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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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3D in 3D: Rendering Anaglyph Stereographics in Real-time
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SKU#: GDC07-3729
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Description: This presentation covers the technical details for implementing anaglyph (red/cyan) stereographic images in real-time. Besides covering the basics of stereo photography, the talk also digs deep into the myriad of small issues that can mar stereographic images that are rendered in real-time for consumer display hardware.

Dragged Kicking and Screaming: Source Multicore
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SKU#: GDC07-3728
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Description: This session examines the process of upgrading Valve's Source Engine to take advantage of multiple cores. The speaker will analyze the experiments, infrastructure, and tools involved in moving a mature code base onto contemporary PC and console hardware. The talk explores successes and failures along the way to creating an efficient and easy to use multithreaded engine from an established single threaded base.

3D Tricks: Engineering Innovation on the Nintendo DS
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SKU#: GDC07-3727
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Description: Maximize the visual impact of your Nintendo DS game! Find out how Vicarious Visions effectively utilized the Nintendo DS hardware on games such as OVER THE HEDGE and TONY HAWK'S DOWNHILL JAM, and learn tricks to overcome the constraints and create fantastic 3D graphics.

The New Way of Financing: Maximizing the Value of Your IP Assets
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SKU#: GDC07-3726
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Description: This session discusses financing for developers by focusing on structured finance techniques that have been used by Hollywood and owners of other IP assets for many years. It discusses how game developers can use their IP assets, including trademarks, for new and potentially better financing opportunities.

The Ups and Downs of Downloadable Content: Developing Content for GRAW 360
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SKU#: GDC07-3725
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Description: With the new wave of console's focus on online connectivity and marketplace options, how can you prepare for downloadable content for your game title? This session aims to help developers navigate the road ahead and answer questions based on knowledge gained through building and promoting downloadable content for Xbox 360's GHOST RECON: ADVANCED WARFIGHTER.

Designing Revolutionary Controls
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SKU#: GDC07-3723
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Description: The arrival of accelerometer-based controllers in gaming creates a host of new design challenges for developers. This presentation explores the challenges faced during the development of MARVEL ULTIMATE ALLIANCE for the Wii launch, and the solutions used to create the final product.

Sort-Independent Alpha Blending
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SKU#: GDC07-3721
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Description: Alpha blending has always been a fundamental problem in computer graphics. For correct alpha blending, everything needs to be sorted to render from far to near. Sorting a complex scene can be very time consuming. This paper describes a solution which overcomes this problem. Using modern graphics hardware, we can achieve correct alpha blending without the need to sort.

TR1: C++ on the Move
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SKU#: GDC07-3720
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Description: TR1 is Technical Report 1, a specification of new extensions proposed for the C++ Standard Library. If you're a game developer, there's lots of yummy goodness in TR1, including super-fast hashed containers and smart pointers. Once you throw in other tasty morsels like function objects, type traits and random number generation, TR1 is pretty hard to ignore. This talk covers the aspects of TR1 most relevant to game programming, providing examples and performance analysis.

Exploration: From Systems to Spaces to Self
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SKU#: GDC07-3719
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Description: Whether we are exploring a system-space or a simulated two or three dimensional space, every game is in some way an exploration game. This presentation examines exploration in games, and how designers can better utilize our human compulsions to explore in order to offer players a more meaningful experience.

Evolve: Character Pipeline Advances for Next-gen Titles
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SKU#: GDC07-3718
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Description: Recent advances in technology allow for unprecedented realism in games. The presenters discuss problems they encountered bringing next-gen characters to life, and offer a look into some of the character technology that drives Crytek's CryENGINE2.

Pirates vs. Cowboys vs... Ninjas? MetaSOY and Player-Created Content
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SKU#: GDC07-3717
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Description: Three Rings' reveals details behind its third project, an exploration of player-created content code-named MetaSOY. In addition the beans are spilt on BANG! HOWDY one-year on, and there's an update on PUZZLE PIRATES. Expect indie MMO inspiration served with numbers, graphs, pretty pictures and hand-waving freakoutery. Questions will be answered, tofu will not be served.

Designing GEARS OF WAR: Iteration Wins
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SKU#: GDC07-3716
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Description: Cliff Bleszinski, designer of GEARS OF WAR, outlines the design processes that yielded GEARS OF WAR. He takes the various features that worked in the product and breaks them down, step by step, describing how the collaborative and iterative process made them shine.

The Shader Design Tool: Radical's Collaborative Approach to Shader Development
Price:$7.95

SKU#: GDC07-3715
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Description: This course will describe an approach to efficiently develop shaders for modern graphics hardware. The talk will focus on the Shader Design Tool, Radical's graphical shader authoring environment that enables artists and graphics programmers to collaborate on shader development.

SPORE's Magic Crayons
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SKU#: GDC07-3714
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Description: This lecture discusses the appeal, challenges, and techniques used in the design of games with a strong player creativity component. Many programs will be compared and analyzed, but specific emphasis is placed on the design and methodology used in the development of SPORE's editors.

10 Steps to Success in Outsourcing Contracts
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SKU#: GDC07-3713
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Description: This is a lecture about outsourcing contracts. Using relevant examples taken from the games industry, the lecture identifies the 10 principal issues to be considered in any outsourcing contract. It considers each issue in detail, focusing on how the deal can be structured to benefit both the client and the outsourcing company.

Skinning with Dual Quaternions
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SKU#: GDC07-3712
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Description: Classical quaternions are a well-established tool in game programming. This presentation reveals the potential of the more general dual quaternions. To demonstrate their power, we show how easily the infamous candy wrapper artifacts in character skinning can be solved with dual quaternions in under one hour of programming.

Shared Technology at Rare: Good and Bad
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SKU#: GDC07-3711
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Description: This session describes how shared technology has evolved at Rare. We present a brief history of game development at Rare and describe how Rare has used shared technology--not always successfully--to meet the challenges of next-gen development.

Magic Lessons: Designing and Balancing Game Objects
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SKU#: GDC07-3709
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Description: An overview of methods used in the paper game industry for designing and balancing very complex games. The focus is on techniques that would be useful for any complex game, paper or electronic, and especially for games with a large pool of interacting objects that players can choose from, such as MMOGs or RTS games. A basic model of how to approach such designs is given, followed by some more detailed tools and methods for tuning, costing, and balancing gameplay.

The New Alternate Reality Games
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SKU#: GDC07-3708
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Description: Alternate Reality Games are everywhere - they support marketing campaigns, TV shows, movies, comics, books and videogames. However, for the most part they rarely stand on their own, use their own IP, or determine their own destiny. However, a new wave of ARGs are using new business models, generating their own revenue and creating their own IP, including Perplex City and Cathy's Book, heralding an evolution in the genre of cross media entertainment.

Challenging Everyone: Dynamic Difficulty Deconstructed
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SKU#: GDC07-3707
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Description: Is Dynamic Difficulty the magic bullet for game balancing? Is it worth the effort? This talk discusses the experiences of putting the Personal Challenge System in Sin Episodes: Emergence to examine the real costs, benefits, and consequences of implementing dynamic difficulty.

Automatic Generation of Dynamics Models
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SKU#: GDC07-3706
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Description: This lecture presents algorithms and tools to perform approximate convex decomposition, rag doll generation, automatic skeletal extraction, pre-fracture and soft-body models from raw graphics data suitable for real-time simulation.

Athletic Performance: Intelligent Believable Characters
Price:$7.95

SKU#: GDC07-3705
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Description: Examples of game footage and live action footage will be compared to illustrate the challenges of achieving believable character motion in games. Live demos of proprietary software using new inverse kinematics and AI driven procedural animation techniques will show how Electronic Arts is achieving more life-like organic motion and improved gameplay in their sports titles.

From the Frontline of Outsourcing: The Lessons Never End
Price:$7.95

SKU#: GDC07-3704
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Description: Building on last yearis lecture, "We Learned the Hard Way So You Don't Have To: How to Outsource Art Successfully," this lecture will present specific solutions Midway has employed to manage art outsourcing, and critiques of what worked, what didn't, and why.

The Game Studies Download: Top 10 Research Findings
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SKU#: GDC07-3703
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Description: A panel of leading games researchers presents the top 10 findings in academic game studies from the past year and shows you how these cutting-edge findings are directly applicable to the design and business of videogames.

Sphere Maps With the Near-equal Solid-angle Property
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SKU#: GDC07-3702
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Description: This lecture introduces three sphere maps with the near-equal solid-angle property. In general, they could boost storage efficiency by sampling the sphere more evenly and may enable high computational efficiency by safely ignoring solid-angles. Furthermore, the three maps allow users to quickly locate sample points due to simple computation. In this presentation, we provide the mathematical details and the hardwired implementations, and finally discuss their pros and cons.


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