GDC 2013
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz)
Advocacy
GDC 2013
#1ReasonToBe
by Brenda Romero
(UC Santa Cruz)
Advocacy
GDC 2013
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2013
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100 Million Friends You Can Never Know: Adding COPPA Compliant Social Ne...
by Christopher Barney
(Pearson)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100% Fun: Keeping Players Engaged
by Kazuki Morishita
(GungHo Online Entertainment, Inc.)
Design
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
100,000 Counters, Every Ten Seconds: UNIX Throughput in Reality
by Jon Watte
(IMVU, Inc.)
Programming
GDC 2013
13th Annual Game Developers Choice Awards
by Jon Watte
(IMVU, Inc.)
Advocacy
GDC 2013
15th Annual Independent Games Festival Awards
by Jon Watte
(IMVU, Inc.)
Advocacy
GDC 2013
A New (and Way Better) Model for Licensed Games
by Daniel Morris
(DeNA Americas & Europe)
Production
GDC 2013
A New (and Way Better) Model for Licensed Games
by Daniel Morris
(DeNA Americas & Europe)
Production
GDC 2013
AAA Audio Quality in a Mobile Indie Game: Holy Shield Case Study
by Amaury La Burthe
(AudioGaming)
Audio
GDC 2013
AAA Audio Quality in a Mobile Indie Game: Holy Shield Case Study
by Amaury La Burthe
(AudioGaming)
Audio
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp
by Coray Seifert
(Slingo)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: 50 questions to ask yourself when yo...
by Zach Wilson
(EA | Visceral Games)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: Architecting a Multiverse - Cooperat...
by Seth Marinello
(Visceral Games Redwood Shores)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: Captain Hindsight Presents: Neil's C...
by Neil Alphonso
(Splash Damage)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: Talking to the Player
by Matthias Worch
(LucasArts)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: Techniques for In-Level Storytelling
by Steve Gaynor
(The Fullbright Company)
Design
GDC 2013
AAA Level Design in a Day Bootcamp: The Hiring Process
by Forrest Dowling
(Irrational Games)
Design
GDC 2013
Accelerate Your Mobile Apps and Games for Android on ARM (Presented by ARM)
by Matthew Du Puy
(ARM)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Matthew Du Puy
(ARM)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11: D3D11 Deferred Contexts
by Bryan Dudash
(NVIDIA)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: DirectCompute for Gaming
by Stephan Hodes
(AMD)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: DirectX11 Performance Reloaded
by Stephan Hodes
(AMD)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Particle Shadows and Cache-Effi...
by Louis Bavoil
(NVIDIA)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: The Rendering Technologies of C...
by Tiago Sousa
(Crytek)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Tiled Rendering Showdown; Forwa...
by Gareth Thomas
(AMD)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Tomb Raider on DX11
by Jason Lacroix
Programming
GDC 2013
Advanced Visual Effects with DirectX 11: Tomb Raider on DX11
by Jason Lacroix
Programming
GDC 2013
Ahead of the Curve: The SpaceChem Postmortem
by Zach Barth
(Zachtronics Industries)
Independent Games Summit
GDC 2013
Ahead of the Curve: The SpaceChem Postmortem
by Zach Barth
(Zachtronics Industries)
Independent Games Summit
GDC 2013
Ahead of the Curve: The SpaceChem Postmortem
by Zach Barth
(Zachtronics Industries)
Independent Games Summit
GDC 2013
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2013
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2013
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
by Daniel Brewer
(Digital Extremes)
AI Summit
GDC 2013
An In-Depth Look at the Sound Design Choices and Technical Solutions in ...
by Mikkel Christiansen
(IO Interactive)
Audio
GDC 2013
An In-Depth Look at the Sound Design Choices and Technical Solutions in ...
by Mikkel Christiansen
(IO Interactive)
Audio
GDC 2013
An Indie Expedition Through the Jungle of Free-to-Play, In-App Purchase,...
by Aaron Isaksen
(AppAbove Games LLC)
Independent Games Summit
GDC 2013
An Indie Expedition Through the Jungle of Free-to-Play, In-App Purchase,...
by Aaron Isaksen
(AppAbove Games LLC)
Independent Games Summit
GDC 2013
Animation Bootcamp: Animating The 3rd Assassin
by Jonathan Cooper
(Ubisoft Montreal)
Visual Arts
GDC 2013
Animation Bootcamp: Animating The 3rd Assassin
by Jonathan Cooper
(Ubisoft Montreal)
Visual Arts
GDC 2013
Animation Bootcamp: Designing a Performance
by Michael Jungbluth
(Zenimax Online)
Visual Arts
GDC 2013
Animation Bootcamp: Designing a Performance
by Michael Jungbluth
(Zenimax Online)
Visual Arts
GDC 2013
Animation Bootcamp: From Stage to Screen: How to Get the Most From Your ...
by Simon Unger
(Independent)
Visual Arts
GDC 2013
Animation Bootcamp: From Stage to Screen: How to Get the Most From Your ...
by Simon Unger
(Independent)
Visual Arts
GDC 2013
Animation Bootcamp: Giving Purpose to First-Person Animation
by Ryan Duffin
(EA/Danger Close)
Visual Arts
GDC 2013
Animation Bootcamp: It's Alive Developing Animal/Creature Movement, Pers...
by Amy Drobeck
(WB Games)
Visual Arts
GDC 2013
Animation Bootcamp: Making an Audience Believe
by Jalil Sadool
(Dreamworks)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Animation Bootcamp: Q&A Session
by Tim Borrelli
(5th Cell)
Visual Arts
GDC 2013
Applying the 5 Domains of Play: Acting Like Players
by Jason VandenBerghe
(Ubisoft)
Design
GDC 2013
Applying the 5 Domains of Play: Acting Like Players
by Jason VandenBerghe
(Ubisoft)
Design
GDC 2013
Architecture Tricks: Managing Behaviors in Time, Space, and Depth
by David Mark
(Intrinsic Algorithm)
AI Summit
GDC 2013
Architecture Tricks: Managing Behaviors in Time, Space, and Depth
by David Mark
(Intrinsic Algorithm)
AI Summit
GDC 2013
Are We There Yet? Making Empathy Matter
by Ed Hooks
(Acting for Animators)
Visual Arts
GDC 2013
Are We There Yet? Making Empathy Matter
by Ed Hooks
(Acting for Animators)
Visual Arts
GDC 2013
Art Direction Autopsy: X-COM: Enemy Unknown
by Greg Foertsch
(Firaxis Games)
Visual Arts
GDC 2013
Art Direction Autopsy: X-COM: Enemy Unknown
by Greg Foertsch
(Firaxis Games)
Visual Arts
GDC 2013
Assassin's Creed III Homestead: Code, Data, and Tools
by Marc-Andre Jutras
(Ubisoft Quebec)
Design
GDC 2013
Assassin's Creed III Homestead: Code, Data, and Tools
by Marc-Andre Jutras
(Ubisoft Quebec)
Design
GDC 2013
Assassin's Creed III Homestead: Code, Data, and Tools
by Marc-Andre Jutras
(Ubisoft Quebec)
Design
GDC 2013
Assassin's Creed III Music Score: Redefining Musical Standards for the A...
by Benedicte Ouimet
(Ubisoft)
Audio
GDC 2013
Assassin's Creed III Music Score: Redefining Musical Standards for the A...
by Benedicte Ouimet
(Ubisoft)
Audio
GDC 2013
Assassin's Creed III Music Score: Redefining Musical Standards for the A...
by Benedicte Ouimet
(Ubisoft)
Audio
GDC 2013
Audio Bootcamp: Audio Development In Live Service: Assembly Line Thinking
by Mo Jen
(Playfish UK)
Audio
GDC 2013
Audio Bootcamp: Audio Development In Live Service: Assembly Line Thinking
by Mo Jen
(Playfish UK)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: Dynamic Game Factors
by Tomas Neumann
(Blizzard Entertainment)
Audio
GDC 2013
Audio Bootcamp: For the Love of Spreadsheets: Sound Designs Secret Weapon
by Damian Kastbauer
(Lost Chocolate Lab)
Audio
GDC 2013
Audio Bootcamp: For the Love of Spreadsheets: Sound Designs Secret Weapon
by Damian Kastbauer
(Lost Chocolate Lab)
Audio
GDC 2013
Audio Bootcamp: How to Fail and Prevail as a Composer
by Troels Folmann
(8Dio)
Audio
GDC 2013
Audio Bootcamp: Loudness and How to Measure It
by Garry Taylor
(Sony Europe)
Audio
GDC 2013
Audio Bootcamp: Loudness and How to Measure It
by Garry Taylor
(Sony Europe)
Audio
GDC 2013
Audio Bootcamp: Producing Music for AAA Video Games
by Clint Bajakian
(Sony Computer Entertainment America)
Audio
GDC 2013
Audio Bootcamp: What to Do While You're Waiting
by Kristofor Mellroth
(Microsoft Game Studio)
Audio
GDC 2013
Audio Bootcamp: What to Do While You're Waiting
by Kristofor Mellroth
(Microsoft Game Studio)
Audio
GDC 2013
Augmented Imagination: Exploiting Kinect for Double Fine Happy Action Th...
by Patrick Hackett
(Double Fine Productions)
Programming
GDC 2013
Augmented Imagination: Exploiting Kinect for Double Fine Happy Action Th...
by Patrick Hackett
(Double Fine Productions)
Programming
GDC 2013
Automation in the Technically Challenging World of Game Development
by Linda Lemieux
(VMC Game Labs)
QA Summit
GDC 2013
Automation in the Technically Challenging World of Game Development
by Linda Lemieux
(VMC Game Labs)
QA Summit
GDC 2013
Avengers Initiative: Transitioning from Console to Mobile
by Patrick Moran
(Wideload Games / Disney Interactive)
Smartphone & Tablet Games Summit
GDC 2013
Avengers Initiative: Transitioning from Console to Mobile
by Patrick Moran
(Wideload Games / Disney Interactive)
Smartphone & Tablet Games Summit
GDC 2013
Avoiding Failure 101 (Small Studio Edition)
by Eitan Glinert
(Fire Hose Games)
Production
GDC 2013
Avoiding Failure 101 (Small Studio Edition)
by Eitan Glinert
(Fire Hose Games)
Production
GDC 2013
Awesome Video Game Data 2013
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2013
Awesome Video Game Data 2013
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2013
Balancing Act: Narrative and Mission Design in Assassin's Creed III
by Corey May
(Ubisoft Montreal)
Game Narrative Summit
GDC 2013
Balancing Act: Narrative and Mission Design in Assassin's Creed III
by Corey May
(Ubisoft Montreal)
Game Narrative Summit
GDC 2013
Basic Game Building for Windows Phone (Presented by Microsoft)
by Mark Paley
(Windows Phone)
Programming
GDC 2013
Basic Game Building for Windows Phone (Presented by Microsoft)
by Mark Paley
(Windows Phone)
Programming
GDC 2013
Bass in Your Face
by Mark Yeend
(Microsoft)
Audio
GDC 2013
Bass in Your Face
by Mark Yeend
(Microsoft)
Audio
GDC 2013
BBC, Cross-Media and Video Games
by Robert Nashak
(BBC Worldwide, Digital Entertainment & Games)
Localization Summit
GDC 2013
BBC, Cross-Media and Video Games
by Robert Nashak
(BBC Worldwide, Digital Entertainment & Games)
Localization Summit
GDC 2013
Behind the Scenes of Dragon's Dogma: A Look at the Development of Capcom...
by Hideaki Itsuno
(Capcom Co., Ltd.)
Design
GDC 2013
Behind the Scenes of Dragon's Dogma: A Look at the Development of Capcom...
by Hideaki Itsuno
(Capcom Co., Ltd.)
Design
GDC 2013
Behind the Scenes of Dragon's Dogma: A Look at the Development of Capcom...
by Hideaki Itsuno
(Capcom Co., Ltd.)
Design
GDC 2013
Behind the Scenes of Dragon's Dogma: A Look at the Development of Capcom...
by Hideaki Itsuno
(Capcom Co., Ltd.)
Design
GDC 2013
Best Practices for Leveraging Worldwide Age Ratings Submissions and Geop...
by Kiki McMillan
(Microsoft Studios)
Localization Summit
GDC 2013
Best Practices for Leveraging Worldwide Age Ratings Submissions and Geop...
by Kiki McMillan
(Microsoft Studios)
Localization Summit
GDC 2013
Beyond Cha-Ching! Music for Slot Machines
by Peter Inouye
(Bally Technologies)
Audio
GDC 2013
Beyond Cha-Ching! Music for Slot Machines
by Peter Inouye
(Bally Technologies)
Audio
GDC 2013
Beyond Cha-Ching! Music for Slot Machines
by Peter Inouye
(Bally Technologies)
Audio
GDC 2013
Beyond the Dialogue: Perspectives on Industry and Academia
by Matthew Burns
(University of Washington)
GDC Education Summit
GDC 2013
Beyond the Dialogue: Perspectives on Industry and Academia
by Matthew Burns
(University of Washington)
GDC Education Summit
GDC 2013
Beyond the Final Boss - How Games Industry Professionals Faced Bullying ...
by Shahid Ahmad
(Sony Computer Entertainment Europe)
Advocacy
GDC 2013
Beyond the Final Boss - How Games Industry Professionals Faced Bullying ...
by Shahid Ahmad
(Sony Computer Entertainment Europe)
Advocacy
GDC 2013
Biff! Boom! Pow! Introducing Students to Sound for Games
by Karen Collins
(University of Waterloo)
GDC Education Summit
GDC 2013
Biff! Boom! Pow! Introducing Students to Sound for Games
by Karen Collins
(University of Waterloo)
GDC Education Summit
GDC 2013
Bingo Bash Deep Dive: Understanding and Optimizing Player Behavior Acros...
by Sumit Gupta
(BitRhymes)
Free to Play Design & Business Summit
GDC 2013
Bingo Bash Deep Dive: Understanding and Optimizing Player Behavior Acros...
by Sumit Gupta
(BitRhymes)
Free to Play Design & Business Summit
GDC 2013
BioWare QA - Partners in Development (Embed Model)
by Tulay Tetiker McNally
(BioWare)
QA Summit
GDC 2013
BioWare QA - Partners in Development (Embed Model)
by Tulay Tetiker McNally
(BioWare)
QA Summit
GDC 2013
Blood Brothers: How a Japanese Mobile RPG Made It to the Top of the Amer...
by Yuji Shimizu
(DeNA)
Free to Play Design & Business Summit
GDC 2013
Blood Brothers: How a Japanese Mobile RPG Made It to the Top of the Amer...
by Yuji Shimizu
(DeNA)
Free to Play Design & Business Summit
GDC 2013
Bootstrapping Your Way from 0 to 10M DAU: A First Time CEO's Guide to Gr...
by Perry Tam
(Storm8, Inc.)
Business, Marketing & Management
GDC 2013
Bootstrapping Your Way from 0 to 10M DAU: A First Time CEO's Guide to Gr...
by Perry Tam
(Storm8, Inc.)
Business, Marketing & Management
GDC 2013
Brave New World: New Bungie IP
by Joe Staten
(Bungie)
Visual Arts
GDC 2013
Brave New World: New Bungie IP
by Joe Staten
(Bungie)
Visual Arts
GDC 2013
Breaking the Rules on a GPU (Presented by Intel Corporation)
by Steve Hughes
(Intel Corporation)
Programming
GDC 2013
Breaking the Rules on a GPU (Presented by Intel Corporation)
by Steve Hughes
(Intel Corporation)
Programming
GDC 2013
Bringing the Game to Life - Halo 4: Forward Unto Dawn Postmortem
by Kevin Grace
(343 Industries)
Game Narrative Summit
GDC 2013
Bringing the Game to Life - Halo 4: Forward Unto Dawn Postmortem
by Kevin Grace
(343 Industries)
Game Narrative Summit
GDC 2013
Building a Great Studio Culture on a Budget
by Chris Charla
(XBLA at Microsoft Game Studio)
Business, Marketing & Management
GDC 2013
Building a Great Studio Culture on a Budget
by Chris Charla
(XBLA at Microsoft Game Studio)
Business, Marketing & Management
GDC 2013
Building Connected Game Experiences on Windows Phone (Presented by Micro...
by Tim Laverty
(Windows Phone)
Programming
GDC 2013
Building Connected Game Experiences on Windows Phone (Presented by Micro...
by Tim Laverty
(Windows Phone)
Programming
GDC 2013
Building DirectX Games for Windows and Windows Phone (Presented by Micro...
by Joao Raza
(Windows Phone)
Advocacy
GDC 2013
Building DirectX Games for Windows and Windows Phone (Presented by Micro...
by Joao Raza
(Windows Phone)
Advocacy
GDC 2013
Building DirectX Games for Windows and Windows Phone (Presented by Micro...
by Joao Raza
(Windows Phone)
Programming
GDC 2013
Building DirectX Games for Windows and Windows Phone (Presented by Micro...
by Joao Raza
(Windows Phone)
Programming
GDC 2013
Building Epic Worlds Through the Strengths of Artsourcing
by Chris Mielke
(Epic Games, Inc.)
Visual Arts
GDC 2013
Building Epic Worlds Through the Strengths of Artsourcing
by Chris Mielke
(Epic Games, Inc.)
Visual Arts
GDC 2013
Building Games for the Long-Term: Maximizing Monetization and Player Sat...
by Emily Greer
(Kongregate)
Free to Play Design & Business Summit
GDC 2013
Building Games for the Long-Term: Maximizing Monetization and Player Sat...
by Emily Greer
(Kongregate)
Free to Play Design & Business Summit
GDC 2013
Building Scalable Cloud Tech for Mobile and Social Games
by Paul Winterhalder
(bitHeads)
Smartphone & Tablet Games Summit
GDC 2013
Building Scalable Cloud Tech for Mobile and Social Games
by Paul Winterhalder
(bitHeads)
Smartphone & Tablet Games Summit
GDC 2013
Building Scalable, Cross-Platform Graphics Systems for Mobile
by Josh Klint
(Leadwerks Software)
Smartphone & Tablet Games Summit
GDC 2013
Building Scalable, Cross-Platform Graphics Systems for Mobile
by Josh Klint
(Leadwerks Software)
Smartphone & Tablet Games Summit
GDC 2013
Building SimCity: Art in the Service of Simulation
by Ocean Quigley
(Maxis)
Visual Arts
GDC 2013
Building SimCity: Art in the Service of Simulation
by Ocean Quigley
(Maxis)
Visual Arts
GDC 2013
Building Successful Interdisciplinary Game Programs: Bridging the Gaps
by Magy Seif El-Nasr
(Northeastern University)
GDC Education Summit
GDC 2013
Building Successful Interdisciplinary Game Programs: Bridging the Gaps
by Magy Seif El-Nasr
(Northeastern University)
GDC Education Summit
GDC 2013
Building the Touchy-Feely World of Tearaway
by Rex Crowle
(Media Molecule)
Visual Arts
GDC 2013
Building the Touchy-Feely World of Tearaway
by Rex Crowle
(Media Molecule)
Visual Arts
GDC 2013
Building your Gaming Strategy for BlackBerry 10 (Presented by BlackBerry)
by Anders Jeppsson
(BlackBerry)
Business, Marketing & Management
GDC 2013
Building your Gaming Strategy for BlackBerry 10 (Presented by BlackBerry)
by Anders Jeppsson
(BlackBerry)
Business, Marketing & Management
GDC 2013
Candy Crush Saga Postmortem: Luck in the Right Places
by Tommy Palm
(King.com)
Free to Play Design & Business Summit
GDC 2013
Candy Crush Saga Postmortem: Luck in the Right Places
by Tommy Palm
(King.com)
Free to Play Design & Business Summit
GDC 2013
Caring about Chrono Trigger - Presented by IGDA
by Jon-Paul Dyson
(The Strong)
Advocacy
GDC 2013
Caring about Chrono Trigger - Presented by IGDA
by Jon-Paul Dyson
(The Strong)
Advocacy
GDC 2013
Case Study of a Microstudio Startup: The Next Three Years
by Randy Smith
(Tiger Style)
Business, Marketing & Management
GDC 2013
Case Study of a Microstudio Startup: The Next Three Years
by Randy Smith
(Tiger Style)
Business, Marketing & Management
GDC 2013
Casting a New Light on a Familiar Face: Light Based Rendering in Tomb Ra...
by Jason Lacroix
(Crystal Dynamics)
Visual Arts
GDC 2013
Casting a New Light on a Familiar Face: Light Based Rendering in Tomb Ra...
by Jason Lacroix
(Crystal Dynamics)
Visual Arts
GDC 2013
Casting a New Light on a Familiar Face: Light Based Rendering in Tomb Ra...
by Jason Lacroix
(Crystal Dynamics)
Visual Arts
GDC 2013
Casual, Social, Mobile, and the Audio That Makes Them Successful
by Nicholas Thomas
(SomaTone Interactive Inc.)
Audio
GDC 2013
Casual, Social, Mobile, and the Audio That Makes Them Successful
by Nicholas Thomas
(SomaTone Interactive Inc.)
Audio
GDC 2013
Catacombs and Curriculum: Role-Playing Games for Teaching Design
by Sam Roberts
(University of Southern California)
GDC Education Summit
GDC 2013
Catacombs and Curriculum: Role-Playing Games for Teaching Design
by Sam Roberts
(University of Southern California)
GDC Education Summit
GDC 2013
Challenges of the Dual Customer in Kids Mobile Games - Kids and Their Pa...
by Rex Ishibashi
(Callaway Digital Arts)
Smartphone & Tablet Games Summit
GDC 2013
Challenges of the Dual Customer in Kids Mobile Games - Kids and Their Pa...
by Rex Ishibashi
(Callaway Digital Arts)
Smartphone & Tablet Games Summit
GDC 2013
Classic Game Postmortem: Crystal Castles
by Franz Lanzinger
(Actual Entertainment, Inc.)
Design
GDC 2013
Classic Game Postmortem: Crystal Castles
by Franz Lanzinger
(Actual Entertainment, Inc.)
Design
GDC 2013
Classic Game Postmortem: Crystal Castles
by Franz Lanzinger
(Actual Entertainment, Inc.)
Design
GDC 2013
Classic Game Postmortem: Myst
by Robyn Miller
(Zoo Break Gun Club)
Design
GDC 2013
Classic Game Postmortem: Myst
by Robyn Miller
(Zoo Break Gun Club)
Design
GDC 2013
Classic Game Postmortem: Pinball Construction Set
by Bill Budge
(Google)
Design
GDC 2013
Classic Game Postmortem: Pinball Construction Set
by Bill Budge
(Google)
Design
GDC 2013
Classic Game Postmortem: X-COM: UFO Defense
by Julian Gollop
(Gollop Games)
Design
GDC 2013
Classic Game Postmortem: X-COM: UFO Defense
by Julian Gollop
(Gollop Games)
Design
GDC 2013
Clone Wars: The All Out Assault on Innovation in Games (Presented by IGDA)
by Tom Buscaglia
(The Game Attorney PC)
Advocacy
GDC 2013
Clone Wars: The All Out Assault on Innovation in Games (Presented by IGDA)
by Tom Buscaglia
(The Game Attorney PC)
Advocacy
GDC 2013
Commercial Partnership - A Growing Trend?
by Michael John
(GlassLab)
GDC Education Summit
GDC 2013
Commercial Partnership - A Growing Trend?
by Michael John
(GlassLab)
GDC Education Summit
GDC 2013
Commun-indies: Making the Most of Your Indie Community
by Takumi Naramura
(Nigoro)
Design
GDC 2013
Commun-indies: Making the Most of Your Indie Community
by Takumi Naramura
(Nigoro)
Design
- Japanese
GDC 2013
Commun-indies: Making the Most of Your Indie Community
by Takumi Naramura
(Nigoro)
Design
GDC 2013
Commun-indies: Making the Most of Your Indie Community
by Takumi Naramura
(Nigoro)
Design
GDC 2013
Composer Challenge V
by Lennie Moore
(3l33t Music)
Audio
GDC 2013
Conquering the Galaxy with Phones and Tablets: Galactic Reign Postmortem...
by Tony Cox
(Microsoft Studios)
Smartphone & Tablet Games Summit
GDC 2013
Contextually Driven Interactive Music in SSX
by Gordon Durity
(EA Sports)
Audio
GDC 2013
Contextually Driven Interactive Music in SSX
by Gordon Durity
(EA Sports)
Audio
GDC 2013
Continuously Bootstrapping an Indie Studio by Remaining Agile
by Alexander Schwartz
(Owlchemy Labs)
Smartphone & Tablet Games Summit
GDC 2013
Continuously Bootstrapping an Indie Studio by Remaining Agile
by Alexander Schwartz
(Owlchemy Labs)
Smartphone & Tablet Games Summit
GDC 2013
Controlling the Abyss: Designing Uncharted's Controls for the PlayStatio...
by Ron Allen
(Sony Computer Entertainment, Bend Studio)
Design
GDC 2013
Controlling the Abyss: Designing Uncharted's Controls for the PlayStatio...
by Ron Allen
(Sony Computer Entertainment, Bend Studio)
Design
GDC 2013
Controlling the Abyss: Designing Uncharted's Controls for the PlayStatio...
by Ron Allen
(Sony Computer Entertainment, Bend Studio)
Design
GDC 2013
Core Technologies for Windows 8 Games (Presented by Microsoft)
by Chas Boyd
(Windows Graphics)
Programming
GDC 2013
Core Technologies for Windows 8 Games (Presented by Microsoft)
by Chas Boyd
(Windows Graphics)
Programming
GDC 2013
Core Technologies for Windows 8 Games (Presented by Microsoft)
by Chas Boyd
(Windows Graphics)
Programming
GDC 2013
Counterplay and Teamplay in Multiplayer Game Design
by Tom Cadwell
(Riot Games)
Design
GDC 2013
Counterplay and Teamplay in Multiplayer Game Design
by Tom Cadwell
(Riot Games)
Design
GDC 2013
Counterplay and Teamplay in Multiplayer Game Design
by Tom Cadwell
(Riot Games)
Design
GDC 2013
Cracking the Cross-Platform Challenge: How Candy Crush Saga Became a Sma...
by Riccardo Zacconi
(King.com)
Business, Marketing & Management
GDC 2013
Cracking the Cross-Platform Challenge: How Candy Crush Saga Became a Sma...
by Riccardo Zacconi
(King.com)
Business, Marketing & Management
GDC 2013
Crafting Destruction: The Evolution of the Dead Space User Interface
by Dino Ignacio
(Visceral Games - Electronic Arts)
Visual Arts
GDC 2013
Crafting Destruction: The Evolution of the Dead Space User Interface
by Dino Ignacio
(Visceral Games - Electronic Arts)
Visual Arts
GDC 2013
Crafting Success: A Deeper Look at CastleVille's Crafting System
by Jacob Naasz
(Zynga)
Design
GDC 2013
Crafting Success: A Deeper Look at CastleVille's Crafting System
by Jacob Naasz
(Zynga)
Design
GDC 2013
Creating a Magical Music Experience
by Alastair Lindsay
(Sony Computer Entertainment Europe)
Audio
GDC 2013
Creating a Magical Music Experience
by Alastair Lindsay
(Sony Computer Entertainment Europe)
Audio
GDC 2013
Creating a Magical Music Experience
by Alastair Lindsay
(Sony Computer Entertainment Europe)
Audio
GDC 2013
Creating Amazing Characters
by Scott Campbell
(Independent)
Visual Arts
GDC 2013
Creating Amazing Characters
by Scott Campbell
(Independent)
Visual Arts
GDC 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Visual Arts
GDC 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Visual Arts
GDC 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Visual Arts
GDC 2013
Creating Immersive Narrative Games Without Big Budgets or Resources
by Georg Backer
(Hotsauce Interactive Ltd.)
Game Narrative Summit
GDC 2013
Creating Immersive Narrative Games Without Big Budgets or Resources
by Georg Backer
(Hotsauce Interactive Ltd.)
Game Narrative Summit
GDC 2013
Creating Immersive Narrative Games Without Big Budgets or Resources
by Georg Backer
(Hotsauce Interactive Ltd.)
Game Narrative Summit
GDC 2013
Creating Sound Effects and Sound Textures from Examples
by Jim Parker
(MinkHollow Media Ltd.)
Audio
GDC 2013
Creating Sound Effects and Sound Textures from Examples
by Jim Parker
(MinkHollow Media Ltd.)
Audio
GDC 2013
Creating the AI for the Living, Breathing World of Hitman: Absolution
by Mika Vehkala
(IO Interactive A/S)
Programming
GDC 2013
Creating the AI for the Living, Breathing World of Hitman: Absolution
by Mika Vehkala
(IO Interactive A/S)
Programming
GDC 2013
Creating the EVE Universe: Technical and Cultural Strategies
by Andie Nordgren
(CCP Games)
Production
GDC 2013
Creating the EVE Universe: Technical and Cultural Strategies
by Andie Nordgren
(CCP Games)
Production
GDC 2013
Creatrilogy: Three Talks Exploring Indie Game Creativity
by Andy Hull
(Story Fort, LLC)
Independent Games Summit
GDC 2013
Creatrilogy: Three Talks Exploring Indie Game Creativity
by Andy Hull
(Story Fort, LLC)
Independent Games Summit
GDC 2013
Creatrilogy: Three Talks Exploring Indie Game Creativity
by Andy Hull
(Story Fort, LLC)
Independent Games Summit
GDC 2013
CREST: An Account of Deploying a RESTful Interface to an Established MMO
by Nicolas Tittley
(CCP Games)
Programming
GDC 2013
CREST: An Account of Deploying a RESTful Interface to an Established MMO
by Nicolas Tittley
(CCP Games)
Programming
GDC 2013
Cross-Platform Game Development: Best Practices Learned from Unreal, Uni...
by Omar Rodriguez
(Intel)
Programming
GDC 2013
Cross-Platform Game Development: Best Practices Learned from Unreal, Uni...
by Omar Rodriguez
(Intel)
Programming
GDC 2013
Crossing Microsoft Screens: Building Cross Platform Gameplay in Skulls o...
by Borut Pfeifer
(17-BIT)
Programming
GDC 2013
Crossing Microsoft Screens: Building Cross Platform Gameplay in Skulls o...
by Borut Pfeifer
(17-BIT)
Programming
GDC 2013
Crossing Microsoft Screens: Building Cross Platform Gameplay in Skulls o...
by Borut Pfeifer
(17-BIT)
Programming
GDC 2013
Crossing the Streams: Game Audio Rule Breakers of the Past Decade
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2013
Crossing the Streams: Game Audio Rule Breakers of the Past Decade
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2013
Crossing the Streams: Game Audio Rule Breakers of the Past Decade
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2013
Crowdfunding for Indies: Real Numbers and Trends
by Thomas Bidaux
(ICO Partners)
Independent Games Summit
GDC 2013
Crowdfunding for Indies: Real Numbers and Trends
by Thomas Bidaux
(ICO Partners)
Independent Games Summit
GDC 2013
CSR Racing: Secrets and Lessons
by Torsten Reil
(NaturalMotion)
Business, Marketing & Management
GDC 2013
CSR Racing: Secrets and Lessons
by Torsten Reil
(NaturalMotion)
Business, Marketing & Management
GDC 2013
Cutscenes Everywhere: The Tech Behind StarCraft II's Storytelling
by Matt Schembari
(Blizzard Entertainment)
Visual Arts
GDC 2013
Cutscenes Everywhere: The Tech Behind StarCraft II's Storytelling
by Matt Schembari
(Blizzard Entertainment)
Visual Arts
GDC 2013
Death to Downloads
by Will Harbin
(KIXEYE)
Business, Marketing & Management
GDC 2013
Death to Downloads
by Will Harbin
(KIXEYE)
Business, Marketing & Management
GDC 2013
Death to Downloads
by Will Harbin
(KIXEYE)
Business, Marketing & Management
GDC 2013
Debunking Myths About Lean Game Development
by Katherine de Leon
(GSN Digital)
Production
GDC 2013
Debunking Myths About Lean Game Development
by Katherine de Leon
(GSN Digital)
Production
GDC 2013
Defining a Target Market for a Connected TV Platform
by Richard Hilleman
(Electronic Arts)
Business, Marketing & Management
GDC 2013
Defining a Target Market for a Connected TV Platform
by Richard Hilleman
(Electronic Arts)
Business, Marketing & Management
GDC 2013
Demiurge's Tale: A Console to Free-to-Play Postmortem
by Albert Reed
(Demiurge Studios)
Production
GDC 2013
Demiurge's Tale: A Console to Free-to-Play Postmortem
by Albert Reed
(Demiurge Studios)
Production
GDC 2013
Design Occlusion is Killing Your Creativity
by Dylan Cuthbert
(Q-Games)
Independent Games Summit
GDC 2013
Design Occlusion is Killing Your Creativity
by Dylan Cuthbert
(Q-Games)
Independent Games Summit
GDC 2013
Designing a Live MMORPG: The First Year of Star Wars: The Old Republic
by James Ohlen
(BioWare Austin)
Design
GDC 2013
Designing a Live MMORPG: The First Year of Star Wars: The Old Republic
by James Ohlen
(BioWare Austin)
Design
GDC 2013
Designing Beyond the Frontiers of F2P
by Nick Fortugno
(Playmatics)
Free to Play Design & Business Summit
GDC 2013
Designing Beyond the Frontiers of F2P
by Nick Fortugno
(Playmatics)
Free to Play Design & Business Summit
GDC 2013
Designing Compelling Achievements Microtalks
by Cory Stockton
(Blizzard Entertainment, Inc)
Design
GDC 2013
Designing Compelling Achievements Microtalks
by Cory Stockton
(Blizzard Entertainment, Inc)
Design
GDC 2013
Designing DayZ: Lessons from Cherno
by Dean Hall
(Bohemia Interactive)
Design
GDC 2013
Designing DayZ: Lessons from Cherno
by Dean Hall
(Bohemia Interactive)
Design
GDC 2013
Designing for Mystery in Kentucky Route Zero
by Jake Elliott
(Cardboard Computer)
Independent Games Summit
GDC 2013
Designing for Mystery in Kentucky Route Zero
by Jake Elliott
(Cardboard Computer)
Independent Games Summit
GDC 2013
Designing Grand Strategy: Making the Mechanics of Total War
by James Russell
(Creative Assembly)
Design
GDC 2013
Designing Grand Strategy: Making the Mechanics of Total War
by James Russell
(Creative Assembly)
Design
GDC 2013
Designing Humor in Borderlands 2
by Anthony Burch
(Gearbox Software)
Design
GDC 2013
Designing Humor in Borderlands 2
by Anthony Burch
(Gearbox Software)
Design
GDC 2013
Designing Humor in Borderlands 2
by Anthony Burch
(Gearbox Software)
Design
GDC 2013
Designing Journey
by Jenova Chen
(thatgamecompany)
Design
GDC 2013
Designing Journey
by Jenova Chen
(thatgamecompany)
Design
GDC 2013
Designing the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
Designing the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
Designing the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
Designing the 100+ Characters of Infinity Blade: Establishing Constraine...
by Bert Lewis
(Epic Games/Chair)
Visual Arts
GDC 2013
Designing Virtual Markets for Fun and Profit
by Vili Lehdonvirta
(London School of Economics)
Design
GDC 2013
Designing Virtual Markets for Fun and Profit
by Vili Lehdonvirta
(London School of Economics)
Design
GDC 2013
Designing Without a Pitch - FTL Postmortem
by Justin Ma
(Subset Games)
Independent Games Summit
GDC 2013
Designing Without a Pitch - FTL Postmortem
by Justin Ma
(Subset Games)
Independent Games Summit
GDC 2013
Developing a Second Screen Experience with Xbox SmartGlass (Presented by...
by Rosa Thomas
(Microsoft)
Programming
GDC 2013
Developing a Second Screen Experience with Xbox SmartGlass (Presented by...
by Rosa Thomas
(Microsoft)
Programming
GDC 2013
Developing a Second Screen Experience with Xbox SmartGlass (Presented by...
by Rosa Thomas
(Microsoft)
Programming
GDC 2013
Developing a Windows Store Game with DirectX and C++ (Presented by Micro...
by Phillip Napieralski
(Windows Ecosystem)
Programming
GDC 2013
Developing a Windows Store Game with DirectX and C++ (Presented by Micro...
by Phillip Napieralski
(Windows Ecosystem)
Programming
GDC 2013
Developing a Windows Store Game with DirectX and C++ (Presented by Micro...
by Phillip Napieralski
(Windows Ecosystem)
Programming
GDC 2013
Developing Cross Platform Mobile Games (Presented by BlackBerry)
by Sean Paul Taylor
(BlackBerry)
Programming
GDC 2013
Developing Cross Platform Mobile Games (Presented by BlackBerry)
by Sean Paul Taylor
(BlackBerry)
Programming
GDC 2013
Developing for a Moving Target: Free-to-Play in an Evolving Marketplace
by Arthur Humphrey
(Last Day of Work)
Free to Play Design & Business Summit
GDC 2013
Developing for a Moving Target: Free-to-Play in an Evolving Marketplace
by Arthur Humphrey
(Last Day of Work)
Free to Play Design & Business Summit
GDC 2013
Dialogue: When, Who, and Why
by DB Cooper
(DBCooperVO.com)
Audio
GDC 2013
Dialogue: When, Who, and Why
by DB Cooper
(DBCooperVO.com)
Audio
GDC 2013
Directed Generation: Procedural and Placeholder Content in BioWare Cinem...
by Jonathan Perry
(BioWare)
Design
GDC 2013
Directed Generation: Procedural and Placeholder Content in BioWare Cinem...
by Jonathan Perry
(BioWare)
Design
GDC 2013
Ditching the Server: How to Create Client-Side Only Social Games
by Amitt Mahajan
(Red Hot Labs)
Design
GDC 2013
Ditching the Server: How to Create Client-Side Only Social Games
by Amitt Mahajan
(Red Hot Labs)
Design
GDC 2013
Diverse Game Characters: Write Them Now!
by Jill Murray
(Ubisoft)
Advocacy
GDC 2013
Diverse Game Characters: Write Them Now!
by Jill Murray
(Ubisoft)
Advocacy
GDC 2013
Diverse Game Characters: Write Them Now!
by Jill Murray
(Ubisoft)
Advocacy
GDC 2013
Double Fine's Audio Production Survival Guide
by Brian Min
(Double Fine, Inc.)
Audio
GDC 2013
Double Fine's Audio Production Survival Guide
by Brian Min
(Double Fine, Inc.)
Audio
GDC 2013
DUST 514: Reflecting the Universe
by Anders Caspersson
(CCP Games)
Visual Arts
GDC 2013
DUST 514: Reflecting the Universe
by Anders Caspersson
(CCP Games)
Visual Arts
GDC 2013
Eliminating Texture Waste: Borderless Realtime Ptex
by John McDonald
(NVIDIA)
Visual Arts
GDC 2013
Eliminating Texture Waste: Borderless Realtime Ptex
by John McDonald
(NVIDIA)
Visual Arts
GDC 2013
Embracing Imperfection: Using Style to Your Advantage
by Sara Gross
(Two Bit Art)
Visual Arts
GDC 2013
Embracing Imperfection: Using Style to Your Advantage
by Sara Gross
(Two Bit Art)
Visual Arts
GDC 2013
Embracing Imperfection: Using Style to Your Advantage
by Sara Gross
(Two Bit Art)
Visual Arts
GDC 2013
Emotional Journey: BioWare's Methods to Bring Narrative into Levels
by Dave Feltham
(BioWare)
Visual Arts
GDC 2013
Emotional Journey: BioWare's Methods to Bring Narrative into Levels
by Dave Feltham
(BioWare)
Visual Arts
GDC 2013
Emotional Journey: BioWare's Methods to Bring Narrative into Levels
by Dave Feltham
(BioWare)
Visual Arts
GDC 2013
Empowering the Player in a Story-Rich World: Co-Directing Dishonored
by Harvey Smith
(Arkane Studios)
Design
GDC 2013
Empowering the Player in a Story-Rich World: Co-Directing Dishonored
by Harvey Smith
(Arkane Studios)
Design
GDC 2013
Enhancing Hawken and PlanetSide 2 Through Turbulence and Destruction (Pr...
by Dane Johnston
(NVIDIA)
Programming
GDC 2013
Enhancing Hawken and PlanetSide 2 Through Turbulence and Destruction (Pr...
by Dane Johnston
(NVIDIA)
Programming
GDC 2013
Ensemble Voice Production and Recording
by Michael Csurics
(Independent)
Audio
GDC 2013
Ensemble Voice Production and Recording
by Michael Csurics
(Independent)
Audio
GDC 2013
Expand Your Opportunities to Windows 8 and Windows Phone 8 with Cross Pl...
by Jean-Christophe Cimetiere
(Windows Phone Developer Marketing)
Business, Marketing & Management
GDC 2013
Expand Your Opportunities to Windows 8 and Windows Phone 8 with Cross Pl...
by Jean-Christophe Cimetiere
(Windows Phone Developer Marketing)
Business, Marketing & Management
GDC 2013
Experimental Gameplay Workshop
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2013
Experimental Gameplay Workshop
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2013
Experimental Gameplay Workshop
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2013
Exploring SimCity: A Conscious Process of Discovery
by Dan Moskowitz
(Maxis / Electronic Arts)
Programming
GDC 2013
Exploring SimCity: A Conscious Process of Discovery
by Dan Moskowitz
(Maxis / Electronic Arts)
Programming
GDC 2013
F2P Disruption in the Living Room
by John Welch
(Making Fun)
Free to Play Design & Business Summit
GDC 2013
F2P Disruption in the Living Room
by John Welch
(Making Fun)
Free to Play Design & Business Summit
GDC 2013
F2P the Wrong Way: Age of Empires Online
by Kevin Perry
(Microsoft)
Business, Marketing & Management
GDC 2013
F2P the Wrong Way: Age of Empires Online
by Kevin Perry
(Microsoft)
Business, Marketing & Management
GDC 2013
F2P the Wrong Way: Age of Empires Online
by Kevin Perry
(Microsoft)
Business, Marketing & Management
GDC 2013
Facebook Developer Day: Building Core and Mid-Core Games on Facebook Pre...
by David Halgason
(Unity Technologies)
Design
GDC 2013
Facebook Developer Day: Conversation with Developers (Presented by Faceb...
by Leonard Frankel
(Facebook)
Design
GDC 2013
Facebook Developer Day: Facebook Games Ecosystem Overview (Presented by ...
by Riccardo Zacconi
(King.com)
Design
GDC 2013
Facebook Developer Day: Games Product Update (Presented by Facebook)
by George Lee
(Facebook)
Design
GDC 2013
Facebook Developer Day: Growing Your Game with Facebook (Presented by Fa...
by John Wirt
(Facebook)
Design
GDC 2013
Facebook Developer Day: Mastering Facebook Mobile Channels (Presented b...
by Zoran Martinovic
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Monetizing Your Game on Facebook (Presented by F...
by Deborah Liu
(Facebook)
Design
GDC 2013
Facebook Developer Day: Q&A with Facebook Games Team (Presented by Faceb...
by Deborah Liu
(Facebook)
Design
GDC 2013
Fact and Fiction: Lessons from Wind-up Knight and Rise of the Blobs
by Chris Pruett
(Robot Invader)
Smartphone & Tablet Games Summit
GDC 2013
Fact and Fiction: Lessons from Wind-up Knight and Rise of the Blobs
by Chris Pruett
(Robot Invader)
Smartphone & Tablet Games Summit
GDC 2013
FarmVille 2 Postmortem: What Grew Wild & What Withered Away
by Wright Bagwell
(Zynga)
Design
GDC 2013
FarmVille 2 Postmortem: What Grew Wild & What Withered Away
by Wright Bagwell
(Zynga)
Design
GDC 2013
Flash Forward
by Wright Bagwell
(Zynga)
Advocacy
GDC 2013
Free Indie Games: Curating the DIY Revolution
by Terry Cavanagh
(Independent)
Independent Games Summit
GDC 2013
Free Indie Games: Curating the DIY Revolution
by Terry Cavanagh
(Independent)
Independent Games Summit
GDC 2013
Free to Play Game Design: A Year in Review
by Juan Gril
(Joju Games)
Free to Play Design & Business Summit
GDC 2013
Free to Play Game Design: A Year in Review
by Juan Gril
(Joju Games)
Free to Play Design & Business Summit
GDC 2013
Free-to-Play: The Morning After
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2013
Free-to-Play: The Morning After
by Brenda Romero
(UC Santa Cruz)
Design
GDC 2013
From Click to Tap: Building Kingdoms of Camelot for Mobile
by Michael Li
(Kabam)
Free to Play Design & Business Summit
GDC 2013
From Click to Tap: Building Kingdoms of Camelot for Mobile
by Michael Li
(Kabam)
Free to Play Design & Business Summit
GDC 2013
From Concept to Release: Designing Guild Wars 2
by Chris Whiteside
(ArenaNet)
Design
GDC 2013
From Concept to Release: Designing Guild Wars 2
by Chris Whiteside
(ArenaNet)
Design
GDC 2013
From Concept to Release: Designing Guild Wars 2
by Chris Whiteside
(ArenaNet)
Design
GDC 2013
From Gears to Lili, Lessons About Mid-Core and Mobile
by Lee Perry
(BitMonster)
Design
GDC 2013
From Gears to Lili, Lessons About Mid-Core and Mobile
by Lee Perry
(BitMonster)
Design
GDC 2013
From Great Ideas to Game Features
by Maciej Szczesnik
(CD Projekt RED)
Design
GDC 2013
From Great Ideas to Game Features
by Maciej Szczesnik
(CD Projekt RED)
Design
GDC 2013
From Product to Service: Mass Effect 3 Multiplayer Went Live
by Scylla Costa
(BioWare)
Production
GDC 2013
From Product to Service: Mass Effect 3 Multiplayer Went Live
by Scylla Costa
(BioWare)
Production
GDC 2013
From Product to Service: Mass Effect 3 Multiplayer Went Live
by Scylla Costa
(BioWare)
Production
GDC 2013
From Product to Service: Mass Effect 3 Multiplayer Went Live
by Scylla Costa
(BioWare)
Production
GDC 2013
From the Behavior Up: When the AI Is the Design
by Paul Tozour
(Intelligence Engine Design Systems)
AI Summit
GDC 2013
From the Behavior Up: When the AI Is the Design
by Paul Tozour
(Intelligence Engine Design Systems)
AI Summit
GDC 2013
From the Behavior Up: When the AI Is the Design
by Paul Tozour
(Intelligence Engine Design Systems)
AI Summit
GDC 2013
G.A.N.G. Demo Derby: Music
by Brian Schmidt
(GameSoundCon)
Audio
GDC 2013
G.A.N.G. Demo Derby: Music
by Brian Schmidt
(GameSoundCon)
Audio
GDC 2013
G.A.N.G. Demo Derby: Sound Design
by Brian Schmidt
(GameSoundCon)
Audio
GDC 2013
G.A.N.G. Demo Derby: Sound Design
by Brian Schmidt
(GameSoundCon)
Audio
GDC 2013
Gambling or Gaming? How Gambling Law Affects You
by Martin D. Owens Jr
(Law Offices of M.D. Owens Jr.)
Design
GDC 2013
Gambling or Gaming? How Gambling Law Affects You
by Martin D. Owens Jr
(Law Offices of M.D. Owens Jr.)
Design
GDC 2013
Game Audio in Theory - The Real Future
by Jason Page
(SCEE, R&D Audio Department)
Audio
GDC 2013
Game Audio in Theory - The Real Future
by Jason Page
(SCEE, R&D Audio Department)
Audio
GDC 2013
Game Design Curriculum Deathmatch
by Eric Zimmerman
(Independent)
GDC Education Summit
GDC 2013
Game Design Curriculum Deathmatch
by Eric Zimmerman
(Independent)
GDC Education Summit
GDC 2013
Game Design Is Business Design
by Ethan Levy
(Quarter Spiral)
Free to Play Design & Business Summit
GDC 2013
Game Design Is Business Design
by Ethan Levy
(Quarter Spiral)
Free to Play Design & Business Summit
GDC 2013
Game Development with Google Cloud Platform (Presented by Google)
by Luca Martinetti
(Staq Inc.)
Programming
GDC 2013
Game Development with Google Cloud Platform (Presented by Google)
by Luca Martinetti
(Staq Inc.)
Programming
GDC 2013
Game Development with Google Cloud Platform (Presented by Google)
by Luca Martinetti
(Staq Inc.)
Programming
GDC 2013
Game Development with Google Cloud Platform (Presented by Google)
by Luca Martinetti
(Staq Inc.)
Programming
GDC 2013
Game Development with Google Cloud Platform (Presented by Google)
by Luca Martinetti
(Staq Inc.)
Programming
GDC 2013
Game Development with Google Cloud Platform (Presented by Google)
by Luca Martinetti
(Staq Inc.)
Programming
GDC 2013
Game Development With Google Cloud Platform (Presented By Google) Part 2
by Luca Martinetti
(Staq Inc.)
Programming
GDC 2013
Game Development: Connect Mobile Apps to the Cloud Without Breaking a Sweat
by Dan Holevoet
(Google)
Programming
GDC 2013
Game Development: Create Amazingly Scalable Games on Google Cloud Platform
by Chris Elliott
(Google)
Programming
GDC 2013
Game Development: How EA Builds Mobile Game Servers On Google App Engine
by Yanick Belanger
(Electronic Arts)
Programming
GDC 2013
Game Educators Rant
by Michael Mateas
(UC Santa Cruz)
GDC Education Summit
GDC 2013
Game Educators Rant
by Michael Mateas
(UC Santa Cruz)
GDC Education Summit
GDC 2013
Game Educators Rant
by Michael Mateas
(UC Santa Cruz)
GDC Education Summit
GDC 2013
Game Loudness, Industry Standards
by Garry Taylor
(Sony Europe)
Audio
GDC 2013
Game Loudness, Industry Standards
by Garry Taylor
(Sony Europe)
Audio
GDC 2013
Game Theft! What Game Makers Need to Know About Copyrights
by Douglas Robbins
(Wood Robbins LLP)
Design
GDC 2013
Game Theft! What Game Makers Need to Know About Copyrights
by Douglas Robbins
(Wood Robbins LLP)
Design
GDC 2013
Game Theft! What Game Makers Need to Know About Copyrights
by Douglas Robbins
(Wood Robbins LLP)
Design
GDC 2013
Games and the Ensemble Cast
by Daniel Nagler
(Large Animal Games)
Game Narrative Summit
GDC 2013
Games and the Ensemble Cast
by Daniel Nagler
(Large Animal Games)
Game Narrative Summit
GDC 2013
Games and the Ensemble Cast
by Daniel Nagler
(Large Animal Games)
Game Narrative Summit
GDC 2013
Games and the Ensemble Cast
by Daniel Nagler
(Large Animal Games)
Game Narrative Summit
GDC 2013
Games for Impact R&D: The GLS Center
by Kurt Squire
(University of Wisconson-Madison)
GDC Education Summit
GDC 2013
Games for Impact R&D: The GLS Center
by Kurt Squire
(University of Wisconson-Madison)
GDC Education Summit
GDC 2013
Games User Research Bootcamp: Data Analysis
by Veronica Zammitto
(Electronic Arts)
Design
GDC 2013
Games User Research Bootcamp: Data Analysis
by Veronica Zammitto
(Electronic Arts)
Design
GDC 2013
Games User Research Bootcamp: Data Analysis
by Veronica Zammitto
(Electronic Arts)
Design
GDC 2013
Games User Research Bootcamp: Data Analysis
by Veronica Zammitto
(Electronic Arts)
Design
GDC 2013
Games User Research Bootcamp: Data Analysis
by Veronica Zammitto
(Electronic Arts)
Design
GDC 2013
Games User Research Bootcamp: Design Exercise
by Tom Lorusso
(Microsoft)
Design
GDC 2013
Games User Research Bootcamp: Recruiting Participants
by Kristie Fisher
(Microsoft)
Design
GDC 2013
Games User Research Bootcamp: Running a Study
by Paul Newton
(Electronic Arts Canada)
Design
GDC 2013
Gaming with NoSQL: Riak and Rovio - building highly available, scalable,...
by Andy Gross
(Basho Technologies)
Production
GDC 2013
Gaming with NoSQL: Riak and Rovio - building highly available, scalable,...
by Andy Gross
(Basho Technologies)
Production
GDC 2013
GDC Microtalks: One Hour, Ten Talks, A Bazillion Design Ideas
by Leigh Alexander
(Gamasutra)
Design
GDC 2013
GDC Microtalks: One Hour, Ten Talks, A Bazillion Design Ideas
by Leigh Alexander
(Gamasutra)
Design
GDC 2013
Generating Useful, Meaningful (and Beautiful) Project Data from Perforce
by Mike McShaffry
(MrMike)
Production
GDC 2013
Generating Useful, Meaningful (and Beautiful) Project Data from Perforce
by Mike McShaffry
(MrMike)
Production
GDC 2013
Getting a Team on Board with Narrative Design
by Matthew Weise
(Harmonix Music Systems)
Game Narrative Summit
GDC 2013
Getting a Team on Board with Narrative Design
by Matthew Weise
(Harmonix Music Systems)
Game Narrative Summit
GDC 2013
Glitter and Doom: The Highs and Lows of Making New Things
by Siobhan Reddy
(Media Molecule)
Production
GDC 2013
Glitter and Doom: The Highs and Lows of Making New Things
by Siobhan Reddy
(Media Molecule)
Production
GDC 2013
Global Ratings: A Unified Effort to Address the Global Needs of a Digita...
by Patricia Vance
(Entertainment Software Rating Board (ESRB))
Advocacy
GDC 2013
Global Ratings: A Unified Effort to Address the Global Needs of a Digita...
by Patricia Vance
(Entertainment Software Rating Board (ESRB))
Advocacy
GDC 2013
Going Rogue: Game Design Freelancing 101
by Aaron Cammarata
(voidALPHA)
Business, Marketing & Management
GDC 2013
Going Rogue: Game Design Freelancing 101
by Aaron Cammarata
(voidALPHA)
Business, Marketing & Management
GDC 2013
Going Rogue: Game Design Freelancing 101
by Aaron Cammarata
(voidALPHA)
Business, Marketing & Management
GDC 2013
GPU Rigid Body Simulation
by Erwin Coumans
(Bullet Physics)
Programming
GDC 2013
GPU Rigid Body Simulation
by Erwin Coumans
(Bullet Physics)
Programming
GDC 2013
GPU Rigid Body Simulation
by Erwin Coumans
(Bullet Physics)
Programming
GDC 2013
Guardians of Middle-earth: Adapting MOBAs for the Console Crowd
by Evan Lewis
(Monolith)
Design
GDC 2013
Guardians of Middle-earth: Adapting MOBAs for the Console Crowd
by Evan Lewis
(Monolith)
Design
GDC 2013
Guardians of Middle-earth: Adapting MOBAs for the Console Crowd
by Evan Lewis
(Monolith)
Design
GDC 2013
Guerrilla UX: Benefits of In-House User Research
by Jordan Lynn
(Volition)
Production
GDC 2013
Guerrilla UX: Benefits of In-House User Research
by Jordan Lynn
(Volition)
Production
GDC 2013
Guerrilla UX: Benefits of In-House User Research
by Jordan Lynn
(Volition)
Production
GDC 2013
Guidelines for Great Mobile Games for Kids
by Carla Fisher
(No Crusts Interactive)
Design
GDC 2013
Guidelines for Great Mobile Games for Kids
by Carla Fisher
(No Crusts Interactive)
Design
GDC 2013
Guild Wars 2: Scaling from One to Millions
by Stephen Clarke-Willson, Ph.D.
(ArenaNet)
Programming
GDC 2013
Guild Wars 2: Scaling from One to Millions
by Stephen Clarke-Willson, Ph.D.
(ArenaNet)
Programming
GDC 2013
Guild Wars 2: Scaling from One to Millions
by Stephen Clarke-Willson, Ph.D.
(ArenaNet)
Programming
GDC 2013
Halo Reborn: A Postmortem on the Creation of Halo 4
by Josh Holmes
(343 Industries)
Design
GDC 2013
Halo Reborn: A Postmortem on the Creation of Halo 4
by Josh Holmes
(343 Industries)
Design
GDC 2013
Horizon and Beyond: A Look into Tomb Raider's Tools
by Jason Yao
(Crystal Dynamics)
Visual Arts
GDC 2013
Horizon and Beyond: A Look into Tomb Raider's Tools
by Jason Yao
(Crystal Dynamics)
Visual Arts
GDC 2013
Horizon and Beyond: A Look into Tomb Raider's Tools
by Jason Yao
(Crystal Dynamics)
Visual Arts
GDC 2013
How CSR Broke the Mold in Freemium
by Jason Avent
(Boss Alien, A NaturalMotion Studio)
Business, Marketing & Management
GDC 2013
How CSR Broke the Mold in Freemium
by Jason Avent
(Boss Alien, A NaturalMotion Studio)
Business, Marketing & Management
GDC 2013
How Free-to-Play Corrupts Games
by Dino Patti
(Playdead)
Design
GDC 2013
How Free-to-Play Corrupts Games
by Dino Patti
(Playdead)
Design
GDC 2013
How Hard Could It Be? The Story of a Cinematic
by Brian Kindregan
(Blizzard)
Visual Arts
GDC 2013
How Hard Could It Be? The Story of a Cinematic
by Brian Kindregan
(Blizzard)
Visual Arts
GDC 2013
How Mobile Ad Tracking Impacts App Marketing Results (Presented by Fiksu)
by Glenn Kiladis
(Fiksu)
Business, Marketing & Management
GDC 2013
How Mobile Ad Tracking Impacts App Marketing Results (Presented by Fiksu)
by Glenn Kiladis
(Fiksu)
Business, Marketing & Management
GDC 2013
How Much is Enough for Beauty?
by Andrew Maximov
(Independent)
Visual Arts
GDC 2013
How Much is Enough for Beauty?
by Andrew Maximov
(Independent)
Visual Arts
GDC 2013
How Smaller Game Developers Stay Competitive: Scaling Social Engagement ...
by Robert Nelson
(Broken Bulb Game Studios)
Programming
GDC 2013
How Smaller Game Developers Stay Competitive: Scaling Social Engagement ...
by Robert Nelson
(Broken Bulb Game Studios)
Programming
GDC 2013
How to Build a Better Apocalypse
by Dan Pinchbeck
(thechineseroom)
Design
GDC 2013
How to Build a Better Apocalypse
by Dan Pinchbeck
(thechineseroom)
Design
GDC 2013
How to Lie with Analytics
by Nick Ross
(TinyCo)
Free to Play Design & Business Summit
GDC 2013
How to Lie with Analytics
by Nick Ross
(TinyCo)
Free to Play Design & Business Summit
GDC 2013
How to Make an Original F2P Game
by David Edery
(Spry Fox)
Free to Play Design & Business Summit
GDC 2013
How to Make an Original F2P Game
by David Edery
(Spry Fox)
Free to Play Design & Business Summit
GDC 2013
How to Mix a Video Game - And Not Die Trying
by Garry Taylor
(Sony Europe)
Audio
GDC 2013
How to Mix a Video Game - And Not Die Trying
by Garry Taylor
(Sony Europe)
Audio
GDC 2013
How to Navigate Security for Gambling in Social Gaming
by Andrew Costello
(SFHL Entertainment)
Programming
GDC 2013
How to Navigate Security for Gambling in Social Gaming
by Andrew Costello
(SFHL Entertainment)
Programming
GDC 2013
How to Sell Your QA Services on a Free-to-Play Project
by Stephan Beier
(Travian Games GmbH)
QA Summit
GDC 2013
How to Sell Your QA Services on a Free-to-Play Project
by Stephan Beier
(Travian Games GmbH)
QA Summit
GDC 2013
How to Sell Your QA Services on a Free-to-Play Project
by Stephan Beier
(Travian Games GmbH)
QA Summit
GDC 2013
How We Created Mark of the Ninja Without (Totally) Losing Our Minds
by Jeff Agala
(Klei Entertainment)
Independent Games Summit
GDC 2013
How We Created Mark of the Ninja Without (Totally) Losing Our Minds
by Jeff Agala
(Klei Entertainment)
Independent Games Summit
GDC 2013
How Zynga Created Performance Analytics for Web Games
by David Grunwald
(Zynga)
Free to Play Design & Business Summit
GDC 2013
How Zynga Created Performance Analytics for Web Games
by David Grunwald
(Zynga)
Free to Play Design & Business Summit
GDC 2013
How Zynga Created Performance Analytics for Web Games
by David Grunwald
(Zynga)
Free to Play Design & Business Summit
GDC 2013
HTML5 Audio: Coming to a Mobile Game Near You!
by Jory Prum
(studio.jory.org)
Audio
GDC 2013
HTML5 Audio: Coming to a Mobile Game Near You!
by Jory Prum
(studio.jory.org)
Audio
GDC 2013
Humanity's Last Game: The Game Design Challenge Final Championship
by Richard Lemarchand
(School of Cinematic Arts, University of Southern California)
Design
GDC 2013
Humanity's Last Game: The Game Design Challenge Final Championship
by Richard Lemarchand
(School of Cinematic Arts, University of Southern California)
Design
GDC 2013
Ideas per Second: How Double Fine Optimizes for Human Performance
by Nathan Martz
(Double Fine Productions)
Production
GDC 2013
Ideas per Second: How Double Fine Optimizes for Human Performance
by Nathan Martz
(Double Fine Productions)
Production
GDC 2013
Igniting the Spark: Building Online Services for Borderlands 2
by Jimmy Sieben
(Gearbox Software)
Programming
GDC 2013
Igniting the Spark: Building Online Services for Borderlands 2
by Jimmy Sieben
(Gearbox Software)
Programming
GDC 2013
Igniting the Spark: Building Online Services for Borderlands 2
by Jimmy Sieben
(Gearbox Software)
Programming
GDC 2013
Implementing a Rewindable Instant Replay System for Temporal Debugging
by Mark Wesley
(2K Marin)
Programming
GDC 2013
Implementing a Rewindable Instant Replay System for Temporal Debugging
by Mark Wesley
(2K Marin)
Programming
GDC 2013
Implementing a Rewindable Instant Replay System for Temporal Debugging
by Mark Wesley
(2K Marin)
Programming
GDC 2013
Implementing Blizzard's Localization Vision in Real Time
by William Barnes
(Blizzard Entertainment)
Localization Summit
GDC 2013
Implementing Blizzard's Localization Vision in Real Time
by William Barnes
(Blizzard Entertainment)
Localization Summit
GDC 2013
Incubators/Accelerators: An Inside Look at Startup Funding and Entrepren...
by Jason Della Rocca
(Execution Labs (Moderator))
Advocacy
GDC 2013
Incubators/Accelerators: An Inside Look at Startup Funding and Entrepren...
by Jason Della Rocca
(Execution Labs (Moderator))
Advocacy
GDC 2013
Indie Soapbox
by Emily Short
(Linden Labs)
Independent Games Summit
GDC 2013
Indie Soapbox
by Emily Short
(Linden Labs)
Independent Games Summit
GDC 2013
Indie Soapbox
by Emily Short
(Linden Labs)
Independent Games Summit
GDC 2013
Intelligent Cinematic Systems: The Next Step
by James Ricker
(Slant Six Games)
Design
GDC 2013
Intelligent Cinematic Systems: The Next Step
by James Ricker
(Slant Six Games)
Design
GDC 2013
Interactive Mixing in Dead Space 3
by J. White
(Visceral Games / EA)
Audio
GDC 2013
Interactive Mixing in Dead Space 3
by J. White
(Visceral Games / EA)
Audio
GDC 2013
Interactive Mixing in Dead Space 3
by J. White
(Visceral Games / EA)
Audio
GDC 2013
Into the Crucible: Forging a Triple-A Game and a Triple-A Studio Simulta...
by Kiki Wolfkill
(343 Industries)
Production
GDC 2013
Into the Crucible: Forging a Triple-A Game and a Triple-A Studio Simulta...
by Kiki Wolfkill
(343 Industries)
Production
GDC 2013
Introducing Machinations: A New Way to Design Game Mechanics
by Ernest Adams
(Independent)
Design
GDC 2013
iOS Games in a Day: Cocos 2D
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
iOS Games in a Day: Cocos 2D
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
iOS Games in a Day: Cocos 2D
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
iOS Games in a Day: Cocos 2D
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
iOS Games in a Day: Cocos 2D
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
iOS Games in a Day: Cocos 2D
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
iOS Games in a Day: Cocos 2D
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
iOS Games in a Day: Game Architectures for Rapid Results on iOS
by Gareth Jenkins
(36peas)
Programming
GDC 2013
iOS Games in a Day: iOS APIs for Games
by Ray Wenderlich
(Razeware LLC)
Programming
GDC 2013
iOS Games in a Day:OpenGL ES 2.0 Crash Course for iOS Games
by Mike Dailly
(YoYo Games Ltd.)
Programming
GDC 2013
iOS State of the Union
by Mike Dailly
(YoYo Games Ltd.)
Programming
GDC 2013
Is That a Gun in Your Pocket or Are You Just Happy to See Me? Evolving t...
by Chuck Beaver
(Electronic Arts)
Game Narrative Summit
GDC 2013
Is That a Gun in Your Pocket or Are You Just Happy to See Me? Evolving t...
by Chuck Beaver
(Electronic Arts)
Game Narrative Summit
GDC 2013
Is That a Gun in Your Pocket or Are You Just Happy to See Me? Evolving t...
by Chuck Beaver
(Electronic Arts)
Game Narrative Summit
GDC 2013
It's Not in the Writer's Manual: A Q&A Session for New Writers
by Toiya Kristen Finley
(Schnoodle Media, LLC)
Game Narrative Summit
GDC 2013
It's Not in the Writer's Manual: A Q&A Session for New Writers
by Toiya Kristen Finley
(Schnoodle Media, LLC)
Game Narrative Summit
GDC 2013
It's Raining New Content: Successful Rapid Test Iterations
by Benjamin Seifert
(Riot Games)
QA Summit
GDC 2013
It's Raining New Content: Successful Rapid Test Iterations
by Benjamin Seifert
(Riot Games)
QA Summit
GDC 2013
It's Raining New Content: Successful Rapid Test Iterations
by Benjamin Seifert
(Riot Games)
QA Summit
GDC 2013
Job Graph: Task Graphing in Mortal Kombat
by Gavin Freyberg
(NetherRealm Studios)
Programming
GDC 2013
Job Graph: Task Graphing in Mortal Kombat
by Gavin Freyberg
(NetherRealm Studios)
Programming
GDC 2013
Kanban - How to Make Your Production Scream
by Clinton Keith
(CK Consulting)
Production
GDC 2013
Kanban - How to Make Your Production Scream
by Clinton Keith
(CK Consulting)
Production
GDC 2013
Kanban - How to Make Your Production Scream
by Clinton Keith
(CK Consulting)
Production
GDC 2013
Kickstarter Lessons for Indie Game Developers
by Jeff Pobst
(Hidden Path Entertainment)
Business, Marketing & Management
GDC 2013
Kickstarter Lessons for Indie Game Developers
by Jeff Pobst
(Hidden Path Entertainment)
Business, Marketing & Management
GDC 2013
Kingdom Age by the Numbers: A Postmortem
by Aaron Bannin
(GREE International)
Production
GDC 2013
Kingdom Age by the Numbers: A Postmortem
by Aaron Bannin
(GREE International)
Production
GDC 2013
Kingdom Age by the Numbers: A Postmortem
by Aaron Bannin
(GREE International)
Production
GDC 2013
Latin America - Essential Insights into the Most Vibrant Growth Market i...
by Julian Migura
(UOL BoaCompra)
Free to Play Design & Business Summit
GDC 2013
Latin America - Essential Insights into the Most Vibrant Growth Market i...
by Julian Migura
(UOL BoaCompra)
Free to Play Design & Business Summit
GDC 2013
Leveraging the Cloud: Procedurally Generated Music and Runtime Audio Mix
by Paul Lipson
(Microsoft)
Audio
GDC 2013
Leveraging the Cloud: Procedurally Generated Music and Runtime Audio Mix
by Paul Lipson
(Microsoft)
Audio
GDC 2013
Life After Permadeath: Game Design Within Self-Imposed Constraints
by Keith Kawahata
(Kabam Inc.)
Design
GDC 2013
Life After Permadeath: Game Design Within Self-Imposed Constraints
by Keith Kawahata
(Kabam Inc.)
Design
GDC 2013
Live Streaming Video: Social Power To Games
by Jonathan Simpson-Bint
(Twitch.TV)
Design
GDC 2013
Live Streaming Video: Social Power To Games
by Jonathan Simpson-Bint
(Twitch.TV)
Design
GDC 2013
Loading Based on Imperfect Data
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2013
Loading Based on Imperfect Data
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2013
Loading Based on Imperfect Data
by Andreas Fredriksson
(Insomniac Games)
Programming
GDC 2013
Localization Microtalks: Around the World in Sixty Minutes
by Oded Sharon
(Dragonplay)
Localization Summit
GDC 2013
Localization Microtalks: Around the World in Sixty Minutes
by Oded Sharon
(Dragonplay)
Localization Summit
GDC 2013
LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
by Ulrik Lindahl
(Simplygon)
Visual Arts
GDC 2013
LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
by Ulrik Lindahl
(Simplygon)
Visual Arts
GDC 2013
LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
by Ulrik Lindahl
(Simplygon)
Visual Arts
GDC 2013
LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
by Ulrik Lindahl
(Simplygon)
Visual Arts
GDC 2013
LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
by Ulrik Lindahl
(Simplygon)
Visual Arts
GDC 2013
LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
by Ulrik Lindahl
(Simplygon)
Visual Arts
GDC 2013
Low-Level Thinking in High-Level Shading Languages
by Emil Persson
(Avalanche Studios)
Visual Arts
GDC 2013
Low-Level Thinking in High-Level Shading Languages
by Emil Persson
(Avalanche Studios)
Visual Arts
GDC 2013
Low-Level Thinking in High-Level Shading Languages
by Emil Persson
(Avalanche Studios)
Visual Arts
GDC 2013
Mad as Hell: Hothead Developers Rant Back
by Eric Zimmerman
(Independent)
Design
GDC 2013
Mad as Hell: Hothead Developers Rant Back
by Eric Zimmerman
(Independent)
Design
GDC 2013
Make Your Game Run Great on PCs with Intel GPA (Presented by Intel Corpo...
by Philipp Gerasimov
(Intel)
Programming
GDC 2013
Make Your Game Run Great on PCs with Intel GPA (Presented by Intel Corpo...
by Philipp Gerasimov
(Intel)
Programming
GDC 2013
Making a Better Girl Game: Playdom's City Girl Postmortem
by Martha Sapeta
(Playdom)
Free to Play Design & Business Summit
GDC 2013
Making a Better Girl Game: Playdom's City Girl Postmortem
by Martha Sapeta
(Playdom)
Free to Play Design & Business Summit
GDC 2013
Making a Better Girl Game: Playdom's City Girl Postmortem
by Martha Sapeta
(Playdom)
Free to Play Design & Business Summit
GDC 2013
Making it Matter: Lessons from Real Sports
by Bennett Foddy
(University of Oxford)
Design
GDC 2013
Making it Matter: Lessons from Real Sports
by Bennett Foddy
(University of Oxford)
Design
GDC 2013
Making Your Virtual Goods Collectible
by Derrick Morton
(FlowPlay)
Free to Play Design & Business Summit
GDC 2013
Making Your Virtual Goods Collectible
by Derrick Morton
(FlowPlay)
Free to Play Design & Business Summit
GDC 2013
Managing Growth: Mastering the Challenge of Scaling-Up
by Benedikt Grindel
(Ubisoft Blue Byte)
Production
GDC 2013
Managing Growth: Mastering the Challenge of Scaling-Up
by Benedikt Grindel
(Ubisoft Blue Byte)
Production
GDC 2013
Managing the Movement: Getting Your Animation Behaviors to Behave Better
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2013
Managing the Movement: Getting Your Animation Behaviors to Behave Better
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2013
Managing the Movement: Getting Your Animation Behaviors to Behave Better
by Ben Sunshine-Hill
(Havok)
AI Summit
GDC 2013
Math for Game Programmers
by Jim Van Verth
Programming
GDC 2013
Math for Game Programmers
by Jim Van Verth
Programming