GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
1979 Revolution: A Case Study in Bringing Real Stories to Gaming
by Navid Khonsari
(iNK Stories)
Game Narrative Summit
GDC 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
Visual Arts
GDC 2014
3D Audio: Back to the Future?
by Brian Schmidt
(Ear Games)
Audio
GDC 2014
50 Camera Mistakes
by John Nesky
(thatgamecompany)
Programming
GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
A Context-Aware Character Dialog System
by Jason Gregory
(Naughty Dog)
Programming
GDC 2014
A Study in Transparency: How Board Games Matter
by Soren Johnson
(Mohawk Games)
Design
GDC 2014
A Survey of the Modern QA Department
by Robb Nicholas
(Apptio)
QA Summit
GDC 2014
A/B Testing for Game Design Iteration: A Bayesian Approach
by Steven Collins
(Swrve)
Business, Marketing & Management
GDC 2014
AAA Academics: Superstar Designers in Academia
by Brenda Romero
(UC Santa Cruz)
GDC Education Summit
GDC 2014
AAA Mobile Games Development: Challenges
by Romain Sididris
(Gameloft)
Smartphone & Tablet Games Summit
GDC 2014
Accessibility: Lessons Learned from Designing for Gamers with Disabilities
by Ian Hamilton
(Ian Hamilton DC)
Advocacy
GDC 2014
Acquisition for F2P Games on the Web
by Kimberly Pointer
(Kabam)
Free to Play Design & Business Summit
GDC 2014
Adaptive Music Preparation for Live Recording: A Primer
by Lennie Moore
(3l33t Music)
Production
GDC 2014
Advanced Visual Effects with DirectX 11: Compute-Based GPU Particle Systems
by Gareth Thomas
(AMD)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: DX11 Software Tessellation
by John Kloetzli
(Firaxis)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Efficient Work Submission in Di...
by Evan Hart
(NVIDIA)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: From Terrain to Godrays - Bette...
by Andrei Tatarinov
(NVIDIA)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Grass, Fur and Hair
by Karl Hillesland
(AMD)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Real Virtual Texturing - Taking...
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Tessellation in Call of Duty: G...
by Wade Brainerd
(Activision)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Vertex Shader Tricks - New Ways...
by Bill Bilodeau
(AMD)
Programming
GDC 2014
Agile Lessons from Ryse and Crysis 3
by Patrick Payne
(Crytek GmbH)
Production
GDC 2014
AI Postmortem: Hearthstone
by Brian Schwab
(Formerly of Blizzard Entertainment)
AI Summit
GDC 2014
Analysis and Lessons from the Global Free-to-Play Market
by Tom Nichols
(Aeria Games & Entertainment)
Free to Play Design & Business Summit
GDC 2014
Animation Bootcamp: An Indie Approach to Procedural Animation
by David Rosen
(Wolfire Games)
Visual Arts
GDC 2014
Animation Bootcamp: Animating Cameras for Games
by Simon Unger
(Robotoki)
Visual Arts
GDC 2014
Animation Bootcamp: Animating the Spy Fantasy in Splinter Cell
by Kristjan Zadziuk
(Ubisoft Toronto)
Visual Arts
GDC 2014
Animation Bootcamp: Animation Prototyping for Games
by Jay Hosfelt
(Epic Games)
Visual Arts
GDC 2014
Animation Bootcamp: Establishing an Ecology for NPCs
by Mike Jungbluth
(Zenimax Online)
Visual Arts
GDC 2014
Animation Bootcamp: Fluid and Powerful Animation within Frame Restrictions
by Mariel Cartwright
(Lab Zero Games)
Visual Arts
GDC 2014
Animation Bootcamp: Using the Power of Layered Animation to Expand Premi...
by Ryan Duffin
(EA DICE)
Visual Arts
GDC 2014
Antichamber: An Overnight Success, Seven Years in the Making
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2014
Antichamber: Three Years of Hardcore Iteration
by Alexander Bruce
(Antichamber)
Design
GDC 2014
Approaching Zero Driver Overhead in OpenGL (Presented by NVIDIA)
by Cass Everitt
(NVIDIA)
Programming
GDC 2014
Art Direction is Not Just Googling Images
by Robh Ruppel
(Naughty Dog)
Production
GDC 2014
Assassin's Creed IV: Black Flag - Road to Next-Gen Graphics
by Bartlomiej Wronski
(Ubisoft Montreal)
Programming
GDC 2014
Assassin's Creed IV: Black Flag Multiplayer - Crafting Good Monetization...
by Damien Kieken
(Ubisoft)
Business, Marketing & Management
GDC 2014
Audio Bootcamp: Audio Design
by Nicky Birch
(Somethin' Else)
Audio
GDC 2014
Audio Bootcamp: Intro/Sound Design
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2014
Audio Bootcamp: Mixing/Production
by Tom Hays
(Rocket Sound, LLC)
Audio
GDC 2014
Audio Bootcamp: Music
by Austin Wintory
(Wintory Global Engineering)
Audio
GDC 2014
Audio Bootcamp: Small Team Game Development
by Dren McDonald
(nerdtracks.com)
Audio
GDC 2014
Aural Immersion: Audio Technology in The Last of Us
by Jonathan Lanier
(Naughty Dog, Inc.)
Audio
GDC 2014
Avoiding Catastrophic Performance Loss: Detecting CPU-GPU Sync Points
by John McDonald
(NVIDIA)
Programming
GDC 2014
Awesome Video Game Data 2014
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2014
Back to The Future of QA
by Dave Parkinson
(Sony Computer Entertainment)
QA Summit
GDC 2014
BADLAND Postmortem: Building on App Store Launch Success
by Johannes Vuorinen
(Frogmind)
Independent Games Summit
GDC 2014
Battlefield 4: Creating a More Dynamic Battlefield
by Linnea Harrison
(EA DICE)
Production