80,000 Lines, Three Lessons Learned
by Ariel Gross
(Volition, Inc.)
Audio
A 'Mod'est Approach to Teaching Game Development
by Jesper Juul
(New York University)
GDC Education Summit
A Different Approach for Continuous Physics
by Vincent Robert
(Ubisoft)
Programming
A Holistic Approach to A/B Testing [SOGS Business]
by Jesse Hull
(GSN)
Social and Online Games Summit
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
A Strategic Approach to Crowdfunding
by Julie Coniglio
(Awkward Hug)
Independent Games Summit
A Two-Part Technique for Efficiently Scaling Build and Test Automation
by Josh Nixdorf
(Electronic Arts)
Programming
AAA Game Mechanics Inspiring Learning and Assessment Mechanics
by Jan L. Plass
(NYU / Games for Learning Institute)
Games For Change
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
Advanced Procedural Rendering with DirectX 11
by Matt Swoboda
(Sony Computer Entertainment Europe)
Programming
Advanced Visual Effects with DirectX 11
by Nicolas Thibieroz
(AMD)
Programming
Advanced Visual Effects with DirectX 11
by Nicolas Thibieroz
(AMD)
Programming
Advanced Visual Effects with DirectX 11
by Nicolas Thibieroz
(AMD)
Programming
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Borut Pfeifer
(Plush Apocalypse Productions)
AI Summit
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Borut Pfeifer
(Plush Apocalypse Productions)
AI Summit
AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls o...
by Borut Pfeifer
(Plush Apocalypse Productions)
AI Summit
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
Ambient Occlusion Fields and Decals in Infamous 2
by Nathan Reed
(Sucker Punch Productions)
Programming
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
An Innovative Math Course for Undergraduate Game Programming Majors
by Scott Stevens
(Champlain College)
GDC Education Summit
Animation Driven Locomotion for Smoother Navigation
by Shawn Harris
(Big Huge Games/38 Studios)
AI Summit
Animation methodology for Battlefield 3
by Mikael Hogstrom
(DICE/EA)
Game Design
APB Reloaded: Design and Item Monetization Challenges When AAA Games Goe...
by Bjorn Book-Larsson
(GamersFirst / Reloaded Productions Inc.)
Production
Are You a Manager or a Leader? Come Test Your Skills and Learn New Ones!
by Julie Craft
(Heyzap)
Production
Army Attack! Postmortem: Fighting in the Free to Play War [SOGS Postmortem]
by Aki Jarvinen
(Digital Chocolate)
Social and Online Games Summit
Arrrgghh!!! - Blending Quantitative and Qualitative Methods to Detect Pl...
by Janus Rau Sorensen
(Crystal Dynamics / IO Interactive (Square Enix))
Production
Art History for Game Devs: In Praise of Abstraction
by John Sharp
(Georgia Institute of Technology)
Game Design
Ask the Experts: Professional Programmer's Panel
by Jeff Ward
(Fire Hose Games)
Game Career Seminar
Attention, Not Immersion: Making Your Games Better with Psychology and P...
by Richard Lemarchand
(Naughty Dog)
Game Design
Audio Boot Camp
by Mike Caviezel
(Microsoft)
Audio
Audio Boot Camp
by Mike Caviezel
(Microsoft)
Audio
Audio Boot Camp
by Mike Caviezel
(Microsoft)
Audio
Authoring Soundscapes with User-generated Content and Automatic Audio Cl...
by Jordi Janer
(Universitat Pompeu Fabra)
Audio
Battlestorm: Games as a Powerful Tool for Community Engagement
by Scott Hoffer
(Zynga New York)
Games For Change
Beyond Eliza: Constructing Socially Engaging AI
by Josh McCoy
(Expressive Intelligence Studio at U.C. Santa Cruz)
AI Summit
Beyond Eliza: Constructing Socially Engaging AI
by Josh McCoy
(Expressive Intelligence Studio at U.C. Santa Cruz)
AI Summit
Beyond Eliza: Constructing Socially Engaging AI
by Josh McCoy
(Expressive Intelligence Studio at U.C. Santa Cruz)
AI Summit
Beyond Metrics: Building Deep and Sustained Analytical Capability in You...
by Sheridan Hitchens
(Industry Consultant)
Social and Online Games Summit
Big Games in Small Packages: Lessons Learned In Bringing a Long-running ...
by John Bergman
(Guild Software, Inc.)
Business and Marketing and Management
Bootstrapping 101: How College Kids Built a Thriving Game Company in Und...
by Justin Beck
(PerBlue)
Business and Marketing and Management
Breaking the Rules of Game Design: When to Go Against Competence, Autono...
by Kaitlyn Burnell
(Naughty Dog)
Game Design
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
Bringing Large Scale Console Games to iOS Devices: A Technical Overview ...
by Stephane Jacoby
(Square One Games)
Smartphone and Tablet Games Summit
Bringing the Visuals of Gravity Rush to PlayStation Vita
by Yoshiaki Yamaguchi
(Sony Computer Entertainment Japan)
Visual Arts
Build That Wall: Creating the Audio for Bastion
by Darren Korb
(Supergiant Games)
Audio
Building a Multi-threaded Web-Based Game Engine Using HTML5/CSS3 and Jav...
by Daniel Montgomery
(DeVry University)
Social and Online Games Summit
Cinematic Game Design IV: Character & Empathy
by Marty Stoltz
(Big Huge Games/38 Studios)
Game Design
Classic Game Postmortem: Alone in the Dark
by Frederick Raynal
Game Design
Classic Game Postmortem: Fallout
by Timothy Cain
(Obsidian Entertainment)
Game Design
Classic Game Postmortem: Gauntlet
by Ed Logg
Game Design
Classic Game Postmortem: Harvest Moon
by Yasuhiro Wada
(Toy Box, Inc.)
Game Design
Clones: Advancing the Discussion
by Jan Willem Nijman
(Vlambeer)
Independent Games Summit
Communication and Iteration of Visual Effects in Red Faction: Armageddon
by Dave Samuel
(Volition Inc.)
Game Design
Community Commodity [SOGS Business]
by Stephanie Bayer
(PopCap Games)
Social and Online Games Summit
Contrastive Juxtaposition: Contrast and Context in BioWare Story and Cin...
by Jonathan Perry
(BioWare)
Game Design
Controls You Can Feel: Putting Tactility Back Into Touch Controls
by Zach Gage
(STFJ)
Smartphone and Tablet Games Summit
Core Games, Real Numbers: Comparative Stats for MMOs and Social Games [S...
by Anthony Pecorella
(Kongregate)
Social and Online Games Summit
Creating Atmosphere in Games
by Greg Kasavin
(Supergiant Games)
Game Design
Creating the Flood Effects in Uncharted 3
by Eben Cook
(Naughty Dog)
Visual Arts
Creative Panic: How Agility Turned Terror Into Triumph
by Tim Schafer
(Double Fine Productions)
Production
Creative Panic: How Agility Turned Terror Into Triumph
by Tim Schafer
(Double Fine Productions)
Production
Crowds in Hitman: Absolution
by Kasper Fauerby
(IO Interactive)
Programming
Cubes All the Way Down: FEZ Technical Postmortem
by Renaud Bedard
(Polytron Corporation)
Independent Games Summit
Cutting the Pipe: Achieving Sub-Second Iteration Times
by Niklas Frykholm
(BitSquid AB)
Programming
Datamining: How to Harvest the Gold in your Game Sales Database [SOGS Bu...
by Nick Berry
(DataGenetics)
Social and Online Games Summit
Dedicated Servers In Gears of War 3: Scaling to Millions of Players
by Michael Weilbacher
(Microsoft Studios)
Production
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3
by Nikolay Stefanov
(Massive (A Ubisoft Division))
Programming
Depth in Simplicity: The Making of Jetpack Joyride
by Luke Muscat
(Halfbrick Studios)
Game Design
Design in Detail: Identifying the Seemingly Insignificant Decisions whic...
by Jaime Griesemer
(Sucker Punch)
Game Design
Designing A Game Your Teenage Daughter Will Actually Play
by Roque Devine
(GRL Games)
Smartphone and Tablet Games Summit
Designing a Technology Strategy for a Large Publisher
by Julien Merceron
(Square Enix)
Programming
Designing a Technology Strategy for a Large Publisher
by Julien Merceron
(Square Enix)
Programming
Designing for Friendship: Shaping Player Relationships with Rules and Fr...
by Chris Bell
(thatgamecompany)
Independent Games Summit
Designing Games for Game Designers
by Stone Librande
(EA/Maxis)
Game Design
Designing Over the Top - Saints Row: The Third Postmortem
by Scott Phillips
(Volition, INC)
Game Design
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
Developing Imperfect Software: How to Prepare for Development Pipeline F...
by Ronald Pieket
(Insomniac Games)
Production
Digital Orchestration for the Video Game Composer
by Fletcher Beasley
(Fletcher Beasley Music)
Audio
Digital Orchestration for the Video Game Composer
by Fletcher Beasley
(Fletcher Beasley Music)
Audio
Digital Orchestration for the Video Game Composer
by Fletcher Beasley
(Fletcher Beasley Music)
Audio
DIY XBLA FTW: The Dishwasher: Vampire Smile Postmortem
by James Silva
(Ska Studios)
Business and Marketing and Management
Don't trust the HiPPOs: A/B Testing Online Games
by Steven Collins
(Swrve)
Game Design
Downloadable Dominance: Quantifying the Importance of DLC for Your Botto...
by Benjamin Schlichter
(FADE LLC)
Business and Marketing and Management
DXT Is Not Enough! Advanced Topics in Texture Compression
by Colt McAnlis
(Google)
Programming
Effects Techniques Used in Uncharted 3: Drake's Deception
by Marshall Robin
(Naughty Dog)
Programming
Embracing the Dark Art of Mathematical Modeling in AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
Embracing the Dark Art of Mathematical Modeling in AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
Entertaining the Enterprise: Helping You Level Up & Conquer Work
by Ian Bogost
(Georgia Institute of Technology)
Game IT Summit