GDC 2012
A Fireside Chat with Markus 'Notch' Persson
by Markus Persson
(Mojang)
Game Design
GDC 2012
Build That Wall: Creating the Audio for Bastion
by Darren Korb
(Supergiant Games)
Audio
GDC 2011
Classic Game Postmortem - DOOM
by John Romero
(Loot Drop)
Game Design
GDC 2011
Classic Game Postmortem - MANIAC MANSION
by Ron Gilbert
(Double Fine Productions)
Game Design
GDC 2011
Classic Game Postmortem - OUT OF THIS WORLD/ANOTHER WORLD
by Eric Chahi
(Ubisoft)
Game Design
GDC 2010
Engineering Scalable Social Games
by Robert Zubek
(Zynga)
Programming
GDC Europe 2011
Evoking Emotions and Achieving Success by Breaking All the Rules
by Thomas Grip
(Frictional Games)
Independent Games Summit
GDC 2010
From Zero to Time Magazine: App Success
by David Whatley
(Critical Thought Games LLC)
iPhone Games Summit
GDC 2010
Guild Wars: The Artists' Vision
by Daniel Dociu
(NCsoft West)
Visual Arts
GDC 2009
HALO WARS: The Terrain of Next-Gen
by Colt McAnlis
(Blizzard)
Programming
GDC 2012
How I Got My Mom to Play Through Plants vs. Zombies
by George Fan
(PopCap)
Game Design
GDC 2010
Indies and Publishers: Fixing a System That Never Worked
by Ron Carmel
(2D Boy)
Independent Games Summit
GDC 2010
Lessons Learned building Moshi Monsters to 15m Users
by Michael Acton Smith
(Mind Candy)
Social & Online Games Summit
GDC Online 2010
MUD: Messrs Bartle and Trubshaw's Astonishing Contrivance
by Richard Bartle
(Professor, University of Essex)
Design
GDC 2012
Realm of the Counter-Intuitive God [SOGS Postmortem]
by David Edery
(Spry Fox)
Social and Online Games Summit
GDC 2010
Single-Player, Multiplayer, MMOG: Design Psychologies for
Different So...
by Ernest Adams
(International Hobo)
Game Design
GDC 2012
The Art of Diablo 3
by Christian Lichtner
(Blizzard Entertainment)
Visual Arts
GDC 2010
The Belly of the Whale: Living a Creative Life in the Game Industry
by Bob Bates
(Bobbates.com)
Game Design
GDC 2010
Things to Unlearn Moving From Traditional Development to the New Digital...
by Neil Young
(ngmoco:))
Business and Management