GDC Next 2014
Cross Platform MMORPGs - Syncing Web and Mobile for Seamless Gameplay
by Sudhir Krishnaswamy
(JumpStart)
Production
GDC Next 2014
Crowdsharing: Crowdfunding and Crowdsourcing
by Starr Long
(Portalarium)
Production
GDC Next 2014
Game Audio - No Excuses
by Damian Kastbauer
(PopCap)
Production
GDC Next 2014
Games as a Service: Rebooting a 4-Year-Old Game to the Top of the Charts
by Ramine Darabiha
(Halfbrick)
Production
GDC Europe 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
Production
GDC Europe 2014
Five Challenges in Bringing Might & Magic Heroes Online
by David Manuel
(Ubisoft Blue Byte)
Production
GDC Europe 2014
How Goat Simulator Really Did Become Our Next Game
by Armin Ibrisagic
(Coffee Stain Studios)
Production
GDC Europe 2014
How to Use Your Gameplay Prototype for Resource Management
by Jens Schoebel
(Hochschule Darmstadt)
Production
GDC 2014
Adaptive Music Preparation for Live Recording: A Primer
by Lennie Moore
(3l33t Music)
Production
GDC 2014
Agile Lessons from Ryse and Crysis 3
by Patrick Payne
(Crytek GmbH)
Production
GDC 2014
Art Direction is Not Just Googling Images
by Robh Ruppel
(Naughty Dog)
Production
GDC 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
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
Changing How Games Are Made: Seven Principles for Teams Without Management
by Bernd Diemer
(Yager)
Production
GDC Europe 2013
Gamification in Software Testing and QA
by Robert Hoischen
(Camshaft Software)
Production
GDC Europe 2013
Reflections on a Distributed and Manager-Less Work Environment
by Senta Jakobsen
(Scattered Entertainment, A DeNA Company)
Production
GDC 2013
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2013
A New (and Way Better) Model for Licensed Games
by Daniel Morris
(DeNA Americas & Europe)
Production
GDC 2013
Avoiding Failure 101 (Small Studio Edition)
by Eitan Glinert
(Fire Hose Games)
Production
GDC 2013
Creating the EVE Universe: Technical and Cultural Strategies
by Andie Nordgren
(CCP Games)
Production
GDC Online 2012
Building a Multi-Platform Game Business out of Facebook and onto Mobile
by Tommy Palm
(King.com)
Production
GDC Online 2012
Building the Scalable Platform for SWTOR [Available For Free Thanks To G...
by Dave Moore
(BioWare)
Production
GDC Online 2012
Devops: Bringing Development and Operations Together for Better Everything
by Bryant Durrell
(Independent)
Production
GDC Online 2012
FarmVille's Golden Goose
by Mike Perry
(Zynga)
Production
GDC Europe 2012
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
GDC Europe 2012
Changing How Games Are Made - Building and Working in a Distributed Team
by Senta Jakobsen
(ngmoco)
Production
GDC Europe 2012
Dead Island: How to Create a Mega Seller on a Moderate Budget
by Guido Eickmeyer
(Deep Silver)
Production
GDC Europe 2012
Implementing an In-House Playtesting Process
by Graham McAllister
(Player Research)
Production
GDC 2012
APB Reloaded: Design and Item Monetization Challenges When AAA Games Goe...
by Bjorn Book-Larsson
(GamersFirst / Reloaded Productions Inc.)
Production
GDC 2012
Arrrgghh!!! - Blending Quantitative and Qualitative Methods to Detect Pl...
by Janus Rau Sorensen
(Crystal Dynamics / IO Interactive (Square Enix))
Production
GDC 2012
Concrete Practices to Be a Better Leader: Framing & Intention
by Brian Sharp
(Bungie)
Production
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
Production
GDC China 2012
Creative Panic: How Agility Turned Terror into Triumph
by Nathan Martz
(Double Fine Productions)
Production
- Chinese
GDC China 2012
Creative Panic: How Agility Turned Terror into Triumph
by Nathan Martz
(Double Fine Productions)
Production
GDC China 2012
Playtesting and Metrics: Getting the Most Out of Your Usability Testing
by Jordan Lynn
(Volition)
Production
GDC China 2012
Playtesting and Metrics: Getting the Most Out of Your Usability Testing
by Jordan Lynn
(Volition)
Production
- Chinese
GDC 2010
Achievements Considered Harmful?
by Chris Hecker
(definition six, inc.)
Production
GDC 2010
Among Friends - An Uncharted 2: Among Thieves Post-Mortem
by Richard Lemarchand
(Naughty Dog)
Production
GDC 2010
Battlefield 1943 - My First Arcade Game
by Patrick Liu
(DICE, EA)
Production
GDC 2010
Behind the Scenes: Uncharted 2's Unique Cinematic Production Process
by Amy Hennig
(Naughty Dog, Inc.)
Production
GDC Europe 2009
Ascending the CURSED MOUNTAIN - The Hollywood Model In Real Life
by Bob Bates
(Bobbates.com)
Production
GDC Europe 2009
Games in Stereoscopic 3D – The Next Dimension is Finally Here?
by Andrew Oliver
(Blitz Games)
Production
GDC Europe 2009
Knights Of The Round Table: How Publishers Can Make their Developers Cre...
by Erik Simon
(iES)
Production
GDC Europe 2009
Localizing Today, Cost-Aware Quality Models for Market Expansion
by Fabio Minazzi
(Binari Sonori)
Production
GDC 2008
An Agile Retrospective
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2008
Bend Microsoft Project to Your Will - Again!
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2008
Building a Successful Production Process
by Lesley Mathieson
(High Impact Games)
Production
GDC 2008
From DOOM to RAGE: Pushing Boundaries
by Matt Hooper
(id Software, Inc.)
Production
GDC 2007
After the Party: Introversion Software One Year on from IGF 2006
by Mark Morris
(Introversion Software)
Production
GDC 2007
Agile Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2007
Bend Microsoft Project to Your Will
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2007
Better than a Schedule: Next-gen Project Planning
by Jez Sherlock
(Sega of America)
Production
GDC 2006
Beyond Technology: Process Issues in Next Gen Development
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2006
Big Screen to Game Console: Case Studies
by Nina Dobner
(Electronic Arts)
Production
GDC 2006
Big Screen to Game Console: Case Studies
by Nina Dobner
(Electronic Arts)
Production
GDC 2006
Case Study of a Japanese Casual Game Community Portal
by Noriyoshi Murota
(NHN Japan, Corp.)
Production
GDC 2005
Adopting Middleware: What's Holding Us Back?
by Trent Oster
(BioWare Corp.)
Production
GDC 2005
Agile Methodology and Scrum in Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2005
Blind Man's Bluff: Using Automated Metrics to Understand Development Pro...
by Dean Margerison
Production
GDC 2005
Bonus or Bogus: Working with Hollywood Production Companies
by Rosanna Sun
Production
GDC 2004
Republic : Lessons Learned
by Dave Dixon
Production
GDC 2004
Wallace and Gromit in Project Zoo : A Postmortem of a Licensed, Cross-...
by Warren Kruse
Production
GDC 2004
Accurate Prediction and Other Organizational Myths
by Starr Long
Production
GDC 2004
Artist Management in a Small Games Company
Production