GDC Europe 2009
Advanced Racing Game AI in PURE
by Iain Gilfeather
(Black Rock Studios)
Business & Management
GDC Europe 2009
Ascending the CURSED MOUNTAIN - The Hollywood Model In Real Life
by Bob Bates
(Bobbates.com)
Production
GDC Europe 2009
Ask the Decision Makers: Find Out What Publishers Want And How To Get Wh...
by Sebastien Motte
(Microsoft Game Studios)
Business & Management
GDC Europe 2009
Balance of Power: Mechanics and Assets for Flow Maximization
by Andre Beccu
(Spellbound Entertainment AG)
Business & Management
GDC Europe 2009
Balance of Power: Mechanics and Assets for Flow Maximization
by Andre Beccu
(Spellbound Entertainment AG)
Business & Management
GDC Europe 2009
Battle-Tested Deferred Rendering on PS3, Xbox 360 and PC
by Tibor Klajnscek
(ZootFly)
Business & Management
GDC Europe 2009
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
GDC Europe 2009
Compressing Loads of Content Into Only 20MB: A Case Study
of SWORDS & ...
by Joost van Dongen
(Ronimo Games)
Programming
GDC Europe 2009
Design, Constraints and Integrity
by Dino Dini
(NHTV)
Game Design
GDC Europe 2009
Digital Distribution
by Nils-Holger Henning
(Bigpoint GmbH)
Business & Management
GDC Europe 2009
Dual Numbers: Simple Math, Easy C++ Coding, and Lots of Tricks
by Gino van den Bergen
(DTECTA)
Programming
GDC Europe 2009
Efficient PCF Shadow Map Filtering
by Kees van Kooten
(Virtual Proteins)
Programming
GDC Europe 2009
Knights Of The Round Table: How Publishers Can Make their Developers Cre...
by Erik Simon
(iES)
Production
GDC Europe 2009
Mobile Impossible?: Development, In-House Porting and Distribution with ...
by Matthias Hellmund
(Exozet Games GmbH)
Mobile Games
GDC Europe 2009
Mobile Impossible?: Development, In-House Porting and Distribution with ...
by Matthias Hellmund
(Exozet Games GmbH)
Mobile Games
GDC Europe 2009
New Human Machine Interfaces from Europe for Games
by Andreas Stock
(Scoreloop AG)
Business & Management
GDC Europe 2009
Off-Road Racing Physics, Indie Style
by Jim Buck
(Twitchy Thumbs Entertainment, Inc.)
Programming
GDC Europe 2009
Practical Techniques for Managing Code and Assets for Multiple Cross Pla...
by Julien Koenen
(keen games GmbH)
Programming
GDC Europe 2009
Quadtree Displacement Mapping with Height Blending: Practical Detailed M...
by Michal Drobot
(Reality Pump Game Development Studios)
Programming
GDC Europe 2009
Specing out AAA Art Development: Know the Hell You're Getting Into!
by Stefan Baier
(Streamline Studios B.V.)
Visual Arts
GDC Europe 2009
What Is a Living Plan and How Can We Achieve It?
by Dorian Kieken
(BioWare)
Production
GDC Europe 2009
What Is a Living Plan and How Can We Achieve It?
by Dorian Kieken
(BioWare)
Production