#1ReasonToBe
by Elizabeth Sampat
(Storm8)
Advocacy
AI Postmortems: Assassin's Creed III, XCOM: Enemy Unknown, and Warframe
by Aleissia Laidacker
(Ubisoft Montreal)
AI Summit
Basic Game Building for Windows Phone (Presented by Microsoft)
by Mark Paley
(Windows Phone)
Programming
Brave New World: New Bungie IP
by Joe Staten
(Bungie)
Visual Arts
GDC Online 2012
A Theory of Fun 10 Years Later
by Raph Koster
(Playdom, San Diego)
Design
GDC Online 2012
Ahead of the Game - Ethics of Modern Game Development [Available For Fre...
by Scott Rigby
(Immersyve)
Design
GDC Online 2012
Creatively Bypassing the Limitations of HTML5 as a Gaming Platform (Avai...
by Kevin Moot
(The Nerdery)
Programming
GDC Online 2012
Stacking Talent: Growing the League of Legends Team
by Travis George
(Riot Games)
Production
GDC Europe 2012
Facebook Developer Day: Advanced Features for Getting the Most Out of Fa...
by Gareth Morris
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Building Your Next Generation Social Game with F...
by Matt Wyndowe
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Driving Installs and Re-Engagement with Open Gra...
by Gareth Morris
(Facebook)
Game Design
GDC Europe 2012
Facebook Developer Day: Growing Social Games with Facebook: Lessons from...
by Julien Codorniou
(Facebook)
Game Design
GDC 2012
A Fireside Chat with Markus 'Notch' Persson
by Markus Persson
(Mojang)
Game Design
GDC 2012
A Practical Guide to Building Browser Based Games Using HTML5
by Marc O'Morain
(Swrve)
Programming
GDC 2012
AI-driven Dynamic Dialog through Fuzzy Pattern Matching. Empower Your Wr...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2012
Audio Evolution in Social Games: Not Just a 15 Second 60kpbs Loop Anymore!
by Dren McDonald
(Loot Drop)
Audio
Learning from the Production and Development of TiaoJiaoSanguo
by Rock Tang
(TipCat Interactive Inc.)
Programming
Learning from the Production and Development of TiaoJiaoSanguo
by Rock Tang
(TipCat Interactive Inc.)
Programming
- Chinese
Working the Crowd: Engaging Players through the User Interface
by Joe Kowalski
(Double Fine Productions)
Game Design
Working the Crowd: Engaging Players through the User Interface
by Joe Kowalski
(Double Fine Productions)
Game Design
- Chinese
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
5 Things Core Designers Should Learn from Social Games
by Dan Fiden
(Signia Venture)
Production
Building the Story-driven Experience of Deus Ex: Human Revolution
by Mary De Marle
(Eidos Montreal)
Game Narrative Summit
Combat Arms Postmortem: The Art of Selling Guns
by Jungsoo Lee
(Nexon America)
GDC Virtual Items Summit
GDC Europe 2011
Evoking Emotions and Achieving Success by Breaking All the Rules
by Thomas Grip
(Frictional Games)
Independent Games Summit
GDC Europe 2011
Playing is a Core Human Desire - How Social Games Change the Entertainme...
by Jens Begemann
(wooga)
Business & Marketing
GDC Europe 2011
The Magic Gun: Surviving IP Development Through Embracing Your Constraints
by Jason VandenBerghe
(Ubisoft)
Game Design
Developing New Audiences: When the Past Can't Predict Your Future
by Kellee Santiago
(thatgamecompany)
Independent Games Summit
GDC 2011
Classic Game Postmortem - BEJEWELED
by Jason Kapalka
(PopCap Games)
Game Design
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
Establishing a New International Development Studio
by Richard Tsao
(Ubisoft Chengdu)
Global Game Development/Outsourcing
Philosophies and Principles of Creating Social Games for Everyone
by Shaofei Gao
(Five Minutes Inc.)
Social Network Games
GDC Online 2010
Bears and Snakes! The Wild Frontier of Social Game Design
by Brian Reynolds
(Zynga)
Design
GDC Online 2010
Game Developers Choice Online Awards
by N/A
Business & Marketing
GDC Online 2010
Making a Mockery: Ruminations on COW CLICKER
by Ian Bogost
(The Georgia Institute of Technology)
Design
GDC Online 2010
MUD: Messrs Bartle and Trubshaw's Astonishing Contrivance
by Richard Bartle
(Professor, University of Essex)
Design
GDC Europe 2010
Building Grassroots Video Game Activist Networks
by Richard Taylor
(Entertainment Software Association)
Business & Management
Baldur's Gate: A 10 Year Retrospective
by Greg Zeschuk
(BioWare Corp.)
Game Design
Chilling Tales from Red Steel 2: How Motion Control Will/Won't Change Th...
by Jason VandenBerghe
(Ubisoft)
Game Design
Designing Guild Wars 2 Dynamic Events
by Colin Johanson
(NCsoft - ArenaNet)
Game Design
GDC 2010
Engineering Scalable Social Games
by Robert Zubek
(Zynga)
Programming
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 2010
Improving AI Decision Modeling Through Utility Theory
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC Austin/Online 2009
From Dragons and Daggers to Kart Racing, Cooking and Concerts...It's a W...
by John Smedley
(Sony Online Entertainment)
Business & Marketing
10 Ways to Make Your Game Appeal to Teens
by Joe Shochet
(Hangout Industries)
Design
GDC 2009
(307) Beyond Behavior: An Introduction to Knowledge Representation
by Damian Isla
(Moonshot Games)
AI Summit
GDC 2009
HALO WARS: The Terrain of Next-Gen
by Colt McAnlis
(Blizzard)
Programming
(303) Designing for the Blue Ocean
by John Welch
(Making Fun)
Casual Games Summit
11th Annual Independent Games Festival Awards
by GDC
Game Design
10th Annual Independent Games Festival Awards
Audio
8th Annual Game Developers Choice Awards
Game Design
FABLE 2 - The Big Three Features Revealed
by Peter Molyneux
(Lionhead Studios)
Game Design
How to Create an Industry: The Making of the Brown Box and PONG
by Ralph H. Baer
Game Design
Building The Future Of Indie Games
by Eric Zimmerman
Game Design
Episodic Gaming For Indies
by Dave Grossman
(Telltale Games)
Game Design
Indie Prototyping, Braid, & Making Innovative Games
by Jonathan Blow
(Number None, Inc.)
Game Design
Innovation in Indie Games
by Steve Swink
(Enemy Airship)
Game Design
Behavioral Game Design
by John Hopson
(Bungie Inc.)
Audio
Destruction on a Diet
Programming
Game Design Challenge: The Love Story
by Eric Zimmerman
Game Design
GDC Programming Keynote: John Carmack
by John Carmack
(iD Software)
Programming
2000 GDC Keynote: Dr. Daniel Hillis
by Eric Zimmerman
Other
Excerpt: Peter Molyneux introduces Black & White
by Peter Molyneux
(Lionhead Studios)
Design
GamExecutive Conference Tape #1
by Mark Friedler
Other
GamExecutive Conference Tape #2
by Thom Maslow
Other
Changing for the Better: Redefining Game and Hardware Development throug...
by Bernie Stolar
(Sega of America)
Business & Marketing
Conference Keynote: Shigeru Miyamoto
by Shigeru Miyamoto
(Nintendo Co. Ltd.)
Business & Marketing
The Future of Interactive Entertainment
by Phil Harrison
(Sony Computer Entertainment)
Business & Marketing
Collision Detection in Pac-Man Ghost Zone: Collision Techniques in a 3D ...
by Gilbert Colgate
Plenaries
Herding Cats: How to Build, Manage and Sustain Successful Teams
by Richard Hilleman
Plenaries
High Performance Game Programming in C++
by Paul Pedriana
Plenaries
Messiah: What You May or May Not Believe
by Michael "SAXS" Persson
(Shiny Entertainment )
Plenaries
1996 Developer Spotight
by Phil Harrison
(Sony Computer Entertainment)
Classic Conference
Excerpt: Quake Postmortem - Optimizing Level Viewing
by Eric Zimmerman
Classic Conference
Excerpt: Quake Postmortem - Polygons As Blobs
by Michael Abrash
(Rad Game Tools)
Classic Conference
Listen! The Potential of Shared Hallucinations
by Brian Moriarty
(Worcester Polytechnic Institute)
Classic Conference