Game Developers Conference 2026
'LifeAfter': AIGC Paradigm Change in Mobile Game Art Production
by Xiudong Zhang
(NetEase Games)
Visual Development
Game Developers Conference 2026
Built for Games: Explore Apple Hardware and Software for Game Developers...
by Allan Schaffer
(Apple)
Game & Production Technology
Game Developers Conference 2025
'Delta Force': Performant High-Quality Terrain and Biome Technology for ...
by Hang Jiao
(Tencent Games)
Programming
Game Developers Conference 2025
Expanding Reach: Grow your Business with Meta Horizon Worlds on Mobile a...
by Kristen Mann
(Meta)
Business & Marketing
Game Developers Conference 2025
Gaming Reimagined: Mobile's Impact on Play Today (Presented by King)
by Todd Green
(King)
Production & Team Leadership
Game Developers Conference 2025
Green Light: Unleashing Squid Game on Amazon GameLift (Presented by Amaz...
by Richard Musser
(Netflix)
Programming
Game Developers Conference 2024
144FPS Rendering on Mobile: Frame Prediction in 'Arena Breakout' (Presen...
by Yue Qi
(Tencent Games)
Programming
Game Developers Conference 2024
144FPS Rendering on Mobile: Frame Prediction in 'Arena Breakout' (Presen...
by Yue Qi
(Tencent Games)
Programming
Game Developers Conference 2024
A Deeper Understanding of Chinese Game Studios: How They Operate
by Zechen Xu
(NetEase)
Career Development
Game Developers Conference 2024
Audio Summit: How Do You Make Casual Games' Players Turn Their Audio On?
by Dominique Devoucoux
(King)
Audio Summit
Game Developers Conference 2022
'Wordle': Doing the Opposite of What You're Meant To
by Josh Wardle
(MSCHF)
Design
Game Developers Conference 2022
Advanced Graphics Summit: Advanced Weather System for Mobile Game: 'Dark...
by Ka Ming Chan
(MoreFun Studios of Tencent Games)
Advanced Graphics Summit
Game Developers Conference 2022
Advanced Graphics Summit: Advanced Weather System for Mobile Game: 'Dark...
by Ka Ming Chan
(MoreFun Studios of Tencent Games)
Advanced Graphics Summit
Game Developers Conference 2022
Authoring Efficient Shaders for Optimal Mobile Performance (Presented by...
by Zandro Fargnoli
(Arm)
Programming
Game Developers Conference 2021
'Seekers Notes': 5 Key Takeways from 5 Years Experience
by Diana Weng
(MYTONA)
Production & Team Management
Game Developers Conference 2021
2021 Player Engagement Trends in Mobile (Presented by Vungle)
by Kalle Heikkinen
(GameRefinery by Vungle)
Business & Marketing
Game Developers Conference 2021
Bringing Console Gaming to Mobile with Crash Bandicoot: On the Run! (Pre...
by Peter Ridgway
(King Studios)
Programming
Game Developers Conference 2021
Connecting Core Gameplay to Progression in Mobile Free to Play Games
by Jakub Remiar
(TrapLight)
Design
Summer 2020
'Guildlings': Rethinking Mobile Adventure and Rediscovering the RPG
by Jamie Antonisse
(Sirvo Studios)
Design
Summer 2020
Art of 'Sky: Children of the Light'
by Yuichiro Tanabe
(ThatGameCompany)
Visual Arts
Summer 2020
Art of 'Sky: Children of the Light'
by Yuichiro Tanabe
(ThatGameCompany)
Visual Arts
Summer 2020
Evolution of Gacha Systems in Mobile Free to Play Games
by Jakub Remiar
(Independent)
Design
GDC 2020
Arm Mobile Studio: Providing Insights Into Graphics Performance Issues (...
by Ramnath Swamy
(Arm)
Programming
GDC 2020
Beyond Mobile: Integrating Product Management into AAA Development Teams
by Devin Nambiar
(Electronic Arts)
Production & Team Management
GDC 2020
Bleeding-Edge Effects on Mobile
by Andy Saia
(Level Ex)
Visual Arts
XRDC 2019
AR Advertising and Commerce: What's Working?
by Mike Boland
(ARtillery Intelligence)
Brand Experience
XRDC 2019
Branded Marker Based AR Experiences
by Peter Oberdorfer
(TACTIC)
Brand Experience
XRDC 2019
The Reality of AR and VR: What's Working (and What Isn't) in 2019
by Tim Merel
(Digi-Capital)
Enterprise
2019
1,500 Slot Machines Walk into a Bar: Adventures in Quantity Over Quality
by Alex Schwartz
([unnamed next venture])
Business & Marketing
2019
5 Cross-Class Skills to Better Community Management
by Greg Lane
(Big Huge Games)
Community Management Summit
2019
60 Games in 6 Years: Lessons from the Modern Mobile Market
by Peter Eykemans
(Kongregate)
Mobile Summit
2019
60 Games in 6 Years: Lessons from the Modern Mobile Market
by Peter Eykemans
(Kongregate)
Mobile Summit
XRDC 2018
Adaptive Design in MR: UX Problems and Solutions
by Jada Williams
(Microsoft)
Innovation
XRDC 2018
Adaptive Design in MR: UX Problems and Solutions
by Jada Williams
(Microsoft)
Innovation
XRDC 2018
Cracking the Mobile AR Code: A Cross Platform Case Study
by Iman Mostafavi
(8th Wall)
Games & Entertainment
XRDC 2018
Cracking the Mobile AR Code: A Cross Platform Case Study
by Iman Mostafavi
(8th Wall)
Games & Entertainment
GDC 2018
"Welcome to Facebook Developer Day" & "Instant Games: The Platform Awake...
by Mike Weingert
(Facebook)
Monetization
GDC 2018
'C.A.T.S.' Postmortem: Concept Development through the Eyes of a Designe...
by Eugene Yailenko
(ZeptoLab)
GDC Mobile Summit
GDC 2018
'C.A.T.S.' Postmortem: Concept Development through the Eyes of a Designe...
by Eugene Yailenko
(ZeptoLab)
GDC Mobile Summit
GDC 2018
'Good Pizza, Great Pizza': Game Design, Iteration, and Business Lessons ...
by Anthony Lai
(TapBlaze)
Business & Marketing
VRDC @ GDC 2018
1 Game, 6 Headsets, 10 Controllers: Multiplatform VR with 'Floor Plan'
by Nic Vasconcellos
(Turbo Button)
Game VR/AR
VRDC @ GDC 2018
Exploring the Unsolved Challenges of VR Gaming
by Kevin Harper
(ustwo games)
Game VR/AR
VRDC @ GDC 2018
Mind Control in Mobile VR: Gaze Activated UI in 'SingSpace'
by Jeff Hesser
(Harmonix)
Game VR/AR
VRDC Fall 2017
Building VR Communities: Asymmetry, Asynchrony, and Abuse
by Daniel Citron
(Google)
Games & Entertainment
VRDC Fall 2017
How VR Will Go Mainstream: The History of VR and Where It's Going
by Tony Parisi
(Unity Technologies)
Innovation
VRDC Fall 2017
Mobile VR Discovery and Monetization: Lessons from Daydream
by Michael Almeraris
(Google)
Brand Experience
GDC 2017
'Design Home' Postmortem: Concept Through Launch
by Chris McGill
(Glu Mobile)
GDC Mobile Summit
GDC 2017
'Legendary: GoH' 5 Lessons from 12 Months of LiveOps Growth
by Ethan Levy
(N3twork)
GDC Mobile Summit
GDC 2017
'Pokemon GO' & Designing Interactive Games for the Real World
by Dennis Hwang
(Niantic, Inc.)
GDC Mobile Summit
GDC 2017
5G and Mobile Gaming: The Carriers Strike Back!
by Kristian Segerstrale
(Super Evil Megacorp)
GDC Mobile Summit
GDC Europe 2016
8 Keys to a Long Career in Games
by Don Daglow
(4th Ring, Inc.)
Business, Marketing and Management
GDC Europe 2016
All the Insights, Data, and Trends
by Joost van Dreunen
(SuperData Research)
Business, Marketing and Management
GDC Europe 2016
Conversion of a Different User: Bringing Teams to F2P
by Matthew Laurence
(MegaZebra, GmbH)
Design
VRDC @ GDC 2016
Architecting Archean: Simultaneously Building for Room-Scale and Mobile ...
by Jono Forbes
(Archean)
Entertainment VR/AR
VRDC @ GDC 2016
Architecting Archean: Simultaneously Building for Room-Scale and Mobile ...
by Jono Forbes
(Archean)
Entertainment VR/AR
VRDC @ GDC 2016
Finding Your Way in Mobile VR: Early Data & Learnings (presented by Imme...
by Mihir Shah
(Immersv, Inc.)
Entertainment VR/AR
VRDC @ GDC 2016
Mobility Awakens - The Rise of Mobile HMDs (presented by Simlens)
by Brent Jentzsch
(Simlens)
Game VR/AR
GDC 2016
'DomiNations' Year One: History Games As Live Service
by Tim Train
(Big Huge Games 2.0)
Free to Play Summit
GDC 2016
'SimCity BuildIt' - What Did I Learn as a Game Designer?
by Petri Ikonen
(Electronic Arts)
Smartphone & Tablet Games Summit
GDC 2016
'SimCity BuildIt' - What Did I Learn as a Game Designer?
by Petri Ikonen
(Electronic Arts)
Smartphone & Tablet Games Summit
GDC 2016
'The Walking Dead: No Man's Land' Postmortem
by Sulka Haro
(Next Games)
Free to Play Summit
GDC China 2015
"A fantastic gaming experience tailored to target players-About the deve...
by Junxiong Chen
(Netease Games)
Smartphone & Tablet Games Summit
GDC China 2015
Fighting Aesthetics and Mobile Game Era's Combat Experience
by Yan Wu
(FlashWingGames)
Production
- Chinese
GDC China 2015
Lessons Learnt from Making a Hardcore 3D Mobile Strategy Game with Unity
by Oleg Pridiuk
(Game Insight)
Smartphone & Tablet Games Summit
GDC China 2015
Lessons Learnt from Making a Hardcore 3D Mobile Strategy Game with Unity
by Oleg Pridiuk
(Game Insight)
Smartphone & Tablet Games Summit
- Chinese
GDC Europe 2015
Assassin's Creed Identity: Create a Benchmark Mobile Game!
by Tobias Tost
(Blue Byte GmbH)
Production
GDC Europe 2015
Assassin's Creed Identity: Create a Benchmark Mobile Game!
by Tobias Tost
(Blue Byte GmbH)
Production
GDC Europe 2015
Designing UX in WoT Blitz: What got us to Best Appstore Game 2014
by Olga Kachalina
(Wargaming)
Design
GDC Europe 2015
EPIC Lessons: An Angry Birds Epic Livecare Postmortem
by Hendrik Lesser
(Remote Control Productions)
Production
GDC 2015
5 Best Practices for Cost-Efficient User Acquisition (Presented by Chart...
by Pepe Agell
(Chartboost)
Monetization
GDC 2015
9 Mobile Game Monetization Questions to Gain a Competitive Edge (And the...
by Maria Alegre
(Chartboost)
Business, Marketing & Management
GDC 2015
Accelerating Your Success in the Complex Chinese Mobile Gaming Market (P...
by Ibrahim Dai
(TalkingData Ltd.)
Business, Marketing & Management
GDC 2015
Android Dev-Diaries with EA Firemonkeys and TickTock Games (Presented by...
by Daniel Horowitz
(NVIDIA)
Programming
GDC Next 2014
A User-Centric Approach to Mobile Game Measurement (Presented by Google)
by Russell Ketchum
(Google Inc)
Business & Marketing
GDC Next 2014
A User-Centric Approach to Mobile Game Measurement (Presented by Google)
by Russell Ketchum
(Google Inc)
Business & Marketing
GDC Next 2014
Best in Apps - Powered by AppCircus
by Russell Ketchum
(Google Inc)
Special Event
GDC Next 2014
Best in Apps - Powered by AppCircus
by Russell Ketchum
(Google Inc)
Special Event
GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
- Chinese
GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
GDC China 2014
7 steps to Mastering Native Advertising on Mobile
by Stephen Chung
(AppLift Inc.)
Business & Marketing
- Chinese
GDC China 2014
Awesome Video Game Data
by Geoffrey Zatkin
(EEDAR)
Business & Marketing
- Chinese
GDC Europe 2014
Achieving International Success with Mobile Port and Publish
by Pascal Zuta
(Aeria Games)
Business, Marketing and Management
GDC Europe 2014
Achieving International Success with Mobile Port and Publish
by Pascal Zuta
(Aeria Games)
Business, Marketing and Management
GDC Europe 2014
Art Production Learnings: From Console to Browser to Mobile
by Thomas Woode
(Gameloft)
Visual Arts
GDC Europe 2014
Art Production Learnings: From Console to Browser to Mobile
by Thomas Woode
(Gameloft)
Visual Arts
GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
A Study in Transparency: How Board Games Matter
by Soren Johnson
(Mohawk Games)
Design
GDC Next 2013
Analogue Lessons for a Digital Age
by Kate Flack
(EA Mythic)
Future of Gaming
GDC Next 2013
Analogue Lessons for a Digital Age
by Kate Flack
(EA Mythic)
Future of Gaming
GDC Next 2013
Building Mobile Games for the Next Consumer Mega Trend: Wearable Technology
by Shawn Hardin
(Mind Pirate)
Smartphone & Tablet Games
GDC Next 2013
Building Mobile Games for the Next Consumer Mega Trend: Wearable Technology
by Shawn Hardin
(Mind Pirate)
Smartphone & Tablet Games
ADC 2013
Analytics Driven Design
by Mark Robinson
(GamesAnalytics)
Entertainment Apps
ADC 2013
Analytics Driven Design
by Mark Robinson
(GamesAnalytics)
Entertainment Apps
ADC 2013
Analytics Driven Design
by Mark Robinson
(GamesAnalytics)
Entertainment Apps
ADC 2013
App Pricing Conundrum: Freemium vs Paid
by Donny Makower
(RED Interactive Agency)
Education Apps
GDC Europe 2013
Authentic Virality: You Share if You Care
by Jussi Laakkonen
(Applifier)
Business, Marketing & Management
GDC Europe 2013
Authentic Virality: You Share if You Care
by Jussi Laakkonen
(Applifier)
Business, Marketing & Management
GDC Europe 2013
Balancing Revenue vs. User Experience in Mobile Games
by Ilja Goossens
(Chartboost)
Business, Marketing & Management
GDC Europe 2013
Balancing Revenue vs. User Experience in Mobile Games
by Ilja Goossens
(Chartboost)
Business, Marketing & Management
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 Online 2012
Bet on IP and Platform
by Kristian Segerstrale
(Electronic Arts)
Business and Marketing
GDC Online 2012
Bet on IP and Platform
by Kristian Segerstrale
(Electronic Arts)
Business and Marketing
GDC Online 2012
Building a Multi-Platform Game Business out of Facebook and onto Mobile
by Tommy Palm
(King.com)
Production
GDC Online 2012
Building a Multi-Platform Game Business out of Facebook and onto Mobile
by Tommy Palm
(King.com)
Production
GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC Europe 2012
$100,000 Whales - An Introduction to Chinese Browser Game Design
by Jared Psigoda
(Reality Squared Games)
Game Design
GDC Europe 2012
A Developer's Guide to Surviving the Zombie (Freemium) Apocalypse
by Oscar Clark
(PapayaMobile)
Social and Online Games Summit
GDC Europe 2012
A Developer's Guide to Surviving the Zombie (Freemium) Apocalypse
by Oscar Clark
(PapayaMobile)
Social and Online Games 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
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2012
Audio Boot Camp
by Scott Selfon
(Microsoft Corporation)
Audio
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
- Chinese
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
GDC China 2012
Bejeweled Blitz: one year in the life of a top-grossing mobile game
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Track
- Chinese
GDC China 2011
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
- Chinese
GDC China 2011
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
GDC China 2011
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
GDC China 2011
5 Keys to Making Mobile Games Inherently Social
by David B. Bluhm
(Z2Live)
Social/Online Games
- Chinese
GDC Online 2011
Building a Multithreaded Web Based Game Engine Using HTML5, CSS3 and Jav...
by Corey Clark, PhD
(DeVry University)
Programming
GDC Online 2011
Building a Multithreaded Web Based Game Engine Using HTML5, CSS3 and Jav...
by Corey Clark, PhD
(DeVry University)
Programming
GDC Online 2011
Emerging Trends In Games-as-a-Service
by Atul Bagga
(Lazard Capital Markets)
Business and Marketing
GDC Online 2011
Emerging Trends In Games-as-a-Service
by Atul Bagga
(Lazard Capital Markets)
Business and Marketing
GDC Europe 2011
10 Social Design Tips to Level Up Your Mobile Game (Presented by Papaya...
by Oscar Clark
(Papaya Mobile)
Smartphone & Tablet Games Summit
GDC Europe 2011
169.939.900 Square Miles - Real World Games Far Beyond Check-Ins
by Andreas Suika
(flaregames)
Game Design
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC Europe 2011
A Massive Challenge: The Cross-Platform Approach of the Mobile MMO TibiaME
by Benjamin Zuckerer
(CipSoft)
Smartphone & Tablet Games Summit
GDC 2011
Adapting the MMO to a Mobile Gaming Platform
by Cinco Barnes
(Spacetime Studios)
GDC Smartphone Summit
GDC 2011
ANGRY BIRDS - An Entertainment Franchise in the Making
by Peter Vesterbacka
(Rovio)
GDC Smartphone Summit
GDC 2011
Basically, We Sold Our Souls: The Art Implementation of INFINITY BLADE
by Geremy Mustard
(Chair Entertainment)
Visual Arts
GDC 2011
Building Cloud Services for Mobile Titles with Minimum Effort
by Allan Murphy
(Microsoft)
GDC Smartphone Summit
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC China 2010
An Inside Look at Creating Audio Content for Mobile Games
by Ben Long
(Noise Buffet)
Mobile Games
GDC Online 2010
Adapting the MMO to a Mobile Gaming Platform
by Cinco Barnes
(Spacetime Studios)
Design
GDC Online 2010
Alternate Mobile Platforms for Your Games
by Jay Freeman
(Cydia)
iPad Gaming Summit
GDC Online 2010
Embracing Mobile Gaming: Striving to Ship Every Three Months
by Vijay Thakkar
(Zynga With Friends)
iPad Gaming Summit
GDC Online 2010
Embracing Mobile Gaming: Striving to Ship Every Three Months
by Vijay Thakkar
(Zynga With Friends)
iPad Gaming Summit
GDC Europe 2010
Bridging the East and West: The Tencent Games Story
by Bo Wang
(Tencent Games)
Business & Management
GDC Europe 2010
From J2ME to iOS: Galaxy on Fire 2 on the iPad and iPhone
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Production
GDC Europe 2010
From J2ME to iOS: Galaxy on Fire 2 on the iPad and iPhone
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Production
GDC Europe 2010
Global Video Games Investment Review
by Tim Merel
(Digi-Capital)
Business & Management
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC 2010
5TH Cell: From Mobile to Handheld & Beyond
by Caleb Arseneaux
(5th Cell)
GDC Mobile/Handheld
GDC 2010
Accelerate Your Game: OpenGL Game Development for BlackBerry Smartphones
by Caleb Arseneaux
(5th Cell)
Game Design
GDC Austin/Online 2009
10 Ways to Make Your Game Appeal to Teens
by Joe Shochet
(Hangout Industries)
Design
GDC Austin/Online 2009
From AAA to iPhone: Tiger Style and the making of SPIDER
by Randy Smith
(Tiger Style)
iPhone Games Summit
GDC Austin/Online 2009
Payments for a New Generation
by Min Kim
(Nexon America Inc.)
Business & Marketing
GDC Europe 2009
Mobile Impossible?: Development, In-House Porting and Distribution with ...
by Matthias Hellmund
(Exozet Games GmbH)
Mobile Games
GDC Europe 2009
Mobile Impossible?: Development, In-House Porting and Distribution with ...
by Matthias Hellmund
(Exozet Games GmbH)
Mobile Games
GDC Europe 2009
Mobile Impossible?: Development, In-House Porting and Distribution with ...
by Matthias Hellmund
(Exozet Games GmbH)
Mobile Games
GDC Europe 2009
Successful iPhone Product Development Experiences
by Martijn Reuvers
(Two Tribes B.V.)
Mobile Games
GDC 2009
(308) 4 - Gaming For the Next Billion
by Mike Yuen
(QUALCOMM)
Mobile: Original Innovation
GDC 2009
(308) Am I dead yet?
by John Szeder
(Mofactor)
Mobile: Deals & Distribution
GDC 2009
(308) Beyond the Screen: The Principles of Pervasive Game Design
by Markus Montola
(Nokia Corporation)
Mobile: Original Innovation
GDC 2009
(308) Beyond the Screen: The Principles of Pervasive Game Design
by Markus Montola
(Nokia Corporation)
Mobile: Original Innovation
GDC Austin/Online 2008
Cracking the Consumer Control Code: Effective Strategies for Advertising...
by Markus Montola
(Nokia Corporation)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Managing Copyright Issues in Videogames and Virtual Worlds
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Online Games - Business & Marketing
GDC Austin/Online 2008
Managing Copyright Issues in Videogames and Virtual Worlds
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Online Games - Business & Marketing
GDC Austin/Online 2008
Them's Playing Words: Video Game Adaptation Workshop
by Matthew Weise
(Singapore-MIT GAMBIT Game Lab)
Writing for Games
GDC 2007
Designing Next Generation Connected Games
by Scott Foe
(Nokia)
Game Design
GDC 2007
Designing Next Generation Connected Games
by Scott Foe
(Nokia)
Game Design
GDC 2007
Mobile Audio Has Gone Bizerk!
by Brad Fuller
(Sonaural LLC)
Audio
GDC 2007
The First Decade of Mobile Games
by Robert Tercek
(& President of Digital Media, OWN)
Game Design
GDC 2006
Beyond Polyphony: Maximizing Audio on Mobile Platforms
by Brad Fuller
(Sonaural LLC)
GDC Mobile: Audio
GDC 2006
Big Brands, Small Screens
by Shalom Mann
(Loop)
GDC Mobile: Deals and Distribution
GDC 2006
Bringing Console Quality To Mobile
by Tim Closs
(Ideaworks Labs)
GDC Mobile: Game Design
GDC 2006
Cameras and Vision: Giving Your Games Sight
by Antonio Haro
(Nokia Research)
GDC Mobile: Game Design
GDC 2004
A Peek Behind the Shoji: Japan's Videogame Market Today
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2004
A Peek Behind the Shoji: Japan's Videogame Market Today
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2004
A Peek Behind the Shoji: Japan's Videogame Market Today
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2004
Audio for Mobile Panel
by James Doyle
Audio