GDC Europe 2015
7 Years, 1 Game - Success Through Community - Lessons from the Trenches
by Greg Balajewicz
(BDA Entertainment Inc)
Business, Marketing and Management
GDC Europe 2015
About VR: Designing for Believability
by John Foster
(Sony Computer Entertainment Europe)
Design
GDC Europe 2015
Adaptive Clothing System in Kingdom Come: Deliverance
by Tomas Barak
(Warhorse Studios)
Programming
GDC Europe 2015
Adventures in English: The Challenges of Localizing Comedy
by Mark Estdale
(OMUK)
Production
GDC 2015
#1ReasonToBe
by Amy Hennig
(Electronic Arts / Visceral Games)
Advocacy
GDC 2015
#1ReasonToBe
by Amy Hennig
(Electronic Arts / Visceral Games)
Advocacy
GDC 2015
3 Monetization Metrics to Track Every Single Day (Presented by Chartboost)
by Chung-Man Tam
(Chartboost)
Monetization
GDC 2015
5 Best Practices for Cost-Efficient User Acquisition (Presented by Chart...
by Pepe Agell
(Chartboost)
Monetization
GDC Next 2014
Assassin's Creed IV Black Flag Multiplayer: Crafting Good Monetization o...
by Damien Kieken
(Ubisoft)
Design
GDC Next 2014
Best Practices for Mobile VR Development
by Benjamin Miller
(WemoLab)
Design
GDC Next 2014
Bringing the Community into the Dev Team - A Look into Open Development
by Jeff Spock
(Amplitude Studios)
Design
GDC Next 2014
Bringing the Community into the Dev Team - A Look into Open Development
by Jeff Spock
(Amplitude Studios)
Design
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
80 DAYS Post-mortem: Letting the Game Tell the Story
by Jon Ingold
(inkle)
Indie
- Chinese
GDC China 2014
80 DAYS Post-mortem: Letting the Game Tell the Story
by Jon Ingold
(inkle)
Indie
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
GDC China 2014
Advanced Real-time Path Find in Dynamic Environment in Supernauts
by Harri Hatinen
(Grand Cru)
Programming
- Chinese
GDC China 2014
AI Positioning and Spatial Evaluation: A Primer
by Dam'n Isla
(The Molasses Flood)
Programming
GDC Europe 2014
#1ReasonToBe
by Leigh Alexander
(Gamasutra)
Design
GDC Europe 2014
A Great Disturbance in Development: The Dark Side of Early Access
by James Crowe
(Bohemia Interactive)
Business, Marketing and Management
GDC Europe 2014
A Great Disturbance in Development: The Dark Side of Early Access
by James Crowe
(Bohemia Interactive)
Business, Marketing and Management
GDC Europe 2014
Advanced Linux Game Programming
by Leszek Godlewski
(Nordic Games)
Programming
GDC 2014
#1ReasonToBe
by Laralyn McWilliams
(The Workshop Entertainment)
Advocacy
GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
10 Questions to Ask About the Future of Games (Presented by Digital Rive...
by Dean Takahashi
(VentureBeat)
Monetization
GDC 2014
1979 Revolution: A Case Study in Bringing Real Stories to Gaming
by Navid Khonsari
(iNK Stories)
Game Narrative Summit
GDC Next 2013
An Experimental Approach to Interactive Entertainment
by Sunni Pavlovic
(thatgamecompany)
Future of Gaming
GDC Next 2013
An Experimental Approach to Interactive Entertainment
by Sunni Pavlovic
(thatgamecompany)
Future of Gaming
GDC Next 2013
An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to M...
by Matt Korba
(The Odd Gentlemen)
Independent Games
GDC Next 2013
An Odd Collaboration: How Neil Gaiman and The Odd Gentlemen Decided to M...
by Matt Korba
(The Odd Gentlemen)
Independent Games
GDC Europe 2013
10 Decisions That Took Warface to Our First 10 Million Users
by Nick Button-Brown
(Crytek GmbH)
Production
GDC Europe 2013
10 Decisions That Took Warface to Our First 10 Million Users
by Nick Button-Brown
(Crytek GmbH)
Production
GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC 2013
#1ReasonToBe
by Kim McAuliffe
(Microsoft Studios)
Advocacy
GDC 2013
#1ReasonToBe
by Kim McAuliffe
(Microsoft Studios)
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 Online 2012
3rd Annual Game Developers Choice Online Awards
Special Event
GDC Online 2012
7 Learnings from Making AION Europe Free-to-Play
by Carsten van Husen
(Gameforge 4D)
Business and Marketing
GDC Online 2012
7 Learnings from Making AION Europe Free-to-Play
by Carsten van Husen
(Gameforge 4D)
Business and Marketing
GDC Online 2012
A 4 Hour Story in 400 Simple Steps: Fallout DLC
by Chris Avellone
(Obsidian Entertainment)
Game Narrative Summit
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
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
GDC Europe 2012
5 Things About American Online Gamers that Surprise European Developers
by Don Daglow
(Daglow Entertainment, LLC)
Production
GDC 2012
12th Annual Game Developers Choice Awards
by Amir Hoffnung
(PrimeSense)
Special Event
GDC 2012
14th Annual Independent Games Festival Awards
Special Event
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
GDC 2012
80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
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
- 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 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
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 China 2011
5MM Users in MyTown: Key Learnings from the #1 Geo-Location
Game
by Keith Lee
(Booyah)
Business & Marketing
- Chinese
GDC China 2011
5MM Users in MyTown: Key Learnings from the #1 Geo-Location
Game
by Keith Lee
(Booyah)
Business & Marketing
- Chinese
GDC China 2011
5MM Users in MyTown: Key Learnings from the #1 Geo-Location
Game
by Keith Lee
(Booyah)
Business & Marketing
GDC Online 2011
(301) Game Writing Tutorial
by Andrew S. Walsh
(Freelance)
Business and Marketing
GDC Online 2011
(301) Game Writing Tutorial
by Andrew S. Walsh
(Freelance)
Business and Marketing
GDC Online 2011
(301) Game Writing Tutorial
by Andrew S. Walsh
(Freelance)
Business and Marketing
GDC Online 2011
150 Million Penguins Can't Be Wrong: Managing the Virtual World of Disne...
by Nicole Thompson
(Disney's Club Penguin)
Customer Experience
GDC Online 2011
150 Million Penguins Can't Be Wrong: Managing the Virtual World of Disne...
by Nicole Thompson
(Disney's Club Penguin)
Customer Experience
GDC Online 2011
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
Production
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 Klaas Kersting
(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
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
10 Lessons from 20 Years as an Entrepreneur: A Post-Mortem
by Don Daglow
Business and Management
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 China 2010
Angry Birds - An Entertainment Franchise in the Making
by Peter Vesterbacka
(Rovio)
Mobile Games
GDC China 2010
Angry Birds - An Entertainment Franchise in the Making
by Peter Vesterbacka
(Rovio)
Mobile Games
GDC Online 2010
(D) None of the Above: Interactive Dialogue Without Multiple Choice
by Marleigh Norton
(Singapore-MIT GAMBIT Game Lab)
Game Narrative Summit
GDC Online 2010
3D State of Union: Are Consumers Ready?
by Yuanzhe (Michael) Cai
(Interpret LLC)
3D Stereoscopic Games Summit
GDC Online 2010
AAA to Social Games -- Making the Leap
by Raph Koster
(Playdom)
Production
GDC Online 2010
AAA to Social Games -- Making the Leap
by Raph Koster
(Playdom)
Production
GDC Europe 2010
3D Development Engine Shootout
by David Helgason
(Unity Technologies)
Technology
GDC Europe 2010
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
GDC Europe 2010
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
GDC Europe 2010
Achievement Design: Lessons From an Xbox Live Community Study
by Mikael Jakobsson
(Malmoe University)
Business & Management
GDC Canada 2010
10 Tips (and more!) to Make Your iPhone Game More Successful
by Alan Martin
(Vogster Entertainment)
iPhone
GDC Canada 2010
A Dynamic Component Architecture for High Performance Gameplay
by Terrance Cohen
(Ogmento)
Programming
GDC Canada 2010
A Tale of 14 Apps: IUGO's App Store Journey
by Sarah Thomson
(IUGO Mobile Entertainment)
iPhone
GDC Canada 2010
Bringing Dragon Age to Life - Digital Actors in an Epic RPG
by Clove Roy
(Bioware)
Business & Production
GDC 2010
12th Annual Independent Games Festival Awards
Game Design
GDC 2010
3D Game Creation on PlayStation 3
by Simon Benson
(Sony Computer Entertainment)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Simon Benson
(Sony Computer Entertainment)
Programming
GDC 2010
3D Game Creation on PlayStation 3
by Simon Benson
(Sony Computer Entertainment)
Programming
GDC China 2009
Alice 2 - A Case Study of Global Development in China
by American McGee
(Spicy Horse)
Global Game Development
GDC China 2009
Bridging the Distance through Agile Game Development
by A'teinn .Alli. 'tarsson
(CCP)
Online
GDC China 2009
Bridging the Distance through Agile Game Development
by A'teinn .Alli. 'tarsson
(CCP)
Online
GDC China 2009
Choosing the game engine that is right for you
by Mark DeLoura
(Videogame Technology Consultant)
Global Game Development
GDC China 2009
Choosing the game engine that is right for you
by Mark DeLoura
(Videogame Technology Consultant)
Global Game Development
GDC China 2009
Cinematic Game Design III: Action!
by Martin Stoltz, Richard Rouse III
(Big Huge Games, Kaos Studios)
Visual Arts
GDC China 2009
Cinematic Game Design III: Action!
by Martin Stoltz, Richard Rouse III
(Big Huge Games, Kaos Studios)
Visual Arts
GDC Austin/Online 2009
10 Ways to Make Your Game Appeal to Teens
by Mike Goslin
(Mindspark Worlds)
Design
GDC Austin/Online 2009
A New Social Era for Games: How Your Friends Are Changing the Way the Wo...
by Sebastien de Halleux
(Playfish)
Social Networking & Community
GDC Austin/Online 2009
Accelerating the QA Test Cycle Via Metrics and Automation
by Brian DuBose
(BioWare Austin)
Services
GDC Austin/Online 2009
Ace Usability and Avoid Kobayashi Maru
by Nicole Lazzaro
(XEODesign)
Design
GDC Europe 2009
A Discussion with Don Daglow
by Mary Beth Haggerty
(Autodesk)
Visual Arts
GDC Europe 2009
AAA Automated Testing for AAA Games
by Francesco Carucci
(Crytek)
Business & Management
GDC Europe 2009
AAA or Bust!
by Paul Wedgwood
(Splash Damage Ltd)
Business & Management
GDC Europe 2009
Advanced Racing Game AI in PURE
by Iain Gilfeather
(Black Rock Studios)
Business & Management
GDC Canada 2009
A Sound Approach to Audio Pre-production
by Alistair Hirst
(OMNI Audio)
Concept/Pre-Production
GDC Canada 2009
Advanced Scrum and Agile Success Stories
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC Canada 2009
Can My Game Be a Brand?
by Sunny Handa
(Blakes)
Post Launch
GDC Canada 2009
Creating Value
by Dan Rogers
(Interactive Studio Management)
Production
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Igor Lobanchikov
(GSC Game World, Ukraine)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Igor Lobanchikov
(GSC Game World, Ukraine)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Igor Lobanchikov
(GSC Game World, Ukraine)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Igor Lobanchikov
(GSC Game World, Ukraine)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Igor Lobanchikov
(GSC Game World, Ukraine)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Igor Lobanchikov
(GSC Game World, Ukraine)
Programming
GDC 2009
(101) Learn Better Game Writing in a Day
by Evan Skolnick
(Independent)
Game Design
GDC 2009
(102) Creativity Boot Camp '09
by Paul Schuytema
(University of Illinois)
Game Design
GDC 2009
(102) Creativity Boot Camp '09
by Paul Schuytema
(University of Illinois)
Game Design
GDC 2009
(103) FABLE II Localization Case Study
by Jason Shirley
(Microsoft Game Studios, Ireland)
Localization Summit
GDC Austin/Online 2008
(100) Developing Games With Open Source Technologies
by See below
Online Games - Technology and Services
GDC Austin/Online 2008
100 Questions, 97 Answers, 56 Minutes
by Brenda Brathwaite
(Loot Drop)
Game Career Seminar
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC 2008
'Do, Don't Show' ' Narrative Design in FARCRY 2
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2008
(103) Advanced Visual Effects with Direct3D
by Holger Gruen
(AMD GmbH)
Programming
GDC 2008
(205) Normal Mapping Industry Survey
by Richard Diamant
(Naughty Dog Inc.)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Richard Diamant
(Naughty Dog Inc.)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Richard Diamant
(Naughty Dog Inc.)
Visual Arts
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Chris Bateman
(International Hobo Ltd)
Business and Management
GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Chris Bateman
(International Hobo Ltd)
Business and Management
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Tom Forsyth
(Intel)
Programming
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Tom Forsyth
(Intel)
Programming
GDC 2007
(109) Casual Games Summit 101
by Steve Meretzky
(Playdom)
Game Design
GDC 2007
(109) Casual Games Summit 101
by Steve Meretzky
(Playdom)
Game Design
GDC 2006
3ds Max - Complex Data Mapping Production Techniques
by Vincent Brisebois
(Autodesk)
Visual Arts
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
GDC 2005
2005 Independent Games Festival and Game Developers Choice Awards
Other
GDC 2005
A Case for Message Passing Architectures
by Dave Weinstein
(Red Storm Entertainment)
Programming
GDC 2005
A Practical Guide to the Hero's Journey
by Bob Bates
Game Design
GDC 2005
Academic Insights: What Researchers Can and Can't Tell You About Your Games
by Edward Castronova
IGDA
GDC 2004
10 Tricks from Psychology for Making Better Characters
by Katherine Isbister
Game Design
GDC 2004
14 Ways of Drawing Players in with an Opening Cinematic
by David Freeman
Game Design
GDC 2004
Island Thunder and Raven Shield: Creating Believable Sto...
by Richard Dansky
(Red Storm Entertainment/Ubisoft)
Game Design
GDC 2004
Republic: Lessons Learned
by Paul Du Bois
Production
GDC 2003
10 Great Reasons You Don't Want to Make a Massively Multiplayer Game!
by Gordon Walton
Business and Legal
GDC 2003
20/20 Design Vision
by Andrew Leker
(Electrified Games, Inc.)
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2003
A Review of Current and Future Animation Issues
by Paul Steed
Visual Arts
GDC 2001
Aesthetics Beyond Techology: Nonphotorealistic Rendering Art Styles
by Gary Snyder
(Propaganda Games)
Visual Arts
GDC 2001
Art Creation for a PlayStation 2 Launch Title - The Ups and Downs of Sum...
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2001
BSP Collision Detection As Used In MDK2 and NeverWinter Nights
by Stan Melax
(BioWare)
Programming
GDC 2001
Character Design, Sketching, and Painting
by Donald Seegmiller
Visual Arts
GDC 2000
Half-Life and Team Fortress Networking
by Yahn Bernier
Programming
GDC 2000
It's Great to be Back! Fast Code, Game Programming, and Other Thoughts f...
by Michael Abrash
(Rad Game Tools)
Programming
GDC 2000
Programming Keynote: New Pioneers at the Graphics Frontier
by Kurt Akeley
Programming
GDC 2000
Tricks of the Programming Trade
by Jon Bentley
Programming
GDC 1999
Changing for the Better: Redefining Game and Hardware Development throug...
by Bernie Stolar
(Sega of America)
Production
GDC 1999
Choreographing Dynamics
by Will Wright
(Stupid Fun Club)
Programming
GDC 1999
Conference Keynote: Shigeru Miyamoto
by Shigeru Miyamoto
(Nintendo Co. Ltd.)
Business & Marketing
GDC 1999
Don't Starve the CPU! Making the best of Memory Bandwidth
by Herbert Marselas
Programming
GDC 1998
"Holy Foley, Batman!"
by Brian Prince
(Microsoft)
Audio
GDC 1998
Abstract Design Tools: Chapter 2
by Doug Church
Design
GDC 1998
Are Adventure Games Dead?
by Steve Meretzky
(Playdom)
Game Narrative
GDC 1998
Blade Runner: Soup to Nuts!
by Louis Castle
Game Narrative
GDC 1997
1996 Developer Spotight
by Jean Claude Alexandre
Game Career / Education
GDC 1997
Apparent Intelligence or Inanimate Objects Make Good Friends
by Brian Osman
Design
GDC 1997
Art and Craft of Adaptations
by Katherine Lawrence
Visual Arts
GDC 1997
Avatars and Chat
by David Shaw
(Xbox Live)
Design