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
(301) Game Writing Tutorial
by Andrew S. Walsh
(Freelance)
Business and Marketing
(301) Game Writing Tutorial
by Andrew S. Walsh
(Freelance)
Business and Marketing
(301) Game Writing Tutorial
by Andrew S. Walsh
(Freelance)
Business and Marketing
150 Million Penguins Can't Be Wrong: Managing the Virtual World of Disne...
by Nicole Thompson
(Disney's Club Penguin)
Customer Experience
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
Production
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
Production
Balancing Your Game Economy: Lessons Learned
by Dan Hart
(Arkadium)
GDC Virtual Items Summit
Building a Bridge Between Design and Writing
by Hall Hood
(BioWare Austin)
Game Narrative Summit
Building a Multithreaded Web Based Game Engine Using HTML5, CSS3 and Jav...
by Derek Carpenter
(Unreal Creations)
Programming
Building a Transmedia Property
by Matt Forbeck
(Full Moon Enterprises)
Game Narrative Summit
Building the Chat Service for League of Legends: From Struggle to Redemp...
by Christopher McArthur
(Riot Games)
Programming
Building the Story-driven Experience of Deus Ex: Human Revolution
by Mary De Marle
(Eidos Montreal)
Game Narrative Summit
Building the Story-driven Experience of Deus Ex: Human Revolution
by Mary De Marle
(Eidos Montreal)
Game Narrative Summit
Capturing Children's Attention and Imagination with Investigative Play
by Caitlin Feeley
(MIT Education Arcade)
Game Narrative Summit
Career Development in a Box: Introducing a Freely Available Toolkit
by Joshua Howard
(Microsoft)
Production
Chaos in Motion: Transmedia as a Living Community Experience
by David Calvo
(Ankama)
Customer Experience
Combat Arms Postmortem: The Art of Selling Guns
by Jungsoo Lee
(Nexon America)
GDC Virtual Items Summit
Combat Arms Postmortem: The Art of Selling Guns
by Jungsoo Lee
(Nexon America)
GDC Virtual Items Summit
Community Management Best Practices from the Console Side
by Kathleen Sanders
(Microsoft Studios)
Customer Experience
Data Driven: How Creating a Deeply Analytical Approach Drives Success
by Sheridan Hitchens
(Kabam)
Production
DEFCON: A Basic Guide to Crisis Management
by Valerie Massey
(CCP Games)
Customer Experience
DEFCON: A Basic Guide to Crisis Management
by Valerie Massey
(CCP Games)
Customer Experience
Designers are Human Too - Causes of Poor Design Decisions
by Tom Cadwell
(Riot Games)
Design
Designers are Human Too - Causes of Poor Design Decisions
by Tom Cadwell
(Riot Games)
Design
Developing Next-Gen Flash Games with Molehill
by Jean-Philippe Auclair
(Frima Studio)
Programming
Double-Coding: Making Online Games for Both the Casual and the Hardcore
by Damion Schubert
(Bioware Austin)
Design
Dragon Age Legends' Road to 100k Likes
by Ethan Levy
(BioWare San Francisco)
Customer Experience
Emerging Trends In Games-as-a-Service
by Atul Bagga
(Lazard Capital Markets)
Business and Marketing
EverQuest II Extended: Streaming a Non-Streaming Game
by Joshua Kriegshauser
(Sony Online Entertainment)
Programming
From an iPhone to an Android: Converting FaceFighter!
by Steven Sargent
(Appy Entertainment)
Smartphone and Tablet Games Summit
From Asteroids to Zynga: Three Decades of Game Design and Revenue Models
by Joost Van Dreunen
(SuperData Research)
Business and Marketing
From Spark to Success: How Customer Influence Revolutionized City of Heroes
by Ross Borden
(NCsoft West)
Customer Experience
Game Design in a Mine Field: Creating Strategy Browser Games
by Eike Klindworth
(InnoGames GmbH)
Design
Game Together or Die Alone: Writing Co-Operative Campaigns
by Jay Posey
(Red Storm)
Game Narrative Summit
Gardens of Time: Reinventing Hidden Object Games for Facebook
by Eric Todd
(Playdom)
Production
Gardens of Time: Reinventing Hidden Object Games for Facebook
by Eric Todd
(Playdom)
Production
How I Shipped 5 Games in 10 Months and Lived to Talk about It
by Graeme Devine
(GRL Games)
Smartphone and Tablet Games Summit
How NOT to Get a Job in the Game Industry
by Lindsey McQueeney
(38 Studios/Big Huge Games)
Game Career Seminar
It's All Games Now! How Games and Social Media are Converging
by Raph Koster
(Playdom)
Customer Experience
It's All Games Now! How Games and Social Media are Converging
by Raph Koster
(Playdom)
Customer Experience
Just Go: A Roundtable Q&A with Valve's Writers
by Raph Koster
(Playdom)
Game Narrative Summit
Kids, Tablets and Family: Social Gameplay at Home
by Michael Handelman
(CoolSchool)
Smartphone and Tablet Games Summit
Latin America Case Studies & Market Overview
by Ben Colayco
(Level Up!)
Business and Marketing
League of Legends: What it Means to Be Player-Focused
by Steve Mescon
(Riot Games)
Customer Experience
Letting Go: Creating Self-Managed, Self-Directed Teams
by Travis George
(Riot Games)
Production
Letting Go: Creating Self-Managed, Self-Directed Teams
by Travis George
(Riot Games)
Production
Live Game Disasters: How to Prepare for the Worst Before It Happens
by Crystin Cox
(Nexon America)
Production
Marvel Super Hero Squad Online Postmortem- An MMO For the Whole Family i...
by Jason Robar
(Amazing Society)
Production
My Producer Really Sucks: Inside the Twisted Minds of MMO Producers
by Jeremy Gaffney
(Carbine Studios)
Production
PlayStation Suite: A New Environment for Open Development
by Shigeru Sugimoto
(Sony/ Playstation)
Business and Marketing
Privacy Policy and Terms of Use Issues for Social Games in the United St...
by Dan Offner
(Loeb & Loeb)
Business and Marketing
Putting the Plane Together Midair
by Andy Woo
(Riot Games)
Programming
Rapid MMO Content Iteration and Validation with Spatial Analysis in Star...
by Georg Zoeller
(BioWare Austin)
Design
Settlers Online: Moving a Traditional European Boxed Game to a Worldwide...
by Christopher Schmitz
(Ubisoft Blue Byte)
Production
Squirrels and Gunships Climbing the App Store: A Double Postmortem of Nu...
by Serban Porumbescu
(Limbic)
Smartphone and Tablet Games Summit
Successful Publishing on Smartphone Platforms: iOS vs. Android
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Summit
Successful Publishing on Smartphone Platforms: iOS vs. Android
by Giordano Bruno Contestabile
(PopCap Games)
Smartphone and Tablet Games Summit
The (Re)Emergence of Traditional Casual on Social Networks
by Ken Murphy
(RealNetworks/GameHouse)
Business and Marketing
The Editor: A Writer's Secret Weapon
by Melanie Henry
(Independent)
Game Narrative Summit
The Future Is Now - Emergent Narrative Without Ridiculous Tech
by Matthew Weise
(Singapore-MIT GAMBIT Game Lab)
Game Narrative Summit
The Hand of Fate: Authorial Voice in Game Design
by Dave Grossman
(Telltale Games)
Game Narrative Summit
The New Science of Product Development
by James Birchler
(IMVU)
Production
The New World: Case Studies in Transmedia Narrative Design
by Aaron Linde
(Independent)
Game Narrative Summit
The Ten Commandments of Good Video-game Storytelling
by Rob Auten
(.)
Game Narrative Summit
The Year in Social Games 2010-2011
by Dave Rohrl
(Playdom)
Design
Threat Modeling for Game Developers
by Stephen Beeman
(Gizmocracy)
Customer Experience
TweetQuest: Telling Stories in 140-Character Chunks
by Cory Herndon
(Carbine Studios)
Game Narrative Summit
Virtual Economies - Real-World Currency - Enhanced Security (Presented b...
by Will LaSala
(VASCO Data Security)
Business and Marketing
Why We Buy: A Game Designer's Guide To Transactions
by Nikolaus Davidson
(Amazon.com)
Design
Words With Friends: Building and Growing a Game on the Top of the Charts
by Vijay Thakkar
(Zynga With Friends)
Smartphone and Tablet Games Summit
Your Users Just Want to Play: Learning the Basics of Gamification
by Molly Kittle
(Bunchball)
Business and Marketing
Zoo World 2 Postmortem: Sequeling a Facebook Classic
by Steve Cartwright
(RockYou)
Production