GDC 2012
12th Annual Game Developers Choice Awards
Special Event
GDC 2012
14th Annual Independent Games Festival Awards
Special Event
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
A 'Mod'est Approach to Teaching Game Development
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
A 'Mod'est Approach to Teaching Game Development
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
A 'Mod'est Approach to Teaching Game Development
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
GDC 2012
A Fireside Chat with Markus 'Notch' Persson
by Markus Persson
(Mojang)
Game Design
GDC 2012
A Fireside Chat with Markus 'Notch' Persson
by Markus Persson
(Mojang)
Game Design
GDC 2012
A Holistic Approach to A/B Testing [SOGS Business]
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
A Holistic Approach to A/B Testing [SOGS Business]
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
A Holistic Approach to A/B Testing [SOGS Business]
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
A Strategic Approach to Crowdfunding
by Julie Coniglio
(Awkward Hug)
Independent Games Summit
GDC 2012
A Strategic Approach to Crowdfunding
by Julie Coniglio
(Awkward Hug)
Independent Games Summit
GDC 2012
A Strategic Approach to Crowdfunding
by Julie Coniglio
(Awkward Hug)
Independent Games Summit
GDC 2012
A Two-Part Technique for Efficiently Scaling Build and Test Automation
by Josh Nixdorf
(Electronic Arts)
Programming
GDC 2012
A Two-Part Technique for Efficiently Scaling Build and Test Automation
by Josh Nixdorf
(Electronic Arts)
Programming
GDC 2012
A Two-Part Technique for Efficiently Scaling Build and Test Automation
by Josh Nixdorf
(Electronic Arts)
Programming
GDC 2012
AAA Game Mechanics Inspiring Learning and Assessment Mechanics
by Jan L. Plass
(NYU / Games for Learning Institute)
Games For Change
GDC 2012
AAA Game Mechanics Inspiring Learning and Assessment Mechanics
by Jan L. Plass
(NYU / Games for Learning Institute)
Games For Change
GDC 2012
AAA Game Mechanics Inspiring Learning and Assessment Mechanics
by Jan L. Plass
(NYU / Games for Learning Institute)
Games For Change
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
GDC 2012
Advanced Visual Effects with DirectX 11
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2012
Advanced Visual Effects with DirectX 11
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2012
Advanced Visual Effects with DirectX 11
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Michael Dawe
(Big Huge Games/38 Studios)
AI Summit
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
Ambient Occlusion Fields and Decals in Infamous 2
by Nathan Reed
(Sucker Punch Productions)
Programming
GDC 2012
Ambient Occlusion Fields and Decals in Infamous 2
by Nathan Reed
(Sucker Punch Productions)
Programming
GDC 2012
Ambient Occlusion Fields and Decals in Infamous 2
by Nathan Reed
(Sucker Punch Productions)
Programming
GDC 2012
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
GDC 2012
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
GDC 2012
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
GDC 2012
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
GDC 2012
Android Gaming on Tegra: The Future of Gaming is Now, and it's on the Mo...
by Lars Bishop
(NVIDIA)
Game Design
GDC 2012
Android Gaming on Tegra: The Future of Gaming is Now, and it's on the Mo...
by Lars Bishop
(NVIDIA)
Game Design
GDC 2012
Android On Everything: Smooth Development of Cross-Platform Native Andro...
by Ian Lewis
(Google)
Programming
GDC 2012
Android On Everything: Smooth Development of Cross-Platform Native Andro...
by Ian Lewis
(Google)
Programming
GDC 2012
Animation Driven Locomotion for Smoother Navigation
by Bobby Anguelov
(IO Interactive)
AI Summit
GDC 2012
Animation Driven Locomotion for Smoother Navigation
by Bobby Anguelov
(IO Interactive)
AI Summit
GDC 2012
Animation Driven Locomotion for Smoother Navigation
by Bobby Anguelov
(IO Interactive)
AI Summit
GDC 2012
Animation methodology for Battlefield 3
by Tobias Dahl
(DICE/EA)
Game Design
GDC 2012
Animation methodology for Battlefield 3
by Tobias Dahl
(DICE/EA)
Game Design
GDC 2012
Animation methodology for Battlefield 3
by Tobias Dahl
(DICE/EA)
Game Design
GDC 2012
APB Reloaded: Design and Item Monetization Challenges When AAA Games Goe...
by Bjorn Book-Larsson
(GamersFirst / Reloaded Productions Inc.)
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
APB Reloaded: Design and Item Monetization Challenges When AAA Games Goe...
by Bjorn Book-Larsson
(GamersFirst / Reloaded Productions Inc.)
Production
GDC 2012
Applying Game and Social Mechanics to Sustainable Fashion: Closet Swap C...
by Paulina Bozek
(Inensu)
Game IT Summit
GDC 2012
Applying Game and Social Mechanics to Sustainable Fashion: Closet Swap C...
by Paulina Bozek
(Inensu)
Game IT Summit
GDC 2012
Are You a Manager or a Leader? Come Test Your Skills and Learn New Ones!
by Julie Craft
(Heyzap)
Production
GDC 2012
Army Attack! Postmortem: Fighting in the Free to Play War [SOGS Postmortem]
by Aki Jarvinen
(Digital Chocolate)
Social and Online Games Summit
GDC 2012
Army Attack! Postmortem: Fighting in the Free to Play War [SOGS Postmortem]
by Aki Jarvinen
(Digital Chocolate)
Social and Online Games Summit
GDC 2012
Army Attack! Postmortem: Fighting in the Free to Play War [SOGS Postmortem]
by Aki Jarvinen
(Digital Chocolate)
Social and Online Games Summit
GDC 2012
Arrrgghh!!! - Blending Quantitative and Qualitative Methods to Detect Pl...
by Janus Rau Sorensen
(Crystal Dynamics / IO Interactive (Square Enix))
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
Arrrgghh!!! - Blending Quantitative and Qualitative Methods to Detect Pl...
by Janus Rau Sorensen
(Crystal Dynamics / IO Interactive (Square Enix))
Production
GDC 2012
Art History for Game Devs: In Praise of Abstraction
by John Sharp
(Georgia Institute of Technology)
Game Design
GDC 2012
Art History for Game Devs: In Praise of Abstraction
by John Sharp
(Georgia Institute of Technology)
Game Design
GDC 2012
Art History for Game Devs: In Praise of Abstraction
by John Sharp
(Georgia Institute of Technology)
Game Design
GDC 2012
Ask the Experts: Professional Programmer's Panel
by Jeff Ward
(Fire Hose Games)
Game Career Seminar
GDC 2012
Ask the Experts: Professional Programmer's Panel
by Jeff Ward
(Fire Hose Games)
Game Career Seminar
GDC 2012
Ask the Experts: Professional Programmer's Panel
by Jeff Ward
(Fire Hose Games)
Game Career Seminar
GDC 2012
Asking the Impossible on SSX: Creating 300 Tracks on a Ten-Track Budget
by Caleb Howard
(Electronic Arts Canada)
Visual Arts
GDC 2012
Asking the Impossible on SSX: Creating 300 Tracks on a Ten-Track Budget
by Caleb Howard
(Electronic Arts Canada)
Visual Arts
GDC 2012
Attention, Not Immersion: Making Your Games Better with Psychology and P...
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2012
Attention, Not Immersion: Making Your Games Better with Psychology and P...
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2012
Attention, Not Immersion: Making Your Games Better with Psychology and P...
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2012
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Audio Evolution in Social Games: Not Just a 15 Second 60kpbs Loop Anymore!
by Dren McDonald
(Loot Drop)
Audio
GDC 2012
Audio Evolution in Social Games: Not Just a 15 Second 60kpbs Loop Anymore!
by Dren McDonald
(Loot Drop)
Audio
GDC 2012
Audio Localization Done Right: Simultaneous Scripting and Recording
by Hikaru Taniyama
(Square Enix)
Localization Summit
GDC 2012
Audio Localization Done Right: Simultaneous Scripting and Recording
by Hikaru Taniyama
(Square Enix)
Localization Summit
GDC 2012
Authoring Soundscapes with User-generated Content and Automatic Audio Cl...
by Jordi Janer
(Universitat Pompeu Fabra)
Audio
GDC 2012
Authoring Soundscapes with User-generated Content and Automatic Audio Cl...
by Jordi Janer
(Universitat Pompeu Fabra)
Audio
GDC 2012
Authoring Soundscapes with User-generated Content and Automatic Audio Cl...
by Jordi Janer
(Universitat Pompeu Fabra)
Audio
GDC 2012
Awesome Video Game Data
by Geoffrey Zatkin
(EEDAR)
Business and Marketing and Management
GDC 2012
Awesome Video Game Data
by Geoffrey Zatkin
(EEDAR)
Business and Marketing and Management
GDC 2012
Back to the Garage: The Return of Indie Development (From Those Who Wer...
by Markus Persson
(Mojang)
Business and Marketing and Management
GDC 2012
Back to the Garage: The Return of Indie Development (From Those Who Wer...
by Markus Persson
(Mojang)
Business and Marketing and Management
GDC 2012
Battlestorm: Games as a Powerful Tool for Community Engagement
by Jessica Goldfin
(Knight Foundation)
Games For Change
GDC 2012
Battlestorm: Games as a Powerful Tool for Community Engagement
by Jessica Goldfin
(Knight Foundation)
Games For Change
GDC 2012
Battlestorm: Games as a Powerful Tool for Community Engagement
by Jessica Goldfin
(Knight Foundation)
Games For Change
GDC 2012
Believable Tactics for Squad AI
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2012
Believable Tactics for Squad AI
by Alex Champandard
(AiGameDev.com)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Eliza: Constructing Socially Engaging AI
by Richard Evans
(Little Text People)
AI Summit
GDC 2012
Beyond Metrics: Building Deep and Sustained Analytical Capability in You...
by Sheridan Hitchens
(Industry Consultant)
Social and Online Games Summit
GDC 2012
Beyond Metrics: Building Deep and Sustained Analytical Capability in You...
by Sheridan Hitchens
(Industry Consultant)
Social and Online Games Summit
GDC 2012
Beyond Metrics: Building Deep and Sustained Analytical Capability in You...
by Sheridan Hitchens
(Industry Consultant)
Social and Online Games Summit
GDC 2012
Big Games in Small Packages: Lessons Learned In Bringing a Long-running ...
by John Bergman
(Guild Software, Inc.)
Business and Marketing and Management
- Japanese
GDC 2012
Big Games in Small Packages: Lessons Learned In Bringing a Long-running ...
by John Bergman
(Guild Software, Inc.)
Business and Marketing and Management
GDC 2012
Big Games in Small Packages: Lessons Learned In Bringing a Long-running ...
by John Bergman
(Guild Software, Inc.)
Business and Marketing and Management
GDC 2012
Big Games in Small Packages: Lessons Learned In Bringing a Long-running ...
by John Bergman
(Guild Software, Inc.)
Business and Marketing and Management
GDC 2012
Big Games in Small Packages: Lessons Learned In Bringing a Long-running ...
by John Bergman
(Guild Software, Inc.)
Business and Marketing and Management
GDC 2012
BlackBerry 10 - A Game Developers Platform (Presented by BlackBerry)
by Anders Jeppsson
(Research In Motion)
Programming
GDC 2012
Boosting Rendering Performance with Automated High Quality 3D Asset Opti...
by Ulrik Lindahl
(Donya Labs AB)
Programming
GDC 2012
Boosting Rendering Performance with Automated High Quality 3D Asset Opti...
by Ulrik Lindahl
(Donya Labs AB)
Programming
GDC 2012
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business and Marketing and Management
GDC 2012
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business and Marketing and Management
GDC 2012
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business and Marketing and Management
GDC 2012
Breaking Into Game Development: Ask the Pros
by Chris Charla
(Microsoft Games)
Game Career Seminar
GDC 2012
Breaking Into Game Development: Ask the Pros
by Chris Charla
(Microsoft Games)
Game Career Seminar
GDC 2012
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
GDC 2012
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
- Japanese
GDC 2012
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
GDC 2012
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
GDC 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC 2012
Bringing Large Scale Console Games to iOS Devices: A Technical Overview ...
by Stephane Jacoby
(Square One Games)
Smartphone and Tablet Games Summit
GDC 2012
Bringing Large Scale Console Games to iOS Devices: A Technical Overview ...
by Stephane Jacoby
(Square One Games)
Smartphone and Tablet Games Summit
GDC 2012
Bringing Large Scale Console Games to iOS Devices: A Technical Overview ...
by Stephane Jacoby
(Square One Games)
Smartphone and Tablet Games Summit
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
- Japanese
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
GDC 2012
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
GDC 2012
Build More Immersive Games with Intel SSDs (Presented by Intel)
by Chris Saleski
(Intel Corporation)
Programming
GDC 2012
Build That Wall: Creating the Audio for Bastion
by Darren Korb
(Supergiant Games)
Audio
GDC 2012
Build That Wall: Creating the Audio for Bastion
by Darren Korb
(Supergiant Games)
Audio
GDC 2012
Build That Wall: Creating the Audio for Bastion
by Darren Korb
(Supergiant Games)
Audio
GDC 2012
Building a Multi-threaded Web-Based Game Engine Using HTML5/CSS3 and Jav...
by Corey Clark
(DeVry University)
Social and Online Games Summit
GDC 2012
Building a Multi-threaded Web-Based Game Engine Using HTML5/CSS3 and Jav...
by Corey Clark
(DeVry University)
Social and Online Games Summit
GDC 2012
Building a Multi-threaded Web-Based Game Engine Using HTML5/CSS3 and Jav...
by Corey Clark
(DeVry University)
Social and Online Games Summit
GDC 2012
Building Passionate Communities Through Social Music-Making Games
by Ge Wang
(Smule)
Smartphone and Tablet Games Summit
GDC 2012
Building Passionate Communities Through Social Music-Making Games
by Ge Wang
(Smule)
Smartphone and Tablet Games Summit
GDC 2012
BURN THIS MOTHERFATHER! Game Dev Parents Rant
by Eric Zimmerman
(Independent)
Game Design
GDC 2012
BURN THIS MOTHERFATHER! Game Dev Parents Rant
by Eric Zimmerman
(Independent)
Game Design
GDC 2012
Character Assassination [SOGS Design]
by Kenny Shea Dinkin
(Disney Interactive Media Group/Playdom)
Social and Online Games Summit
GDC 2012
Character Assassination [SOGS Design]
by Kenny Shea Dinkin
(Disney Interactive Media Group/Playdom)
Social and Online Games Summit
GDC 2012
Cinematic Game Design IV: Character & Empathy
by Richard Rouse III
(Paranoid Productions)
Game Design
GDC 2012
Cinematic Game Design IV: Character & Empathy
by Richard Rouse III
(Paranoid Productions)
Game Design
GDC 2012
Cinematic Game Design IV: Character & Empathy
by Richard Rouse III
(Paranoid Productions)
Game Design
GDC 2012
Classic Game Postmortem: Alone in the Dark
by Frederick Raynal
Game Design
GDC 2012
Classic Game Postmortem: Alone in the Dark
by Frederick Raynal
Game Design
GDC 2012
Classic Game Postmortem: Alone in the Dark
by Frederick Raynal
Game Design
GDC 2012
Classic Game Postmortem: Fallout
by Timothy Cain
(Obsidian Entertainment)
Game Design
GDC 2012
Classic Game Postmortem: Fallout
by Timothy Cain
(Obsidian Entertainment)
Game Design
GDC 2012
Classic Game Postmortem: Fallout
by Timothy Cain
(Obsidian Entertainment)
Game Design
GDC 2012
Classic Game Postmortem: Gauntlet
by Ed Logg
Game Design
GDC 2012
Classic Game Postmortem: Gauntlet
by Ed Logg
Game Design
GDC 2012
Classic Game Postmortem: Gauntlet
by Ed Logg
Game Design
GDC 2012
Classic Game Postmortem: Harvest Moon
by Yasuhiro Wada
(Toy Box, Inc.)
Game Design
GDC 2012
Classic Game Postmortem: Harvest Moon
by Yasuhiro Wada
(Toy Box, Inc.)
Game Design
- Japanese
GDC 2012
Classic Game Postmortem: Harvest Moon
by Yasuhiro Wada
(Toy Box, Inc.)
Game Design
GDC 2012
Classic Game Postmortem: Harvest Moon
by Yasuhiro Wada
(Toy Box, Inc.)
Game Design
GDC 2012
Clones: Advancing the Discussion
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC 2012
Clones: Advancing the Discussion
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC 2012
Clones: Advancing the Discussion
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC 2012
Communication and Iteration of Visual Effects in Red Faction: Armageddon
by Dave Samuel
(Volition Inc.)
Game Design
GDC 2012
Communication and Iteration of Visual Effects in Red Faction: Armageddon
by Dave Samuel
(Volition Inc.)
Game Design
GDC 2012
Communication and Iteration of Visual Effects in Red Faction: Armageddon
by Dave Samuel
(Volition Inc.)
Game Design
GDC 2012
Community Commodity [SOGS Business]
by Stephanie Bayer
(PopCap Games)
Social and Online Games Summit
GDC 2012
Community Commodity [SOGS Business]
by Stephanie Bayer
(PopCap Games)
Social and Online Games Summit
GDC 2012
Community Commodity [SOGS Business]
by Stephanie Bayer
(PopCap Games)
Social and Online Games Summit
GDC 2012
Concrete Practices to Be a Better Leader: Framing & Intention
by Brian Sharp
(Bungie)
Production
GDC 2012
Concrete Practices to Be a Better Leader: Framing & Intention
by Brian Sharp
(Bungie)
Production
GDC 2012
Conquering European Localization
by Miguel A. Bernal-Merino
(University of Roehampton)
Localization Summit
GDC 2012
Conquering European Localization
by Miguel A. Bernal-Merino
(University of Roehampton)
Localization Summit
GDC 2012
Consumer Interests and Behaviors in the Virtual Goods Economy (Presented...
by Robert M. Crawford, Ph.D.
(Frank N. Magid Associates)
Business and Marketing and Management
GDC 2012
Contrastive Juxtaposition: Contrast and Context in BioWare Story and Cin...
by Jonathan Perry
(BioWare)
Game Design
GDC 2012
Contrastive Juxtaposition: Contrast and Context in BioWare Story and Cin...
by Jonathan Perry
(BioWare)
Game Design
GDC 2012
Contrastive Juxtaposition: Contrast and Context in BioWare Story and Cin...
by Jonathan Perry
(BioWare)
Game Design
GDC 2012
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Summit
GDC 2012
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Summit
GDC 2012
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Summit
GDC 2012
Core Games, Real Numbers: Comparative Stats for MMOs and Social Games [S...
by Emily Greer
(Kongregate)
Social and Online Games Summit
GDC 2012
Core Games, Real Numbers: Comparative Stats for MMOs and Social Games [S...
by Emily Greer
(Kongregate)
Social and Online Games Summit
GDC 2012
Core Games, Real Numbers: Comparative Stats for MMOs and Social Games [S...
by Emily Greer
(Kongregate)
Social and Online Games Summit
GDC 2012
Create New Genres (and Stop Wasting Your Life in the Clone Factories) [S...
by Daniel Cook
(Spry Fox)
Social and Online Games Summit
GDC 2012
Create New Genres (and Stop Wasting Your Life in the Clone Factories) [S...
by Daniel Cook
(Spry Fox)
Social and Online Games Summit
GDC 2012
Creating a Sequel to a Game That Doesn't Need One
by Chet Faliszek
(Valve)
Game Design
GDC 2012
Creating a Sequel to a Game That Doesn't Need One
by Chet Faliszek
(Valve)
Game Design
GDC 2012
Creating Atmosphere in Games
by Greg Kasavin
(Supergiant Games)
Game Design
GDC 2012
Creating Atmosphere in Games
by Greg Kasavin
(Supergiant Games)
Game Design
GDC 2012
Creating Atmosphere in Games
by Greg Kasavin
(Supergiant Games)
Game Design
GDC 2012
Creating Location Based GPS Entertainment in a Kyoto Start-Up
by Tonooka Yasunori
(supernova.INC)
Smartphone and Tablet Games Summit
GDC 2012
Creating Location Based GPS Entertainment in a Kyoto Start-Up
by Tonooka Yasunori
(supernova.INC)
Smartphone and Tablet Games Summit
GDC 2012
Creating the Flood Effects in Uncharted 3
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2012
Creating the Flood Effects in Uncharted 3
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2012
Creating the Flood Effects in Uncharted 3
by Eben Cook
(Naughty Dog)
Visual Arts
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
Production
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
Production
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
Production
GDC 2012
Creative Panic: How Agility Turned Terror Into Triumph
by Lee Petty
(Double Fine Productions)
Production
GDC 2012
Cross-Platform Games Monetization in Western and Emerging Markets (Prese...
by Peter Warman
(Newzoo)
Monetization
GDC 2012
Crowds in Hitman: Absolution
by Kasper Fauerby
(IO Interactive)
Programming
GDC 2012
Crowds in Hitman: Absolution
by Kasper Fauerby
(IO Interactive)
Programming
GDC 2012
Crowds in Hitman: Absolution
by Kasper Fauerby
(IO Interactive)
Programming
GDC 2012
Crysis Management: Localization from a Developer's Perspective
by Judith Matz
(Crytek)
Localization Summit
GDC 2012
Crysis Management: Localization from a Developer's Perspective
by Judith Matz
(Crytek)
Localization Summit
GDC 2012
Crysis of Audio II
by Florian Fuesslin
(Crytek)
Audio
GDC 2012
Crysis of Audio II
by Florian Fuesslin
(Crytek)
Audio
GDC 2012
Cubes All the Way Down: FEZ Technical Postmortem
by Renaud Bedard
(Polytron Corporation)
Independent Games Summit
GDC 2012
Cubes All the Way Down: FEZ Technical Postmortem
by Renaud Bedard
(Polytron Corporation)
Independent Games Summit
GDC 2012
Cubes All the Way Down: FEZ Technical Postmortem
by Renaud Bedard
(Polytron Corporation)
Independent Games Summit
GDC 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC 2012
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
GDC 2012
Datamining: How to Harvest the Gold in your Game Sales Database [SOGS Bu...
by Nick Berry
(DataGenetics)
Social and Online Games Summit
GDC 2012
Datamining: How to Harvest the Gold in your Game Sales Database [SOGS Bu...
by Nick Berry
(DataGenetics)
Social and Online Games Summit
GDC 2012
Datamining: How to Harvest the Gold in your Game Sales Database [SOGS Bu...
by Nick Berry
(DataGenetics)
Social and Online Games Summit
GDC 2012
Dear Esther: Making an Indie Success Out of an Experimental Mod
by Dan Pinchbeck
(thechineseroom)
Game Design
GDC 2012
Dear Esther: Making an Indie Success Out of an Experimental Mod
by Dan Pinchbeck
(thechineseroom)
Game Design
GDC 2012
Dedicated Servers In Gears of War 3: Scaling to Millions of Players
by Michael Weilbacher
(Microsoft Studios)
Production
GDC 2012
Dedicated Servers In Gears of War 3: Scaling to Millions of Players
by Michael Weilbacher
(Microsoft Studios)
Production
GDC 2012
Dedicated Servers In Gears of War 3: Scaling to Millions of Players
by Michael Weilbacher
(Microsoft Studios)
Production
GDC 2012
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3
by Nikolay Stefanov
(Massive (A Ubisoft Division))
Programming
GDC 2012
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3
by Nikolay Stefanov
(Massive (A Ubisoft Division))
Programming
GDC 2012
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3
by Nikolay Stefanov
(Massive (A Ubisoft Division))
Programming
GDC 2012
Demo Derby: Music
by Jason Hayes
(Valve Software)
Audio
GDC 2012
Demo Derby: Music
by Jason Hayes
(Valve Software)
Audio
GDC 2012
Demo Derby: Sound Design
by Dren McDonald
(Loot Drop)
Audio
GDC 2012
Demo Derby: Sound Design
by Dren McDonald
(Loot Drop)
Audio
GDC 2012
Depth in Simplicity: The Making of Jetpack Joyride
by Luke Muscat
(Halfbrick Studios)
Game Design
GDC 2012
Depth in Simplicity: The Making of Jetpack Joyride
by Luke Muscat
(Halfbrick Studios)
Game Design
GDC 2012
Depth in Simplicity: The Making of Jetpack Joyride
by Luke Muscat
(Halfbrick Studios)
Game Design
GDC 2012
Design in Detail: Identifying the Seemingly Insignificant Decisions whic...
by Jaime Griesemer
(Sucker Punch)
Game Design
GDC 2012
Design in Detail: Identifying the Seemingly Insignificant Decisions whic...
by Jaime Griesemer
(Sucker Punch)
Game Design
GDC 2012
Design in Detail: Identifying the Seemingly Insignificant Decisions whic...
by Jaime Griesemer
(Sucker Punch)
Game Design
GDC 2012
Designing A Game Your Teenage Daughter Will Actually Play
by Graeme Devine
(GRL Games)
Smartphone and Tablet Games Summit
GDC 2012
Designing A Game Your Teenage Daughter Will Actually Play
by Graeme Devine
(GRL Games)
Smartphone and Tablet Games Summit
GDC 2012
Designing A Game Your Teenage Daughter Will Actually Play
by Graeme Devine
(GRL Games)
Smartphone and Tablet Games Summit
GDC 2012
Designing a Technology Strategy for a Large Publisher
by Julien Merceron
(Square Enix)
Programming
GDC 2012
Designing a Technology Strategy for a Large Publisher
by Julien Merceron
(Square Enix)
Programming
GDC 2012
Designing a Technology Strategy for a Large Publisher
by Julien Merceron
(Square Enix)
Programming
- Japanese
GDC 2012
Designing a Technology Strategy for a Large Publisher
by Julien Merceron
(Square Enix)
Programming
GDC 2012
Designing a Technology Strategy for a Large Publisher
by Julien Merceron
(Square Enix)
Programming
GDC 2012
Designing for Free: How Free-to-Play Games Blur the Line Between Design ...
by Soren Johnson
(Game Developer Magazine)
Game Design
GDC 2012
Designing for Free: How Free-to-Play Games Blur the Line Between Design ...
by Soren Johnson
(Game Developer Magazine)
Game Design
GDC 2012
Designing for Friendship: Shaping Player Relationships with Rules and Fr...
by Chris Bell
(thatgamecompany)
Independent Games Summit
GDC 2012
Designing for Friendship: Shaping Player Relationships with Rules and Fr...
by Chris Bell
(thatgamecompany)
Independent Games Summit
GDC 2012
Designing for Friendship: Shaping Player Relationships with Rules and Fr...
by Chris Bell
(thatgamecompany)
Independent Games Summit
GDC 2012
Designing Games for Game Designers
by Stone Librande
(EA/Maxis)
Game Design
GDC 2012
Designing Games for Game Designers
by Stone Librande
(EA/Maxis)
Game Design
GDC 2012
Designing Games for Game Designers
by Stone Librande
(EA/Maxis)
Game Design
GDC 2012
Designing Games to Sell
by Alex Hutchinson
(Ubisoft Montreal)
Production
GDC 2012
Designing Games to Sell
by Alex Hutchinson
(Ubisoft Montreal)
Production
GDC 2012
Designing Over the Top - Saints Row: The Third Postmortem
by Scott Phillips
(Volition, INC)
Game Design
GDC 2012
Designing Over the Top - Saints Row: The Third Postmortem
by Scott Phillips
(Volition, INC)
Game Design
GDC 2012
Designing Over the Top - Saints Row: The Third Postmortem
by Scott Phillips
(Volition, INC)
Game Design
GDC 2012
Designing the Five Second Game
by RJ Mical
(Independent)
Smartphone and Tablet Games Summit
GDC 2012
Designing the Five Second Game
by RJ Mical
(Independent)
Smartphone and Tablet Games Summit
GDC 2012
Designing Virtual Currency by Breaking (Almost) Every Rule in the Econom...
by Vili Lehdonvirta
(London School of Economics)
Game Design
GDC 2012
Designing Virtual Currency by Breaking (Almost) Every Rule in the Econom...
by Vili Lehdonvirta
(London School of Economics)
Game Design
GDC 2012
Developers: Find Your Next 900 Million Consumers in China (Presented by ...
by Chris Shen
(The9 Limited)
Business and Marketing and Management
GDC 2012
Developers: Find Your Next 900 Million Consumers in China (Presented by ...
by Chris Shen
(The9 Limited)
Business and Marketing and Management
GDC 2012
Developing HTML5 Games for the Intel AppUp Center (Presented by Intel)
by Amarnath Kona
(Intel Corporation)
Programming
GDC 2012
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
GDC 2012
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
GDC 2012
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
GDC 2012
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
GDC 2012
Digital Orchestration for the Video Game Composer
by Fletcher Beasley
(Fletcher Beasley Music)
Audio
GDC 2012
Digital Orchestration for the Video Game Composer
by Fletcher Beasley
(Fletcher Beasley Music)
Audio
GDC 2012
Digital Orchestration for the Video Game Composer
by Fletcher Beasley
(Fletcher Beasley Music)
Audio
GDC 2012
Digital Orchestration for the Video Game Composer
by Fletcher Beasley
(Fletcher Beasley Music)
Audio
GDC 2012
Digital Orchestration for the Video Game Composer
by Fletcher Beasley
(Fletcher Beasley Music)
Audio
GDC 2012
DIY XBLA FTW: The Dishwasher: Vampire Smile Postmortem
by James Silva
(Ska Studios)
Business and Marketing and Management
GDC 2012
DIY XBLA FTW: The Dishwasher: Vampire Smile Postmortem
by James Silva
(Ska Studios)
Business and Marketing and Management
GDC 2012
DIY XBLA FTW: The Dishwasher: Vampire Smile Postmortem
by James Silva
(Ska Studios)
Business and Marketing and Management
GDC 2012
Do (Say) The Right Thing: Choice Architecture, Player Expression, and Na...
by Joshua Sawyer
(Obsidian Entertainment)
Game Design
GDC 2012
Do (Say) The Right Thing: Choice Architecture, Player Expression, and Na...
by Joshua Sawyer
(Obsidian Entertainment)
Game Design
GDC 2012
Don't Shoot the Messenger! Messaging Across the Front Lines
by Linda Carlson
(Sony Online Entertainment)
Business and Marketing and Management
GDC 2012
Don't Shoot the Messenger! Messaging Across the Front Lines
by Linda Carlson
(Sony Online Entertainment)
Business and Marketing and Management
GDC 2012
Don't trust the HiPPOs: A/B Testing Online Games
by Steven Collins
(Swrve)
Game Design
GDC 2012
Don't trust the HiPPOs: A/B Testing Online Games
by Steven Collins
(Swrve)
Game Design
GDC 2012
Don't trust the HiPPOs: A/B Testing Online Games
by Steven Collins
(Swrve)
Game Design
GDC 2012
Downloadable Dominance: Quantifying the Importance of DLC for Your Botto...
by Benjamin Schlichter
(FADE LLC)
Business and Marketing and Management
GDC 2012
Downloadable Dominance: Quantifying the Importance of DLC for Your Botto...
by Benjamin Schlichter
(FADE LLC)
Business and Marketing and Management
GDC 2012
Downloadable Dominance: Quantifying the Importance of DLC for Your Botto...
by Benjamin Schlichter
(FADE LLC)
Business and Marketing and Management
GDC 2012
DXT Is Not Enough! Advanced Topics in Texture Compression
by Colt McAnlis
(Google)
Programming
GDC 2012
DXT Is Not Enough! Advanced Topics in Texture Compression
by Colt McAnlis
(Google)
Programming
GDC 2012
DXT Is Not Enough! Advanced Topics in Texture Compression
by Colt McAnlis
(Google)
Programming
GDC 2012
Effective Art Development in Social/Mobile Gaming [SOGS Design]
by James Zhang
(Concept Art House)
Social and Online Games Summit
GDC 2012
Effective Art Development in Social/Mobile Gaming [SOGS Design]
by James Zhang
(Concept Art House)
Social and Online Games Summit
GDC 2012
Effects Techniques Used in Uncharted 3: Drake's Deception
by Marshall Robin
(Naughty Dog)
Programming
GDC 2012
Effects Techniques Used in Uncharted 3: Drake's Deception
by Marshall Robin
(Naughty Dog)
Programming
GDC 2012
Effects Techniques Used in Uncharted 3: Drake's Deception
by Marshall Robin
(Naughty Dog)
Programming
GDC 2012
Embracing the Dark Art of Mathematical Modeling in AI
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Embracing the Dark Art of Mathematical Modeling in AI
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Embracing the Dark Art of Mathematical Modeling in AI
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Embracing the Dark Art of Mathematical Modeling in AI
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Emerging Market Monetization ' License or Self-Operate Online Games (Pre...
by Jeremy Coker
(Digital River)
Monetization
GDC 2012
Empowered by Digital Distribution: From Innovative Developer to Independ...
by Dan Connors
(Telltale Games)
Business and Marketing and Management
GDC 2012
Empowered by Digital Distribution: From Innovative Developer to Independ...
by Dan Connors
(Telltale Games)
Business and Marketing and Management
GDC 2012
Enhancing Games with Clothing and Destruction (Presented by NVIDIA)
by Aron Zoellner
(NVIDIA)
Game Design
GDC 2012
Entertaining the Enterprise: Helping You Level Up & Conquer Work
by Li-Te Cheng
(IBM)
Game IT Summit
GDC 2012
Entertaining the Enterprise: Helping You Level Up & Conquer Work
by Li-Te Cheng
(IBM)
Game IT Summit
GDC 2012
Entertaining the Enterprise: Helping You Level Up & Conquer Work
by Li-Te Cheng
(IBM)
Game IT Summit
GDC 2012
Everyone Gaming Everywhere: Social Goes Global [SOGS Business]
by Peter Relan
(CrowdStar)
Social and Online Games Summit
GDC 2012
Everyone Gaming Everywhere: Social Goes Global [SOGS Business]
by Peter Relan
(CrowdStar)
Social and Online Games Summit
GDC 2012
Everything I Know About Being an Art Lead I Learned From Rocksmith
by Aaron B. Murray
(Ubisoft)
Production
GDC 2012
Everything I Know About Being an Art Lead I Learned From Rocksmith
by Aaron B. Murray
(Ubisoft)
Production
GDC 2012
Everything I Know About Being an Art Lead I Learned From Rocksmith
by Aaron B. Murray
(Ubisoft)
Production
GDC 2012
Evolution of the Cinematic Process: The Gears of War Trilogy
by Greg Mitchell
(Epic Games)
Production
GDC 2012
Evolution of the Cinematic Process: The Gears of War Trilogy
by Greg Mitchell
(Epic Games)
Production
GDC 2012
Evolution of the Cinematic Process: The Gears of War Trilogy
by Greg Mitchell
(Epic Games)
Production
GDC 2012
Evolution of the Cinematic Process: The Gears of War Trilogy
by Greg Mitchell
(Epic Games)
Production
GDC 2012
Evolving the MOBA Genre - The League of Legends: Dominion Postmortem
by Travis George
(Riot Games)
Production
GDC 2012
Evolving the MOBA Genre - The League of Legends: Dominion Postmortem
by Travis George
(Riot Games)
Production
GDC 2012
Evolving the MOBA Genre - The League of Legends: Dominion Postmortem
by Travis George
(Riot Games)
Production
GDC 2012
Existential Crisis: Do We Really Need AI?
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Existential Crisis: Do We Really Need AI?
by Kevin Dill
(Lockheed Martin Global Training & Logistics)
AI Summit
GDC 2012
Expand Your Customer Base! Develop for Mainstream Graphics (Presented by...
by Ganesh Kumar
(Intel Corporation)
Programming
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Experimental Gameplay Sessions
by Rami Ismail
(Vlambeer)
Game Design
GDC 2012
Faster C++: Move Construction and Perfect Forwarding
by Pete Isensee
(Microsoft)
Programming
GDC 2012
Faster C++: Move Construction and Perfect Forwarding
by Pete Isensee
(Microsoft)
Programming
GDC 2012
Faster C++: Move Construction and Perfect Forwarding
by Pete Isensee
(Microsoft)
Programming
GDC 2012
Fighting Organized Crime: What You Should Know About Chargebacks, Gold F...
by Arthur Chu
(Nexon America)
Business and Marketing and Management
GDC 2012
Fighting Organized Crime: What You Should Know About Chargebacks, Gold F...
by Arthur Chu
(Nexon America)
Business and Marketing and Management
GDC 2012
Fighting Organized Crime: What You Should Know About Chargebacks, Gold F...
by Arthur Chu
(Nexon America)
Business and Marketing and Management
GDC 2012
Financing Options for Smaller Games
by Jonathan Newth
(Tenshi Ventures)
Business and Marketing and Management
GDC 2012
Financing Options for Smaller Games
by Jonathan Newth
(Tenshi Ventures)
Business and Marketing and Management
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Five Techniques for Making an Unforgettable Game, Illustrated in Space I...
by Reisuke Ishida
(Taito Corporation)
Game Design
GDC 2012
Flash Forward
by Reisuke Ishida
(Taito Corporation)
Special Event
GDC 2012
Flexible Rendering for Multiple Platforms (Presented by NVIDIA)
by Tobias Persson
(BitSquid)
Game Design
GDC 2012
Folk Games, Festivity and Subversive Game Design
by Douglas Wilson
(Die Gute Fabrik)
Independent Games Summit
GDC 2012
Folk Games, Festivity and Subversive Game Design
by Douglas Wilson
(Die Gute Fabrik)
Independent Games Summit
GDC 2012
Folk Games, Festivity and Subversive Game Design
by Douglas Wilson
(Die Gute Fabrik)
Independent Games Summit
GDC 2012
Forgotten Tales Remembered: The Games that Inspired Leading Innovators.
by John Romero
(Loot Drop)
Game Design
GDC 2012
Forgotten Tales Remembered: The Games that Inspired Leading Innovators.
by John Romero
(Loot Drop)
Game Design
GDC 2012
Forza Motorsport 4 Production Pipeline Architecture
by Daniel Caruso
(Turn 10 Studios, Microsoft)
Programming
GDC 2012
Forza Motorsport 4 Production Pipeline Architecture
by Daniel Caruso
(Turn 10 Studios, Microsoft)
Programming
GDC 2012
Forza Motorsport 4 Production Pipeline Architecture
by Daniel Caruso
(Turn 10 Studios, Microsoft)
Programming
GDC 2012
Frames, Sparsity and Global Illumination: New Math for Games
by Robin Green
(Microsoft)
Programming
GDC 2012
Frames, Sparsity and Global Illumination: New Math for Games
by Robin Green
(Microsoft)
Programming
GDC 2012
Frames, Sparsity and Global Illumination: New Math for Games
by Robin Green
(Microsoft)
Programming
GDC 2012
Free to Play Game Metrics for Beginners
by Dan Fiden
(Signia Ventures)
Business and Marketing and Management
GDC 2012
Free to Play Game Metrics for Beginners
by Dan Fiden
(Signia Ventures)
Business and Marketing and Management
GDC 2012
Free to Play Game Metrics for Beginners
by Dan Fiden
(Signia Ventures)
Business and Marketing and Management
GDC 2012
From Dungeons to Downing Street - How Games are Growing Up for Good!
by Ian Livingstone
(Eidos)
Games For Change
GDC 2012
From Dungeons to Downing Street - How Games are Growing Up for Good!
by Ian Livingstone
(Eidos)
Games For Change
GDC 2012
From Milan to Abu Dhabi: Microtalks for Change
by Colleen Macklin
(Parsons The New School for Design/Local No. 12)
Games For Change
GDC 2012
From Milan to Abu Dhabi: Microtalks for Change
by Colleen Macklin
(Parsons The New School for Design/Local No. 12)
Games For Change
GDC 2012
From Milan to Abu Dhabi: Microtalks for Change
by Colleen Macklin
(Parsons The New School for Design/Local No. 12)
Games For Change
GDC 2012
From Milan to Abu Dhabi: Microtalks for Change
by Colleen Macklin
(Parsons The New School for Design/Local No. 12)
Games For Change
GDC 2012
From Milan to Abu Dhabi: Microtalks for Change
by Colleen Macklin
(Parsons The New School for Design/Local No. 12)
Games For Change
GDC 2012
From Minsk to London - How to Make a Live Orchestra Production in Europe...
by Pierre Langer
(Dynamedion)
Production
GDC 2012
From Minsk to London - How to Make a Live Orchestra Production in Europe...
by Pierre Langer
(Dynamedion)
Production
GDC 2012
From Minsk to London - How to Make a Live Orchestra Production in Europe...
by Pierre Langer
(Dynamedion)
Production
GDC 2012
From the Trenches: Developing Games for Google+ [SOGS Business]
by Todd Kerpelman
(Google)
Social and Online Games Summit
GDC 2012
From the Trenches: Developing Games for Google+ [SOGS Business]
by Todd Kerpelman
(Google)
Social and Online Games Summit
GDC 2012
Fun for Everyone: Lessons in Accessible Design from OUAM
by Nathan Martz
(Double Fine Productions)
Game Design
GDC 2012
Fun for Everyone: Lessons in Accessible Design from OUAM
by Nathan Martz
(Double Fine Productions)
Game Design
GDC 2012
Fun for Everyone: Lessons in Accessible Design from OUAM
by Nathan Martz
(Double Fine Productions)
Game Design
GDC 2012
Fundamentals of Grassmann Algebra
by Eric Lengyel
(Terathon Software LLC)
Programming
GDC 2012
Fundamentals of Grassmann Algebra
by Eric Lengyel
(Terathon Software LLC)
Programming
GDC 2012
Fundamentals of Grassmann Algebra
by Eric Lengyel
(Terathon Software LLC)
Programming
GDC 2012
Galcon: A Quest for the Perfect Triangle
by Phil Hassey
(Hassey Enterprises, Inc.)
Independent Games Summit
GDC 2012
Galcon: A Quest for the Perfect Triangle
by Phil Hassey
(Hassey Enterprises, Inc.)
Independent Games Summit
GDC 2012
Galcon: A Quest for the Perfect Triangle
by Phil Hassey
(Hassey Enterprises, Inc.)
Independent Games Summit
GDC 2012
Game Educators Rant!
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
Game Educators Rant!
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
Game Educators Rant!
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
Game Localization: Using the Past to Understand the Present and Predict ...
by Matt Whiting
(Microsoft Studios)
Localization Summit
GDC 2012
Game Localization: Using the Past to Understand the Present and Predict ...
by Matt Whiting
(Microsoft Studios)
Localization Summit
GDC 2012
Game Mods as an IT Resource for Getting Things Done
by Walt Scacchi
(Center for Computer Games and Virtual Worlds, UC Irvine)
Game IT Summit
GDC 2012
Game Mods as an IT Resource for Getting Things Done
by Walt Scacchi
(Center for Computer Games and Virtual Worlds, UC Irvine)
Game IT Summit
GDC 2012
Game Mods as an IT Resource for Getting Things Done
by Walt Scacchi
(Center for Computer Games and Virtual Worlds, UC Irvine)
Game IT Summit
GDC 2012
Game Structured Hiveminds: Organizing People & Solving Problems with Fun
by Ben Sawyer
(Digitalmill)
Game IT Summit
GDC 2012
Game Structured Hiveminds: Organizing People & Solving Problems with Fun
by Ben Sawyer
(Digitalmill)
Game IT Summit
GDC 2012
Game Structured Hiveminds: Organizing People & Solving Problems with Fun
by Ben Sawyer
(Digitalmill)
Game IT Summit
GDC 2012
Gameplay Data Analysis: Asking the Right Questions
by Ian Thomas
(Epic Games)
Programming
GDC 2012
Gameplay Data Analysis: Asking the Right Questions
by Ian Thomas
(Epic Games)
Programming
GDC 2012
Gameplay Data Analysis: Asking the Right Questions
by Ian Thomas
(Epic Games)
Programming
GDC 2012
Games to Address National Challenges
by Constance Steinkuehler Squire
(White House Office of Science and Technology Policy)
Advocacy
GDC 2012
Games to Address National Challenges
by Constance Steinkuehler Squire
(White House Office of Science and Technology Policy)
Advocacy
GDC 2012
Gardens of Time: Design Problem Solving [SOGS Postmortem]
by Eric Todd
(Playdom)
Social and Online Games Summit
GDC 2012
Gardens of Time: Design Problem Solving [SOGS Postmortem]
by Eric Todd
(Playdom)
Social and Online Games Summit
GDC 2012
GDC Microtalks 2012: One Hour, Ten Voices, Countless Ideas
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2012
GDC Microtalks 2012: One Hour, Ten Voices, Countless Ideas
by Richard Lemarchand
(Naughty Dog)
Game Design
GDC 2012
Gendering a Game: Strategies for Team and Content Management in Student-...
by Mia Consalvo
(Concordia University)
GDC Education Summit
GDC 2012
Gendering a Game: Strategies for Team and Content Management in Student-...
by Mia Consalvo
(Concordia University)
GDC Education Summit
GDC 2012
Gendering a Game: Strategies for Team and Content Management in Student-...
by Mia Consalvo
(Concordia University)
GDC Education Summit
GDC 2012
Get Over Yourself: Making Someone Else's Game
by Laralyn McWilliams
(iWin, Inc.)
Production
GDC 2012
Get Over Yourself: Making Someone Else's Game
by Laralyn McWilliams
(iWin, Inc.)
Production
GDC 2012
Getting Out Of The Garage: Managing Teams, Legal Fees, Cloud Servers And...
by Iman Mostafavi
(Limbic Software)
Smartphone and Tablet Games Summit
GDC 2012
Getting Out Of The Garage: Managing Teams, Legal Fees, Cloud Servers And...
by Iman Mostafavi
(Limbic Software)
Smartphone and Tablet Games Summit
GDC 2012
Getting Out Of The Garage: Managing Teams, Legal Fees, Cloud Servers And...
by Iman Mostafavi
(Limbic Software)
Smartphone and Tablet Games Summit
GDC 2012
gHarmony: Networking Your Way into Acquiring Your True Love Job Match in...
by Lindsey McQueeney
(38 Studios/Big Huge Games)
Game Career Seminar
GDC 2012
gHarmony: Networking Your Way into Acquiring Your True Love Job Match in...
by Lindsey McQueeney
(38 Studios/Big Huge Games)
Game Career Seminar
GDC 2012
gHarmony: Networking Your Way into Acquiring Your True Love Job Match in...
by Lindsey McQueeney
(38 Studios/Big Huge Games)
Game Career Seminar
GDC 2012
Giant Toads and Zombie Bears: Technical Art Re-envisioned for Diablo 3
by Julian Love
(Blizzard Entertainment)
Visual Arts
GDC 2012
Giant Toads and Zombie Bears: Technical Art Re-envisioned for Diablo 3
by Julian Love
(Blizzard Entertainment)
Visual Arts
GDC 2012
Girls Gone Styled: A Sorority Life on Facebook Introspective [SOGS Postm...
by Martha Sapeta
(Playdom)
Social and Online Games Summit
GDC 2012
Girls Gone Styled: A Sorority Life on Facebook Introspective [SOGS Postm...
by Martha Sapeta
(Playdom)
Social and Online Games Summit
GDC 2012
Good Design, Bad Design, Great Design [SOGS Design]
by Raph Koster
(Playdom)
Social and Online Games Summit
GDC 2012
Good Design, Bad Design, Great Design [SOGS Design]
by Raph Koster
(Playdom)
Social and Online Games Summit
GDC 2012
Good Design, Bad Design, Great Design [SOGS Design]
by Raph Koster
(Playdom)
Social and Online Games Summit
GDC 2012
Google Developer Day I (Presented by Google)
by Colt McAnlis
(Google)
Programming
GDC 2012
Growing "Out" of Europe: Wooga Postmortem [SOGS Postmortem]
by Jens Begemann
(Wooga)
Social and Online Games Summit
GDC 2012
Growing "Out" of Europe: Wooga Postmortem [SOGS Postmortem]
by Jens Begemann
(Wooga)
Social and Online Games Summit
GDC 2012
Growing "Out" of Europe: Wooga Postmortem [SOGS Postmortem]
by Jens Begemann
(Wooga)
Social and Online Games Summit
GDC 2012
Growth Opportunities for Online Games Beyond Facebook [SOGS Business]
by Philip Reisberger
(Bigpoint)
Social and Online Games Summit
GDC 2012
Growth Opportunities for Online Games Beyond Facebook [SOGS Business]
by Philip Reisberger
(Bigpoint)
Social and Online Games Summit
GDC 2012
Growth Opportunities for Online Games Beyond Facebook [SOGS Business]
by Philip Reisberger
(Bigpoint)
Social and Online Games Summit
GDC 2012
Guerilla Prototyping: A Design Post-mortem of the Arcade Strategy Game H...
by Tyler Sigman
(Big Sandwich Games)
Game Design
GDC 2012
Guerilla Prototyping: A Design Post-mortem of the Arcade Strategy Game H...
by Tyler Sigman
(Big Sandwich Games)
Game Design
GDC 2012
Guerilla Prototyping: A Design Post-mortem of the Arcade Strategy Game H...
by Tyler Sigman
(Big Sandwich Games)
Game Design
GDC 2012
Guerrilla's Art Process - Past, Present and Future
by Jan-Bart van Beek
(Guerrilla Games)
Visual Arts
GDC 2012
Guerrilla's Art Process - Past, Present and Future
by Jan-Bart van Beek
(Guerrilla Games)
Visual Arts
GDC 2012
Guidelines for Building Cross-Platform Games
by Linda Tong
(Tapjoy)
Smartphone and Tablet Games Summit
GDC 2012
Guidelines for Building Cross-Platform Games
by Linda Tong
(Tapjoy)
Smartphone and Tablet Games Summit
GDC 2012
Guidelines for Successful Mobile Interactive Apps for Children
by Carla Fisher
(No Crusts Interactive)
Smartphone and Tablet Games Summit
GDC 2012
Guidelines for Successful Mobile Interactive Apps for Children
by Carla Fisher
(No Crusts Interactive)
Smartphone and Tablet Games Summit
GDC 2012
Health IT! Enterprising Approaches to Combining Health and Games
by Jane McGonigal
(Social Chocolate)
Game IT Summit
GDC 2012
Health IT! Enterprising Approaches to Combining Health and Games
by Jane McGonigal
(Social Chocolate)
Game IT Summit
GDC 2012
Hit Reset: Release is Day One of Development Cycle
by Ben Liu
(Pocket Gems)
Smartphone and Tablet Games Summit
GDC 2012
Hit Reset: Release is Day One of Development Cycle
by Ben Liu
(Pocket Gems)
Smartphone and Tablet Games Summit
GDC 2012
Hit Reset: Release is Day One of Development Cycle
by Ben Liu
(Pocket Gems)
Smartphone and Tablet Games Summit
GDC 2012
How Designing for Love Can Change the World
by Jane Pinckard
(UC Santa Cruz)
Games For Change
GDC 2012
How Designing for Love Can Change the World
by Jane Pinckard
(UC Santa Cruz)
Games For Change
GDC 2012
How Designing for Love Can Change the World
by Jane Pinckard
(UC Santa Cruz)
Games For Change
GDC 2012
How Games Get Reviewed
by Erik Brudvig
(EEDAR)
Business and Marketing and Management
GDC 2012
How Games Get Reviewed
by Erik Brudvig
(EEDAR)
Business and Marketing and Management
GDC 2012
How I Got My Mom to Play Through Plants vs. Zombies
by George Fan
(PopCap)
Game Design
GDC 2012
How I Got My Mom to Play Through Plants vs. Zombies
by George Fan
(PopCap)
Game Design
GDC 2012
How I Got My Mom to Play Through Plants vs. Zombies
by George Fan
(PopCap)
Game Design
GDC 2012
How Steam Worked for an Indie
by Andrew Goulding
(Brawsome)
Production
GDC 2012
How Steam Worked for an Indie
by Andrew Goulding
(Brawsome)
Production
GDC 2012
How To Make a Wretched Social Game [SOGS Design]
by David Rohrl
(Playdom)
Social and Online Games Summit
GDC 2012
How To Make a Wretched Social Game [SOGS Design]
by David Rohrl
(Playdom)
Social and Online Games Summit
GDC 2012
How To Ship a Game With Voices In 10 Languages? ...On the Same Day? ...A...
by Alexandre Piche
(Ubisoft)
Audio
GDC 2012
How To Ship a Game With Voices In 10 Languages? ...On the Same Day? ...A...
by Alexandre Piche
(Ubisoft)
Audio
GDC 2012
How To Ship a Game With Voices In 10 Languages? ...On the Same Day? ...A...
by Alexandre Piche
(Ubisoft)
Audio
GDC 2012
How To Ship a Game With Voices In 10 Languages? ...On the Same Day? ...A...
by Alexandre Piche
(Ubisoft)
Audio
GDC 2012
How to Teach Game AI from Scratch
by Brian Magerko
(Georgia Institute of Technology)
GDC Education Summit
GDC 2012
How to Teach Game AI from Scratch
by Brian Magerko
(Georgia Institute of Technology)
GDC Education Summit
GDC 2012
How to Teach Game AI from Scratch
by Brian Magerko
(Georgia Institute of Technology)
GDC Education Summit
GDC 2012
How To Use Cocos2d To Build A Successful Mobile Game
by Ashik Manandhar
(Pocket Gems)
Smartphone and Tablet Games Summit
GDC 2012
How To Use Cocos2d To Build A Successful Mobile Game
by Ashik Manandhar
(Pocket Gems)
Smartphone and Tablet Games Summit
GDC 2012
How To Use Cocos2d To Build A Successful Mobile Game
by Ashik Manandhar
(Pocket Gems)
Smartphone and Tablet Games Summit
GDC 2012
HTML5 Tutorial Day
by Rachel Blum
(Google)
Programming
GDC 2012
HTML5 Tutorial Day
by Rachel Blum
(Google)
Programming
GDC 2012
In-Game Debugging and Visualization Tools
by David "Rez" Graham
(Electronic Arts (Sims Division))
Programming
GDC 2012
In-Game Debugging and Visualization Tools
by David "Rez" Graham
(Electronic Arts (Sims Division))
Programming
GDC 2012
Incubating Indie Games at University
by Jason Della Rocca
(Perimeter Partners)
GDC Education Summit
GDC 2012
Incubating Indie Games at University
by Jason Della Rocca
(Perimeter Partners)
GDC Education Summit
GDC 2012
Indiana Jones Adventure World: Making Core Gameplay for Everyone [SOGS P...
by Seth Sivak
(Zynga Boston)
Social and Online Games Summit
GDC 2012
Indiana Jones Adventure World: Making Core Gameplay for Everyone [SOGS P...
by Seth Sivak
(Zynga Boston)
Social and Online Games Summit
GDC 2012
Indiana Jones Adventure World: Making Core Gameplay for Everyone [SOGS P...
by Seth Sivak
(Zynga Boston)
Social and Online Games Summit
GDC 2012
Inspiration from the Trash: The TRS-80's Lost Game Designs
by Jim McGinley
(Bigpants)
Game Design
GDC 2012
Inspiration from the Trash: The TRS-80's Lost Game Designs
by Jim McGinley
(Bigpants)
Game Design
GDC 2012
Interesting Decisions
by Sid Meier
(Firaxis Games)
Game Design
GDC 2012
Interesting Decisions
by Sid Meier
(Firaxis Games)
Game Design
GDC 2012
Intrinsic and Extrinsic Player Motivation: Implications for Design and P...
by Scott Rigby
(Immersyve)
Game Design
GDC 2012
Intrinsic and Extrinsic Player Motivation: Implications for Design and P...
by Scott Rigby
(Immersyve)
Game Design
GDC 2012
Introduction to the BlackBerry PlayBook Native SDK: Building a Sample Ap...
by Dimitry Tomilovskiy
(Research in Motion)
Programming
GDC 2012
It Stinks and I Don't Like It: Making a Better Engine Experience At Inso...
by Sean Ahern
(Insomniac Games)
Production
GDC 2012
It Stinks and I Don't Like It: Making a Better Engine Experience At Inso...
by Sean Ahern
(Insomniac Games)
Production
GDC 2012
It Stinks and I Don't Like It: Making a Better Engine Experience At Inso...
by Sean Ahern
(Insomniac Games)
Production
GDC 2012
Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Jo...
by Luke Muscat
(Halfbrick Studios)
Smartphone and Tablet Games Summit
GDC 2012
Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Jo...
by Luke Muscat
(Halfbrick Studios)
Smartphone and Tablet Games Summit
GDC 2012
Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Jo...
by Luke Muscat
(Halfbrick Studios)
Smartphone and Tablet Games Summit
GDC 2012
Journey vs Monaco: Music is Storytelling
by Austin Wintory
(independent)
Audio
GDC 2012
Journey vs Monaco: Music is Storytelling
by Austin Wintory
(independent)
Audio
GDC 2012
Journey vs Monaco: Music is Storytelling
by Austin Wintory
(independent)
Audio
GDC 2012
Keys to the Asian Market [SOGS Business]
by Dennis Ryan
(PopCap Games)
Social and Online Games Summit
GDC 2012
Keys to the Asian Market [SOGS Business]
by Dennis Ryan
(PopCap Games)
Social and Online Games Summit
GDC 2012
Keys to the European Market [SOGS Business]
by Thomas Bidaux
(ICO Partners)
Social and Online Games Summit
GDC 2012
Keys to the European Market [SOGS Business]
by Thomas Bidaux
(ICO Partners)
Social and Online Games Summit
GDC 2012
Keys to the European Market [SOGS Business]
by Thomas Bidaux
(ICO Partners)
Social and Online Games Summit
GDC 2012
Killer Portfolio or Portfolio Killer: Part 1 - Advice from Industry Art...
by Alison Kelly
(Independent)
Game Career Seminar
GDC 2012
Killer Portfolio or Portfolio Killer: Part 1 - Advice from Industry Art...
by Alison Kelly
(Independent)
Game Career Seminar
GDC 2012
Killer Portfolio or Portfolio Killer: Part 1 - Advice from Industry Art...
by Alison Kelly
(Independent)
Game Career Seminar
GDC 2012
Kinematics and Other Techniques for Managing the Creative Process
by Laura Fryer
(WB Games Seattle)
Production
GDC 2012
Kinematics and Other Techniques for Managing the Creative Process
by Laura Fryer
(WB Games Seattle)
Production
GDC 2012
Knowing the Past: Game Education Needs Game History
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
Knowing the Past: Game Education Needs Game History
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
Knowing the Past: Game Education Needs Game History
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
Knowing the Past: Game Education Needs Game History
by Jesper Juul
(New York University)
GDC Education Summit
GDC 2012
Landing On Mars: Our Rocky Path to Inventing New Gameplay
by Randy Smith
(Tiger Style)
Game Design
GDC 2012
Landing On Mars: Our Rocky Path to Inventing New Gameplay
by Randy Smith
(Tiger Style)
Game Design
GDC 2012
League of Legends: Scaling to Millions of Summoners
by Scott Delap
(Riot Games)
Programming
GDC 2012
League of Legends: Scaling to Millions of Summoners
by Scott Delap
(Riot Games)
Programming
GDC 2012
League of Legends: Scaling to Millions of Summoners
by Scott Delap
(Riot Games)
Programming
GDC 2012
Learning to QWOPerate
by Bennett Foddy
(foddy.net)
Independent Games Summit
GDC 2012
Learning to QWOPerate
by Bennett Foddy
(foddy.net)
Independent Games Summit
GDC 2012
Learning to QWOPerate
by Bennett Foddy
(foddy.net)
Independent Games Summit
GDC 2012
Learning to QWOPerate
by Bennett Foddy
(foddy.net)
Independent Games Summit
GDC 2012
Lehr und Kunst mit Perlenspiel
by Brian Moriarty
(Worcester Polytechnic Institute)
GDC Education Summit
GDC 2012
Lehr und Kunst mit Perlenspiel
by Brian Moriarty
(Worcester Polytechnic Institute)
GDC Education Summit
GDC 2012
Less A More I: Using Psychology in Game AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2012
Less A More I: Using Psychology in Game AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2012
Less A More I: Using Psychology in Game AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2012
Less A More I: Using Psychology in Game AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2012
Less Reality, More Neon: Designing Forever Drive
by Dave Ferner
(Supermono)
Smartphone and Tablet Games Summit
GDC 2012
Less Reality, More Neon: Designing Forever Drive
by Dave Ferner
(Supermono)
Smartphone and Tablet Games Summit
GDC 2012
Less Reality, More Neon: Designing Forever Drive
by Dave Ferner
(Supermono)
Smartphone and Tablet Games Summit
GDC 2012
Let the Games Be Games: Aesthetics, Instrumentalization & Game Design
by Eric Zimmerman
(Independent)
Game Design
GDC 2012
Let the Games Be Games: Aesthetics, Instrumentalization & Game Design
by Eric Zimmerman
(Independent)
Game Design
GDC 2012
Let the Games Be Games: Aesthetics, Instrumentalization & Game Design
by Eric Zimmerman
(Independent)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
- Japanese
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design Case Studies: Trainyard and Cut the Rope
by Semyon Voinov
(ZeptoLab)
Game Design
GDC 2012
Level Design in a Day: Best Practices from the Best in the Business
by Matthias Worch
(LucasArts)
Production
GDC 2012
Licensing for the Small Guy: Should You Do It, and If So, How?
by James Brooksby
(Doublesix)
Production
GDC 2012
Licensing for the Small Guy: Should You Do It, and If So, How?
by James Brooksby
(Doublesix)
Production
GDC 2012
Life in the Funds Lane
by Brian Robbins
(Riptide Games)
Smartphone and Tablet Games Summit
GDC 2012
Life in the Funds Lane
by Brian Robbins
(Riptide Games)
Smartphone and Tablet Games Summit
GDC 2012
Life in the Funds Lane
by Brian Robbins
(Riptide Games)
Smartphone and Tablet Games Summit
GDC 2012
Life is a Social Game: Lessons Learned Bringing The Sims to Facebook
by Ray Mazza
(Playfish of Electronic Arts)
Game Design
GDC 2012
Life is a Social Game: Lessons Learned Bringing The Sims to Facebook
by Ray Mazza
(Playfish of Electronic Arts)
Game Design
GDC 2012
Life is a Social Game: Lessons Learned Bringing The Sims to Facebook
by Ray Mazza
(Playfish of Electronic Arts)
Game Design
GDC 2012
Light Probe Interpolation Using Tetrahedral Tessellations
by Robert Cupisz
(Unity Technologies)
Programming
GDC 2012
Light Probe Interpolation Using Tetrahedral Tessellations
by Robert Cupisz
(Unity Technologies)
Programming
GDC 2012
Light Probe Interpolation Using Tetrahedral Tessellations
by Robert Cupisz
(Unity Technologies)
Programming
GDC 2012
Lighting and Simplifying Saints Row: The Third
by Scott Kircher
(Volition, Inc.)
Programming
GDC 2012
Lighting and Simplifying Saints Row: The Third
by Scott Kircher
(Volition, Inc.)
Programming
GDC 2012
Lighting and Simplifying Saints Row: The Third
by Scott Kircher
(Volition, Inc.)
Programming
GDC 2012
Like Herding LOLcats: Managing the Internet's Most Unruly Gaming Communi...
by Mike Drach
(Forumwarz)
Social and Online Games Summit
GDC 2012
Like Herding LOLcats: Managing the Internet's Most Unruly Gaming Communi...
by Mike Drach
(Forumwarz)
Social and Online Games Summit
GDC 2012
Like Herding LOLcats: Managing the Internet's Most Unruly Gaming Communi...
by Mike Drach
(Forumwarz)
Social and Online Games Summit
GDC 2012
Little Hands, Foul Moods and Runny Noses: Developmental Research Meets E...
by Carla Fisher
(No Crusts Interactive)
Production
GDC 2012
Little Hands, Foul Moods and Runny Noses: Developmental Research Meets E...
by Carla Fisher
(No Crusts Interactive)
Production
GDC 2012
Localization Microtalks: Around the World with Five Topics in Sixty Minutes
by Oded Sharon
(Adventure Mob)
Localization Summit
GDC 2012
Localization Microtalks: Around the World with Five Topics in Sixty Minutes
by Oded Sharon
(Adventure Mob)
Localization Summit
GDC 2012
Localization Microtalks: Around the World with Five Topics in Sixty Minutes
by Oded Sharon
(Adventure Mob)
Localization Summit
GDC 2012
Lunch & Learn: Developer-led High Impact Game and Platform Experiments ...
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
Lunch & Learn: Developer-led High Impact Game and Platform Experiments ...
by Jesse Hull
(GSN)
Social and Online Games Summit
GDC 2012
Make Money on BlackBerry! (Presented by BlackBerry)
by Anders Jeppsson
(Research In Motion)
Business and Marketing and Management
GDC 2012
Making Cross-Platform Work: Social and Mobile Lessons From Crime City to...
by Jamil Moledina
(Funzio)
Social and Online Games Summit
GDC 2012
Making Cross-Platform Work: Social and Mobile Lessons From Crime City to...
by Jamil Moledina
(Funzio)
Social and Online Games Summit
GDC 2012
Making Games as Fast as You Can Think of Them
by Ian Bogost
(Georgia Institute of Technology)
Game IT Summit
GDC 2012
Making Games as Fast as You Can Think of Them
by Ian Bogost
(Georgia Institute of Technology)
Game IT Summit
GDC 2012
Managing Clients, Organizing Teams and Building Games as Thesis Projects
by Elena Bertozzi
(C.W. Post campus Long Island University)
GDC Education Summit
GDC 2012
Managing Clients, Organizing Teams and Building Games as Thesis Projects
by Elena Bertozzi
(C.W. Post campus Long Island University)
GDC Education Summit
GDC 2012
Managing Clients, Organizing Teams and Building Games as Thesis Projects
by Elena Bertozzi
(C.W. Post campus Long Island University)
GDC Education Summit
GDC 2012
Managing the Masses: Crafting AI for Online Games
by Robert Zubek
(Zynga)
AI Summit
GDC 2012
Managing the Masses: Crafting AI for Online Games
by Robert Zubek
(Zynga)
AI Summit
GDC 2012
Managing the Masses: Crafting AI for Online Games
by Robert Zubek
(Zynga)
AI Summit
GDC 2012
Marketing for Indies: The Indie Games Summer Uprising
by Dave Voyles
(Armless Octopus)
Business and Marketing and Management
GDC 2012
Marketing for Indies: The Indie Games Summer Uprising
by Dave Voyles
(Armless Octopus)
Business and Marketing and Management
GDC 2012
Marketing for Indies: The Indie Games Summer Uprising
by Dave Voyles
(Armless Octopus)
Business and Marketing and Management
GDC 2012
Mastering DirectX 11 with Unity (Presented by NVIDIA)
by Renaldas Zioma
(Unity Technologies)
Game Design
GDC 2012
Math for Game Programmers
by Mike Acton
(Insomniac Games)
Programming
GDC 2012
Math for Game Programmers
by Mike Acton
(Insomniac Games)
Programming
GDC 2012
Math for Game Programmers
by Mike Acton
(Insomniac Games)
Programming
GDC 2012
Math for Game Programmers
by Mike Acton
(Insomniac Games)
Programming
GDC 2012
Math for Game Programmers
by Mike Acton
(Insomniac Games)
Programming
GDC 2012
Math for Game Programmers
by Mike Acton
(Insomniac Games)
Programming
GDC 2012
Mechatars: Physical Toy Meets Digital World [SOGS Postmortem]
by Shawn Patton
(Schell Games)
Social and Online Games Summit
GDC 2012
Mechatars: Physical Toy Meets Digital World [SOGS Postmortem]
by Shawn Patton
(Schell Games)
Social and Online Games Summit
GDC 2012
Mechatars: Physical Toy Meets Digital World [SOGS Postmortem]
by Shawn Patton
(Schell Games)
Social and Online Games Summit
GDC 2012
Middleware vs Build Your Own - Debate!
by John Edwards
(thatgamecompany, LLC)
Independent Games Summit
GDC 2012
Middleware vs Build Your Own - Debate!
by John Edwards
(thatgamecompany, LLC)
Independent Games Summit
GDC 2012
Mind Games: Brain Training for Game Developers
by Scott Crabtree
(www.HappyBrainScience.com)
Production
GDC 2012
Mind Games: Brain Training for Game Developers
by Scott Crabtree
(www.HappyBrainScience.com)
Production
GDC 2012
Minimal vs Elaborate, Simple vs Complex and the Space Between
by Andy Nealen
(Rutgers University / Hemisphere Games)
Game Design
GDC 2012
Minimal vs Elaborate, Simple vs Complex and the Space Between
by Andy Nealen
(Rutgers University / Hemisphere Games)
Game Design
GDC 2012
Minimal vs Elaborate, Simple vs Complex and the Space Between
by Andy Nealen
(Rutgers University / Hemisphere Games)
Game Design
GDC 2012
Modular Rigging in Battlefield 3
by Johan Ramstrom
(EA DICE)
Production
GDC 2012
Modular Rigging in Battlefield 3
by Johan Ramstrom
(EA DICE)
Production
GDC 2012
Modular Rigging in Battlefield 3
by Johan Ramstrom
(EA DICE)
Production
GDC 2012
Monster Galaxy: Developing Social Games for Gamers
by Mike Sego
(Gaia Online)
Game Design
GDC 2012
Monster Galaxy: Developing Social Games for Gamers
by Mike Sego
(Gaia Online)
Game Design
GDC 2012
More Than Fun: Designing Games With Purpose
by Phil Stuart
(Preloaded)
Games For Change
GDC 2012
More Than Fun: Designing Games With Purpose
by Phil Stuart
(Preloaded)
Games For Change
GDC 2012
More Than Fun: Designing Games With Purpose
by Phil Stuart
(Preloaded)
Games For Change
GDC 2012
Moving Audiences Across Platforms [SOGS Business]
by Paul LaFontaine
(Sulake Oy)
Social and Online Games Summit
GDC 2012
Moving Audiences Across Platforms [SOGS Business]
by Paul LaFontaine
(Sulake Oy)
Social and Online Games Summit
GDC 2012
Moving Audiences Across Platforms [SOGS Business]
by Paul LaFontaine
(Sulake Oy)
Social and Online Games Summit
GDC 2012
Multiply Your Game Development Revenue with the Intel AppUp Center (Pres...
by Amarnath Kona
(Intel Corporation)
Business and Marketing and Management
GDC 2012
Music Copyright in Video Games: The Elephants in the Room
by Sergio Pimentel
(Nimrod Productions)
Production
GDC 2012
Music Copyright in Video Games: The Elephants in the Room
by Sergio Pimentel
(Nimrod Productions)
Production
GDC 2012
My Game's A Hit...Now What Do I Do?
by Chris Williams
(PlayFirst)
Smartphone and Tablet Games Summit
GDC 2012
My Game's A Hit...Now What Do I Do?
by Chris Williams
(PlayFirst)
Smartphone and Tablet Games Summit
GDC 2012
Nuke It From Orbit: the Making of Atom Zombie Smasher
by Brendon Chung
(Blendo Games)
Independent Games Summit
GDC 2012
Nuke It From Orbit: the Making of Atom Zombie Smasher
by Brendon Chung
(Blendo Games)
Independent Games Summit
GDC 2012
Nuke It From Orbit: the Making of Atom Zombie Smasher
by Brendon Chung
(Blendo Games)
Independent Games Summit
GDC 2012
NVIDIA Parallel Nsight(TM): DirectX 11 at Warp Speed (Presented by NVIDIA)
by Jeff Kiel
(NVIDIA)
Game Design
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Off the Beaten Path: Non-Traditional Uses of AI
by Chris Jurney
(Double Fine Productions)
AI Summit
GDC 2012
Online Game Design 2011: A Year in Review [SOGS Design]
by Nick Fortugno
(Playmatics)
Social and Online Games Summit
GDC 2012
Online Game Design 2011: A Year in Review [SOGS Design]
by Nick Fortugno
(Playmatics)
Social and Online Games Summit
GDC 2012
Online Game Design 2011: A Year in Review [SOGS Design]
by Nick Fortugno
(Playmatics)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Optimization of Online Games through Telemetry and Large-Scale Experimen...
by Erik Andersen
(University of Washington Center for Game Science)
Social and Online Games Summit
GDC 2012
Orchestral Recording at Abbey Road for Lord of the Rings: War in the North
by Craig Duman
(WB Games)
Audio
GDC 2012
Orchestral Recording at Abbey Road for Lord of the Rings: War in the North
by Craig Duman
(WB Games)
Audio
GDC 2012
Orchestral Recording at Abbey Road for Lord of the Rings: War in the North
by Craig Duman
(WB Games)
Audio