GDC Online 2011
150 Million Penguins Can't Be Wrong: Managing the Virtual World of Disne...
by Nicole Thompson
(Disney's Club Penguin)
Customer Experience
GDC Online 2011
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
Production
GDC Online 2011
All Points Bulletin: Reloaded - Design & Monetization Challenges when AA...
by Bjorn Book-Larsson
(GamersFirst / K2 Network)
GDC Virtual Items Summit
GDC Online 2011
Balancing Your Game Economy: Lessons Learned
by Dan Hart
(Arkadium)
GDC Virtual Items Summit
GDC Online 2011
Blurring Fact and Fiction: Adventures in Writing Games that Draw on Hist...
by Charles Cecil
(Revolution Software)
Game Narrative Summit
GDC Online 2011
Breaking into the Game Biz - Ask the Pros!
by Randy Smith
(Tiger Style)
Game Career Seminar
GDC Online 2011
Building a Bridge Between Design and Writing
by Blake Rebouche
(Independent)
Game Narrative Summit
GDC Online 2011
Building a Multithreaded Web Based Game Engine Using HTML5, CSS3 and Jav...
by Corey Clark, PhD
(DeVry University)
Programming
GDC Online 2011
Building a Transmedia Property
by Matt Forbeck
(Full Moon Enterprises)
Game Narrative Summit
GDC Online 2011
Building the Chat Service for League of Legends: From Struggle to Redemp...
by Christopher McArthur
(Riot Games)
Programming
GDC Online 2011
Building the Story-driven Experience of Deus Ex: Human Revolution
by Mary De Marle
(Eidos Montreal)
Game Narrative Summit
GDC Online 2011
Capturing Children's Attention and Imagination with Investigative Play
by Scot Osterweil
(MIT)
Game Narrative Summit
GDC Online 2011
Career Development in a Box: Introducing a Freely Available Toolkit
by Joshua Howard
(Microsoft)
Production
GDC Online 2011
Chaos in Motion: Transmedia as a Living Community Experience
by David Calvo
(Ankama)
Customer Experience
GDC Online 2011
Cloud Gaming: Present and Future
by Brandon Beck
(Riot Games)
Business and Marketing
GDC Online 2011
Combat Arms Postmortem: The Art of Selling Guns
by Jungsoo Lee
(Nexon America)
GDC Virtual Items Summit
GDC Online 2011
Community Management Best Practices from the Console Side
by Kellie Parker
(SEGA of America)
Customer Experience
GDC Online 2011
Data Driven: How Creating a Deeply Analytical Approach Drives Success
by Sheridan Hitchens
(Kabam)
Production
GDC Online 2011
Data Mining and Machine Learning Applications in Blizzard Online Games
by Greg Ashe
(Blizzard Entertainment)
Customer Experience
GDC Online 2011
DEFCON: A Basic Guide to Crisis Management
by Valerie Massey
(CCP Games)
Customer Experience
GDC Online 2011
Designers are Human Too - Causes of Poor Design Decisions
by Tom Cadwell
(Riot Games)
Design
GDC Online 2011
Developing Next-Gen Flash Games with Molehill
by Jean-Philippe Doiron
(Frima Studio)
Programming
GDC Online 2011
Double-Coding: Making Online Games for Both the Casual and the Hardcore
by Damion Schubert
(Bioware Austin)
Design
GDC Online 2011
Dragon Age Legends' Road to 100k Likes
by Ethan Levy
(BioWare San Francisco)
Customer Experience
GDC Online 2011
EA Sports Football Club: Moving Millions of FIFA Players into the Cloud
by Kallol Mitra
(Electronic Arts Canada)
Programming
GDC Online 2011
Emerging Trends In Games-as-a-Service
by Atul Bagga
(Lazard Capital Markets)
Business and Marketing
GDC Online 2011
Engagement: Retaining Kids with Fresh Daily Content
by Megan Bell
(Mind Candy/Moshi Monsters)
Customer Experience
GDC Online 2011
Engineering CityVille
by Robert Zubek
(Zynga)
Programming
GDC Online 2011
EverQuest II Extended: Streaming a Non-Streaming Game
by Joshua Kriegshauser
(Sony Online Entertainment)
Programming
GDC Online 2011
Exploiting the Analysts: What Game Designers Do with that Data
by Dan Scherlis
(Sonamine)
Design
GDC Online 2011
Firefall - Free2Play Reborn
by Mark Kern
(Red 5 Studios)
GDC Virtual Items Summit
GDC Online 2011
From an iPhone to an Android: Converting FaceFighter!
by Steven Sargent
(Appy Entertainment)
Smartphone and Tablet Games Summit
GDC Online 2011
From Asteroids to Zynga: Three Decades of Game Design and Revenue Models
by Joost Van Dreunen
(SuperData Research)
Business and Marketing
GDC Online 2011
From One Hit to Many: Lessons on Scaling to New Platforms and Markets
by Mike Sego
(Gaia Online)
Business and Marketing
GDC Online 2011
From Story to Universe: 10 Best Practices for Transmedia Franchise Design
by Geoffrey Long
(Microsoft)
Game Narrative Summit
GDC Online 2011
From Subscription to Hybrid - Introducing Virtual Item Sales into EVE On...
by Ben Cockerill
(CCP Games)
GDC Virtual Items Summit
GDC Online 2011
Full Immersion: Taking Your Game Everywhere
by Gordon Walton
(Playdom)
Customer Experience
GDC Online 2011
Fundamental Multiplayer RPG Math
by Sara Jensen Schubert
(KingsIsle Entertainment)
Design
GDC Online 2011
Game Design in a Mine Field: Creating Strategy Browser Games
by Eike Klindworth
(InnoGames GmbH)
Design
GDC Online 2011
Game Together or Die Alone: Writing Co-Operative Campaigns
by Evan Skolnick
(LucasArts)
Game Narrative Summit
GDC Online 2011
Gardens of Time: Reinventing Hidden Object Games for Facebook
by Eric Todd
(Playdom)
Production
GDC Online 2011
Get Over Yourself: Making Someone Else's Game
by Laralyn McWilliams
(iWin)
Production
GDC Online 2011
How I Shipped 5 Games in 10 Months and Lived to Talk about It
by Graeme Devine
(GRL Games)
Smartphone and Tablet Games Summit
GDC Online 2011
How NOT to Get a Job in the Game Industry
by Lindsey McQueeney
(38 Studios/Big Huge Games)
Game Career Seminar
GDC Online 2011
HTML5 Games for the Real World
by Jiri Kupiainen
(Disney Interactive Media Group)
Programming
GDC Online 2011
International Micro-Talks: Developing and Distributing Games for Japan, ...
by Caryl Shaw
(ngmoco)
Smartphone and Tablet Games Summit
GDC Online 2011
Intrinsic and Extrinsic Motivation of Players: Impact and Implications f...
by Scott Rigby
(Immersyve)
Customer Experience
GDC Online 2011
It's All Games Now! How Games and Social Media are Converging
by Raph Koster
(Playdom)
Customer Experience
GDC Online 2011
It's Not in the Writer's Manual: A Q&A Session for New Writers
by Mary De Marle
(Eidos Montreal)
Game Narrative Summit
GDC Online 2011
Just Go: A Roundtable Q&A with Valve's Writers
by Mary De Marle
(Eidos Montreal)
Game Narrative Summit
GDC Online 2011
Kids, Tablets and Family: Social Gameplay at Home
by Kate Connally
(CoolSchool)
Smartphone and Tablet Games Summit
GDC Online 2011
Latin America Case Studies & Market Overview
by Jay Heo
(Gala-Net)
Business and Marketing
GDC Online 2011
League of Legends: What it Means to Be Player-Focused
by Steve Mescon
(Riot Games)
Customer Experience
GDC Online 2011
Letting Go: Creating Self-Managed, Self-Directed Teams
by Travis George
(Riot Games)
Production
GDC Online 2011
Live Game Disasters: How to Prepare for the Worst Before It Happens
by Crystin Cox
(Nexon America)
Production
GDC Online 2011
Marvel Super Hero Squad Online Postmortem- An MMO For the Whole Family i...
by Jason Robar
(Amazing Society)
Production
GDC Online 2011
Microtalks: 6 Critics' Views on Great Gamewriting
by Chris Dahlen
(Kill Screen Magazine)
Game Narrative Summit
GDC Online 2011
Music, Movies, Microcode & High-Speed Pizza Delivery: A Conversation wit...
by Neal Stephenson
(.)
Game Narrative Summit
GDC Online 2011
My Producer Really Sucks: Inside the Twisted Minds of MMO Producers
by Jeremy Gaffney
(Carbine Studios)
Production
GDC Online 2011
PlayStation Suite: A New Environment for Open Development
by Shigeru Sugimoto
(Sony/ Playstation)
Business and Marketing
GDC Online 2011
Predicting Player Behaviors: Lessons from TelCo's & Finance
by Nick Lim
(Sonamine)
Business and Marketing
GDC Online 2011
Privacy Policy and Terms of Use Issues for Social Games in the United St...
by Dan Offner
(Loeb & Loeb)
Business and Marketing
GDC Online 2011
Putting the Plane Together Midair
by Andy Woo
(Riot Games)
Programming
GDC Online 2011
Raising Capital for Your New Venture
by Fred Schmidt
(Portalarium)
Business and Marketing
GDC Online 2011
Rapid MMO Content Iteration and Validation with Spatial Analysis in Star...
by Georg Zoeller
(BioWare Austin)
Design
GDC Online 2011
Rift: Surviving and Thriving in Today's MMO Climate
by N'Gai Croal
(Hit Detection)
Business and Marketing
GDC Online 2011
Settlers Online: Moving a Traditional European Boxed Game to a Worldwide...
by Benedikt Grindel
(Ubisoft Blue Byte)
Production
GDC Online 2011
Sins of the Past
by Steve Jaros
(Volition)
Game Narrative Summit
GDC Online 2011
Smartphone & Tablet Developer Rant: What Keeps Us Up at Night?!
by Steven Sargent
(Appy Entertainment)
Smartphone and Tablet Games Summit
GDC Online 2011
Squirrels and Gunships Climbing the App Store: A Double Postmortem of Nu...
by Arash Keshmirian
(Limbic)
Smartphone and Tablet Games Summit
GDC Online 2011
Successful Publishing on Smartphone Platforms: iOS vs. Android
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Summit
GDC Online 2011
Surviving an Education at a Game School and Graduating Employable
by Christopher Erhardt
(Academy of Interactive Entertainment)
Game Career Seminar
GDC Online 2011
The (Re)Emergence of Traditional Casual on Social Networks
by Ken Murphy
(RealNetworks/GameHouse)
Business and Marketing
GDC Online 2011
The Editor: A Writer's Secret Weapon
by Melanie Henry
(Independent)
Game Narrative Summit
GDC Online 2011
The Evolution of Game Story... and What It'll Look Like in 2065
by Nolan Bushnell
(Speed to Learn)
Game Narrative Summit
GDC Online 2011
The Future Is Now - Emergent Narrative Without Ridiculous Tech
by Matthew Weise
(Singapore-MIT GAMBIT Game Lab)
Game Narrative Summit
GDC Online 2011
The Hand of Fate: Authorial Voice in Game Design
by Dave Grossman
(Telltale Games)
Game Narrative Summit
GDC Online 2011
The Muppetational Game Writing Critique Workshop
by Richard Dansky
(Ubisoft/Red Storm Entertainment)
Game Narrative Summit
GDC Online 2011
The New Science of Product Development
by James Birchler
(IMVU)
Production
GDC Online 2011
The New World: Case Studies in Transmedia Narrative Design
by Aaron Linde
(Independent)
Game Narrative Summit
GDC Online 2011
The Science and Art of Game Management: How Analytics Make Happy Players
by Hidde Tonegawa
(ngmoco:))
Smartphone and Tablet Games Summit
GDC Online 2011
The Sims Social: Deepening Interaction with the World's Most Unpredictab...
by Tom Mapham
(EA Playfish)
GDC Virtual Items Summit
GDC Online 2011
The Ten Commandments of Good Video-game Storytelling
by Tom Bissell
(Freelance)
Game Narrative Summit
GDC Online 2011
The Year in Social Games 2010-2011
by Steve Meretzky
(Playdom)
Design
GDC Online 2011
Threat Modeling for Game Developers
by Stephen Beeman
(Gizmocracy)
Customer Experience
GDC Online 2011
Top Grossing: A Discussion of Recent Trends in Mobile Social Gaming
by Jennifer Lu
(TinyCo)
Smartphone and Tablet Games Summit
GDC Online 2011
TweetQuest: Telling Stories in 140-Character Chunks
by Cory Herndon
(Carbine Studios)
Game Narrative Summit
GDC Online 2011
Virtual Economies - Real-World Currency - Enhanced Security (Presented b...
by Will LaSala
(VASCO Data Security)
Business and Marketing
GDC Online 2011
What to Do Right on a Resume, Cover Letter and Website
by Jim Rivers
(Obsidian Entertainment)
Game Career Seminar
GDC Online 2011
Why We Buy: A Game Designer's Guide To Transactions
by Nikolaus Davidson
(Amazon.com)
Design
GDC Online 2011
Words With Friends: Building and Growing a Game on the Top of the Charts
by Vijay Thakkar
(Zynga With Friends)
Smartphone and Tablet Games Summit
GDC Online 2011
Your Users Just Want to Play: Learning the Basics of Gamification
by Molly Kittle
(Bunchball)
Business and Marketing
GDC Online 2011
Zoo World 2 Postmortem: Sequeling a Facebook Classic
by Steve Cartwright
(RockYou)
Production