GDC Europe 2015
4.5 Million Players in 100 Days: Lessons from Dying Light
by Pawel Rohleder
(Techland)
Business, Marketing and Management
GDC Europe 2015
5 Ways to Boost Your Agility
by Nathalie Goh-Livorness
(Microsoft)
Production
GDC Europe 2015
7 Years, 1 Game - Success Through Community - Lessons from the Trenches
by Greg Balajewicz
(BDA Entertainment Inc)
Business, Marketing and Management
GDC Europe 2015
About VR: Designing for Believability
by John Foster
(Sony Computer Entertainment Europe)
Design
GDC Europe 2015
Adaptive Clothing System in Kingdom Come: Deliverance
by Tomas Barak
(Warhorse Studios)
Programming
GDC Europe 2015
Advanced Game Analytics
by Dmitri Williams
(Ninja Metrics)
Business, Marketing and Management
GDC Europe 2015
Adventures in English: The Challenges of Localizing Comedy
by Mark Estdale
(OMUK)
Business, Marketing and Management
GDC Europe 2015
Analytics in Action: Data in a Creative Culture
by Phil Mansell
(Jagex)
Design
GDC Europe 2015
Asking the Hard Questions: Morality in Narrative Design
by Jana Stadeler
(Independent)
Design
GDC Europe 2015
Assassin's Creed Identity: Create a Benchmark Mobile Game!
by Tobias Tost
(Blue Byte GmbH)
Production
GDC Europe 2015
Automate, Streamline, Win! Content Creation for Small Teams
by Alexander Birke
(Out of Bounds Studios)
Independent Games Summit
GDC Europe 2015
Beyond Twitch Streaming Interactions
by Alexey Menshikov
(BeatShapers)
Business, Marketing and Management
GDC Europe 2015
Career Bootcamp: The Benefits of Building an Online Presence and How To ...
by Candace Walker
(Naughty Dog)
Business, Marketing and Management
GDC Europe 2015
Cities: Skylines, A Case Study
by Karoliina Korppoo
(Colossal Order Ltd)
Design
GDC Europe 2015
Delivering on Kickstarter Promises: Broken Sword 5: Serpent's Curse Post...
by Charles Cecil
(Revolution)
Production
GDC Europe 2015
Design Lessons from Multiplayer Installations
by Alistair Aitcheson
(Alistair Aitcheson Games)
Independent Games Summit
GDC Europe 2015
Designing to Minimize Simulation Sickness in VR Games
by Ben Lewis-Evans
(Player Research)
Design
GDC Europe 2015
Designing UX in WoT Blitz: What got us to Best Appstore Game 2014
by Olga Kachalina
(Wargaming)
Design
GDC Europe 2015
Doing it Live: Postmortem on a Nine Month Soft Launch
by Seth Sivak
(Proletariat Inc)
Design
GDC Europe 2015
Doom of Analytics
by Teut Weidemann
(Freelance)
Business, Marketing and Management
GDC Europe 2015
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
by Stephan Hodes
(AMD)
Programming
GDC Europe 2015
Engines of Play: How Player Motivation Changes Over Time
by Jason VandenBerghe
(Ubisoft)
Production
GDC Europe 2015
EPIC Lessons: An Angry Birds Epic Livecare Postmortem
by Hendrik Lesser
(Remote Control Productions)
Design
GDC Europe 2015
Everyone Can Do PR: How Small Studios Get Themselves Heard
by Thomas Reisenegger
(ICO Partners)
Business, Marketing and Management
GDC Europe 2015
Fast Iteration Tools in the Production of the Talos Principle
by Alen Ladavac
(Croteam)
Independent Games Summit
GDC Europe 2015
Fear, Love and Great Big Ideas
by Jonathan Evans
(Lumo Developments Ltd)
Design
GDC Europe 2015
From Jam to Bread: How to Inspire Creativity Without Compromising Produc...
by Henrique Olifiers
(Bossa Studios)
Business, Marketing and Management
GDC Europe 2015
From Web to Mobile in the Kids Game Market
by Clark Stacey
(WildWorks)
Production
GDC Europe 2015
Funding for Real: In the Trenches, Lessons on Getting the Financing You ...
by Jason Della Rocca
(Execution Labs)
Business, Marketing and Management
GDC Europe 2015
Game Design: From Data Driven to Data Informed
by Hugo Carr
(King)
Business, Marketing and Management
GDC Europe 2015
Game Developers and Streaming: How to Build an Audience
by Nick Button-Brown
(Improbable)
Business, Marketing and Management
GDC Europe 2015
Game Feel: Why Your Death Animation Sucks
by Nicolae Berbece
(Those Awesome Guys)
Independent Games Summit
GDC Europe 2015
Great Customer Communication Through Fluency in Visual Language
by Jessica Damerst
(Turtle Rock Studios)
Visual Arts
GDC Europe 2015
Growing Leaders from Within: A Practical Approach to Leadership Development
by Joshua Howard
(Denius-Sams Gaming Academy, UT Austin)
Production
GDC Europe 2015
Handmade Detail in a Procedural World
by Mark Johnson
(Freelance)
Independent Games Summit
GDC Europe 2015
Hellblade: An Independent AAA Experiment
by Tameem Antoniades
(Ninja Theory Ltd)
Production
GDC Europe 2015
How the Top 50 Use IAP that the Rest Don't
by Mike Hines
(Amazon.com)
Business, Marketing and Management
GDC Europe 2015
How to be a Producer the Hard Way
by Nick Laing
(Microsoft)
Production
GDC Europe 2015
How to Scale Development Without Increasing Internal Team Size
by Justin Stofle
(Scopely)
Production
GDC Europe 2015
Indie Outsourcing for Any Budget
by Keaton White
(Abyssal Arts Ltd)
Business, Marketing and Management
GDC Europe 2015
Interaction Design in VR: The Rules Have Changed (Again)
by Yasser Malaika
(Valve)
Design
GDC Europe 2015
Launching a Free to Play Game: Strategy, Risks, and Pitfalls
by Eric Seufert
(Rovio)
Business, Marketing and Management
GDC Europe 2015
License an Engine or Create Your Own?
by Dietmar Hauser
(Sproing)
Business, Marketing and Management
GDC Europe 2015
Merc Elite to Shards of War, Innovation in the Crowded MOBA Landscape
by Al Yang
(Bigpoint GmbH)
Design
GDC Europe 2015
Mid-Core Monetization on Mobile: Deconstructing Game of War
by Dimitar Draganov
(Flaregames)
Design
GDC Europe 2015
Mobile Devices and Disabled Gamers
by Ian Hamilton
(IHDC)
Production
GDC Europe 2015
Mobile Gaming in South East Asia: A Sleeping Giant
by Thomas Andreasen
(Playlab)
Business, Marketing and Management
GDC Europe 2015
Modular Sandbox Design: Tools and Workflows for Hitman
by Marinus Rorbech
(Io-Interactive)
Design
GDC Europe 2015
Monetizing Play-Create-Share Games
by Wojciech Borczyk
(Incuvo)
Design
GDC Europe 2015
No Pain, No Game: Tales from Development Hell
by Edward Douglas
(Flying Helmet Games Ltd)
Production