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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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Make-a-Game: A Game Making Competition for High School Students in the Netherlands
Price:$7.95

SKU#: GDC07-4623
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Description: The SURFnet and Kennisnet collaboration programme aims to develop educational Internet applications for the Dutch education community. Within this programme several projects specifically aimed at the use of games in education have been undertaken in the last three years. This case study provides insight into the results of one of these projects: The Make-a-Game game maker contest.

Narrative Landscapes: Shaping Player Experience through World Geometry
Price:$7.95

SKU#: GDC07-4621
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Description: When a player moves through a game world the physical geometry of the virtual space imposes an implicit structure on the play experience. This session explores practical level design techniques for shaping that experience, drawing on examples from real games and theme parks as well as academic research in virtual environments and city planning.

MotoGP'06 for Xbox 360: A Post-Mortem of our Next-Gen Tool Chain
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SKU#: GDC07-4618
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Description: Taking MotoGP'06 as a case study we look at the development of Tomcat, our next-gen tools framework, and the role that it played in the success of the project. This session explores the benefits and risks of developing your own proprietary texturing and modelling package over using popular alternatives such as Max or Maya.

From "Ouendan!" to "HELP!": Inside the Elite Beat Agents
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SKU#: GDC07-4617
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Description: A behind the scenes look at how the game that spawned the Elite Beat Agents, "Osu! Tatakae! Ouendan", was born and how the transition from male cheerleaders to secret agents was made. In depth analysis of the game design process will be presented as well as design documents spanning character and background designs, storyboards, etc.

Meeting Players Halfway: Using Adaptive Systems to Prevent Player Frustration
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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.

Motion Capture Compression
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SKU#: GDC07-4612
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Description: This talk describes a novel compression method that is designed for motion capture data. We will show how you can compress 90 minutes of high quality character animation into 6MB without perceivable loss. You will be able to randomly and very efficiently extract frames directly from the compressed representation.

Innovations in Fable 2
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SKU#: GDC07-4609
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Description: When attempting to create a sequel the temptation is to add more of everything but is this enough? Lionhead Studios ambition for Fable 2 is to create a sequel which is truly a land mark title and to achieve this there must be evolution and revolution. This talk will centre around revolutions in Fable 2. This talk will examine how key game play elements have been refined and expanded. It will also look at what inspiration was drawn for the original game and what lessons were learnt from Fable. The processes used to arrive at these design decisions can be applied to a broad spectrum of genres and so are relevant to a large sector of the development community. Plus Peter Molyneux has promised to reveal a totally unexpected feature in Fable 2.

Embodied Agents in Dynamic Worlds
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SKU#: GDC07-4608
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Description: This session is a detailed examination of the issues and techniques involved with navigating agents through the highly dynamic environments that are starting to be built on the NexGen consoles. Dynamic pathfinding solutions as well as navigational techniques are covered.

Theory into Practice: Single Player RTS design for Company of Heroes
Price:$7.95

SKU#: GDC07-4607
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Description: At this session we'll explore how Relic Entertainment created a high-quality single player experience for Company of Heroes. The focus of the talk will be on practical processes, methods, and design approaches - how to take well-known single player design theory and turn it into a reality on-screen.

If You're Scared That Others Will Find Out You Don't Know How To Be a Manager
Price:$7.95

SKU#: GDC07-4606
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Description: Most game/design company managers are terrible at the people part of their jobs - coaching, developing and motivating, to say nothing of interviewing, succession planning, and even running meetings. What ARE the basics of managing? What SHOULD you be doing? We'll cover the basics. It's actually easy...unless you've never done it.

Adapting Digital Cinematography Techniques for Game Development
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SKU#: GDC07-4605
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Description: It's now possible to use in-game assets, and in-game tools, to create cinematics that rival pre-rendered quality. As the visual bar raises, so does the need to adapt the most compelling techniques of digital cinema to games. Using Gears of War as a driving example, this session discusses the control and power that in-engine tools with non-linear editing capabilities can give the director, cinematographer and editor in creating effective cinematics.

Zombie Division: Evaluating Principles of Intrinsic Integration
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SKU#: GDC07-4601
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Description: As serious games designers, we strive to harness the motivational power of games for our educational goals. Yet effectively integrating learning content and fun gameplay presents a host of unexplored theoretical and practical challenges. Zombie Division was created in an attempt to unravel some of these challenges by combining the sober academic approaches of cognitive psychology with years of hard-won game development experience. This case study describes a number of recent empirical studies that demonstrate clear contrasts in the learning and motivational outcomes of different design approaches.

Final Fantasy XII Postmortem
Price:$7.95

SKU#: GDC07-4600
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Description: Final Fantasy XII, which has sold over 2.4 million units in Japan since its release on March 16, 2006, is the latest installment of the world renownedFinal Fantasy franchise which has sold more than 68 million units worldwide. Taku Murata, Supervisor of Final Fantasy XII, and the other core members of its development team will give the lecture on the learning from the development of the title.

Consumers to Creators: The road to XNA Game Studio Express
Price:$7.95

SKU#: GDC07-4599
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Description: XNA Game Studio Express marks a new direction for how Microsoft engages with the wider gaming eco-system and how it thinks about what consumers can do with their retail console. This talk examines the winding road that took XNA from a "vision" at GDC 04 to the release of XNA Game Studio Express in December 06. This is an inside look at the how and why of the decisions that shaped the current direction of the project and the lessons learned along the way.

Mobile Game Innovation Hunt
Price:$7.95

SKU#: GDC07-4597
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Description: The Mobile Game Innovation Hunt will give 12-15 mobile developers and publishers the opportunity to pitch their most innovative game to a panel of expert judges and the audience in three-minutes!

3Up/3Down
Price:$7.95

SKU#: GDC07-4596
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Description: Last year's Serious Games Summit GDC featured an introspective session titled, "What's Wrong With Serious Games," where panelists used the time to focus on what problems existed in the space as means of keeping what is otherwise an extremely upbeat gathering honest. This year we create a new session to fuel such introspection titled 3up/3down.

Serious COTS Boggle
Price:$7.95

SKU#: GDC07-4595
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Description: One of the most interesting aspects of the serious games space is the direct re-use of commercial off-the-shelf (COTS) games for non-entertainment purposes. In this lively session, two small teams of serious games experts will face off to see who can list the most documented instances of such serious games usage. The purpose of this session is not only to spur the creation of such a rich inventory but to also highlight many uses of COTS titles that audience members may not have heard about. Audience members who also contribute never before heard of uses will also receive small prizes for contributing to the competition.

Two Reports but What Now?
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SKU#: GDC07-4594
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Description: In 2006 two major organizations, The Federation of American Scientists and FutureLab, released reports covering how games and learning offer great potential to their respective nation's educational systems. These reports which garnered substantial media attention represent some of the more comprehensive pieces of public advocacy and policy advice for games-based learning.

Erasing The Delta: Creating Games Where There is No Gap Between Play and a Specific Task
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SKU#: GDC07-4593
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Description: It was recently pointed out that most serious game designs involve the idea that you play a game and THEN do something as a result. There is a built-in delta between the act of playing a game and whatever the non-entertainment resultant is meant to be. It has also been said that play and work need not be different. We also know that the experiences we have in some games feel like work or it offers an immediate payback (e.g. communicating with someone during a game).

Feud No More: Learning to Love the Hybrid Web/Download Casual Game
Price:$7.95

SKU#: GDC07-4590
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Description: ^/i>Family Feud Online Party^//i> is a unique hybrid of web and downloadable casual games. A classic TV brand was converted into a subscription-based community by integrating existing Java web application infrastructure into a quality C++ game engine.

Serious Games: A Preparation for Future Learning Approach
Price:$7.95

SKU#: GDC07-4589
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Description: This lecture describes the "preparation for future learning" approach to education and games, which suggests that games may help prime students for formal classwork in subjects related to the systems and processes represented in the game. After a description of the theory involved, the lecture presents the results of a quantitative research study investigating this hypothesis. It discusses its implications for serious game design, as well as for how to educate educators who are interested in using games. Finally, the presenters suggest a road-map for future research studies on games and learning.

Designing Selene: Theory-based Game Design and Data Mining
Price:$7.95

SKU#: GDC07-4588
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Description: The moon is the only extraterrestrial world people can study from the back porch. But how many people study or even pay attention to our lunar companion? NASA's premier educational research center, the NASA-sponsored Classroom of the Future, has collaborated with Ian Bogost (Georgia Institute of Technology) and James Oliverio (University of Florida) to build a game that introduces youth to lunar science. This case study describes process and procedures for combining videogame design, cognitive science, and instructional design theories to produce compelling gameplay and measure learning through embedded data mining technologies.

Is There Anything Comparable to Spherical Harmonics But Simpler?
Price:$7.95

SKU#: GDC07-4586
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Description: Unlike the complex spherical harmonics, a spherical radial basis function (SRBF) lighting framework is introduced to achieve real-time ultra-realistic rendering. It is mathematical simpler, intuitive, computational efficient and easy to learn. Its visual quality is comparable to spherical harmonics. We provide the underlying mathematics, implementation details/tricks, and demonstrations of this novel SRBF lighting framework.

Punk's Not Dead
Price:$7.95

SKU#: GDC07-4584
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Description: Creating successful games from original IP. Grasshopper is not a big company, and each member of our staff has something important to contribute to the games we make. Just like in a band, if the one of the members leaves, the product and the team is forever changed. Game creators should be faithful to their vision and instincts, if original games are what interest them. The players in turn will respond favorably to this originality, as there's an innate desire to experience something new. There is severe stagnation in terms of game design these days however, as creators are afraid of taking risks. This talk will discuss our production style at Grasshopper, which is rooted in appreciation of our native Japanese culture and aesthetic. This is how I worked as director, game designer, and scenario writer for Killer7^ and the upcoming title, No More Heroes.

Art Department Confidential
Price:$7.95

SKU#: GDC07-4551
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Description: This session covers the nuts and bolts of Art Department Management for game developers. From setting up a department for a start-up to managing growth in a large company, this session covers the essential tools needed for building an effective and motivated group of artists.


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