GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Jason Scott
(Volition)
Business and Management
GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Jason Scott
(Volition)
Business and Management
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2007
(105) Core Techniques and Algorithms in Shader Programming
by Matthias Wloka
(Visual Concepts, TakeTwo Inc.)
Programming
GDC 2007
(109) Casual Games Summit 101
by John Welch
(Making Fun)
Game Design
GDC 2007
(205) Large-scale Engineering for Online and Offline Games
by Neil Kirby
(Alcatel-Lucent)
Audio
GDC 2007
(206) Autodesk 3ds Max 9: Advanced Techniques for Next-gen Pipelines
by Neil Kirby
(Alcatel-Lucent)
Audio
GDC 2007
(304) Independent Games Summit
by Eric Zimmerman
(Independent)
Game Design
GDC 2007
(304) Independent Games Summit
by Eric Zimmerman
(Independent)
Game Design
GDC 2007
(Canceled) Best Practices to Help You Take Control of Your Game Development
by Grady Booch
(IBM)
Audio
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 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
7th Annual Game Developers Choice Awards
Special Event
GDC 2007
9th Annual Independent Games Festival Awards
Special Event
GDC 2007
A LocoRoco Postmortem: Making Happiness into Gameplay
by Tsutomu Kouno
Game Design
GDC 2007
Advanced Audio Techniques for Racing Games: Creating Audio for Forza Mot...
by Mike Caviezel
(Turn 10 Studios, Microsoft)
Audio
GDC 2007
Advanced Audio Techniques in UnrealEngine3
by Carlo Vogelsang
(Creative Labs, Inc)
Audio
GDC 2007
Advanced Granular Synthesis for Next Generation Games
by Leonard Paul
(Lotus Audio)
Audio
GDC 2007
Agile Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2007
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
GDC 2007
Art Department Confidential
by Seth Spaulding
(Blizzard Entertainment)
Visual Arts
GDC 2007
Autodesk 3ds Max and Autodesk Maya: Advanced Animation Techniques
by Tony Lewellen
(Midway Games)
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
Bookworm Adventures Post-Mortem
by Tysen Henderson
(PopCap Games)
Game Design
GDC 2007
Building The Future Of Indie Games
by Simon Carless
(Independent Games Festival)
Game Design
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
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
COLLADA in Console Game Production
by Kellee Santiago
(thatgamecompany)
Audio
GDC 2007
Comparing First-Generation Drama Engines
by Patrick Dugan
(True Vacuum)
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
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
Cross Application Asset Creation for LAIR: From Characters to Clouds
by Mark Teare
(Factor 5)
Visual Arts
GDC 2007
Design Principles for Casual Games
by Nick Fortugno
(Playmatics)
Game Design
GDC 2007
Designing Next Generation Connected Games
by Scott Foe
(Nokia)
Game Design
GDC 2007
Diversity: The Window of Opportunity (Day One)
by Joseph Saulter
(Entertainment Arts Research)
Audio
GDC 2007
Dragged Kicking and Screaming: Source Multicore
by Tom Leonard
(Valve Software)
Programming
GDC 2007
Early Stage Funding for Independent Development Studios and Gaming
Star...
by Matthew Le Merle
(Keiretsu Capital, Concept Art House)
Business and Management
GDC 2007
Embodied Agents in Dynamic Worlds
by Bryan Stout
Programming
GDC 2007
Episodic Gaming For Indies
by Dave Grossman
(Telltale Games)
Game Design
GDC 2007
Feud No More: Learning to Love the Hybrid Web/Download Casual Game
by David Fox
(iWin)
Programming
GDC 2007
From the Frontline of Outsourcing: The Lessons Never End
by Kristine Coco
(ngmoco:))
Production
GDC 2007
Game Accessibility & Developers with Disabilities Group Gathering
by Michelle Hinn
(IGDA Game Accessibility Special Interest Group)
Audio