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Why Now Is the Best Time Ever to Be a Game Developer

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Minimalist Game Design for Mobile Devices

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GDC 2010 Category

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Make Your Game Appeal to the Asian Market
Price:$3.95

SKU#: GDC10-10635
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Description: Make Your Game Appeal to the Asian Market
Speaker: Taiyoung Ryu (Game Designer, University of Southern California), Charles Chang (Project Manager, Sony Computer Entertainment Asia), Robert Song (International Business Director, Mooii Tech)
Date/Time: Tuesday (March 9, 2010) 3:30pm — 4:00pm
Location (room): Room 220, South Hall
Experience Level: All
Summit: Localization Summit
Format: 30-minute Lecture

Session Description
Although Asian game markets are growing very fast and many Asian game developers are making profits, only a few western game developers have benefited from those markets. The speakers will discuss challenges and issues that western game publishers are likely to encounter when they try to expand their business into Asian game markets localizing their existing titles. The talk is primarily composed of the speakers' work experiences at online game development companies and console publishers in Asia. Their lectures include references to their own research on the critical factors for success in Asian game markets.


Localizing for the Spanish Speaking Community
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SKU#: GDC10-10638
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Description: Localizing for the Spanish Speaking Community
Speaker: Diana Diaz Monton (Founder, WordLab), Victor Alonso Lion (Localization Solutions Architect, Pink Noise)
Date/Time: Tuesday (March 9, 2010) 3:00pm — 3:30pm
Location (room): Room 220, South Hall
Experience Level: All
Summit: Localization Summit
Format: 30-minute Lecture

Session Description
With more than 329 million speakers worldwide, Spanish is consolidating its position as a key language for localization. However, the wide number of Spanish-speaking countries and array of dialects continues to pose a challenge to the localization process. Using a series of real-life examples, Victor Alonso Lion and Diana Diaz Monton will take a closer look at language, introducing the audience to the Spanish-player and highlighting the key decisions and the Spanish speaking processes necessary for successful game localization. From Neutral Spanish to specific country-markets, they will analyze different approaches and how these are perceived by the player and the specialist press.


New Distribution, New Marketing, New Localization!
Price:$3.95

SKU#: GDC10-10634
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Description: New Distribution, New Marketing, New Localization!
Speaker: Philippe Juton (Director of Localization, THQ)
Date/Time: Tuesday (March 9, 2010) 1:45pm — 2:45pm
Location (room): Room 220, South Hall
Experience Level: All
Summit: Localization Summit
Format: Summit Keynote

Session Description
With more territories, new models of distribution, and multinational marketing campaigns, video game publishers are faced with many new challenges; repairing for localization is certainly one of the keys for success. However cozy and approachable the global village concept sounds, the world is still a very big and varied melange of considerably different cultures, languages, legal systems.... There is no shortcut to global success and the questions are numerous and difficult:

- In non-English speaking countries, how long will publishers keep their audience playing in English?
- Is it time to change the current localization process and come up with a new model?
- How will this new model be received by customers, publishers, developers, and so on?
- How would a new model facilitate the penetration of localized games in lower revenue territories?

Building on his wealth of experience and utilizing examples and anecdotes, the keynote speaker will seek to address these key questions about the need for a new localization model in the midst of a dynamic industry, and reflect upon how the answers will critically shape the future of game localization.


Solving Issues with Localizing On-the-Fly Player Messaging
Price:$3.95

SKU#: GDC10-10633
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Description: Solving Issues with Localizing On-the-Fly Player Messaging
Speaker: Alexander Kochann (CEO, Lingoona GmbH), Aaron Peterson (Assistant Producer, Mythic Entertainment (EA))
Date/Time: Tuesday (March 9, 2010) 11:45am — 12:15pm
Location (room): Room 220, South Hall
Experience Level: All
Summit: Localization Summit
Format: 30-minute Lecture

Session Description
The difficulty of preparing games for multiple languages and the amount of work necessary in post-production is a widely underestimated task. Multi-language support is not simply a matter of replacing native texts with a word-by-word translation -- knowledge of and consideration for grammatical specifics of those languages is essential. This session will elaborate on some of the key issues of localization during game development with examples from Warhammer Online. During the session, an efficient solution to one of the major localization issues will be presented -- creating clean and grammatically correct localized versions of sentences assembled at runtime (i.e. The orc swings his longsword and hits John for 20 damage).


Standardizing the Localization Process
Price:$3.95

SKU#: GDC10-10420
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Description: Standardizing the Localization Process
Speaker: David Kim (Localization Producer, Sony Online Entertainment)
Date/Time: Tuesday (March 9, 2010) 11:15am — 11:45am
Location (room): Room 220, South Hall
Experience Level: All
Summit: Localization Summit
Format: 30-minute Lecture

Session Description
Sony Online Entertainment has multiple MMO localization projects operating concurrently. Standardizing the localization process among the different game teams enables us to provide simultaneous worldwide launches at AAA quality level. In this lecture, David Kim will go over the three key areas of standardization: their text engine, data exchange formats, and content tools. SOE's methods have allowed them to operate our post-launch game updates efficiently and scale in order to handle multiple new projects at once. Standardizing your localization process will allow you to plan and execute your projects with minimal surprises, on time, and on budget!


Localizing Large RPGs
Price:$3.95

SKU#: GDC10-10636
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Description: Localizing Large RPGs
Speaker: Christopher Christou (Lead Tools Programmer, BioWare), Ryan Warden (Localization Project Manager, BioWare)
Date/Time: Tuesday (March 9, 2010) 10:00am — 11:00am
Location (room): Room 220, South Hall
Experience Level: All
Summit: Localization Summit
Format: 60-minute Lecture

Session Description
BioWare is a world-leader in video-game localization. Join representatives from their localization department for a discussion on database-driven localization processes and technology. Topics covered will include extensibility, large-scale localization and data-mining.


Violence Prevention -- Playing A Video Game Can Make A Difference
Price:$3.95

SKU#: GDC10-10599
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Description: Violence Prevention -- Playing A Video Game Can Make A Difference
Speaker: Allan McCullough (President, Child Safety Research & Innovation Center)
Date/Time: Tuesday (March 9, 2010) 3:30pm — 4:00pm
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: 30-minute Lecture

Session Description
Video games haven't always been associated with preventing violence against children but a new serious game entity intends to change that. The Child Safety Research & Innovation Center (CSRIC) is a non-profit organization that uses video games to teach children how to respond safety to potentially dangerous situations.

One of the most difficult challenges violence prevention experts have is measuring prevention, CSRIC uses the power of video games to track and measure the child's change in behavior game play by game play - tracking the child's prevention skills. To help bridge the child's learning from the game to the real world CSRIC provides parents and educators with animated vignettes showing the teachable moments with guides these trusted adults can use with children.


Theme is Not Meaning
Price:$3.95

SKU#: GDC10-10582
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Description: Theme is Not Meaning
Speaker: Soren Johnson (Designer & Programmer, EA Maxis)
Date/Time: Tuesday (March 9, 2010) 11:15am — 12:15pm
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: Summit Keynote

Session Description
A game's theme does not determine its meaning. Instead, meaning emerges from a game's rules - the set of decisions and consequences unique to each one. What does a game ask of the player? What does it punish, and what does it reward? What strategies and styles does the game encourage? Further, when theme and rules are in dissonance, the designer cheats the player while also compromising his or her original vision. This can often lead to significant failures in the serious games space. In this opening Serious Games Summit Keynote, game designer Soren Johnson explores the critical question of how to produce meaningful experiences that are uniquely tied to gameplay vs. the content wrapped around that play?


Serious Games Go Mobile: Three Projects Pushing Serious Games into Mobile Platforms
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SKU#: GDC10-10848
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Description: Serious Games Go Mobile: Three Projects Pushing Serious Games into Mobile Platforms
Speaker: Nisha Alex (Teachers College, Columbia University), Matthew Kam (Assistant Professor, Carnegie Mellon University), Larry Holland (President & Creative Director, Totally Games)
Date/Time: Tuesday (March 9, 2010) 4:15pm — 5:15pm
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: 60-minute Lecture

Session Description
As the world increasingly adds millions of mobile platforms from Nokia, Apple, Google, and others the opportunity for serious games on mobile platforms is starting to unfold. This session features presentations of serious games for mobile devices that attempt to take advantage of the unique aspects mobile platforms can offer including accelerometers for measuring physical activity, mobile availability for behavior change interventions, and the reach of mobile platforms into emerging economies.


Serious Beginnings: Insights into Pre-Production of Serious Games
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SKU#: GDC10-10822
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Description: Serious Beginnings: Insights into Pre-Production of Serious Games
Speaker: Lynn Sullivan (Assistant Professor of Medicine, Yale University), Rebecca Stoeckle (Education Development Center), Sonny Kirkley (CEO, WisdomTools), Greg Costikyan (Game Designer & Industry Consultant, self-employed)
Date/Time: Tuesday (March 9, 2010) 1:45pm — 2:45pm
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: 60-minute Panel

Session Description
Like all games, serious games require some period of pre-production work before development can begin. This panel is meant to provide some specific ideas and unique approaches to pre-production processes and elements for serious games that program managers and development teams can take and add to their next projects. Topics to be discussed include the use of focus groups to improve audience calibration, initial design workshops, cognitive task analysis for training games, and paper based game design as a mean of prototyping.


Prototyping for Engagement and Metaphor
Price:$3.95

SKU#: GDC10-10401
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Description: Prototyping for Engagement and Metaphor
Speaker: Borut Pfeifer (Freelance Game Programmer/Designer, Plush Apocalypse Productions)
Date/Time: Tuesday (March 9, 2010) 10:00am — 10:20am
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: 20-minute Lecture

Session Description
By looking at the prototyping and development process for The Unconcerned, a character based puzzle game set during Iran's election protests, this talk illustrates methods of dealing with the conflicting needs of creating game mechanics that reflect a serious real world situation, while providing engaging feedback and gameplay for players.


Paging Dr. Gamer: Developing a Seriously Entertaining Surgery Game
Price:$3.95

SKU#: GDC10-10944
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Description: Paging Dr. Gamer: Developing a Seriously Entertaining Surgery Game
Speaker: Tim Laning (Co-owner, Grendel Games)
Date/Time: Tuesday (March 9, 2010) 10:20am — 10:40am
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: 20-minute Lecture

Session Description
Independent Dutch developer Grendel Games will present their work together with UMCG Hospital Groningen, IMDS to to create a game that enhances the quality of their staff. Eventually to be available for surgeons worldwide this laparoscopic game is being used instead of simulation systems with a hefty price tag and difficult logistics. Utilizing off-the-shelf technology including Wii controllers the team has created an exciting new serious game. The presentation will demo this Wii-based effort and provide background on the project including the development process, amazing custom built medical controller extensions and a full behind-the-scenes look at the budget and interesting business strategies Grendel is using to build the title into a sustainable business.


CODE OF EVERAND: Designing The Serious Casual MMO
Price:$3.95

SKU#: GDC10-10403
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Description: CODE OF EVERAND: Designing The Serious Casual MMO
Speaker: Kevin Cancienne (Director of Game Development, Area/Code)
Date/Time: Tuesday (March 9, 2010) 3:00pm — 3:30pm
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: 30-minute Lecture

Session Description
CODE OF EVERAND is a lushly rendered, browser-based MMO that hides a more serious purpose in plain sight. Learn how Area/Code applied a holistic design philosophy to a serious but mundane topic -- road safety for kids -- and produced a serious game that refuses to sacrifice fun. This session will argue that serious games can benefit by embracing the constraints of their subject matter and refusing to compromise on the unique benefits of the medium.


Blossom: Immersive Entrepreneurship Training
Price:$3.95

SKU#: GDC10-10951
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Description: Blossom: Immersive Entrepreneurship Training
Speaker: Jelena Godjevac (CEO, MEA-I / Hewlett Packard)
Date/Time: Tuesday (March 9, 2010) 10:40am — 11:00am
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: 20-minute Lecture

Session Description
This session is a case study of an entrepreneurship training game. Micro-Enterprise Acceleration Institute (MEA-I), a not for profit organization, sponsored mainly by Hewlett-Packard, develops and implements worldwide innovative immersive training programs to improve IT and business skills to create job opportunities. Their online strategy is to create an engaging immersive learning program to foster entrepreneurship. The focus is to use IT technology in a business context, which combines rich and interactive media content (videos, simulations, serious games, exercises, assessments) with a face-to-face approach in order to engage young audiences around the world. Blossom is a management and role playing game, where the player manages and develops a business through the smart use of technologies. This development is part of a unique Social Innovation program focusing on entrepreneurship education of underserved populations worldwide.


Prototyping Based Design: A Better, Faster Way to Design Your Game
Price:$3.95

SKU#: GDC10-10648
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Description: Prototyping Based Design: A Better, Faster Way to Design Your Game
Speaker: Lee Perry (Senior Gameplay Designer, Epic Games)
Date/Time: Friday (March 12, 2010) 4:30pm — 5:30pm
Location (room): Room 125, North Hall
Track: Game Design
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
The talk opens with discussing the problems of traditional paper and theory based design: Team members make assumptions about a design, communication breaks down easily, apathy about reading lengthy design bibles ensues, the instinct to excessively debate a design takes over, etc. These are challenges a designer can easily bypass with a functional prototype.


Raising The Bar: A Bioshock 2 Audio Post-Mortem
Price:$3.95

SKU#: GDC10-10656
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Description: Raising The Bar: A Bioshock 2 Audio Post-Mortem
Speaker: Michael Kamper (Audio Director, 2K Marin), Michael Csurics (Dialogue Supervisor, 2K Marin), Guy Somberg (Audio Programmer, 2K Marin)
Date/Time: Thursday (March 11, 2010) 4:30pm — 5:30pm
Location (room): Room 112, North Hall
Track: Audio
Format: 60-minute Panel
Experience Level: All

Session Description
The BioShock 2 audio team will discuss the complex challenge a return to the underwater city of Rapture presented. Discussions will cover overall concepts and scope, working with a dev team housed in four different time zones, which tools and solutions were implemented to overcome the multitude of technical challenges, and how the team tackled the casting, recording, and editing and international cast working from an intricate script.



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