GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1-Hour Video Game MBA
by Charlie Cleveland
(Unknown Worlds Entertainment)
Business and Management
GDC 2011
1000s of Zombies, 1000s of Problems: The DEAD RISING 2 Multiplayer Exper...
by Dee Jay Randall
(Capcom Game Studio Vancouver)
Programming
GDC 2011
15 Games in 15 Years
by Stone Librande
(EA/Maxis)
Game Design
GDC 2011
Adding Realism to Environmental Reverberation Using Convolution: Are We ...
by Francois Thibault
(Audiokinetic Inc.)
Audio
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
After Success: Growing as an App Developer
by Arash Keshmirian
(Limbic Software)
GDC Smartphone Summit
GDC 2011
After Success: Growing as an App Developer
by Arash Keshmirian
(Limbic Software)
GDC Smartphone Summit
GDC 2011
AI Development Postmortems: Inside DARKSPORE and THE SIMS: MEDIEVAL
by Rez Graham
(Electronic Arts (Sims Division))
AI Summit
GDC 2011
AI Development Postmortems: Inside DARKSPORE and THE SIMS: MEDIEVAL
by Rez Graham
(Electronic Arts (Sims Division))
AI Summit
GDC 2011
AI Navigation: It's Not a Solved Problem - Yet
by James Anhalt
(Blizzard Entertainment)
AI Summit
GDC 2011
AI Pr0n: Maximum Exposure of Your Debug Info!
by Brian Schwab
(Blizzard Entertainment)
AI Summit
GDC 2011
AI Unplugged: How Experienced Devs Think Through AI
by Dave Mark
(Intrinsic Algorithm)
AI Summit
GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
ALAN WAKE: Light and Dark
by Saku Lehtinen
(Remedy Entertainment)
Visual Arts
GDC 2011
ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
by Markus Maki
(Remedy Entertainment)
Programming
GDC 2011
An Automated Pipeline for Generating Run-Time Rigs
by Adam Mechtley
(Candlelight Interactive)
Visual Arts
GDC 2011
Animating NPC's in UNCHARTED
by John Bellomy
(Naughty Dog)
Programming
GDC 2011
Animating NPC's in UNCHARTED
by John Bellomy
(Naughty Dog)
Programming
GDC 2011
Anti-aliasing from a Different Perspective
by Dmitry Andreev
(LucasArts)
Programming
GDC 2011
Applifier Postmortem: From Zero to 55M Users in 100 Days [SOGS Business]
by Jussi Laakkonen
(Applifier)
Social & Online Games Summit
GDC 2011
Approximating Translucency for a Fast, Cheap and Convincing Subsurface S...
by Colin Barre-Brisebois
(Electronic Arts Montreal)
Programming
GDC 2011
Approximating Translucency for a Fast, Cheap and Convincing Subsurface S...
by Colin Barre-Brisebois
(Electronic Arts Montreal)
Programming
GDC 2011
Atmospheric Audio in GOD OF WAR 3
by Joanna Orland
(Sony Computer Entertainment Europe)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Audio Boot Camp
by Scott Selfon
(Microsoft)
Audio
GDC 2011
Automated Level of Detail Generation for HALO: REACH
by Xi Wang
(Bungie LLC)
Programming
GDC 2011
Behavioral Economics and Social Games [SOGS Business]
by David Botkin
(Playdom)
Social & Online Games Summit
GDC 2011
Beyond Horror: Art Directing DEAD SPACE 2
by Ian Milham
(Electronic Arts Redwood Shores)
Visual Arts
GDC 2011
Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming...
by Mike Ambinder
(Valve Software)
Game Design
GDC 2011
Bringing a Design Culture to Social Games Developers: Trial
and Error ...
by Bernie Yee
(Episode Technologies)
Social & Online Games Summit
GDC 2011
Building a Brand Around a Free-to-Play MMO Game (Presented by Frogster)
by Dirk Weyel
(Frogster Interactive Pictures AG)
Business and Management
GDC 2011
Care and Feeding of Your Independent Game Studio
by Arthur Humphrey
(Last Day of Work)
Independent Games Summit
GDC 2011
Carrier Billing 2.0, Ready for Prime Time (Presented by BilltoMobile)
by Steven Klebe
(BilltoMobile)
Business and Management