GDC Online 2010
(D) None of the Above: Interactive Dialogue Without Multiple Choice
by Marleigh Norton
(Singapore-MIT GAMBIT Game Lab)
Game Narrative Summit
GDC Online 2010
3D State of Union: Are Consumers Ready?
by Yuanzhe (Michael) Cai
(Interpret LLC)
3D Stereoscopic Games Summit
GDC Online 2010
AAA to Social Games -- Making the Leap
by Raph Koster
(Playdom)
Production
GDC Online 2010
Adapting the MMO to a Mobile Gaming Platform
by Cinco Barnes
(Spacetime Studios)
Design
GDC Online 2010
All Your Base Are Belong to Us: Conquest Endgames in MMOs
by Matthew Woodward
(CCP Games)
Design
GDC Online 2010
Alternate Mobile Platforms for Your Games
by Jay Freeman
(Cydia)
iPad Gaming Summit
GDC Online 2010
App Store Survival ' Launching and Sustaining a Successful Franchise
by Arash Keshmirian
(Limbic Software)
iPhone Games Summit
GDC Online 2010
Battle.net: A Postmortem
by Matthew Versluys
(Blizzard Entertainment)
Production
GDC Online 2010
Bears and Snakes! The Wild Frontier of Social Game Design
by Brian Reynolds
(Zynga)
Design
GDC Online 2010
Big Wars ' 256-Player Real-Time Multiplayer Server Architecture
by Lin Luo
(Independent)
Programming
GDC Online 2010
Building a Massive Game Service in the Cloud
by Luke Rajlich
(Zynga)
Programming
GDC Online 2010
Building a Successful Business After Launch through Rapid Iteration
by Brett Durrett
(IMVU)
Live
GDC Online 2010
Building Social Flash Games with an Open Source Engine: PushButton Engin...
by Ben Garney
(PushButton Labs)
Programming
GDC Online 2010
Can Your Infrastructure Handle Success? How to Use Cloud Computing to Su...
by Josh Fraser
(RightScale, Inc.)
Production
GDC Online 2010
Classic Social Mechanics: The Engines Behind Everything Multiplayer
by Raph Koster
(Playdom)
Design
GDC Online 2010
Creators of Transmedia Stories
by John Johnson
(Smoking Gun Interactive)
Game Narrative Summit
GDC Online 2010
CryENGINE 3: Real-time Stereo 3D at Minimal Performance Cost
by Carl Jones
(Crytek)
3D Stereoscopic Games Summit
GDC Online 2010
Economic Decision Making in Game Design
by Nikolaus Davidson
(The Amazing Society)
Design
GDC Online 2010
Embracing Mobile Gaming: Striving to Ship Every Three Months
by Vijay Thakkar
(Zynga With Friends)
iPad Gaming Summit
GDC Online 2010
Europe: The Next Big Thing in Gaming
by Heiko Hubertz
(Bigpoint GmbH)
Business & Marketing
GDC Online 2010
Experts Debate: Stereoscopic 3D Gaming Here to Stay?
by Andrew Oliver
(Blitz Games)
3D Stereoscopic Games Summit
GDC Online 2010
From $0 to $500 Million a Year - The Evolution of Habbo's Virtual Economy
by Sulka Haro
(Sulake)
Design
GDC Online 2010
From Comics to Consoles
by Antony Johnston
(Freelance)
Game Narrative Summit
GDC Online 2010
From First Date to Marriage: Strategies for Acquiring and Retaining Players
by Mike Goslin
(Mindspark Worlds)
Design
GDC Online 2010
From SHADOWBANE to WIZARD101: A Tale of Two Cities
by Josef Hall
(KingsIsle Entertainment)
Production
GDC Online 2010
From Subscription to Microtransaction: Bringing HEROES KINGDOMS to the East
by Samson Mow
(Ubisoft)
Business & Marketing
GDC Online 2010
Fun Meters: Data Driven Design for TILT
by Nicole Lazzaro
(XEODesign)
iPad Gaming Summit
GDC Online 2010
Game Developers Choice Online Awards
by N/A
Business & Marketing
GDC Online 2010
Gamification: Why Every Brand Wants to Be Zynga, and How You Can Help
by Gabe Zichermann
(Independent)
Business & Marketing
GDC Online 2010
Gaming for Kids -- The Evolving Landscape
by Rebecca Newton
(MindCandy.com)
Live
GDC Online 2010
Get in the Van: Storytelling in the Rock Band Series
by Chris Foster
(Harmonix Music Systems)
Game Narrative Summit
GDC Online 2010
Getting a 10 Out of 10
by Jeff Scott
(148 Apps)
iPad Gaming Summit
GDC Online 2010
Going Viral and Going Big on Facebook
by David Stewart
(Playdom)
Live
GDC Online 2010
Got Gold? An Inside Look at Chinese Gold Farming Markets
by Jared Psigoda
(Niubility Co., LTD.)
Business & Marketing
GDC Online 2010
Head Games: The Power of Traditional Storytelling in New Platforms
by Kevin Brooks
(Motorola)
Game Narrative Summit
GDC Online 2010
Here There be Dragons: Avoiding Dangers in Virtual Property
by S. Gregory Boyd
(Davis & Gilbert LLP)
Business & Marketing
GDC Online 2010
How Online Gaming Has Adopted the Grind
by Damion Schubert
(Bioware Austin)
Design
GDC Online 2010
I Don't Want to Know: Delivering Exposition in Games
by Greg Kasavin
(Supergiant Games)
Game Narrative Summit
GDC Online 2010
I'm a Special Snowflake: The Art of Participatory Story Telling in MMOs
by Tim Cain
(Carbine Studios/NCsoft)
Design
GDC Online 2010
Implementing Stereoscopic 3D in Disney/Pixar's Toy Story Midway Mania
by Keith Leonard
(Schell Games LLC)
3D Stereoscopic Games Summit
GDC Online 2010
Introduction to Stereoscopic 3D Rendering
by David Coombes
(SCEA)
3D Stereoscopic Games Summit
GDC Online 2010
Joining the INCROWD: Building a Mobile Social Game in Four Weeks
by Jon Parise
(Booyah)
iPhone Games Summit
GDC Online 2010
Land of the Rising Revenue: How Mobile Social Gaming Became a $1B Busine...
by Tomoko Namba
(DeNA)
iPhone Games Summit
GDC Online 2010
LEAGUE OF LEGENDS Postmortem: One Year Later
by Marc Merrill
(Riot Games, Inc.)
Production
GDC Online 2010
Learning from MYTOWN: Maintaining a Game Post-Launch with 8 Employees, N...
by Jason Moore
(Broken Bulb Studios)
Live
GDC Online 2010
Localizing Social Games
by Danica Brinton
(LocLabs Consulting with Zynga, Apple, Inc., Linden Lab, O...)
Production
GDC Online 2010
Making a Mockery: Ruminations on COW CLICKER
by Ian Bogost
(The Georgia Institute of Technology)
Design
GDC Online 2010
Making Money on Virtual Goods: The IMVU Experience
by Lee Clancy
(IMVU)
Business & Marketing
GDC Online 2010
Managing Your Acquisition Funnel
by Daniel Block
(CCP Games)
Business & Marketing
GDC Online 2010
MMO 101: Building Disney's Server System
by Roger Hughston
(Disney Online Studios)
Programming
GDC Online 2010
Monetization and Business Models for Social Games
by Pauline Reader
(RockYou)
Monetization: Sponsored
GDC Online 2010
MUD: Messrs Bartle and Trubshaw's Astonishing Contrivance
by Richard Bartle
(Professor, University of Essex)
Design
GDC Online 2010
Narrative Design Between the Lines: Game Development Conversation Standards
by John Gonzalez
(Obsidian Entertainment)
Game Narrative Summit
GDC Online 2010
Network Security: PCI and Beyond
by Timothy Ray
(Department of Information Resources, State of TX)
Live
GDC Online 2010
Opportunities in the Russian Online Game Market
by Sergey Orlovskiy
(Nival Network)
Business & Marketing
GDC Online 2010
Overcoming Obstacles - Building an Existing iPhone Game into an Original...
by Martin de Ronde
(OneBigGame)
iPad Gaming Summit
GDC Online 2010
Puzzle Writing: Best Practices
by Clara Fernandez-Vara
(Singapore-MIT GAMBIT Game Lab)
Game Narrative Summit
GDC Online 2010
Rabbit Holes and Scavenger Hunts: Storytelling Through Advertising
by Chris Davis
(Gaia Online)
Business & Marketing
GDC Online 2010
Real-World Tips for Transitioning to Free-to-Play
by Bill Grosso
(Live Gamer)
Business & Marketing
GDC Online 2010
Rock-Paper-Scissors on Steroids: Leveraging Game Theory in
Games
by Dave Mark
(Intrinsic Algorithm)
Design
GDC Online 2010
Scalability for Social Games: YOVILLE, MAFIA WARS and FARMVILLE
by Robert Zubek
(Zynga)
Programming
GDC Online 2010
Scaling Product Development at a 'Lean Startup': Agile at IMVU
by James Birchler
(IMVU, Inc.)
Production
GDC Online 2010
Seeing in the Fog: Improving Visibility in Medium-Term Planning
by Hermann Peterscheck
(Riot Games)
Production
GDC Online 2010
Self-Inflicted Wounds: When We are Our Own Worst Enemy
by Joshua Howard
(Independent)
Production
GDC Online 2010
Sporadic-Play Game Update - The Latest Developments in Games for
Busy ...
by Jeremy Gibson
(USC - Interactive Media Division)
Design
GDC Online 2010
Strategies for Successfully Running an MMO from Launch
and Beyond
by Rich Vogel
(BioWare)
Production
GDC Online 2010
Surviving and Thriving as an iPhone MMO Developer
by Cinco Barnes
(Spacetime Studios)
iPhone Games Summit
GDC Online 2010
Surviving Social Media: Advice from the SOE Playbook
by Linda Carlson
(Sony Online Entertainment)
Live
GDC Online 2010
The FIFA Ultimate Team at REST: How Any Online Game Can
Benefit from R...
by Harold Chaput
(Electronic Arts Canada)
Programming
GDC Online 2010
The Past, Present, and Future of 3D Gaming
by Neil Schneider
(The S-3D Gaming Alliance)
3D Stereoscopic Games Summit
GDC Online 2010
Tools of Engagement: Five Tested Techniques to Improve Player Retention
by Scott Rigby
(Immersyve)
Live
GDC Online 2010
Transmedia: The New Vanguard of Fiction
by Flint Dille
(Ground Zero Productions)
Game Narrative Summit
GDC Online 2010
Turn Based: The Power and Potential of Asynchronous Gaming in Mobile
by David Bettner
(Newtoy Inc)
iPhone Games Summit
GDC Online 2010
Using Data & Metrics to Optimize Alt Revenue for Your Game
by Ali Moiz
(Peanut Labs)
Live
GDC Online 2010
What Do Net Neutrality and Other US Government Regulations Mean for Your...
by Steve Augustino
(Kelley Drye & Warren LLP)
Business & Marketing
GDC Online 2010
Working Carefully on the Fly: Thoughts on Live Social Game Design
by Troy Whitlock
(Playdom)
Live
GDC Online 2010
Writing the Whirlwind: 10 Years on the Frontlines Of HALO Storytelling a...
by Joseph Staten
(Bungie)
Game Narrative Summit
GDC Online 2010
Yin & Yang of Live Community Management
by Marianne Borenstein
(Playdom)
Live
GDC Online 2010
Your Game As A Service: Designing Beyond Gameplay
by Thomas Bidaux
(ICO Partners)
Live
GDC Online 2010
[SPONSORED] IGN Tutorial: Tools for User Generated Content in Sid Meier...
by Shaun Seckman
(Firaxis Games)
Business & Marketing
GDC Online 2010
[SPONSORED] IGN Tutorial: If They Build it, You Will Pwn -- Harnessing U...
by Sean Flinn
(IGN / GAMESPY)
Business & Marketing
GDC Online 2010
[SPONSORED] IGN Tutorial: Leaderboards Can Suck It!: 5 Better Ideas for ...
by Todd Northcutt
(GameSpy Technology)
Business & Marketing
GDC Online 2010
[SPONSORED] IGN Tutorial: Multiplying Your Revenue Streams: Creating New...
by Susan Wu
(Ohai)
Business & Marketing
GDC Online 2010
[SPONSORED] IGN Tutorial: Successfully Monetizing Your Game Beyond Retail
by Dan Maas
(GameSpy Technology)
Business & Marketing
GDC Online 2010
[SPONSORED] PS Home Dev Day: 1.4 Preview: Evolutions in the Production o...
by James Cox
(PlayStationHome Platform Group)
Production
GDC Online 2010
[SPONSORED] PS Home Dev Day: Bringing the LocoIsland and the LocoRoco Ex...
by Peter Edward
(Sony Computer Entertainment)
Design
GDC Online 2010
[SPONSORED] PS Home Dev Day: Cutting to the Chase: A Video Walkthrough o...
by Warren Keyes
(PlayStationHome Platform Group)
Programming
GDC Online 2010
[SPONSORED] PS Home Dev Day: Developer Discussion: Challenges, Discoveri...
by Rade Stojsavljevic
(Jet Set Games)
Business & Marketing
GDC Online 2010
[SPONSORED] PS Home Dev Day: Lessons Learned in PlayStationHome Game Design
by Nick Ryan
(PlayStationHome Platform Group)
Design
GDC Online 2010
[SPONSORED] PS Home Dev Day: Monetization and Publishing Strategies
by Halli Bjornsson
(Outso Ltd./Lockwood Publishing)
Business & Marketing