GDC 2014
'Nuff Said: Comics as Design Documentation
by Matthew Derby
(Harmonix)
Design
GDC 2014
10 Questions to Ask About the Future of Games (Presented by Digital Rive...
by Dean Takahashi
(VentureBeat)
Monetization
GDC 2014
1979 Revolution: A Case Study in Bringing Real Stories to Gaming
by Navid Khonsari
(iNK Stories)
Game Narrative Summit
GDC 2014
2D Animation at Klei Entertainment
by Jeff Agala
(Klei Entertainment)
Visual Arts
GDC 2014
500 Nights of Failure: Designing Republique's "One Touch" Gameplay
by Greg Raab
(Camouflaj)
Smartphone & Tablet Games Summit
GDC 2014
A Survey of the Modern QA Department
by Robb Nicholas
(Apptio)
QA Summit
GDC 2014
A/B Testing for Game Design Iteration: A Bayesian Approach
by Steven Collins
(Swrve)
Business, Marketing & Management
GDC 2014
Accessibility: Lessons Learned from Designing for Gamers with Disabilities
by Ian Hamilton
(Ian Hamilton DC)
Advocacy
GDC 2014
Achieving the Best Performance with IA Graphics, Tips, Tricks, and Cleve...
by Blake Taylor
(Intel Corp)
Programming
GDC 2014
Acquisition for F2P Games on the Web
by Kimberly Pointer
(Kabam)
Free to Play Design & Business Summit
GDC 2014
Adaptive Music Preparation for Live Recording: A Primer
by Lennie Moore
(3l33t Music)
Production
GDC 2014
Adding High-End Graphical Effects to GT Racing 2 on Android x86. (Presen...
by Adrian Voinea
(Gameloft)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Compute-Based GPU Particle Systems
by Gareth Thomas
(AMD)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: DX11 Software Tessellation
by John Kloetzli
(Firaxis)
Programming
GDC 2014
Advanced Visual Effects with DirectX 11: Tessellation in Call of Duty: G...
by Wade Brainerd
(Activision)
Programming
GDC 2014
Agile Lessons from Ryse and Crysis 3
by Patrick Payne
(Crytek GmbH)
Production
GDC 2014
AI Postmortem: Hearthstone
by Brian Schwab
(Formerly of Blizzard Entertainment)
AI Summit
GDC 2014
Analysis and Lessons from the Global Free-to-Play Market
by Tom Nichols
(Aeria Games & Entertainment)
Free to Play Design & Business Summit
GDC 2014
Analysis and Lessons from the Global Free-to-Play Market
by Tom Nichols
(Aeria Games & Entertainment)
Free to Play Design & Business Summit
GDC 2014
Animation Bootcamp: An Indie Approach to Procedural Animation
by David Rosen
(Wolfire Games)
Visual Arts
GDC 2014
Animation Bootcamp: Animating Cameras for Games
by Simon Unger
(Robotoki)
Visual Arts
GDC 2014
Animation Bootcamp: Animating the Spy Fantasy in Splinter Cell
by Kristjan Zadziuk
(Ubisoft Toronto)
Visual Arts
GDC 2014
Animation Bootcamp: Animation Prototyping for Games
by Jay Hosfelt
(Epic Games)
Visual Arts
GDC 2014
Animation Bootcamp: Establishing an Ecology for NPCs
by Mike Jungbluth
(Zenimax Online)
Visual Arts
GDC 2014
Animation Bootcamp: Establishing an Ecology for NPCs
by Mike Jungbluth
(Zenimax Online)
Visual Arts
GDC 2014
Animation Bootcamp: Fluid and Powerful Animation within Frame Restrictions
by Mariel Cartwright
(Lab Zero Games)
Visual Arts
GDC 2014
Animation Bootcamp: Using the Power of Layered Animation to Expand Premi...
by Ryan Duffin
(EA DICE)
Visual Arts
GDC 2014
Antichamber: An Overnight Success, Seven Years in the Making
by Alexander Bruce
(Antichamber)
Independent Games Summit
GDC 2014
Assassin's Creed IV: Black Flag Multiplayer - Crafting Good Monetization...
by Damien Kieken
(Ubisoft)
Business, Marketing & Management
GDC 2014
Audio Bootcamp: Audio Design
by Nicky Birch
(Somethin' Else)
Audio
GDC 2014
Audio Bootcamp: Small Team Game Development
by Dren McDonald
(nerdtracks.com)
Audio
GDC 2014
Audio Bootcamp: Small Team Game Development
by Dren McDonald
(nerdtracks.com)
Audio
GDC 2014
Authoring Tools Framework: Open Source from Sony's Worldwide Studios (Pr...
by Ron Little
(Sony Computer Entertainment America)
Programming
GDC 2014
Autodesk Gameware Updates (Presented by Autodesk)
by Ankur Mohan
(Autodesk)
Programming
GDC 2014
Awesome Video Game Data 2014
by Geoffrey Zatkin
(EEDAR)
Business, Marketing & Management
GDC 2014
BADLAND Postmortem: Building on App Store Launch Success
by Johannes Vuorinen
(Frogmind)
Independent Games Summit
GDC 2014
Behind the Great Wall: Analysis of China's Mobile Gaming Industry (Pres...
by Leo Cui
(TalkingData)
Business, Marketing & Management
GDC 2014
Behind the Realm Reborn
by Naoki Yoshida
(Square Enix Co. Ltd.)
Production
GDC 2014
Believable Make-Believe: Putting the Player at the Heart of Tearaway
by Rex Crowle
(Media Molecule)
Design
GDC 2014
Better Sound Through Collaboration
by Rob Bridgett
(Clockwork Fox Studios)
Audio
GDC 2014
Beyond Fun: Difficult Topics Inspire Story and Design
by Jill Murray
(Ubisoft)
Game Narrative Summit
GDC 2014
Beyond Graphics: Reaching the Visually Impaired Gamer
by Brian Schmidt
(Ear Games)
Advocacy
GDC 2014
Big Data Analytics 101: From DAU to Predictive Modeling
by Dmitri Williams
(Ninja Metrics)
Business, Marketing & Management
GDC 2014
Building a Scalable Infrastructure Platform for SMITE, Global Agenda and...
by Todd Harris
(Hi-Rez Studios)
Business, Marketing & Management
GDC 2014
Building Customer Support and Loyalty
by Jeremy Ehrhardt
(KIXEYE)
Production
GDC 2014
Change Is Good: The Importance of Iteration Within a Character Art Pipeline
by Gavin Goulden
(gavimage.com)
Visual Arts
GDC 2014
Character Design Across Multiple Game Genres
by Arnold Tsang
(Blizzard Entertainment)
Visual Arts
GDC 2014
Checkmate: Cross-Platform Development Tips to Make You King
by Katherine de Leon
(GSN Games)
Free to Play Design & Business Summit
GDC 2014
Concurrent Interactions in The Sims 4
by Peter Ingebretson
(Electronic Arts (Maxis))
Programming
GDC 2014
Crafting a Next-Gen Material Pipeline for The Order: 1886
by David Neubelt
(Ready At Dawn Studios)
Programming