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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)


GDC 2007 Category

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Meeting Players Halfway: Using Adaptive Systems to Prevent Player Frustration
Price:$7.95

SKU#: GDC07-4616
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Description: To attract larger audiences, games today must accommodate vastly different levels of skill and knowledge in its players. This session introduces two different but equally important concepts: Adaptive Training and Adaptive Difficulty. It then presents an adaptive training implementation using an expert system and a general Adaptive Difficulty framework as used within BioShock, the upcoming PC and Xbox 360 title by Irrational Games.

Getting Through Greenlight
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SKU#: GDC07-4217
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Description: This session helps developers understand publisher greenlighting processes and techniques to set-up for an effective pitch and presentation. It discusses the pitfalls developers must avoid. The talk aims to help get more original ideas approved, benefiting the whole industry.

Getting Through Greenlight
Price:$7.95

SKU#: GDC07-4217
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Description: This session helps developers understand publisher greenlighting processes and techniques to set-up for an effective pitch and presentation. It discusses the pitfalls developers must avoid. The talk aims to help get more original ideas approved, benefiting the whole industry.

Getting Through Greenlight
Price:$7.95

SKU#: GDC07-4217
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Description: This session helps developers understand publisher greenlighting processes and techniques to set-up for an effective pitch and presentation. It discusses the pitfalls developers must avoid. The talk aims to help get more original ideas approved, benefiting the whole industry.

Getting Through Greenlight
Price:$7.95

SKU#: GDC07-4217
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Description: This session helps developers understand publisher greenlighting processes and techniques to set-up for an effective pitch and presentation. It discusses the pitfalls developers must avoid. The talk aims to help get more original ideas approved, benefiting the whole industry.

Lightweight and Innovative MMP Technologies for Serious Games
Price:$7.95

SKU#: GDC07-4437
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Description: In a two-hour tutorial, Tim Holt covers an array of MMP technologies, games, and sites that many have never heard of but which offer ideas, inspiration, paths, and models for possible serious game MMP projects that are much more realistic when actual budget, timelines, and player hardware is considered.

Premium Phone Graphics: The New Generation of Mobile 3D Gaming
Price:$7.95

SKU#: GDC07-4204
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Description: M3G (JSR-184) has brought 3D graphics to the masses. With 100s of phone models, many of them mass-market devices, the standard offers a massive market for 3D game developers. Work is now underway on M3G 2.0 which will make the advances features of OpenGL ES 2.0 hardware available to Java game developers. ARM, M3G engine vendor and member of the M3G 2.0 expert group, presents an overview of the new standard paying particular attention to the new features available in version 2.0. and shows some example content that show how the new features can be used to develop beautiful mobile games.

Khronos OpenKODE for Portable Native Mobile Media Applications
Price:$7.95

SKU#: GDC07-4203
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Description: Graphics and media acceleration in mobile handsets is one of the largest ever opportunities for both the hardware and software industries - but is being held back by fragmentation due to a lack of coherent native application software infrastructure. The Khronos Group is creating a royalty-free ecosystem of API standards for advanced dynamic media on handheld, console and embedded devices to provide the media acceleration foundation to turn this opportunity into economic reality. The presentation covers the key features and roadmap the newly announced OpenKODE initiative that is creating a native API suite to provide similar functionality to DirectX but in a cross-platform, open, royalty-free standard that will be streamlined for mobile devices. OpenKODE is being designed to enable sophisticated mixed media acceleration to enable handheld devices to deliver rich end-user experiences.

Supercharged Wireless 3D Gaming Through Hardware Acceleration
Price:$7.95

SKU#: GDC07-4202
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Description: There is no questioning the significant increase in performance hardware acceleration brings to a system. As displays become larger and user expectations increase, putting an increased demand on the limited power supply of wireless terminals, hardware support for compelling gaming content will be essential. In addition, the ability to free up valuable CPU resources is of the utmost importance to system and content designers. The advantage of utilizing hardware acceleration is clearly evident in the use of 3D acceleration in mobile handsets' performing three-dimensional rendering within hardware. This presentation highlights the advantages of hardware acceleration within mobile handsets, the limitations of software acceleration, and how hardware-accelerated 3D graphics rendering will propel the wireless 3D gaming market.

Mobile 3D Hardware: They're Not Little PCs!
Price:$7.95

SKU#: GDC07-4197
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Description: Mobile devices are rapidly approaching the hardware capabilities of early hardware accelerated PCs, circa the late 1990s. However, these new devices are far from miniature PCs' they are high performance, low power devices with specific tradeoffs and architectures that are quite distinct. This presentation describes common mobile 3D tile-based architectures, how they work, as well as what you need to know to get them to perform at their best!

Hair Styling: A Teenager's Dream, An Artist's Nightmare
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SKU#: GDC07-4585
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The Sound Design of Gears of Wa
Price:$7.95

SKU#: GDC07-4450
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Presenting PLAYSTATION« Edge: Advanced Graphics Tools and Technologies for PlayStation 3 Development
Price:$7.95

SKU#: GDC07-5133
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Description: Three first party technology teams within Sony -- the WWS Europe Advanced Technology Group, WWS America ICE team, and WWS America Tools and Technology group -- have combined to create PLAYSTATION« Edge, a set of cutting edge technologies for imminent release to all PlayStation 3 developers. Rather than an overarching engine, these teams have chosen to create specialized systems that demonstrate best practices of SPU and RSX utilization. A unique tool for RSX performance analysis, extensively used in the tuning of first party titles, will also be presented.

Next Generation Game Development: All Machine Or Man?
Price:$7.95

SKU#: GDC07-5122
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Description: Keiji Inafune, head of Research and Development and Online Business for Capcom, talks about the boundaries where creative vision and system horsepower collide. Join Inafune-san in a Q&A session with Wired.com's Chris Kohler, as they discuss the experiences of next generation game development. Inafune-san will talk about adapting creative impulses to take advantage of next generation hardware, as illustrated in the creation of Dead Rising and Lost Planet: Extreme Condition for the Xbox 360, Devil May Cry 4 on PlayStation 3 and much more.

Is Jimi Hendrix a Good Level Designer?
Price:$7.95

SKU#: GDC07-5121
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Description: In most music games, your songs are your levels, which means that your sound designers are your level designers. Music games need an interesting approach to level design. In many ways the content dictates the game experience. In the case of ^/i>Guitar Hero^//i>, where each song is a game level, we had to come up with ways to provide a compelling game experience while working within the confines of the song. In this talk, we'll discuss the approach we took in Guitar Heros in choosing songs that make good levels, some of the tools we use to "level the playing field" and then finish with some examples.

Cutting the Apron Strings: Developer Freedom Through Free Agency
Price:$7.95

SKU#: GDC07-5119
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Description: In a timely manifesto for talent, Michael John will talk about how to move beyond working as an employee, and embrace life as a free agent game developer. The talk will discussáthe substantial challenges facing both individuals and industry, and the potential benefits for both. A follow-on to his controversial speech at the 2007 DICE conference, John will describe steps both great and small for talent to embrace the opportunity to guide their own creative destinies, and will address directly the hot-button issue of industry unionization.

Playing to Win: Negotiating Tips for Mobile Game Development Agreements
Price:$7.95

SKU#: GDC07-5089
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Description: Negotiating contracts for mobile games can be an exceptionally complex process. The parties involved, beginning with the game developers and publishers and ending with the aggregators and distributors, all have competing interests that need to be addressed contractually. The predestined multiple party involvement and factors such as platform choice, licensing of pre-existing software, celebrity likenesses, and brand names play a vital role in both the development and realization process, and can greatly affect success and potential revenue. The legal aspects of the game industry often require clarification and simplification because they are continuously woven throughout the production process.

Location, Location, Location (Based Gaming)
Price:$7.95

SKU#: GDC07-5050
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Description: The E911 directive and the rise in distribution of GPS-enabled handsets introduced the idea that location is the next big thing. The real question is: what can it do for your gaming experience? How can it be used in an innovative way, integrating its fun aspects and overcoming its boring connotation of navigation? Find out what the future of location-based gaming represents for developers and players alike. During this session the audience will be exposed to an overview of the LBG market, its successes and downfalls, as well as many opportunities. Examples of LBGs will be provided as quick cases, incorporating one company's experience and what was learned every step of the way.

Pitch your Game Idea
Price:$7.95

SKU#: GDC07-5045
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Description: In this session, you'll get a chance to pitch your game idea in two minutes in front of an audience and get expert advice from industry experts. Which ideas will excite your employers or professors? Which will put them to sleep? Learn ways to deliver a successful pitch. This session promises to be a lively exchange of ideas for all those participating!

Inside Cryptic Studios: Art, Programming, and Design
Price:$7.95

SKU#: GDC07-5044
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Description: The world of videogames is a more diverse one than you might think --it's not just made of programmers and artists. There are also writers, designers, animators, background artists, producers, and more. This panel session offers unique perspective from the senior executives at Cryptic Studios who will talk about their roles in programming, design, and art and how they work together to create a videogame. Educate yourself and figure out where you might fit in the structure.

Stay on Top of Your Game: Practical Career Advice from an HR Insider
Price:$7.95

SKU#: GDC07-5043
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Description: What are the hiring trends in the game industry? What do companies look for in candidates? Learn how to increase your chances of getting your foot in the door and what you can expect from the interview processes. Just as importantly, gain insight into what you should be looking for in a company to make sure it's the right move for you.

Tips & Tricks to Making a Lasting Impression
Price:$7.95

SKU#: GDC07-5042
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Description: Effective networking is key to breaking in and staying ahead in the game industry. But networking is more than just schmoozing: it's a valuable way to make lifelong friends and open up new opportunities. In this session, you'll learn how to talk to anyone, how to make yourself memorable in an industry full of memorable people, and how to increase the value of your contacts over time.

How Did You Make It? Three Success Stories
Price:$7.95

SKU#: GDC07-5041
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Description: This panel offers the perspective of three individuals, each with a unique story on how they successfully developed a career in the game industry. ^/BR^^/BR^ Beech will discuss his transition from student at The Guildhall to employee at a videogame company, how he adapted to the work environment, demanding managers, teams, work schedules, and deadlines. ^/BR^^/BR^ Seamster and Sellers will detail why they changed professions and how they did it utilizing their skill set to a career in game design at Sony and as CEO of Online Alchemy, respectively.

Making Mobile Phones the Ultimate Game Platform
Price:$7.95

SKU#: GDC07-5011
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Description: For thirty years, the video game industry has been an "arms race" as new technologies and game designs strived to make the gaming experience ever more immersive. But gamers and developers are beginning to realize that games can mean so much more than 3D math. Mobile phones are a new kind of platform that must be measured by different criteria. Mobile can be a first-rate platform that is the best in the world at some very important things, reaching back to why people play in the first place. A "craftsman" approach must be taken to make the most of mobile and to overcome various obstacles. Lessons can be learned from media history and from early examples of mobile innovation.

Rethinking the Development Timeline
Price:$7.95

SKU#: GDC07-4980
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Description: In today's day and age, when development budgets are skyrocketing and technology is advancing quickly, what can developers do to ensure their unique game ideas make it to market? Takeshi Shimada has been creating development tool libraries for Nintendo's game creators for nearly 15 years. Most recently, he was involved in the critical and commercial success, Brain Age: Train Your Brain in Minutes a Day. In this session, He walks through how the advance preparation of good development libraries streamline the creative process for game development teams. This approach allowed Nintendo to develop a game in 3 months, with a development team of fewer than 10 members, that has gone on to sell more than 5 million copies worldwide. Shimada provides insights and practical information that any developer can use.


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