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ALPHA | GDC SHOW GUIDE


08 |MARCH 2012


Conference Chaos? We’ve got you covered


Sessions and meetings competing for your attention at GDC? We’ve created a minute-by-minute guide to the best sessions so you can make the most of your time MONDAY, MARCH 5TH TUESDAY, MARCH 6TH WEDNESDAY, MARCH 7TH THURSDAY,MARCH 8TH FRIDAY, MARCH 9TH


10.00AM – 11.00AM Guidelines for Building Cross- Platform Games Tapjoy, Funzio, others Smartphone and Tablet Games Summit Room 134, North Hall


 11:15AM - 12:15PM Animation Driven Locomotion for Smoother Navigation IO Interactive, Eidos, Big Huge Games AI Summit Room 2006, West Hall, 2nd Floor


 9.00AM – 10.30AM Flash Forward Special event (60 second presentations by numerous speakers) GDC Ballroom, South Hall, Lower Level


 10:00AM - 11:00AM Bringing Triple-A Graphics to Mobile Platforms Epic Games Programming Track Room 2002, West Hall, 2nd Floor


 10:00AM - 11:00PM Real-time Sound Propagation in Video Games Ubisoft Audio and Programming Tracks Room 3004, West Hall, 3rd Floor


 11:15AM - 11:40AM Applying Game and Social Mechanics to Sustainable Fashion: Closet Swap Case Study Inensu Game IT Summit Room 2009, West Hall, 2nd Floor


 1:45PM - 2:45PM Entertaining the Enterprise: Helping You Level Up & Conquer Work Ian bogost, IBM, others Game IT Summit Room 2009, West Hall, 2nd Floor


 2:20PM - 2:45PM Designing for Friendship: Shaping Player Relationships with Rules and Freedom Thatgamecompany Independent Games Summit Room 2003, West Hall, 2nd Floor


 3:00PM - 4:00PM Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Joyride


Halfbrick Studios Smartphone and Tablet Games Summit Room 134, North Hall


 3:35PM - 4:00PM Keys to the Asian Market PopCap Social and Online Games Summit Room 130, North Hall


 4:30PM - 4:55PM CrysisManagement: Localisation from a Developer's Perspective Crytek Localization Summit Room 2002, West Hall, 2nd Floor


 11:00AM - 12:00PM Composition Process inBatman Arkham City Rocksteady Studios Audio Track Room 3010, West Hall, 3rd Floor


 11.30AM – 12.30PM Forgotten Tales Remembered: The Games that Inspired Leading Innovators Bleszinski, Molyneux, Meier, Romero, Dyson Game Design Track Room 3014, West Hall, 3rd Floor


 2:00PM - 3:00PM Forza Motorsport 4 Production Pipeline Architecture Turn 10 Studios Programming Track Room 2016, West Hall, 2nd Floor


 2:30PM - 3:30PM Designing a Technology Strategy for a Large Publisher Square Enix Programming Track (Keynote) Room 132, North Hall


 11:30AM - 12:30PM Relaxed Hardcore: Why Asynchronous is the Next Big Thing in Core Gaming Mode 7 Games Game Design Track Room 3007, West Hall, 3rd Floor


 11:30AM - 12:30PM Relaxed Hardcore: Why Asynchronous is the Next Big Thing in Core Gaming Mode 7 Games Game Design Track Room 3007, West Hall, 3rd Floor


 5.00PM – 6.00PM Art vs. Science: Fueling the Right Brain with the Left Zynga, EA, others Business, Marketing and Management Track


Room 2000, West Hall, 2nd Floor


 5:05PM - 5:30PM Growth Opportunities for Online Games Beyond Facebook Bigpoint Social and Online Games Summit Room 135, North Hall


 KEY  AI Summit  Audio  Business, Marketing and Management  Game Design  Game IT Summit


 Visual Arts  Localisation Summit  Independent Games Summit Programming  Smartphone and Tablet Games  Social and Online Games


 5:30PM - 6:30PM Contrastive Juxtaposition: Contrast and Context in BioWare Story and Cinematics BioWare Game Design and Visual Arts Tracks Room 132, North Hall


 4:00PM - 5:00PM What You Don’t Know IS Hurting You: How Aggressive User-Research Improved Resistance 3 Blizzard Entertainment Game Design Track Room 130, North Hall


 4:00PM - 5:00PM GDC Microtalks 2012: One Hour, Ten Voices, Countless Ideas Bleszinski, Hennig, others Game Design Track Room 3014, West Hall, 3rd Floor


 2:30PM - 3:30PM Concrete Practices to Be a Better Leader: Framing & Intention Bungie Audio Track (Keynote) Room 134, North Hall


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