Advanced Racing Game AI in PURE
by Iain Gilfeather
(Black Rock Studios)
Business & Management
Ascending the CURSED MOUNTAIN - The Hollywood Model In Real Life
by Hannes Seifert
(Deep Silver)
Production
Ask the Decision Makers: Find Out What Publishers Want And How To Get Wh...
by Matthias Braun
(Steven A. Reich Rechtsanwalte)
Business & Management
Balance of Power: Mechanics and Assets for Flow Maximization
by Andre Beccu
(Spellbound Entertainment AG)
Business & Management
Balance of Power: Mechanics and Assets for Flow Maximization
by Andre Beccu
(Spellbound Entertainment AG)
Business & Management
Battle-Tested Deferred Rendering on PS3, Xbox 360 and PC
by Tibor Klajnscek
(ZootFly)
Business & Management
Building a Dynamic Lighting Engine for VELVET ASSASSIN
by Christian Schuler
(Replay Studios)
Programming
Compressing Loads of Content Into Only 20MB: A Case Study
of SWORDS & ...
by Joost van Dongen
(Ronimo Games)
Programming
Design, Constraints and Integrity
by Dino Dini
(NHTV)
Game Design
Digital Distribution
by Nils-Holger Henning
(Bigpoint GmbH)
Business & Management
Dual Numbers: Simple Math, Easy C++ Coding, and Lots of Tricks
by Gino van den Bergen
(DTECTA)
Programming
Efficient PCF Shadow Map Filtering
by Kees van Kooten
(Virtual Proteins)
Programming
From Max Payne to Alan Wake: Creating Intellectual Properties the Remedy...
by Matias Myllyrinne
(Remedy Entertainment)
Business & Management
Knights Of The Round Table: How Publishers Can Make their Developers Cre...
by Erik Simon
(iES)
Production
Mobile Impossible?: Development, In-House Porting and Distribution with ...
by Matthias Hellmund
(Exozet Games GmbH)
Mobile Games
Mobile Impossible?: Development, In-House Porting and Distribution with ...
by Matthias Hellmund
(Exozet Games GmbH)
Mobile Games
New Human Machine Interfaces from Europe for Games
by Ulrich von Zadow
(Archimedes)
Business & Management
Off-Road Racing Physics, Indie Style
by Jim Buck
(Twitchy Thumbs Entertainment, Inc.)
Programming
Practical Techniques for Managing Code and Assets for Multiple Cross Pla...
by Julien Koenen
(keen games GmbH)
Programming
Quadtree Displacement Mapping with Height Blending: Practical Detailed M...
by Michal Drobot
(Reality Pump Game Development Studios)
Programming
Specing out AAA Art Development: Know the Hell You're Getting Into!
by Renier Banninga
(Streamline Studios B.V.)
Visual Arts
What Is a Living Plan and How Can We Achieve It?
by Dorian Kieken
(BioWare)
Production
What Is a Living Plan and How Can We Achieve It?
by Dorian Kieken
(BioWare)
Production