GDC Europe 2010
Building Grassroots Video Game Activist Networks
by Richard Taylor
(Entertainment Software Association)
Business & Management
A Challenging Production: Heavy Rain
by Charles Coutier
(QUANTIC DREAM)
Production
Achievement Design: Lessons From an Xbox Live Community Study
by Mikael Jakobsson
(Malmoe University)
Business & Management
Advanced Material Rendering
by Michal Drobot
(Reality Pump Game Development Studios)
Technology
Advanced Screenspace Antialiasing
by Arne Schober
(Yager Development GmbH)
Technology
Baldur's Gate: A 10 Year Retrospective
by Greg Zeschuk
(BioWare Corp.)
Game Design
Bridging the East and West: The Tencent Games Story
by Bo Wang
(Tencent Games)
Business & Management
Chilling Tales from Red Steel 2: How Motion Control Will/Won't Change Th...
by Jason VandenBerghe
(Ubisoft)
Game Design
Current State of the Russian Games Industry
by Konstantin Popov
(Russian Assoc. of Devs of Interactive Tech)
Business & Management
Designing Guild Wars 2 Dynamic Events
by Colin Johanson
(NCsoft - ArenaNet)
Game Design
European Technology Support for Game Development
by Martin May
(Technicolor)
Business & Management
European Technology Support for Game Development
by Martin May
(Technicolor)
Business & Management
From J2ME to iOS: Galaxy on Fire 2 on the iPad and iPhone
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Production
Global Agile Development: No Passport Required
by Adalsteinn (Alli) Ottarsson
(CCP)
Production
Global Video Games Investment Review
by Tim Merel
(Digi-Capital)
Business & Management
Going Big: How to Bring your Game to 2 Million DAUs Within a Week of Launch
by David Stewart
(Playdom)
Business & Management
Going Online: Moving from Boxed Titles to F2P
by Ralf Adam
(Gameforge Productions)
Production
Imaginary Places, Strange Maps, and How Pop Culture Resonates Past Media...
by Bernd Diemer
(Crytek Hungary)
Game Design
Living City in Mafia 2
by Jan Kratochvil
(2K Czech)
Technology
Monetizing Social Games
by Pauline Reader
(RockYou)
Business & Management
More Buttons, Less Control
by Jon Brown
(Sidhe)
Game Design
Player Councils in MMOs: Useful Tools or Waste of Time?
by Ptur Jhannes skarsson
(CCP Games)
Game Design
Rigged to Blow: Powerplay Pipeline for SplitSecond
by Matthew Rubin
(Black Rock Studio)
Technology
The Untapped Potential of the MMO
by Andreas Ojerfors
(Funcom)
Game Design
UFO Invasion: DX11 and Multicore to the Rescue
by Jerome Muffat-Meridol
(intel)
Technology
Viral Mechanics Uncovered
by Aki Jarvinen
(Digital Chocolate)
Game Design
Where Are You Going With Your Studio in 2010 and Beyond?
by Frederick Fierst
(FIERST, PUCCI & KANE LLP)
Business & Management