GDC Europe 2016
'Armello': Bringing Tabletop Adventure to Life
by Trent Kusters
(League of Geeks)
Independent Games Summit
GDC Europe 2016
'Armello': Bringing Tabletop Adventure to Life
by Trent Kusters
(League of Geeks)
Independent Games Summit
GDC Europe 2016
'HITMAN' Season 1: From Executive Producer to Showrunner
by Hannes Seifert
(Io-Interactive)
Business, Marketing and Management
GDC Europe 2016
'HITMAN' Season 1: From Executive Producer to Showrunner
by Hannes Seifert
(Io-Interactive)
Business, Marketing and Management
GDC Europe 2016
'Life is Strange': The Blue Age of Storytelling
by Christian Divine
(Dontnod)
Design
GDC Europe 2016
'Mirror's Edge Catalyst': Evolving and Creating a Style
by Jhony Ljungstedt
(DICE)
Design
GDC Europe 2016
'Nuclear Throne': Performative Game Development in Hindsight
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC Europe 2016
'Project Discovery': How Citizen Science Got into 'EVE Online'
by Attila Szantner
(MMOS Srl)
Production
GDC Europe 2016
'Project Discovery': How Citizen Science Got into 'EVE Online'
by Attila Szantner
(MMOS Srl)
Production
GDC Europe 2016
4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer
by Wolfgang Engel
(Confetti)
Programming
GDC Europe 2016
4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer
by Wolfgang Engel
(Confetti)
Programming
GDC Europe 2016
8 Keys to a Long Career in Games
by Don Daglow
(4th Ring, Inc.)
Business, Marketing and Management
GDC Europe 2016
A Geographer's Guide to Building Game Worlds
by Kate Edwards
(IGDA)
Production
GDC Europe 2016
Affordable Space Adventures Postmortem
by Dajana Dimovska
(Knapnok Games)
Independent Games Summit
GDC Europe 2016
Alien Cultures: Rebooting 'Master of Orion' with a Global Team
by Chris Keeling
(Wargaming.net)
Production
GDC Europe 2016
All the Insights, Data, and Trends
by Joost van Dreunen
(SuperData Research)
Business, Marketing and Management
GDC Europe 2016
Automatically Scaling Backend Architecture with Microservices
by Kevin Daniel Setiono
(OnlineFussballManager GmbH)
Programming
GDC Europe 2016
Balancing Your Game: A Formula-Driven Approach
by Brian Davis
(Wooga GmbH)
Design
GDC Europe 2016
Building a Local Indie Game Community
by Sos Sosowski
(Sos)
Independent Games Summit
GDC Europe 2016
Changing Tides: 2015's Accessibility Advancements
by Ian Hamilton
(IHDC)
Production
GDC Europe 2016
Conversion of a Different User: Bringing Teams to F2P
by Matthew Laurence
(MegaZebra, GmbH)
Production
GDC Europe 2016
Conversion of a Different User: Bringing Teams to F2P
by Matthew Laurence
(MegaZebra, GmbH)
Production
GDC Europe 2016
Create a 20 Times Faster Database Engine Optimized to MMOGs
by Shuichi Kurabayashi
(Cygames, Inc.)
Programming
GDC Europe 2016
Create a 20 Times Faster Database Engine Optimized to MMOGs
by Shuichi Kurabayashi
(Cygames, Inc.)
Programming
GDC Europe 2016
Creating Conflict: Combat Design for AAA Action Games
by Michael Barclay
(Cloud Imperium Games)
Design
GDC Europe 2016
Creating Conflict: Combat Design for AAA Action Games
by Michael Barclay
(Cloud Imperium Games)
Design
GDC Europe 2016
Crowdfunding 301: State of Play, Best Practices & Advanced Tactics
by Thomas Bidaux
(ICO Partners)
Independent Games Summit
GDC Europe 2016
Crowdfunding 301: State of Play, Best Practices & Advanced Tactics
by Thomas Bidaux
(ICO Partners)
Independent Games Summit
GDC Europe 2016
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
GDC Europe 2016
D: Using an Emerging Language in Quantum Break
by Ethan Watson
(Remedy Entertainment)
Programming
GDC Europe 2016
D: Using an Emerging Language in Quantum Break
by Ethan Watson
(Remedy Entertainment)
Programming
GDC Europe 2016
Data and Insights in the VR Market
by Patrick Walker
(EEDAR)
Business, Marketing and Management
GDC Europe 2016
Data and Insights in the VR Market
by Patrick Walker
(EEDAR)
Business, Marketing and Management
GDC Europe 2016
Deterministic Simulation: What Online Games Can Learn from the Game Boy
by David Salz
(Sandbox Interactive GmbH)
Programming
GDC Europe 2016
Deterministic Simulation: What Online Games Can Learn from the Game Boy
by David Salz
(Sandbox Interactive GmbH)
Programming
GDC Europe 2016
Dr. Langeskov: Smoke & Mirrors & a Piece of Cardboard
by Dominik Johann
(Crows Crows Crows)
Independent Games Summit
GDC Europe 2016
Envisioning the Future of Game Development on Windows & Xbox (Presented ...
by Alex Teodorescu-Badia
(Microsoft)
Business, Marketing and Management
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
European Innovative Games Showcase
by Jonatan Van Hove
(Glitchnap)
Independent Games Summit
GDC Europe 2016
Following the Fun: How We Designed Gameplay For 'LawBreakers'
by Dan Nanni
(Boss Key Productions)
Design
GDC Europe 2016
Following the Fun: How We Designed Gameplay For 'LawBreakers'
by Dan Nanni
(Boss Key Productions)
Design
GDC Europe 2016
From 1 to 2: Postmortem of Making a Sequel to a Popular Mobile Game
by Sebastien Borget
(Pixowl)
Independent Games Summit
GDC Europe 2016
From 1 to 2: Postmortem of Making a Sequel to a Popular Mobile Game
by Sebastien Borget
(Pixowl)
Independent Games Summit
GDC Europe 2016
Game Hubs: A Quest to Revolutionize Game Production
by Oliver Clarke
(Modern Dream, Ltd.)
Production
GDC Europe 2016
Girl, Woman, Mother: A Lifetime in Games
by Brenda Romero
(Romero Games, University of Limerick)
Design