GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
10 Lessons from 20 Years as an Entrepreneur: A Post-Mortem
by Don Daglow
Business and Management
GDC 2011
11th Annual Game Developers Choice Awards
by GDC
Game Design
GDC 2011
13th Annual Independent Games Festival Awards
Game Design
GDC 2011
15 Games in 15 Years
by Stone Librande
(EA/Maxis)
Game Design
GDC 2011
A Debate: Are Social Games Legitimate? [SOGS Vision]
by Daniel James
(Three Rings)
Social & Online Games Summit
GDC 2011
A Requirements Specification Template for Interactive Storytelling
by Ernest Adams
(International Hobo)
Game Design
GDC 2011
Adapting the MMO to a Mobile Gaming Platform
by Cinco Barnes
(Spacetime Studios)
GDC Smartphone Summit
GDC 2011
Adaptive Order Independent Transparency: A Fast and Practical Approach t...
by Marco Salvi
(Intel Corporation)
Programming
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
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 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: The Writer Who Made Us Rewrite Our Engine
by Markus Maki
(Remedy Entertainment)
Programming
GDC 2011
Alternative Business Models with Downloadable Games (DLG) and Downloadab...
by Geoffrey (GZ) Zatkin
(Electronic Entertainment Design and Research)
Business and Management
GDC 2011
An Apology for Roger Ebert
by Brian Moriarty
(Worcester Polytechnic Institute)
Game Design
GDC 2011
ANGRY BIRDS - An Entertainment Franchise in the Making
by Peter Vesterbacka
(Rovio)
GDC Smartphone Summit
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
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 Essentials for Producers
by Brian Schmidt
(Brian Schmidt Studios, LLC)
Production
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
Basically, We Sold Our Souls: The Art Implementation of INFINITY BLADE
by Geremy Mustard
(Chair Entertainment)
Visual Arts
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 Credit Cards: Localized Payment Strategies For a Global Business ...
by David Cole
(DFC Intelligence)
Monetization: Sponsored
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
Break It Down! How Harmonix and Kinect Taught the World to Dance; The De...
by Matt Boch
(Harmonix Music)
Game Design
GDC 2011
Breaking into AAA Game development: Ask the Pros
by Robin Hunicke
(thatgamecompany)
Game Career Seminar
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 Cloud Services for Mobile Titles with Minimum Effort
by Allan Murphy
(Microsoft)
GDC Smartphone Summit
GDC 2011
Building Next-gen 3D Android Games with Snapdragon's Adreno GPU (Present...
by Mitri Bautista Wiberg
(Polarbit)
GDC Smartphone Summit
GDC 2011
Building Open Worlds Faster: the Volition Way
by Jason Hayes
(Volition / THQ)
Visual Arts
GDC 2011
Building Strategy Games for Mobile Devices
by Rade Stojsavljevic
(Jet Set Games)
GDC Smartphone Summit
GDC 2011
Care and Feeding of Your Independent Game Studio
by Arthur Humphrey
(Last Day of Work)
Independent Games Summit