GDC Europe 2011
169.939.900 Square Miles - Real World Games Far Beyond Check-Ins
by Andreas Suika
(flaregames)
Game Design
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC Europe 2011
Addressing Human Scalability Through Multi-User Editing Using Revision D...
by John Rittenhouse
(CCP Games)
Programming
GDC Europe 2011
Adopting the Hollywood Production Model: How Revolution Reinvented Itsel...
by Charles Cecil
(Revolution)
Game Design
GDC Europe 2011
All Points Bulletin: Reloaded - When a $100 Million AAA Game Goes Free2Play
by Bjorn Book-Larsson
(GamersFirst)
Production
GDC Europe 2011
An Old Horse Learning New Tricks - From AAA Retail to AAA Online
by Cevat Yerli
(Crytek)
Game Design
GDC Europe 2011
An Open World Game in 60FPS? Direction that Transcends Limitations in Dr...
by Mike Haynes
(Red Storm Entertainment)
Visual Arts
GDC Europe 2011
Animal Logic: The Deal and Development Behind National Geographic Animal...
by Clark Stacey
(Smart Bomb Interactive)
Game Design
GDC Europe 2011
Ask the Decision Makers: Find Out What Publishers Want and How to Get Wh...
by Martin de Ronde
(Vanguard Games)
Business & Marketing
GDC Europe 2011
Beyond Fun: Perspectives on Video Games as Expressive Experiences
by Michael Samyn
(Tale of Tales)
Independent Games Summit
GDC Europe 2011
Big Bucks for Bits and Bytes - A Holistic Approach to Selling Virtual Goods
by Martin Nerurkar
(Gameforge Productions GmbH)
Game Design
GDC Europe 2011
Board Game Mobilization - What's Now, What's Next
by Matthias Hellmund
(Exozet Games GmbH)
Smartphone & Tablet Games Summit
GDC Europe 2011
Break it Down! How Harmonix and Kinect Taught the World to Dance; The De...
by Dean Tate
(Harmonix Music)
Game Design
GDC Europe 2011
Bringing Licensed Content to the iPad
by James Lamorticelli
(Telltale Games)
Smartphone & Tablet Games Summit
GDC Europe 2011
Browser, Client or Both? How Should I Make My Game
by Frank Cartwright
(K2 Network / GamersFirst)
Business & Marketing
GDC Europe 2011
Building Premium Online Games for the New Games Era
by David Reid
(Trion Worlds)
Business & Marketing
GDC Europe 2011
Community Management - It Is More than Forum Moderation. Skills, Recruit...
by Nadja Bastawi
(Two Pi Team)
Community Management Summit
GDC Europe 2011
Community Management in "The Settlers Online"
by Teut Weidemann
(Ubisoft/Bluebyte Germany)
Community Management Summit
GDC Europe 2011
Community Management's Time is NOW!
by Gordon Walton
(Playdom)
Community Management Summit
GDC Europe 2011
Community Relations and Outsourcing - A Marriage of Convenience
by Richard Weil
(Metaverse Mod Squad)
Community Management Summit
GDC Europe 2011
Crysis 2 Multiplayer : A Programmer's Postmortem
by Peter Hall
(Crytek)
Programming
GDC Europe 2011
Developer + Publisher = Partnership
by Fredrik Wester
(Paradox Interactive)
Business & Marketing
GDC Europe 2011
Developing New Audiences: When the Past Can't Predict Your Future
by Kellee Santiago
(thatgamecompany)
Independent Games Summit
GDC Europe 2011
Devs vs. Trolls: A Survival Guide to Player Communications
by Linda Carlson
(Sony Online Entertainment)
Community Management Summit
GDC Europe 2011
Digital Evolution Accelerates: The Rise of "Smart" TV
by Paul Nowosad
(TransGaming)
Business & Marketing
GDC Europe 2011
EGDF in GDCE 2011
by Malte Behrmann
(European Games Developer Federation)
Production
GDC Europe 2011
Everything I Ever Needed to Know About Online Communities I Learned from...
by Valerie Massey
(CCP Games)
Community Management Summit
GDC Europe 2011
Evoking Emotions and Achieving Success by Breaking All the Rules
by Thomas Grip
(Frictional Games)
Independent Games Summit
GDC Europe 2011
f2p Online Games: The Game Is Not Enough
by Teut Weidemann
(Ubisoft/Bluebyte Germany)
Production
GDC Europe 2011
FIFA 11 Be A Goalkeeper Design Walkthrough: From Concept Discovery to Final
by Sebastian Enrique
(Electronic Arts)
Game Design
GDC Europe 2011
From Boxes to Life! How to Prototype and Develop Creatures: Mass Effect ...
by Scylla Costa
(Bioware)
Production
GDC Europe 2011
From Console to Facebook: Blue Fang Games and the Big Pivot
by Hank Howie
(Blue Fang Games)
Business & Marketing
GDC Europe 2011
From iOS to Android - Galaxy on Fire 2 Does the Green Robot
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Smartphone & Tablet Games Summit
GDC Europe 2011
From Saving the Princess to Saving the Cow: Content Lessons from MMOs to...
by Anne Toole
(The Write Toole)
Social Games Summit
GDC Europe 2011
Game Content Rating Systems Must Change
by Guillaume de Fondaumiere
(Quantic Dream)
Game Design
GDC Europe 2011
Game Design Battles: Pink vs. Blue
by Kim Verbon
(Spil Games)
Game Design
GDC Europe 2011
GameStop's Digital Strategy: Bringing Immersive Gaming to a Digital Audi...
by Steve Nix
(GameStop)
Business & Marketing
GDC Europe 2011
Gardens of Time: Art and Iteration
by Eric Todd
(Playdom)
Visual Arts
GDC Europe 2011
Get in Touch: Effective Transition from PC to Mobile, with Proper Game D...
by Oded Sharon
(Corbomite Games)
Smartphone & Tablet Games Summit
GDC Europe 2011
Handling Many Platforms with a Small Development Team
by Dietmar Hauser
(Sproing Interactive Media)
Production
GDC Europe 2011
Hey, You Should Play This! Lessons Learned from Helping 100 Million User...
by Jussi Laakkonen
(Applifier)
Social Games Summit
GDC Europe 2011
Hollywood IPs - Chance and Opportunity for Browser Games
by Philip Reisberger
(Bigpoint GmbH)
Business & Marketing
GDC Europe 2011
Host, Scale and Manage Big Games
by Jonathan Weiss
(Peritor GmbH)
Programming
GDC Europe 2011
How to Use Data to Achieve $500+ LTV from Your Gamers
by Fabian Ahmadi
(Outspark)
Business & Marketing
GDC Europe 2011
Implementing Robust and Scalable Art Integration
by Steve Kestell
(EA Canada)
Visual Arts
GDC Europe 2011
Indie's Got PR Talent - A Press Panel
by D J
(IndieCity)
Independent Games Summit
GDC Europe 2011
Inside Tibia - The Technical Infrastructure of an MMORPG
by Matthias Rudy
(CipSoft)
Programming
GDC Europe 2011
Integrating Augmented Reality in Your Own Apps
by Dirk Groten
(Layar)
Smartphone & Tablet Games Summit
GDC Europe 2011
Intentionally Broken Game Design and the Art of "Deputizing" Players
by Douglas Wilson
(Copenhagen Game Collective)
Independent Games Summit
GDC Europe 2011
Investment Hotspots
by Fred Hasson
(Games Capital)
Business & Marketing
GDC Europe 2011
KABOOM-ZABONK: Creating Art and Game Mechanics Together
by Mattias Ljungstrom
(Spaces of Play)
Independent Games Summit
GDC Europe 2011
Killer Game Loops in Social Games
by Henric Suuronen
(NonStop Games)
Social Games Summit
GDC Europe 2011
Lessons Learnt in Successfully Marketing Games on PSN/XBLA/PC Digital
by James Brooksby
(Doublesix Games)
Business & Marketing
GDC Europe 2011
Level Design: Lessons Learned from Age of Empires and Titan Quest
by Brian Sullivan
(Northeastern University)
Game Design
GDC Europe 2011
Lighting in Crysis 2
by Pierre-Yves Donzallaz
(Crytek)
Visual Arts
GDC Europe 2011
Make Your Game Motion Controlled in Less Than 30 Minutes (Presented by P...
by Amir Hoffnung
(PrimeSense)
Independent Games Summit
GDC Europe 2011
Making MMOGs More Storylike
by Ernest Adams
(International Hobo)
Game Design
GDC Europe 2011
More Firefighting Troubled Projects
by Adrian Hawkins
(Kuju Entertainment)
Production
GDC Europe 2011
Next Generation of Online Games: Accessible yet Deep and Immersive - and...
by Ilkka Paananen
(Supercell)
Business & Marketing
GDC Europe 2011
Orchestrator: A Postmortem on an Automated MMO Testing Framework
by David Press
(CCP Games)
Programming
GDC Europe 2011
Performance Capture: A Creative Primer
by Tameem Antoniades
(Ninja Theory)
Game Design
GDC Europe 2011
Playing is a Core Human Desire - How Social Games Change the Entertainme...
by Jens Begemann
(wooga)
Business & Marketing
GDC Europe 2011
Playing Mobile with Google
by Joel Berger
(Google)
Smartphone & Tablet Games Summit
GDC Europe 2011
Postmortem: Castlevania: Lord of Shadow - How to Succeed and Not Die Trying
by Enric Alvarez
(Mercury Steam)
Game Design
GDC Europe 2011
Same Game, Think Different
by Michael Zhu
(Shanda Games)
Business & Marketing
GDC Europe 2011
Silent Hill: Past, Present & Future
by Brian Gomez
(Vatra)
Game Design
GDC Europe 2011
Simulacra, Canny and Uncanny Immersion, Resonance, and How Nuking the Fr...
by Bernd Diemer
(Crytek)
Game Design
GDC Europe 2011
Size Doesn't Matter: How Epic Brings AAA Attitude to Every Game, from Ge...
by Michael Capps
(Epic Games)
Game Design
GDC Europe 2011
SkyRama: Art Directing a Social Game with a Small Team
by Hector Moran
(Sproing Interactive Media)
Visual Arts
GDC Europe 2011
Social Gaming Is No Longer Just Facebook
by Paul LaFontaine
(Playdom, A Walt Disney Company)
Social Games Summit
GDC Europe 2011
Supersize Your Production Pipe!
by Paul Martin
(Slant Six Games)
Production
GDC Europe 2011
Taking the Power of a Community into Other Areas of Game Development
by Iain Compton
(Acony GmbH & Co)
Community Management Summit
GDC Europe 2011
Team Jazz and Production Kung Fu - How Different Art Forms Can Help Us t...
by Peter Holzapfel
(Crytek GmbH)
Production
GDC Europe 2011
The "Turducken" Method of Game Design and Analysis: Using Compulsion Loo...
by Kyle Brink
(iWin)
Game Design
GDC Europe 2011
The Cinematics of Mortal Kombat: Re-Booting a Legend
by Dominic Cianciolo
(Netherrealm Studios)
Visual Arts
GDC Europe 2011
The Evolution of RPG Mechanics: From Die Rolls to Hit Volumes
by Joshua Sawyer
(Obsidian Entertainment)
Game Design
GDC Europe 2011
The Evolution of Zombie Lane - How to Successfully Develop a Casual Soci...
by Rob Unsworth
(Digital Chocolate)
Social Games Summit
GDC Europe 2011
The Long View
by Mark Cerny
(Cerny Games)
Game Design
GDC Europe 2011
The Magic Gun: Surviving IP Development Through Embracing Your Constraints
by Jason VandenBerghe
(Ubisoft)
Game Design
GDC Europe 2011
The Settlers Go Online: How Ubisoft Enters the Free-to-Play Browser MMO ...
by Benedikt Grindel
(Ubisoft Blue Byte)
Production
GDC Europe 2011
The Three Eras of Gaming and Why This One is a Game Changer
by Richard Garriott
(Portalarium)
Game Design
GDC Europe 2011
The Triforce of Courage: Bulletstorm's Key Learnings on Global Distribut...
by Tanya Jessen
(Epic Games)
Production
GDC Europe 2011
Top 7 Social Game Metrics for 2011
by Aaron Huang
(Kontagent)
Social Games Summit
GDC Europe 2011
Truth in Game Design
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC Europe 2011
Using Continuous Deployment to Move Fast and Release Without Pain
by Brett Durrett
(IMVU Inc.)
Production
GDC Europe 2011
What Buyers Want: Games Mergers & Acquisitions
by Tim Merel
(Digi-Capital)
Business & Marketing
GDC Europe 2011
What Can You Do When Your Social or MMO Game Community Revolt Against You?
by Alexis Bonte
(eRepublik Labs)
Community Management Summit
GDC Europe 2011
What I Mean When I Say Game
by Brandon Boyer
(Independent Games Festival)
Independent Games Summit
GDC Europe 2011
Where's the Fun? How to Test Your Game Before You Build a Thing
by Rob Davis
(Playniac)
Game Design
GDC Europe 2011
Why Operating a Top 10 Facebook Social Game Across Multiple Markets Is D...
by Bart Barden
(PopCap Games)
Social Games Summit
GDC Europe 2011
You Say You Want a Shooter R(evolution)
by Neil Alphonso
(Splash Damage)
Game Design