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Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Austin GDC 2007 Category

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F2P/Microtransaction Games: Considerations, Risks and Potential Rewards
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SKU#: GDCA07-5895
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Description: Speaker: John Young (Vice President, Gala-Net), Antonio Tambunan (Giga Media Taiwan), Bob Drobish (VP of Operations, K2 Network, Inc.), Dan Scherlis (CEO, Etherplay)
Track: Online Games - Business & Management
Experience Level: Intermediate

Since the modern era of MMOs hit the U.S. market a decade ago, the standard business model has been retail package with a monthly subscription. But in the last year a rise in free-to-play (F2P)/micro-transaction games have hit the market – many coming from Asia. Will the model take off in the U.S.? Will domestic gamers embrace microtransactions? At what stage of development should a game’s business model be locked down? How can companies make revenue projections with such an unpredictable model? Whether a developer is self-publishing or partnering with an established service provider, this panel will offer insight, hindsight and foresight to F2P/microtransaction models – their risks and potential rewards.


Designing to Inspire and Engage your Community
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SKU#: GDCA07-5900
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Description: Speaker: Celia Pearce (Assistant Professor, Georgia Tech), Ron Meiners (Community Manager, Multiverse Network), Craig Sherman (CEO, Gaia Online, Gaia Online)
Track: Online Games - Community and Marketing
Experience Level: All

Online games have created new social spaces, new frameworks for content creation, and emergent community dynamics. One of the challenges presented by persistent games and virtual worlds is the need to foster long-term relationships with player communities. Online games may be "stickier" when users feel direct personal commitment to and involvement with the game's content, with business implications for game creators and their marketing partners. This session will focus on design innovations that creatively engage players and keep them invested in the game.


A Developer’s Guide to Games for Windows LIVE
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SKU#: GDCA07-5924
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Description: Speaker: Drew Johnston (Group Program Manager, Microsoft Corporation), Kevin Geisner
Track: Online Games - Technology and Services
Experience Level: All

Learn more about what it means to bring your Games for Windows title to the Microsoft LIVE Gaming and Entertainment Network. This talk covers the features available on Games for Windows – LIVE, including support for both Windows XP and Windows Vista, integrated voice, cross-platform play, achievements, List Play, dedicated servers, and what it takes to get approved to be a LIVE title. This talk is for developers, producers and business development team members interested in cutting through the confusion and getting to the heart of what it takes to make a Games for Windows – LIVE title.


Getting your game on Xbox LIVE Arcade
Price:$7.95

SKU#: GDCA07-5925
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Description: Speaker: Kim Pallister (Business Development Manager, Microsoft)
Track: Online Games - Business & Management
Experience Level: All

Abstract: Xbox LIVE Arcade continues to be the premiere platform for distributing and playing high quality, easy-to-pick-up-and-play games. This session covers what’s new in creating and deploying on Xbox LIVE Arcade and developments heading into 2008. Get insight into changes in requirements, the process by which concept submissions are reviewed and titles selected, and what to expect out of the production process.


Collaborative Development Tools & Technologies for Games
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SKU#: GDCA07-5947
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Description: Speaker: Brian Dawson (Senior Solutions Consultant, CollabNet, Inc.)
Track: Online Games - Technology and Services
Experience Level: All

Learn how a collaborative development platform is critical in today’s game development environment. Hear how Subversion for version control, project tracking, communication, and collaboration tools can benefit you.


Designing for Global Entertainment: Launching FINAL FANTASY XI
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SKU#: GDCA07-5963
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Description: Speaker: Hiromichi Tanaka (Executive Officer, Square Enix)
Track: Online Games - Design
Experience Level: All

Hiromichi Tanaka addresses the challenges of cross-platform design to entertain and engage the different styles of both PC and console MMO players by offering a design post-mortem on the ambitious and successful title, FINAL FANTASY XI. He details the problems encountered and offers solutions implemented by the team, going into both the initial approach to design as well as the adjustments made along the way, and finally into what the team learned in testing and Beta.


No More Excuses: Time for Great Game Audio!
Price:$7.95

SKU#: GDCA07-5961
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Description: Speaker: Brian Schmidt (Program Manager, Xbox Audio and Media, Microsoft)
Track: Game Audio
Experience Level: All

"Sound designers and composers get no respect. There are no good tools. I’m a musician, not an engineer." We’ve all heard these in the talks, roundtables, and likely the bars at GDC and elsewhere. Or we’ve found ourselves saying these things ourselves. This talk focuses on how designers can create great audio audio despite, and perhaps even because of those limitations.


Magic, Madness and the Muse
Price:$7.95

SKU#: GDCA07-5960
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Description: Speaker: Lee Sheldon (Assistant Professor, Indiana University)
Track: Writing for Games
Experience Level: All

The magic of words. The madness of production. The care and stroking of she who would bestow inspiration. Once ordered to rewrite a script thirteen times because he resembled the tennis court contractor who had moved into his boss' dream house with his boss' wife, Lee will present an interactive survival guide for videogame writers and those who hire them. Refreshments and justice will be served.


How to Rule the World (of Warcraft): Ten Lessons
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SKU#: GDCA07-5959
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Description: Speaker: Michael Morhaime (President and Co-founder, Blizzard)
Track: Online Games - Business & Management
Experience Level: All

With 9 million subscribers worldwide, the world's most popular massively multiplayer online game has more “citizens” than Switzerland, and is potentially as complex to administrate. In this business-focused keynote, Morhaime shares ten lessons learned from the challenges of globalizing a single IP.


The Heart of the Internet, Minutes From the Beach
Price:$7.95

SKU#: GDCA07-5953
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Description: Speaker: Josh Snowhorn (Vice President, Terremark), Jason Lochhead (Principal Architect)
Track: Online Games - Technology and Services
Experience Level: All

Discover why some of the largest, most popular applications on the Internet make their home at Terremark’s NAP of the Americas datacenter in Miami, with massive connectivity from more than 180 network carriers and a complete suite of utility-enabled managed services.


Taking Your Videogame to the Next Level with WGA Talent
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SKU#: GDCA07-5948
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Description: Speaker: Suzanne Oshry (CO-CHAIR NEW MEDIA CAUCUS, WRITERS GUILD OF AMERICA), Flint Dille (WRITER DESIGNER, BFG), Michael Hall, Deborah Todd (Designer/Writer/Consultant, Deborah Todd Games), Elisabeth Flack
Track: Writing for Games
Experience Level: All

Storytelling is where games are going and the WRITER is key to storytelling. Since 1933 the Writers Guild of America (WGA) has been a source of professional writing talent for feature films, television, animation, and now…videogames. Because professional writing talent can improve the quality of the final product, producers are invited to meet WGA representatives to discuss ways in which the union can work with producers to extend coverage to writers working in videogames so they may receive basic benefits such as pension and health. Writers are invited to discuss the benefits and advantages of WGA membership via the WGA’s New Media Caucus.


It’s All About the Experience, Stupid!
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SKU#: GDCA07-5946
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Description: Speaker: Boyd Beasley (Sr. Director, Customer Support, Electronic Arts)
Track: Online Games - Technology and Services
Experience Level: All

Hear how EA uses technology to enhance the gamers experience by providing support how, when and where gamers want it.


Capturing International Markets – Game Localization Done Right!
Price:$7.95

SKU#: GDCA07-5945
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Description: Speaker: Tom Edwards (Principal Consultant, Englobe Inc.)
Track: Online Games - Technology and Services
Experience Level: All

This sponsored session features a dynamic overview of the essentials of game localization, with a focus on those key best practices which can significantly improve the localization process from end-to-end within development lifecycles. This will ultimately help game companies to maximize the global distribution - and therefore the global revenue - of their titles.


World Class Networking Infrastructure
Price:$7.95

SKU#: GDCA07-5933
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Description: Speaker: Ruben Cortez (Service Director, Bioware Austin)
Track: Online Games - Technology and Services
Experience Level: All

The very definition of an “MMO” implies two things: you have an online presence, and you have (hopefully) a massive number of people showing up to play your online game. These two requirements create a variety of challenges for anyone responsible for delivering the technology and services needed to run the ‘back-end’ operations of an Online game. In this session, we will cover the basics involved in creating such an online environment, running it over time, and hopefully growing it as it becomes successful. We will also touch on some advanced methodologies for dealing with the special challenges unique to MMO’s.


Getting your game on Microsoft Casual Games services
Price:$7.95

SKU#: GDCA07-5926
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Description: Speaker: Kim Pallister (Business Development Manager, Microsoft)
Track: Online Games - Business & Management
Experience Level: All

Between MSN Games, Windows Live Messenger, and Xbox LIVE Arcade, Microsoft Casual Games offers a wide variety of game services to a audiences of all types, around the world. As such, the opportunity for developers and publishers is outstanding, and yet it can be difficult to know which of these services is a good fit for your game title, and to know where to start when engaging with Microsoft. This talk covers all of Microsoft’s Casual Games services, business models, technical requirements, and acceptance criteria for games submitted to these services. The talk also covers the “how” of getting deployed on each of service along with the correct engagement points.


From Austin to Washington: Politics and Video Games
Price:$7.95

SKU#: GDCA07-5920
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Description: Speaker: Steven Augustino (Partner, Kelley Drye & Warren LLP)
Track: Online Games - Business & Management
Experience Level: All

Video games have hit the big time, and so have the political issues that they face. The game industry is increasingly finding itself in the middle of Washington debates. This session will explore these issues and the relationship between the video gaming industry and Washington, and what future effects can be predicted. Topics of discussion will be drawn from hot topics of today, including proposed restrictions to combat online predators, regulation of in-game advertising, policies to increase broadband deployment, and examinations into mobile wireless carrier practices.


Leveraging Eyeblaster In-Game advertising Solution
Price:$7.95

SKU#: GDCA07-5910
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Description: Speaker: Ran Cohen (Director, Emerging Media, Eyeblaster)
Track: Online Games - Business & Management
Experience Level: All

Discover the secrets to in game advertising and examine the business model to identify the best way to distribute and monetize your casual downloadable games.


The Latest Learning - Database Solutions
Price:$7.95

SKU#: GDCA07-5892
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Description: Speaker: Jay Lee (Vice President, Technology, Trion World Network), Rafhael Cedeno (Co-founder and CTO, Multiverse), Doug Mellencamp (Server Lead, BioWare Austin)
Track: Online Games - Technology and Services
Experience Level: All

This lecture will seek to answer the question ‘How do you save game object state to a database?’ Mapping game object state systems to a database has historically been problematic as games have more dynamic object models and transactional requirements than typical business applications. Learn how the next generation games are addressing object to database design, maintenance, and scaling issues from a group of industry experts.


Breaking the In-game / Out-of-game Barrier
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SKU#: GDCA07-5881
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Description: Speaker: Todd Northcutt (GameSpy), Sean Flinn (GameSpy)
Track: Online Games - Community and Marketing
Experience Level: Intermediate

Online plays a crucial role in today’s game experiences and marketing strategies. Developers must provide ways to connect communities to their games - even when not actively playing. Find out how buddy lists, instant-messaging, competition and statistics can tie together to create thriving, persistent communities that engage gamers in-game and out.


Alexander the Great: Narrative Approaches to Ludic Historiography and Simulation
Price:$7.95

SKU#: GDCA07-5880
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Description: Speaker: Max Geiger (Student, University of Southern California)
Track: Writing for Games
Experience Level: All

This talk examines the influence of Alexander the Great's historical legacy upon modern video games. The lack of primary sources regarding Alexander's actual campaigns and life has provided game developers fertile ground for exploitation in the past, but raises intriguing questions regarding the role of historiography in researching and writing for games. Alexander's role as both a fictional and historical character has had a profound impact on the representation of protagonists within games, while simultaneously, the open-ended nature of interactive media offers players a chance to explore and define their own history of a heroic life unlike any other medium.


When Audio IS the Experience: Games for the Visually Impaired
Price:$7.95

SKU#: GDCA07-5857
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Description: Speaker: Michelle Hinn (Doctoral Candidate, University of Illinois, Urbana-Champaign), Richard Van Tol
Track: Game Audio
Experience Level: All

Many developers and designers are unaware how many of their games are being played by gamers with visual impairments. Even less are aware of the recently emerged field of audio games – games consisting only of sound. This session discusses gaming for the visually impaired and the relevance of this field for mainstream games. The session will include examples of games played by visually impaired gamers as well as design tips for game audio designers and game designers from the IGDA Game Accessibility SIG.


Revenue Enhancement through offshore CRM in MMOG
Price:$7.95

SKU#: GDCA07-5855
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Description: Speaker: Aurelien Merville (CEO, Alchemic Dream Inc), Santosh Gurlahosur (Head of Operations, Alchemic Dream India)
Track: Online Games - Technology and Services
Experience Level: All

With the vast pool of highly skilled low-cost English speaking manpower in India, the revenue enhancement in MMOG is a definite goal to be achieved. After the phenomenal growth in the mobile industry (6.5 million subscribers every month) which has fueled tremendous potential in Mobile gaming in India, MMOG and online gaming seems to be the next booming sectors. With the population base of more than a billion people, high quality customer support services, in-game support combined with beta game testing, India is rightly poised to provide a cost effective services to Gaming companies.


What is "Next-Gen" and What the Heck Are We Doing About It?
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SKU#: GDCA07-5793
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Description: Speaker: Jeffrey Wesevich (Studio Audio Coordinator, Red Storm Entertainment, Inc.), Gene (Robert) Semel (Audio Director, High Moon Studios), Brian Schmidt (Program Manager, Xbox Audio and Media, Microsoft), Tracy W. Bush (Audio Director, NCSoft Corporation), Alistair Hirst (CEO, Omni Interactive Audio)
Track: Game Audio
Experience Level: Advanced

This session is meant to allow the audio leads, designers and programmers to sit down together and put some form into the much-discussed, but frustratingly nebulous term, "next-gen audio…" The goal is to discuss where the infamous "bar" is now and where it's likely to be going over the next couple years--in other words, a working man's version of where game audio is headed. By focusing on tangible elements of dialog, effects, music and mixing, we hope to emphasize the practical, and hopefully avoid getting lost in theory.


Is It Fun Yet?
Price:$7.95

SKU#: GDCA07-5779
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Description: Speaker: Janus Anderson (Creative Director, NCSOFT), Dallas Snell (Director, Business Development, NCSOFT)
Track: Online Games - Design
Experience Level: All

At each stage of an online game’s development, designers have asked themselves the age-old question: “Is it fun yet?” Feedback on this question comes from many different sources: from the development team, QA, focus groups, and online beta testers. All of these are important sources of feedback, but the one that is the least understood and utilized involves player metrics from online beta testers. This session focuses on using player metrics to analyze the “fun factor” in a game, and provides concrete examples of how metrics can be useful in identifying key areas in which the game can be improved.


Increasing Enjoyment & Decreasing MMO Churn through Intrinsic Need
Price:$7.95

SKU#: GDCA07-5778
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Description: Speaker: Scott Rigby (President, Immersyve, Inc.)
Track: Online Games - Design
Experience Level: All

Supported by data collected from hundreds of MMO players worldwide, this session will present three specific motivational needs that when satisfied in the player are proven predictors of enjoyment, enthusiasm, value, and sustained subscriptions. Going deeper, the presentation will then discuss how a game’s satisfaction of these needs can be objectively measured. Specific examples of features and gameplay will be reviewed (including aspects of solo play, cooperative play, and in-game narrative) that are significantly related to satisfying these motivational needs and hence increasing the likelihood of sustained subscriptions, word of mouth marketing, customer value, as well as fun, enjoyment, and enthusiasm for the game.



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