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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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G.A.N.G. Demo Derby
Price:$7.95

SKU#: GDC07-4923
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Description: Attendees are invited to present their demos to a panel of industry professionals for feedback, evaluation and tips on creating a solid demo. Last year, the G.A.N.G. Demo Derby was a huge success and one G.A.N.G. member landed a major gig as a result of one of the panelists hearing their work.

8 Bit: A Documentary about Art and Video Games
Price:$7.95

SKU#: GDC07-4889
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Description: 8 Bit is a hybrid documentary examining the influence of video games on contemporary culture. A melange of rockumentary, art expose and culture-critical investigation, 8 BIT ties together seemingly disconnected phenomena like the 80's demoscene, chiptune music and contemporary artists using machinima and modified games.

The Programmers Challenge
Price:$7.95

SKU#: GDC07-4888
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Description: The Programmer's Challenge is back for one more night of hilarious game industry humor. Come see your favorite programming personalities as they compete in the classic game show that's fun for game developers of all disciplines.

Burgers and Blitz: Creating a Brand-funded Game
Price:$7.95

SKU#: GDC07-4884
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Description: In a unique promotion for Burger King, Microsoft's Xbox team worked closely with leading British developer Blitz Games to produce three Xbox 360 games for a massive in-store promotion beginning November 2006 and which has sold 3.2M units at time of going to press. Is this the beginning of a new trend?

Eating Seoul: The Orphanage FX Wizards Go Behind the Scenes of Korea's Blockbuster "The Host"
Price:$7.95

SKU#: GDC07-4883
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Description: Animation Supervisor Webster Colcord and Creature Supervisor Corey Rosen from The Orphanage will be on hand to discuss and demonstrate some of the movie's effects. They will demonstrate how they generated high resolution 3D models, rigs, and animated performances from drawings and Korean pre-visualizations; how they polished the model with procedural muscle and facial animation systems; and how they brought the massive creature "to life" in 3 Dimensions, interacting with "live action" performers on screen. Rosen and Colcord will further be discussing the state of Computer Animated Visual Effects in Movies and Television - what's hidden and what's not hidden in the process.

Alcoa SafeDock: A Serious Game Design Case Study
Price:$7.95

SKU#: GDC07-4871
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Description: Training simulations are simplified representations of systems and processes that exist in real life. This talk looks at the systems and processes relating to safety on Alcoa's loading docks and examines their translation into the design of SafeDock. Topics discussed include: design; usability; play testing; and lessons learned. Alcoa continually strives to find new and innovative ways to communicate its safety initiative to employees and contractors. Working together, Alcoa and Etcetera Edutainment developed the multiplayer SafeDock simulation to provide a safe virtual environment in which workers can engage with concepts of hazard recognition and avoidance.

Serious Games Engine Shootout
Price:$7.95

SKU#: GDC07-4866
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Description: Serious games and simulations have technical, functional and business demands that differ from commercial entertainment titles, casual games and drill-n-skill learning games. However, as a nascent product category the development platforms and specialized tools are also in their infancy, making it difficult for potential sponsors, publishers and developers to choose the right tools, and further contributing to the slow growth of serious games as an accepted learning modality. This session will feature representatives from both established and emerging companies in a lively and sometimes provocative discussion of the game engines that are available today, what's in development and which ones are the most appropriate for different types of serious game projects.

Branded Games
Price:$7.95

SKU#: GDC07-4865
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Description: With the TV audience becoming less committed and more fragmented, the ROI on the 30-second commercial is dropping rapidly. As brand-holders therefore look for new ways to talk to their consumers, we are at the perfect point for this multi-billion dollar industry to use videogames as a vehicle for brand participation. This session evaluates the state of play from a brand-holder's perspective, before discussing the many ways in which successful Advergames can be created.

The Future of Collective Play: Fostering Collaboration, Network Literacy, and Massively Multiplayer Problem-Solving through Alternate Reality Games
Price:$7.95

SKU#: GDC07-4864
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Description: What kinds of digital games are best suited for teaching network literacy? For creating collective intelligence? What kinds of networked play can inspire civic participation? Develop real-time coordination skills? Construct peer-to-peer learning communities?

Dealing with Destruction: AI From the Trenches of Company of Heroes
Price:$7.95

SKU#: GDC07-4723
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Description: Many next generation games include environmental destruction, but few games do it on the scale of ^/i>Company of Heroes^//i>. Having an environment where every object is destroyable presents difficult challenges for AI characters. ^/i>Company of Heroes^//i> achieves very complex unit and squad behavior despite having to deal with a constantly changing environment. This talk will give a look under the hood at the design and implementation of all the systems we used to achieve those goals. Soldiers in ^/i>Company of Heroes^//i> look and act smart - they move in squads, use environmental objects for cover, move out of the way of oncoming vehicles, and react to major game events like explosions and suppressing fire. They do all this while maintaining smooth animation. At this talk we'll cover in detail the low-level techniques used to achieve these results.

Designing Next Generation Connected Games
Price:$7.95

SKU#: GDC07-4722
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Description: Called one of the "next generation of top gamemakers" by The Escapist, producer Scott Foe opens the kimono on what the next generation of gaming means from his perspective at Nokia, the world's largest manufacturer of mobile handsets. Foe's work in pioneering games using the Sega Dreamcast Network SDK greatly inform the work he does today. This session then also describes his application of the insights he gained through console game production to the world of mobile games. Attendees can expect to learn how to design mobile connected games that take advantage of the latest in technology and push the boundaries of what gaming can become.

One Laptop per Child: Gaming Platform for the Developing World?
Price:$7.95

SKU#: GDC07-4721
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Description: Over the next two years, millions of developing-world children will get child-sized laptops through the One Laptop per Child [OLPC] project. The laptops communicate via mesh network, record audio and video, and are hand-powerable. Children will use them to read and to learn, and of course to play - games, music, cartoons, and more. They will share learning games and puzzles, storytelling, drawing and musical games, and games that persist and change over time. How does the first-generation XO compare to other platforms? How can one develop for it? What will great games look like? What games inspired you as a child? Come for a demonstration and discussion.

One Laptop Per Child & Serious Games
Price:$7.95

SKU#: GDC07-4716
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Description: One Laptop per Child (OLPC) is a non-profit humanitarian effort, to design, manufacture, and distribute laptops inexpensive enough to give every child in the world access to knowledge and modern education. OLPC is based on constructionist theories of learning pioneered by Seymour Papert and later Alan Kay, and principles expressed in Nicholas Negroponte's "Being Digital".

Leaping Across the Uncanny Valley with Universal Capture (UCap): From The Matrix Films to Real-time Interactive Applications
Price:$7.95

SKU#: GDC07-4715
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Description: Universal Capture (UCap) was the facial capture technique that made possible certain landmark achievements in film visual effects namely the digital humans in The Matrix films. The approach allows to "leap across" the Uncanny Valley while offering enough flexibility to manipulate and create unique visual experiences. This will be demonstrated by showing the evolution of the technique from its non-interactive film applications to the real-time results of the Fight Night Round 3 concept demo (E3 2005) and the fully interactive results of the Tiger Woods tech demo (E3 2006). The talk will cover both artistic and technical aspects of the Playable Universal Capture technology which can currently be seen in Tiger Woods PGA Tour 07 and NFS: Carbon.

Small Changes, Big Results: Redefining a PC franchise for Nintendo Wii
Price:$7.95

SKU#: GDC07-4712
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Description: The roots of any successful game design lie in the relationship between its mechanics, dynamics and aesthetics. From the control surfaces, to their supporting rules, to the overall play experience - each game has its own special recipe. A nip there, a tuck there and suddenly, the balance is entirely different. What intuition guides a designer's hand in this exercise? This presentation examines the core systems of the Sims PC games, explores its various console incarnations, and discusses how new gameplay opportunities emerge when the franchise is examined in light of opportunities made available by the Nintendo Wii.

Three Approaches to Halo-style Behavior Tree AI
Price:$7.95

SKU#: GDC07-4704
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Description: This talk consists of three 20 minute lectures on approaches to the Behavior Tree AI technique, one from Bungie updating us on where they've taken the technique, one from High Moon on their visual interface to designing Behavior Trees, and one from Maxis on how the system has been implemented for ^/i>Spore^//i>.

How To Animate a Character You've Never Seen Before
Price:$7.95

SKU#: GDC07-4703
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Description: This lecture will discuss the various approaches we used to procedurally animating user-created creatures in ^/i>Spore^//i>, and what worked and what didn't, along with some suggestions about how some of the techniques might benefit other more traditional games.

The Future of Storytelling In Next-Generation Game Development
Price:$7.95

SKU#: GDC07-4698
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Description: A follow-up to the session, "What Would Aristotle Do?" presented at GDC 2004, Spector looks at recent developments in game narrative and what the power of next gen hardware allows developers to do - and players to experience - that may not have been possible before. What's the current state of the art in game narrative? Where will progress be made? Where must progress be made? Are the challenges facing interactive storytellers technical, creative, or simply a matter of will? A partly philosophical, partly practical, partly ranty talk about games and stories, past, present, and future.

Applied Physics: MotorStorm
Price:$7.95

SKU#: GDC07-4697
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Description: As the visual quality of games has improved, more attention has been given to other aspects of a game to increase the feeling of reality during gameplay. In this session, Evolution Studios focuses on the physical simulation in their PS3 title, MotorStorm. Topics to include A) Building for Destruction; MotorStorm features some of the most spectacular destruction ever seen in a video game. We'll reveal how vehicles and objects are constructed (and subsequently destroyed) to produce unrivalled carnage! B) Digging in the Dirt; Persistent, interactive, deformable terrain is one of MotorStorm's (literally) outstanding features. We'll describe the techniques employed and highlight how Havok's extensible architecture allowed us to achieve comprehensive integration. C) Character Reference; By combining Havok's key-frame animation, IK and ragdoll behaviours, MotorStorm's riders and drivers move in a startlingly convincing manner. We'll demonstrate the benefits of this blended approach, and present practical considerations to maximise its impact.

The Future of Innovative Studios: Team and Tools Behind Alan Wake
Price:$7.95

SKU#: GDC07-4696
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Description: This session discusses how Remedy's team structure, every-day tools, and processes are tailored to meet the challenge of Alan Wake - a project that is simultaneously breaking new ground in fresh game design, cinematic storytelling, and incredible technology. How do you manage a project like that, and still manage to sleep at night?

Painting an Interactive Musical Landscape
Price:$7.95

SKU#: GDC07-4695
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Description: During this in-depth session, Kondo illustrates how his method of composing interactive music is unique by dissecting various examples of sounds and music from the ^/i>Super Mario^//i> and ^/i>Legend of Zelda^//i> series. Although the art and science of videogame music has changed dramatically during the last 20 years, his work has remained consistent and allows Nintendo's musical soundtracks to soar. Learn what inspires Kondo to create musical masterpieces as epic as the tales they accompany.

Reflections of Zelda
Price:$7.95

SKU#: GDC07-4694
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Description: Aonuma explains the development team's formidable task of progressing the epic franchise across multiple generations of Nintendo systems. This is a rare opportunity to learn behind-the-scenes development challenges and triumphs from Link's latest installments.

Adventures in Fundraising: Lessons Learned on the Cutting Edge of Capital
Price:$7.95

SKU#: GDC07-4693
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Description: You never dreamed when you joined the game industry that you'd end up spending more time with bankers than with designers. But when the studio looks to you to make sure there's enough in the bank account -- whether for expansion, acquisition, or just for ongoing operations -- how do you even figure out where to begin? This lecture, drawn from hard-learned real life lessons raising funds for Capital Entertainment Group, Infinium Labs, and Nival Interactive, provides unique insights into the many types of capital that are available to game developers today and details the steps you must take right now to seek out and land the funds your team is counting on.

The Emotion Machine called 'NPC'
Price:$7.95

SKU#: GDC07-4689
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Description: As any DM worth his dice will tell you, the NPC is a storytelling tool -it's a literary form. And in order for it to work it needs to be able to affect how a player feels. NPCs, like extras in a movie, need to be able to change the story, and have that affect how a player feels. This talk shows how it's done.

Force Feedback in Racing Simulation
Price:$7.95

SKU#: GDC07-4673
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Description: Using ^/i>Forza Motorsport 2^//i> as an example, this talk will explore the importance of Force Feedback and other haptic interfaces in racing simulation.


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