GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2011
Classic Game Postmortem - DOOM
by John Romero
(Loot Drop)
Game Design
GDC 2010
Indies and Publishers: Fixing a System That Never Worked
by Ron Carmel
(2D Boy)
Independent Games Summit
#1ReasonToBe
by Elizabeth Sampat
(Storm8)
Advocacy
10 Questions: Am I Ready to Go Indie?
by Don Daglow
(Daglow Entertainment LLC)
Production
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
by Aleissia Laidacker
(Ubisoft Montreal)
AI Summit
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
An Agile Retrospective
by Clinton Keith
(Clinton Keith Consulting)
Production
Brave New World: New Bungie IP
by Joe Staten
(Bungie)
Visual Arts
Candy Crush Saga Postmortem: Luck in the Right Places
by Tommy Palm
(King.com)
Free to Play Design & Business Summit
Classic Game Postmortem - ELITE
by David Braben
(Frontier Developments)
Game Design
Classic Game Postmortem - MARBLE MADNESS
by Mark Cerny
(Cerny Games)
Game Design
Classic Game Postmortem: Ultima Online
by Rich Vogel
(Independent)
Design
Conference Keynote: Shigeru Miyamoto
by Shigeru Miyamoto
(Nintendo Co. Ltd.)
Business & Marketing
Creating a Character in DRAKE'S FORTUNE
by Christian Gyrling
(Naughty Dog Inc.)
Programming
Crossing the Streams: Game Audio Rule Breakers of the Past Decade
by Scott Selfon
(Microsoft Corporation)
Audio
Designers are Human Too - Causes of Poor Design Decisions
by Tom Cadwell
(Riot Games)
Design
Designing Journey
by Jenova Chen
(thatgamecompany)
Design
Experimental Gameplay Workshop
by Eric Zimmerman
(Independent)
Design