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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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How Casual Games Will Kill the Console (And Why That's a Good Thing)
Price:$7.95

SKU#: GDC07-3797
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Description: Well into the videogame industry's third decade, what if we'd be better off throwing everything we've learned so far out the window? This session makes case for casual games and non-game media companies as the catalyst poised to transform the video game landscape and experience as we know it.

Early Lessons in Digital Distribution
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SKU#: GDC07-3794
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Description: The pioneers who have emerged at the forefront of digital distribution in videogames meet to discuss how the early experiments of the past year played out, how their business and revenue-sharing models differ, and how they expect the growing space to evolve as more players enter the market.

Art Direction Vision: Defining, Communicating, and Delivering It
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SKU#: GDC07-3786
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Description: Art directors from three high profile next generation titles share their best practices and lessons learned.

Using Creative Design to Monetize Virtual Worlds (Three 20-minute lectures)
Price:$7.95

SKU#: GDC07-3783
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Description: Every virtual world is different and generating a profit while serving their needs sometimes requires employing creative design. This panel brings together experts from companies employing revenue models ranging from selling virtual weapons to selling server time to user-creators. Panelists outline their company's models and provide relevant examples of how they've supported that model with design decisions that don't alienate their customers.

Writing Great Design Documents
Price:$7.95

SKU#: GDC07-3782
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Description: A brilliant design idea is worthless if you cannot communicate it to your teammates and publishers. This roundtable discusses strategies to improving your documentation style and processes to improve inter-team communication, reduce rework, and ensure that great designs get executed well.

To Reward or Not to Reward? How to Create a Positive Community in an MMO World
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SKU#: GDC07-3769
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Description: To reward or not to reward? In a multiplayer world where the gaming experience is determined by other players, Jack Emmert, lead designer for the wildly popular and award-winning massively multiplayer online games "City of Heroes" and "City of Villains," examines how to reward players for fostering a sense of community within an online game.

Nuances of Design: An Experiment in Visceral Communication
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SKU#: GDC07-3753
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Description: This session consists of a few short presentations; during each presentation, the audience actually plays game snippets that illustrate the speaker's point, rather than just watching. ^/b>To participate fully, please bring a laptop running Windows XP with a reasonable graphics chipset (Radeon 7500/GeForce 4Go level or higher), and a pair of in-ear headphones.^//b>

Sharing Control
Price:$7.95

SKU#: GDC07-3749
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Description: This year's GDC theme is "Take Control", but this next generation of gaming should be equally remarkable for its emphasis on broadband-enabled social systems, multiplayer games, and user-generated content. This panel will grapple with the benefits and challenges of *sharing control* with gamers.

The Metagame: A Battle of Videogame Smarts
Price:$7.95

SKU#: GDC07-3748
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Description: The Metagame combines a gameshow format with strategic competition and lively debate. Inspired by Herman Hesse's The Glass Bead Game, in the Metagame six videogame sages compete in a battle of aesthetic analysis and critical connections.

The Game Design Challenge: The Needle and Thread Interface
Price:$7.95

SKU#: GDC07-3747
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Description: The Game Design Challenge is back for another year, with three talented designers tackling a very unusual design problem. Their assignment? Design a game with a highly unorthodox input device: a square of fabric, a needle, and some thread. At the session, each panelist will present a unique solution to this game design enigma, and the audience plays an important role as well - by voting in the winner of the Game Design Challenge 2006.

Experimental Gameplay Sessions
Price:$7.95

SKU#: GDC07-3746
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Description: A collection of short presentations showing new and experimental game designs.

Can You Make Them Cry Without Tearing Your Hair Out? Emotional Characters
Price:$7.95

SKU#: GDC07-3745
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Description: There has been a lot of buzz about giving players a more powerful emotional experience in games, but how do you really make it happen? Characters are one powerful tool in the designer's bag of tricks (when they are done well). This lecture and roundtable focus on real-world design choices and know-how that can lead to stronger and more emotionally engaging NPCs and player-characters.

Legal Ramifications of User-Created Content in Open and Closed Virtual Worlds
Price:$7.95

SKU#: GDC07-3744
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Description: As the virtual world becomes more open and complex and as the addition of user-created content continues to rise, the EULA may not provide the same protections that it once did. As the nature of the games progresses to more and more imitate life in the real world, the more potential for legal consequences and obligations for game developers.

Bend Microsoft Project to Your Will
Price:$7.95

SKU#: GDC07-3743
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Description: Almost everyone agrees that scheduling game production with Microsoft Project is somewhere between difficult to impossible. This lecture will show the best tricks to make Microsoft Project work for you whether you are working on a three person downloadable game or a AAA console project with over 100 team members.

The Creation of SAINTS ROW's Open World Cityscape: Stilwater
Price:$7.95

SKU#: GDC07-3741
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Description: This lecture will walk attendees through the process that Volition went through to create the open world city that SAINTS ROW takes place in.

Tech Art: Filling the Gaps in the Artist Driven Shader Pipeline
Price:$7.95

SKU#: GDC07-3740
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Description: This lecture takes a 3ds Max 8 centric look at the unique requirements, facilities, and gaps confronted by technical artists tasked with building shader pipelines for next-gen game titles.

The Four Most Important Emotions of Game Design
Price:$7.95

SKU#: GDC07-3739
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Description: Great gameplay creates strong player emotions that traditional marketing methods can't measure, XEODesign's methods can and developers that can access player emotions can innovate with less risk. Come find out how games such as WOW, BATTLEFIELD 2 DINER DASH create Fiero and the other emotions that matter most to players. Based on new XEODesign research of best selling games this session presents new more diagnostic models for maximizing emotion from gameplay.

Taking Control of Your Middleware
Price:$7.95

SKU#: GDC07-3738
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Description: Middleware is becoming a larger and larger part of game development pipelines: don't leave middleware production up to your developers. Schedule for middleware and whip your providers into line! Get the most out of what you've paid for while minimizing risk for your project.

Pre-computed Light Carving into Meshes
Price:$7.95

SKU#: GDC07-3737
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Description: Even though new console platforms offer increased memory capacity, memory continues to be a premium due to enhanced realism. This session introduces a novel technique used in place of lightmaps to reduce the amount of memory used to store pre-computed lighting while maintaining a similar visual quality. Pre-computed lighting is applied to a finely tesselated mesh. Finally, the mesh is simplified to reduce the number of vertices and preserve original features.

The Challenges of Designing First-Person Melee Combat
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SKU#: GDC07-3736
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Description: First-person melee combat has been one of those things that cannot quite be perfected. Yet that was one of the innovations that Arkane Studios wanted to make with DARK MESSIAH OF MIGHT AND MAGIC. Raphael Colantonio, the game's director, goes step-by-step how the design worked for the game, which was released last autumn.

How To Help Your Players Stop Saving All The Time
Price:$7.95

SKU#: GDC07-3735
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Description: This presentation examines the save/load compulsion: why players experience it, the impact it has on the game experience, and techniques for designing a game where players don't feel compelled to protect themselves by overusing save/load.

IP: Creating It, Using It, and Keeping It
Price:$7.95

SKU#: GDC07-3734
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Description: IP is more valuable in the current generation of games than ever before. As a consequence, building, exploiting, and protecting the property is growing in importance. This session discusses general IP protection, licensing, and litigation in the game industry.

Map Prototype Process: Creating Fun Gameplay Spaces While Minimizing Risks
Price:$7.95

SKU#: GDC07-3732
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Description: With rising production costs and tight schedules, titles cannot afford to waste production time on untested content. To combat this, we developed a map prototype process at Red Storm. This allows us to quickly play test maps and avoid pitfalls and the mistakes of the past.

Cross Application Asset Creation for LAIR: From Characters to Clouds
Price:$7.95

SKU#: GDC07-3731
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Description: During Factor 5's most recent project LAIR, the transition to next-gen brought with it many new challenges in asset creation. This course will cover using all the tools an artist has to creatively and efficiently solve these problems and develop new asset specific workflows that can be integrated into the pipeline.

Projection Matrix Tricks
Price:$7.95

SKU#: GDC07-3730
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Description: This session covers a variety of projection matrix modification techniques, such as depth coordinate tweaking and oblique near plane clipping, that add important tools free of rendering cost to a graphics programmer's bag of tricks.


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