GDC Online 2011
Designers are Human Too - Causes of Poor Design Decisions
by Tom Cadwell
(Riot Games)
Design
GDC Online 2011
Designers are Human Too - Causes of Poor Design Decisions
by Tom Cadwell
(Riot Games)
Design
GDC Online 2011
Double-Coding: Making Online Games for Both the Casual and the Hardcore
by Damion Schubert
(Bioware Austin)
Design
GDC Online 2011
Double-Coding: Making Online Games for Both the Casual and the Hardcore
by Damion Schubert
(Bioware Austin)
Design
GDC Online 2011
Exploiting the Analysts: What Game Designers Do with that Data
by Dan Scherlis
(Sonamine)
Design
GDC Online 2011
Fundamental Multiplayer RPG Math
by Sara Jensen Schubert
(KingsIsle Entertainment)
Design
GDC Online 2011
Game Design in a Mine Field: Creating Strategy Browser Games
by Eike Klindworth
(InnoGames GmbH)
Design
GDC Online 2011
Game Design in a Mine Field: Creating Strategy Browser Games
by Eike Klindworth
(InnoGames GmbH)
Design
GDC Online 2011
Rapid MMO Content Iteration and Validation with Spatial Analysis in Star...
by Georg Zoeller
(BioWare Austin)
Design
GDC Online 2011
Rapid MMO Content Iteration and Validation with Spatial Analysis in Star...
by Georg Zoeller
(BioWare Austin)
Design
GDC Online 2011
The Year in Social Games 2010-2011
by Steve Meretzky
(Playdom)
Design
GDC Online 2011
The Year in Social Games 2010-2011
by Steve Meretzky
(Playdom)
Design
GDC Online 2011
Why We Buy: A Game Designer's Guide To Transactions
by Nikolaus Davidson
(Amazon.com)
Design
GDC Online 2011
Why We Buy: A Game Designer's Guide To Transactions
by Nikolaus Davidson
(Amazon.com)
Design