GDC 2013
Advanced Visual Effects with DirectX 11
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
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
Breaking the Rules on a GPU (Presented by Intel Corporation)
by Steve Hughes
(Intel Corporation)
Programming
GDC 2013
Breaking the Rules on a GPU (Presented by Intel Corporation)
by Steve Hughes
(Intel Corporation)
Programming
GDC 2013
Building Scalable, Cross-Platform Graphics Systems for Mobile
by Josh Klint
(Leadwerks Software)
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
Core Technologies for Windows 8 Games (Presented by Microsoft)
by Chas Boyd
(Windows Graphics)
Programming
GDC 2013
Core Technologies for Windows 8 Games (Presented by Microsoft)
by Chas Boyd
(Windows Graphics)
Programming
GDC 2013
Core Technologies for Windows 8 Games (Presented by Microsoft)
by Chas Boyd
(Windows Graphics)
Programming
GDC 2013
Creating Sound Effects and Sound Textures from Examples
by Jim Parker
(MinkHollow Media Ltd.)
Audio
GDC 2013
Creating Sound Effects and Sound Textures from Examples
by Jim Parker
(MinkHollow Media Ltd.)
Audio
GDC 2013
FarmVille 2 Postmortem: What Grew Wild & What Withered Away
by Wright Bagwell
(Zynga)
Design
GDC 2013
FarmVille 2 Postmortem: What Grew Wild & What Withered Away
by Wright Bagwell
(Zynga)
Design
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
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
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
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: Dual Numbers
by Gino van den Bergen
Programming
GDC 2013
Math for Game Programmers: Interaction With 3D Geometry
by Stan Melax
(Intel)
Programming
GDC 2013
Math for Game Programmers: Matrix Transformations
by Squirrel Eiserloh
(TrueThought)
Programming
GDC 2013
Math for Game Programmers: Orthogonal Matching Pursuit and K-SVD for Spa...
by Robin Green
(Microsoft)
Programming
GDC 2013
Math for Game Programmers: Understanding Quaternions
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2013
Neo-Retro: Smoothing it Out While Keeping the Pixels
by Paul Veer
(Skullrobot)
Visual Arts
GDC 2013
Neo-Retro: Smoothing it Out While Keeping the Pixels
by Paul Veer
(Skullrobot)
Visual Arts
GDC 2013
NVIDIA Nsight Visual Studio Edition 3.0 - Catzilla Engine Development in...
by Jeffrey Kiel
(NVIDIA)
Programming
GDC 2013
NVIDIA Nsight Visual Studio Edition 3.0 - Catzilla Engine Development in...
by Jeffrey Kiel
(NVIDIA)
Programming
GDC 2013
Optimizing for Power Efficient GPUs in DirectX/C++ Windows Store Games (...
by Max McMullen
(Windows Graphics)
Programming
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
Powering up Destiny's Level Creation and Rendering with Umbra 3 (Present...
by Otso Makinen
(Umbra Software)
Programming
GDC 2013
Powering up Destiny's Level Creation and Rendering with Umbra 3 (Present...
by Otso Makinen
(Umbra Software)
Programming
GDC 2013
Powering up Destiny's Level Creation and Rendering with Umbra 3 (Present...
by Otso Makinen
(Umbra Software)
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
Sand Rendering in Journey
by John Edwards
(thatgamecompany)
Visual Arts
GDC 2013
Sand Rendering in Journey
by John Edwards
(thatgamecompany)
Visual Arts
GDC 2013
Secret Sauce: How Diversity in Your Game Narrative = More Players and Mo...
by Tom Abernathy
(Microsoft Studios)
Game Narrative 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
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
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