramura
(Nigoro)
Design
GDC 2013
Contextually Driven Interactive Music in SSX
by Gordon Durity
(EA Sports)
Audio
GDC 2013
Continuously Bootstrapping an Indie Studio by Remaining Agile
by Alexander Schwartz
(Owlchemy Labs)
Smartphone & Tablet Games Summit
GDC 2013
Controlling the Abyss: Designing Uncharted's Controls for the PlayStatio...
by Ron Allen
(Sony Computer Entertainment, Bend Studio)
Design
GDC 2013
Core Technologies for Windows 8 Games (Presented by Microsoft)
by Chas Boyd
(Windows Graphics)
Programming
GDC 2013
Counterplay and Teamplay in Multiplayer Game Design
by Tom Cadwell
(Riot Games)
Design
GDC 2013
Cracking the Cross-Platform Challenge: How Candy Crush Saga Became a Sma...
by Riccardo Zacconi
(King.com)
Business, Marketing & Management
GDC 2013
Crafting Destruction: The Evolution of the Dead Space User Interface
by Dino Ignacio
(Visceral Games - Electronic Arts)
Visual Arts
GDC 2013
Crafting Success: A Deeper Look at CastleVille's Crafting System
by Jacob Naasz
(Zynga)
Design
GDC 2013
Creating a Magical Music Experience
by Alastair Lindsay
(Sony Computer Entertainment Europe)
Audio
GDC 2013
Creating Amazing Characters
by Scott Campbell
(Independent)
Visual Arts
GDC 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Visual Arts
GDC 2013
Creating Immersive Narrative Games Without Big Budgets or Resources
by Georg Backer
(Hotsauce Interactive Ltd.)
Game Narrative Summit
GDC 2013
Creating Sound Effects and Sound Textures from Examples
by Jim Parker
(MinkHollow Media Ltd.)
Audio
GDC 2013
Creating the AI for the Living, Breathing World of Hitman: Absolution
by Mika Vehkala
(IO Interactive A/S)
Programming
GDC 2013
Creating the EVE Universe: Technical and Cultural Strategies
by Andie Nordgren
(CCP Games)
Production
GDC 2013
Creatrilogy: Three Talks Exploring Indie Game Creativity
by Andy Hull
(Story Fort, LLC)
Independent Games Summit
GDC 2013
CREST: An Account of Deploying a RESTful Interface to an Established MMO
by Nicolas Tittley
(CCP Games)
Programming
GDC 2013
Cross-Platform Game Development: Best Practices Learned from Unreal, Uni...
by Omar Rodriguez
(Intel)
Programming
GDC 2013
Crossing Microsoft Screens: Building Cross Platform Gameplay in Skulls o...
by Borut Pfeifer
(17-BIT)
Programming
GDC 2013
Crossing the Streams: Game Audio Rule Breakers of the Past Decade
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2013
Crowdfunding for Indies: Real Numbers and Trends
by Thomas Bidaux
(ICO Partners)
Independent Games Summit
GDC 2013
CSR Racing: Secrets and Lessons
by Torsten Reil
(NaturalMotion)
Business, Marketing & Management
GDC 2013
Cutscenes Everywhere: The Tech Behind StarCraft II's Storytelling
by Matt Schembari
(Blizzard Entertainment)
Visual Arts
GDC 2013
Death to Downloads
by Will Harbin
(KIXEYE)
Business, Marketing & Management
GDC 2013
Debunking Myths About Lean Game Development
by Katherine de Leon
(GSN Digital)
Production
GDC 2013
Defining a Target Market for a Connected TV Platform
by Richard Hilleman
(Electronic Arts)
Business, Marketing & Management
GDC 2013
Demiurge's Tale: A Console to Free-to-Play Postmortem
by Albert Reed
(Demiurge Studios)
Production
GDC 2013
Design Occlusion is Killing Your Creativity
by Dylan Cuthbert
(Q-Games)
Independent Games Summit
GDC 2013
Designing a Live MMORPG: The First Year of Star Wars: The Old Republic
by James Ohlen
(BioWare Austin)
Design
GDC 2013
Designing Beyond the Frontiers of F2P
by Nick Fortugno
(Playmatics)
Free to Play Design & Business Summit
GDC 2013
Designing Compelling Achievements Microtalks
by Cory Stockton
(Blizzard Entertainment, Inc)
Design
GDC 2013
Designing DayZ: Lessons from Cherno
by Dean Hall
(Bohemia Interactive)
Design
GDC 2013
Designing for Mystery in Kentucky Route Zero
by Jake Elliott
(Cardboard Computer)
Independent Games Summit
GDC 2013
Designing Grand Strategy: Making the Mechanics of Total War
by James Russell
(Creative Assembly)
Design
GDC 2013
Designing Humor in Borderlands 2
by Anthony Burch
(Gearbox Software)
Design
GDC 2013
Designing Journey
by Jenova Chen
(thatgamecompany)
Design
GDC 2013
Designing the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
Designing Virtual Markets for Fun and Profit
by Vili Lehdonvirta
(London School of Economics)
Design
GDC 2013
Designing Without a Pitch - FTL Postmortem
by Justin Ma
(Subset Games)
Independent Games Summit
GDC 2013
Developing a Second Screen Experience with Xbox SmartGlass (Presented by...
by Rosa Thomas
(Microsoft)
Programming
GDC 2013
Developing a Windows Store Game with DirectX and C++ (Presented by Micro...
by Phillip Napieralski
(Windows Ecosystem)
Programming
GDC 2013
Developing Cross Platform Mobile Games (Presented by BlackBerry)
by Sean Paul Taylor
(BlackBerry)
Programming
GDC 2013
Developing for a Moving Target: Free-to-Play in an Evolving Marketplace
by Arthur Humphrey
(Last Day of Work)
Free to Play Design & Business Summit
GDC 2013
Dialogue: When, Who, and Why
by DB Cooper
(DBCooperVO.com)
Audio
GDC 2013
Directed Generation: Procedural and Placeholder Content in BioWare Cinem...
by Jonathan Perry
(BioWare)
Design
GDC 2013
Ditching the Server: How to Create Client-Side Only Social Games
by Amitt Mahajan
(Red Hot Labs)
Design
GDC 2013
Diverse Game Characters: Write Them Now!
by Jill Murray
(Ubisoft)
Advocacy
GDC 2013
Double Fine's Audio Production Survival Guide
by Brian Min
(Double Fine, Inc.)
Audio
GDC 2013
DUST 514: Reflecting the Universe
by Anders Caspersson
(CCP Games)
Visual Arts
GDC 2013
Eliminating Texture Waste: Borderless Realtime Ptex
by John McDonald
(NVIDIA)
Visual Arts
GDC 2013
Embracing Imperfection: Using Style to Your Advantage
by Sara Gross
(Two Bit Art)
Visual Arts
GDC 2013
Emotional Journey: BioWare's Methods to Bring Narrative into Levels
by Dave Feltham
(BioWare)
Visual Arts
GDC 2013
Empowering the Player in a Story-Rich World: Co-Directing Dishonored
by Harvey Smith
(Arkane Studios)
Design
GDC 2013
Enhancing Hawken and PlanetSide 2 Through Turbulence and Destruction (Pr...
by Dane Johnston
(NVIDIA)
Programming
GDC 2013
Ensemble Voice Production and Recording
by Michael Csurics
(Independent)
Audio
GDC 2013
Expand Your Opportunities to Windows 8 and Windows Phone 8 with Cross Pl...
by Jean-Christophe Cimetiere
(Windows Phone Developer Marketing)
Business, Marketing & Management
GDC 2013
Experimental Gameplay Workshop
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2013
Exploring SimCity: A Conscious Process of Discovery
by Dan Moskowitz
(Maxis / Electronic Arts)
Programming
GDC 2013
F2P Disruption in the Living Room
by John Welch
(Making Fun)
Free to Play Design & Business Summit
GDC 2013
F2P the Wrong Way: Age of Empires Online
by Kevin Perry
(Microsoft)
Business, Marketing & Management
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Fact and Fiction: Lessons from Wind-up Knight and Rise of the Blobs
by Chris Pruett
(Robot Invader)
Smartphone & Tablet Games Summit
GDC 2013
FarmVille 2 Postmortem: What Grew Wild & What Withered Away
by Wright Bagwell
(Zynga)
Design
GDC 2013
Free Indie Games: Curating the DIY Revolution
by Terry Cavanagh
(Independent)
Independent Games Summit
GDC 2013
Free to Play Game Design: A Year in Review
by Juan Gril
(Joju Games)
Free to Play Design & Business Summit
GDC 2013
Free-to-Play: The Morning After
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2013
From Click to Tap: Building Kingdoms of Camelot for Mobile
by Michael Li
(Kabam)
Free to Play Design & Business Summit
GDC 2013
From Concept to Release: Designing Guild Wars 2
by Chris Whiteside
(ArenaNet)
Design
GDC 2013
From Gears to Lili, Lessons About Mid-Core and Mobile
by Lee Perry
(BitMonster)
Design
GDC 2013
From Great Ideas to Game Features
by Maciej Szczesnik
(CD Projekt RED)
Design
GDC 2013
From Product to Service: Mass Effect 3 Multiplayer Went Live
by Scylla Costa
(BioWare)
Production
GDC 2013
From the Behavior Up: When the AI Is the Design
by Paul Tozour
(Intelligence Engine Design Systems)
AI Summit
GDC 2013
G.A.N.G. Demo Derby: Music
by Brian Schmidt
(GameSoundCon)
Audio
GDC 2013
G.A.N.G. Demo Derby: Sound Design
by Brian Schmidt
(GameSoundCon)
Audio
GDC 2013
Gambling or Gaming? How Gambling Law Affects You
by Martin D. Owens Jr
(Law Offices of M.D. Owens Jr.)
Design
GDC 2013
Game Audio in Theory - The Real Future
by Jason Page
(SCEE, R&D Audio Department)
Audio
GDC 2013
Game Design Curriculum Deathmatch
by Eric Zimmerman
(Independent)
GDC Education Summit
GDC 2013
Game Design Is Business Design
by Ethan Levy
(Quarter Spiral)
Free to Play Design & Business Summit
GDC 2013
Game Development with Google Cloud Platform (Presented by Google)
by Luca Martinetti
(Staq Inc.)
Programming
GDC 2013
Game Development with Google Cloud Platform (Presented by Google)
by Luca Martinetti
(Staq Inc.)
Programming
GDC 2013
Game Development with Google Cloud Platform (Presented by Google)
by Luca Martinetti
(Staq Inc.)
Programming
GDC 2013
Game Development with Google Cloud Platform (Presented by Google)
by Luca Martinetti
(Staq Inc.)
Programming
GDC 2013
Game Development with Google Cloud Platform (Presented by Google)
by Luca Martinetti
(Staq Inc.)
Programming
GDC 2013
Game Educators Rant
by Michael Mateas
(UC Santa Cruz)
GDC Education Summit
GDC 2013
Game Loudness, Industry Standards
by Garry Taylor
(Sony Europe)
Audio
GDC 2013
Game Theft! What Game Makers Need to Know About Copyrights
by Douglas Robbins
(Wood Robbins LLP)
Design
GDC 2013
Game Writing Fundamentals in a Day
by Evan Skolnick
(LucasArts)
Design
GDC 2013
Game Writing Fundamentals in a Day
by Evan Skolnick
(LucasArts)
Design
GDC 2013
Game Writing Fundamentals in a Day
by Evan Skolnick
(LucasArts)
Design
GDC 2013
Games and the Ensemble Cast
by Daniel Nagler
(Large Animal Games)
Game Narrative Summit
GDC 2013
Games for Impact R&D: The GLS Center
by Kurt Squire
(University of Wisconson-Madison)
GDC Education Summit
GDC 2013
Games User Research Bootcamp: Data Analysis
by Veronica Zammitto
(Electronic Arts)
Design
GDC 2013
Games User Research Bootcamp: Data Analysis
by Veronica Zammitto
(Electronic Arts)
Design
GDC 2013
Games User Research Bootcamp: Data Analysis
by Veronica Zammitto
(Electronic Arts)
Design
GDC 2013
Games User Research Bootcamp: Data Analysis
by Veronica Zammitto
(Electronic Arts)
Design
GDC 2013
Gaming with NoSQL: Riak and Rovio - building highly available, scalable,...
by Andy Gross
(Basho Technologies)
Production
GDC 2013
GDC Microtalks: One Hour, Ten Talks, A Bazillion Design Ideas
by Leigh Alexander
(Gamasutra)
Design
GDC 2013
Generating Useful, Meaningful (and Beautiful) Project Data from Perforce
by Mike McShaffry
(MrMike)
Production
GDC 2013
Getting a Team on Board with Narrative Design
by Matthew Weise
(Harmonix Music Systems)
Game Narrative Summit
GDC 2013
Glitter and Doom: The Highs and Lows of Making New Things
by Siobhan Reddy
(Media Molecule)
Production
GDC 2013
Global Ratings: A Unified Effort to Address the Global Needs of a Digita...
by Patricia Vance
(Entertainment Software Rating Board (ESRB))
Advocacy
GDC 2013
Going Rogue: Game Design Freelancing 101
by Aaron Cammarata
(voidALPHA)
Business, Marketing & Management
GDC 2013
GPU Rigid Body Simulation
by Erwin Coumans
(Bullet Physics)
Programming
GDC 2013
Guardians of Middle-earth: Adapting MOBAs for the Console Crowd
by Evan Lewis
(Monolith)
Design
GDC 2013
Guerrilla UX: Benefits of In-House User Research
by Jordan Lynn
(Volition)
Production
GDC 2013
Guidelines for Great Mobile Games for Kids
by Carla Fisher
(No Crusts Interactive)
Design
GDC 2013
Guild Wars 2: Scaling from One to Millions
by Stephen Clarke-Willson, Ph.D.
(ArenaNet)
Programming
GDC 2013
Halo Reborn: A Postmortem on the Creation of Halo 4
by Josh Holmes
(343 Industries)
Design
GDC 2013
Horizon and Beyond: A Look into Tomb Raider's Tools
by Jason Yao
(Crystal Dynamics)
Visual Arts
GDC 2013
How CSR Broke the Mold in Freemium
by Jason Avent
(Boss Alien, A NaturalMotion Studio)
Business, Marketing & Management
GDC 2013
How Free-to-Play Corrupts Games
by Dino Patti
(Playdead)
Design
GDC 2013
How Hard Could It Be? The Story of a Cinematic
by Brian Kindregan
(Blizzard)
Visual Arts
GDC 2013
How Mobile Ad Tracking Impacts App Marketing Results (Presented by Fiksu)
by Glenn Kiladis
(Fiksu)
Business, Marketing & Management
GDC 2013
How Much is Enough for Beauty?
by Andrew Maximov
(Independent)
Visual Arts
GDC 2013
How Smaller Game Developers Stay Competitive: Scaling Social Engagement ...
by Robert Nelson
(Broken Bulb Game Studios)
Programming
GDC 2013
How to Build a Better Apocalypse
by Dan Pinchbeck
(thechineseroom)
Design
GDC 2013
How to Lie with Analytics
by Nick Ross
(TinyCo)
Free to Play Design & Business Summit
GDC 2013
How to Make an Original F2P Game
by David Edery
(Spry Fox)
Free to Play Design & Business Summit
GDC 2013
How to Mix a Video Game - And Not Die Trying
by Garry Taylor
(Sony Europe)
Audio
GDC 2013
How to Navigate Security for Gambling in Social Gaming
by Andrew Costello
(SFHL Entertainment)
Programming
GDC 2013
How to Sell Your QA Services on a Free-to-Play Project
by Stephan Beier
(Travian Games GmbH)
QA Summit
GDC 2013
How We Created Mark of the Ninja Without (Totally) Losing Our Minds
by Jeff Agala
(Klei Entertainment)
Independent Games Summit
GDC 2013
How Zynga Created Performance Analytics for Web Games
by David Grunwald
(Zynga)
Free to Play Design & Business Summit
GDC 2013
HTML5 Audio: Coming to a Mobile Game Near You!
by Jory Prum
(studio.jory.org)
Audio
GDC 2013
Humanity's Last Game: The Game Design Challenge Final Championship
by Richard Lemarchand
(School of Cinematic Arts, University of Southern California)
Design
GDC 2013
Ideas per Second: How Double Fine Optimizes for Human Performance
by Nathan Martz
(Double Fine Productions)
Production
GDC 2013
Igniting the Spark: Building Online Services for Borderlands 2
by Jimmy Sieben
(Gearbox Software)
Programming
GDC 2013
Implementing a Rewindable Instant Replay System for Temporal Debugging
by Mark Wesley
(2K Marin)
Programming
GDC 2013
Implementing Blizzard's Localization Vision in Real Time
by William Barnes
(Blizzard Entertainment)
Localization Summit
GDC 2013
Incubators/Accelerators: An Inside Look at Startup Funding and Entrepren...
by Jason Della Rocca
(Execution Labs (Moderator))
Advocacy
GDC 2013
Indie Soapbox
by Emily Short
(Linden Labs)
Independent Games Summit
GDC 2013
Intelligent Cinematic Systems: The Next Step
by James Ricker
(Slant Six Games)
Design
GDC 2013
Interactive Mixing in Dead Space 3
by J. White
(Visceral Games / EA)
Audio
GDC 2013
Into the Crucible: Forging a Triple-A Game and a Triple-A Studio Simulta...
by Kiki Wolfkill
(343 Industries)
Production
GDC 2013
iOS Games in a Day: Cocos 2D
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
iOS Games in a Day: Cocos 2D
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
iOS Games in a Day: Cocos 2D
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
iOS Games in a Day: Cocos 2D
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
iOS Games in a Day: Cocos 2D
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
Is That a Gun in Your Pocket or Are You Just Happy to See Me? Evolving t...
by Chuck Beaver
(Electronic Arts)
Game Narrative Summit
GDC 2013
It's Not in the Writer's Manual: A Q&A Session for New Writers
by Toiya Kristen Finley
(Schnoodle Media, LLC)
Game Narrative Summit
GDC 2013
It's Raining New Content: Successful Rapid Test Iterations
by Benjamin Seifert
(Riot Games)
QA Summit
GDC 2013
Job Graph: Task Graphing in Mortal Kombat
by Gavin Freyberg
(NetherRealm Studios)
Programming
GDC 2013
Kanban - How to Make Your Production Scream
by Clinton Keith
(CK Consulting)
Production
GDC 2013
Kickstarter Lessons for Indie Game Developers
by Jeff Pobst
(Hidden Path Entertainment)
Business, Marketing & Management
GDC 2013
Kingdom Age by the Numbers: A Postmortem
by Aaron Bannin
(GREE International)
Production
GDC 2013
Latin America - Essential Insights into the Most Vibrant Growth Market i...
by Julian Migura
(UOL BoaCompra)
Free to Play Design & Business Summit
GDC 2013
Leveraging the Cloud: Procedurally Generated Music and Runtime Audio Mix
by Paul Lipson
(Microsoft)
Audio
GDC 2013
Life After Permadeath: Game Design Within Self-Imposed Constraints
by Keith Kawahata
(Kabam Inc.)
Design
GDC 2013
Live Streaming Video: Social Power To Games
by Jonathan Simpson-Bint
(Twitch.TV)
Design
GDC 2013
Loading Based on Imperfect Data
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2013
Localization Microtalks: Around the World in Sixty Minutes
by Oded Sharon
(Dragonplay)
Localization Summit
GDC 2013
LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
by Ulrik Lindahl
(Simplygon)
Visual Arts
GDC 2013
LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
by Ulrik Lindahl
(Simplygon)
Visual Arts
GDC 2013
LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
by Ulrik Lindahl
(Simplygon)
Visual Arts
GDC 2013
Low-Level Thinking in High-Level Shading Languages
by Emil Persson
(Avalanche Studios)
Visual Arts
GDC 2013
Mad as Hell: Hothead Developers Rant Back
by Eric Zimmerman
(Independent)
Design
GDC 2013
Make Your Game Run Great on PCs with Intel GPA (Presented by Intel Corpo...
by Philipp Gerasimov
(Intel)
Programming
GDC 2013
Making a Better Girl Game: Playdom's City Girl Postmortem
by Martha Sapeta
(Playdom)
Free to Play Design & Business Summit
GDC 2013
Making it Matter: Lessons from Real Sports
by Bennett Foddy
(University of Oxford)
Design
GDC 2013
Making Your Virtual Goods Collectible
by Derrick Morton
(FlowPlay)
Free to Play Design & Business Summit
GDC 2013
Managing Growth: Mastering the Challenge of Scaling-Up
by Benedikt Grindel
(Ubisoft Blue Byte)
Production
GDC 2013
Managing the Movement: Getting Your Animation Behaviors to Behave Better
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2013
Math for Game Programmers
by Jim Van Verth
Programming
GDC 2013
Math for Game Programmers
by Jim Van Verth
Programming
GDC 2013
Math for Game Programmers
by Jim Van Verth
Programming
GDC 2013
Math for Game Programmers
by Jim Van Verth
Programming
GDC 2013
Math for Game Programmers
by Jim Van Verth
Programming
GDC 2013
Math for Game Programmers
by Jim Van Verth
Programming
GDC 2013
Math for Game Programmers
by Jim Van Verth
Programming
GDC 2013
Maximize Your Score Production Budget - Efficiency Strategies and Cost B...
by Penka Kouneva
(Kouneva Studios)
Audio
GDC 2013
Measuring and Optimizing Games with Google Mobile App Analytics (Present...
by Andrew Wales
(Google)
Monetization
GDC 2013
Method Acting and Interactive Storytelling in Far Cry 3
by Jeffrey Yohalem
(Ubisoft)
Game Narrative Summit
GDC 2013
Miiverse Support from Your Games
by Mizuki Kiyoshi
(Nintendo Co., Ltd.)
Production
GDC 2013
Miiverse Support from Your Games
by Mizuki Kiyoshi
(Nintendo Co., Ltd.)
Production
GDC 2013
Mobile App Discovery: How ASO, Network Effects, and Performance Ad Buyin...
by Matthaus Krzykowski
(Xyo)
Business, Marketing & Management
GDC 2013
Mobile Game Discovery and Engagement: The Importance of Consumer Segment...
by Patrick Walker
(EEDAR)
Business, Marketing & Management
GDC 2013
Mobile Game Metrics and Your Market Strategy
by Dan Laughlin
(Flurry)
Production
GDC 2013
Modern War: A Mid-Core Journey into Live Ops
by Mike Lu
(GREE International)
Free to Play Design & Business Summit
GDC 2013
Molyjam: How Twitter Jokes Can Save Video Games
by Anna Kipnis
(Double Fine Productions)
Independent Games Summit
GDC 2013
Mortal Kombat Story Mode
by Adisak Pochanayon
(NetherRealm Studios)
Programming
GDC 2013
Moving Games into the Cloud, Technologies and Architectures (Presented ...
by Franck Diard
(NVIDIA)
Programming
GDC 2013
Multiplatform C++ on The Web with Emscripten
by Chad Austin
(IMVU)
Programming
GDC 2013
Narrative Generators: Sports Games and Story Engines
by Peter Garcin
(HB Studios)
Game Narrative Summit
GDC 2013
Narrative in Games - Role, Forms, Problems, and Potential
by Warren Spector
(Independent)
Game Narrative Summit
GDC 2013
Native Apps? With HTML5? Yes You Can! (Presented by Google)
by Joe Marini
(Google)
Programming
GDC 2013
Navigating Live Events: From Big Studio to Studio of One
by Greg Rice
(Double Fine Productions)
Independent Games Summit
GDC 2013
Neo-Retro: Smoothing it Out While Keeping the Pixels
by Paul Veer
(Skullrobot)
Visual Arts
GDC 2013
Network Serialization and Routing in World of Warcraft
by Joe Rumsey
(Blizzard Entertainment)
Programming
GDC 2013
Never Mind Small Steps: What's the Giant Leap for AI?
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2013
Next Generation Character Rendering
by Jorge Jimenez
(Activision Blizzard)
Programming
GDC 2013
NimbleDo's & Don'ts
by Ian Marsh
(NimbleBit)
Smartphone & Tablet Games Summit
GDC 2013
Nintendo Wii U Application Development with HTML and JavaScript
by Takeshi Shimada
(Nintendo Co., Ltd.)
Programming
GDC 2013
Nintendo Wii U Application Development with HTML and JavaScript
by Takeshi Shimada
(Nintendo Co., Ltd.)
Programming
GDC 2013
NVIDIA Nsight Visual Studio Edition 3.0 - Catzilla Engine Development in...
by Jeffrey Kiel
(NVIDIA)
Programming
GDC 2013
NVIDIA Project SHIELD and Tegra 4: Redefining AFK (Presented by NVIDIA)
by Andrew Edelsten
(NVIDIA)
Programming
GDC 2013
Obsessive-Compulsive Development: Retro/Grade Postmortem
by Matt Gilgenbach
(24 Caret Games)
Independent Games Summit
GDC 2013
Of Choice and Breaking New Ground: Designing Mark of the Ninja
by Nels Anderson
(Klei Entertainment)
Design
GDC 2013
Off the Beaten Path: Non-Traditional Uses of AI
by Jeff Orkin
(Independent)
AI Summit
GDC 2013
OMG! Zombies on the Great Wall of China!
by James Gwertzman
(PopCap)
Free to Play Design & Business Summit
GDC 2013
One Man, 17 SKUs: Shipping on Every Platform at Once
by Brian Provinciano
(Vblank Entertainment)
Programming
GDC 2013
One with Lara: The Croft of Systems Design
by Jonathan Hamel
(Crystal Dynamics)
Design
GDC 2013
OpenCL - Apply Parallel Compute Capabilities to 2D/3D Scenes (Presented ...
by Krzysztof Laskowski
(Intel)
Programming
GDC 2013
Operating Western Games in China
by Bo Wang
(Tencent)
Free to Play Design & Business Summit
GDC 2013
Optimize Each Player Experience with Predictive Analytics (Presented by ...
by Mary Grace Bateman
(IBM Business Analytics)
Business, Marketing & Management
GDC 2013
Our Games, Our People, Our Community: What Do We Owe Each Other? (Presen...
by Dustin Clingman
(First5 Games)
Advocacy
GDC 2013
Outernauts: From AAA Console to AAA Flash Games
by Joe Valenzuela
(Insomniac Games)
Programming
GDC 2013
Overview of PS4 for Developers (Presented by Sony Computer Entertainment...
by Sony Presenters
(Sony Computer Entertainment America)
Design
GDC 2013
Performance Capture: Insights from the Edge
by Remington Scott
(Idependent)
Visual Arts
GDC 2013
Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Gro...
by Hideo Kojima
(Konami Digital Entertainment Co., Ltd.)
Visual Arts
GDC 2013
Physics for Game Programmers
by Richard Tonge
(NVIDIA)
Programming
GDC 2013
Physics for Game Programmers
by Richard Tonge
(NVIDIA)
Programming
GDC 2013
Physics for Game Programmers
by Richard Tonge
(NVIDIA)
Programming
GDC 2013
Physics for Game Programmers
by Richard Tonge
(NVIDIA)
Programming
GDC 2013
Physics for Game Programmers
by Richard Tonge
(NVIDIA)
Programming
GDC 2013
Pitching Secrets Revealed
by Chris Charla
(XBLA at Microsoft Game Studio)
Business, Marketing & Management
GDC 2013
Plague Inc.: How Its Business Decisions Infected the World
by James Vaughan
(Ndemic Creations)
Smartphone & Tablet Games Summit
GDC 2013
Play with Data: The Many Faces of Online Game Data
by Ben Medler
(EA)
Production
GDC 2013
Play, Make, Appreciate: A Games Education Manifesto
by John Sharp
(Parsons The New School for Design)
GDC Education Summit
GDC 2013
Porting Source to Linux: Valve's Lessons Learned (Presented by NVIDIA)
by John McDonald
(NVIDIA)
Programming
GDC 2013
Postmortem: GPU Accelerated Effects in Borderlands 2 (Presented by NVIDIA)
by Dane Johnston
(NVIDIA)
Programming
GDC 2013
Powering up Destiny's Level Creation and Rendering with Umbra 3 (Present...
by Otso Makinen
(Umbra Software)
Programming
GDC 2013
Practical Implementation of Light Scattering Effects Using Epipolar Samp...
by Egor Yusov
(Intel)
Programming
GDC 2013
Predicting Player Propensities in Online Games
by Steven Collins
(Swrve)
Business, Marketing & Management
GDC 2013
Privacy by [Game] Design: Understanding Privacy Requirements and Buildin...
by Amy Pritchard
(Metaverse Mod Squad, Inc.)
Advocacy
GDC 2013
Proceduralism: Low Risk, High Reward
by Caleb Howard
(Electronic Arts Canada)
Production
GDC 2013
Producer Bootcamp
by Caryl Shaw
(Independent)
Production
GDC 2013
Producer Bootcamp
by Caryl Shaw
(Independent)
Production
GDC 2013
Producer Bootcamp
by Caryl Shaw
(Independent)
Production
GDC 2013
Producer Bootcamp
by Caryl Shaw
(Independent)
Production
GDC 2013
Producer Bootcamp
by Caryl Shaw
(Independent)
Production
GDC 2013
Producer QA Panel
by Alex Plachowski
(2K Games)
QA Summit
GDC 2013
Professional Game Engines for BlackBerry 10 (Presented by BlackBerry)
by Ramprasad Madhavan
(BlackBerry)
Programming
GDC 2013
Programming Interactivity: Teaching a Stand-Alone CS Game Programming C...
by Blair MacIntyre
(Georgia Institute of Technology)
GDC Education Summit
GDC 2013
Prototype: A Developer's Best Friend!
by Simon Darveau
(Spearhead Games)
Design
GDC 2013
Publishing 2.0: What's the Real Deal?
by Wade Tinney
(Large Animal Games)
Free to Play Design & Business Summit
GDC 2013
Publishing Your Game Globally: The WarZ Story (Presented by Xsolla)
by Dmitri Bourkovski
(Xsolla, Inc.)
Business, Marketing & Management
GDC 2013
Put the Payer in Player: Monetizing Games Through Scalable Advertising
by Joshua Burgin
(Zynga)
Free to Play Design & Business Summit
GDC 2013
Rapid Development of High Performance Games for Mobile and Web
by Ricardo Quesada
(Zynga)
Programming
GDC 2013
Rayman Reinvented
by Christophe Villez
(Ubisoft Montpellier)
Visual Arts
GDC 2013
Recognizing the Health Risks of Game Development - Beyond Carpal Tunnel ...
by Wendy Despain
(International Hobo)
Advocacy
GDC 2013
Reinforcement Learning Based Character Locomotion in Hitman: Absolution
by Michael Buttner
(IO Interactive / Square Enix)
Programming
GDC 2013
Relighting Forge in Halo 4: Just-In-Time Lighting of User Generated Content
by Adam Gold
(343 Industries)
Visual Arts
GDC 2013
Rendering Assassin's Creed III
by Jean-Francois St-Amour
(Ubisoft Montreal)
Programming
GDC 2013
Rendering Tricks in Dead Space 3
by Dmitry Andreev
(Visceral Games / EA)
Visual Arts
GDC 2013
Responsibility to Youth and Staying Competitive in the Global Marketplace
by Belinda Van Sickle
(Healthy Media Commision)
Advocacy
GDC 2013
Rethinking How We Build Games and Why: The Papo & Yo Story
by Vander Caballero
(Minority Games)
Design
GDC 2013
Return on Investing in a Robust Localization Database
by Chris Burgess
(Playstation, SCEE)
Localization Summit
GDC 2013
RPG Development: Inspiration and Perspiration
by Yoshifumi Hashimoto
(Marvelous AQL Inc.)
Design
GDC 2013
RPG Development: Inspiration and Perspiration
by Yoshifumi Hashimoto
(Marvelous AQL Inc.)
Design
GDC 2013
Sand Rendering in Journey
by John Edwards
(thatgamecompany)
Visual Arts
GDC 2013
Saving Doug: Empathy, Character, and Choice in The Walking Dead
by Jake Rodkin
(Telltale Games)
Design
GDC 2013
Scaling F2P Mobile Across Platforms - And Across the World
by Darya Trushkina
(Game Insight)
Free to Play Design & Business Summit
GDC 2013
Scapegoats No More: Improving the Public Image of Games (Presented by IGDA)
by Michael Capps
(Formerly of Epic Games)
Advocacy
GDC 2013
Schrodinger's Cat in a Mercedes: Making Games with Nonlinear Narrative
by Mateusz Tomaszkiewicz
(CD Projekt RED)
Design
GDC 2013
Science Speaks: The Necessity of Localization
by Richard van der Giessen
(U-TRAX)
Localization Summit
GDC 2013
Secret Sauce: How Diversity in Your Game Narrative = More Players and Mo...
by Tom Abernathy
(Microsoft Studios)
Game Narrative Summit
GDC 2013
Secrets of Success for Publishing Games in the Windows Store (Presented ...
by Shai Hinitz
(Windows Ecosystem)
Business, Marketing & Management
GDC 2013
Seven (Or So) Techniques for Writing a Moral Game
by Richard Rouse III
(Microsoft Game Studios)
Game Narrative Summit
GDC 2013
Sex in Video Games
by David Gaider
(BioWare EA)
Design
GDC 2013
Shellrazer - Designing In-App Purchase Without Losing Your Soul
by Shane Neville
(Ninja Robot Dinosaur Entertainment)
Independent Games Summit
GDC 2013
Shout at the Devil: The Making of Diablo III
by Jay Wilson
(Blizzard Entertainment, Inc)
Design
GDC 2013
Simulating a City, One Page at a Time
by Stone Librande
(EA/Maxis)
Design
GDC 2013
Skylanders SWAP Force Visual Development: A Toolkit for Artists
by Michael Bukowski
(Vicarious Visions an Activision Studio)
Visual Arts
GDC 2013
Spaces in the Sandbox: Tactical Awareness in Open World Games
by Mika Vehkala
(IO Interactive A/S)
AI Summit
GDC 2013
Spend Time Where it Matters: Friction Free Bug Reporting
by Raphael Saint-Pierre
(Ubisoft)
Production
GDC 2013
Static Lighting Tricks in Halo 4
by Mike Boulton
(343 Industries)
Programming
GDC 2013
Staying Alive and Walking Dead
by Julian Kwasneski
(Bay Area Sound, Inc.)
Audio
GDC 2013
Still Kicking: The Viability of Paid Apps in the Era of F2P
by Nathan Vella
(Capy)
Smartphone & Tablet Games Summit
GDC 2013
Storytelling as Problem Solving: Defender's Quest
by Lars Doucet
(Level Up Labs, LLC)
Game Narrative Summit
GDC 2013
Storytelling in DC Universe Online
by Jens Andersen
(Sony Online Entertainment)
Game Narrative Summit
GDC 2013
Strange Love: Game Theory vs. Game Design
by Frank Lantz
(NYU Game Center)
Design
GDC 2013
Successful Location Recording for Games
by Stephan Schutze
(Sound Librarian)
Audio
GDC 2013
Supercharge Your Game With YouTube (Presented by YouTube)
by Jarek Wilkiewicz
(YouTube)
Programming
GDC 2013
Supercharging Word-of-Mouth: Best Practices in Virality
by Jussi Laakkonen
(Applifier)
Smartphone & Tablet Games Summit
GDC 2013
Surviving Free to Play for Small and Early-Stage Start-Ups
by Daniel Bernstein
(UpTap)
Free to Play Design & Business Summit
GDC 2013
Surviving High School: Game to Novel and Back Again
by Max Doty
(Electronic Arts)
Game Narrative Summit
GDC 2013
Taking the Leap from Student to Studio: The Story About Making FRACT
by Richard Flanagan
(Phosfiend Systems)
Independent Games Summit
GDC 2013
Tastes Like Chicken: Authenticity in a Totally Fake World
by Jay Posey
(Red Storm Entertainment)
Game Narrative Summit
GDC 2013
Technical Artist Bootcamp: Education in Technical Art
by Rachel Larsen
(Blizzard Entertainment)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Education in Technical Art
by Rachel Larsen
(Blizzard Entertainment)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Education in Technical Art
by Rachel Larsen
(Blizzard Entertainment)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Education in Technical Art
by Rachel Larsen
(Blizzard Entertainment)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Education in Technical Art
by Rachel Larsen
(Blizzard Entertainment)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Education in Technical Art
by Rachel Larsen
(Blizzard Entertainment)
Visual Arts
GDC 2013
Techniques for Building Aim Assist in Console Shooters
by Nick Weihs
(Insomniac Games)
Programming
GDC 2013
Ten Principles for Good Level Design
by Dan Taylor
(Square Enix Montreal)
Visual Arts
GDC 2013
The 3 Most Important Ingredients to Making Great Games: Motivation, Moti...
by Siobhan Reddy
(Media Molecule)
Production
GDC 2013
The Applied Value of Player Psychology: Putting Motivational Principles ...
by Scott Rigby
(Immersyve)
Design
GDC 2013
The Arcane Art of Puzzle Dependency Diagrams
by Noah Falstein
(The Inspiracy)
Game Narrative Summit
GDC 2013
The Art of Dead Space 3: Expanding the Visual Universe and Retaining the...
by Alex Muscat
(Electronic Arts)
Visual Arts
GDC 2013
The Art of Incredipede
by Colin Northway
(NorthwayGames.com)
Independent Games Summit
GDC 2013
The Art of Journey
by Matt Nava
(Giant Squid, previously thatgamecompany)
Visual Arts
GDC 2013
The Art of Music and Sound Design for Video Games
by Rod Abernethy
(Rednote Audio)
Audio
GDC 2013
The Art of Understanding Social and Mobile Players
by Ben Liu
(Pocket Gems)
Business, Marketing & Management
GDC 2013
The Audio Callback for Audio Synchronization
by Mathieu Pavageau
(Ubisoft)
Audio
GDC 2013
The Beauty and Challenge of Mixing Physical and Digital Games
by Dave Rohrl
(Funsockets)
Design
GDC 2013
The Design of New Enemies for Halo 4
by Scott Warner
(343 Industries)
Design
GDC 2013
The Emerging Landscape of African Game Development
by Wesley Kirinya
(Leti Games)
Localization Summit
GDC 2013
The Future of Storytelling: How Medium Shapes Story
by Jesse Schell
(Schell Games)
Game Narrative Summit
GDC 2013
The Game Attorney's Intellectual Property Primer for Educators
by Tom Buscaglia
(The Game Attorney PC)
GDC Education Summit
GDC 2013
The Inner Workings of Fortnite's Shader Based Procedural Animations
by Jonathan Lindquist
(Epic Games)
Visual Arts
GDC 2013
The Music of Dear Esther: Creating Powerful Scores with Limited Resources
by Jessica Curry
(thechineseroom)
Audio
GDC 2013
The Next Vector: Improvements in AI Steering Behaviors
by Andrew Fray
(Spry Fox)
AI Summit
GDC 2013
The Planning Fallacy
by Bernd Diemer
(Yager)
Design
GDC 2013
The Prototype that was Banned from Halfbrick
by Luke Muscat
(Halfbrick Studios)
Design
GDC 2013
The Reinvention of Tomb Raider
by Darrell Gallagher
(Crystal Dynamics)
Production
GDC 2013
The Reinvention of Tomb Raider
by Darrell Gallagher
(Crystal Dynamics)
Production
GDC 2013
The Right Side of the Ocean: EA_Spouse Then and Now (Presented by IGDA)
by Erin Hoffman
(Philomath Games)
Advocacy
GDC 2013
The Right Side of the Ocean: EA_Spouse Then and Now (Presented by IGDA)
by Erin Hoffman
(Philomath Games)
Advocacy
GDC 2013
The Science Behind Shaping Player Behavior in Online Games
by Jeffrey Lin
(Riot Games)
Design
GDC 2013
The Self, Presence and Storytelling
by Thomas Grip
(Frictional Games)
Design
GDC 2013
The Simplest AI Trick in the Book
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2013
The Unfinished Swan: From Student Prototype to Commercial Game
by Ian Dallas
(Giant Sparrow)
GDC Education Summit
GDC 2013
The Velveteen Marine - The Power of Belief in Natural Selection 2
by Charlie Cleveland
(Unknown Worlds)
Independent Games Summit
GDC 2013
The Walking Dead: Crafting a Stylized World for the Mature Franchise
by Jonathon Banks
(Telltale Games)
Visual Arts
GDC 2013
The Western Games That Conquered China
by Henry Fong
(Yodo1)
Localization Summit
GDC 2013
THERE IS NO ESCAPE: Designing Games for Maximum Real-life Impact (Presen...
by Jane McGonigal
(Social Chocolate)
Advocacy
GDC 2013
There's More to Life Than Press Releases and Promo Codes
by Eli Hodapp
(TouchArcade)
Smartphone & Tablet Games Summit
GDC 2013
Things Android Game Developers Should Know 2.0 (Presented by Google)
by Dan Galpin
(Google)
Monetization
GDC 2013
Three Folk Games to Inspire Radical New Video Games
by Douglas Wilson
(Die Gute Fabrik)
Design
GDC 2013
Three Years of Collaboration on Assassin's Creed III
by Damien Kieken
(Ubisoft)
Production
GDC 2013
Through the Grinder: Refining Diablo III's Game Systems
by Wyatt Cheng
(Blizzard)
Design
GDC 2013
Today and Tomorrow: Changes in Game Life Cycles and User Flow
by Philip Reisberger
(Appflag)
Business, Marketing & Management
GDC 2013
Tokyo Jungle and Japan's Gaming Potential
by Yohei Kataoka
(Crispy's Inc.)
Design
GDC 2013
Tokyo Jungle and Japan's Gaming Potential
by Yohei Kataoka
(Crispy's Inc.)
Design
GDC 2013
Turing Tantrums: AI Devs Rant!
by Dino Dini
(NHTV University of Applied Sciences, Breda, Netherlands)
AI Summit
GDC 2013
Turning Comedy of Manners into Gameplay: Versu Postmortem
by Emily Short
(Linden Labs)
Design
GDC 2013
Twitch Broadcasting SDK for In-Game Streaming (Presented by Twitch)
by Gareth Lewin
(Twitch)
Business, Marketing & Management
GDC 2013
Under Construction: Crafting Fortnite's Building System
by Billy Bramer
(Epic Games)
Design
GDC 2013
Under the Hood of Blizzard's Internal Build System
by Blaine Whittle
(Blizzard Entertainment)
Programming
GDC 2013
Understanding Online Gaming Trends in North America, Europe and China (P...
by Tim Merel
(Digi-Capital)
Business, Marketing & Management
GDC 2013
Usability Is Not Random
by Mike Acton
(Insomniac Games)
Design
GDC 2013
Using Google AdMob to Succeed with Gaming Apps + Q&A (Presented by Google)
by Allen Huang
(Google)
Monetization
GDC 2013
Using In-Application Purchase for Windows Phone Games (Presented by Micr...
by Joe Bourne
(Windows Phone)
Programming
GDC 2013
Using Your Laptop as a Steering Wheel! (Touch and Sensors on PC) (Presen...
by Leigh Davies
(Intel)
Programming
GDC 2013
Video Game Journalism in the National University System
by Casey Lynch
(IGN)
GDC Education Summit
GDC 2013
Visual Novels: Narrative Design in Virtue's Last Reward
by Kotaro Uchikoshi
(Spike Chunsoft Co., Ltd.)
Design
GDC 2013
Visual Novels: Narrative Design in Virtue's Last Reward
by Kotaro Uchikoshi
(Spike Chunsoft Co., Ltd.)
Design
GDC 2013
Walled Garden Weekly: LIVE
by Eli Hodapp
(TouchArcade)
Smartphone & Tablet Games Summit
GDC 2013
We Are Not Heroes: Contextualizing Violence Through Narrative
by Walt Williams
(2K Games)
Game Narrative Summit
GDC 2013
We Are the Space Invaders (Presented by NASA)
by Jeff Norris
(NASA Jet Propulsion Laboratory)
Design
GDC 2013
Weapons of Mass Disruption: Creating The Drowning
by Ben Cousins
(Scattered Entertainment)
Production
GDC 2013
What Makes a Great Kid's App?
by Jinny Gudmundsen
(USA Today/Gannett)
Smartphone & Tablet Games Summit
GDC 2013
What We Learned Porting Team Fortress 2 to Virtual Reality
by Joe Ludwig
(Valve)
Design
GDC 2013
When is Online Gaming Online Gambling?
by Louis Castle
(SFHL Entertainment)
Business, Marketing & Management
GDC 2013
When It's Only Sound: Creating an Audio-Only 'Video' Game
by Brian Schmidt
(GameSoundCon)
Audio
GDC 2013
Why Render Hidden Objects? Cull Them With a Software Depth-Buffer Raster...
by Charumathi Chandrasekaran
(Intel Corporation)
Programming
GDC 2013
Why Virtual Reality Is Hard (And Where It Might Be Going)
by Michael Abrash
(Valve Software)
Programming
GDC 2013
Why We Can't Afford to Crunch: The Business Sense Behind Good Quality of...
by Coray Seifert
(Slingo)
Advocacy
GDC 2013
Why Won't FarmVille Go Away?
by Mike Perry
(Zynga)
Free to Play Design & Business Summit
GDC 2013
Work for Hire Is Broken
by Paul Croft
(Mediatonic)
Design
GDC 2013
Working the Crowd: Engaging Players Through the User Interface
by Joe Kowalski
(Double Fine)
Visual Arts
GDC 2013
Working Together: Solutions for Collaborative Asset Creation
by Niklas Frykholm
(Bitsquid AB)
Programming
GDC 2013
Working with Designers: Scaling Your AI Both Up and Down
by Brian Schwab
(Blizzard Entertainment)
AI Summit
GDC 2013
World of Dishonored: Raising Dunwall
by Sebastien Mitton
(Arkane Studios)
Visual Arts
GDC 2013
Writing Grant Proposals for Commercially Viable Game Products
by Elena Bertozzi
(Long Island University)
GDC Education Summit
GDC 2013
Yamove! An Experiment in Collaboration Between Researchers and Indies
by Katherine Isbister
(NYU)
GDC Education Summit
GDC 2013
Your PR Is Broken: Journalists Speak Out
by Eli Hodapp
(TouchArcade)
Business, Marketing & Management
GDC 2013
ZombiU: Creating an Undead Cult
by Antony Johnston
(Independent)
Game Narrative Summit