GDC Europe 2014
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
GDC Europe 2014
Art Production Learnings: From Console to Browser to Mobile
by Thomas Woode
(Gameloft)
Visual Arts
GDC Europe 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
Visual Arts
GDC Europe 2014
Designing Monument Valley: Less Game, More Experience
by Ken Wong
(ustwo)
Visual Arts
GDC 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
Visual Arts
GDC 2014
50 Camera Mistakes
by John Nesky
(thatgamecompany)
Programming
GDC 2014
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
Programming
GDC 2014
A/B Testing for Game Design Iteration: A Bayesian Approach
by Steven Collins
(Swrve)
Programming
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
C++ in the Browser: A Tale from the Trenches
by Andre Weissflog
(Bigpoint GmbH)
Programming
GDC Europe 2013
Crafting the World of Crysis
by Felix Leyendecker
(Crytek GmbH)
Visual Arts
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC Online 2012
Bootstrapping the Infrastructure of ChefVille and Farmville 2
by Hao Chen
(Zynga)
Programming
GDC Online 2012
CityVille: Lessons Learned & Tools Used to Run a Large Social Game
by Kartik Ayyar
(Zynga)
Programming
GDC Online 2012
Compiling C++ and C# Games for the Web
by Alon Zakai
(Mozilla)
Programming
GDC Online 2012
Creatively Bypassing the Limitations of HTML5 as a Gaming Platform (Avai...
by Kevin Moot
(The Nerdery)
Programming
GDC Europe 2012
Applying Retro Techniques to HTML5 Development
by Russell Kay
(YoYo Games Ltd)
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 Home the Bacon- Developing the VFX of "Spec Ops: The Line" as T...
by Florian Zender
(Yager Development)
Visual Arts
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Two-Part Technique for Efficiently Scaling Build and Test Automation
by Josh Nixdorf
(Electronic Arts)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC China 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
- Chinese
GDC China 2012
Faster C++: Move Construction and Perfect Forwarding
by Pete Isensee
(Microsoft)
Programming
GDC China 2012
Faster C++: Move Construction and Perfect Forwarding
by Pete Isensee
(Microsoft)
Programming
- Chinese
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2010
3D Game Creation on PlayStation 3
by Ian Bickerstaff
(Sony Computer Entertainment)
Programming
GDC 2010
A Day In The Life: Creating The Beatles: Rock Band
by Ryan Lesser
(Harmonix Music Systems)
Visual Arts
GDC 2010
Animation and Player Control in Uncharted: Drake's Fortune and Uncharted...
by Travis McIntosh
(Naughty Dog Inc.)
Programming
GDC 2010
Animation and Player Control in Uncharted: Drake's Fortune and Uncharted...
by Travis McIntosh
(Naughty Dog Inc.)
Programming
GDC Europe 2009
A Discussion with Don Daglow
by Don Daglow
(Don Daglow Interactive Entertainment)
Visual Arts
GDC Europe 2009
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
GDC Europe 2009
Compressing Loads of Content Into Only 20MB: A Case Study
of SWORDS & ...
by Joost van Dongen
(Ronimo Games)
Programming
GDC Europe 2009
Creating Visual Identity for Games
by Viktor Antonov
(The Building Studios)
Visual Arts
GDC 2008
A Believable Character Postmortem: Motion Capture on the Virtual Set of ...
by Parag Havaldar
(Sony Pictures Imageworks)
Programming
GDC 2008
A Survey of Font Rendering Techniques
by Cameron Egbert
(Microsoft)
Programming
GDC 2008
Adventures in Data Compilation and Scripting for UNCHARTED: DRAKE'S FORTUNE
by Dan Liebgold
(Naughty Dog, Inc.)
Programming
GDC 2008
Art Outsourcing: Client Best Practices
by Paul Steed
(Exigent)
Visual Arts
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2007
3D Tricks: Engineering Innovation on the Nintendo DS
by Chuck Homic
(Vicarious Visions)
Programming
GDC 2007
4D in Zero Space: Living Games with Procedural Textures
by Sebastien Deguy
(Allegorithmic)
Visual Arts
GDC 2007
Final Fantasy XII Postmortem
by Taku Murata
(Square Enix Co.,Ltd)
Visual Arts
GDC 2006
3ds Max - Complex Data Mapping Production Techniques
by Vincent Brisebois
(Autodesk)
Visual Arts
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
GDC 2006
Advanced Prototyping
by Chris Hecker
(definition six, inc.)
Programming
GDC 2005
A Case for Message Passing Architectures
by Dave Weinstein
(Red Storm Entertainment)
Programming
GDC 2005
Advanced Real-Time Rendering: Beyond Reflectance
by Dan Baker
(Firaxis)
Programming
GDC 2005
Advanced Stencil Shadow and Penumbral Wedge Rendering
by Eric Lengyel
Programming
GDC 2005
AI For Adaptive Opponents, Teammates and NPCs
by Michael Van Lent
Programming
GDC 2004
A Candid Look at the Issues and Rewards of Bleeding Edge Engine Development
by Tom Peltier
Programming
GDC 2004
Acting for Animators
by Douglas Conorich
Visual Arts
GDC 2004
Adding Spherical Harmonic Lighting to the Sushi Engine
by Leander Hasty
Programming
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2003
A Review of Current and Future Animation Issues
by Paul Steed
Visual Arts
GDC 2003
Advanced Real-Time Illumination Techniques
by Nathaniel Hoffman
Programming
GDC 2003
Advanced Techniques in Creating Tile-Based Graphics for GameBoy Advance
by Karthik Bala
Visual Arts
GDC 2003
Animation Blending: Achieving Inverse Kinematics and More
Programming
GDC 2001
Aesthetics Beyond Techology: Nonphotorealistic Rendering Art Styles
by Gary Snyder
(Propaganda Games)
Visual Arts
GDC 2001
Art Creation for a PlayStation 2 Launch Title - The Ups and Downs of Sum...
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2001
Character Design, Sketching, and Painting
by Donald Seegmiller
Visual Arts
GDC 2001
Choosing, Designing and Implementing Scripting Languages: Tales from the...
by Kevin Bruner
(Telltale)
Programming
GDC 1997
Art and Craft of Adaptations
by Katherine Lawrence
Visual Arts
GDC 1997
Impromptu Session: AI Discussion
by Katherine Lawrence
Programming
GDC 1997
Keynote: Legends of Game Design
by Katherine Lawrence
Visual Arts
GDC 1997
Representing Artificial Personalities
by Katherine Lawrence
Programming