GDC Austin/Online 2008
(100) Developing Games With Open Source Technologies
by See below
Online Games - Technology and Services
GDC Austin/Online 2008
100 Questions, 97 Answers, 56 Minutes
by Brenda Brathwaite
(Loot Drop)
Game Career Seminar
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC Austin/Online 2008
A Future Told: Writing for Cinematic Design
by Mac Walters
(BioWare)
Writing for Games
GDC Austin/Online 2008
A Generative, Adaptive Music System for MMO games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC Austin/Online 2008
A Generative, Adaptive Music System for MMO games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC Austin/Online 2008
ARGs: Fake Websites, Invented Stories, Automated Phone Calls and Other M...
by Elan Lee
(Fourth Wall Studios)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Blazing the Trail for Hot Game Dialog
by Marianne Krawczyk
(Monkeyshines Entertainment)
Audio
GDC Austin/Online 2008
Blazing the Trail for Hot Game Dialog
by Marianne Krawczyk
(Monkeyshines Entertainment)
Audio
GDC Austin/Online 2008
Business Use of Virtual Worlds: Case Studies for Conducting Business fro...
by Michael Rowe
(IBM)
Worlds in Motion
GDC Austin/Online 2008
Business Use of Virtual Worlds: Case Studies for Conducting Business fro...
by Michael Rowe
(IBM)
Worlds in Motion
GDC Austin/Online 2008
Cocktail Parties, Presence and Compelling NextGen Audio
by Simon Carlile
(Personal Audio Pty Ltd)
Audio
GDC Austin/Online 2008
Comparing Virtual Property Models - A Business and Legal Perspective
by S. Gregory Boyd
(Davis & Gilbert LLP)
Online Games - Business & Marketing
GDC Austin/Online 2008
Comparing Virtual Property Models - A Business and Legal Perspective
by S. Gregory Boyd
(Davis & Gilbert LLP)
Online Games - Business & Marketing
GDC Austin/Online 2008
Computer Entertainment 35 Years from Today
by Bruce Sterling
Writing for Games
GDC Austin/Online 2008
Computer Entertainment 35 Years from Today
by Bruce Sterling
Writing for Games
GDC Austin/Online 2008
Computer Entertainment 35 Years from Today
by Bruce Sterling
Writing for Games
GDC Austin/Online 2008
Cracking the Consumer Control Code: Effective Strategies for Advertising...
by Bruce Sterling
Online Games - Social Networking & Community
GDC Austin/Online 2008
Creating Foley for Games
by Mark Petty
(Gearbox Software)
Audio
GDC Austin/Online 2008
Creating Foley for Games
by Mark Petty
(Gearbox Software)
Audio
GDC Austin/Online 2008
Dr. Strangeflow or: How I Learned to Stop Worrying and Love the Pipeline
by Lane Daughtry
(Sony Online Entertain...)
Online Games - Business & Marketing
GDC Austin/Online 2008
Easy is F@ing Hard: Game Design Fundamentals for Mass-Market Games
by Eric Zimmerman
(Independent)
Online Games - Design
GDC Austin/Online 2008
Easy is F@ing Hard: Game Design Fundamentals for Mass-Market Games
by Eric Zimmerman
(Independent)
Online Games - Design
GDC Austin/Online 2008
Economic Design and Management of Virtual Worlds with a Large Shard Popu...
by Eyjolfur Gudmundsson
(CCP)
Online Games - Design
GDC Austin/Online 2008
Economic Design and Management of Virtual Worlds with a Large Shard Popu...
by Eyjolfur Gudmundsson
(CCP)
Online Games - Design
GDC Austin/Online 2008
Efficient Robust Networking
by Ben Garney
(PushButton Labs)
Online Games - Technology and Services
GDC Austin/Online 2008
Efficient Robust Networking
by Ben Garney
(PushButton Labs)
Online Games - Technology and Services
GDC Austin/Online 2008
Endgame: How to Build High-End Gameplay for Your Most Devoted Players
by Damion Schubert
(Bioware Austin)
Online Games - Design
GDC Austin/Online 2008
Engaging Customer Service – an MMO Perspective
by Grant Wei
(Cryptic Studios)
Online Games - Business & Marketing
GDC Austin/Online 2008
Everything I Need To Know About Virtual Worlds, I learned at Theme Parks
by Patricia Pizer
(Consultant)
Online Games - Design
GDC Austin/Online 2008
Galatea 3.0: Designing and Writing Great Game Characters
by Tom Abernathy
(Microsoft Game Studios)
Writing for Games
GDC Austin/Online 2008
Galatea 3.0: Designing and Writing Great Game Characters
by Tom Abernathy
(Microsoft Game Studios)
Writing for Games
GDC Austin/Online 2008
How to Manage Your Online Business During Growth and Decline
by Rich Vogel
(BioWare)
Online Games - Business & Marketing
GDC Austin/Online 2008
How We Made Battlefield Heroes Our Journey From Game Team to Service Team
by Bjarne Rene
(Vostopia.com)
Online Games - Business & Marketing
GDC Austin/Online 2008
In-World Advertising Case Study
by Christian Lassonde
(Millions of Us LLC)
Worlds in Motion
GDC Austin/Online 2008
In-World Advertising Case Study
by Christian Lassonde
(Millions of Us LLC)
Worlds in Motion
GDC Austin/Online 2008
Interactive Actors That Express Emotion
by Gerry Seidman
(ActorMachine)
Online Games - Design
GDC Austin/Online 2008
Learning to Play: The Importance of Learning Styles and Gender in MMOs
by Sheri Graner Ray
(Schell Games)
Online Games - Design
GDC Austin/Online 2008
Linearity is Hell: Achieving Truly Dynamic Stories in Games
by Andrew Stern
(ngmoco)
Writing for Games
GDC Austin/Online 2008
Living with a Legacy
by Keith Turkowski
(TimeGate Studios)
Online Games - Design
GDC Austin/Online 2008
Luckiest People Alive
by Harvey Smith
(Arkane Studios)
Game Career Seminar
GDC Austin/Online 2008
Making a Web-Based MMO in Your Attic With Shockwave
by Gene Endrody
(Maid Marian Entertain...)
Online Games - Technology and Services
GDC Austin/Online 2008
Making a Web-Based MMO in Your Attic With Shockwave
by Gene Endrody
(Maid Marian Entertain...)
Online Games - Technology and Services
GDC Austin/Online 2008
Making Games Human: Adding Voice to Videogames
by Matthew Bellows
(Vivox)
Online Games - Design
GDC Austin/Online 2008
Measuring & Metrics: The Online Gaming Audience
by Edward Hunter
(comScore)
Online Games - Business & Marketing
GDC Austin/Online 2008
Measuring & Metrics: The Online Gaming Audience
by Edward Hunter
(comScore)
Online Games - Business & Marketing
GDC Austin/Online 2008
Microtransactions in North America – Early Lessons from the Pioneers
by Jamie Cheng
(Klei Entertainment)
Worlds in Motion
GDC Austin/Online 2008
Modeling Infrastructure Cost for MMO Launch
by Peter Jarvis
Online Games - Technology and Services
GDC Austin/Online 2008
Organic Fans: Free-Range Community Leadership for the Novice
by Rebecca Newton
(MindCandy.com)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Organic Fans: Free-Range Community Leadership for the Novice
by Rebecca Newton
(MindCandy.com)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Pirates of the Burning Sea: A Post-Partum
by Joe Ludwig
(Valve Software)
Online Games - Business & Marketing
GDC Austin/Online 2008
Postmortem: Deferred Shading in Tabula Rasa
by Rusty Koonce
(NCSoft)
Online Games - Technology and Services
GDC Austin/Online 2008
Postmortem: Deferred Shading in Tabula Rasa
by Rusty Koonce
(NCSoft)
Online Games - Technology and Services
GDC Austin/Online 2008
Questing Design and Engineering in MMOs
by Thomas Sitch
(KingsIsle Entertain...)
Online Games - Technology and Services
GDC Austin/Online 2008
Reaching Beyond WOW: Facebook and the Keys to Social Play
by Nicole Lazzaro
(XEODesign)
Online Games - Design
GDC Austin/Online 2008
Security in MMORPGs
by Nicole Lazzaro
(XEODesign)
Online Games - Technology and Services
GDC Austin/Online 2008
Sustaining Player Engagement by Designing for Intrinsic Need Satisfaction
by Scott Rigby
(Immersyve)
Online Games - Design
GDC Austin/Online 2008
Sustaining Player Engagement by Designing for Intrinsic Need Satisfaction
by Scott Rigby
(Immersyve)
Online Games - Design
GDC Austin/Online 2008
The Future of the Metaverse
by Mic Bowman
(Intel Corporation)
Worlds in Motion
GDC Austin/Online 2008
The Game Job Interview RPG
by Jill Duffy
(GameCaree...)
Game Career Seminar
GDC Austin/Online 2008
The Game Job Interview RPG
by Jill Duffy
(GameCaree...)
Game Career Seminar
GDC Austin/Online 2008
The Psychology of The MMO Gamer
by Troy Hewitt
(Flying Lab Software)
Online Games - Social Networking & Community
GDC Austin/Online 2008
The Sandwich of the Month Club: Writing and Designing Successful Episodi...
by Dave Grossman
(Telltale Games)
Writing for Games
GDC Austin/Online 2008
Them's Playing Words: Video Game Adaptation Workshop
by Matthew Weise
(Singapore-MIT GAMBIT Game Lab)
Writing for Games
GDC Austin/Online 2008
Unlocking Flash to Build the Next Great MMO
by Rafhael Cedeno
(Multiverse)
Online Games - Technology and Services
GDC Austin/Online 2008
Unlocking Flash to Build the Next Great MMO
by Rafhael Cedeno
(Multiverse)
Online Games - Technology and Services
GDC Austin/Online 2008
Unsharding: The Secret to Storytelling in a Massively Multiplayer Enviro...
by James Portnow
(Rainmaker Games)
Writing for Games
GDC Austin/Online 2008
Unsharding: The Secret to Storytelling in a Massively Multiplayer Enviro...
by James Portnow
(Rainmaker Games)
Writing for Games
GDC Austin/Online 2008
Wake Up and Smell the Metrics! A Rant on Metrics-Driven Development in O...
by Darius Kazemi
(Orbus Gameworks)
Online Games - Technology and Services
GDC Austin/Online 2008
Wake Up and Smell the Metrics! A Rant on Metrics-Driven Development in O...
by Darius Kazemi
(Orbus Gameworks)
Online Games - Technology and Services
GDC Austin/Online 2008
We Tell Stories - A New Form of Storytelling
by Adrian Hon
(Six to Start)
Writing for Games
GDC Austin/Online 2008
We Tell Stories - A New Form of Storytelling
by Adrian Hon
(Six to Start)
Writing for Games
GDC Austin/Online 2008
We the Willing
by James Portnow
(Rainmaker Games)
Game Career Seminar
GDC Austin/Online 2008
What's Lara's Story? Advanced Storytelling Techniques in Tomb Raider: Un...
by Eric Lindstrom
(Crystal Dynamics)
Writing for Games
GDC Austin/Online 2008
What's Lara's Story? Advanced Storytelling Techniques in Tomb Raider: Un...
by Eric Lindstrom
(Crystal Dynamics)
Writing for Games
GDC Austin/Online 2008
Why Are Games That Suck So Popular on Social Networks?
by Blake Commagere
(Independent Game Developer)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Why Game Composers MUST become 21st Century Artists or Face Extinction
by Blake Commagere
(Independent Game Developer)
Audio
GDC Austin/Online 2008
You're Hired! How to Get HR to Notice You
by Jill Duffy
(GameCaree...)
Game Career Seminar