GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC Europe 2012
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
GDC Europe 2012
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
GDC Europe 2012
A Developer's Guide to Surviving the Zombie (Freemium) Apocalypse
by Oscar Clark
(PapayaMobile)
Social and Online Games Summit
GDC Europe 2012
A Developer's Guide to Surviving the Zombie (Freemium) Apocalypse
by Oscar Clark
(PapayaMobile)
Social and Online Games Summit
GDC Europe 2012
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
GDC Europe 2012
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
GDC Europe 2012
AAA goes F2P: Same Skills, Different Mindset
by Jan van der Crabben
(Travian Games)
Game Design
GDC Europe 2012
Animal Days Post-Mortem: Developing a City-Building Game That's Ready fo...
by Hiroyuki Haga
(GREE)
Game Design
GDC Europe 2012
Animal Days Post-Mortem: Developing a City-Building Game That's Ready fo...
by Hiroyuki Haga
(GREE)
Game Design
GDC Europe 2012
Animal Days Post-Mortem: Developing a City-Building Game That's Ready fo...
by Hiroyuki Haga
(GREE)
Game Design
GDC Europe 2012
Ask the Publishers - Adapting and Succeeding in a Changing Games Industry
by Matias Myllyrinne
(Remedy Games)
Business, Marketing and Management
GDC Europe 2012
Ask the Publishers - Adapting and Succeeding in a Changing Games Industry
by Matias Myllyrinne
(Remedy Games)
Business, Marketing and Management
GDC Europe 2012
Assassin's Creed: Maintaining Momentum on a Blockbuster Franchise
by Alexander Hutchinson
(Ubisoft Montreal)
Game Design
GDC Europe 2012
Assassin's Creed: Maintaining Momentum on a Blockbuster Franchise
by Alexander Hutchinson
(Ubisoft Montreal)
Game Design
GDC Europe 2012
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business, Marketing and Management
GDC Europe 2012
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business, Marketing and Management
GDC Europe 2012
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business, Marketing and Management
GDC Europe 2012
Bringing 'AAA' Gaming to the Next Generation of Ultrabooks TM. (Presente...
by Leigh Davies
(Intel Corporation)
Programming
GDC Europe 2012
Bringing 'AAA' Gaming to the Next Generation of Ultrabooks TM. (Presente...
by Leigh Davies
(Intel Corporation)
Programming
GDC Europe 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC Europe 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC Europe 2012
Bringing Dead Trigger into Life
by Marek Rabas
(Madfinger Games)
Programming
GDC Europe 2012
Bringing Dead Trigger into Life
by Marek Rabas
(Madfinger Games)
Programming
GDC Europe 2012
Bringing Dead Trigger into Life
by Marek Rabas
(Madfinger Games)
Programming
GDC Europe 2012
Building A Multi-Platform Game Business Out of Facebook and Onto Mobile ...
by Riccardo Zacconi
(King.com)
Social and Online Games Summit
GDC Europe 2012
Building A Multi-Platform Game Business Out of Facebook and Onto Mobile ...
by Riccardo Zacconi
(King.com)
Social and Online Games Summit
GDC Europe 2012
Cheaters, Hackers, Script Kiddies- The Dark Side of Online Games
by Stephan Payer
(CipSoft GmbH)
Programming
GDC Europe 2012
Cheaters, Hackers, Script Kiddies- The Dark Side of Online Games
by Stephan Payer
(CipSoft GmbH)
Programming
GDC Europe 2012
Cheaters, Hackers, Script Kiddies- The Dark Side of Online Games
by Stephan Payer
(CipSoft GmbH)
Programming
GDC Europe 2012
Classic Postmortem: GoldenEye 007
by Martin Hollis
(Zoonami)
Game Design
GDC Europe 2012
Classic Postmortem: GoldenEye 007
by Martin Hollis
(Zoonami)
Game Design
GDC Europe 2012
Concept Art Learnings From Game Of Thrones To... Games!
by Tobias Mannewitz
(Karakter)
Visual Arts
GDC Europe 2012
Concept Art Learnings From Game Of Thrones To... Games!
by Tobias Mannewitz
(Karakter)
Visual Arts
GDC Europe 2012
Cross-Platform Mobile Game Development: What, Why, and How Much?
by Darya Trushkina
(Game Insight)
Smartphone and Tablet Games Summit
GDC Europe 2012
Cross-Platform Mobile Game Development: What, Why, and How Much?
by Darya Trushkina
(Game Insight)
Smartphone and Tablet Games Summit
GDC Europe 2012
Cross-Platform Mobile Game Development: What, Why, and How Much?
by Darya Trushkina
(Game Insight)
Smartphone and Tablet Games Summit
GDC Europe 2012
Dead Island: How to Create a Mega Seller on a Moderate Budget
by Guido Eickmeyer
(Deep Silver)
Production
GDC Europe 2012
Dead Island: How to Create a Mega Seller on a Moderate Budget
by Guido Eickmeyer
(Deep Silver)
Production
GDC Europe 2012
Designing Grand Strategy: Making the Mechanics of Total War
by James Russell
(Creative Assembly)
Game Design
GDC Europe 2012
Designing Grand Strategy: Making the Mechanics of Total War
by James Russell
(Creative Assembly)
Game Design
GDC Europe 2012
Dynamic Pricing
by Philip Reisberger
(Bigpoint)
Business, Marketing and Management
GDC Europe 2012
Dynamic Pricing
by Philip Reisberger
(Bigpoint)
Business, Marketing and Management
GDC Europe 2012
Financing Options for Smaller Games
by Nicholas Lovell
(GAMESbrief)
Business, Marketing and Management
GDC Europe 2012
Financing Options for Smaller Games
by Nicholas Lovell
(GAMESbrief)
Business, Marketing and Management
GDC Europe 2012
Forward Rendering Pipeline for Modern GPUs
by Jay McKee
(AMD)
Programming
GDC Europe 2012
Forward Rendering Pipeline for Modern GPUs
by Jay McKee
(AMD)
Programming
GDC Europe 2012
Forward Rendering Pipeline for Modern GPUs
by Jay McKee
(AMD)
Programming
GDC Europe 2012
Freedom to Play - Unlocking Unprecedented Creativity in F2P Games
by Andrew Sheppard
(Kabam)
Social and Online Games Summit
GDC Europe 2012
Freedom to Play - Unlocking Unprecedented Creativity in F2P Games
by Andrew Sheppard
(Kabam)
Social and Online Games Summit
GDC Europe 2012
Fundraising 101 for Game Companies
by Paul Heydon
(Avista Partners)
Business, Marketing and Management
GDC Europe 2012
Fundraising 101 for Game Companies
by Paul Heydon
(Avista Partners)
Business, Marketing and Management
GDC Europe 2012
Fundraising 101 for Game Companies
by Paul Heydon
(Avista Partners)
Business, Marketing and Management
GDC Europe 2012
Galaxy on Fire 2 - from AAA Premium on iOS to Freemium on Android
by Michael Schade
(Fishlabs Entertainment GmbH)
Smartphone and Tablet Games Summit
GDC Europe 2012
Galaxy on Fire 2 - from AAA Premium on iOS to Freemium on Android
by Michael Schade
(Fishlabs Entertainment GmbH)
Smartphone and Tablet Games Summit
GDC Europe 2012
How Draw Something Absorbed 50 Million New Users, in 50 Days, with Zero ...
by Chris Anderson
(Couchbase)
Social and Online Games Summit
GDC Europe 2012
How Draw Something Absorbed 50 Million New Users, in 50 Days, with Zero ...
by Chris Anderson
(Couchbase)
Social and Online Games Summit
GDC Europe 2012
How Gaming News Works: A Guided Tour
by Brian Crecente
(Kotaku.com)
Game Design
GDC Europe 2012
How Gaming News Works: A Guided Tour
by Brian Crecente
(Kotaku.com)
Game Design
GDC Europe 2012
Implementing an In-House Playtesting Process
by Graham McAllister
(Player Research)
Production
GDC Europe 2012
Implementing an In-House Playtesting Process
by Graham McAllister
(Player Research)
Production
GDC Europe 2012
Indie Level Design: Adventures in Negative Space
by Rudolf Kremers
(Omni Systems)
Independent Games Summit
GDC Europe 2012
Indie Level Design: Adventures in Negative Space
by Rudolf Kremers
(Omni Systems)
Independent Games Summit
GDC Europe 2012
Indie Level Design: Adventures in Negative Space
by Rudolf Kremers
(Omni Systems)
Independent Games Summit
GDC Europe 2012
Leveling Up Your AAA Game - BioWare's Post Release Content Insights
by Fernando Melo
(BioWare)
Production
GDC Europe 2012
Leveling Up Your AAA Game - BioWare's Post Release Content Insights
by Fernando Melo
(BioWare)
Production
GDC Europe 2012
Lighting Design for Level Designers
by Robert Yang
(Parsons the New School for Design)
Visual Arts
GDC Europe 2012
Lighting Design for Level Designers
by Robert Yang
(Parsons the New School for Design)
Visual Arts
GDC Europe 2012
Machinations: A New Way to Design Game Mechanics
by Ernest Adams
(Independent)
Game Design
GDC Europe 2012
Machinations: A New Way to Design Game Mechanics
by Ernest Adams
(Independent)
Game Design
GDC Europe 2012
Making the Player Feel Bad - Breaking Rules of Player Choice for Emotion...
by Joerg Friedrich
(YAGER Development Gmbh)
Game Design
GDC Europe 2012
Making the Player Feel Bad - Breaking Rules of Player Choice for Emotion...
by Joerg Friedrich
(YAGER Development Gmbh)
Game Design
GDC Europe 2012
Native Development for BlackBerry 10 (Presented by BlackBerry)
by Sean Paul Taylor
(Research In Motion)
Programming
GDC Europe 2012
Native Development for BlackBerry 10 (Presented by BlackBerry)
by Sean Paul Taylor
(Research In Motion)
Programming
GDC Europe 2012
Passion For Entertainment: 10 years of Battlefield/ 20 years of DICE
by Karl Magnus Troedsson
(DICE)
Production
GDC Europe 2012
Passion For Entertainment: 10 years of Battlefield/ 20 years of DICE
by Karl Magnus Troedsson
(DICE)
Production
GDC Europe 2012
Postmortem: Bringing Diamond Dash to iOS
by Christopher Parschat
(Wooga)
Smartphone and Tablet Games Summit
GDC Europe 2012
Postmortem: Bringing Diamond Dash to iOS
by Christopher Parschat
(Wooga)
Smartphone and Tablet Games Summit
GDC Europe 2012
Postmortem: Bringing Diamond Dash to iOS
by Christopher Parschat
(Wooga)
Smartphone and Tablet Games Summit
GDC Europe 2012
Postmortem: Sine Mora- The Struggle to Reboot a Genre
by Theodore Reiker
(Prior Games Ltd.)
Production
GDC Europe 2012
Postmortem: Sine Mora- The Struggle to Reboot a Genre
by Theodore Reiker
(Prior Games Ltd.)
Production
GDC Europe 2012
Postmortem: Sine Mora- The Struggle to Reboot a Genre
by Theodore Reiker
(Prior Games Ltd.)
Production
GDC Europe 2012
Postmortem: Sine Mora- The Struggle to Reboot a Genre
by Theodore Reiker
(Prior Games Ltd.)
Production
GDC Europe 2012
Self-Publishing 101: What Independent Studios Need to Know About Publishing
by Sergei Klimov
(Larian Studios)
Business, Marketing and Management
GDC Europe 2012
Self-Publishing 101: What Independent Studios Need to Know About Publishing
by Sergei Klimov
(Larian Studios)
Business, Marketing and Management
GDC Europe 2012
Sensible Nonsense: On Fiction in Games
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC Europe 2012
Sensible Nonsense: On Fiction in Games
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC Europe 2012
Small Teams, Big Problems - How to Produce Sustainable Agile Development...
by Mary Casey
(Mediatonic)
Production
GDC Europe 2012
Small Teams, Big Problems - How to Produce Sustainable Agile Development...
by Mary Casey
(Mediatonic)
Production
GDC Europe 2012
State of the Digital Industry: Why Publishers Are A Necessity
by Jesse Divnich
(EEDAR)
Business, Marketing and Management
GDC Europe 2012
State of the Digital Industry: Why Publishers Are A Necessity
by Jesse Divnich
(EEDAR)
Business, Marketing and Management
GDC Europe 2012
Surviving Social Media - Experimentation Leads to Innovation
by Linda Carlson
(Sony Online Entertainment)
Business, Marketing and Management
GDC Europe 2012
Surviving Social Media - Experimentation Leads to Innovation
by Linda Carlson
(Sony Online Entertainment)
Business, Marketing and Management
GDC Europe 2012
Surviving the Jungle of MMO Eco-Systems
by Craig Morrison
(Funcom)
Game Design
GDC Europe 2012
Surviving the Jungle of MMO Eco-Systems
by Craig Morrison
(Funcom)
Game Design
GDC Europe 2012
Surviving the Jungle of MMO Eco-Systems
by Craig Morrison
(Funcom)
Game Design
GDC Europe 2012
The Voodoo Art of Dynamic WebGL
by Michael Dailly
(YoYo Games Ltd)
Programming
GDC Europe 2012
The Voodoo Art of Dynamic WebGL
by Michael Dailly
(YoYo Games Ltd)
Programming
GDC Europe 2012
The Wonderful World of UX: How We Can Make Games that Resonate Better an...
by Simon Davis
(Ubisoft Blue Byte)
Production
GDC Europe 2012
The Wonderful World of UX: How We Can Make Games that Resonate Better an...
by Simon Davis
(Ubisoft Blue Byte)
Production
GDC Europe 2012
The Wonderful World of UX: How We Can Make Games that Resonate Better an...
by Simon Davis
(Ubisoft Blue Byte)
Production
GDC Europe 2012
This Town Ain't Big Enough for Both of Us - Trend Compendium for the F2P...
by Heiko Hubertz
(Bigpoint)
Business, Marketing and Management
GDC Europe 2012
This Town Ain't Big Enough for Both of Us - Trend Compendium for the F2P...
by Heiko Hubertz
(Bigpoint)
Business, Marketing and Management
GDC Europe 2012
Tools for Game Designers' Management
by Marc Pestka
(Dontnod Entertainment)
Production
GDC Europe 2012
Tools for Game Designers' Management
by Marc Pestka
(Dontnod Entertainment)
Production
GDC Europe 2012
Tools for Game Designers' Management
by Marc Pestka
(Dontnod Entertainment)
Production
GDC Europe 2012
TRAUMA Making of: From University to Indie
by Krystian Majewski
(Independent)
Independent Games Summit
GDC Europe 2012
TRAUMA Making of: From University to Indie
by Krystian Majewski
(Independent)
Independent Games Summit
GDC Europe 2012
User-Generated Content In MMOs - From Champions Online To Neverwinter
by Craig Zinkievich
(Cryptic Studios)
Social and Online Games Summit
GDC Europe 2012
User-Generated Content In MMOs - From Champions Online To Neverwinter
by Craig Zinkievich
(Cryptic Studios)
Social and Online Games Summit
GDC Europe 2012
World of Free-to-Play - AAA by Wargaming.net
by Victor Kislyi
(Wargaming.net)
Business, Marketing and Management
GDC Europe 2012
World of Free-to-Play - AAA by Wargaming.net
by Victor Kislyi
(Wargaming.net)
Business, Marketing and Management
GDC Europe 2012
You Want How Many Animations When? Getting Large Amounts of High Quality...
by Floyd Bishop
(Sony Online Entertainment)
Visual Arts
GDC Europe 2012
You Want How Many Animations When? Getting Large Amounts of High Quality...
by Floyd Bishop
(Sony Online Entertainment)
Visual Arts
GDC Europe 2012
You Want How Many Animations When? Getting Large Amounts of High Quality...
by Floyd Bishop
(Sony Online Entertainment)
Visual Arts