GDC Austin/Online 2008
100 Questions, 97 Answers, 56 Minutes
by Brenda Brathwaite
(Loot Drop)
Game Career Seminar
GDC Austin/Online 2008
14 Conceptual Shifts: Moving From Games to Interactive Storytelling
by Chris Crawford
(Storytron)
Writing for Games
GDC Austin/Online 2008
A Future Told: Writing for Cinematic Design
by Mac Walters
(BioWare)
Writing for Games
GDC Austin/Online 2008
A Generative, Adaptive Music System for MMO games
by Jim Hedges
(Freelance Composer/Sound Designer)
Audio
GDC Austin/Online 2008
Accelerating Programming Teams in an Iterative Environment
by Damon Osgood
(BioWare Austin)
Online Games - Technology and Services
GDC Austin/Online 2008
ARGs: Fake Websites, Invented Stories, Automated Phone Calls and Other M...
by Elan Lee
(Fourth Wall Studios)
Online Games - Social Networking & Community
GDC Austin/Online 2008
At Their Service: Making a Difference by Putting Players First
by Lane Merrifield
(Walt Disney Internet Group / Club Penguin)
Online Games - Design
GDC Austin/Online 2008
At Their Service: Making a Difference by Putting Players First
by Lane Merrifield
(Walt Disney Internet Group / Club Penguin)
Online Games - Design
GDC Austin/Online 2008
Blazing the Trail for Hot Game Dialog
by Marianne Krawczyk
(Monkeyshines Entertainment)
Audio
GDC Austin/Online 2008
Business Use of Virtual Worlds: Case Studies for Conducting Business fro...
by Michael Rowe
(IBM)
Worlds in Motion
GDC Austin/Online 2008
Case Studies: User-Generated Content In Online Worlds
by Daniel James
(Three Rings)
Worlds in Motion
GDC Austin/Online 2008
Cocktail Parties, Presence and Compelling NextGen Audio
by Simon Carlile
(Personal Audio Pty Ltd)
Audio
GDC Austin/Online 2008
Comparing Virtual Property Models - A Business and Legal Perspective
by S. Gregory Boyd
(Davis & Gilbert LLP)
Online Games - Business & Marketing
GDC Austin/Online 2008
Computer Entertainment 35 Years from Today
by Bruce Sterling
Writing for Games
GDC Austin/Online 2008
Computer Entertainment 35 Years from Today
by Bruce Sterling
Writing for Games
GDC Austin/Online 2008
Cracking the Consumer Control Code: Effective Strategies for Advertising...
by Bruce Sterling
Online Games - Social Networking & Community
GDC Austin/Online 2008
Creating Foley for Games
by Mark Petty
(Gearbox Software)
Audio
GDC Austin/Online 2008
Deepening Player Immersion with Jungian Symbolism
by Stephen Brock Schafer
(Digipen Institute of Technology)
Writing for Games
GDC Austin/Online 2008
Designing for Player Sociability
by Bob Moore, Ph.D.
(Bob Moore Consultant)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Dr. Strangeflow or: How I Learned to Stop Worrying and Love the Pipeline
by Lane Daughtry
(Sony Online Entertain...)
Online Games - Business & Marketing
GDC Austin/Online 2008
Dunder Mifflin Infinity: A Case Study in Using Game Mechanics to Drive C...
by Stephen Andrade
(NBC.com)
Worlds in Motion
GDC Austin/Online 2008
Dunder Mifflin Infinity: A Case Study in Using Game Mechanics to Drive C...
by Stephen Andrade
(NBC.com)
Worlds in Motion
GDC Austin/Online 2008
Easy is F&#@ing Hard: Game Design Fundamentals for Mass-Market Games
by Eric Zimmerman
(Independent)
Online Games - Design
GDC Austin/Online 2008
Economic Design and Management of Virtual Worlds with a Large Shard Popu...
by Eyjolfur Gudmundsson
(CCP)
Online Games - Design
GDC Austin/Online 2008
Efficient Robust Networking
by Ben Garney
(PushButton Labs)
Online Games - Technology and Services
GDC Austin/Online 2008
Emerging Market: India, Challenges & Pitfalls
by Sumeet Maniar
(K2 Network, Inc.)
Online Games - Business & Marketing
GDC Austin/Online 2008
Endgame: How to Build High-End Gameplay for Your Most Devoted Players
by Damion Schubert
(Bioware Austin)
Online Games - Design
GDC Austin/Online 2008
Engaging Customer Service – an MMO Perspective
by Grant Wei
(Cryptic Studios)
Online Games - Business & Marketing
GDC Austin/Online 2008
Everything I Need To Know About Virtual Worlds, I learned at Theme Parks
by Patricia Pizer
(Consultant)
Online Games - Design
GDC Austin/Online 2008
Evolving Business for MMOs
by Jessica Mulligan
(ImaginVenture SA)
Online Games - Business & Marketing
GDC Austin/Online 2008
Galatea 3.0: Designing and Writing Great Game Characters
by Tom Abernathy
(Microsoft Game Studios)
Writing for Games
GDC Austin/Online 2008
Gaming Communities & Kids: Do You Know Your ABC's?
by Rebecca Newton
(MindCandy.com)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Google's First Real Talk on Lively Since its Debut
by Rebecca Newton
(MindCandy.com)
Worlds in Motion
GDC Austin/Online 2008
Google's First Real Talk on Lively Since its Debut
by Rebecca Newton
(MindCandy.com)
Worlds in Motion
GDC Austin/Online 2008
Hardcore Games for Casual Audiences
by Jesse Schell
(Schell Games)
Online Games - Design
GDC Austin/Online 2008
How the World Pays
by Kevin Higgins
(PayByCash - Internet Payment Solutions)
Online Games - Business & Marketing
GDC Austin/Online 2008
How to Manage Your Online Business During Growth and Decline
by Rich Vogel
(BioWare)
Online Games - Business & Marketing
GDC Austin/Online 2008
How We Made Battlefield Heroes Our Journey From Game Team to Service Team
by Bjarne Rene
(Vostopia.com)
Online Games - Business & Marketing
GDC Austin/Online 2008
If You Build It, Will They Come?
by Margaret Wallace
(Playmatics)
Worlds in Motion
GDC Austin/Online 2008
In-World Advertising Case Study
by Christian Lassonde
(Millions of Us LLC)
Worlds in Motion
GDC Austin/Online 2008
Interactive Actors That Express Emotion
by Gerry Seidman
(ActorMachine)
Online Games - Design
GDC Austin/Online 2008
Iron Composer Texas, Year 1
by Randall Ryan
(HamsterBall)
Audio
GDC Austin/Online 2008
Is That It? Next Gen Audio
by Jason Page
(SCEE R&D)
Audio
GDC Austin/Online 2008
Is That It? Next Gen Audio
by Jason Page
(SCEE R&D)
Audio
GDC Austin/Online 2008
It's Who You Get to Know
by Darius Kazemi
(Orbus Gameworks)
Game Career Seminar
GDC Austin/Online 2008
Juggling Cats
by Tracy W. Bush
(NCSoft Corporation)
Audio
GDC Austin/Online 2008
Learning to Play: The Importance of Learning Styles and Gender in MMOs
by Sheri Graner Ray
(Schell Games)
Online Games - Design
GDC Austin/Online 2008
Licensed Software - Cost Benefit Analysis
by Bill Dalton
(BioWare Austin)
Online Games - Technology and Services
GDC Austin/Online 2008
Linearity is Hell: Achieving Truly Dynamic Stories in Games
by Andrew Stern
(ngmoco)
Writing for Games
GDC Austin/Online 2008
Living with a Legacy
by Keith Turkowski
(TimeGate Studios)
Online Games - Design