GDC Europe 2013
10 Decisions That Took Warface to Our First 10 Million Users
by Nick Button-Brown
(Crytek GmbH)
Production
GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC Europe 2013
5 Key Best Practices in Free-to-Play Gaming
by Christopher Williams
(Big Fish)
Free to Play Design & Business Summit
GDC Europe 2013
A Perfect Storm - Managing Community Through Sea Change
by Linda Carlson
(SOE)
Business, Marketing & Management
GDC Europe 2013
A World from Words: Highly Interactive Stories with Text
by Jon Ingold
(inkle)
Independent Games Summit
GDC Europe 2013
Adaptation and Antifragility: Life of an Independent Studio
by Ilari Kuittinen
(Housemarque)
Business, Marketing & Management
GDC Europe 2013
Authentic Virality: You Share if You Care
by Jussi Laakkonen
(Applifier)
Business, Marketing & Management
GDC Europe 2013
BADLAND Postmortem: How to Launch a Premium Priced Indie Game in the App...
by Johannes Vuorinen
(Frogmind)
Independent Games Summit
GDC Europe 2013
Balancing Monetization to Succeed in the F2P MMO Space
by Gabriel Hacker
(Perfect World)
Free to Play Design & Business Summit
GDC Europe 2013
Balancing Monetization to Succeed in the F2P MMO Space
by Gabriel Hacker
(Perfect World)
Free to Play Design & Business Summit
GDC Europe 2013
Balancing Revenue vs. User Experience in Mobile Games
by Ilja Goossens
(Chartboost)
Business, Marketing & Management
GDC Europe 2013
Balancing Revenue vs. User Experience in Mobile Games
by Ilja Goossens
(Chartboost)
Business, Marketing & Management
GDC Europe 2013
Better Teams Through Game Design
by Joshua Howard
(Crytek)
Business, Marketing & Management
GDC Europe 2013
Better Teams Through Game Design
by Joshua Howard
(Crytek)
Business, Marketing & Management
GDC Europe 2013
Broken Age's Approach to Scalability
by Oliver Franzke
(Double Fine Productions)
Visual Arts
GDC Europe 2013
Broken Age's Approach to Scalability
by Oliver Franzke
(Double Fine Productions)
Visual Arts
GDC Europe 2013
Building Epic Worlds Through the Strengths of Outsourcing
by Chris Mielke
(Epic Games, Inc.)
Visual Arts
GDC Europe 2013
Building Epic Worlds Through the Strengths of Outsourcing
by Chris Mielke
(Epic Games, Inc.)
Visual Arts
GDC Europe 2013
Building Games for the Long Term: Pragmatic F2P Guild Design
by Anthony Pecorella
(Kongregate)
Free to Play Design & Business Summit
GDC Europe 2013
Building Games for the Long Term: Pragmatic F2P Guild Design
by Anthony Pecorella
(Kongregate)
Free to Play Design & Business Summit
GDC Europe 2013
Building the Indie MEGABOOTH: Showcasing Indies Above the Noise
by Kelly Wallick
(Indie MEGABOOTH)
Independent Games Summit
GDC Europe 2013
C++ in the Browser: A Tale from the Trenches
by Andre Weissflog
(Bigpoint GmbH)
Programming
GDC Europe 2013
Candy Crush Postmortem: Luck in the Right Places
by Tommy Palm
(King.com)
Free to Play Design & Business Summit
GDC Europe 2013
Candy Crush Postmortem: Luck in the Right Places
by Tommy Palm
(King.com)
Free to Play Design & Business Summit
GDC Europe 2013
Changing How Games Are Made: Seven Principles for Teams Without Management
by Bernd Diemer
(Yager)
Production
GDC Europe 2013
Chasing Aurora: The Indie Console Launch Title Postmortem
by Martin Pichlmair
(Broken Rules GmbH)
Independent Games Summit
GDC Europe 2013
Chasing Aurora: The Indie Console Launch Title Postmortem
by Martin Pichlmair
(Broken Rules GmbH)
Independent Games Summit
GDC Europe 2013
Classic Game Postmortem: Kick Off
by Dino Dini
(NHTV University of Applied Sciences)
Design
GDC Europe 2013
Cloned at Birth: The Story of Ridiculous Fishing
by Rami Ismail
(Vlambeer)
Independent Games Summit
GDC Europe 2013
Crafting the World of Crysis
by Felix Leyendecker
(Crytek GmbH)
Visual Arts
GDC Europe 2013
Creating an Emotionally Engaging Camera for Tomb Raider
by Remi Lacoste
(Crystal Dynamics)
Design
GDC Europe 2013
Creating and Maintaining a Thriving Mobile, Virtual RPG World
by Justin Beck
(PerBlue)
Free to Play Design & Business Summit
GDC Europe 2013
Creating the AI for the Living, Breathing World of Hitman: Absolution
by Mika Vehkala
(IO Interactive A/S)
Programming
GDC Europe 2013
Crowdfunding for European Indies: A Legal Perspective
by David Hoppe
(Gamma Law)
Business, Marketing & Management
GDC Europe 2013
Designing Assassin's Creed III
by Steven Masters
(Ubisoft Montreal)
Design
GDC Europe 2013
Designing Assassin's Creed III
by Steven Masters
(Ubisoft Montreal)
Design
GDC Europe 2013
Designing Criminal Case for Virality and Retention
by Corentin Raux
(Pretty Simple Games)
Free to Play Design & Business Summit
GDC Europe 2013
Designing Criminal Case for Virality and Retention
by Corentin Raux
(Pretty Simple Games)
Free to Play Design & Business Summit
GDC Europe 2013
Designing Games with Procedural Content and Mechanics
by Joris Dormans
(Ludomotion)
Design
GDC Europe 2013
Designing Games with Procedural Content and Mechanics
by Joris Dormans
(Ludomotion)
Design
GDC Europe 2013
Developing Better Games by Optimizing the User Experience
by Jochen Peketz
(Blue Byte GmbH)
Design
GDC Europe 2013
Divided Loyalties: Developing and Running Cross-Platform Social Games
by Gareth Jones
(Playdemic)
Smartphone & Tablet Games Summit
GDC Europe 2013
Divided Loyalties: Developing and Running Cross-Platform Social Games
by Gareth Jones
(Playdemic)
Smartphone & Tablet Games Summit
GDC Europe 2013
Entering and Succeeding in China's Complex Mobile Gaming Ecosystem
by Peng Lu
(Tencent)
Smartphone & Tablet Games Summit
GDC Europe 2013
Entering and Succeeding in China's Complex Mobile Gaming Ecosystem
by Peng Lu
(Tencent)
Smartphone & Tablet Games Summit
GDC Europe 2013
Entering and Succeeding in China's Complex Mobile Gaming Ecosystem
by Peng Lu
(Tencent)
Smartphone & Tablet Games Summit
GDC Europe 2013
F2P the Wrong Way: Age of Empires Online
by Kevin Perry
(Microsoft)
Business, Marketing & Management
GDC Europe 2013
Free-to-Play: Bitter Endings
by Harald Riegler
(Sproing Interactive Media GmbH)
Business, Marketing & Management
GDC Europe 2013
Game Analytics and Data Literacy
by Christoph Safferling
(Ubisoft Blue Byte)
Programming
GDC Europe 2013
Games and Broadcasters: Destination Tablet?
by Jon Howard
(BBC)
Smartphone & Tablet Games Summit