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- Keynote: A Creative Vision - Shigeru Miyamoto (Nintendo)
- Keynote: Game 3.0: Developing and Creating for the 3rd Age of Video Games - Phil Harrison (Sony)
- Designing GEARS OF WAR: Iteration Wins
- Reflections of Zelda
- Agile Game Development
- SPORE's Magic Crayons
- A LocoRoco Postmortem: Making Happiness into Gameplay
- The Future of Storytelling In Next-Generation Game Development
- Writing Great Design Documents
- Experimental Gameplay Sessions
- Making Games for the Other 90%
- Innovations in Fable 2
- Game Design in Agile Development
- LucasArts: True Next Generation Gameplay in Service of Story & Character
- The Programmers Challenge
- Final Fantasy XII Postmortem
- Better than a Schedule: Next-gen Project Planning
- If You're Scared That Others Will Find Out You Don't Know How To Be a Manager
- Designing Games for Everyone: Harmonix Design in Practice
- Can You Make Them Cry Without Tearing Your Hair Out? Emotional Characters
- Ten Games You Need to Play: The Digital Game Canon
- The Four Most Important Emotions of Game Design
- High-Def Outdoor Environments
- The Game Design Challenge: The Needle and Thread Interface
- The Game Studies Download: Top 10 Research Findings
- Burning Mad: Game Publishers Rant
- MMOs, Past, Present and Future
- Applied Physics: MotorStorm
- Predicting the Future: Effective Project Scheduling Tools and Techniques
- Rethinking the Development Timeline
- Building High Performance Games using Visual C++ 2005 (Sponsored by Microsoft)
- Adapting Digital Cinematography Techniques for Game Development
- Creating New IP and Innovation in Games: Destroying the Box
- Writing For The Hero with a Thousand Faces - Storytelling Challenges and Gears of War
- 8 Bit: A Documentary about Art and Video Games
- How Casual Games Will Kill the Console (And Why That's a Good Thing)
- Cinematic Game Design II: Storytelling
- TR1: C++ on the Move
- Magic Lessons: Designing and Balancing Game Objects
- D3D10 Unleashed: New Features and Effects (Sponsored by Microsoft)
- Interactive Cinematography
- Your Own Game Studio in Six Months: Bootstrapping Core Through Casual
- Dealing with Destruction: AI From the Trenches of Company of Heroes
- 10 Steps to Success in Outsourcing Contracts
- Three Approaches to Halo-style Behavior Tree AI
- 7th Annual Game Developers Choice Awards
- Shared Technology at Rare: Good and Bad
- A Working Notation for Game Design (Sponsored by ITI Techmedia)
- How To Animate a Character You've Never Seen Before
- Creating Innovative Launch Titles for the Nintendo Wii and Its Unique Controller
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