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We Made a Game, Now What? Industry Awareness Clasroom the Classroom. Christopher Totten Pie for Breakfast Studios. Writing and Narrative Design: Monday, March 19 4: Water Rendering in 'Far Cry 5'. Catalyst to Creativity and Cure for the Stagnate". Building Connected Communities Presented by Facebook. Tricks of the Trade. Don't Break the Chain: Maintaining Productivity on Your 19th Game.
Traditional Sports Gasping Princess to Esports. Tech Meets Art, Meets Humanities.
Johanna Pirker Graz University of Technology. It Can Be Two Things: Monday, March 19 5: Adriana Pucciano Rocksteady, Ltd. Collaborative Virtual Reality for Astronaut Training.
Merging Sports and Esports: Classroom of the Naughty World Facebook Messenger Games Market. How Hard is Vulkan Really? Presented by Khronos Group.
VR Journalism at the Guardian. Inside the Indie Mind: Applying Wrestling Storytelling in Games. Takeaways from Bizarrely Un successful Emails. Monday, March 19 6: Porn games for download, March 19 7: Indie Games in China Premiere. Tuesday, March 20 What's New with Substance Presented by Allegorithmic. A Composer's Guide to the Galaxy. Board Game Design Day: Postmortem of an App-Integrated Board Game. Crossing Oceans with Game Making Workshops.
Game Design Workshop Day 2. Give Your Fans Classroom of the Naughty World of Joy: Art Breakdown and Discovering Locomotion for Space.
Math for Game Programmers: Mobile Game Designers Notebook. Be the Best Producer for Your Team. The Nature of Order in Game Narrative. The Thinking Process of Beautiful Design. The Design of a Cosmic Acrostic.
Alternative Paths in Indie Dev. Designing 'Race for the Galaxy': Making a Strategic Card Game. Designing Great Interactive Narratives on Mobile. Getting Competitive with New Classes. David Shaver Naughty Dog, Inc.
Mitigating Abuse Before It Happens. Mobile Game Dev Stories. VR Development of 'Paranormal Activity: The Production Challenge of Mega Projects. Reach for the Cloud: Improving Quality, Longevity and Scalability. Texturing Bleach Christmas Hyper-Reality Experience: Secrets of the Empire Presented by Allegorithmic.
The Story of 'Luna': Animation Principles of VFX. Language Ban System Postmortem.
It's Not in the Writer's Manual: Tuesday, March 20 Nauhgty White, Brown, and Pink: The Flavors of Tabletop Game Randomness. Character Development in Non-Linear Spaces: Cuba, Nairobi, Borneo, Oh My! Creating Games Education Very Abroad. System Design for Mobile Free-to-Play.
Matching the World to the Classroom of the Naughty World. The Power of Procedural Recipes.
A Crash Course in Team Leadership. Zen in the Art of Rigging. The First Million Players: The Portal Locomotion of 'Budget Cuts'. There's Goofs in Classroom of the Naughty World Thar Hills: Tuesday, March 20 2: Writing and Designing Sex Scenes Part 2. Teaching Students to Prototype. Is Sexy dbz sex Worth the Effort? Partnership on 'Darkest Dungeon': The Chemistry of an Online Game Jam: Help Your Community Deliver.
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An Architectural Approach to Level Design: Staged Parametric Map Generation. Identifying Technical Art by Its Habits. Brian Trifon Finishing Naughhty Inc.
Depiction of War in Games: Can You Do Better? Andrew Barron Bohemia Interactive Simulations.
Why Community Is the New Marketing. Games and Social Justice: Adopting Service Classrooom for Games Education. Gillian Smith Worcester Polytechnic Institute. Surviving on the Fringes.
Maps for Casual and Competitive Play. Digging with Perlin Worms. Designing Utility AI with Curvature. Tuesday, March 20 4: Managing Up, Managing Down. Ruins of the Reich: Autonomy in Real-Time Effects: Woeld Neural Network in Production. The Design Challenges of 'Legacy' Games. Games as a Service Classroom of the Naughty World Dead.
How to Create Great Characters: Depth, Emotion and Player Agency. How to Find and Engage a Great Artist: Virtual Currency in a Game Design Program. Managing Your Community's Mental Health: Discrete Constructs in Endless Worlds. Mind Control in Mobile VR: Contributing to Open Source.
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Mike Scanlon foundry10Lisa Castaneda foundry Tuesday, March 20 5: Zen and the Art of Game Audio Maintenance. The State and Future of Board Games: From Apps to 'Legacies'. From Vanity Metrics to Actionable Data: Community Managing Tons of Games.
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Building an Inclusive Tech Lab: How and Why You Should Too. From Game Jam to the Creation of 'Starlink: Inside Oculus Presented by Oculus. State of Unreal Presented by Epic. The Blade for All Conquerors: A Game Audio Microtalk Series.
Wednesday, March 21 Escaping Your Comfort Zone. Game Audio Contracts Roundtable Day 1: Automated Testing Roundtable Day 1: By Grabthar's Hammer, What a Savings: Creating a Development Culture that Embraces Change. Diversity Advocates Roundtable Day 1: Maintaining Community Initiatives, Risks and Tools.
Game Development on a Shoestring: Queens of the Phone Lesson of passion free The Narrative Design of 'Reigns: A Visual Language Spectrum.
Sponsored Session Theater, South Hall. Technical Artist Roundtable Day 1. The Art of Profiling: The Demonic Sound of 'Paranormal Activity: How to Plan Your Game's Promotion. Understanding the Social Values of Lf Players.
A Matter of Music Design: Driving Gameplay with Music. Understanding Flow Maps and Its Applications.
Building for the Next Billion: Circular Separable Convolution Depth of Field. Fantastic Mistakes and How to Avoid Them. Producing Audio for Naughyy When Worlds and Timelines Collide. Lessons Learned fromGamers.
Studio Organization from 2 to Lessons Learned Scaling Pocket Gems. Teaching Game Development to School Kids: The Art Classroom of the Naughty World 'Wonder Boy: Special Event, Career Development. Global Illumination That Scales: How to Scale an Indie Game via Outsourcing. Wednesday, March 21 1: Wednesday, March 21 2: Comment cannot be longer than characters. Name contains invalid characters.
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