GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1000s of Zombies, 1000s of Problems: The DEAD RISING 2 Multiplayer Exper...
by Dee Jay Randall
(Capcom Game Studio Vancouver)
Programming
GDC 2011
15 Games in 15 Years
by Stone Librande
(EA/Maxis)
Game Design
GDC 2011
Adding Realism to Environmental Reverberation Using Convolution: Are We ...
by Francois Thibault
(Audiokinetic Inc.)
Audio
GDC 2011
Adding Realism to Environmental Reverberation Using Convolution: Are We ...
by Francois Thibault
(Audiokinetic Inc.)
Audio
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
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
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
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
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
After Success: Growing as an App Developer
by Arash Keshmirian
(Limbic Software)
GDC Smartphone Summit
GDC 2011
After Success: Growing as an App Developer
by Arash Keshmirian
(Limbic Software)
GDC Smartphone Summit
GDC 2011
AI Development Postmortems: Inside DARKSPORE and THE SIMS: MEDIEVAL
by Rez Graham
(Electronic Arts (Sims Division))
AI Summit
GDC 2011
AI Development Postmortems: Inside DARKSPORE and THE SIMS: MEDIEVAL
by Rez Graham
(Electronic Arts (Sims Division))
AI Summit
GDC 2011
AI Navigation: It's Not a Solved Problem - Yet
by James Anhalt
(Blizzard Entertainment)
AI Summit
GDC 2011
AI Pr0n: Maximum Exposure of Your Debug Info!
by Brian Schwab
(Blizzard Entertainment)
AI Summit
GDC 2011
AI Unplugged: How Experienced Devs Think Through AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
by Markus Maki
(Remedy Entertainment)
Programming
GDC 2011
An Automated Pipeline for Generating Run-Time Rigs
by Adam Mechtley
(Candlelight Interactive)
Visual Arts
GDC 2011
Animating NPC's in UNCHARTED
by John Bellomy
(Naughty Dog)
Programming
GDC 2011
Animating NPC's in UNCHARTED
by John Bellomy
(Naughty Dog)
Programming
GDC 2011
Anti-aliasing from a Different Perspective
by Dmitry Andreev
(LucasArts)
Programming
GDC 2011
Applifier Postmortem: From Zero to 55M Users in 100 Days [SOGS Business]
by Jussi Laakkonen
(Applifier)
Social & Online Games Summit
GDC 2011
Approximating Translucency for a Fast, Cheap and Convincing Subsurface S...
by Colin Barre-Brisebois
(Electronic Arts Montreal)
Programming
GDC 2011
Approximating Translucency for a Fast, Cheap and Convincing Subsurface S...
by Colin Barre-Brisebois
(Electronic Arts Montreal)
Programming
GDC 2011
Atmospheric Audio in GOD OF WAR 3
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Localization: What You Need to Know
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2011
Auto-Tuning Chopin in Stacking Audio Design!
by Brian Min
(Doublefine Productions)
Audio
GDC 2011
Automated Level of Detail Generation for HALO: REACH
by Xi Wang
(Bungie LLC)
Programming
GDC 2011
Behavioral Economics and Social Games [SOGS Business]
by David Botkin
(Playdom)
Social & Online Games Summit
GDC 2011
Between 4 Ears: SPLINTER CELL: CONVICTION Co-op Sound Strategies
by Olivier Girard
(Ubisoft)
Audio
GDC 2011
Beyond Horror: Art Directing DEAD SPACE 2
by Ian Milham
(Electronic Arts Redwood Shores)
Visual Arts
GDC 2011
Bigger Isn't Always Better: Sophisticated Thinking about Working with Li...
by Jason Poss
(Sarawak Songs)
Audio
GDC 2011
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
by Mike Ambinder
(Valve Software)
Game Design
GDC 2011
Bringing a Design Culture to Social Games Developers: Trial
and Error ...
by Bernie Yee
(Episode Technologies)
Social & Online Games Summit
GDC 2011
Building a Brand Around a Free-to-Play MMO Game (Presented by Frogster)
by Dirk Weyel
(Frogster Interactive Pictures AG)
Business and Management
GDC 2011
Care and Feeding of Your Independent Game Studio
by Arthur Humphrey
(Last Day of Work)
Independent Games Summit
GDC 2011
Carrier Billing 2.0, Ready for Prime Time (Presented by BilltoMobile)
by Steven Klebe
(BilltoMobile)
Business and Management
GDC 2011
Cash Flow for Keflings
by Lane Kiriyama
(Wahoo Studios, Inc.)
Business and Management
GDC 2011
Cash Flow for Keflings
by Lane Kiriyama
(Wahoo Studios, Inc.)
Business and Management
GDC 2011
Casual Moods: Creating Sound and Music for a Booming Field
by Sean Beeson
(Sean Beeson Studios)
Audio
GDC 2011
Casual Moods: Creating Sound and Music for a Booming Field
by Sean Beeson
(Sean Beeson Studios)
Audio
GDC 2011
Changing the Way We Make Games: Lessons Learned in the Transition from
...
by Vijay Thakkar
(Zynga With Friends)
GDC Smartphone Summit
GDC 2011
Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC
by Ben Cloward
(Bioware)
Visual Arts
GDC 2011
Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC
by Ben Cloward
(Bioware)
Visual Arts
GDC 2011
Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC
by Ben Cloward
(Bioware)
Visual Arts
GDC 2011
CITY OF WONDER: Postmortem [SOGS Design]
by Scott Jon Siegel
(Playdom)
Social & Online Games Summit
GDC 2011
Classic Game Postmortem - ELITE
by David Braben
(Frontier Developments)
Game Design
GDC 2011
Classic Game Postmortem - OUT OF THIS WORLD/ANOTHER WORLD
by Eric Chahi
(Ubisoft)
Game Design
GDC 2011
Cloning Social Games - Nothing New Here - Or Is There?
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
GDC 2011
Collaboration Across Disciplines and Programs
by Eric Zimmerman
(Independent)
GDC Education Summit
GDC 2011
Community Management: Efficiencies and Economies of Scale [SOGS Essentials]
by Richard Weil
(Metaverse Mod Squad)
Social & Online Games Summit
GDC 2011
Composer Challenge GDC 2011
by Lennie Moore
(3l33t Music)
Audio
GDC 2011
Composer Challenge GDC 2011
by Lennie Moore
(3l33t Music)
Audio
GDC 2011
Creating a Social, Location-based Smartphone Game in 5 Weeks
by Jennie Lees
(Google)
GDC Smartphone Summit
GDC 2011
Creating Satisfying Combat Experiences at Insomniac Games
by Joel Goodsell
(Insomniac Games)
Game Design
GDC 2011
Creating Your Building Blocks: Modular Component AI Systems
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2011
CRYSIS 2: Getting More Interactivity out of Animation-Data
by Ivo Herzeg
(Crytek)
Programming
GDC 2011
Culling the Battlefield: Data Oriented Design in Practice
by Daniel Collin
(EA DICE)
Programming
GDC 2011
Culling the Battlefield: Data Oriented Design in Practice
by Daniel Collin
(EA DICE)
Programming
GDC 2011
DEAD RISING 2: How Real-time Game Integrated Tools Saved the Audio Team
by Jason Jarvis
(Capcom Game Studio Vancouver)
Audio
GDC 2011
DEAD SPACE 2 Musical Postmortem
by Jason Graves
(Jason Graves Music, Inc.)
Audio
GDC 2011
Debugging Python into Maya
by Cyrille Fauvel
(AUTODESK)
Visual Arts
GDC 2011
Debugging Python into Maya
by Cyrille Fauvel
(AUTODESK)
Visual Arts
GDC 2011
Deeper Problems, Deeper Gamification: Solving Hard Real-world Problems w...
by Seth Cooper
(University of Washington)
Serious Games Summit
GDC 2011
Delivering Demand-Based Worlds with Intel SSDs (Presented by Intel)
by Dave Lang
(Iron Galaxy Studios, LLC.)
Programming
GDC 2011
Delivering Demand-Based Worlds with Intel SSDs (Presented by Intel)
by Dave Lang
(Iron Galaxy Studios, LLC.)
Programming
GDC 2011
Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on...
by Jaime Griesemer
(Bungie)
Game Design
GDC 2011
Designing Games for the 43-Year-Old Woman
by Chris Trottier
(Zynga)
Game Design
GDC 2011
Distance Education Vs. Brick and Mortar: What Game Courses Work Online a...
by Christopher Erhardt
(Academy of Interactive Entertainment (AIE))
GDC Education Summit
GDC 2011
Dynamic Range and Mix Levels - Where We're at in 2011
by Tom Hays
(Technicolor Interactive)
Audio
GDC 2011
Dynamic Range and Mix Levels - Where We're at in 2011
by Tom Hays
(Technicolor Interactive)
Audio
GDC 2011
Edu to Indy: Teaching Students Self-Reliance
by Paul Bellezza
(Riot Games)
GDC Education Summit
GDC 2011
Emerging Issues in Game Dev Deals - Building on the Present as We Careen...
by David S Rosenbaum
(Law Offices of David S Rosenbaum)
Business and Management
GDC 2011
EpicWin - Doing Good With a Social Game
by Tak Fung
(Supermono Limited)
Game Design
GDC 2011
Essential Steps to Starting a New Dev Studio
by Jim Charne
(Law Offices James I Charne)
Business and Management
GDC 2011
Experimenting Your Way to Learning and Success: Applying Lean Startup Pr...
by James Birchler
(IMVU, Inc.)
Production
GDC 2011
Fast and Efficient Facial Rigging in GEARS OF WAR 3
by Jeremy Ernst
(Epic Games)
Visual Arts
GDC 2011
Faulty Thinking: Becoming a Better Producer by Understanding
Faults in...
by Chuck Hoover
(Schell Games)
Production
GDC 2011
Fighting Real Time
by Jacky Mallett
(CCP)
Programming
GDC 2011
Fighting Real Time
by Jacky Mallett
(CCP)
Programming
GDC 2011
Five Cheats for Understanding Game Metrics
by Lauren Bigelow
(WeeWorld)
Business and Management
GDC 2011
Flirting with the Dark Side: Scripting and AI
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2011
Flirting with the Dark Side: Scripting and AI
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2011
Footsteps - An Informal Sound Study
by Damian Kastbauer
(Bay Area Sound)
Audio
GDC 2011
Footsteps - An Informal Sound Study
by Damian Kastbauer
(Bay Area Sound)
Audio
GDC 2011
Forensic Debugging: How to Autopsy, Repair, and Reanimate a
Release-bu...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2011
Forensic Debugging: How to Autopsy, Repair, and Reanimate a
Release-bu...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2011
Four Epic Legal Battles Coming to a Court Near You - Be Prepared: Gambli...
by Vincent Scheurer
(Sarassin LLP)
Business and Management
GDC 2011
Four Epic Legal Battles Coming to a Court Near You - Be Prepared: Gambli...
by Vincent Scheurer
(Sarassin LLP)
Business and Management
GDC 2011
Four Epic Legal Battles Coming to a Court Near You - Be Prepared: Gambli...
by Vincent Scheurer
(Sarassin LLP)
Business and Management
GDC 2011
Four Guns West
by Chuck Russom
(Chuck Russom FX)
Audio
GDC 2011
Four Guns West
by Chuck Russom
(Chuck Russom FX)
Audio
GDC 2011
From College to Industry: 20 Lessons for Getting the Most out of Your Ea...
by Jeff Ward
(Fire Hose Games)
Game Career Seminar
GDC 2011
From MYTH to HALO: Marty O'Donnell's Adventures with Adaptive Audio, Cre...
by Marty O'Donnell
(Bungie)
Audio
GDC 2011
From Student to Start Up: Case Studies
by Jesse Schell
(Schell Games)
Game Career Seminar
GDC 2011
Funding Development: How to Raise Money if You're Not a Social Games Dar...
by Aaron Isaksen
(Indie Fund)
Business and Management
GDC 2011
Game Audio Education: A Case Study
by Michael Sweet
(Berklee College of Music)
GDC Education Summit
GDC 2011
Game Design in the Coffee. Lovable Game Design by SWERY
by Hidetaka 'Swery' Suehiro
(ACCESSGAMES Inc)
Game Design
GDC 2011
Game Design in the Coffee. Lovable Game Design by SWERY
by Hidetaka 'Swery' Suehiro
(ACCESSGAMES Inc)
Game Design
GDC 2011
Game Markets in the Middle East: Opportunities and Challenges
by Oded Sharon
(Corbomite Games)
Localization Summit
GDC 2011
Games on TV: Evolution or Revolution?
by David Mariner
(NDS Denmark ApS)
Business and Management
GDC 2011
GANG Demo Derby: Music
by Chuck Doud
(SCEA)
Audio
GDC 2011
GANG Demo Derby: Sound Design
by Tim Larkin
(Valve Software)
Audio
GDC 2011
Getting Great Dialogue Through Improvisation
by Tom Keegan
(TomK Productions)
Audio
GDC 2011
Getting Great Dialogue Through Improvisation
by Tom Keegan
(TomK Productions)
Audio
GDC 2011
HALO: REACH Effects Tech
by Chris Tchou
(Bungie LLC)
Programming
GDC 2011
Havok Script: Efficient Lua Scripting in Game Production (Presented by H...
by Malcolm Tyrrell
(Havok)
Programming
GDC 2011
Healthy Microtalks [SGS Health]
by Ben Sawyer
(Digitalmill)
Serious Games Summit
GDC 2011
How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
by Christophe Brusseaux
(Quantic Dream)
Visual Arts
GDC 2011
How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
by Christophe Brusseaux
(Quantic Dream)
Visual Arts
GDC 2011
How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
by Christophe Brusseaux
(Quantic Dream)
Visual Arts
GDC 2011
How IUGO Rose Above the Noise and Became a Successful Indie Studio
by Sarah Thomson
(IUGO Mobile Entertainment)
GDC Smartphone Summit
GDC 2011
HTML5: The New UI Library for Games
by Chad Austin
(IMVU)
Programming
GDC 2011
Humanities Unlocked: The Value of Liberal Arts for Your Game Design Program
by Mia Consalvo
(MIT, Comparative Media Studies)
GDC Education Summit
GDC 2011
I Shot You First: Networking the Gameplay of HALO: REACH
by David Aldridge
(Bungie LLC)
Programming
GDC 2011
Implementation and Application of the Real-Time Procedural Helper-Joint ...
by Ju Bok Kim
(Nexon)
Visual Arts
GDC 2011
Interactive Music Scoring Methods for MASS EFFECT 2
by Jack Wall
(Wall of Sound, Inc.)
Audio
GDC 2011
Interactive Storytelling: Preparing Students to Innovate
by Noah Wardrip-Fruin
(UC Santa Cruz)
GDC Education Summit
GDC 2011
Introduction to 3ds Max Customization and Plug-in Development
by Kevin Vandecar
(Autodesk)
Visual Arts
GDC 2011
Introduction to Maya Dependency Graph Programming
by Naiqi Weng
(Autodesk)
Visual Arts
GDC 2011
IP and Brands: 4 Postmortems [SOGS Business]
by CJ Wolf
(iWin)
Social & Online Games Summit
GDC 2011
iPad Games: Touching the World on the Other Side of the Glass
by Graeme Devine
(GRL Games)
GDC Smartphone Summit
GDC 2011
Iterating on a Dynamic Camera System
by Phil Wilkins
(SCEA Santa Monica)
Programming
GDC 2011
Iterating on a Dynamic Camera System
by Phil Wilkins
(SCEA Santa Monica)
Programming
GDC 2011
Iterating on a Dynamic Camera System
by Phil Wilkins
(SCEA Santa Monica)
Programming
GDC 2011
Keep it Together: Encouraging Cooperative Behavior During Co-
op Play
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2011
Killer Portfolio or Portfolio Killer: Advice from Industry Artists (Part 1)
by Greg Foertsch
(Firaxis Games)
Game Career Seminar
GDC 2011
Lay of the Land: Smarter AI Through Influence Maps
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2011
LEAGUE OF LEGENDS Postmortem -- Beta, Launch and Beyond [SOGS Design]
by Tom Cadwell
(Riot Games)
Social & Online Games Summit
GDC 2011
Lessons Learned in Music Development: BRUTAL LEGEND, BIOSHOCK and DESTRO...
by Emily Ridgway
(Double Fine Productions/Emily Industries)
Audio
GDC 2011
Lessons Learned in Music Development: BRUTAL LEGEND, BIOSHOCK and DESTRO...
by Emily Ridgway
(Double Fine Productions/Emily Industries)
Audio
GDC 2011
Lessons Learned in Successfully Marketing Games on PSN/XBLA and PC Digit...
by James Brooksby
(doublesix)
Business and Management
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Level Design in a Day: Best Practices from the Best in the
Business
by Neil Alphonso
(Splash Damage)
Game Design
GDC 2011
Levelshop: From Grid Paper to Playable, Whiteboxes on Demand from 2d Dra...
by Harvey Fong
(Bioware)
Game Design
GDC 2011
Levelshop: From Grid Paper to Playable, Whiteboxes on Demand from 2d Dra...
by Harvey Fong
(Bioware)
Game Design
GDC 2011
Lighting the Apocalypse: Rendering Techniques for RED FACTION: ARMAGEDDON
by Mike Flavin
(Volition, Inc.)
Programming
GDC 2011
Lighting You Up in BATTLEFIELD 3
by Kenny Magnusson
(DICE)
Visual Arts
GDC 2011
Listening to the Gamer: Getting Speech Recognition in Games Right
by Jason Hewitt
(Microsoft)
Audio
GDC 2011
Listening to the Gamer: Getting Speech Recognition in Games Right
by Jason Hewitt
(Microsoft)
Audio
GDC 2011
Living Crowds: AI & Animation in ASSASSIN'S CREED: BROTHERHOOD
by Nicolas Barbeau
(Ubisoft)
Programming
GDC 2011
Making Game Trailers: Cost-effective Results for All Budgets
by Tim Roe
(Sony Computer Entertainment Europe)
Production
GDC 2011
Mega Meshes - Modeling, Rendering and Lighting a World Made of 100 Billi...
by Ben Sugden
(Lionhead Studios)
Programming
GDC 2011
Message Queuing on a Large Scale: IMVU's Stateful Event
Architecture
by Jon Watte
(IMVU)
Programming
GDC 2011
MILLIONAIRE CITY - The Story Behind the Numbers [SOGS Design]
by Jason Loia
(Digital Chocolate)
Social & Online Games Summit
GDC 2011
Monetizing International Audiences: Asia & Latin America [SOGS Business]
by James Gwertzman
(PopCap Games, Inc.)
Social & Online Games Summit
GDC 2011
Monetizing Your Music: Negotiating a Better Game Composing Deal
by Jim Charne
(Law Offices James I Charne)
Audio
GDC 2011
Monster Teams: How One Producer Tamed the Beast and Lives to Tell About It
by Alex Parizeau
(Ubisoft Toronto)
Production
GDC 2011
Multicore Memory Management Technology in MORTAL KOMBAT
by Adisak Pochanayon
(Netherrealm Studios (WB Games Chicago))
Programming
GDC 2011
Navigation in Insomniac Engine
by Reddy Sambavaram
(Insomniac Games Inc)
Programming
GDC 2011
NBA JAM 2010 - Bringing Back the BOOMSHAKALAKA!
by Trey Smith
(Electronic Arts)
Game Design
GDC 2011
New Challenges in MMO Localization: The GUILD WARS Franchise Revealed
by Adam Vance
(ArenaNet)
Localization Summit
GDC 2011
New Technology and New Interfaces: Localizing Video Games for Kinect
by Kate Edwards
(Englobe)
Localization Summit
GDC 2011
No Explanation Necessary: Minimizing Exposition in Games
by Jeremy Bernstein
(Electric Entertainment)
Production
GDC 2011
No Freaking Respect! Social Game Developers Rant Back
by Eric Zimmerman
Game Design
GDC 2011
No Freaking Respect! Social Game Developers Rant Back
by Eric Zimmerman
Game Design
GDC 2011
Oh my.Maya is Qt! (Presented by Autodesk)
by Kristine Middlemiss
(Autodesk)
Programming
GDC 2011
PC Gaming's Global Value Propositions
by Matt Ployhar
(Intel)
Business and Management
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Player-Driven Stories: How Do We Get There?
by Kent Hudson
(LucasArts)
Game Design
GDC 2011
Power Python Development for Maya
by Jason Parks
(Sony Online Entertainment)
Visual Arts
GDC 2011
Practical Occlusion Culling on PS3
by Will Vale
(Second Intention Limited)
Programming
GDC 2011
Practical Occlusion Culling on PS3
by Will Vale
(Second Intention Limited)
Programming
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
Producer Boot Camp
by Rich Vogel
(BioWare)
Production
GDC 2011
PS3 & Xbox360 NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 2
Exploring the '...
by Hiroshi Matsuyama
(Cyber Connect 2)
Visual Arts
GDC 2011
PS3 and NDS, the Two Extreme FINAL FANTASY Series
by Mitsuto Suzuki
(Square Enix)
Audio
GDC 2011
Psychoacoustic Real-Time Mixing: Seven Secrets You Need to Know
by John Byrd
(Gigantic Software)
Audio
GDC 2011
Psychoacoustic Real-Time Mixing: Seven Secrets You Need to Know
by John Byrd
(Gigantic Software)
Audio
GDC 2011
Rapid-Fire Indies
by Chris Hecker
(definition six, inc.)
Independent Games Summit
GDC 2011
Rapid-Fire Indies
by Chris Hecker
(definition six, inc.)
Independent Games Summit
GDC 2011
Rapid-Fire Indies
by Chris Hecker
(definition six, inc.)
Independent Games Summit
GDC 2011
Rapid-Fire Indies
by Chris Hecker
(definition six, inc.)
Independent Games Summit
GDC 2011
Scaling Social Games: What Game Development Can Learn from the Cloud [SO...
by Dan Borthwick
(Playfish)
Social & Online Games Summit
GDC 2011
Scoping Success
by Rod Fergusson
(Epic Games)
Production
GDC 2011
Seven Ways a Video Game Can Be Moral
by Richard Rouse III
(Ubisoft Montreal)
Game Design
GDC 2011
Social Genetics: The Demographics and Affinities of Facebook Gamers [SOG...
by Nick Berry
(DataGenetics)
Social & Online Games Summit
GDC 2011
Social Mechanics for Social Games [SOGS Design]
by Raph Koster
(Playdom)
Social & Online Games Summit
GDC 2011
Social Speed - Improving Flash Performance for Social Games [SOGS Tech]
by Amitt Mahajan
(Zynga)
Social & Online Games Summit
GDC 2011
Sound Synthesis in CRACKDOWN 2 and Wave Acoustics for Games
by Nikunj Raghuvanshi
(Microsoft Research)
Audio
GDC 2011
Sound Synthesis in CRACKDOWN 2 and Wave Acoustics for Games
by Nikunj Raghuvanshi
(Microsoft Research)
Audio
GDC 2011
Sound Synthesis in CRACKDOWN 2 and Wave Acoustics for Games
by Nikunj Raghuvanshi
(Microsoft Research)
Audio
GDC 2011
Spectacular Specular: LEAN and CLEAN Specular Highlights
by Dan Baker
(Firaxis)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
Staffing the Extras: Creating Convincing Background Character AI
by Paul Kruszewski
(Grip Entertainment)
AI Summit
GDC 2011
Staffing the Extras: Creating Convincing Background Character AI
by Paul Kruszewski
(Grip Entertainment)
AI Summit
GDC 2011
Stealing Sound: The Application of Generative Music
by Paul Weir
(Eidos Montreal)
Audio
GDC 2011
Stealing Sound: The Application of Generative Music
by Paul Weir
(Eidos Montreal)
Audio
GDC 2011
Strategies for Firefighting Troubled Projects
by Adrian Hawkins
(Kuju Entertainment Ltd.)
Production
GDC 2011
Taking the Purple Pill: Lessons Learned Building a Platform for Social A...
by Terrance Cohen
(Ogmento)
GDC Smartphone Summit
GDC 2011
Tales from the Trenches: Startup Advice from a Vet
by Matt Small
(Vector Unit)
Business and Management
GDC 2011
Technical Artist Boot Camp: Lessons in How to Create and Be an
Effecti...
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2011
Technical Artist Boot Camp: Lessons in How to Create and Be an
Effecti...
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2011
Technical Artist Boot Camp: Lessons in How to Create and Be an
Effecti...
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2011
The Animation of HALO REACH: Raising the Bar
by Joe Spataro
(Bungie)
Visual Arts
GDC 2011
The Data Cracker: Building a DEAD SPACE 2 Visual Game Analytic Tool
by Ben Medler
(EA/Visceral Games)
Production
GDC 2011
The Dynamics Behind Online Marketing for the Gaming Industry (Presented ...
by Joe McCormack
(Adotomi Agency)
Monetization: Sponsored
GDC 2011
The Environment is the Orchestra: Soundscape Composition in LIMBO
by Martin Stig Andersen
(Playdead)
Audio
GDC 2011
The Environment is the Orchestra: Soundscape Composition in LIMBO
by Martin Stig Andersen
(Playdead)
Audio
GDC 2011
The Failure Workshop
by Chris Hecker
(definition six, inc.)
Game Design
GDC 2011
The Humble Indie Bundle
by John Graham
(Wolfire Games)
Independent Games Summit
GDC 2011
The Identity Bubble - A Design Approach to Character and Story Development
by Matthias Worch
(LucasArts)
Game Design
GDC 2011
The Identity Bubble - A Design Approach to Character and Story Development
by Matthias Worch
(LucasArts)
Game Design
GDC 2011
The Journey to Creating SHANK
by Jamie Cheng
(Klei Entertainment)
Independent Games Summit
GDC 2011
The Journey to Creating SHANK
by Jamie Cheng
(Klei Entertainment)
Independent Games Summit
GDC 2011
The Multilingual Audio Mystery Tour
by Andrea Ballista
(Binari Sonori s.r.l)
Localization Summit
GDC 2011
The Next Steps of Indie: Four Perspectives
by Luke Schneider
(Radiangames)
Independent Games Summit
GDC 2011
The Next Steps of Indie: Four Perspectives
by Luke Schneider
(Radiangames)
Independent Games Summit
GDC 2011
The Next Steps of Indie: Four Perspectives
by Luke Schneider
(Radiangames)
Independent Games Summit
GDC 2011
The Next Steps of Indie: Four Perspectives
by Luke Schneider
(Radiangames)
Independent Games Summit
GDC 2011
The ngmoco:) Live Team Playbook: Life After Launch
by Caryl Shaw
(ngmoco:))
GDC Smartphone Summit
GDC 2011
The Science of Play Testing: EA's Methods for User Research
by Veronica Zammitto
(Electronic Arts)
Game Design
GDC 2011
The Secret (Art) History of Games
by John Sharp
(Savannah College of Art and Design-Atlanta)
Game Design
GDC 2011
The Technology Behind the DirectX 11 Unreal Engine Samaritan Demo (Prese...
by Bryan Dudash
(NVIDIA)
Programming
GDC 2011
Tips for Networking with the Pros
by Christian Allen
(WB Games)
Game Career Seminar
GDC 2011
Turing Tantrums: AI Developers Rant!
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
Turing Tantrums: AI Developers Rant!
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
Turing Tantrums: AI Developers Rant!
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
Turning Depression into Inspiration
by Michael Todd
(Spyeart.com)
Independent Games Summit
GDC 2011
Ultimate Customization in Character Creation - Challenges and Innovations
by Brad Stokan
(Cryptic Studios)
Visual Arts
GDC 2011
Using Randomness in AI: Both Sides of the Coin
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
Using Your Friends: Identifying the Top Interaction Mechanics in Current...
by Mia Consalvo
(MIT, Comparative Media Studies)
Social & Online Games Summit
GDC 2011
Video Game Play as Nightmare Protection [SGS Health]
by Jayne Gackenbach
(Grant MacEwan University)
Serious Games Summit
GDC 2011
VO Session LIVE!!!
by Michael Csurics
(2K Marin)
Audio
GDC 2011
What Can Video Games Learn from CCG's?
by Skaff Elias
(Three Donkeys LLC)
Game Design
GDC 2011
Work Smarter, Not Harder: Automating the Process of Audio Content Creation
by Adam Kay
(Paragon Studios)
Audio
GDC 2011
Your Best Weapon Is Your Community! How to Create a Social Ecosystem Acr...
by Chris Bruce
(Sony Computer Entertainment Europe)
Production
GDC 2011
Zigging While Others Zag - KINGDOMS OF CAMELOT Postmortem [SOGS Design]
by Andrew Sheppard
(Kabam)
Social & Online Games Summit