GDC 2014
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz)
Advocacy
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
10 Questions to Ask About the Future of Games (Presented by Digital Rive...
by Dean Takahashi
(VentureBeat)
Monetization
GDC 2014
14th Annual Game Developers Choice Awards
Special Event
GDC 2014
14th Annual Game Developers Choice Awards
Special Event
GDC 2014
16th Annual Independent Games Festival Awards
Special Event
GDC 2014
1979 Revolution: A Case Study in Bringing Real Stories to Gaming
by Navid Khonsari
(iNK Stories)
Game Narrative Summit
GDC 2014
1979 Revolution: A Case Study in Bringing Real Stories to Gaming
by Navid Khonsari
(iNK Stories)
Game Narrative Summit
GDC 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
Visual Arts
GDC 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
Visual Arts
GDC 2014
3D Audio: Back to the Future?
by Brian Schmidt
(Ear Games)
Audio
GDC 2014
3D Audio: Back to the Future?
by Brian Schmidt
(Ear Games)
Audio
GDC 2014
50 Camera Mistakes
by John Nesky
(thatgamecompany)
Programming
GDC 2014
50 Camera Mistakes
by John Nesky
(thatgamecompany)
Programming
GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
Programming
GDC 2014
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
Programming
GDC 2014
A Study in Transparency: How Board Games Matter
by Soren Johnson
(Mohawk Games)
Design
GDC 2014
A Study in Transparency: How Board Games Matter
by Soren Johnson
(Mohawk Games)
Design
GDC 2014
A Survey of the Modern QA Department
by Robb Nicholas
(Apptio)
QA Summit
GDC 2014
A Survey of the Modern QA Department
by Robb Nicholas
(Apptio)
QA Summit
GDC 2014
A/B Testing for Game Design Iteration: A Bayesian Approach
by Steven Collins
(Swrve)
Business, Marketing & Management
GDC 2014
A/B Testing for Game Design Iteration: A Bayesian Approach
by Steven Collins
(Swrve)
Business, Marketing & Management
GDC 2014
A/B Testing with Air Patriots (Presented by Amazon)
by Paul Cutsinger
(Amazon)
Business, Marketing & Management
GDC 2014
AAA Academics: Superstar Designers in Academia
by Brenda Romero
(UC Santa Cruz)
GDC Education Summit
GDC 2014
AAA Academics: Superstar Designers in Academia
by Brenda Romero
(UC Santa Cruz)
GDC Education Summit
GDC 2014
AAA Mobile Games Development: Challenges
by Romain Sididris
(Gameloft)
Smartphone & Tablet Games Summit
GDC 2014
AAA Mobile Games Development: Challenges
by Romain Sididris
(Gameloft)
Smartphone & Tablet Games Summit
GDC 2014
Accessibility: Lessons Learned from Designing for Gamers with Disabilities
by Ian Hamilton
(Ian Hamilton DC)
Advocacy
GDC 2014
Accessibility: Lessons Learned from Designing for Gamers with Disabilities
by Ian Hamilton
(Ian Hamilton DC)
Advocacy
GDC 2014
Achieving the Best Performance with IA Graphics, Tips, Tricks, and Cleve...
by Blake Taylor
(Intel Corp)
Programming
GDC 2014
Acquisition for F2P Games on the Web
by Kimberly Pointer
(Kabam)
Free to Play Design & Business Summit
GDC 2014
Acquisition for F2P Games on the Web
by Kimberly Pointer
(Kabam)
Free to Play Design & Business Summit
GDC 2014
Adaptive Music Preparation for Live Recording: A Primer
by Lennie Moore
(3l33t Music)
Production
GDC 2014
Adaptive Music Preparation for Live Recording: A Primer
by Lennie Moore
(3l33t Music)
Production
GDC 2014
Adding High-End Graphical Effects to GT Racing 2 on Android x86. (Presen...
by Adrian Voinea
(Gameloft)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Compute-Based GPU Particle Systems
by Gareth Thomas
(AMD)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Compute-Based GPU Particle Systems
by Gareth Thomas
(AMD)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: DX11 Software Tessellation
by John Kloetzli
(Firaxis)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: DX11 Software Tessellation
by John Kloetzli
(Firaxis)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Efficient Work Submission in Di...
by Evan Hart
(NVIDIA)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Efficient Work Submission in Di...
by Evan Hart
(NVIDIA)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: From Terrain to Godrays - Bette...
by Andrei Tatarinov
(NVIDIA)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: From Terrain to Godrays - Bette...
by Andrei Tatarinov
(NVIDIA)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Grass, Fur and Hair
by Karl Hillesland
(AMD)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Grass, Fur and Hair
by Karl Hillesland
(AMD)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Real Virtual Texturing - Taking...
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Real Virtual Texturing - Taking...
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Tessellation in Call of Duty: G...
by Wade Brainerd
(Activision)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Tessellation in Call of Duty: G...
by Wade Brainerd
(Activision)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Vertex Shader Tricks - New Ways...
by Bill Bilodeau
(AMD)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Vertex Shader Tricks - New Ways...
by Bill Bilodeau
(AMD)
Programming
GDC 2014
Agile Lessons from Ryse and Crysis 3
by Patrick Payne
(Crytek GmbH)
Production
GDC 2014
Agile Lessons from Ryse and Crysis 3
by Patrick Payne
(Crytek GmbH)
Production
GDC 2014
AI Postmortem: Hearthstone
by Brian Schwab
(Formerly of Blizzard Entertainment)
AI Summit
GDC 2014
AI Postmortem: Hearthstone
by Brian Schwab
(Formerly of Blizzard Entertainment)
AI Summit
GDC 2014
Amazon AppStream - New Gaming Experiences Using the Clouds for Game Stre...
by Collin Davis
(Amazon)
Business, Marketing & Management
GDC 2014
Amazon Developer Day (Presented by Amazon)
by Paul Cutsinger
(Amazon)
Business, Marketing & Management
GDC 2014
Amazon Developer Day (Presented by Amazon)
by Paul Cutsinger
(Amazon)
Business, Marketing & Management
GDC 2014
Amazon Developer Day (Presented by Amazon)
by Paul Cutsinger
(Amazon)
Business, Marketing & Management
GDC 2014
Amazon Developer Day (Presented by Amazon)
by Paul Cutsinger
(Amazon)
Business, Marketing & Management
GDC 2014
Amazon Developer Day (Presented by Amazon)
by Paul Cutsinger
(Amazon)
Business, Marketing & Management
GDC 2014
Amazon Developer Day (Presented by Amazon)
by Paul Cutsinger
(Amazon)
Business, Marketing & Management
GDC 2014
Analysis and Lessons from the Global Free-to-Play Market
by Tom Nichols
(Aeria Games & Entertainment)
Free to Play Design & Business Summit
GDC 2014
Analysis and Lessons from the Global Free-to-Play Market
by Tom Nichols
(Aeria Games & Entertainment)
Free to Play Design & Business Summit
GDC 2014
Animation Bootcamp: An Indie Approach to Procedural Animation
by David Rosen
(Wolfire Games)
Visual Arts
GDC 2014
Animation Bootcamp: An Indie Approach to Procedural Animation
by David Rosen
(Wolfire Games)
Visual Arts
GDC 2014
Animation Bootcamp: Animating Cameras for Games
by Simon Unger
(Robotoki)
Visual Arts
GDC 2014
Animation Bootcamp: Animating Cameras for Games
by Simon Unger
(Robotoki)
Visual Arts
GDC 2014
Animation Bootcamp: Animating the Spy Fantasy in Splinter Cell
by Kristjan Zadziuk
(Ubisoft Toronto)
Visual Arts
GDC 2014
Animation Bootcamp: Animating the Spy Fantasy in Splinter Cell
by Kristjan Zadziuk
(Ubisoft Toronto)
Visual Arts
GDC 2014
Animation Bootcamp: Animation Prototyping for Games
by Jay Hosfelt
(Epic Games)
Visual Arts
GDC 2014
Animation Bootcamp: Animation Prototyping for Games
by Jay Hosfelt
(Epic Games)
Visual Arts
GDC 2014
Animation Bootcamp: Establishing an Ecology for NPCs
by Mike Jungbluth
(Zenimax Online)
Visual Arts
GDC 2014
Animation Bootcamp: Establishing an Ecology for NPCs
by Mike Jungbluth
(Zenimax Online)
Visual Arts
GDC 2014
Animation Bootcamp: Fluid and Powerful Animation within Frame Restrictions
by Mariel Cartwright
(Lab Zero Games)
Visual Arts
GDC 2014
Animation Bootcamp: Fluid and Powerful Animation within Frame Restrictions
by Mariel Cartwright
(Lab Zero Games)
Visual Arts
GDC 2014
Animation Bootcamp: Intro & Achieving a Believable Performance
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2014
Animation Bootcamp: Using the Power of Layered Animation to Expand Premi...
by Ryan Duffin
(EA DICE)
Visual Arts
GDC 2014
Animation Bootcamp: Using the Power of Layered Animation to Expand Premi...
by Ryan Duffin
(EA DICE)
Visual Arts
GDC 2014
Antichamber: An Overnight Success, Seven Years in the Making
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2014
Antichamber: An Overnight Success, Seven Years in the Making
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2014
Antichamber: Three Years of Hardcore Iteration
by Alexander Bruce
(Antichamber)
Design
GDC 2014
Antichamber: Three Years of Hardcore Iteration
by Alexander Bruce
(Antichamber)
Design
GDC 2014
Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)
by Cass Everitt
(NVIDIA)
Programming
GDC 2014
Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)
by Cass Everitt
(NVIDIA)
Programming
GDC 2014
Art Direction is Not Just Googling Images
by Robh Ruppel
(Naughty Dog)
Production
GDC 2014
Art Direction is Not Just Googling Images
by Robh Ruppel
(Naughty Dog)
Production
GDC 2014
Assassin's Creed IV: Black Flag - Road to Next-Gen Graphics
by Bartlomiej Wronski
(Ubisoft Montreal)
Programming
GDC 2014
Assassin's Creed IV: Black Flag - Road to Next-Gen Graphics
by Bartlomiej Wronski
(Ubisoft Montreal)
Programming
GDC 2014
Assassin's Creed IV: Black Flag Multiplayer - Crafting Good Monetization...
by Damien Kieken
(Ubisoft)
Business, Marketing & Management
GDC 2014
Assassin's Creed IV: Black Flag Multiplayer - Crafting Good Monetization...
by Damien Kieken
(Ubisoft)
Business, Marketing & Management
GDC 2014
Audio Bootcamp: Audio Design
by Nicky Birch
(Somethin' Else)
Audio
GDC 2014
Audio Bootcamp: Audio Design
by Nicky Birch
(Somethin' Else)
Audio
GDC 2014
Audio Bootcamp: Intro/Sound Design
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2014
Audio Bootcamp: Intro/Sound Design
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2014
Audio Bootcamp: Mixing/Production
by Tom Hays
(Rocket Sound, LLC)
Audio
GDC 2014
Audio Bootcamp: Mixing/Production
by Tom Hays
(Rocket Sound, LLC)
Audio
GDC 2014
Audio Bootcamp: Music
by Austin Wintory
(Wintory Global Engineering)
Audio
GDC 2014
Audio Bootcamp: Music
by Austin Wintory
(Wintory Global Engineering)
Audio
GDC 2014
Audio Bootcamp: Small Team Game Development
by Dren McDonald
(nerdtracks.com)
Audio
GDC 2014
Audio Bootcamp: Small Team Game Development
by Dren McDonald
(nerdtracks.com)
Audio
GDC 2014
Aural Immersion: Audio Technology in The Last of Us
by Jonathan Lanier
(Naughty Dog, Inc.)
Audio
GDC 2014
Aural Immersion: Audio Technology in The Last of Us
by Jonathan Lanier
(Naughty Dog, Inc.)
Audio
GDC 2014
Authoring Tools Framework: Open Source from Sony's Worldwide Studios (Pr...
by Ron Little
(Sony Computer Entertainment America)
Programming
GDC 2014
Autodesk Gameware Updates (Presented by Autodesk)
by Ankur Mohan
(Autodesk)
Programming
GDC 2014
Avoiding Catastrophic Performance Loss: Detecting CPU-GPU Sync Points
by John McDonald
(NVIDIA)
Programming
GDC 2014
Avoiding Catastrophic Performance Loss: Detecting CPU-GPU Sync Points
by John McDonald
(NVIDIA)
Programming
GDC 2014
Awesome Video Game Data 2014
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2014
Awesome Video Game Data 2014
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2014
Back to The Future of QA
by Dave Parkinson
(Sony Computer Entertainment)
QA Summit
GDC 2014
Back to The Future of QA
by Dave Parkinson
(Sony Computer Entertainment)
QA Summit
GDC 2014
BADLAND Postmortem: Building on App Store Launch Success
by Johannes Vuorinen
(Frogmind)
Independent Games Summit
GDC 2014
BADLAND Postmortem: Building on App Store Launch Success
by Johannes Vuorinen
(Frogmind)
Independent Games Summit
GDC 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
Production
GDC 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
Production
GDC 2014
Behind the Great Wall: Analysis of China's Mobile Gaming Industry (Pres...
by Leo Cui
(TalkingData)
Business, Marketing & Management
GDC 2014
Behind the Great Wall: Analysis of China's Mobile Gaming Industry (Pres...
by Leo Cui
(TalkingData)
Business, Marketing & Management
GDC 2014
Behind the Realm Reborn
by Naoki Yoshida
(Square Enix Co. Ltd.)
Production
GDC 2014
Behind the Realm Reborn
by Naoki Yoshida
(Square Enix Co. Ltd.)
Production
- Japanese
GDC 2014
Believable Make-Believe: Putting the Player at the Heart of Tearaway
by Rex Crowle
(Media Molecule)
Design
GDC 2014
Believable Make-Believe: Putting the Player at the Heart of Tearaway
by Rex Crowle
(Media Molecule)
Design
GDC 2014
Better Sound Through Collaboration
by Rob Bridgett
(Clockwork Fox Studios)
Audio
GDC 2014
Better Sound Through Collaboration
by Rob Bridgett
(Clockwork Fox Studios)
Audio
GDC 2014
Beyond Attention: The Player Involvement Model
by Gordon Calleja
(University of Malta/Mighty Box Games)
Design
GDC 2014
Beyond Attention: The Player Involvement Model
by Gordon Calleja
(University of Malta/Mighty Box Games)
Design
GDC 2014
Beyond Fun: Difficult Topics Inspire Story and Design
by Jill Murray
(Ubisoft)
Game Narrative Summit
GDC 2014
Beyond Fun: Difficult Topics Inspire Story and Design
by Jill Murray
(Ubisoft)
Game Narrative Summit
GDC 2014
Beyond Graphics: Reaching the Visually Impaired Gamer
by Brian Schmidt
(Ear Games)
Advocacy
GDC 2014
Beyond Graphics: Reaching the Visually Impaired Gamer
by Brian Schmidt
(Ear Games)
Advocacy
GDC 2014
Big Data Analytics 101: From DAU to Predictive Modeling
by Dmitri Williams
(Ninja Metrics)
Business, Marketing & Management
GDC 2014
Big Data Analytics 101: From DAU to Predictive Modeling
by Dmitri Williams
(Ninja Metrics)
Business, Marketing & Management
GDC 2014
Bite-Sized Storytelling: Creating Meaningful Mobile Game Narratives in S...
by Levi Buchanan
(Chillingo)
Business, Marketing & Management
GDC 2014
Bite-Sized Storytelling: Creating Meaningful Mobile Game Narratives in S...
by Levi Buchanan
(Chillingo)
Business, Marketing & Management
GDC 2014
Breaking the Mold: Experiments in Evolving Game Narrative from the USC G...
by Tracy Fullerton
(USC Game Innovation Lab)
Game Narrative Summit
GDC 2014
Breaking the Mold: Experiments in Evolving Game Narrative from the USC G...
by Tracy Fullerton
(USC Game Innovation Lab)
Game Narrative Summit
GDC 2014
Bridging the Gap Between Your Audio Engine and Your Game
by Sean Lohrisch
(Capybara Games)
Audio
GDC 2014
Bridging the Gap Between Your Audio Engine and Your Game
by Sean Lohrisch
(Capybara Games)
Audio
GDC 2014
Bringing BioShock Infinite's Elizabeth to Life: An AI Development Postmo...
by John Abercrombie
(Irrational Games)
AI Summit
GDC 2014
Bringing Console Quality Lighting to Mobile (Presented by Imagination Te...
by Peter McGuinness
(Imagination Technologies)
Programming
GDC 2014
Bringing the Power of YouTube to your Games (Presented by Google)
by The YouTube Product Team
(Google)
Advocacy
GDC 2014
Bringing the Power of YouTube to your Games (Presented by Google)
by The YouTube Product Team
(Google)
Advocacy
GDC 2014
Bringing Unreal Engine 4 to OpenGL: Enabling High-End Visuals from PC to...
by Evan Hart
(NVIDIA)
Programming
GDC 2014
Bringing Unreal Engine 4 to OpenGL: Enabling High-End Visuals from PC to...
by Evan Hart
(NVIDIA)
Programming
GDC 2014
Build Games that Scale in the Cloud (Presented by Google)
by Chris Elliott
(Google)
Advocacy
GDC 2014
Build Games that Scale in the Cloud (Presented by Google)
by Chris Elliott
(Google)
Advocacy
GDC 2014
Building a Scalable Infrastructure Platform for SMITE, Global Agenda and...
by Todd Harris
(Hi-Rez Studios)
Business, Marketing & Management
GDC 2014
Building Convincing Virtual Worlds: The Use of IP in Games
by Marc Mayer
(Mitchell Silberberg & Knupp LLP)
Business, Marketing & Management
GDC 2014
Building Convincing Virtual Worlds: The Use of IP in Games
by Marc Mayer
(Mitchell Silberberg & Knupp LLP)
Business, Marketing & Management
GDC 2014
Building Customer Support and Loyalty
by Jeremy Ehrhardt
(KIXEYE)
Production
GDC 2014
Building Customer Support and Loyalty
by Jeremy Ehrhardt
(KIXEYE)
Production
GDC 2014
Building Customizable Characters for Bungie's Destiny
by Scott Shepherd
(Bungie)
Visual Arts
GDC 2014
Building Customizable Characters for Bungie's Destiny
by Scott Shepherd
(Bungie)
Visual Arts
GDC 2014
Building the Content that Drives the Counter-Strike: Global Offensive Ec...
by Bronwen Grimes
(Valve)
Visual Arts
GDC 2014
Building the Content that Drives the Counter-Strike: Global Offensive Ec...
by Bronwen Grimes
(Valve)
Visual Arts
GDC 2014
Building Your Indie Game Into a Powerhouse Brand (Sponsored by Kontagent...
by Ville Heijari
(Kontagent+PlayHaven)
Business, Marketing & Management
GDC 2014
Capturing Reality: Gathering Reference for Forza Motorsport 5
by Arthur Shek
(Microsoft Studios (Turn 10))
Visual Arts
GDC 2014
Capturing Reality: Gathering Reference for Forza Motorsport 5
by Arthur Shek
(Microsoft Studios (Turn 10))
Visual Arts
GDC 2014
Change Is Good: The Importance of Iteration Within a Character Art Pipeline
by Gavin Goulden
(gavimage.com)
Visual Arts
GDC 2014
Change Is Good: The Importance of Iteration Within a Character Art Pipeline
by Gavin Goulden
(gavimage.com)
Visual Arts
GDC 2014
Character Balance: More than the Numbers
by Robert Gallerani
(Vicarious Visions, Inc.)
Design
GDC 2014
Character Balance: More than the Numbers
by Robert Gallerani
(Vicarious Visions, Inc.)
Design
GDC 2014
Character Design Across Multiple Game Genres
by Arnold Tsang
(Blizzard Entertainment)
Visual Arts
GDC 2014
Character Design Across Multiple Game Genres
by Arnold Tsang
(Blizzard Entertainment)
Visual Arts
GDC 2014
Characterization, Purpose and Action: Creating Strong Video Game Characters
by Jeremy Bernstein
(Freelance)
Design
GDC 2014
Characterization, Purpose and Action: Creating Strong Video Game Characters
by Jeremy Bernstein
(Freelance)
Design
GDC 2014
Checkered Flag: Forza Motorsport 5 Soundtrack Postmortem
by Lance Hayes
(DJDM Dot Com Music Publishing)
Audio
GDC 2014
Checkered Flag: Forza Motorsport 5 Soundtrack Postmortem
by Lance Hayes
(DJDM Dot Com Music Publishing)
Audio
GDC 2014
Checkmate: Cross-Platform Development Tips to Make You King
by Katherine de Leon
(GSN Games)
Free to Play Design & Business Summit
GDC 2014
Checkmate: Cross-Platform Development Tips to Make You King
by Katherine de Leon
(GSN Games)
Free to Play Design & Business Summit
GDC 2014
Child's Play: Playtesting with Children in the World of Skylanders
by Gareth Griffiths
(Activision Blizzard)
Production
GDC 2014
Child's Play: Playtesting with Children in the World of Skylanders
by Gareth Griffiths
(Activision Blizzard)
Production
GDC 2014
Classic Game Postmortem: Robotron: 2084
by Eugene Jarvis
(Raw Thrills)
Design
GDC 2014
Classic Game Postmortem: Robotron: 2084
by Eugene Jarvis
(Raw Thrills)
Design
GDC 2014
Classic Game Postmortem: Shenmue
by Yu Suzuki
(Ys Net)
Design
- Japanese
GDC 2014
Classic Game Postmortem: Shenmue
by Yu Suzuki
(Ys Net)
Design
GDC 2014
Classic Game Postmortem: Shenmue
by Yu Suzuki
(Ys Net)
Design
GDC 2014
Classic Game Postmortem: Shenmue
by Yu Suzuki
(Ys Net)
Design
GDC 2014
Classic Game Postmortem: Zork
by Dave Lebling
(BAE Systems)
Design
GDC 2014
Classic Game Postmortem: Zork
by Dave Lebling
(BAE Systems)
Design
GDC 2014
Classic Studio Postmortem: Lucasfilm Games
by Noah Falstein
(Google)
Design
GDC 2014
Classic Studio Postmortem: Lucasfilm Games
by Noah Falstein
(Google)
Design
GDC 2014
Cloud Architectures, Onboarding, and Game Streaming with NVIDIA GRID (Pr...
by Franck Diard
(NVIDIA)
Programming
GDC 2014
Cloud Architectures, Onboarding, and Game Streaming with NVIDIA GRID (Pr...
by Franck Diard
(NVIDIA)
Programming
GDC 2014
Code Clinic: How to Write Code the Compiler Can Actually Optimize
by Mike Acton
(Insomniac Games)
Programming
GDC 2014
Code Clinic: How to Write Code the Compiler Can Actually Optimize
by Mike Acton
(Insomniac Games)
Programming
GDC 2014
Come Rain or Shine: Rain Postmortem (English translation)
by Yuki Ikeda
(Sony Computer Entertainment/Japan Studio)
Production
GDC 2014
Come Rain or Shine: Rain Postmortem (English translation)
by Yuki Ikeda
(Sony Computer Entertainment/Japan Studio)
Production
GDC 2014
Compiling to the Web: Getting Started With asm.js and Emscripten (Presen...
by Alon Zakai
(Mozilla)
Programming
GDC 2014
Concurrent Interactions in The Sims 4
by Peter Ingebretson
(Electronic Arts (Maxis))
Programming
GDC 2014
Concurrent Interactions in The Sims 4
by Peter Ingebretson
(Electronic Arts (Maxis))
Programming
GDC 2014
Core Games, Real Numbers: Going Cross-Platform
by Emily Greer
(Kongregate)
Free to Play Design & Business Summit
GDC 2014
Core Games, Real Numbers: Going Cross-Platform
by Emily Greer
(Kongregate)
Free to Play Design & Business Summit
GDC 2014
Crafting a Next-Gen Material Pipeline for The Order: 1886
by David Neubelt
(Ready At Dawn Studios)
Programming
GDC 2014
Crafting a Next-Gen Material Pipeline for The Order: 1886
by David Neubelt
(Ready At Dawn Studios)
Programming
GDC 2014
Crafting Better Creatures
by Stephan Schutze
(Sound Librarian)
Audio
GDC 2014
Crafting Better Creatures
by Stephan Schutze
(Sound Librarian)
Audio
GDC 2014
Create, Rig and Animate Game-Ready Characters in Under 10 minutes - New ...
by Stefano Corazza
(Mixamo Inc.)
Visual Arts
GDC 2014
Creating BioShock Infinite's Elizabeth
by Shawn Robertson
(Irrational Games)
Visual Arts
GDC 2014
Creating BioShock Infinite's Elizabeth
by Shawn Robertson
(Irrational Games)
Visual Arts
GDC 2014
Creating FPS Open Worlds Using Procedural Techniques
by Tom Betts
(Big Robot)
Programming
GDC 2014
Creating FPS Open Worlds Using Procedural Techniques
by Tom Betts
(Big Robot)
Programming
GDC 2014
Creating Frankenstein's Monster: Case Studies of Building a New NPC
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2014
Creating Frankenstein's Monster: Case Studies of Building a New NPC
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2014
Creating Unique Interactive Experiences with the PlayStation4 (Presented...
by Chris Norden
(Sony Computer Entertainment America)
Programming
GDC 2014
Creatrilogy: Three Talks Exploring Indie Game Creativity
by Tom Betts
(Big Robot)
Independent Games Summit
GDC 2014
Creatrilogy: Three Talks Exploring Indie Game Creativity
by Tom Betts
(Big Robot)
Independent Games Summit
GDC 2014
Crimewatch 2.0: Redesigning EVE Online's Policing System
by Matthew Woodward
(CCP Games)
Design
GDC 2014
Crimewatch 2.0: Redesigning EVE Online's Policing System
by Matthew Woodward
(CCP Games)
Design
GDC 2014
Crowdsourcing the Localization of Gone Home
by Johnnemann Nordhagen
(The Fullbright Company)
Localization Summit
GDC 2014
Crowdsourcing the Localization of Gone Home
by Johnnemann Nordhagen
(The Fullbright Company)
Localization Summit
GDC 2014
Curating Video Game Culture: The New Wave of Video Game Events
by Marie Foulston
(The Wild Rumpus)
Advocacy
GDC 2014
Curating Video Game Culture: The New Wave of Video Game Events
by Marie Foulston
(The Wild Rumpus)
Advocacy
GDC 2014
Customer Support - Critical to Game Development
by Paul Boustany
(Activision)
QA Summit
GDC 2014
Customer Support - Critical to Game Development
by Paul Boustany
(Activision)
QA Summit
GDC 2014
Death to the Three Act Structure! Toward a Unique Structure for Game Nar...
by Richard Rouse III
(Microsoft Game Studios)
Game Narrative Summit
GDC 2014
Death to the Three Act Structure! Toward a Unique Structure for Game Nar...
by Richard Rouse III
(Microsoft Game Studios)
Game Narrative Summit
GDC 2014
Deformable Snow Rendering in Batman: Arkham Origins
by Colin Barre-Brisebois
(WB Games Montreal)
Programming
GDC 2014
Deformable Snow Rendering in Batman: Arkham Origins
by Colin Barre-Brisebois
(WB Games Montreal)
Programming
GDC 2014
Design and Monetization Strategies in Highly Successful F2P Games
by Nick Fortugno
(Playmatics)
Free to Play Design & Business Summit
GDC 2014
Design and Monetization Strategies in Highly Successful F2P Games
by Nick Fortugno
(Playmatics)
Free to Play Design & Business Summit
GDC 2014
Designers Are from Saturn, Programmers Are from Uranus
by Brian Schwab
(Formerly of Blizzard Entertainment)
Design
GDC 2014
Designers Are from Saturn, Programmers Are from Uranus
by Brian Schwab
(Formerly of Blizzard Entertainment)
Design
GDC 2014
Designing In-Game Purchases
by Ethan Levy
(FamousAspect)
Free to Play Design & Business Summit
GDC 2014
Designing In-Game Purchases
by Ethan Levy
(FamousAspect)
Free to Play Design & Business Summit
GDC 2014
Designing the Bungie Animation Workflow
by Richard Lico
(Bungie)
Visual Arts
GDC 2014
Designing the Bungie Animation Workflow
by Richard Lico
(Bungie)
Visual Arts
GDC 2014
Developing Virtual Reality Games and Experiences (Presented by Oculus VR)
by Tom Forsyth
(Oculus VR)
Programming
GDC 2014
Direct3D and the Future of Graphics APIs (Presented by AMD)
by Dave Oldcorn
(AMD)
Programming
GDC 2014
DirectX Advancements in the Many-Core Era: Getting the Most out of the P...
by Dan Baker
(Oxide Games)
Programming
GDC 2014
Discovering the Story and Character in the Real-Time, Animated Short Fil...
by James Zachary
(Zachary Studios)
Visual Arts
GDC 2014
Discovering the Story and Character in the Real-Time, Animated Short Fil...
by James Zachary
(Zachary Studios)
Visual Arts
GDC 2014
Don't Starve: Creating Community Around an Antisocial Game
by Kevin Forbes
(Klei Entertainment)
Design
GDC 2014
Don't Starve: Creating Community Around an Antisocial Game
by Kevin Forbes
(Klei Entertainment)
Design
GDC 2014
Economic Balancing and Improved Monetization Through Clever Sink Design
by Vili Lehdonvirta
(Oxford Internet Institute, University of Oxford)
Free to Play Design & Business Summit
GDC 2014
Economic Balancing and Improved Monetization Through Clever Sink Design
by Vili Lehdonvirta
(Oxford Internet Institute, University of Oxford)
Free to Play Design & Business Summit
GDC 2014
Economies Unite! Cross-Platform Monetization and Player Retention
by Aaron Brady
(Facebook)
Free to Play Design & Business Summit
GDC 2014
Economies Unite! Cross-Platform Monetization and Player Retention
by Aaron Brady
(Facebook)
Free to Play Design & Business Summit
GDC 2014
Ellie: Buddy AI in The Last of Us
by Max Dyckhoff
(Naughty Dog, Inc.)
Programming
GDC 2014
Ellie: Buddy AI in The Last of Us
by Max Dyckhoff
(Naughty Dog, Inc.)
Programming
GDC 2014
Emergent Stories in Crusader Kings II
by Henrik Fahraeus
(Paradox Development Studio)
Design
GDC 2014
Emergent Stories in Crusader Kings II
by Henrik Fahraeus
(Paradox Development Studio)
Design
GDC 2014
Emerging Communities: A Snapshot of the Brazilian Indie Game Development...
by Arthur Protasio
(Fableware/ IGDA Rio de Janeiro)
Localization Summit
GDC 2014
Emerging Communities: A Snapshot of the Brazilian Indie Game Development...
by Arthur Protasio
(Fableware/ IGDA Rio de Janeiro)
Localization Summit
GDC 2014
Empathetic Games Are Here to Stay! What's Next?
by Vander Caballero
(Minority Media)
Game Narrative Summit
GDC 2014
Empathetic Games Are Here to Stay! What's Next?
by Vander Caballero
(Minority Media)
Game Narrative Summit
GDC 2014
Empathy for Octopodes: How Octodad Helped Young Horses Grow Up
by John Murphy
(Young Horses)
Independent Games Summit
GDC 2014
Empathy for Octopodes: How Octodad Helped Young Horses Grow Up
by John Murphy
(Young Horses)
Independent Games Summit
GDC 2014
Engaging Your Audience with Mobile Push Notifications (Presented by Amazon)
by Jon Turow
(Amazon Web Services)
Business, Marketing & Management
GDC 2014
Engaging Your Entire Community (Presented by Google)
by Todd Kerpelman
(Google)
Programming
GDC 2014
Engine Postmortem of inFAMOUS: Second Son
by Adrian Bentley
(Sucker Punch Productions)
Programming
GDC 2014
Engine Postmortem of inFAMOUS: Second Son
by Adrian Bentley
(Sucker Punch Productions)
Programming
GDC 2014
Engineering Better Dialogue
by Sheri Graner Ray
(Zombie Cat Studios)
Game Narrative Summit
GDC 2014
Engineering Better Dialogue
by Sheri Graner Ray
(Zombie Cat Studios)
Game Narrative Summit
GDC 2014
Enhancing Sportsmanship in Online Games
by Jeffrey Lin
(Riot Games)
Design
GDC 2014
Enhancing Sportsmanship in Online Games
by Jeffrey Lin
(Riot Games)
Design
GDC 2014
Enter the Stage: Cinematic Dialogue in Performance Capture
by Richie Nieto
(Ubisoft Toronto)
Production
GDC 2014
Enter the Stage: Cinematic Dialogue in Performance Capture
by Richie Nieto
(Ubisoft Toronto)
Production
GDC 2014
Environmentally Conscious AI: Improving Spatial Analysis and Reasoning
by Cloderic Mars
(MASA Group)
AI Summit
GDC 2014
Environmentally Conscious AI: Improving Spatial Analysis and Reasoning
by Cloderic Mars
(MASA Group)
AI Summit
GDC 2014
Every Two Weeks: Accelerating Guild Wars 2
by Kristen Bornemann
(ArenaNet)
Production
GDC 2014
Every Two Weeks: Accelerating Guild Wars 2
by Kristen Bornemann
(ArenaNet)
Production
GDC 2014
Everybody Lies: Survivorship Bias
by Iskander Khabibrakhmanov
(Innova Systems)
Business, Marketing & Management
GDC 2014
Everybody Lies: Survivorship Bias
by Iskander Khabibrakhmanov
(Innova Systems)
Business, Marketing & Management
GDC 2014
Everybody Lies: Survivorship Bias
by Iskander Khabibrakhmanov
(Innova Systems)
Business, Marketing & Management
GDC 2014
Everything You Wanted to Know about Latin America (in 25 min.)
by Ken Luna
(IGDA Mexico)
Business, Marketing & Management
GDC 2014
Everything You Wanted to Know about Latin America (in 25 min.)
by Ken Luna
(IGDA Mexico)
Business, Marketing & Management
GDC 2014
Evocative Storytelling: Write Less, Reveal More
by Daniel Greenberg
(Media Rez)
Game Narrative Summit
GDC 2014
Evocative Storytelling: Write Less, Reveal More
by Daniel Greenberg
(Media Rez)
Game Narrative Summit
GDC 2014
Evolving Bungie's Production Practices for a Brave New World
by Mark Noseworthy
(Bungie)
Production
GDC 2014
Evolving Bungie's Production Practices for a Brave New World
by Mark Noseworthy
(Bungie)
Production
GDC 2014
Evolving the Server-Side Architecture of League of Legends
by Andrew McVeigh
(Riot Games)
Programming
GDC 2014
Evolving the Server-Side Architecture of League of Legends
by Andrew McVeigh
(Riot Games)
Programming
GDC 2014
Experience the Magic of Respawn's Titanfall With the New NVIDIA Nsight 4...
by Jeffrey Kiel
(NVIDIA)
Programming
GDC 2014
Experience the Magic of Respawn's Titanfall With the New NVIDIA Nsight 4...
by Jeffrey Kiel
(NVIDIA)
Programming
GDC 2014
Experimental Gameplay Workshop
by Robin Hunicke
(Funomena)
Design
GDC 2014
Experimental Gameplay Workshop
by Robin Hunicke
(Funomena)
Design
GDC 2014
Exploring the Human Element Of BitSummit
by James Mielke
(BitSummit)
Business, Marketing & Management
GDC 2014
Exploring the Human Element Of BitSummit
by James Mielke
(BitSummit)
Business, Marketing & Management
GDC 2014
Extracurricular Video Game Development Clubs: How They Complement the Cl...
by Chris DeLeon
(HobbyGameDev)
GDC Education Summit
GDC 2014
Extracurricular Video Game Development Clubs: How They Complement the Cl...
by Chris DeLeon
(HobbyGameDev)
GDC Education Summit
GDC 2014
Extrasolar Postmortem: Game Design at 0.0003 FPS
by Rob Jagnow
(Lazy 8 Studios)
Independent Games Summit
GDC 2014
Extrasolar Postmortem: Game Design at 0.0003 FPS
by Rob Jagnow
(Lazy 8 Studios)
Independent Games Summit
GDC 2014
F2P on PS4-Can it Work? (Presented by Sony Computer Entertainment America)
by Jared Gerritzen
(Zombie Studios)
Business, Marketing & Management
GDC 2014
F2P on PS4-Can it Work? (Presented by Sony Computer Entertainment America)
by Jared Gerritzen
(Zombie Studios)
Business, Marketing & Management
GDC 2014
Face Animation Retargeting in Destiny
by Tom Sanocki
(Bungie)
Visual Arts
GDC 2014
Face Animation Retargeting in Destiny
by Tom Sanocki
(Bungie)
Visual Arts
GDC 2014
Facebook Unlocked: Trends & Growth Opportunities for Cross-Platform Game...
by Vishu Gupta
(Facebook)
Business, Marketing & Management
GDC 2014
Facebook Unlocked: Trends & Growth Opportunities for Cross-Platform Game...
by Vishu Gupta
(Facebook)
Business, Marketing & Management
GDC 2014
Feature Creep or Essential Mechanics? Top Twenty Things Game Development...
by Mia Consalvo
(Concordia University)
GDC Education Summit
GDC 2014
Feature Creep or Essential Mechanics? Top Twenty Things Game Development...
by Mia Consalvo
(Concordia University)
GDC Education Summit
GDC 2014
Federal Opportunities for Game Faculty and Students
by Noah Wardrip-Fruin
(UC Santa Cruz)
GDC Education Summit
GDC 2014
Federal Opportunities for Game Faculty and Students
by Noah Wardrip-Fruin
(UC Santa Cruz)
GDC Education Summit
GDC 2014
Fewer Tifas or More Sephiroths? Male Sexualization in Games
by Michelle Clough
(Freelance)
Game Narrative Summit
GDC 2014
Fewer Tifas or More Sephiroths? Male Sexualization in Games
by Michelle Clough
(Freelance)
Game Narrative Summit
GDC 2014
Finding the Spark: Working with Live Players
by Austin Wintory
(Wintory Global Engineering)
Audio
GDC 2014
Finding the Spark: Working with Live Players
by Austin Wintory
(Wintory Global Engineering)
Audio
GDC 2014
Flash Forward
by Mark Cerny
(Cerny Games Inc.)
Advocacy
GDC 2014
FORCED Postmortem: Living Together for Three Years
by Steffen Kabbelgaard Gronning
(BetaDwarf)
Production
GDC 2014
FORCED Postmortem: Living Together for Three Years
by Steffen Kabbelgaard Gronning
(BetaDwarf)
Production
GDC 2014
Free-Range AI: Creating Compelling Characters for Open World Games
by Jeet Shroff
(Avalanche Studios)
AI Summit
GDC 2014
Free-Range AI: Creating Compelling Characters for Open World Games
by Jeet Shroff
(Avalanche Studios)
AI Summit
GDC 2014
From Box2D to Liquid Fun: Just Add Water-like Particles! (Presented by G...
by Wolff Dobson
(Google)
Advocacy
GDC 2014
From Box2D to Liquid Fun: Just Add Water-like Particles! (Presented by G...
by Wolff Dobson
(Google)
Advocacy
GDC 2014
From Discovery to Churn - Mobile Gaming Consumer Funnel Data
by Jesse Divnich
(EEDAR)
Business, Marketing & Management
GDC 2014
From Discovery to Churn - Mobile Gaming Consumer Funnel Data
by Jesse Divnich
(EEDAR)
Business, Marketing & Management
GDC 2014
From Indie to AAA to Indie: The Rebirth of Design
by Peter Molyneux
(22Cans)
Independent Games Summit
GDC 2014
From Indie to AAA to Indie: The Rebirth of Design
by Peter Molyneux
(22Cans)
Independent Games Summit
GDC 2014
From Players to Customers: Tracking Revenue with Google Analytics (Prese...
by Rahul Oak
(Google)
Advocacy
GDC 2014
From Players to Customers: Tracking Revenue with Google Analytics (Prese...
by Rahul Oak
(Google)
Advocacy
GDC 2014
G.A.N.G. Demo Derby: Music
by Brian Schmidt
(Ear Games)
Audio
GDC 2014
G.A.N.G. Demo Derby: Music
by Brian Schmidt
(Ear Games)
Audio
GDC 2014
G.A.N.G. Demo Derby: Sound Design
by Brian Schmidt
(Ear Games)
Audio
GDC 2014
G.A.N.G. Demo Derby: Sound Design
by Brian Schmidt
(Ear Games)
Audio
GDC 2014
G.A.N.G. Town Hall
by Brian Schmidt
(Ear Games)
Audio
GDC 2014
Game Analytics (Presented by Amazon)
by Nate Wiger
(Amazon Web Services)
Business, Marketing & Management
GDC 2014
Game Design Education 10+ Years In: Where to Take the Field from Here
by Katherine Isbister
(NYU)
GDC Education Summit
GDC 2014
Game Design Education 10+ Years In: Where to Take the Field from Here
by Katherine Isbister
(NYU)
GDC Education Summit
GDC 2014
Game Discovery: Helping Players Find Our Games
by Aaron Isaksen
(NYU Game Innovation Lab)
Business, Marketing & Management
GDC 2014
Game Discovery: Helping Players Find Our Games
by Aaron Isaksen
(NYU Game Innovation Lab)
Business, Marketing & Management
GDC 2014
Game Educators Rant
by Sarah Schoemann
(Different Games/Georgia Tech)
GDC Education Summit
GDC 2014
Game Educators Rant
by Sarah Schoemann
(Different Games/Georgia Tech)
GDC Education Summit
GDC 2014
Game Security (Presented by Arxan Technologies)
by Rennie Allen
(Arxan Technologies)
Production
GDC 2014
Games As A Service: How Free To Play Design Can Make Better Games (Prese...
by Oscar Clark
(Stormlantern)
Business, Marketing & Management
GDC 2014
Games As A Service: How Free To Play Design Can Make Better Games (Prese...
by Oscar Clark
(Stormlantern)
Business, Marketing & Management
GDC 2014
GDC Microtalks 2014: One Hour, Ten Speakers, a Panoply of Game Thinking!
by Richard Lemarchand
(USC)
Design
GDC 2014
GDC Microtalks 2014: One Hour, Ten Speakers, a Panoply of Game Thinking!
by Richard Lemarchand
(USC)
Design
GDC 2014
GDC Visual Arts Board State of the Industry Discussion
by Jeff Hanna
(Volition)
Visual Arts
GDC 2014
GDC Visual Arts Board State of the Industry Discussion
by Jeff Hanna
(Volition)
Visual Arts
GDC 2014
Generating Value Beyond the Game: What Opportunities Are You Missing? (P...
by David Eddings
(Gearbox Software)
Monetization
GDC 2014
Getting Players to Care: Using Narrative to Drive Retention
by Kara Loo
(Pixelberry Studios)
Design
GDC 2014
Getting Players to Care: Using Narrative to Drive Retention
by Kara Loo
(Pixelberry Studios)
Design
GDC 2014
Getting the Most Out of OpenGL ES (Presented by ARM)
by Dave Shreiner
(ARM)
Programming
GDC 2014
Going Indie: 10 Questions to Help You Decide if It's Right for You
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2014
Going Indie: 10 Questions to Help You Decide if It's Right for You
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2014
Google Developer Day (Presented by Google)
by The YouTube Product Team
(Google)
Programming
GDC 2014
Google Developer Day (Presented by Google)
by The YouTube Product Team
(Google)
Programming
GDC 2014
Governance in F2P Multiplayer Games
by Daniel Cook
(Spry Fox)
Free to Play Design & Business Summit
GDC 2014
Governance in F2P Multiplayer Games
by Daniel Cook
(Spry Fox)
Free to Play Design & Business Summit
GDC 2014
Graphics Programming Education: Less Is More
by John Pile
(Champlain College)
GDC Education Summit
GDC 2014
Graphics Programming Education: Less Is More
by John Pile
(Champlain College)
GDC Education Summit
GDC 2014
Grow Your Game Revenue with AdMob (Presented By Google)
by Russell Ketchum
(Google)
Advocacy
GDC 2014
Grow Your Game Revenue with AdMob (Presented By Google)
by Russell Ketchum
(Google)
Advocacy
GDC 2014
Growth Hacking with Play Games (Presented by Google)
by Greg Hartrell
(Google)
Programming
GDC 2014
Growth Hacking with Play Games (Presented by Google)
by Greg Hartrell
(Google)
Programming
GDC 2014
Hacking 3D Cities: The New CityEngine and its SDK (Presented by Esri)
by Pascal Mueller
(Esri R&D Center Zurich)
Production
GDC 2014
Harmonix's Character Rigging Framework: Harmony
by David Hotniansky
(Harmonix Music Systems)
Visual Arts
GDC 2014
Harmonix's Character Rigging Framework: Harmony
by David Hotniansky
(Harmonix Music Systems)
Visual Arts
GDC 2014
Harnessing Your Players as a QA Resource: Benefits and Practice
by Jedrzej Czarnota
(Manchester Business School)
QA Summit
GDC 2014
Harnessing Your Players as a QA Resource: Benefits and Practice
by Jedrzej Czarnota
(Manchester Business School)
QA Summit
GDC 2014
Hearthstone: 10 Bits of Design Wisdom
by Eric Dodds
(Blizzard)
Design
GDC 2014
Hearthstone: 10 Bits of Design Wisdom
by Eric Dodds
(Blizzard)
Design
GDC 2014
Hearts and Minds
by Frank Lantz
(NYU Game Center)
Design
GDC 2014
Hearts and Minds
by Frank Lantz
(NYU Game Center)
Design
GDC 2014
Herding Cats Doesn't Begin to Describe It: Reflections on 20 Years of th...
by Ernest Adams
(Independent)
Advocacy
GDC 2014
Herding Cats Doesn't Begin to Describe It: Reflections on 20 Years of th...
by Ernest Adams
(Independent)
Advocacy
GDC 2014
High Value Monetizers - Debunking Assumptions Using Personality Psychology
by Nick Yee
(Ubisoft)
Business, Marketing & Management
GDC 2014
High Value Monetizers - Debunking Assumptions Using Personality Psychology
by Nick Yee
(Ubisoft)
Business, Marketing & Management
GDC 2014
Hole in One: Big Wins and Large Learnings on Mini Golf MatchUp
by Travis Chen
(Scopely)
Free to Play Design & Business Summit
GDC 2014
Hole in One: Big Wins and Large Learnings on Mini Golf MatchUp
by Travis Chen
(Scopely)
Free to Play Design & Business Summit
GDC 2014
How an Indie Learned to Stop Worrying and Love Free-to-Play
by Arthur Humphrey
(Last Day of Work)
Design
GDC 2014
How an Indie Learned to Stop Worrying and Love Free-to-Play
by Arthur Humphrey
(Last Day of Work)
Design
GDC 2014
How Industry Leaders Manage Fraud Risk to Create Revenue (Presented by D...
by Michael Halls
(Digital River Inc.)
Monetization
GDC 2014
How Ski Safari Became a Chinese Hit
by Henry Fong
(Yodo1)
Smartphone & Tablet Games Summit
GDC 2014
How Ski Safari Became a Chinese Hit
by Henry Fong
(Yodo1)
Smartphone & Tablet Games Summit
GDC 2014
How to Be a Better Ally
by Brandii Grace
(Versus Gaming Network)
Advocacy
GDC 2014
How to Be a Better Ally
by Brandii Grace
(Versus Gaming Network)
Advocacy
GDC 2014
How to Become Fireproof: Surviving Internet Negativity
by Nika Harper
(Independent)
Advocacy
GDC 2014
How to Become Fireproof: Surviving Internet Negativity
by Nika Harper
(Independent)
Advocacy
GDC 2014
How to Build Nightly When There is No Night
by Josh Nixdorf
(Electronic Arts)
Programming
GDC 2014
How to Build Nightly When There is No Night
by Josh Nixdorf
(Electronic Arts)
Programming
GDC 2014
How to Create Hardcore, Realistic Shooter Audio with a Non-Hardcore Budget
by Lennie Moore
(3l33t Music)
Production
GDC 2014
How to Create Hardcore, Realistic Shooter Audio with a Non-Hardcore Budget
by Lennie Moore
(3l33t Music)
Production
GDC 2014
How to Depression-Proof Your Studio Culture
by Russ Pitts
(Take This, Inc.)
Advocacy
GDC 2014
How to Depression-Proof Your Studio Culture
by Russ Pitts
(Take This, Inc.)
Advocacy
GDC 2014
How to Subversively Queer Your Work
by Todd Harper
(MIT Game Lab)
Advocacy
GDC 2014
How to Subversively Queer Your Work
by Todd Harper
(MIT Game Lab)
Advocacy
GDC 2014
How To Think: Critical Thinking and Analysis in Game Development Programs
by Mattie Brice
(Independent)
GDC Education Summit
GDC 2014
How To Think: Critical Thinking and Analysis in Game Development Programs
by Mattie Brice
(Independent)
GDC Education Summit
GDC 2014
How to Turn a New Leaf at the Animal Crossing
by Aya Kyogoku
(Nintendo Co., Ltd.)
Design
GDC 2014
How to Turn a New Leaf at the Animal Crossing
by Aya Kyogoku
(Nintendo Co., Ltd.)
Design
GDC 2014
How We Survived Making Our First 3D Puzzle Game (Presented by Autodesk)
by Danielle Swank
(Barking Mouse Studios)
Production
GDC 2014
IASIG 20th Anniversary with Legends of Game Audio Panel
by Brian Schmidt
(Ear Games)
Audio
GDC 2014
IASIG 20th Anniversary with Legends of Game Audio Panel
by Brian Schmidt
(Ear Games)
Audio
GDC 2014
IGDA Annual General Meeting
by Brian Schmidt
(Ear Games)
Advocacy
GDC 2014
Immense Zombie Horde Variety and Slicing
by Burke Revet
(Capcom Game Studios Vancouver)
Visual Arts
GDC 2014
Immense Zombie Horde Variety and Slicing
by Burke Revet
(Capcom Game Studios Vancouver)
Visual Arts
GDC 2014
Implementing Agile and Scrum in the Classroom
by Jeremy Gibson
(University of Michigan Ann Arbor / ExNinja Interactive, LLC)
GDC Education Summit
GDC 2014
Implementing Agile and Scrum in the Classroom
by Jeremy Gibson
(University of Michigan Ann Arbor / ExNinja Interactive, LLC)
GDC Education Summit
GDC 2014
In-Game and Cinematic Lighting of The Last of Us
by Vivian Ding
(Naughty Dog Inc.)
Visual Arts
GDC 2014
In-Game and Cinematic Lighting of The Last of Us
by Vivian Ding
(Naughty Dog Inc.)
Visual Arts
GDC 2014
Indie Audio: Contracts, Compensation, Communication and Conceptualization
by Richard Ludlow
(Hexany Audio)
Production
GDC 2014
Indie Audio: Contracts, Compensation, Communication and Conceptualization
by Richard Ludlow
(Hexany Audio)
Production
GDC 2014
Indie Game Public Relations: 5 Years of Painful Lessons
by Chris McQuinn
(Drinkbox Studios)
Business, Marketing & Management
GDC 2014
Indie Game Public Relations: 5 Years of Painful Lessons
by Chris McQuinn
(Drinkbox Studios)
Business, Marketing & Management
GDC 2014
Indie Games Localization: Is It Worth It?
by Belen Agullo Garcia
(PINK NOISE)
Localization Summit
GDC 2014
Indie Games Localization: Is It Worth It?
by Belen Agullo Garcia
(PINK NOISE)
Localization Summit
GDC 2014
Indie Soapbox
by Leigh Alexander
(Gamasutra)
Independent Games Summit
GDC 2014
Indie Soapbox
by Leigh Alexander
(Gamasutra)
Independent Games Summit
GDC 2014
Indigenous Storytelling as Game Design and Narrative
by Elizabeth LaPensee
(Independent)
Game Narrative Summit
GDC 2014
Indigenous Storytelling as Game Design and Narrative
by Elizabeth LaPensee
(Independent)
Game Narrative Summit
GDC 2014
Infinity Blade: Creating the Mobile Blockbuster Trilogy
by Scott Stoddard
(ChAIR Entertainment)
Smartphone & Tablet Games Summit
GDC 2014
Infinity Blade: Creating the Mobile Blockbuster Trilogy
by Scott Stoddard
(ChAIR Entertainment)
Smartphone & Tablet Games Summit
GDC 2014
Introducing Yahoo Games Network (Presented by Yahoo Games Network)
by Chris Benjaminsen
(Yahoo Games)
Business, Marketing & Management
GDC 2014
iOS Games in a Day: An iOS Game in an Hour
by Gareth Jenkins
(36peas)
Programming
GDC 2014
iOS Games in a Day: An iOS Game in an Hour
by Gareth Jenkins
(36peas)
Programming
GDC 2014
iOS Games in a Day: Common iOS Game Features: How and Why
by Gareth Jenkins
(36peas)
Programming
GDC 2014
iOS Games in a Day: Common iOS Game Features: How and Why
by Gareth Jenkins
(36peas)
Programming
GDC 2014
iOS Games in a Day: Device Diversity and Performance Optimization (Unity...
by Gareth Jenkins
(36peas)
Programming
GDC 2014
iOS Games in a Day: Device Diversity and Performance Optimization (Unity...
by Gareth Jenkins
(36peas)
Programming
GDC 2014
iOS Games in a Day: iOS Games Input Patterns and Practices
by Gareth Jenkins
(36peas)
Programming
GDC 2014
iOS Games in a Day: iOS Games Input Patterns and Practices
by Gareth Jenkins
(36peas)
Programming
GDC 2014
iOS Games in a Day: Unity Crash Course for iOS Games
by Gareth Jenkins
(36peas)
Programming
GDC 2014
iOS Games in a Day: Unity Crash Course for iOS Games
by Gareth Jenkins
(36peas)
Programming
GDC 2014
Is Publishing Dead?
by Mitch Lasky
(Benchmark)
Business, Marketing & Management
GDC 2014
Is Publishing Dead?
by Mitch Lasky
(Benchmark)
Business, Marketing & Management
GDC 2014
Is Your Business Model Evil? The Moral Maze of the New Games Business
by Ben Cousins
(Scattered Entertainment/DeNA)
Business, Marketing & Management
GDC 2014
Is Your Business Model Evil? The Moral Maze of the New Games Business
by Ben Cousins
(Scattered Entertainment/DeNA)
Business, Marketing & Management
GDC 2014
It's Not in the Writer's Manual: A Q&A Session for New Writers
by Jill Murray
(Ubisoft)
Game Narrative Summit
GDC 2014
It's Not in the Writer's Manual: A Q&A Session for New Writers
by Jill Murray
(Ubisoft)
Game Narrative Summit
GDC 2014
Jackpot Slots and Live-Ops: A Postmortem on How We Got to #1
by Alex Rosen
(GREE International)
Production
GDC 2014
Jackpot Slots and Live-Ops: A Postmortem on How We Got to #1
by Alex Rosen
(GREE International)
Production
GDC 2014
Jelly Splash: Puzzling Your Way to the Top of the App Store
by Florian Steinhoff
(Wooga)
Free to Play Design & Business Summit
GDC 2014
Jelly Splash: Puzzling Your Way to the Top of the App Store
by Florian Steinhoff
(Wooga)
Free to Play Design & Business Summit
GDC 2014
Jiro Dreams of Game Design
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2014
Jiro Dreams of Game Design
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2014
Journey to the West: A Chinese Game Localization Primer
by Shaun Newcomer
(Reality Squared Games)
Localization Summit
GDC 2014
Journey to the West: A Chinese Game Localization Primer
by Shaun Newcomer
(Reality Squared Games)
Localization Summit
GDC 2014
Keeping a Community for Five Years: The Story of Day[9]TV
by Sean Plott
(Artillery Games, Inc.)
Business, Marketing & Management
GDC 2014
Keeping a Community for Five Years: The Story of Day[9]TV
by Sean Plott
(Artillery Games, Inc.)
Business, Marketing & Management
GDC 2014
Keys to Win in China (Presented by FL Mobile)
by Wang Yang
(FL Mobile)
Business, Marketing & Management
GDC 2014
Kickstarting Your Company, Your Game and Your Community!
by Simon Strange
(Sunstone Games, LLC)
Production
GDC 2014
Kickstarting Your Company, Your Game and Your Community!
by Simon Strange
(Sunstone Games, LLC)
Production
GDC 2014
Kids & Mobile: Monetizing in a Freemium World
by Nancy MacIntyre
(Fingerprint)
Smartphone & Tablet Games Summit
GDC 2014
Kids & Mobile: Monetizing in a Freemium World
by Nancy MacIntyre
(Fingerprint)
Smartphone & Tablet Games Summit
GDC 2014
Killzone Shadow Fall: Creating Art Tools for a New Generation (Presented...
by Sander van der Steen
(Guerrilla Games)
Production
GDC 2014
KingsRoad Design Postmortem: Transitioning from Retail to F2P Game Devel...
by John Yoo
(Rumble Entertainment)
Design
GDC 2014
KingsRoad Design Postmortem: Transitioning from Retail to F2P Game Devel...
by John Yoo
(Rumble Entertainment)
Design
GDC 2014
LAMS: Building a Localization Tool for Everyone
by Christopher Burgess
(SCEE)
Localization Summit
GDC 2014
LAMS: Building a Localization Tool for Everyone
by Christopher Burgess
(SCEE)
Localization Summit
GDC 2014
Landscape Creation and Rendering in REDengine 3
by Marcin Gollent
(CD Projekt RED)
Programming
GDC 2014
Landscape Creation and Rendering in REDengine 3
by Marcin Gollent
(CD Projekt RED)
Programming
GDC 2014
Large Scale HTML5 Games on Desktop, Mobile & Tablets with KANO/APPS (Pre...
by Jesse Freeman
(Amazon)
Business, Marketing & Management
GDC 2014
Leading Without Power, Directing Without Authority
by Epona Schweer
(Indie Bits, 2and2)
Production
GDC 2014
Leading Without Power, Directing Without Authority
by Epona Schweer
(Indie Bits, 2and2)
Production
GDC 2014
Learn to Create Next-Generation Gaming Interfaces Using Common Senses an...
by Ryan Tabrah
(Intel)
Advocacy
GDC 2014
Learning from Our Mistakes: A Postmortem of Guacamelee!
by Chris Harvey
(DrinkBox Studios Inc.)
Production
GDC 2014
Learning from Our Mistakes: A Postmortem of Guacamelee!
by Chris Harvey
(DrinkBox Studios Inc.)
Production
GDC 2014
Lessons from Launching Plants vs. Zombies 2 in China
by Kun (Leo) Liu
(Popcap)
Free to Play Design & Business Summit
GDC 2014
Lessons from Launching Plants vs. Zombies 2 in China
by Kun (Leo) Liu
(Popcap)
Free to Play Design & Business Summit
GDC 2014
Lessons in Building Player Investment: Paper Dino's Save the Date
by Chris Cornell
(Paper Dino Software)
Independent Games Summit
GDC 2014
Lessons in Building Player Investment: Paper Dino's Save the Date
by Chris Cornell
(Paper Dino Software)
Independent Games Summit
GDC 2014
Lessons Learned from a Decade of Audio Programming
by Guy Somberg
(Telltale Games)
Programming
GDC 2014
Lessons Learned from a Decade of Audio Programming
by Guy Somberg
(Telltale Games)
Programming
GDC 2014
Letting Go: Collaborating with Designers to Embrace AI Behaviors
by Brian Schwab
(Formerly of Blizzard Entertainment)
AI Summit
GDC 2014
Letting Go: Collaborating with Designers to Embrace AI Behaviors
by Brian Schwab
(Formerly of Blizzard Entertainment)
AI Summit
GDC 2014
Level Design in a Day: Decisions That Matter - Meaningful Choice in Game...
by Matthias Worch
(2K Games)
Production
GDC 2014
Level Design in a Day: Decisions That Matter - Meaningful Choice in Game...
by Matthias Worch
(2K Games)
Production
GDC 2014
Level Design in a Day: How We Used Iterative Level Design to Ship Skyrim...
by Joel Burgess
(Bethesda Softworks)
Production
GDC 2014
Level Design in a Day: How We Used Iterative Level Design to Ship Skyrim...
by Joel Burgess
(Bethesda Softworks)
Production
GDC 2014
Level Design in a Day: Intro/A Series of First Steps - Overcoming the Di...
by Seth Marinello
(Electronic Arts)
Production
GDC 2014
Level Design in a Day: Intro/A Series of First Steps - Overcoming the Di...
by Seth Marinello
(Electronic Arts)
Production
GDC 2014
Level Design in a Day: Lunch and Mock Interviews
by Coray Seifert
(2Dawn Games)
Production
GDC 2014
Level Design in a Day: Lunch and Mock Interviews
by Coray Seifert
(2Dawn Games)
Production
GDC 2014
Level Design in a Day: The Importance of Everything: Analytics of Map De...
by Jim Brown
(Epic Games)
Production
GDC 2014
Level Design in a Day: The Importance of Everything: Analytics of Map De...
by Jim Brown
(Epic Games)
Production
GDC 2014
Level Design in a Day: The Last of Us: Casting Shadows
by Elisabetta Silli
(Naughty Dog)
Production
GDC 2014
Level Design in a Day: The Last of Us: Casting Shadows
by Elisabetta Silli
(Naughty Dog)
Production
GDC 2014
Leveraging External Programming for Forza Motorsport 5
by Daniel Adent
(Turn 10 Studios, Microsoft)
Production
GDC 2014
Leveraging External Programming for Forza Motorsport 5
by Daniel Adent
(Turn 10 Studios, Microsoft)
Production
GDC 2014
Lighting and Materials in Forza Motorsport 5
by Nick Sagall
(Turn 10, Microsoft)
Programming
GDC 2014
Lighting and Materials in Forza Motorsport 5
by Nick Sagall
(Turn 10, Microsoft)
Programming
GDC 2014
Lighting Skylanders SWAP Force
by Sean Murphy
(Vicarious Visions, Inc.)
Programming
GDC 2014
Lighting Skylanders SWAP Force
by Sean Murphy
(Vicarious Visions, Inc.)
Programming
GDC 2014
Localization Microtalks: Globetrotting in the Fast Lane
by Bill Black
(Binari Sonori)
Localization Summit
GDC 2014
Localization Microtalks: Globetrotting in the Fast Lane
by Bill Black
(Binari Sonori)
Localization Summit
GDC 2014
Localizing Games for Spanish Speaking Latin America
by Alejandro Gonzalez
(Brainz)
Localization Summit
GDC 2014
Localizing Games for Spanish Speaking Latin America
by Alejandro Gonzalez
(Brainz)
Localization Summit
GDC 2014
Looking to the Future (Presented by Google)
by Noah Falstein
(Google)
Advocacy
GDC 2014
Looking to the Future (Presented by Google)
by Noah Falstein
(Google)
Advocacy
GDC 2014
Love/Hate Relationships: New Approaches to Game Romances
by Chris Dahlen
(Freelance)
Game Narrative Summit
GDC 2014
Love/Hate Relationships: New Approaches to Game Romances
by Chris Dahlen
(Freelance)
Game Narrative Summit
GDC 2014
Low-Level Shader Optimization for Next-Gen and DX11
by Emil Persson
(Avalanche Studios)
Programming
GDC 2014
Low-Level Shader Optimization for Next-Gen and DX11
by Emil Persson
(Avalanche Studios)
Programming
GDC 2014
Mad Skillz for Directing Dialogue
by DB Cooper
(DB Cooper VO, LLC)
Audio
GDC 2014
Mad Skillz for Directing Dialogue
by DB Cooper
(DB Cooper VO, LLC)
Audio
GDC 2014
Make Things Worse: Enabling Setbacks for Consequential Play
by Patrick Redding
(.)
Design
GDC 2014
Make Things Worse: Enabling Setbacks for Consequential Play
by Patrick Redding
(.)
Design
GDC 2014
Making 10000000
by Luca Redwood
(EightyEight Games)
Smartphone & Tablet Games Summit
GDC 2014
Making 10000000
by Luca Redwood
(EightyEight Games)
Smartphone & Tablet Games Summit
GDC 2014
Making Every Crash Count: Effective Mobile Game Testing
by Dave Santoro
(Google)
QA Summit
GDC 2014
Making Every Crash Count: Effective Mobile Game Testing
by Dave Santoro
(Google)
QA Summit
GDC 2014
Making Money on Google Play: Best Practices in Monetization (Presented b...
by Bob Meese
(Google)
Programming
GDC 2014
Making Money on Google Play: Best Practices in Monetization (Presented b...
by Bob Meese
(Google)
Programming
GDC 2014
Making Storytelling a Fundamental Part of the Gameplay Experience
by Thomas Grip
(Frictional Games)
Game Narrative Summit
GDC 2014
Making Storytelling a Fundamental Part of the Gameplay Experience
by Thomas Grip
(Frictional Games)
Game Narrative Summit
GDC 2014
Making Your Score Sing
by Tom Salta
(Persist Music)
Audio
GDC 2014
Making Your Score Sing
by Tom Salta
(Persist Music)
Audio
GDC 2014
Managing Code Complexity in Asynchronous Distributed Server Architectures
by Karl Berg
(Piranha Games)
Programming
GDC 2014
Managing Code Complexity in Asynchronous Distributed Server Architectures
by Karl Berg
(Piranha Games)
Programming
GDC 2014
Mantle - Introducing a New API for Graphics (Presented by AMD)
by Guennadi Riguer
(AMD)
Programming
GDC 2014
Marketing and Monetization for Mobile Indies: Data from the Trenches
by Keith Katz
(Execution Labs)
Smartphone & Tablet Games Summit
GDC 2014
Marketing and Monetization for Mobile Indies: Data from the Trenches
by Keith Katz
(Execution Labs)
Smartphone & Tablet Games Summit
GDC 2014
Massively Multiplayer: A Dozen Schools Teach Together, Collaboratively a...
by Steve Engels
(University of Toronto)
GDC Education Summit
GDC 2014
Massively Multiplayer: A Dozen Schools Teach Together, Collaboratively a...
by Steve Engels
(University of Toronto)
GDC Education Summit
GDC 2014
Massively Parallel AI on GPGPUs with OpenCL or C++
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2014
Massively Parallel AI on GPGPUs with OpenCL or C++
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2014
Mastering Your Funnel: How to Keep from Spilling Users
by Rob Carroll
(ROC Applications)
Production
GDC 2014
Mastering Your Funnel: How to Keep from Spilling Users
by Rob Carroll
(ROC Applications)
Production
GDC 2014
Math for Game Programmers: Dictionary Learning in Games
by Manny Ko
(Activision R&D)
Programming
GDC 2014
Math for Game Programmers: Dictionary Learning in Games
by Manny Ko
(Activision R&D)
Programming
GDC 2014
Math for Game Programmers: Introduction to Frames, Dictionaries and K-SVD
by Jim Van Verth
(Google)
Programming
GDC 2014
Math for Game Programmers: Introduction to Frames, Dictionaries and K-SVD
by Jim Van Verth
(Google)
Programming
GDC 2014
Math for Game Programmers: Introduction/Grassmann Algebra in Game Develo...
by Jim Van Verth
(Google)
Programming
GDC 2014
Math for Game Programmers: Introduction/Grassmann Algebra in Game Develo...
by Jim Van Verth
(Google)
Programming
GDC 2014
Math for Game Programmers: Inverse Kinematics
by Gino van den Bergen
(Dtecta)
Programming
GDC 2014
Math for Game Programmers: Inverse Kinematics
by Gino van den Bergen
(Dtecta)
Programming
GDC 2014
Math for Game Programmers: Random Numbers
by Squirrel Eiserloh
(The Guildhall at SMU)
Programming
GDC 2014
Math for Game Programmers: Random Numbers
by Squirrel Eiserloh
(The Guildhall at SMU)
Programming
GDC 2014
Math for Game Programmers: Spatial Subdivision
by Graham Rhodes
(Applied Research Associates)
Programming
GDC 2014
Math for Game Programmers: Spatial Subdivision
by Graham Rhodes
(Applied Research Associates)
Programming
GDC 2014
Math for Game Programmers: Working with 3D Rotations
by Stan Melax
(Intel Corporation)
Programming
GDC 2014
Math for Game Programmers: Working with 3D Rotations
by Stan Melax
(Intel Corporation)
Programming
GDC 2014
Maximizing Gaming Revenue through Player Experience: Real-time Visibilit...
by Albert Ho
(Rumble Entertainment)
Business, Marketing & Management
GDC 2014
Maximizing Gaming Revenue through Player Experience: Real-time Visibilit...
by Albert Ho
(Rumble Entertainment)
Business, Marketing & Management
GDC 2014
Maximizing Global Monetization through Emerging Markets (Presented by Ri...
by Tom Nichols
(Aeria Games & Entertainment)
Business, Marketing & Management
GDC 2014
Meaningful Companion Apps for AAA Console Titles
by Marie Eve Vignola
(Ubisoft Quebec)
Smartphone & Tablet Games Summit
GDC 2014
Meaningful Companion Apps for AAA Console Titles
by Marie Eve Vignola
(Ubisoft Quebec)
Smartphone & Tablet Games Summit
GDC 2014
Meanwhile, In Japan
by Mark MacDonald
(8-4, Ltd.)
Business, Marketing & Management
GDC 2014
Meanwhile, In Japan
by Mark MacDonald
(8-4, Ltd.)
Business, Marketing & Management
GDC 2014
Measuring Mobile Marketing Beyond Clicks and Installs (Presented by adjust)
by Paul H. Müller
(adjust)
Advocacy
GDC 2014
Microtalks: Retention Tips for Free-to-Play Genres
by Raph Koster
(Independent)
Free to Play Design & Business Summit
GDC 2014
Microtalks: Retention Tips for Free-to-Play Genres
by Raph Koster
(Independent)
Free to Play Design & Business Summit
GDC 2014
Misogyny, Racism and Homophobia: Where Do Video Games Stand?
by Manveer Heir
(BioWare Montreal)
Advocacy
GDC 2014
Misogyny, Racism and Homophobia: Where Do Video Games Stand?
by Manveer Heir
(BioWare Montreal)
Advocacy
GDC 2014
Mob Rules: The Destructive Power of Opinion and Online Community
by Adam Orth
(Three One Zero)
Advocacy
GDC 2014
Mob Rules: The Destructive Power of Opinion and Online Community
by Adam Orth
(Three One Zero)
Advocacy
GDC 2014
Mobile Games-as-a-Service: Serving Users for Lasting Success
by Vatsal Bhardwaj
(Storm8)
Business, Marketing & Management
GDC 2014
Mobile Games-as-a-Service: Serving Users for Lasting Success
by Vatsal Bhardwaj
(Storm8)
Business, Marketing & Management
GDC 2014
Mobile Models: Looking Closer at LTV, CPI and ROI
by Jon Radoff
(Disruptor Beam)
Business, Marketing & Management
GDC 2014
Mobile Models: Looking Closer at LTV, CPI and ROI
by Jon Radoff
(Disruptor Beam)
Business, Marketing & Management
GDC 2014
Mobile Storytelling Lessons (That Also Work for AAA)
by Erik Marcisak
(Eidos Montreal)
Game Narrative Summit
GDC 2014
Mobile Storytelling Lessons (That Also Work for AAA)
by Erik Marcisak
(Eidos Montreal)
Game Narrative Summit
GDC 2014
Modeling AI Perception and Awareness in Splinter Cell: Blacklist
by Martin Walsh
(Ubisoft)
Programming
GDC 2014
Modeling AI Perception and Awareness in Splinter Cell: Blacklist
by Martin Walsh
(Ubisoft)
Programming
GDC 2014
Modernizing Splinter Cell's Gunplay
by James Everett
(Ubisoft Toronto)
Programming
GDC 2014
Modernizing Splinter Cell's Gunplay
by James Everett
(Ubisoft Toronto)
Programming
GDC 2014
Monaco: What's Yours Is Mine - Interpreting Feedback and Maintaining You...
by Andy Nguyen
(Pocketwatch Games)
Independent Games Summit
GDC 2014
Monaco: What's Yours Is Mine - Interpreting Feedback and Maintaining You...
by Andy Nguyen
(Pocketwatch Games)
Independent Games Summit
GDC 2014
Most Effective User Acquisition Techniques
by Sho Masuda
(GREE International)
Free to Play Design & Business Summit
GDC 2014
Most Effective User Acquisition Techniques
by Sho Masuda
(GREE International)
Free to Play Design & Business Summit
GDC 2014
Moving the Heavens: An Artistic and Technical Look at the Skies of The L...
by Keith Guerrette
(Naughty Dog, Inc.)
Visual Arts
GDC 2014
Moving the Heavens: An Artistic and Technical Look at the Skies of The L...
by Keith Guerrette
(Naughty Dog, Inc.)
Visual Arts
GDC 2014
Moving to the Next Generation: The Rendering Technology of Ryse
by Nicolas Schulz
(Crytek)
Programming
GDC 2014
Moving to the Next Generation: The Rendering Technology of Ryse
by Nicolas Schulz
(Crytek)
Programming
GDC 2014
Mozilla's Showcase: I Can't Believe It's Not Native (Presented by Mozilla)
by Martin Best
(Mozilla)
Programming
GDC 2014
Multi-Actor Behavior Sequencing in The Sims 4
by Brian Bell
(Maxis)
Programming
GDC 2014
Multi-Actor Behavior Sequencing in The Sims 4
by Brian Bell
(Maxis)
Programming
GDC 2014
Multi-Core Programming on ARM Cortex 32 bit and 64 bit CPUs (Presented b...
by Ed Plowman
(ARM)
Programming
GDC 2014
Multi-Core Programming on ARM Cortex 32 bit and 64 bit CPUs (Presented b...
by Ed Plowman
(ARM)
Programming
GDC 2014
Multi-Player Multi-Touch Game Development. Developing Games for the Fast...
by Alex Guo
(Symbio Games)
Programming
GDC 2014
Multitasking with Coroutines
by Snorri Sturluson
(CCP Games)
Programming
GDC 2014
Multitasking with Coroutines
by Snorri Sturluson
(CCP Games)
Programming
GDC 2014
Music & Mobile: Amping Up Your Monetization Strategies (Presented by Pan...
by Andre DeRussy
(Pandora)
Monetization
GDC 2014
My Year at OUYA: The Ups, Downs and Future of a New Content Platform
by Kellee Santiago
(OUYA, Inc.)
Business, Marketing & Management
GDC 2014
My Year at OUYA: The Ups, Downs and Future of a New Content Platform
by Kellee Santiago
(OUYA, Inc.)
Business, Marketing & Management
GDC 2014
Narrative Legos
by Ken Levine
(Irrational Games)
Design
GDC 2014
Narrative Legos
by Ken Levine
(Irrational Games)
Design
GDC 2014
New Techniques Made Possible by PowerVR Ray Tracing Hardware (Presented ...
by James McCombe
(Imagination Technologies)
Programming
GDC 2014
New Techniques Made Possible by PowerVR Ray Tracing Hardware (Presented ...
by James McCombe
(Imagination Technologies)
Programming
GDC 2014
Next-Gen Audio in Killer Instinct
by Mick Gordon
(Independent)
Audio
GDC 2014
Next-Gen Audio in Killer Instinct
by Mick Gordon
(Independent)
Audio
GDC 2014
Next-Gen Characters: From Facial Scans to Facial Animation
by John Hable
(Independent)
Programming
GDC 2014
Next-Gen Characters: From Facial Scans to Facial Animation
by John Hable
(Independent)
Programming
GDC 2014
Next-Generation AAA Mobile Rendering
by Timothy Lottes
(Epic Games)
Programming
GDC 2014
Next-Generation AAA Mobile Rendering
by Timothy Lottes
(Epic Games)
Programming
GDC 2014
NFL Players Inc. Licensing and Mobile Gaming - The Challenge (Presented...
by Ricky Medina
(NFL Players Inc.)
Business, Marketing & Management
GDC 2014
Nitrous & Mantle: Combining Efficient Engine Design with a Modern API (P...
by Dan Baker
(Oxide Games)
Programming
GDC 2014
No Sabotage Allowed: Operating within an Inherited Design on Counterspy
by Ed Kay
(Dynamighty)
Design
GDC 2014
No Sabotage Allowed: Operating within an Inherited Design on Counterspy
by Ed Kay
(Dynamighty)
Design
GDC 2014
OpenGL ES 3.0 and Beyond: How To Deliver Desktop Graphics on Mobile Plat...
by Chris Kirkpatrick
(Intel Corp)
Programming
GDC 2014
Opening a Creative Pandora's Box: Puppeteer Postmortem
by Gavin Moore
(Sony Computer Entertainment/Japan Studio)
Design
GDC 2014
Opening a Creative Pandora's Box: Puppeteer Postmortem
by Gavin Moore
(Sony Computer Entertainment/Japan Studio)
Design
GDC 2014
Optimize your 3D Assets with Simplygon (Presented by Simplygon)
by Koshi Hamedi
(Simplygon)
Visual Arts
GDC 2014
Optimize your 3D Assets with Simplygon (Presented by Simplygon)
by Koshi Hamedi
(Simplygon)
Visual Arts
GDC 2014
Optimizing for Multi-Platform Development as a Small Studio
by Alexander Schwartz
(Owlchemy Labs)
Business, Marketing & Management
GDC 2014
Optimizing for Multi-Platform Development as a Small Studio
by Alexander Schwartz
(Owlchemy Labs)
Business, Marketing & Management
GDC 2014
Optimizing Mobile Games with Gameloft and ARM (Presented by ARM)
by Adrian Voinea
(Gameloft)
Programming
GDC 2014
Optimizing Mobile Games with Gameloft and ARM (Presented by ARM)
by Adrian Voinea
(Gameloft)
Programming
GDC 2014
Out of Sight, Out of Mind: Improving Visualization of AI Info
by Bill Merrill
(Turtle Rock Studios)
AI Summit
GDC 2014
Out of Sight, Out of Mind: Improving Visualization of AI Info
by Bill Merrill
(Turtle Rock Studios)
AI Summit
GDC 2014
Out of the Shadows: Inside Eidos Montreal's Thief Production (Presented ...
by Jean-Normand Bucci
(Eidos Montreal)
Production
GDC 2014
Overview of the Chinese Mobile Game Ecosystem
by Dan Fiden
(FunPlus)
Business, Marketing & Management
GDC 2014
Overview of the Chinese Mobile Game Ecosystem
by Dan Fiden
(FunPlus)
Business, Marketing & Management
GDC 2014
Panel on Indie Development Solutions for PlayStation 4 (Presented by Son...
by TBD TBD
(TBD)
Production
GDC 2014
Paper Tales: A Guide to Narrative Prototyping
by Jamie Antonisse
(Disney Digital Publishing)
Game Narrative Summit
GDC 2014
Paper Tales: A Guide to Narrative Prototyping
by Jamie Antonisse
(Disney Digital Publishing)
Game Narrative Summit
GDC 2014
Particle-Based Brushes, Material Layers and More - Meet Substance Painte...
by Sebastien DEGUY
(ALLEGORITHMIC)
Visual Arts
GDC 2014
Peggle 2: Live Orchestra Meets Highly Adaptive Score
by Guy Whitmore
(PopCap Games)
Audio
GDC 2014
Peggle 2: Live Orchestra Meets Highly Adaptive Score
by Guy Whitmore
(PopCap Games)
Audio
GDC 2014
Performance Analysis and Debug Tools for Mobile Games (Presented by ARM)
by Ronan Synnott
(ARM)
Programming
GDC 2014
Performance Analysis and Debug Tools for Mobile Games (Presented by ARM)
by Ronan Synnott
(ARM)
Programming
GDC 2014
Performative Game Development: The Design and Marketing of Nuclear Throne
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC 2014
Performative Game Development: The Design and Marketing of Nuclear Throne
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC 2014
Physics for Game Programmers: Debugging Physics
by Sergiy Migdalskiy
(Valve)
Programming
GDC 2014
Physics for Game Programmers: Debugging Physics
by Sergiy Migdalskiy
(Valve)
Programming
GDC 2014
Physics for Game Programmers: Exploring MLCP and Featherstone Solvers
by Erwin Coumans
(Bullet Physics)
Programming
GDC 2014
Physics for Game Programmers: Exploring MLCP and Featherstone Solvers
by Erwin Coumans
(Bullet Physics)
Programming
GDC 2014
Physics for Game Programmers: QuickHull
by Dirk Gregorius
(Valve)
Programming
GDC 2014
Physics for Game Programmers: QuickHull
by Dirk Gregorius
(Valve)
Programming
GDC 2014
Physics for Game Programmers: Sprinkle Fluids
by Dennis Gustafsson
(Mediocre)
Programming
GDC 2014
Physics for Game Programmers: Sprinkle Fluids
by Dennis Gustafsson
(Mediocre)
Programming
GDC 2014
Physics for Game Programmers: Understanding Constraints
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2014
Physics for Game Programmers: Understanding Constraints
by Erin Catto
(Blizzard Entertainment)
Programming
GDC 2014
Platform Play - The Mobile Challenge of Halo: Spartan Assault
by Paul Lipson
(Microsoft Studios)
Production
GDC 2014
Platform Play - The Mobile Challenge of Halo: Spartan Assault
by Paul Lipson
(Microsoft Studios)
Production
GDC 2014
Play the Cutscene: The Characters of Ryse
by Christopher Evans
(Crytek)
Programming
GDC 2014
Play the Cutscene: The Characters of Ryse
by Christopher Evans
(Crytek)
Programming
GDC 2014
Player-Centric Design: A High School Story Postmortem
by Andrew Shvarts
(Pixelberry Studios)
Free to Play Design & Business Summit
GDC 2014
Player-Centric Design: A High School Story Postmortem
by Andrew Shvarts
(Pixelberry Studios)
Free to Play Design & Business Summit
GDC 2014
Playing it safe Online security in Gaming (Presented by Akamai Technolo...
by Matthew Mosher
(Akamai Technologies)
Production
GDC 2014
Pocket Gems and the Evolution of Mobile Gamers: Hardcore Mechanics in Ca...
by Ben Liu
(Pocket Gems)
Business, Marketing & Management
GDC 2014
Pocket Gems and the Evolution of Mobile Gamers: Hardcore Mechanics in Ca...
by Ben Liu
(Pocket Gems)
Business, Marketing & Management
GDC 2014
Porting Realm of Empires from Facebook to Mobile HTML5
by Greg Balajewicz
(BDA Entertainment Inc)
Production
GDC 2014
Porting Realm of Empires from Facebook to Mobile HTML5
by Greg Balajewicz
(BDA Entertainment Inc)
Production
GDC 2014
Power Your Play (Presented by Level 3 Communications)
by Flynn Watson
(Level 3 Communications)
Business, Marketing & Management
GDC 2014
Practical Techniques for Ray Tracing in Games (Presented by Imagination ...
by Jesper Mortensen
(Unity)
Programming
GDC 2014
Practical Techniques for Ray Tracing in Games (Presented by Imagination ...
by Jesper Mortensen
(Unity)
Programming
GDC 2014
Practical Unit Tests
by Andrew Fray
(Spry Fox)
Programming
GDC 2014
Practical Unit Tests
by Andrew Fray
(Spry Fox)
Programming
GDC 2014
Prime, Teach, Observe: Tutorializing Innovative Mechanics
by Asher Vollmer
(Independent)
Independent Games Summit
GDC 2014
Prime, Teach, Observe: Tutorializing Innovative Mechanics
by Asher Vollmer
(Independent)
Independent Games Summit
GDC 2014
Procedural Music, Virtual Choreographies and Avatar Physiologies
by Rob Hamilton
(Stanford University)
Audio
GDC 2014
Procedural Music, Virtual Choreographies and Avatar Physiologies
by Rob Hamilton
(Stanford University)
Audio
GDC 2014
Producer Bootcamp: Business 101
by Ian Baverstock
(Tenshi Ventures)
Production
GDC 2014
Producer Bootcamp: Business 101
by Ian Baverstock
(Tenshi Ventures)
Production
GDC 2014
Producer Bootcamp: Communication Jiu-Jitsu and Other Useful Survival Tricks
by Larry Seal
(EngagedLeadership)
Production
GDC 2014
Producer Bootcamp: Communication Jiu-Jitsu and Other Useful Survival Tricks
by Larry Seal
(EngagedLeadership)
Production
GDC 2014
Producer Bootcamp: People Management Survival Guide
by Ethan Levy
(FamousAspect)
Production
GDC 2014
Producer Bootcamp: People Management Survival Guide
by Ethan Levy
(FamousAspect)
Production
GDC 2014
Producer Bootcamp: Producer 101: Skill Tests for Producers
by Aaron Thibault
(Gearbox Software)
Production
GDC 2014
Producer Bootcamp: Producer 101: Skill Tests for Producers
by Aaron Thibault
(Gearbox Software)
Production
GDC 2014
Producer Bootcamp: Producer Panel
by Laura Fryer
(Epic Games)
Production
GDC 2014
Producer Bootcamp: Producer Panel
by Laura Fryer
(Epic Games)
Production
GDC 2014
Profiling and Debugging Mobile Graphics with the PowerVR SDK (Presented ...
by Joe Davis
(Imagination Technologies)
Programming
GDC 2014
Profitably Launching Jelly Splash to #1: A Marketing Postmortem
by Eric Seufert
(Wooga)
Production
GDC 2014
Profitably Launching Jelly Splash to #1: A Marketing Postmortem
by Eric Seufert
(Wooga)
Production
GDC 2014
Pursuing Interactive Suspension of Disbelief
by Sean Vanaman
(Campo Santo)
Game Narrative Summit
GDC 2014
Pursuing Interactive Suspension of Disbelief
by Sean Vanaman
(Campo Santo)
Game Narrative Summit
GDC 2014
Puzzle and Dragons Postmortem
by Kazuki Morishita
(GungHo)
Design
GDC 2014
Puzzle and Dragons Postmortem
by Kazuki Morishita
(GungHo)
Design
GDC 2014
QA via the Masses: Tapping into Player Enthusiasm to Improve QA
by David Lease
(5th Planet Games)
QA Summit
GDC 2014
QA via the Masses: Tapping into Player Enthusiasm to Improve QA
by David Lease
(5th Planet Games)
QA Summit
GDC 2014
Quest for Quality: Maximizing the Relationship Between Creative and Prod...
by Glen Schofield
(Sledgehammer Games)
Production
GDC 2014
Quest for Quality: Maximizing the Relationship Between Creative and Prod...
by Glen Schofield
(Sledgehammer Games)
Production
GDC 2014
Rant Apocalypse: The 10th Anniversary Mega Session
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2014
Rant Apocalypse: The 10th Anniversary Mega Session
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2014
RapidFire: The Easy Route To Low Latency Cloud Gaming Solutions (Present...
by Allen Bourgoyne
(AMD Professional Graphics)
Programming
GDC 2014
Rayman Legends: The Design Process Within the UbiArt Framework
by Chris McEntee
(Ubisoft Montpellier)
Visual Arts
GDC 2014
Rayman Legends: The Design Process Within the UbiArt Framework
by Chris McEntee
(Ubisoft Montpellier)
Visual Arts
GDC 2014
Reaching Color Zen: From Prototype to Chart Topper in Three Weeks
by Robert Meyer
(Avalanche Studios)
Smartphone & Tablet Games Summit
GDC 2014
Reaching Color Zen: From Prototype to Chart Topper in Three Weeks
by Robert Meyer
(Avalanche Studios)
Smartphone & Tablet Games Summit
GDC 2014
Realistic Cloud Rendering Using Pixel Sync (Presented by Intel Corp)
by Egor Yusov
(Intel Corp)
Programming
GDC 2014
Rediscovering Authentic Creativity
by Peter Chan
(PChan LTD)
Visual Arts
GDC 2014
Rediscovering Authentic Creativity
by Peter Chan
(PChan LTD)
Visual Arts
GDC 2014
Remember Me: Behind the Unique Interactive Soundtrack of the Future
by Olivier Deriviere
(Ameo Prod, Inc)
Audio
GDC 2014
Remember Me: Behind the Unique Interactive Soundtrack of the Future
by Olivier Deriviere
(Ameo Prod, Inc)
Audio
GDC 2014
Rendering Battlefield 4 with Mantle (Presented by AMD)
by Johan Andersson
(DICE/EA)
Programming
GDC 2014
Rendering Battlefield 4 with Mantle (Presented by AMD)
by Johan Andersson
(DICE/EA)
Programming
GDC 2014
Rendering in Codemasters' GRID2 and beyond: Achieving the ultimate graph...
by Leigh Davies
(Intel Corp)
Programming
GDC 2014
Reus: From Zero to Indie Hit
by Bas Zalmstra
(Abbey Games)
Production
GDC 2014
Reus: From Zero to Indie Hit
by Bas Zalmstra
(Abbey Games)
Production
GDC 2014
Revival from the Great East Japan Earthquake by Fukushima Game Jam
by Toshifumi Nakabayashi
(Cyberz Inc.)
Advocacy
GDC 2014
Revival from the Great East Japan Earthquake by Fukushima Game Jam
by Toshifumi Nakabayashi
(Cyberz Inc.)
Advocacy
GDC 2014
Revival from the Great East Japan Earthquake by Fukushima Game Jam
by Toshifumi Nakabayashi
(Cyberz Inc.)
Advocacy
- Japanese
GDC 2014
Revival from the Great East Japan Earthquake by Fukushima Game Jam
by Toshifumi Nakabayashi
(Cyberz Inc.)
Advocacy
GDC 2014
Riak for Games (Presented by Basho Technologies)
by Eric Liaw
(Quark Games)
Programming
GDC 2014
Riak for Games (Presented by Basho Technologies)
by Eric Liaw
(Quark Games)
Programming
GDC 2014
Rift Transformed: From Subscription to Free-to-Play in Seven Months
by AR Schleicher
(Trion Worlds)
Design
GDC 2014
Rift Transformed: From Subscription to Free-to-Play in Seven Months
by AR Schleicher
(Trion Worlds)
Design
GDC 2014
Rime: A Symphony of Images
by Jose Luis Vaello Bertol
(Tequila Works)
Visual Arts
GDC 2014
Rime: A Symphony of Images
by Jose Luis Vaello Bertol
(Tequila Works)
Visual Arts
GDC 2014
Rogue Legacy Design Postmortem: Budget Development
by Teddy Lee
(Cellar Door Games)
Independent Games Summit
GDC 2014
Rogue Legacy Design Postmortem: Budget Development
by Teddy Lee
(Cellar Door Games)
Independent Games Summit
GDC 2014
Rolling the Dice: Leveraging Monte-Carlo Tree Search in Game AI
by Nathan Sturtevant
(University of Denver)
AI Summit
GDC 2014
Rolling the Dice: Leveraging Monte-Carlo Tree Search in Game AI
by Nathan Sturtevant
(University of Denver)
AI Summit
GDC 2014
Rulebooks on Fire: Looking at the Impact of Indies on the Voice Industry
by Michael Csurics
(The Brightskull Entertainment Group)
Production
GDC 2014
Rulebooks on Fire: Looking at the Impact of Indies on the Voice Industry
by Michael Csurics
(The Brightskull Entertainment Group)
Production
GDC 2014
Sandbox Lessons: Modular Design in Kerbal Space Program
by Chad Jenkins
(Squad)
Independent Games Summit
GDC 2014
Sandbox Lessons: Modular Design in Kerbal Space Program
by Chad Jenkins
(Squad)
Independent Games Summit
GDC 2014
SCALE and the Ethics of Kickstarter
by Steve Swink
(CubeHeart Games)
Independent Games Summit
GDC 2014
SCALE and the Ethics of Kickstarter
by Steve Swink
(CubeHeart Games)
Independent Games Summit
GDC 2014
Scaling from Mobile to High-End PCs: The Tech of Broken Age
by Oliver Franzke
(Double Fine Productions)
Programming
GDC 2014
Scaling from Mobile to High-End PCs: The Tech of Broken Age
by Oliver Franzke
(Double Fine Productions)
Programming
GDC 2014
Scenography of Kentucky Route Zero
by Tamas Kemenczy
(Cardboard Computer)
Visual Arts
GDC 2014
Scenography of Kentucky Route Zero
by Tamas Kemenczy
(Cardboard Computer)
Visual Arts
GDC 2014
Scripting Particles: Getting Native Speed from a Virtual Machine
by Niklas Frykholm
(Bitsquid AB)
Programming
GDC 2014
Scripting Particles: Getting Native Speed from a Virtual Machine
by Niklas Frykholm
(Bitsquid AB)
Programming
GDC 2014
Selling Games and the Code: Plugins in the Pipeline
by Karen Collins
(Ehtonal, Inc.)
Production
GDC 2014
Selling Games and the Code: Plugins in the Pipeline
by Karen Collins
(Ehtonal, Inc.)
Production
GDC 2014
Selling Luck: Redefining Monetization in Free-to-Play Games
by Derrick Morton
(FlowPlay)
Free to Play Design & Business Summit
GDC 2014
Selling Luck: Redefining Monetization in Free-to-Play Games
by Derrick Morton
(FlowPlay)
Free to Play Design & Business Summit
GDC 2014
Service Design: Lessons Learned from Running 24/7 Game Services
by Aaron Loeb
(Electronic Arts)
Production
GDC 2014
Service Design: Lessons Learned from Running 24/7 Game Services
by Aaron Loeb
(Electronic Arts)
Production
GDC 2014
Setting Up and Running a Games User Research Class
by Cynthia Putnam
(DePaul University)
GDC Education Summit
GDC 2014
Setting Up and Running a Games User Research Class
by Cynthia Putnam
(DePaul University)
GDC Education Summit
GDC 2014
Sexism and the Game Industry: An Empirical Study
by Brandon Sheffield
(Necrosoft Games)
Advocacy
GDC 2014
Sexism and the Game Industry: An Empirical Study
by Brandon Sheffield
(Necrosoft Games)
Advocacy
GDC 2014
Smoldering Conflicts: Managing Cross-Cultural Teams
by Christopher Schmitz
(Ubisoft Blue Byte)
Production
GDC 2014
Smoldering Conflicts: Managing Cross-Cultural Teams
by Christopher Schmitz
(Ubisoft Blue Byte)
Production
GDC 2014
Social Legos: Toward Modular, Reusable Social Behavior
by Michael Mateas
(UC Santa Cruz)
AI Summit
GDC 2014
Social Legos: Toward Modular, Reusable Social Behavior
by Michael Mateas
(UC Santa Cruz)
AI Summit
GDC 2014
Social Whales: Understanding and Leveraging a New Kind of Player
by Dmitri Williams
(Ninja Metrics)
Free to Play Design & Business Summit
GDC 2014
Social Whales: Understanding and Leveraging a New Kind of Player
by Dmitri Williams
(Ninja Metrics)
Free to Play Design & Business Summit
GDC 2014
Solving the Issues of Open Enrollment Game Programs
by Scott Shaw
(Wilmington University)
GDC Education Summit
GDC 2014
Solving the Issues of Open Enrollment Game Programs
by Scott Shaw
(Wilmington University)
GDC Education Summit
GDC 2014
Solving Visibility and Streaming in the The Witcher 3: Wild Hunt with Um...
by Jasin Bushnaief
(Umbra Software)
Programming
GDC 2014
Solving Visibility and Streaming in the The Witcher 3: Wild Hunt with Um...
by Jasin Bushnaief
(Umbra Software)
Programming
GDC 2014
Speed Up Your Game Using Simplygon (Presented by Simplygon)
by David Larsson
(Simplygon)
Programming
GDC 2014
Speed Up Your Game Using Simplygon (Presented by Simplygon)
by David Larsson
(Simplygon)
Programming
GDC 2014
Speed Up Your Game Using Simplygon (Presented by Simplygon)
by David Larsson
(Simplygon)
Programming
GDC 2014
SSX: Bringing a PS3 Game to Android (Presented by Intel Corp)
by Omar Rodriguez
(Intel Corp)
Programming
GDC 2014
Staking the First Claim: Creating the EverQuest Next Landmark Prototype
by Rosie Rappaport
(Sony Online Entertainment)
Visual Arts
GDC 2014
Staking the First Claim: Creating the EverQuest Next Landmark Prototype
by Rosie Rappaport
(Sony Online Entertainment)
Visual Arts
GDC 2014
Stories, Meaning and Emergent Narrative: A Therapy Session
by Jeremy Bernstein
(Freelance)
Game Narrative Summit
GDC 2014
Stories, Meaning and Emergent Narrative: A Therapy Session
by Jeremy Bernstein
(Freelance)
Game Narrative Summit
GDC 2014
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
GDC 2014
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
GDC 2014
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
GDC 2014
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
GDC 2014
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
GDC 2014
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
GDC 2014
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
GDC 2014
Storytelling Fundamentals in a Day
by Evan Skolnick
(Independent)
Design
GDC 2014
Storytelling in Multiplayer Competitive Games
by Christina Norman
(Riot Games)
Design
GDC 2014
Storytelling in Multiplayer Competitive Games
by Christina Norman
(Riot Games)
Design
GDC 2014
Sucker Punch's Performance Capture for inFAMOUS: Second Son
by Spencer Alexander
(Sucker Punch)
Programming
GDC 2014
Sucker Punch's Performance Capture for inFAMOUS: Second Son
by Spencer Alexander
(Sucker Punch)
Programming
GDC 2014
Super Powering the Saints: Animation Direction of Saints Row IV's Super ...
by Zach Lowery
(Volition)
Visual Arts
GDC 2014
Super Powering the Saints: Animation Direction of Saints Row IV's Super ...
by Zach Lowery
(Volition)
Visual Arts
GDC 2014
Super Spy Crash Course: Teaching Players in Splinter Cell: Blacklist
by Laurent Malville
(Ubisoft Toronto)
Design
GDC 2014
Super Spy Crash Course: Teaching Players in Splinter Cell: Blacklist
by Laurent Malville
(Ubisoft Toronto)
Design
GDC 2014
Super Time Force: Solving the Time Travel Paradox
by Kenneth Yeung
(Capy Games)
Independent Games Summit
GDC 2014
Super Time Force: Solving the Time Travel Paradox
by Kenneth Yeung
(Capy Games)
Independent Games Summit
GDC 2014
Surface Tension: Liquid Effects in The Last of Us
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2014
Surface Tension: Liquid Effects in The Last of Us
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2014
Take Your Users to the Next Level (Presented by Google)
by Neil Rhodes
(Google)
Advocacy
GDC 2014
Taking Killzone Shadow Fall Image Quality into the Next Generation
by Michal Valient
(Guerrilla Games)
Programming
GDC 2014
Taking Killzone Shadow Fall Image Quality into the Next Generation
by Michal Valient
(Guerrilla Games)
Programming
GDC 2014
Teaching Games with Games: 7 Exercises in Play
by Colleen Macklin
(Parsons The New School for Design)
GDC Education Summit
GDC 2014
Teaching Games with Games: 7 Exercises in Play
by Colleen Macklin
(Parsons The New School for Design)
GDC Education Summit
GDC 2014
Technical Artist Bootcamp: Hacking MotionBuilder: 10 Things You Aren't D...
by Brad Clark
(Rigging Dojo)
Programming
GDC 2014
Technical Artist Bootcamp: Hacking MotionBuilder: 10 Things You Aren't D...
by Brad Clark
(Rigging Dojo)
Programming
GDC 2014
Technical Artist Bootcamp: Halo 4: Content Performance Tips & Techniques
by Wes Grandmont III
(Microsoft Studios (343 Industries))
Programming
GDC 2014
Technical Artist Bootcamp: Halo 4: Content Performance Tips & Techniques
by Wes Grandmont III
(Microsoft Studios (343 Industries))
Programming
GDC 2014
Technical Artist Bootcamp: Intro/Postmortem - Mecanim in Undertakers
by Ashley Egan
(The MecWarriors)
Programming
GDC 2014
Technical Artist Bootcamp: Intro/Postmortem - Mecanim in Undertakers
by Ashley Egan
(The MecWarriors)
Programming
GDC 2014
Technical Artist Bootcamp: Ryse
by Riham Toulan
(Crytek Frankfurt)
Programming
GDC 2014
Technical Artist Bootcamp: Ryse
by Riham Toulan
(Crytek Frankfurt)
Programming
GDC 2014
Technical Artist Bootcamp: User Experience Design Applied to Technical Art
by Chad Moore
(WB/Turbine)
Programming
GDC 2014
Technical Artist Bootcamp: User Experience Design Applied to Technical Art
by Chad Moore
(WB/Turbine)
Programming
GDC 2014
Technical Artist Bootcamp: Virtual Camera System
by Kevin O'Neal
(Ubisoft Montreal)
Programming
GDC 2014
Technical Artist Bootcamp: Virtual Camera System
by Kevin O'Neal
(Ubisoft Montreal)
Programming
GDC 2014
Texture Wranglin' : Getting your Android Game Assets Under Control (Pres...
by Colt McAnlis
(Google)
Advocacy
GDC 2014
Texture Wranglin' : Getting your Android Game Assets Under Control (Pres...
by Colt McAnlis
(Google)
Advocacy
GDC 2014
The Art of Child of Light
by Patrick Plourde
(Ubisoft Montreal)
Visual Arts
GDC 2014
The Art of Child of Light
by Patrick Plourde
(Ubisoft Montreal)
Visual Arts
GDC 2014
The Art of Hearthstone: Playing the Cards You're Dealt
by Ben Thompson
(Blizzard)
Visual Arts
GDC 2014
The Art of Hearthstone: Playing the Cards You're Dealt
by Ben Thompson
(Blizzard)
Visual Arts
GDC 2014
The Art of Making Guacamelee! - From Folklore to Finish
by Augusto Quijano
(Drinkbox Studios)
Visual Arts
GDC 2014
The Art of Making Guacamelee! - From Folklore to Finish
by Augusto Quijano
(Drinkbox Studios)
Visual Arts
GDC 2014
The Art of Reanimating Plants vs. Zombies 2
by Mark Barrett
(PopCap Games)
Visual Arts
GDC 2014
The Art of Reanimating Plants vs. Zombies 2
by Mark Barrett
(PopCap Games)
Visual Arts
GDC 2014
The Art of The Witness
by Luis Antonio
(Thekla Inc)
Visual Arts
GDC 2014
The Art of The Witness
by Luis Antonio
(Thekla Inc)
Visual Arts
GDC 2014
The Audio of South Park: Stick of Truth
by Justin Bell
(Obsidian Entertainment)
Production
GDC 2014
The Audio of South Park: Stick of Truth
by Justin Bell
(Obsidian Entertainment)
Production
GDC 2014
The Battle for the Fourth Screen
by Niccolo de Masi
(Glu Mobile)
Smartphone & Tablet Games Summit
GDC 2014
The Battle for the Fourth Screen
by Niccolo de Masi
(Glu Mobile)
Smartphone & Tablet Games Summit
GDC 2014
The Chinese Formula to a Sustainable Blockbuster (Presented by iDreamsky)
by Jeff Lyndon
(iDreamsky - The Largest Mobile Game Publishing Platform i...)
Business, Marketing & Management
GDC 2014
The Connection Between Boys' Social Status, Gaming and Conflict
by Ashly Burch
(Hey Ash LLC)
Advocacy
GDC 2014
The Connection Between Boys' Social Status, Gaming and Conflict
by Ashly Burch
(Hey Ash LLC)
Advocacy
GDC 2014
The Design and Business of Social Casino
by Jesse Janosov
(Blue Crystal Labs, Inc.)
Free to Play Design & Business Summit
GDC 2014
The Design and Business of Social Casino
by Jesse Janosov
(Blue Crystal Labs, Inc.)
Free to Play Design & Business Summit
GDC 2014
The Four Emotions That Monetize Free-to-Play Games
by Nicole Lazzaro
(XEODesign, Inc.)
Free to Play Design & Business Summit
GDC 2014
The Four Emotions That Monetize Free-to-Play Games
by Nicole Lazzaro
(XEODesign, Inc.)
Free to Play Design & Business Summit
GDC 2014
The Future of Localization Testing
by Nadine Martin
(Sony Computer Entertainment Europe)
Localization Summit
GDC 2014
The Future of Localization Testing
by Nadine Martin
(Sony Computer Entertainment Europe)
Localization Summit
GDC 2014
The Future of Localization Testing
by Nadine Martin
(Sony Computer Entertainment Europe)
Localization Summit
GDC 2014
The Global Android Explosion: Succeeding on Earth's Largest Gaming Platform
by Torrey Lincoln
(Flurry, Inc.)
Smartphone & Tablet Games Summit
GDC 2014
The Global Android Explosion: Succeeding on Earth's Largest Gaming Platform
by Torrey Lincoln
(Flurry, Inc.)
Smartphone & Tablet Games Summit
GDC 2014
The Great Debate: Monetizing With In-App Purchases, Pay-for-Download or ...
by Lewis Rothkopf
(Millennial Media)
Monetization
GDC 2014
The Importance of Nothing: Using Negative Space in Level Design
by Jim Brown
(Epic Games)
Design
GDC 2014
The Importance of Nothing: Using Negative Space in Level Design
by Jim Brown
(Epic Games)
Design
GDC 2014
The Importance of Player Autonomy: Motivating Sustained Engagement throu...
by Scott Rigby
(Immersyve)
Business, Marketing & Management
GDC 2014
The Importance of Player Autonomy: Motivating Sustained Engagement throu...
by Scott Rigby
(Immersyve)
Business, Marketing & Management
GDC 2014
The Inevitable Sunset
by Kevin Perry
(Microsoft)
Free to Play Design & Business Summit
GDC 2014
The Inevitable Sunset
by Kevin Perry
(Microsoft)
Free to Play Design & Business Summit
GDC 2014
The Inevitable Sunset
by Kevin Perry
(Microsoft)
Free to Play Design & Business Summit
GDC 2014
The inFAMOUS: Second Son Particle System Architecture
by Bill Rockenbeck
(Sucker Punch Productions)
Programming
GDC 2014
The inFAMOUS: Second Son Particle System Architecture
by Bill Rockenbeck
(Sucker Punch Productions)
Programming
GDC 2014
The Infrastructure Metagame: Scale Resources, Protect Data, Survive Thre...
by Bill Cashman
(Peak 10)
Business, Marketing & Management
GDC 2014
The Last of Us: Human Enemy AI
by Travis McIntosh
(Naughty Dog, Inc.)
Programming
GDC 2014
The Last of Us: Human Enemy AI
by Travis McIntosh
(Naughty Dog, Inc.)
Programming
GDC 2014
The New Mobile Gaming Players: Chris DeWolfe on New App Economy
by Dean Takahashi
(VentureBeat)
Smartphone & Tablet Games Summit
GDC 2014
The New Mobile Gaming Players: Chris DeWolfe on New App Economy
by Dean Takahashi
(VentureBeat)
Smartphone & Tablet Games Summit
GDC 2014
The Next Level of In-Game Advertising (Presented by Google)
by Marc Theermann
(Google)
Advocacy
GDC 2014
The Next Level of In-Game Advertising (Presented by Google)
by Marc Theermann
(Google)
Advocacy
GDC 2014
The Next-Gen Dynamic Sound System of Killzone Shadow Fall
by Anton Woldhek
(Guerrilla Games)
Audio
GDC 2014
The Next-Gen Dynamic Sound System of Killzone Shadow Fall
by Anton Woldhek
(Guerrilla Games)
Audio
GDC 2014
The Physics of Fun: Vehicles of Saints Row
by David Bianchi
(Volition)
Programming
GDC 2014
The Physics of Fun: Vehicles of Saints Row
by David Bianchi
(Volition)
Programming
GDC 2014
The Pixelles Method: How to Increase Game Dev Diversity
by Tanya Short
(Pixelles, Kitfox Games)
Advocacy
GDC 2014
The Pixelles Method: How to Increase Game Dev Diversity
by Tanya Short
(Pixelles, Kitfox Games)
Advocacy
GDC 2014
The Programming of Gone Home: How to Succeed by Being Lazy
by Johnnemann Nordhagen
(The Fullbright Company)
Independent Games Summit
GDC 2014
The Programming of Gone Home: How to Succeed by Being Lazy
by Johnnemann Nordhagen
(The Fullbright Company)
Independent Games Summit
GDC 2014
The Publishing Superset: Current Options for Funding and Distributing Yo...
by Jason Della Rocca
(Execution Labs)
Production
GDC 2014
The Publishing Superset: Current Options for Funding and Distributing Yo...
by Jason Della Rocca
(Execution Labs)
Production
GDC 2014
The Revolution in Mobile Game Graphics (Presented by ARM)
by Sam Martin
(Geomerics)
Visual Arts
GDC 2014
The Revolution in Mobile Game Graphics (Presented by ARM)
by Sam Martin
(Geomerics)
Visual Arts
GDC 2014
The Rituals of Mobile Gaming: Understanding the True Building Blocks of ...
by Scott Rigby
(Immersyve)
Smartphone & Tablet Games Summit
GDC 2014
The Rituals of Mobile Gaming: Understanding the True Building Blocks of ...
by Scott Rigby
(Immersyve)
Smartphone & Tablet Games Summit
GDC 2014
The Sandbox Postmortem: Crafting Your Success in World Building Games
by Sebastien Borget
(Pixowl)
Smartphone & Tablet Games Summit
GDC 2014
The Sandbox Postmortem: Crafting Your Success in World Building Games
by Sebastien Borget
(Pixowl)
Smartphone & Tablet Games Summit
GDC 2014
The Simplest AI Trick in the Book
by Brian Schwab
(Formerly of Blizzard Entertainment)
AI Summit
GDC 2014
The Sound of Grand Theft Auto V
by Alastair MacGregor
(Rockstar North)
Audio
GDC 2014
The Sound of Grand Theft Auto V
by Alastair MacGregor
(Rockstar North)
Audio
GDC 2014
The Stanley Parable: A Negotiation: Expressive Choice: Reality: Time: Th...
by Davey Wreden
(Galactic Cafe)
Game Narrative Summit
GDC 2014
The Stanley Parable: A Negotiation: Expressive Choice: Reality: Time: Th...
by Davey Wreden
(Galactic Cafe)
Game Narrative Summit
GDC 2014
The State of Mid-Core F2P Games
by Mike Sellers
(Rumble Entertainment)
Free to Play Design & Business Summit
GDC 2014
The State of Mid-Core F2P Games
by Mike Sellers
(Rumble Entertainment)
Free to Play Design & Business Summit
GDC 2014
The System Is the Message: Dynamic Storytelling in The Novelist
by Kent Hudson
(Orthogonal Games)
Design
GDC 2014
The System Is the Message: Dynamic Storytelling in The Novelist
by Kent Hudson
(Orthogonal Games)
Design
GDC 2014
The Tencent Gateway to the China Market (Presented by Tencent Games)
by Steve Gray
(Tencent America)
Business, Marketing & Management
GDC 2014
The Tencent Gateway to the China Market (Presented by Tencent Games)
by Steve Gray
(Tencent America)
Business, Marketing & Management
GDC 2014
The Vicious Battleground: The Challenge of Game Discovery & User Acquisi...
by Glenn Kiladis
(Fiksu)
Business, Marketing & Management
GDC 2014
The Visual Effects of inFAMOUS: Second Son
by Matt Vainio
(Sucker Punch)
Visual Arts
GDC 2014
The Visual Effects of inFAMOUS: Second Son
by Matt Vainio
(Sucker Punch)
Visual Arts
GDC 2014
The Witcher 3: Enabling Next-Gen Effects through NVIDIA GameWorks (Prese...
by Balazs Torok
(CD Projekt RED)
Programming
GDC 2014
The Witcher 3: Enabling Next-Gen Effects through NVIDIA GameWorks (Prese...
by Balazs Torok
(CD Projekt RED)
Programming
GDC 2014
The Year in Free-to-Play Games
by Steve Meretzky
(GSN Games)
Free to Play Design & Business Summit
GDC 2014
The Year in Free-to-Play Games
by Steve Meretzky
(GSN Games)
Free to Play Design & Business Summit
GDC 2014
There and Back Again: Koji Igarashi's Metroidvania Tale (English transla...
by Koji Igarashi
(.)
Design
GDC 2014
There and Back Again: Koji Igarashi's Metroidvania Tale (English transla...
by Koji Igarashi
(.)
Design
GDC 2014
Tomb Raider Rebooted: Audio Reimagined
by Jack Grillo
(Crystal Dynamics)
Audio
GDC 2014
Tomb Raider Rebooted: Audio Reimagined
by Jack Grillo
(Crystal Dynamics)
Audio
GDC 2014
Tools and Distribution Models for Games on the Modern Web (Presented by ...
by Bill Maggs
(Mozilla)
Programming
GDC 2014
Top Ten Things to Teach About Game Writing
by Wendy Despain
(Quantum Content)
GDC Education Summit
GDC 2014
Top Ten Things to Teach About Game Writing
by Wendy Despain
(Quantum Content)
GDC Education Summit
GDC 2014
Trial by Fire: The Making of Little Inferno
by Kyle Gray
(Tomorrow Corporation)
Independent Games Summit
GDC 2014
Trial by Fire: The Making of Little Inferno
by Kyle Gray
(Tomorrow Corporation)
Independent Games Summit
GDC 2014
Turing Tantrums: AI Devs Rant!
by Brian Schwab
(Formerly of Blizzard Entertainment)
AI Summit
GDC 2014
Turing Tantrums: AI Devs Rant!
by Brian Schwab
(Formerly of Blizzard Entertainment)
AI Summit
GDC 2014
U.S. National Investment in the Future of Games?
by Noah Wardrip-Fruin
(UC Santa Cruz)
Advocacy
GDC 2014
U.S. National Investment in the Future of Games?
by Noah Wardrip-Fruin
(UC Santa Cruz)
Advocacy
GDC 2014
Unity Technologies Developer Day (Presented by Unity Technologies)
by Aras Pranckevisius
(Unity Technologies)
Programming
GDC 2014
Unity Technologies Developer Day (Presented by Unity Technologies)
by Aras Pranckevisius
(Unity Technologies)
Programming
GDC 2014
Unity Technologies Developer Day (Presented by Unity Technologies)
by Aras Pranckevisius
(Unity Technologies)
Programming
GDC 2014
Unity Technologies Developer Day (Presented by Unity Technologies)
by Aras Pranckevisius
(Unity Technologies)
Programming
GDC 2014
Unity Technologies Developer Day (Presented by Unity Technologies)
by Aras Pranckevisius
(Unity Technologies)
Programming
GDC 2014
Unity Technologies Developer Day (Presented by Unity Technologies)
by Aras Pranckevisius
(Unity Technologies)
Programming
GDC 2014
Unsynced: The Last of Us Melee System
by Anthony Newman
(Naughty Dog, Inc.)
Programming
GDC 2014
Unsynced: The Last of Us Melee System
by Anthony Newman
(Naughty Dog, Inc.)
Programming
GDC 2014
Usability Lessons from Mobile Board Game Conversions
by Martin Grider
(Abstract Puzzle LLC)
Smartphone & Tablet Games Summit
GDC 2014
Usability Lessons from Mobile Board Game Conversions
by Martin Grider
(Abstract Puzzle LLC)
Smartphone & Tablet Games Summit
GDC 2014
User Responses to Narrative-Driven Games
by Fasih Sayin
(Crytek)
Game Narrative Summit
GDC 2014
User Responses to Narrative-Driven Games
by Fasih Sayin
(Crytek)
Game Narrative Summit
GDC 2014
Using AI Techniques to Make Game Soundscapes More Dynamic
by Dragica Kahlina
(Dragica Kahlina Sound & Code)
Programming
GDC 2014
Using AI Techniques to Make Game Soundscapes More Dynamic
by Dragica Kahlina
(Dragica Kahlina Sound & Code)
Programming
GDC 2014
Using User Research to Improve Game Narratives
by Deborah Hendersen
(Microsoft)
Game Narrative Summit
GDC 2014
Using User Research to Improve Game Narratives
by Deborah Hendersen
(Microsoft)
Game Narrative Summit
GDC 2014
Using YouTube to Market Your Indie Game
by Ryan Letourneau
(Independent)
Business, Marketing & Management
GDC 2014
Using YouTube to Market Your Indie Game
by Ryan Letourneau
(Independent)
Business, Marketing & Management
GDC 2014
UX Redesign: Creating a Consistent Cross-Platform Experience
by Misa Damjanic
(Nordeus)
Design
GDC 2014
UX Redesign: Creating a Consistent Cross-Platform Experience
by Misa Damjanic
(Nordeus)
Design
GDC 2014
Video Game Rx: Narratives as Therapy
by Kim Shashoua
(University of Texas at Arlington)
Game Narrative Summit
GDC 2014
Video Game Rx: Narratives as Therapy
by Kim Shashoua
(University of Texas at Arlington)
Game Narrative Summit
GDC 2014
Volition's Challenge: Defining Project Vision
by Greg Donovan
(Volition)
Production
GDC 2014
Volition's Challenge: Defining Project Vision
by Greg Donovan
(Volition)
Production
GDC 2014
Volunteers: Collaborative Engagement at its Finest!
by Linda Carlson
(Sony Online Entertainment)
Free to Play Design & Business Summit
GDC 2014
Volunteers: Collaborative Engagement at its Finest!
by Linda Carlson
(Sony Online Entertainment)
Free to Play Design & Business Summit
GDC 2014
Watching the Detectives: Improving Free-to-Play Monetization Through Cha...
by Kenny Dinkin
(Making Fun, Inc.)
Free to Play Design & Business Summit
GDC 2014
Watching the Detectives: Improving Free-to-Play Monetization Through Cha...
by Kenny Dinkin
(Making Fun, Inc.)
Free to Play Design & Business Summit
GDC 2014
What Equity Crowdfunding Means for Indie Developers
by David Hoppe
(Gamma Law)
Business, Marketing & Management
GDC 2014
What Equity Crowdfunding Means for Indie Developers
by David Hoppe
(Gamma Law)
Business, Marketing & Management
GDC 2014
What is the Place of Machine Translation in Today's Gaming Industry?
by Michel Buch Andersen
(Pole To Win International)
Localization Summit
GDC 2014
What is the Place of Machine Translation in Today's Gaming Industry?
by Michel Buch Andersen
(Pole To Win International)
Localization Summit
GDC 2014
What Modern Interior Design Teaches Us About Environment Art
by Dan Cox
(Ubisoft Toronto)
Visual Arts
GDC 2014
What Modern Interior Design Teaches Us About Environment Art
by Dan Cox
(Ubisoft Toronto)
Visual Arts
GDC 2014
What's Next in Mobile Game Marketing for 2014 (Presented by Game Insight)
by Sarah Teng
(Game Insight)
Business, Marketing & Management
GDC 2014
What's Working in In-App Monetization (Presented by Amazon)
by Mike Hines
(Amazon)
Business, Marketing & Management
GDC 2014
Where are the Sharks? User Research in the Far Cry Production Pipeline
by Ian Livingston
(Ubisoft)
Production
GDC 2014
Where are the Sharks? User Research in the Far Cry Production Pipeline
by Ian Livingston
(Ubisoft)
Production
GDC 2014
Why Is Gone Home a Game?
by Steve Gaynor
(The Fullbright Company)
Design
GDC 2014
Why Is Gone Home a Game?
by Steve Gaynor
(The Fullbright Company)
Design
GDC 2014
Why Players are Leaving Your Game (Presented by deltaDNA)
by Mark Robinson
(deltaDNA)
Business, Marketing & Management
GDC 2014
Why Players Don't Spend In-Game and How to Change This (Presented by del...
by Mark Robinson
(deltaDNA)
Monetization
GDC 2014
Why Whales Sing: Heavy Spenders Drive Virality and Retention
by Jussi Laakkonen
(Applifier)
Smartphone & Tablet Games Summit
GDC 2014
Why Whales Sing: Heavy Spenders Drive Virality and Retention
by Jussi Laakkonen
(Applifier)
Smartphone & Tablet Games Summit
GDC 2014
Why You Didn't Get the Gig
by Jesse Harlin
(Dunderpate Music)
Audio
GDC 2014
Why You Didn't Get the Gig
by Jesse Harlin
(Dunderpate Music)
Audio
GDC 2014
Why'd She Buy THAT? Customer Psychology in Game Purchases
by Lucien Parsons
(Operations Catalyst Consulting)
Business, Marketing & Management
GDC 2014
Why'd She Buy THAT? Customer Psychology in Game Purchases
by Lucien Parsons
(Operations Catalyst Consulting)
Business, Marketing & Management
GDC 2014
Women Don't Want to Work in Games (And Other Myths)
by Elizabeth Sampat
(Storm8)
Advocacy
GDC 2014
Women Don't Want to Work in Games (And Other Myths)
by Elizabeth Sampat
(Storm8)
Advocacy
GDC 2014
Working with the Latest Oculus Rift Hardware and Software (Presented by ...
by Nate Mitchell
(Oculus VR)
Programming
GDC 2014
World of Tanks: An Outsider's Analysis
by Teut Weidemann
(Ubisoft Blue Byte)
Free to Play Design & Business Summit
GDC 2014
World of Tanks: An Outsider's Analysis
by Teut Weidemann
(Ubisoft Blue Byte)
Free to Play Design & Business Summit
GDC 2014
Xbox's Phil Spencer: Fireside Chat
by Phil Spencer
(Microsoft)
Business, Marketing & Management
GDC 2014
Xbox's Phil Spencer: Fireside Chat
by Phil Spencer
(Microsoft)
Business, Marketing & Management
GDC 2014
You Need an Editor!
by Cameron Harris
(BioWare)
Game Narrative Summit
GDC 2014
You Need an Editor!
by Cameron Harris
(BioWare)
Game Narrative Summit
GDC 2014
You Own the Game but the Community Owns You
by Bob Holtzman
(Squad)
Production
GDC 2014
You Own the Game but the Community Owns You
by Bob Holtzman
(Squad)
Production