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
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
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games 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
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
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: DX11 Software Tessellation
by John Kloetzli
(Firaxis)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Tessellation in Call of Duty: G...
by Wade Brainerd
(Activision)
Programming
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
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: 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: 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: 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
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: 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
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
Awesome Video Game Data 2014
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2014
BADLAND Postmortem: Building on App Store Launch Success
by Johannes Vuorinen
(Frogmind)
Independent Games Summit
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
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
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
Big Data Analytics 101: From DAU to Predictive Modeling
by Dmitri Williams
(Ninja Metrics)
Business, Marketing & Management
GDC 2014
Building a Scalable Infrastructure Platform for SMITE, Global Agenda and...
by Todd Harris
(Hi-Rez Studios)
Business, Marketing & Management
GDC 2014
Building Customer Support and Loyalty
by Jeremy Ehrhardt
(KIXEYE)
Production
GDC 2014
Change Is Good: The Importance of Iteration Within a Character Art Pipeline
by Gavin Goulden
(gavimage.com)
Visual Arts
GDC 2014
Character Design Across Multiple Game Genres
by Arnold Tsang
(Blizzard Entertainment)
Visual Arts
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
Concurrent Interactions in The Sims 4
by Peter Ingebretson
(Electronic Arts (Maxis))
Programming
GDC 2014
Crafting a Next-Gen Material Pipeline for The Order: 1886
by David Neubelt
(Ready At Dawn Studios)
Programming
GDC 2014
Creating Frankenstein's Monster: Case Studies of Building a New NPC
by Daniel Brewer
(Digital Extremes)
AI 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
Crowdsourcing the Localization of Gone Home
by Johnnemann Nordhagen
(The Fullbright Company)
Localization 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
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
Designing In-Game Purchases
by Ethan Levy
(FamousAspect)
Free to Play Design & Business Summit
GDC 2014
Discovering the Story and Character in the Real-Time, Animated Short Fil...
by James Zachary
(Zachary Studios)
Visual Arts
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
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
Empathy for Octopodes: How Octodad Helped Young Horses Grow Up
by John Murphy
(Young Horses)
Independent Games Summit
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
Evocative Storytelling: Write Less, Reveal More
by Daniel Greenberg
(Media Rez)
Game Narrative 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
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
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 Indie to AAA to Indie: The Rebirth of Design
by Peter Molyneux
(22Cans)
Independent Games 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 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 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
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
Graphics Programming Education: Less Is More
by John Pile
(Champlain College)
GDC Education Summit
GDC 2014
Herding Cats Doesn't Begin to Describe It: Reflections on 20 Years of th...
by Ernest Adams
(Independent)
Advocacy
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 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 We Survived Making Our First 3D Puzzle Game (Presented by Autodesk)
by Danielle Swank
(Barking Mouse Studios)
Production
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
Indie Games Localization: Is It Worth It?
by Belen Agullo Garcia
(PINK NOISE)
Localization 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
Is Publishing Dead?
by Mitch Lasky
(Benchmark)
Business, Marketing & Management
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
Journey to the West: A Chinese Game Localization Primer
by Shaun Newcomer
(Reality Squared Games)
Localization Summit
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
Landscape Creation and Rendering in REDengine 3
by Marcin Gollent
(CD Projekt RED)
Programming
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
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
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: 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: 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
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
Love/Hate Relationships: New Approaches to Game Romances
by Chris Dahlen
(Freelance)
Game Narrative Summit
GDC 2014
Making 10000000
by Luca Redwood
(EightyEight Games)
Smartphone & Tablet Games Summit
GDC 2014
Making Storytelling a Fundamental Part of the Gameplay Experience
by Thomas Grip
(Frictional Games)
Game Narrative Summit
GDC 2014
Managing Code Complexity in Asynchronous Distributed Server Architectures
by Karl Berg
(Piranha Games)
Programming
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
Math for Game Programmers: Dictionary Learning in Games
by Manny Ko
(Activision R&D)
Programming
GDC 2014
Math for Game Programmers: Inverse Kinematics
by Gino van den Bergen
(Dtecta)
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 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
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
Misogyny, Racism and Homophobia: Where Do Video Games Stand?
by Manveer Heir
(BioWare Montreal)
Advocacy
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
Modeling AI Perception and Awareness in Splinter Cell: Blacklist
by Martin Walsh
(Ubisoft)
Programming
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
Moving the Heavens: An Artistic and Technical Look at the Skies of The L...
by Keith Guerrette
(Naughty Dog, Inc.)
Visual Arts
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-Player Multi-Touch Game Development. Developing Games for the Fast...
by Alex Guo
(Symbio Games)
Programming
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
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 Characters: From Facial Scans to Facial Animation
by John Hable
(Independent)
Programming
GDC 2014
NFL Players Inc. Licensing and Mobile Gaming - The Challenge (Presented...
by Ricky Medina
(NFL Players Inc.)
Business, Marketing & Management
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
OpenGL ES 3.0 and Beyond: How To Deliver Desktop Graphics on Mobile Plat...
by Chris Kirkpatrick
(Intel Corp)
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 the Shadows: Inside Eidos Montreal's Thief Production (Presented ...
by Jean-Normand Bucci
(Eidos Montreal)
Production
GDC 2014
Paper Tales: A Guide to Narrative Prototyping
by Jamie Antonisse
(Disney Digital Publishing)
Game Narrative Summit
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
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: 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: QuickHull
by Dirk Gregorius
(Valve)
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
Platform Play - The Mobile Challenge of Halo: Spartan Assault
by Paul Lipson
(Microsoft Studios)
Production
GDC 2014
Player-Centric Design: A High School Story Postmortem
by Andrew Shvarts
(Pixelberry Studios)
Free to Play Design & Business Summit
GDC 2014
Practical Techniques for Ray Tracing in Games (Presented by Imagination ...
by Jesper Mortensen
(Unity)
Programming
GDC 2014
Prime, Teach, Observe: Tutorializing Innovative Mechanics
by Asher Vollmer
(Independent)
Independent Games Summit
GDC 2014
Producer Bootcamp: Business 101
by Ian Baverstock
(Tenshi Ventures)
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
Puzzle and Dragons Postmortem
by Kazuki Morishita
(GungHo)
Design
GDC 2014
RapidFire: The Easy Route To Low Latency Cloud Gaming Solutions (Present...
by Allen Bourgoyne
(AMD Professional Graphics)
Programming
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
Remember Me: Behind the Unique Interactive Soundtrack of the Future
by Olivier Deriviere
(Ameo Prod, Inc)
Audio
GDC 2014
Rendering in Codemasters' GRID2 and beyond: Achieving the ultimate graph...
by Leigh Davies
(Intel Corp)
Programming
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
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
Scripting Particles: Getting Native Speed from a Virtual Machine
by Niklas Frykholm
(Bitsquid AB)
Programming
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
Setting Up and Running a Games User Research Class
by Cynthia Putnam
(DePaul University)
GDC Education 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 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
Staking the First Claim: Creating the EverQuest Next Landmark Prototype
by Rosie Rappaport
(Sony Online Entertainment)
Visual Arts
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 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
Surface Tension: Liquid Effects in The Last of Us
by Eben Cook
(Naughty Dog)
Visual Arts
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: Asset Build Systems
by Kris Lang
(Game Technology Group - SOE)
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: Intro/Postmortem - Mecanim in Undertakers
by Ashley Egan
(The MecWarriors)
Programming
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 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 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 Design and Business of Social Casino
by Jesse Janosov
(Blue Crystal Labs, 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 Global Android Explosion: Succeeding on Earth's Largest Gaming Platform
by Torrey Lincoln
(Flurry, Inc.)
Smartphone & Tablet Games Summit
GDC 2014
The Importance of Nothing: Using Negative Space in Level Design
by Jim Brown
(Epic Games)
Design
GDC 2014
The Infrastructure Metagame: Scale Resources, Protect Data, Survive Thre...
by Bill Cashman
(Peak 10)
Business, Marketing & Management
GDC 2014
The Next-Gen Dynamic Sound System of Killzone Shadow Fall
by Anton Woldhek
(Guerrilla Games)
Audio
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 Revolution in Mobile Game Graphics (Presented by ARM)
by Sam Martin
(Geomerics)
Visual Arts
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 Stanley Parable: A Negotiation: Expressive Choice: Reality: Time: Th...
by Davey Wreden
(Galactic Cafe)
Game Narrative Summit
GDC 2014
The Visual Effects of inFAMOUS: Second Son
by Matt Vainio
(Sucker Punch)
Visual Arts
GDC 2014
The Year in Free-to-Play Games
by Steve Meretzky
(GSN Games)
Free to Play Design & Business Summit
GDC 2014
Top Ten Things to Teach About Game Writing
by Wendy Despain
(Quantum Content)
GDC Education 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
U.S. National Investment in the Future of Games?
by Noah Wardrip-Fruin
(UC Santa Cruz)
Advocacy
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
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
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
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
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 Modern Interior Design Teaches Us About Environment Art
by Dan Cox
(Ubisoft Toronto)
Visual Arts
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
WIGI, Girl Scouts and You: Video Game Design Patch Program (Presented by...
by Jussi Laakkonen
(Applifier)
Advocacy
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