Make innovative and high quality games faster and more reliably.


Sex, Drugs and RocknRoll (not all you need)new Sex, Drugs and RockíníRoll (not all you need)

Khramtsova, Denisov

Kyiv 2010: slides, audio, video Russian only
From Theory to PracticeFrom Theory to Practice

Aaron Norstad

Winter 2009: article
Do You See What I See?: Optimizing Animation new Do You See What I See?: Optimizing Animation

Oleg Akimov

Kyiv 2010: slides, audio, video
Russian only
From Theory to PracticeGood, Better, Best Practices

Philipp Kemper

Winter 2009: article
Localization Secretsnew Localization Secrets

Wouter Van Den Borne

Kyiv 2010: slides, audio, video
Give Your Fans a ForumGive Your Fans a Forum
Nathan Fahrenthold

Summer 2008

Atmosphering Gamesnew Atmosphering Games

Dmitry Kuzmenko

Kyiv 2010: slides, audio, video
Russian only
Bringing It  All TogetherBringing It All Together
Agnes Heydari

Summer 2008

AI Development Tools Workshopnew AI Development Tools Workshop

Denis Romanko

Kyiv 2010: slides, audio, video
Russian only
Working Nowhere and EverywhereWorking Nowhere and Everywhere
Christopher Natsuume

Summer 2008

Fame and Money: Social Hardcorenew Fame and Money: Social Hardcore

Stefan Keiss

Kyiv 2010: slides, audio, video
Russian only
Language Barriers, Culture Gaps, and Time WarpsLanguage Barriers, Culture Gaps, and Time Warps
David Nixon

Summer 2008

Game Developers & Audio Professionals: Successful Interaction Game Developers & Audio Professionals: Successful Interaction

Holt, Tone, Dowsett, Rahn, Walz, Johnston

Seattle 2010: slides, audio
Returning to the Basics of Effective CommunicationReturning to the Basics of Effective Communication
Jessica Tams

Summer 2008

Luna Cruz The Casual Adventure: Writing "Awakening: The Dreamless Castle"

Luna Cruz

Seattle 2010: slides, audio
The Keys to Audio ExcellenceThe Keys to Audio Excellence
Kane Minkus

Summer 2008

Michael Kalkowski Big Mistakes - Big Learnings

Michael Kalkowski

Seattle 2010: slides, audio
Jake Simpson: Rules of DevelopmentRules of Development
Jake Simpson

Winter 2008

Game Audio Experts Spill Their Guts and Answer Your Burning Questions Game Audio Experts Spill Their Guts and Answer Your Burning Questions

Holt, Tone, Dowsett, Rahn, Walz, Johnston

Seattle 2010: slides, audio
Melnick, Kirin: LocalizationLocalization
Melnick, Kirin

Winter 2008



Competing with Goliaths: Lessons from MySpace Competing with Goliaths: Lessons from MySpace

DeWolfe, Takahashi

Seattle 2010: slides, audio
Technical Session SummaryTechnical Session Summary
Scott Bilas

Winter 2007: article

Greg Rahn Fun In Soundville: Exploring the World of Audio for Social and Online Games

Greg Rahn

Seattle 2010: slides, audio
Jill Marshall: How to Attract and Keep More Women in Casual GamesHow to Attract and Keep More Women in Casual Games
Jill Marshall

Summer 2007: article

Laralyn McWilliams Game Design Workshop

Laralyn McWilliams

Seattle 2010: slides, audio
John Say: The other Virtual RealityThe Other Virtual Reality
John Say

Summer 2007: article

How New Players are Entering and Succeeding in the Casual Gaming Space How New Players are Entering and Succeeding in the Casual Gaming Space

Levin, Tyler, Redniss

Seattle 2010: slides, audio
Alla Khramtsova, Alexander Zaslavsky: Playing the Outsourcing Game: A Hands-on GuidePlaying the Outsourcing Game: A Hands-on Guide
Alla Khramtsova, Alexander Zaslavsky

Summer 2006: article

Going Social Going Social - How We Did It

Nixon, Rosenblatt, Negulescu, Elliot

Seattle 2010: slides, audio
Ethan Clark: Core Values of the Casual IndustryCore Values of the Casual Industry
Ethan Clark

Fall 2006: article

Mark DeLoura Games and the Google Chrome Web Store

DeLoura, Mahemoff

Seattle 2010: slides, audio
Vinny Carrella: Download Size Doesn’t MatterDownload Size Doesn’t Matter
Vinny Carrella

Fall 2006: article

Jason Robar Hero Up! Bringing Marvelís Super Heroes to the Masses in a casual MMOG

Jason Robar

Seattle 2010: slides, audio
Jennifer Bullard: Scheduling CreativityScheduling Creativity
Jennifer Bullard

Fall 2006: article

Investing to Your IP Investing to your IP

Bernstein, Elliot, Tinney, Bouwman, Humphrey, Carrella

Seattle 2010: slides, audio
Ethan Clark: Developing for Xbox LIVE Arcade Developing for Xbox LIVE Arcade
Ethan Clark

Summer 2006: article

Lloyd Melnick Learn How to Bend and You Will Never Have to Break

Lloyd Melnick

Seattle 2010: slides, audio
Heather Chandler: International Language Localization of Casual GamesInternational Language Localization of Casual Games
Heather Chandler

Summer 2006: article

Aaron Walz Game Music & Sound History: From Pong to Final Fantasy

Aaron Walz

Seattle 2010: slides, audio
Michael Mei: Turning Demos into SalesTurning Demos into Sales
Michael Mei

Summer 2006: article

How Do I Pimp My Game Audio? How Do I Pimp My Game Audio?

Dowsett, Tone

Seattle 2010: slides, audio
Jennifer Bullard: Scheduling Creativity Standards for Online & Multiplayer Games
Jonathan Greechan

Fall 2007: article

Dan Fiden Playing God! Creating 'God Games' for a Broader Audience

Arthur Humphrey

Seattle 2010: slides, audio
Robert Carroll: Entering the Casual Games MarketEntering the Casual Games Market
Robert Carroll

Summer 2006: article

Matthew Johnston Polish: The Last 1% is the Hardest and the Most Important

Matthew Lee Johnston

Seattle 2010: slides, audio
 
Sean Clark Realities and Red Herrings Ė A Game Developerís Guide to Profitability

Sean Clark

Seattle 2010: slides, audio
 
Ed Kuehnel Story, Narrative Design and Dialog

Ed Kuehnel

Seattle 2010: slides, audio
 
Dan Fiden Why Friends Matter: Designing Social Emotion

Dan Fiden

Seattle 2010: slides, audio
 
Non-casual Stories in Casual Games Non-casual Stories in Casual Games

Jeff Spock

February 2010: slides, audio
 
Aaron Norstad Upload the Download. Building Strong Character IP for Cross-platform Value

Aaron Norstad

February 2010: slides, audio
 
Craig Brannon Do's and Don'ts for Designing Mini-games and Puzzles

Craig Brannon

February 2010: slides, audio
 
Simone Brunozzi Games in the Cloud

Simone Brunozzi

February 2010: slides, audio
 
Designing Virality Into Your Online GameDesigning Virality Into Your Online Game

Vechey, Kosmack, Rohrl, Morton

February 2010: slides, audio
 
Art ProductionArt Production: Working with International and Off-site Teams

Jones, Pettersson, Appleby

February 2010: slides, audio
 
How to Make Free-to-Play Pay! How to Make Free-to-Play Pay!

Larson, Wallace

February 2010: slides, audio
 
Trends in Online Flash GamesTrends in Online Flash Games

Chen, Shen

February 2010: slides, audio
 
Moving from 2D to 3D Browser GamesMoving from 2D to 3D Browser Games

Suarez, Ulloa

February 2010: slides, audio
 
No Country For Old Games?No Country For Old Games?

Alm, Peitz

February 2010: slides, audio
 
Game Design JamGame Design Jam

Bura, Stradal, Brannon, Rohrl, Laakkonen

February 2010: audio
 
Game Development Challenge Game Development Challenge

Rosenblatt, Bredbeck, Rassweiler

October 2009: slides, audio
 
Sharing Best Practices: Partnerships Done RightSharing Best Practices: Partnerships Done Right

Sapunova, Adams, Bessonov, Snook, Garat

October 2009: slides, audio
 
Lloyd MELNICKWinning the Project: How to Win Work from US Publishers
Lloyd Melnick

October 2009: slides, audio
 
Best (and worst) Development Practices from Sandlot GamesBest (and worst) Development Practices from Sandlot Games

Bernstein, Vostrikov

October 2009: slides, audio
 
Kirill PLOTNIKOVSimple Rules of Casual Games Publishing

Kirill Plotnikov

October 2009: slides, audio
 
Evgeny MARCHENKOVUsing Windows 7 Features for Casual Games

Evgeny Marchenkov

October 2009: slides, audio
 
Kenny DINKINRISKY BUSINESS: The Risk of Creativity and the Creativity of Risk

Kenny Shea Dinkin

July 2009: slides, audio
 
Martyn BROWNNightmare or Nirvana?

Martyn Brown

July 2009: slides, audio
 
Audio Q&A PanelAudio Q&A Panel
Rahn, Dowsett, Johnston, Ellison, Holt, Walz, Thomas

July 2009: audio
 
Barry DOWSETT The Birth and Life of a Sound Effect

Barry Dowsett

July 2009: slides, audio
 
Building CommunityBuilding Community

Monson, Blazier, Kawase, Meekison, Quiring

July 2009: audio
 
Exclusivity in Casual GamesExclusivity in Casual Games

Hardie, Dobrowolski, Worle, Donovan, Wolf, Wyman

July 2009: slides, audio
 
Finding Fatal Flaws - Lessons from Kongregate Finding Fatal Flaws - Lessons from Kongregate

Greer, McClanahan

July 2009: slides, audio
 
The Name of The Game! The Name of The Game!

Hardie, Elliot, Shatford, Humphrey, Fortugno

July 2009: slides, audio
 
Aaron WALZIntegrating Live Instruments, Singers & Voice Actors into Your Game

Aaron Walz

July 2009: slides, audio
 
Jesse HOLTOverall Musical Theme Integration into a Game

Jesse Holt

July 2009: slides, audio
 
David FOX Overview of Tools & Engines
David Fox

July 2009: slides, audio
 
Play Games to Work SmarterPlay Games to Work Smarter

Hunt Bennett, Chenard, Baxter, Ray, Lazzaro

July 2009: audio
 
Making games approachable and fun through user-testing Making games approachable and fun through user-testing

Leacock, Norstad, Fay, Schklar

July 2009: slides, audio
 
Nick THOMASVoice Over Production

Nick Thomas

July 2009: slides, audio
 
Working in audio for the games industry: Freelance vs In-House/StaffWorking in audio for the games industry: Freelance vs In-House/Staff
Ackley, Holt, Dowsett, Rahn

July 2009: slides, audio
 
Confessions: The Big PortalConfessions: The Big Portal

Carrella, Dobrowolski, Hardie, Brubaker, Snook, Elliot

February 2009: slides, audio
 
Jussi LaakkonenConfessions: Starting Your Own Studio

Jussi Laakkonen

February 2009: slides, audio
 
From Portals to Ad Networks: Monetizing webgamesFrom Portals to Ad Networks: Monetizing webgames

Bailey, DeLorenzo, Schieron, Guyton

February 2009: slides, audio
 
Boris Schneider-JohneGetting into Xbox LIVE Arcade and Xbox LIVE Community Games

Boris Schneider-Johne

February 2009: slides, audio

 
Juan GrilIntroduction to Console Game Development

Juan Gril

February 2009: slides, audio

 
Ivo WubbelsOur Big "Bang!" on WiiWare
Ivo Wubbels

February 2009: slides, audio

 
Daniel BernsteinTaking Your PC Game To The Consoles
Daniel Bernstein

February 2009: slides, audio

 
Publisher Showdown 2009 Publisher Showdown 2009
Prigg, Leamer, Hieke, Brubaker, Khramtsova, Snook

February 2009: slides, audio

 
Tuning Your Game: The Essentials of User Testing  Tuning Your Game: The Essentials of User Testing
Aaron Norstad, Patrick Baggatta

February 2009: slides, audio

 
Game Development in Eastern EuropeGame Development in Eastern Europe

Plotnikov, Meleshkevich, Mileev, Lutsenko

Fall 2008
 
Joel Breton: How to Develop Blockbuster Online GamesHow to Develop Blockbuster Online Games

Joel Breton

Fall 2008
 
Kenny Rosenblatt: It's Always More Fun with More Than One - Success with Multiplayer GamesIt's Always More Fun with More Than One - Success with Multiplayer Games

Kenny Rosenblatt

Fall 2008
 
Best Practices of Game Testing Best Practices of Game Testing

Fritschle, St. Arnauld, Golz, Roberts

Summer 2008

 
Working RemotelyWorking Remotely

Jake Simpson

Summer 2008

 
Designing Music and Sound Concurrently with Game DesignDesigning Music and Sound Concurrently with Game Design
Greg Rahn

Summer 2008

 
Full contact composition: creativity and collaboration in the musical realm Full contact composition: creativity and collaboration in the musical realm
Fox, Enroth, Hite

Summer 2008

 
Leveraging the Project Darkstar Online Game Infrastructure for Casual GamesLeveraging the Project Darkstar Online Game Infrastructure for Casual Games
Michale Gialis

Summer 2008

 
Discussion of Game Development Process - from Concept to MaintenanceDiscussion of Game Development Process - from Concept to Maintenance
John Foster

Summer 2008

 
Licensing Stock Audio Content Vs. Custom Sound Design: The Pros and ConsLicensing Stock Audio Content Vs. Custom Sound Design: The Pros and Cons
Barry Dowsett, Kevin Tone

Summer 2008

 
Debugging: Discover, Diagnose, and DispatchDebugging: Discover, Diagnose, and Dispatch
Bryce Jonasson

Summer 2008

 
Managing Remote TeamsManaging Remote Teams
David Nixon

Summer 2008

 
Containing the Flow of Infinite Ideas - a Look into the Music-Creation Process Containing the Flow of Infinite Ideas - a Look into the Music-Creation Process
Aaron Walz

Summer 2008

 
Best Practices for Managing an Internal or External Audio DeveloperBest Practices for Managing an Internal or External Audio Developer
Kane Minkus

Summer 2008

 
Hardie, Young, Yanovsky: Passion vs FinancialPassion vs. Financial
Hardie, Young, Yanovsky

Winter 2008

 
Brannon, Book, Natsuume: Virtual TeamsVirtual Teams
Natsuume, Brannon, Book-Larsson

Winter 2008

 
Harvey Elliot: Wii MagicWii Magic
Harvey Elliott

Winter 2008

 
David Dunham: Secrets of Casual Game DevelopmentSecrets of Casual Game Development
David Dunham

July 2007: slides, audio

 
PrototypeWhat Your Lawyer Wants To Tell You, But You Can't Afford To Hear
Scott Warner

July 2007: slides, audio

 
John Say: Hand Me The RemoteHand Me The Remote
John Say

July 2007: slides, audio

 
Josh Welber: Everything Looks Like A Nail?Everything Looks Like A Nail?
Josh Welber

July 2007: slides, audio

 
Eric Tams: Indie Game DevelopmentThe Producer is Far Far Away
Juan Gril

Winter 2007

 
Eric Tams: Indie Game DevelopmentIndie Game Development
Eric Tams

June 2006: slides

 
Gril, Tinney, Wylie: One Billion DollarsOne Billion Dollars!
Gril, Tinney, Wylie

June 2006: slides

 
Monford, Holland, Chriss, Spaal, Hume : Mobile Game DevelopmentSecrets of Developing Successful Casual Mobile Games
Monford, Holland, Chriss, Spaal, Hume

Winter 2006