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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