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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)


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Crowds In A Polygon Soup: Next-Gen Path Planning
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SKU#: GDC-06-038
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Description: This sessions discusses a next-generation motion planning system featuring automatic usable-free-space computation from an arbitrary polygon soup, quick dynamic updates at runtime, and its use for crowd/squad movement behaviors.

C++ on Next-Gen Consoles: Effective Code for New Architectures
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SKU#: GDC-06-032
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Description: Effectively programming next-generation consoles is no easy task. Memory latency, cache coherency and multiple cores present unique challenges faced by all games. This talk provides the insight and tips required to write C++ code that runs like a dream on these architectures.

Building a Flexible Game Engine: Abstraction, Indirection, and Orthogonality
Price:$5.95

SKU#: GDC-06-029
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Description: This talk discusses three core techniques which are vital to building a flexible game engine: abstraction, indirection, and orthogonality. The presentation starts with high level theory, but quickly delves into real world application, using the Unreal Engine as an example.

Battle Cam: A Dynamic Camera System for Real-Time Strategy Games
Price:$5.95

SKU#: GDC-06-023
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Description: This session explains Battle Cam, an AI system for picking interesting battles and generating camera shots to immerse the player in the battle, making an real-time strategy game feel like an first-person shooter.

Backwards Is Forward: Making Better Games with Test-Driven Development
Price:$5.95

SKU#: GDC-06-021
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Description: Test-driven development requires that unit tests always be written before the code they test. How can this apparently backwards development approach actually help your game? This session will show the benefits of test-driven development, and how to effectively apply it to game development. It will draw on real-world experiences at High Moon Studios applying test-driven development in their own codebase and with the Unreal Engine 3.

Advanced Light and Shadow Culling Methods
Price:$5.95

SKU#: GDC-06-016
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Description: This session describes high-level algorithms and optimizations that can be applied to a graphics engine supporting completely dynamic lighting and shadows.


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