GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC Europe 2013
Balancing Monetization to Succeed in the F2P MMO Space
by Gabriel Hacker
(Perfect World)
Free to Play Design & Business Summit
GDC Europe 2013
Balancing Revenue vs. User Experience in Mobile Games
by Ilja Goossens
(Chartboost)
Business, Marketing & Management
GDC Europe 2013
Better Teams Through Game Design
by Joshua Howard
(Crytek)
Business, Marketing & Management
GDC Europe 2013
Broken Age's Approach to Scalability
by Oliver Franzke
(Double Fine Productions)
Visual Arts
GDC Europe 2013
Building Epic Worlds Through the Strengths of Outsourcing
by Chris Mielke
(Epic Games, Inc.)
Visual Arts
GDC Europe 2013
Building Games for the Long Term: Pragmatic F2P Guild Design
by Anthony Pecorella
(Kongregate)
Free to Play Design & Business Summit
GDC Europe 2013
Candy Crush Postmortem: Luck in the Right Places
by Tommy Palm
(King.com)
Free to Play Design & Business Summit
GDC Europe 2013
Chasing Aurora: The Indie Console Launch Title Postmortem
by Martin Pichlmair
(Broken Rules GmbH)
Independent Games Summit
GDC Europe 2013
Designing Assassin's Creed III
by Steven Masters
(Ubisoft Montreal)
Design
GDC Europe 2013
Designing Criminal Case for Virality and Retention
by Corentin Raux
(Pretty Simple Games)
Free to Play Design & Business Summit
GDC Europe 2013
Designing Games with Procedural Content and Mechanics
by Joris Dormans
(Ludomotion)
Design
GDC Europe 2013
Divided Loyalties: Developing and Running Cross-Platform Social Games
by Gareth Jones
(Playdemic)
Smartphone & Tablet Games Summit
GDC Europe 2013
Entering and Succeeding in China's Complex Mobile Gaming Ecosystem
by Peng Lu
(Tencent)
Smartphone & Tablet Games Summit
GDC Europe 2013
Entering and Succeeding in China's Complex Mobile Gaming Ecosystem
by Peng Lu
(Tencent)
Smartphone & Tablet Games Summit
GDC Europe 2013
Games and Broadcasters: Destination Tablet?
by Jon Howard
(BBC)
Smartphone & Tablet Games Summit
GDC Europe 2013
Gamification in Software Testing and QA
by Robert Hoischen
(Camshaft Software)
Production
GDC Europe 2013
Getting Past Pay to Win
by Teut Weidemann
(Ubisoft Blue Byte)
Design
GDC Europe 2013
Getting Physical with Tablet Multiplayer
by Alistair Aitcheson
(Alistair Aitcheson Games)
Smartphone & Tablet Games Summit
GDC Europe 2013
Getting Your Independent Game Noticed in 2013
by Mike Rose
(Gamasutra)
Independent Games Summit
GDC Europe 2013
Growing a Hardcore Game on Facebook
by Leonard Frankel
(Plarium)
Free to Play Design & Business Summit
GDC Europe 2013
ibb & obb - Ten Talking Points
by Roland IJzermans
(Sparpweed)
Design
GDC Europe 2013
Indie Audio: A Guide to Successful Outsourcing
by Richard Ludlow
(Hexany Audio)
Business, Marketing & Management
GDC Europe 2013
Keep It Complex, Stupid! Creating Games as a Service
by David Nisshagen
(Paradox Interactive)
Design
GDC Europe 2013
Liquid Intelligence: Connecting AI and Physics in Vessel
by John Krajewski
(Strange Loop Games)
Design
GDC Europe 2013
Math for the Masses: How Edugaming Reached the Top of the App Store
by Xavier Louis
(Brainbow)
Smartphone & Tablet Games Summit
GDC Europe 2013
OpenGL ES 3.0 - Challenges and Opportunities
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Programming
GDC Europe 2013
Opinion Leaders - The Changing Relationships Between Customers, Publishe...
by Boris Schneider-Johne
(Independent)
Business, Marketing & Management
GDC Europe 2013
PlayStation Shading Language for PS4
by Richard Stenson
(SCEA R&D)
Programming
GDC Europe 2013
Porting Contemporary Games to a Vintage Platform
by Paul Koller
(Independent)
Independent Games Summit
GDC Europe 2013
Russian Mobile Game Market: Not Easy but Worth It
by Julia Lebedeva
(Nevosoft)
Smartphone & Tablet Games Summit
GDC Europe 2013
Shining the Light on Crysis 3
by Donzallaz Pierre-Yves
(Crytek)
Visual Arts
GDC Europe 2013
Switching Leadership Styles in Game Development Practice
by Stan Just
(11 bit studios S.A.)
Production
GDC Europe 2013
The Art and Rendering of Remember Me
by Sebastien Lagarde
(DONTNOD Entertainment)
Visual Arts
GDC Europe 2013
The Dark Sorcerer and Beyond: Shooting, Directing and Filming Virtual Ac...
by David Cage
(Quantic Dream)
Visual Arts
GDC Europe 2013
The User Experience of Game Development Tools
by David Lightbown
(Ubisoft)
Programming
GDC Europe 2013
This Time It's Different: Treasures and Traps in the Next Gen Transition
by Don Daglow
(Daglow Entertainment LLC)
Business, Marketing & Management
GDC Europe 2013
TRANSFORMERS Legends: Bringing Japanese Game Design to the West
by Tom Hess
(DeNA)
Free to Play Design & Business Summit
GDC Europe 2013
Using Gigapixel Landscape Textures in Dragon Commander: Lessons Learned
by Swen Vincke
(Larian)
Visual Arts
GDC Europe 2013
We Can't Afford to Focus: A New Way of Thinking for Multi-Platform
by Jani Kahrama
(Secret Exit Ltd.)
Smartphone & Tablet Games Summit