Monday, March 5th
10.00am – 11.00am
Guidelines for Building Cross-Platform Games
Tapjoy, Funzio, others
Smartphone and Tablet Games Summit
Room 134, North Hall
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
3:35pm – 4:00pm
Keys to the Asian Market
PopCap
Social and Online Games Summit
Room 130, North Hall
5:05pm – 5:30pm
Growth Opportunities for Online Games Beyond Facebook
Bigpoint
Social and Online Games Summit
Room 135, North Hall
Tuesday, March 6th
11:15am – 12:15pm
Animation Driven Locomotion for Smoother Navigation
IO Interactive, Eidos, Big Huge Games
AI Summit
Room 2006, 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
4:30pm – 4:55pm
Crysis Management: Localisation from a Developer’s Perspective
Crytek
Localisation Summit
Room 2002, West Hall, 2nd Floor
Wednesday, March 7th
9.00am – 10.30am
Flash Forward
Special event (60 second presentations by numerous speakers)
GDC Ballroom, South Hall, Lower Level
11:00am – 12:00pm
Interesting Decisions
Sid Meier (Firaxis Games)
Game Design
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
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
Thursday, March 8th
10:00am – 11:00am
Bringing Triple-A Graphics to Mobile Platforms
Epic Games
Programming Track
Room 2002, West Hall, 2nd 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
2:30pm – 3:30pm
Designing a Technology Strategy for a Large Publisher
Square Enix
Programming Track (Keynote)
Room 132, 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
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
Friday, March 9th
10:00am – 11:00pm
Real-time Sound Propagation in Video Games
Ubisoft
Audio and Programming Tracks
Room 3004, 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
2:30pm – 3:30pm
Concrete Practices to Be a Better Leader: Framing & Intention
Bungie
Audio Track (Keynote)
Room 134, 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