GDC Europe 2013
10 Decisions That Took Warface to Our First 10 Million Users
by Nick Button-Brown
(Crytek GmbH)
Production
GDC Europe 2013
10 Decisions That Took Warface to Our First 10 Million Users
by Nick Button-Brown
(Crytek GmbH)
Production
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
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC Europe 2013
A Perfect Storm - Managing Community Through Sea Change
by Linda Carlson
(SOE)
Business, Marketing & Management
GDC Europe 2013
A Perfect Storm - Managing Community Through Sea Change
by Linda Carlson
(SOE)
Business, Marketing & Management
GDC Europe 2013
A World from Words: Highly Interactive Stories with Text
by Jon Ingold
(inkle)
Independent Games Summit
GDC Europe 2013
A World from Words: Highly Interactive Stories with Text
by Jon Ingold
(inkle)
Independent Games Summit
GDC Europe 2013
Adaptation and Antifragility: Life of an Independent Studio
by Ilari Kuittinen
(Housemarque)
Business, Marketing & Management
GDC Europe 2013
Adaptation and Antifragility: Life of an Independent Studio
by Ilari Kuittinen
(Housemarque)
Business, Marketing & Management
GDC Europe 2013
Authentic Virality: You Share if You Care
by Jussi Laakkonen
(Applifier)
Business, Marketing & Management
GDC Europe 2013
Authentic Virality: You Share if You Care
by Jussi Laakkonen
(Applifier)
Business, Marketing & Management
GDC Europe 2013
BADLAND Postmortem: How to Launch a Premium Priced Indie Game in the App...
by Johannes Vuorinen
(Frogmind)
Independent Games Summit
GDC Europe 2013
BADLAND Postmortem: How to Launch a Premium Priced Indie Game in the App...
by Johannes Vuorinen
(Frogmind)
Independent Games 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 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
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
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
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 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
Building Games for the Long Term: Pragmatic F2P Guild Design
by Anthony Pecorella
(Kongregate)
Free to Play Design & Business Summit
GDC Europe 2013
Building the Indie MEGABOOTH: Showcasing Indies Above the Noise
by Kelly Wallick
(Indie MEGABOOTH)
Independent Games Summit
GDC Europe 2013
Building the Indie MEGABOOTH: Showcasing Indies Above the Noise
by Kelly Wallick
(Indie MEGABOOTH)
Independent Games Summit
GDC Europe 2013
C++ in the Browser: A Tale from the Trenches
by Andre Weissflog
(Bigpoint GmbH)
Programming
GDC Europe 2013
C++ in the Browser: A Tale from the Trenches
by Andre Weissflog
(Bigpoint GmbH)
Programming
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
Candy Crush Postmortem: Luck in the Right Places
by Tommy Palm
(King.com)
Free to Play Design & Business Summit
GDC Europe 2013
Changing How Games Are Made: Seven Principles for Teams Without Management
by Bernd Diemer
(Yager)
Production
GDC Europe 2013
Changing How Games Are Made: Seven Principles for Teams Without Management
by Bernd Diemer
(Yager)
Production
GDC Europe 2013
Chasing Aurora: The Indie Console Launch Title Postmortem
by Martin Pichlmair
(Broken Rules GmbH)
Independent Games Summit
GDC Europe 2013
Chasing Aurora: The Indie Console Launch Title Postmortem
by Martin Pichlmair
(Broken Rules GmbH)
Independent Games Summit
GDC Europe 2013
Classic Game Postmortem: Kick Off
by Dino Dini
(NHTV University of Applied Sciences)
Design
GDC Europe 2013
Classic Game Postmortem: Kick Off
by Dino Dini
(NHTV University of Applied Sciences)
Design
GDC Europe 2013
Cloned at Birth: The Story of Ridiculous Fishing
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC Europe 2013
Cloned at Birth: The Story of Ridiculous Fishing
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC Europe 2013
Crafting the World of Crysis
by Felix Leyendecker
(Crytek GmbH)
Visual Arts
GDC Europe 2013
Crafting the World of Crysis
by Felix Leyendecker
(Crytek GmbH)
Visual Arts
GDC Europe 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Design
GDC Europe 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Design
GDC Europe 2013
Creating and Maintaining a Thriving Mobile, Virtual RPG World
by Justin Beck
(PerBlue)
Free to Play Design & Business Summit
GDC Europe 2013
Creating and Maintaining a Thriving Mobile, Virtual RPG World
by Justin Beck
(PerBlue)
Free to Play Design & Business Summit
GDC Europe 2013
Creating the AI for the Living, Breathing World of Hitman: Absolution
by Mika Vehkala
(IO Interactive A/S)
Programming
GDC Europe 2013
Creating the AI for the Living, Breathing World of Hitman: Absolution
by Mika Vehkala
(IO Interactive A/S)
Programming
GDC Europe 2013
Crowdfunding for European Indies: A Legal Perspective
by David Hoppe
(Gamma Law)
Business, Marketing & Management
GDC Europe 2013
Crowdfunding for European Indies: A Legal Perspective
by David Hoppe
(Gamma Law)
Business, Marketing & Management
GDC Europe 2013
Designing Assassin's Creed III
by Steven Masters
(Ubisoft Montreal)
Design
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 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
Designing Games with Procedural Content and Mechanics
by Joris Dormans
(Ludomotion)
Design
GDC Europe 2013
Developing Better Games by Optimizing the User Experience
by Jochen Peketz
(Blue Byte GmbH)
Design
GDC Europe 2013
Developing Better Games by Optimizing the User Experience
by Jochen Peketz
(Blue Byte GmbH)
Design
GDC Europe 2013
Divided Loyalties: Developing and Running Cross-Platform Social Games
by Gareth Jones
(Playdemic)
Smartphone & Tablet Games Summit
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
F2P the Wrong Way: Age of Empires Online
by Kevin Perry
(Microsoft)
Business, Marketing & Management
GDC Europe 2013
F2P the Wrong Way: Age of Empires Online
by Kevin Perry
(Microsoft)
Business, Marketing & Management
GDC Europe 2013
Free-to-Play: Bitter Endings
by Harald Riegler
(Sproing Interactive Media GmbH)
Business, Marketing & Management
GDC Europe 2013
Free-to-Play: Bitter Endings
by Harald Riegler
(Sproing Interactive Media GmbH)
Business, Marketing & Management
GDC Europe 2013
Game Analytics and Data Literacy
by Christoph Safferling
(Ubisoft Blue Byte)
Programming
GDC Europe 2013
Game Analytics and Data Literacy
by Christoph Safferling
(Ubisoft Blue Byte)
Programming
GDC Europe 2013
Games and Broadcasters: Destination Tablet?
by Jon Howard
(BBC)
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
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 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 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
Getting Your Independent Game Noticed in 2013
by Mike Rose
(Gamasutra)
Independent Games Summit
GDC Europe 2013
Give Your Good Game a Great Chance to Succeed in Mobile F2P
by Jameel Khalfan
(Pocket Gems)
Smartphone & Tablet Games Summit
GDC Europe 2013
Give Your Good Game a Great Chance to Succeed in Mobile F2P
by Jameel Khalfan
(Pocket Gems)
Smartphone & Tablet Games Summit
GDC Europe 2013
Growing a Hardcore Game on Facebook
by Leonard Frankel
(Plarium)
Free to Play Design & Business Summit
GDC Europe 2013
Growing a Hardcore Game on Facebook
by Leonard Frankel
(Plarium)
Free to Play Design & Business Summit
GDC Europe 2013
How Hard Could It Be? The Story of a Cinematic
by Brian Kindregan
(Blizzard)
Design
GDC Europe 2013
How Hard Could It Be? The Story of a Cinematic
by Brian Kindregan
(Blizzard)
Design
GDC Europe 2013
How Reviewing Games for Nine Years Helped in Designing Gunpoint
by Tom Francis
(Suspicious Developments)
Independent Games Summit
GDC Europe 2013
How Reviewing Games for Nine Years Helped in Designing Gunpoint
by Tom Francis
(Suspicious Developments)
Independent Games Summit
GDC Europe 2013
ibb & obb - Ten Talking Points
by Roland IJzermans
(Sparpweed)
Design
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
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
Keep It Complex, Stupid! Creating Games as a Service
by David Nisshagen
(Paradox Interactive)
Design
GDC Europe 2013
Launch, Market and Monetise Your Mobile Game in China
by Chris Hanage
(PapayaMobile)
Free to Play Design & Business Summit
GDC Europe 2013
Launch, Market and Monetise Your Mobile Game in China
by Chris Hanage
(PapayaMobile)
Free to Play Design & Business Summit
GDC Europe 2013
Liquid Intelligence: Connecting AI and Physics in Vessel
by John Krajewski
(Strange Loop Games)
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
Math for the Masses: How Edugaming Reached the Top of the App Store
by Xavier Louis
(Brainbow)
Smartphone & Tablet Games Summit
GDC Europe 2013
Obstacles and Opportunities in Cross-Atlantic Mobile Game Distribution
by Jameel Khalfan
(Pocket Gems)
Business, Marketing & Management
GDC Europe 2013
Obstacles and Opportunities in Cross-Atlantic Mobile Game Distribution
by Jameel Khalfan
(Pocket Gems)
Business, Marketing & Management
GDC Europe 2013
Once Upon a Time: Giving Players the Freedom to Create Their Own Story
by James Brown
(Epic Games)
Design
GDC Europe 2013
Once Upon a Time: Giving Players the Freedom to Create Their Own Story
by James Brown
(Epic Games)
Design
GDC Europe 2013
One Big World to Rule: Breaking Language Barriers
by Gabriel Leydon
(Machine Zone)
Smartphone & Tablet Games Summit
GDC Europe 2013
One Big World to Rule: Breaking Language Barriers
by Gabriel Leydon
(Machine Zone)
Smartphone & Tablet Games Summit
GDC Europe 2013
OpenGL ES 3.0 - Challenges and Opportunities
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Programming
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
Opinion Leaders - The Changing Relationships Between Customers, Publishe...
by Boris Schneider-Johne
(Independent)
Business, Marketing & Management
GDC Europe 2013
Platform Evolution - Implications for the Future of Mobile Games
by Kaya Taner
(AppLift)
Business, Marketing & Management
GDC Europe 2013
Platform Evolution - Implications for the Future of Mobile Games
by Kaya Taner
(AppLift)
Business, Marketing & Management
GDC Europe 2013
Playmakers in the Maldives
by Patrick Jarnfelt
(Copenhagen Game Collective)
Independent Games Summit
GDC Europe 2013
Playmakers in the Maldives
by Patrick Jarnfelt
(Copenhagen Game Collective)
Independent Games Summit
GDC Europe 2013
PlayStation Shading Language for PS4
by Richard Stenson
(SCEA R&D)
Programming
GDC Europe 2013
PlayStation Shading Language for PS4
by Richard Stenson
(SCEA R&D)
Programming
GDC Europe 2013
Pop-Up Arcade: Postmortems on Indie Arcades and Events
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2013
Pop-Up Arcade: Postmortems on Indie Arcades and Events
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2013
Porting Contemporary Games to a Vintage Platform
by Paul Koller
(Independent)
Independent Games Summit
GDC Europe 2013
Porting Contemporary Games to a Vintage Platform
by Paul Koller
(Independent)
Independent Games Summit
GDC Europe 2013
Powering the Next Generation of Graphics: The AMD GCN Architecture
by Layla Mah
(AMD)
Programming
GDC Europe 2013
Powering the Next Generation of Graphics: The AMD GCN Architecture
by Layla Mah
(AMD)
Programming
GDC Europe 2013
PR Quest! The Adventure to Make Your Game Famous
by Trevor Longino
(GOG.com)
Business, Marketing & Management
GDC Europe 2013
PR Quest! The Adventure to Make Your Game Famous
by Trevor Longino
(GOG.com)
Business, Marketing & Management
GDC Europe 2013
Reflections on a Distributed and Manager-Less Work Environment
by Senta Jakobsen
(Scattered Entertainment, A DeNA Company)
Production
GDC Europe 2013
Reflections on a Distributed and Manager-Less Work Environment
by Senta Jakobsen
(Scattered Entertainment, A DeNA Company)
Production
GDC Europe 2013
Romance Games: Unpopular Genre or Untapped Market?
by Heidi McDonald
(Schell Games)
Design
GDC Europe 2013
Romance Games: Unpopular Genre or Untapped Market?
by Heidi McDonald
(Schell Games)
Design
GDC Europe 2013
Russian Mobile Game Market: Not Easy but Worth It
by Julia Lebedeva
(Nevosoft)
Smartphone & Tablet 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
Shining the Light on Crysis 3
by Donzallaz Pierre-Yves
(Crytek)
Visual Arts
GDC Europe 2013
Small Projects in AAA Studios: Making of Child of Light
by Patrick Plourde
(Ubisoft)
Design
GDC Europe 2013
Small Projects in AAA Studios: Making of Child of Light
by Patrick Plourde
(Ubisoft)
Design
GDC Europe 2013
Smartphone & Tablet Apps: Mobile Game Metrics
by Guillaume Larrieu
(Flurry)
Smartphone & Tablet Games Summit
GDC Europe 2013
Smartphone & Tablet Apps: Mobile Game Metrics
by Guillaume Larrieu
(Flurry)
Smartphone & Tablet Games Summit
GDC Europe 2013
Startup Funding: Indie Options, Approaches and Realities
by Jason Della Rocca
(Execution Labs)
Business, Marketing & Management
GDC Europe 2013
Startup Funding: Indie Options, Approaches and Realities
by Jason Della Rocca
(Execution Labs)
Business, Marketing & Management
GDC Europe 2013
Staying in Top Eleven: Improving Retention Through the Tutorial
by Aleksandar Markovic
(Nordeus)
Design
GDC Europe 2013
Staying in Top Eleven: Improving Retention Through the Tutorial
by Aleksandar Markovic
(Nordeus)
Design
GDC Europe 2013
Stealing Your Heart, Eating Your Brain
by Timo Dries
(Wooga)
Free to Play Design & Business Summit
GDC Europe 2013
Stealing Your Heart, Eating Your Brain
by Timo Dries
(Wooga)
Free to Play Design & Business Summit
GDC Europe 2013
Switching Leadership Styles in Game Development Practice
by Stan Just
(11 bit studios S.A.)
Production
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 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 Dark Sorcerer and Beyond: Shooting, Directing and Filming Virtual Ac...
by David Cage
(Quantic Dream)
Visual Arts
GDC Europe 2013
The Dumb Hobby Project: Lessons Learned Making Thomas Was Alone
by Mike Bithell
(Independent)
Independent Games Summit
GDC Europe 2013
The Dumb Hobby Project: Lessons Learned Making Thomas Was Alone
by Mike Bithell
(Independent)
Independent Games Summit
GDC Europe 2013
The Next Ten Years of Tale of Tales
by Michael Samyn
(Tale of Tales)
Independent Games Summit
GDC Europe 2013
The Next Ten Years of Tale of Tales
by Michael Samyn
(Tale of Tales)
Independent Games Summit
GDC Europe 2013
The Revolution Will Be Streamed: How Video Is Transforming Video Games
by Matthew DiPietro
(Twitch)
Programming
GDC Europe 2013
The Revolution Will Be Streamed: How Video Is Transforming Video Games
by Matthew DiPietro
(Twitch)
Programming
GDC Europe 2013
The Story of Casual Games - Past, Present and Future
by Michael Kalkowski
(GameDuell GmbH)
Business, Marketing & Management
GDC Europe 2013
The Story of Casual Games - Past, Present and Future
by Michael Kalkowski
(GameDuell GmbH)
Business, Marketing & Management
GDC Europe 2013
The User Experience of Game Development Tools
by David Lightbown
(Ubisoft)
Programming
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
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
Toolchain Independent Distributed Compilation
by Dietmar Hauser
(Sproing Interactive Media GmbH)
Programming
GDC Europe 2013
Toolchain Independent Distributed Compilation
by Dietmar Hauser
(Sproing Interactive Media GmbH)
Programming
GDC Europe 2013
Top Eleven: Achieving Global Success via Emerging Markets
by Nikola Cavic
(Nordeus)
Business, Marketing & Management
GDC Europe 2013
Top Eleven: Achieving Global Success via Emerging Markets
by Nikola Cavic
(Nordeus)
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
TRANSFORMERS Legends: Bringing Japanese Game Design to the West
by Tom Hess
(DeNA)
Free to Play Design & Business Summit
GDC Europe 2013
Turning Doodle Train's Failure into Rail Maze's Success
by Andrei Gradinari
(Spooky House Studios)
Smartphone & Tablet Games Summit
GDC Europe 2013
Turning Doodle Train's Failure into Rail Maze's Success
by Andrei Gradinari
(Spooky House Studios)
Smartphone & Tablet Games Summit
GDC Europe 2013
Turning One-Time Visitors into Lifetime Players: Building Retention in M...
by Darion Lowenstein
(Scopely)
Design
GDC Europe 2013
Turning One-Time Visitors into Lifetime Players: Building Retention in M...
by Darion Lowenstein
(Scopely)
Design
GDC Europe 2013
Using Gigapixel Landscape Textures in Dragon Commander: Lessons Learned
by Swen Vincke
(Larian)
Visual Arts
GDC Europe 2013
Using Gigapixel Landscape Textures in Dragon Commander: Lessons Learned
by Swen Vincke
(Larian)
Visual Arts
GDC Europe 2013
Virtual Reality Gaming and Game Development
by Palmer Luckey
(Oculus VR)
Design
GDC Europe 2013
Virtual Reality Gaming and Game Development
by Palmer Luckey
(Oculus VR)
Design
GDC Europe 2013
Warface: Creating AAA Graphics for Low-End PCs
by Konstantin Molchanov
(Crytek GmbH)
Visual Arts
GDC Europe 2013
Warface: Creating AAA Graphics for Low-End PCs
by Konstantin Molchanov
(Crytek GmbH)
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
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
GDC Europe 2013
Why Education Really Matters for the Future of the Industry
by Jorg Muller-Lietzkow
(University of Paderborn)
Business, Marketing & Management
GDC Europe 2013
Why Education Really Matters for the Future of the Industry
by Jorg Muller-Lietzkow
(University of Paderborn)
Business, Marketing & Management
GDC Europe 2013
Will Unconsoles Become the Real Next-Gen Consoles?
by Michael Schade
(Fishlabs)
Smartphone & Tablet Games Summit
GDC Europe 2013
Will Unconsoles Become the Real Next-Gen Consoles?
by Michael Schade
(Fishlabs)
Smartphone & Tablet Games Summit