GDC 2013
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
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 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
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% 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% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
A New (and Way Better) Model for Licensed Games
by Daniel Morris
(DeNA Americas & Europe)
Production
GDC 2013
A New (and Way Better) Model for Licensed Games
by Daniel Morris
(DeNA Americas & Europe)
Production
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
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: 50 questions to ask yourself when yo...
by Zach Wilson
(EA | Visceral Games)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: Architecting a Multiverse - Cooperat...
by Seth Marinello
(Visceral Games Redwood Shores)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: Captain Hindsight Presents: Neil's C...
by Neil Alphonso
(Splash Damage)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: Talking to the Player
by Matthias Worch
(LucasArts)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: Techniques for In-Level Storytelling
by Steve Gaynor
(The Fullbright Company)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: The Hiring Process
by Forrest Dowling
(Irrational Games)
Design
GDC 2013
Accelerate Your Mobile Apps and Games for Android on ARM (Presented by ARM)
by Matthew Du Puy
(ARM)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11: D3D11 Deferred Contexts
by Bryan Dudash
(NVIDIA)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: DirectCompute for Gaming
by Stephan Hodes
(AMD)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Particle Shadows and Cache-Effi...
by Louis Bavoil
(NVIDIA)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: The Rendering Technologies of C...
by Tiago Sousa
(Crytek)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Tiled Rendering Showdown; Forwa...
by Gareth Thomas
(AMD)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Tomb Raider on DX11
by Jason Lacroix
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Tomb Raider on DX11
by Jason Lacroix
Programming
GDC 2013
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2013
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
by Daniel Brewer
(Digital Extremes)
AI 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 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
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: Animating The 3rd Assassin
by Jonathan Cooper
(Ubisoft Montreal)
Visual Arts
GDC 2013
Animation Bootcamp: Animating The 3rd Assassin
by Jonathan Cooper
(Ubisoft Montreal)
Visual Arts
GDC 2013
Animation Bootcamp: Making an Audience Believe
by Jalil Sadool
(Dreamworks)
Visual Arts
GDC 2013
Applying the 5 Domains of Play: Acting Like Players
by Jason VandenBerghe
(Ubisoft)
Design
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
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
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
Art Direction Autopsy: X-COM: Enemy Unknown
by Greg Foertsch
(Firaxis Games)
Visual Arts
GDC 2013
Assassin's Creed III Music Score: Redefining Musical Standards for the A...
by Benedicte Ouimet
(Ubisoft)
Audio
GDC 2013
Assassin's Creed III Music Score: Redefining Musical Standards for the A...
by Benedicte Ouimet
(Ubisoft)
Audio
GDC 2013
Assassin's Creed III Music Score: Redefining Musical Standards for the A...
by Benedicte Ouimet
(Ubisoft)
Audio
GDC 2013
Audio Bootcamp: Audio Development In Live Service: Assembly Line Thinking
by Mo Jen
(Playfish UK)
Audio
GDC 2013
Audio Bootcamp: Audio Development In Live Service: Assembly Line Thinking
by Mo Jen
(Playfish UK)
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
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: For the Love of Spreadsheets: Sound Designs Secret Weapon
by Damian Kastbauer
(Lost Chocolate Lab)
Audio
GDC 2013
Audio Bootcamp: For the Love of Spreadsheets: Sound Designs Secret Weapon
by Damian Kastbauer
(Lost Chocolate Lab)
Audio
GDC 2013
Audio Bootcamp: How to Fail and Prevail as a Composer
by Troels Folmann
(8Dio)
Audio
GDC 2013
Audio Bootcamp: Loudness and How to Measure It
by Garry Taylor
(Sony Europe)
Audio
GDC 2013
Audio Bootcamp: Loudness and How to Measure It
by Garry Taylor
(Sony Europe)
Audio
GDC 2013
Audio Bootcamp: Producing Music for AAA Video Games
by Clint Bajakian
(Sony Computer Entertainment America)
Audio
GDC 2013
Audio Bootcamp: What to Do While You're Waiting
by Kristofor Mellroth
(Microsoft Game Studio)
Audio
GDC 2013
Audio Bootcamp: What to Do While You're Waiting
by Kristofor Mellroth
(Microsoft Game Studio)
Audio
GDC 2013
Automation in the Technically Challenging World of Game Development
by Linda Lemieux
(VMC Game Labs)
QA Summit
GDC 2013
Automation in the Technically Challenging World of Game Development
by Linda Lemieux
(VMC Game Labs)
QA Summit
GDC 2013
Avoiding Failure 101 (Small Studio Edition)
by Eitan Glinert
(Fire Hose Games)
Production
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
Awesome Video Game Data 2013
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2013
Basic Game Building for Windows Phone (Presented by Microsoft)
by Mark Paley
(Windows Phone)
Programming
GDC 2013
Basic Game Building for Windows Phone (Presented by Microsoft)
by Mark Paley
(Windows Phone)
Programming
GDC 2013
BBC, Cross-Media and Video Games
by Robert Nashak
(BBC Worldwide, Digital Entertainment & Games)
Localization Summit
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
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
Best Practices for Leveraging Worldwide Age Ratings Submissions and Geop...
by Kiki McMillan
(Microsoft Studios)
Localization Summit
GDC 2013
Beyond the Dialogue: Perspectives on Industry and Academia
by Matthew Burns
(University of Washington)
GDC Education Summit
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
Beyond the Final Boss - How Games Industry Professionals Faced Bullying ...
by Shahid Ahmad
(Sony Computer Entertainment Europe)
Advocacy
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
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
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
Bringing the Game to Life - Halo 4: Forward Unto Dawn Postmortem
by Kevin Grace
(343 Industries)
Game Narrative Summit
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 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 Connected Game Experiences on Windows Phone (Presented by Micro...
by Tim Laverty
(Windows Phone)
Programming
GDC 2013
Building Scalable Cloud Tech for Mobile and Social Games
by Paul Winterhalder
(bitHeads)
Smartphone & Tablet Games Summit
GDC 2013
Building Scalable Cloud Tech for Mobile and Social Games
by Paul Winterhalder
(bitHeads)
Smartphone & Tablet Games Summit
GDC 2013
Building Successful Interdisciplinary Game Programs: Bridging the Gaps
by Magy Seif El-Nasr
(Northeastern University)
GDC Education Summit
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 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
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
Candy Crush Saga Postmortem: Luck in the Right Places
by Tommy Palm
(King.com)
Free to Play Design & Business Summit
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
Casting a New Light on a Familiar Face: Light Based Rendering in Tomb Ra...
by Jason Lacroix
(Crystal Dynamics)
Visual Arts
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
Casual, Social, Mobile, and the Audio That Makes Them Successful
by Nicholas Thomas
(SomaTone Interactive Inc.)
Audio
GDC 2013
Classic Game Postmortem: Crystal Castles
by Franz Lanzinger
(Actual Entertainment, Inc.)
Design
GDC 2013
Classic Game Postmortem: Crystal Castles
by Franz Lanzinger
(Actual Entertainment, Inc.)
Design
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: Myst
by Robyn Miller
(Zoo Break Gun Club)
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
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
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
Commun-indies: Making the Most of Your Indie Community
by Takumi Naramura
(Nigoro)
Design
GDC 2013
Commun-indies: Making the Most of Your Indie Community
by Takumi Naramura
(Nigoro)
Design
GDC 2013
Composer Challenge V
by Lennie Moore
(3l33t Music)
Audio
GDC 2013
Conquering the Galaxy with Phones and Tablets: Galactic Reign Postmortem...
by Tony Cox
(Microsoft Studios)
Smartphone & Tablet Games Summit
GDC 2013
Continuously Bootstrapping an Indie Studio by Remaining Agile
by Alexander Schwartz
(Owlchemy Labs)
Smartphone & Tablet Games Summit
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
Controlling the Abyss: Designing Uncharted's Controls for the PlayStatio...
by Ron Allen
(Sony Computer Entertainment, Bend Studio)
Design
GDC 2013
Controlling the Abyss: Designing Uncharted's Controls for the PlayStatio...
by Ron Allen
(Sony Computer Entertainment, Bend Studio)
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
Cracking the Cross-Platform Challenge: How Candy Crush Saga Became a Sma...
by Riccardo Zacconi
(King.com)
Business, Marketing & Management
GDC 2013
Creating a Magical Music Experience
by Alastair Lindsay
(Sony Computer Entertainment Europe)
Audio
GDC 2013
Creating a Magical Music Experience
by Alastair Lindsay
(Sony Computer Entertainment Europe)
Audio
GDC 2013
Creating a Magical Music Experience
by Alastair Lindsay
(Sony Computer Entertainment Europe)
Audio
GDC 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Visual Arts
GDC 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Visual Arts
GDC 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Visual Arts
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 AI for the Living, Breathing World of Hitman: Absolution
by Mika Vehkala
(IO Interactive A/S)
Programming
GDC 2013
Cross-Platform Game Development: Best Practices Learned from Unreal, Uni...
by Omar Rodriguez
(Intel)
Programming
GDC 2013
Cross-Platform Game Development: Best Practices Learned from Unreal, Uni...
by Omar Rodriguez
(Intel)
Programming
GDC 2013
Crowdfunding for Indies: Real Numbers and Trends
by Thomas Bidaux
(ICO Partners)
Independent Games Summit
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
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
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
Death to Downloads
by Will Harbin
(KIXEYE)
Business, Marketing & Management
GDC 2013
Death to Downloads
by Will Harbin
(KIXEYE)
Business, Marketing & Management
GDC 2013
Defining a Target Market for a Connected TV Platform
by Richard Hilleman
(Electronic Arts)
Business, Marketing & Management
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
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
Design Occlusion is Killing Your Creativity
by Dylan Cuthbert
(Q-Games)
Independent Games Summit
GDC 2013
Designing Compelling Achievements Microtalks
by Cory Stockton
(Blizzard Entertainment, Inc)
Design
GDC 2013
Designing Compelling Achievements Microtalks
by Cory Stockton
(Blizzard Entertainment, Inc)
Design
GDC 2013
Designing Grand Strategy: Making the Mechanics of Total War
by James Russell
(Creative Assembly)
Design
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 Humor in Borderlands 2
by Anthony Burch
(Gearbox Software)
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 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 the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
Designing the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
Designing the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
Designing Without a Pitch - FTL Postmortem
by Justin Ma
(Subset Games)
Independent Games Summit
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 Second Screen Experience with Xbox SmartGlass (Presented by...
by Rosa Thomas
(Microsoft)
Programming
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 a Windows Store Game with DirectX and C++ (Presented by Micro...
by Phillip Napieralski
(Windows Ecosystem)
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 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
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
Dialogue: When, Who, and Why
by DB Cooper
(DBCooperVO.com)
Audio
GDC 2013
Diverse Game Characters: Write Them Now!
by Jill Murray
(Ubisoft)
Advocacy
GDC 2013
Diverse Game Characters: Write Them Now!
by Jill Murray
(Ubisoft)
Advocacy
GDC 2013
Diverse Game Characters: Write Them Now!
by Jill Murray
(Ubisoft)
Advocacy
GDC 2013
Eliminating Texture Waste: Borderless Realtime Ptex
by John McDonald
(NVIDIA)
Visual Arts
GDC 2013
Eliminating Texture Waste: Borderless Realtime Ptex
by John McDonald
(NVIDIA)
Visual Arts
GDC 2013
Empowering the Player in a Story-Rich World: Co-Directing Dishonored
by Harvey Smith
(Arkane Studios)
Design
GDC 2013
Empowering the Player in a Story-Rich World: Co-Directing Dishonored
by Harvey Smith
(Arkane Studios)
Design
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
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
Experimental Gameplay Workshop
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2013
Experimental Gameplay Workshop
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2013
F2P the Wrong Way: Age of Empires Online
by Kevin Perry
(Microsoft)
Business, Marketing & Management
GDC 2013
F2P the Wrong Way: Age of Empires Online
by Kevin Perry
(Microsoft)
Business, Marketing & Management
GDC 2013
F2P the Wrong Way: Age of Empires Online
by Kevin Perry
(Microsoft)
Business, Marketing & Management
GDC 2013
Facebook Developer Day: Building Core and Mid-Core Games on Facebook Pre...
by David Halgason
(Unity Technologies)
Design
GDC 2013
Facebook Developer Day: Conversation with Developers (Presented by Faceb...
by Leonard Frankel
(Facebook)
Design
GDC 2013
Facebook Developer Day: Facebook Games Ecosystem Overview (Presented by ...
by Riccardo Zacconi
(King.com)
Design
GDC 2013
Facebook Developer Day: Games Product Update (Presented by Facebook)
by George Lee
(Facebook)
Design
GDC 2013
Facebook Developer Day: Growing Your Game with Facebook (Presented by Fa...
by John Wirt
(Facebook)
Design
GDC 2013
Facebook Developer Day: Mastering Facebook Mobile Channels (Presented b...
by Zoran Martinovic
(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
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: Q&A with Facebook Games Team (Presented by Faceb...
by Deborah Liu
(Facebook)
Design
GDC 2013
Flash Forward
by Deborah Liu
(Facebook)
Advocacy
GDC 2013
Free-to-Play: The Morning After
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2013
Free-to-Play: The Morning After
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2013
From Concept to Release: Designing Guild Wars 2
by Chris Whiteside
(ArenaNet)
Design
GDC 2013
From Concept to Release: Designing Guild Wars 2
by Chris Whiteside
(ArenaNet)
Design
GDC 2013
From Concept to Release: Designing Guild Wars 2
by Chris Whiteside
(ArenaNet)
Design
GDC 2013
From Great Ideas to Game Features
by Maciej Szczesnik
(CD Projekt RED)
Design
GDC 2013
From Great Ideas to Game Features
by Maciej Szczesnik
(CD Projekt RED)
Design
GDC 2013
From the Behavior Up: When the AI Is the Design
by Paul Tozour
(Intelligence Engine Design Systems)
AI Summit
GDC 2013
From the Behavior Up: When the AI Is the Design
by Paul Tozour
(Intelligence Engine Design Systems)
AI Summit
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: Music
by Brian Schmidt
(GameSoundCon)
Audio
GDC 2013
G.A.N.G. Demo Derby: Sound Design
by Brian Schmidt
(GameSoundCon)
Audio
GDC 2013
G.A.N.G. Demo Derby: Sound Design
by Brian Schmidt
(GameSoundCon)
Audio
GDC 2013
Game Loudness, Industry Standards
by Garry Taylor
(Sony Europe)
Audio
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 Theft! What Game Makers Need to Know About Copyrights
by Douglas Robbins
(Wood Robbins LLP)
Design
GDC 2013
Game Theft! What Game Makers Need to Know About Copyrights
by Douglas Robbins
(Wood Robbins LLP)
Design
GDC 2013
Games and the Ensemble Cast
by Daniel Nagler
(Large Animal Games)
Game Narrative Summit
GDC 2013
Games and the Ensemble Cast
by Daniel Nagler
(Large Animal Games)
Game Narrative Summit
GDC 2013
Games and the Ensemble Cast
by Daniel Nagler
(Large Animal Games)
Game Narrative Summit
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 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
Games User Research Bootcamp: Data Analysis
by Veronica Zammitto
(Electronic Arts)
Design
GDC 2013
Games User Research Bootcamp: Design Exercise
by Tom Lorusso
(Microsoft)
Design
GDC 2013
Games User Research Bootcamp: Recruiting Participants
by Kristie Fisher
(Microsoft)
Design
GDC 2013
Games User Research Bootcamp: Running a Study
by Paul Newton
(Electronic Arts Canada)
Design
GDC 2013
Gaming with NoSQL: Riak and Rovio - building highly available, scalable,...
by Andy Gross
(Basho Technologies)
Production
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
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
Generating Useful, Meaningful (and Beautiful) Project Data from Perforce
by Mike McShaffry
(MrMike)
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
Global Ratings: A Unified Effort to Address the Global Needs of a Digita...
by Patricia Vance
(Entertainment Software Rating Board (ESRB))
Advocacy
GDC 2013
GPU Rigid Body Simulation
by Erwin Coumans
(Bullet Physics)
Programming
GDC 2013
GPU Rigid Body Simulation
by Erwin Coumans
(Bullet Physics)
Programming
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
Guardians of Middle-earth: Adapting MOBAs for the Console Crowd
by Evan Lewis
(Monolith)
Design
GDC 2013
Guardians of Middle-earth: Adapting MOBAs for the Console Crowd
by Evan Lewis
(Monolith)
Design
GDC 2013
Halo Reborn: A Postmortem on the Creation of Halo 4
by Josh Holmes
(343 Industries)
Design
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
Horizon and Beyond: A Look into Tomb Raider's Tools
by Jason Yao
(Crystal Dynamics)
Visual Arts
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 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 Free-to-Play Corrupts Games
by Dino Patti
(Playdead)
Design
GDC 2013
How Mobile Ad Tracking Impacts App Marketing Results (Presented by Fiksu)
by Glenn Kiladis
(Fiksu)
Business, Marketing & Management
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 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 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 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 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 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 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 Navigate Security for Gambling in Social Gaming
by Andrew Costello
(SFHL Entertainment)
Programming
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 We Created Mark of the Ninja Without (Totally) Losing Our Minds
by Jeff Agala
(Klei Entertainment)
Independent Games Summit
GDC 2013
HTML5 Audio: Coming to a Mobile Game Near You!
by Jory Prum
(studio.jory.org)
Audio
GDC 2013
HTML5 Audio: Coming to a Mobile Game Near You!
by Jory Prum
(studio.jory.org)
Audio
GDC 2013
Ideas per Second: How Double Fine Optimizes for Human Performance
by Nathan Martz
(Double Fine Productions)
Production
GDC 2013
Ideas per Second: How Double Fine Optimizes for Human Performance
by Nathan Martz
(Double Fine Productions)
Production
GDC 2013
Implementing a Rewindable Instant Replay System for Temporal Debugging
by Mark Wesley
(2K Marin)
Programming
GDC 2013
Implementing a Rewindable Instant Replay System for Temporal Debugging
by Mark Wesley
(2K Marin)
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
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
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
Indie Soapbox
by Emily Short
(Linden Labs)
Independent Games Summit
GDC 2013
Indie Soapbox
by Emily Short
(Linden Labs)
Independent Games Summit
GDC 2013
Interactive Mixing in Dead Space 3
by J. White
(Visceral Games / EA)
Audio
GDC 2013
Interactive Mixing in Dead Space 3
by J. White
(Visceral Games / EA)
Audio
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
Into the Crucible: Forging a Triple-A Game and a Triple-A Studio Simulta...
by Kiki Wolfkill
(343 Industries)
Production
GDC 2013
Introducing Machinations: A New Way to Design Game Mechanics
by Ernest Adams
(Independent)
Design
GDC 2013
iOS Games in a Day:OpenGL ES 2.0 Crash Course for iOS Games
by Mike Dailly
(YoYo Games Ltd.)
Programming
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 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
It's Raining New Content: Successful Rapid Test Iterations
by Benjamin Seifert
(Riot Games)
QA Summit
GDC 2013
It's Raining New Content: Successful Rapid Test Iterations
by Benjamin Seifert
(Riot Games)
QA Summit
GDC 2013
Kickstarter Lessons for Indie Game Developers
by Jeff Pobst
(Hidden Path Entertainment)
Business, Marketing & Management
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
Kingdom Age by the Numbers: A Postmortem
by Aaron Bannin
(GREE International)
Production
GDC 2013
Kingdom Age by the Numbers: A Postmortem
by Aaron Bannin
(GREE International)
Production
GDC 2013
Life After Permadeath: Game Design Within Self-Imposed Constraints
by Keith Kawahata
(Kabam Inc.)
Design
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
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
Loading Based on Imperfect Data
by Andreas Fredriksson
(Insomniac Games)
Programming
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
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
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
Make Your Game Run Great on PCs with Intel GPA (Presented by Intel Corpo...
by Philipp Gerasimov
(Intel)
Programming
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 a Better Girl Game: Playdom's City Girl Postmortem
by Martha Sapeta
(Playdom)
Free to Play Design & Business Summit
GDC 2013
Making a Better Girl Game: Playdom's City Girl Postmortem
by Martha Sapeta
(Playdom)
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 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
Managing the Movement: Getting Your Animation Behaviors to Behave Better
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2013
Managing the Movement: Getting Your Animation Behaviors to Behave Better
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2013
Maximize Your Score Production Budget - Efficiency Strategies and Cost B...
by Penka Kouneva
(Kouneva Studios)
Audio
GDC 2013
Maximize Your Score Production Budget - Efficiency Strategies and Cost B...
by Penka Kouneva
(Kouneva Studios)
Audio
GDC 2013
Method Acting and Interactive Storytelling in Far Cry 3
by Jeffrey Yohalem
(Ubisoft)
Game Narrative Summit
GDC 2013
Method Acting and Interactive Storytelling in Far Cry 3
by Jeffrey Yohalem
(Ubisoft)
Game Narrative Summit
GDC 2013
Mobile Game Discovery and Engagement: The Importance of Consumer Segment...
by Patrick Walker
(EEDAR)
Business, Marketing & Management
GDC 2013
Mobile Game Discovery and Engagement: The Importance of Consumer Segment...
by Patrick Walker
(EEDAR)
Business, Marketing & Management
GDC 2013
Modern War: A Mid-Core Journey into Live Ops
by Mike Lu
(GREE International)
Free to Play Design & Business Summit
GDC 2013
Modern War: A Mid-Core Journey into Live Ops
by Mike Lu
(GREE International)
Free to Play Design & Business Summit
GDC 2013
Multiplatform C++ on The Web with Emscripten
by Chad Austin
(IMVU)
Programming
GDC 2013
Multiplatform C++ on The Web with Emscripten
by Chad Austin
(IMVU)
Programming
GDC 2013
Multiplatform C++ on The Web with Emscripten
by Chad Austin
(IMVU)
Programming
GDC 2013
Narrative in Games - Role, Forms, Problems, and Potential
by Warren Spector
(Independent)
Game Narrative Summit
GDC 2013
Narrative in Games - Role, Forms, Problems, and Potential
by Warren Spector
(Independent)
Game Narrative Summit
GDC 2013
Network Serialization and Routing in World of Warcraft
by Joe Rumsey
(Blizzard Entertainment)
Programming
GDC 2013
Network Serialization and Routing in World of Warcraft
by Joe Rumsey
(Blizzard Entertainment)
Programming
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
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
Next Generation Character Rendering
by Jorge Jimenez
(Activision Blizzard)
Programming
GDC 2013
Of Choice and Breaking New Ground: Designing Mark of the Ninja
by Nels Anderson
(Klei Entertainment)
Design
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
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
OMG! Zombies on the Great Wall of China!
by James Gwertzman
(PopCap)
Free to Play Design & Business 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 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
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
OpenCL - Apply Parallel Compute Capabilities to 2D/3D Scenes (Presented ...
by Krzysztof Laskowski
(Intel)
Programming
GDC 2013
Optimize Each Player Experience with Predictive Analytics (Presented by ...
by Mary Grace Bateman
(IBM Business Analytics)
Business, Marketing & Management
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
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
Outernauts: From AAA Console to AAA Flash Games
by Joe Valenzuela
(Insomniac Games)
Programming
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
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
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
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
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
Physics for Game Programmers
by Richard Tonge
(NVIDIA)
Programming
GDC 2013
Physics for Game Programmers: Spatial Data Structures
by Gino van den Bergen
(DTECTA)
Programming
GDC 2013
Physics for Game Programmers: The Separating Axis Test between Convex Po...
by Dirk Gregorius
(Valve)
Programming
GDC 2013
Physics for Game Programmers: Virtual Go
by Glenn Fiedler
(Sony Santa Monica)
Programming
GDC 2013
Physics for Game Programmers; Continuous Collision
by Erin Catto
(Blizzard Entertainment)
Production
GDC 2013
Physics for Game Programmers; Continuous Collision
by Erin Catto
(Blizzard Entertainment)
Production
GDC 2013
Postmortem: GPU Accelerated Effects in Borderlands 2 (Presented by NVIDIA)
by Dane Johnston
(NVIDIA)
Programming
GDC 2013
Postmortem: GPU Accelerated Effects in Borderlands 2 (Presented by NVIDIA)
by Dane Johnston
(NVIDIA)
Programming
GDC 2013
Privacy by [Game] Design: Understanding Privacy Requirements and Buildin...
by Amy Pritchard
(Metaverse Mod Squad, Inc.)
Advocacy
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
Proceduralism: Low Risk, High Reward
by Caleb Howard
(Electronic Arts Canada)
Production
GDC 2013
Programming Interactivity: Teaching a Stand-Alone CS Game Programming C...
by Blair MacIntyre
(Georgia Institute of Technology)
GDC Education Summit
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
Prototype: A Developer's Best Friend!
by Simon Darveau
(Spearhead Games)
Design
GDC 2013
Prototype: A Developer's Best Friend!
by Simon Darveau
(Spearhead Games)
Design
GDC 2013
Put the Payer in Player: Monetizing Games Through Scalable Advertising
by Joshua Burgin
(Zynga)
Free to Play Design & Business Summit
GDC 2013
Put the Payer in Player: Monetizing Games Through Scalable Advertising
by Joshua Burgin
(Zynga)
Free to Play Design & Business Summit
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
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
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
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
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
Relighting Forge in Halo 4: Just-In-Time Lighting of User Generated Content
by Adam Gold
(343 Industries)
Visual Arts
GDC 2013
Rethinking How We Build Games and Why: The Papo & Yo Story
by Vander Caballero
(Minority Games)
Design
GDC 2013
Rethinking How We Build Games and Why: The Papo & Yo Story
by Vander Caballero
(Minority Games)
Design
GDC 2013
Sand Rendering in Journey
by John Edwards
(thatgamecompany)
Visual Arts
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
Saving Doug: Empathy, Character, and Choice in The Walking Dead
by Jake Rodkin
(Telltale Games)
Design
GDC 2013
Scapegoats No More: Improving the Public Image of Games (Presented by IGDA)
by Michael Capps
(Formerly of Epic Games)
Advocacy
GDC 2013
Scapegoats No More: Improving the Public Image of Games (Presented by IGDA)
by Michael Capps
(Formerly of Epic Games)
Advocacy
GDC 2013
Science Speaks: The Necessity of Localization
by Richard van der Giessen
(U-TRAX)
Localization Summit
GDC 2013
Science Speaks: The Necessity of Localization
by Richard van der Giessen
(U-TRAX)
Localization Summit
GDC 2013
Secrets of Success for Publishing Games in the Windows Store (Presented ...
by Shai Hinitz
(Windows Ecosystem)
Business, Marketing & Management
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
Seven (Or So) Techniques for Writing a Moral Game
by Richard Rouse III
(Microsoft Game Studios)
Game Narrative Summit
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
Sex in Video Games
by David Gaider
(BioWare EA)
Design
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
Shellrazer - Designing In-App Purchase Without Losing Your Soul
by Shane Neville
(Ninja Robot Dinosaur Entertainment)
Independent Games Summit
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
Shout at the Devil: The Making of Diablo III
by Jay Wilson
(Blizzard Entertainment, Inc)
Design
GDC 2013
Skylanders SWAP Force Visual Development: A Toolkit for Artists
by Michael Bukowski
(Vicarious Visions an Activision Studio)
Visual Arts
GDC 2013
Skylanders SWAP Force Visual Development: A Toolkit for Artists
by Michael Bukowski
(Vicarious Visions an Activision Studio)
Visual Arts
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
Spaces in the Sandbox: Tactical Awareness in Open World Games
by Mika Vehkala
(IO Interactive A/S)
AI Summit
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
Spend Time Where it Matters: Friction Free Bug Reporting
by Raphael Saint-Pierre
(Ubisoft)
Production
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
Static Lighting Tricks in Halo 4
by Mike Boulton
(343 Industries)
Programming
GDC 2013
Still Kicking: The Viability of Paid Apps in the Era of F2P
by Nathan Vella
(Capy)
Smartphone & Tablet Games Summit
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 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
Storytelling in DC Universe Online
by Jens Andersen
(Sony Online Entertainment)
Game Narrative Summit
GDC 2013
Supercharging Word-of-Mouth: Best Practices in Virality
by Jussi Laakkonen
(Applifier)
Smartphone & Tablet Games Summit
GDC 2013
Supercharging Word-of-Mouth: Best Practices in Virality
by Jussi Laakkonen
(Applifier)
Smartphone & Tablet Games Summit
GDC 2013
Surviving High School: Game to Novel and Back Again
by Max Doty
(Electronic Arts)
Game Narrative 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
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
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
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: Galactic Reign, Tools Behind the Procedural C...
by James Ricker
(Slant Six Games)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Improving Facilitator Skills for Tech Artists
by Phil Sheets
(Ravens Software)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Improving Facilitator Skills for Tech Artists
by Phil Sheets
(Ravens Software)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Python
by Pat Corwin
(ArenaNet)
Visual Arts
GDC 2013
Technical Artist Bootcamp: Rapid Prototyping at Double Fine
by Drew Skillman
(Double Fine Productions)
Visual Arts
GDC 2013
Technical Artist Bootcamp: The VFX of Diablo
by Julian Love
(Blizzard Entertainment)
Visual Arts
GDC 2013
Techniques for Building Aim Assist in Console Shooters
by Nick Weihs
(Insomniac Games)
Programming
GDC 2013
Techniques for Building Aim Assist in Console Shooters
by Nick Weihs
(Insomniac Games)
Programming
GDC 2013
The 3 Most Important Ingredients to Making Great Games: Motivation, Moti...
by Siobhan Reddy
(Media Molecule)
Production
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 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 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 Dead Space 3: Expanding the Visual Universe and Retaining the...
by Alex Muscat
(Electronic Arts)
Visual Arts
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 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 Journey
by Matt Nava
(Giant Squid, previously thatgamecompany)
Visual Arts
GDC 2013
The Art of Understanding Social and Mobile Players
by Ben Liu
(Pocket Gems)
Business, Marketing & Management
GDC 2013
The Art of Understanding Social and Mobile Players
by Ben Liu
(Pocket Gems)
Business, Marketing & Management
GDC 2013
The Game Attorney's Intellectual Property Primer for Educators
by Tom Buscaglia
(The Game Attorney PC)
GDC Education 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 Music of Dear Esther: Creating Powerful Scores with Limited Resources
by Jessica Curry
(thechineseroom)
Audio
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 Next Vector: Improvements in AI Steering Behaviors
by Andrew Fray
(Spry Fox)
AI Summit
GDC 2013
The Next Vector: Improvements in AI Steering Behaviors
by Andrew Fray
(Spry Fox)
AI Summit
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 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 Simplest AI Trick in the Book
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2013
The Simplest AI Trick in the Book
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2013
The Western Games That Conquered China
by Henry Fong
(Yodo1)
Localization Summit
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 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
There's More to Life Than Press Releases and Promo Codes
by Eli Hodapp
(TouchArcade)
Smartphone & Tablet Games Summit
GDC 2013
Three Folk Games to Inspire Radical New Video Games
by Douglas Wilson
(Die Gute Fabrik)
Design
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
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
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
Today and Tomorrow: Changes in Game Life Cycles and User Flow
by Philip Reisberger
(Appflag)
Business, Marketing & Management
GDC 2013
Turing Tantrums: AI Devs Rant!
by Dino Dini
(NHTV University of Applied Sciences, Breda, Netherlands)
AI Summit
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
Turning Comedy of Manners into Gameplay: Versu Postmortem
by Emily Short
(Linden Labs)
Design
GDC 2013
Under Construction: Crafting Fortnite's Building System
by Billy Bramer
(Epic Games)
Design
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
Under the Hood of Blizzard's Internal Build System
by Blaine Whittle
(Blizzard Entertainment)
Programming
GDC 2013
Under the Hood of Blizzard's Internal Build System
by Blaine Whittle
(Blizzard Entertainment)
Programming
GDC 2013
Under the Hood of Blizzard's Internal Build System
by Blaine Whittle
(Blizzard Entertainment)
Programming
GDC 2013
Usability Is Not Random
by Mike Acton
(Insomniac Games)
Design
GDC 2013
Usability Is Not Random
by Mike Acton
(Insomniac Games)
Design
GDC 2013
Video Game Journalism in the National University System
by Casey Lynch
(IGN)
GDC Education Summit
GDC 2013
Video Game Journalism in the National University System
by Casey Lynch
(IGN)
GDC Education Summit
GDC 2013
Walled Garden Weekly: LIVE
by Eli Hodapp
(TouchArcade)
Smartphone & Tablet Games Summit
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 Not Heroes: Contextualizing Violence Through Narrative
by Walt Williams
(2K Games)
Game Narrative Summit
GDC 2013
Weapons of Mass Disruption: Creating The Drowning
by Ben Cousins
(Scattered Entertainment)
Production
GDC 2013
Weapons of Mass Disruption: Creating The Drowning
by Ben Cousins
(Scattered Entertainment)
Production
GDC 2013
What We Learned Porting Team Fortress 2 to Virtual Reality
by Joe Ludwig
(Valve)
Design
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 is Online Gaming Online Gambling?
by Louis Castle
(SFHL Entertainment)
Business, Marketing & Management
GDC 2013
Why Render Hidden Objects? Cull Them With a Software Depth-Buffer Raster...
by Charumathi Chandrasekaran
(Intel Corporation)
Programming
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 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 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
Why Won't FarmVille Go Away?
by Mike Perry
(Zynga)
Free to Play Design & Business Summit
GDC 2013
Working the Crowd: Engaging Players Through the User Interface
by Joe Kowalski
(Double Fine)
Visual Arts
GDC 2013
Working the Crowd: Engaging Players Through the User Interface
by Joe Kowalski
(Double Fine)
Visual Arts
GDC 2013
Working with Designers: Scaling Your AI Both Up and Down
by Brian Schwab
(Blizzard Entertainment)
AI Summit
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
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
Writing Grant Proposals for Commercially Viable Game Products
by Elena Bertozzi
(Long Island University)
GDC Education Summit
GDC 2013
You Don't Need a Degree to Make Video Games
by Conan Bourke
(AIE)
Game Career Seminar
GDC 2013
ZombiU: Creating an Undead Cult
by Antony Johnston
(Independent)
Game Narrative Summit
GDC 2013
ZombiU: Creating an Undead Cult
by Antony Johnston
(Independent)
Game Narrative Summit
GDC 2013
ZombiU: Creating an Undead Cult
by Antony Johnston
(Independent)
Game Narrative Summit