GDC 2007
(109) Casual Games Summit 101
by John Welch
(Making Fun)
Game Design
GDC 2007
(209) Casual Games Summit 201
by Erik Bethke
(GoPets)
Game Design
GDC 2007
10 Steps to Success in Outsourcing Contracts
by Vincent Scheurer
(Sarassin LLP)
Business and Management
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2007
3D Tricks: Engineering Innovation on the Nintendo DS
by Chuck Homic
(Vicarious Visions)
Programming
GDC 2007
4D in Zero Space: Living Games with Procedural Textures
by Sebastien Deguy
(Allegorithmic)
Visual Arts
GDC 2007
8 Bit: A Documentary about Art and Video Games
by Justin Strawhand
(8-BIT)
Vision
GDC 2007
Pirates of the Caribbean : Writing Across Game Platforms
by Sande Chen
(Cellufun)
Game Design
GDC 2007
Final Fantasy XII Postmortem
by Taku Murata
(Square Enix Co.,Ltd)
Visual Arts
GDC 2007
MotorStorm : A Crash Course in Applied Physics
by Scott Kirkland
(Evolution Studios)
Programming
GDC 2007
A LocoRoco Postmortem: Making Happiness into Gameplay
by Tsutomu Kouno
Game Design
GDC 2007
Adapting Digital Cinematography Techniques for Game Development
by Jerry O\'Flaherty
(Warner Brothers Studio)
Visual Arts
GDC 2007
Advanced Audio Techniques for Racing Games: Creating Audio for Forza Mot...
by Mike Caviezel
(Turn 10 Studios, Microsoft)
Audio
GDC 2007
Advanced Granular Synthesis for Next Generation Games
by Leonard Paul
(Lotus Audio)
Audio
GDC 2007
Adventures in Fundraising: Lessons Learned on the Cutting Edge of Capital
by Kevin Bachus
(Nival Interactive)
Business and Management
GDC 2007
After the Party: Introversion Software One Year on from IGF 2006
by Mark Morris
(Introversion Software)
Production
GDC 2007
Agile Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2007
Anatomy of an Experimental Game Score
by Garry Schyman
(GSP)
Audio
GDC 2007
Are Serious Games Worth Taking Seriously?
by Noah Falstein
(The Inspiracy)
Business and Management
GDC 2007
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
GDC 2007
Art Direction Vision: Defining, Communicating, and Delivering It
by Ocean Quigley
(Maxis)
Visual Arts
GDC 2007
Asset Management for Large Game Dialogue Projects
by Ken Kato
(Microsoft Game Studios)
Audio
GDC 2007
Athletic Performance: Intelligent Believable Characters
by Eric Armstrong
(Electronic Arts Canada)
Visual Arts
GDC 2007
Audio Production: Ideas for the Next Generation...What Next?
by Scott Selfon
(Microsoft)
Audio
GDC 2007
Autodesk 3ds Max and Autodesk Maya: Advanced Animation Techniques
by Tony Lewellen
(Midway Games)
Visual Arts
GDC 2007
Autodesk 3ds Max Tips and Tricks for Next-Generation Game Developers
by Shane Griffith
(Autodesk)
Visual Arts
GDC 2007
Autodesk Maya Tips and Tricks for Next-Generation Game Developers
by Lee Fraser
(Autodesk)
Visual Arts
GDC 2007
Automatic Generation of Dynamics Models
by John Ratcliff
(Simutronics Corporation)
Programming
GDC 2007
Bend Microsoft Project to Your Will
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2007
Better than a Schedule: Next-gen Project Planning
by Jez Sherlock
(Sega of America)
Production
GDC 2007
Blindtesting
by Steve Jackson
(Steve Jackson Games)
Production
GDC 2007
Building Bridges: How to Develop Social Networks as Part of
Community Ma...
by Rich Vogel
(BioWare)
Game Design
GDC 2007
Burgers and Blitz: Creating a Brand-funded Game
by Sion Lenton
(Blitz Games)
Business and Management
GDC 2007
Burning Man: Takeaways for Game Developers
by Lorne Lanning
(Oddworld Inhabitants)
Game Design
GDC 2007
Can You Make Them Cry Without Tearing Your Hair Out? Emotional Characters
by Katherine Isbister
(NYU's Polytechnic Institute)
Game Design
GDC 2007
Catch a Tiger by the Tail: How Korean Online Games Are Successful in Asi...
by Jong Hyun Wi
(Chung-Ang University)
Business and Management
GDC 2007
Censorship of Video Game Content: Time to Fight Back
by Lawrence Walters
(Weston, Garrou, Walters & Mooney)
IGDA
GDC 2007
Challenging Everyone: Dynamic Difficulty Deconstructed
by Ken Harward
(TrueThought LLC)
Game Design
GDC 2007
Cinematic Game Design II: Storytelling
by Marty Stoltz
(Midway Games Chicago)
Visual Arts
GDC 2007
Classroom to the Console: The Autobiography of flOw
by Kellee Santiago
(thatgamecompany)
Game Design
GDC 2007
Console Wars: Issues for the First Two Years of Next-gen
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2007
Consumers to Creators: The road to XNA Game Studio Express
by Chris Satchell
(Microsoft Corporation)
Vision
GDC 2007
Controlling an Entire Theatre of War: The Development of Supreme Commander
by Chris Taylor
(Gas Powered Games Corp.)
Game Design
GDC 2007
Copycats and Copyrights: Solving the Casual Games Puzzle
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Management
GDC 2007
Creating and Extending Original Franchises
by Samantha Ryan
(WB Games)
Game Design
GDC 2007
Creating Innovative Launch Titles for the Nintendo Wii and Its Unique Co...
by Andrew Oliver
(Blitz Games)
Game Design
GDC 2007
Creating More Original, Unique Music for Games
by Inon Zur
Audio
GDC 2007
Creating New IP and Innovation in Games: Destroying the Box
by Vander Caballero
(Electronic Arts, Montreal)
Production
GDC 2007
Cross Application Asset Creation for LAIR: From Characters to Clouds
by Mark Teare
(Factor 5)
Visual Arts
GDC 2007
Cutting the Apron Strings: Developer Freedom Through Free Agency
by Michael John
(Electronic Arts)
Business and Management