GDC Europe 2009
A Discussion with Don Daglow
by Don Daglow
(Don Daglow Interactive Entertainment)
Game Design
GDC Europe 2009
Advanced Racing Game AI in PURE
by Iain Gilfeather
(Black Rock Studios)
Business & Management
GDC Europe 2009
Advanced Racing Game AI in PURE
by Iain Gilfeather
(Black Rock Studios)
Business & Management
GDC Europe 2009
AION Game Design
by Yongchan Jee
(NCsoft Corporation)
Game Design
GDC Europe 2009
Alternative Finance and New Development Business Models: Re- constructin...
by Peter Kirsch
(Attaction GmbH)
Business & Management
GDC Europe 2009
Ascending the CURSED MOUNTAIN - The Hollywood Model In Real Life
by Bob Bates
(Bobbates.com)
Production
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
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
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
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
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
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
GDC Europe 2009
CCP: Winning the War
by Hilmar Veigar Petursson
(CCP)
Business & Management
GDC Europe 2009
CCP: Winning the War
by Hilmar Veigar Petursson
(CCP)
Business & Management
GDC Europe 2009
Design, Constraints and Integrity
by Dino Dini
(NHTV)
Game Design
GDC Europe 2009
Design, Constraints and Integrity
by Dino Dini
(NHTV)
Game Design
GDC Europe 2009
Designing for New Audiences
by Don Daglow
(Don Daglow Interactive Entertainment)
Game Design
GDC Europe 2009
Designing for New Audiences
by Don Daglow
(Don Daglow Interactive Entertainment)
Game Design
GDC Europe 2009
Digital Distribution
by Nils-Holger Henning
(Bigpoint GmbH)
Business & Management
GDC Europe 2009
Digital Distribution
by Nils-Holger Henning
(Bigpoint GmbH)
Business & Management
GDC Europe 2009
Effective In-Game Advertising Placements: The Good, The Bad, and The Ugly
by Brian Blau
(Double Fusion)
Game Design
GDC Europe 2009
Efficiency Through Common Sense: Lead with your Gut
by Edoardo De Martin
(Next Level Games Inc.)
Business & Management
GDC Europe 2009
Efficient PCF Shadow Map Filtering
by Kees van Kooten
(Virtual Proteins)
Programming
GDC Europe 2009
Efficient PCF Shadow Map Filtering
by Kees van Kooten
(Virtual Proteins)
Programming
GDC Europe 2009
FLOWER: Design Postmortem
by Kellee Santiago
(thatgamecompany, LLC)
Game Design
GDC Europe 2009
From Max Payne to Alan Wake: Creating Intellectual Properties the Remedy...
by Matias Myllyrinne
(Remedy Entertainment)
Business & Management
GDC Europe 2009
From Max Payne to Alan Wake: Creating Intellectual Properties the Remedy...
by Matias Myllyrinne
(Remedy Entertainment)
Business & Management
GDC Europe 2009
Game Design 101
by Christoph Quas
(Sproing)
Game Design
GDC Europe 2009
Games in Stereoscopic 3D – The Next Dimension is Finally Here?
by Andrew Oliver
(Blitz Games)
Production
GDC Europe 2009
Immediate-Mode GUI in Practice
by Nicholas Francis
(Unity Technologies)
Programming
GDC Europe 2009
Knights Of The Round Table: How Publishers Can Make their Developers Cre...
by Erik Simon
(iES)
Production
GDC Europe 2009
Knights Of The Round Table: How Publishers Can Make their Developers Cre...
by Erik Simon
(iES)
Production
GDC Europe 2009
Marketing and Communications for a Whole New Ballgame
by Courtney Simmons
(Disney Interactive Media Group)
Business & Management
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
Mobile Impossible?: Development, In-House Porting and Distribution with ...
by Matthias Hellmund
(Exozet Games GmbH)
Mobile Games
GDC Europe 2009
Off-Road Racing Physics, Indie Style
by Jim Buck
(Twitchy Thumbs Entertainment, Inc.)
Programming
GDC Europe 2009
Off-Road Racing Physics, Indie Style
by Jim Buck
(Twitchy Thumbs Entertainment, Inc.)
Programming
GDC Europe 2009
Outsourcing & Distributed Development: Smarter, Better, Faster Way to De...
by Olya Nikitova
(Nikitova Games)
Production
GDC Europe 2009
Practical Techniques for Managing Code and Assets for Multiple Cross Pla...
by Julien Koenen
(keen games GmbH)
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
Procedural Content Generation Taken to Extremes
by Dierk Ohlerich
(49 Games)
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
Quadtree Displacement Mapping with Height Blending: Practical Detailed M...
by Michal Drobot
(Reality Pump Game Development Studios)
Programming
GDC Europe 2009
Serious Games: New Business Opportunities for the Games Industry?
by Stephane de Buttet
(Simlinx)
Serious Games
GDC Europe 2009
Social Networking: Lessons Learned
by Hugh de Loayza
(Zynga)
Business & Management
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
Specing out AAA Art Development: Know the Hell You're Getting Into!
by Stefan Baier
(Streamline Studios B.V.)
Visual Arts
GDC Europe 2009
The Challenge of Multisite Game Development: International Project Manag...
by Harald Riegler
(Sproing Interactive Media GmbH)
Business & Management
GDC Europe 2009
The Current State of Game Development Contracts
by David S Rosenbaum
(Law Offices of David S Rosenbaum)
Business & Management
GDC Europe 2009
The Future of Gaming Graphics
by Cevat Yerli
(Crytek)
Programming
GDC Europe 2009
The Future of Gaming Graphics
by Cevat Yerli
(Crytek)
Programming
GDC Europe 2009
The Top Trends in Casual Games
by Ariella Lehrer
(Legacy Interactive)
Business & Management
GDC Europe 2009
What Television Can Learn from Episodic Gaming
by Dan Connors
(Telltale Games)
Business & Management
GDC Europe 2009
Why have a Publisher for iPhone Products?
by Bob Wallace
(Strategic Alternatives)
Business & Management
GDC Europe 2009
Writing Interactive Narrative for a Mature Audience
by David Cage
(Quantic Dream)
Game Design
GDC Europe 2009
Writing Interactive Narrative for a Mature Audience
by David Cage
(Quantic Dream)
Game Design