Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

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 2010 Category

This category contains 291 products and 0 subcategories.

Sort By: with per page

51 - 75 of 291 results Results | 25 results per page

BlackBerry (RIM) Developer Day (Way More Than MIDP: 2D Game Development for BlackBerry Smartphones)
Price:$3.95

SKU#: GDC10-10893-4
Add to Cart
More Info
Description: BlackBerry (RIM) Developer Day
Speaker/s: Speaker TBA ()
Day / Time / Location: Tuesday 10:00- 6:00 Room 123, North Hall
Track / Format: Game Design / Tutorial
Description: The BlackBerry Application Platform, centered around compelling mobile applications, creates a world of opportunity for the entire ecosystem, including developers, content providers, advertisers, IT administrators, and people using mobile applications. Flexible development tools and application distribution options with over 36 million active BlackBerry smartphone users makes it easy for everyone to benefit from mobile applications.
Join the BlackBerry Developer Program today at blackberry.com/developers

Way More Than MIDP: 2D Game Development for BlackBerry Smartphones
Speakers: Paul Bernhardt (RIM), Mike Barnes (NickelBuddy)
This session will overview 2D game development options on BlackBerry smartphones and take an in-depth look at best practices for developing 2D games for BlackBerry smartphones. Bring your notepad - this session features coding tips that will make your games faster, demonstrations of Adobe Creative Suite that will allow you to reduce the size of your games and reduce your time to market, and insights from those with hands-on experience that will simplify your development efforts.


BlackBerry (RIM) Developer Day (What You Need to Know About Porting Games to BlackBerry)
Price:$3.95

SKU#: GDC10-10893-3
Add to Cart
More Info
Description: BlackBerry (RIM) Developer Day
Speaker/s: Speaker TBA ()
Day / Time / Location: Tuesday 10:00- 6:00 Room 123, North Hall
Track / Format: Game Design / Tutorial
Description: The BlackBerry Application Platform, centered around compelling mobile applications, creates a world of opportunity for the entire ecosystem, including developers, content providers, advertisers, IT administrators, and people using mobile applications. Flexible development tools and application distribution options with over 36 million active BlackBerry smartphone users makes it easy for everyone to benefit from mobile applications.
Join the BlackBerry Developer Program today at blackberry.com/developers

What You Need to Know About Porting Games to BlackBerry
Speaker: Paul Bernhardt (RIM)
So you've already written a mobile game, BlackBerry is just another port, right? Wrong. Well, at least not if you're planning on getting any good reviews, anyway. This session will be focused on the user experience that end-users have come to expect from BlackBerry smartphones. It will explore the implications of background processing, device interaction models, screen resolutions, touch screens, and physical device keys. It will also contrast the two development options available on BlackBerry: MIDP and BlackBerry Java applications.


BlackBerry (RIM) Developer Day (Technical Overview of Gaming on BlackBerry)
Price:$3.95

SKU#: GDC10-10893-2
Add to Cart
More Info
Description: BlackBerry (RIM) Developer Day
Speaker/s: Speaker TBA ()
Day / Time / Location: Tuesday 10:00- 6:00 Room 123, North Hall
Track / Format: Game Design / Tutorial
Description: The BlackBerry Application Platform, centered around compelling mobile applications, creates a world of opportunity for the entire ecosystem, including developers, content providers, advertisers, IT administrators, and people using mobile applications. Flexible development tools and application distribution options with over 36 million active BlackBerry smartphone users makes it easy for everyone to benefit from mobile applications.
Join the BlackBerry Developer Program today at blackberry.com/developers

Technical Overview of Gaming on BlackBerry
Speakers: Paul Bernhardt (RIM), Sean Paul Taylor (RIM)
This session will arm developers with everything they need to start developing games on BlackBerry smartphones. It will explain the languages and technologies of the BlackBerry platform, show you how to use the tools with for writing and testing your application, describe the hardware on which your applications will run, and lastly, explain some of the APIs specific to game developers.


BlackBerry (RIM) Developer Day (Business Overview of Gaming on BlackBerry)
Price:$3.95

SKU#: GDC10-10893-1
Add to Cart
More Info
Description: BlackBerry (RIM) Developer Day
Speaker/s: Speaker TBA ()
Day / Time / Location: Tuesday 10:00- 6:00 Room 123, North Hall
Track / Format: Game Design / Tutorial
Description: The BlackBerry Application Platform, centered around compelling mobile applications, creates a world of opportunity for the entire ecosystem, including developers, content providers, advertisers, IT administrators, and people using mobile applications. Flexible development tools and application distribution options with over 36 million active BlackBerry smartphone users makes it easy for everyone to benefit from mobile applications.
Join the BlackBerry Developer Program today at blackberry.com/developers

Agenda:
10-11am
Business Overview of Gaming on BlackBerry
Speakers: Alex McCallum (RIM), Janice Malatches (RIM)
This session will describe the face of gaming today on BlackBerry smartphones, the market opportunity, deployment and distribution (including special focus on BlackBerry App World), working with carriers, working with RIM, and lastly, will feature an overview of how RIM's in-app payment and advertising APIs could be used to further enhance revenue.


Three Big Lies: Typical Design Failures in Game Programming
Price:$3.95

SKU#: GDC10-10892
Add to Cart
More Info
Description: Three Big Lies: Typical Design Failures in Game Programming
Speaker/s: Mike Acton (Insomniac Games)
Day / Time / Location: Saturday 9:00-10:00 Room 125, North Hall
Track / Format: Programming / Lecture
Description: In this session, game programmers are presented with three big lies that represent commonly accepted and used programming practices in game development. Those typical practices are challenged and some obvious and not so obvious costs to performance, memory, stability and concurrency are discussed through a series of small examples and anecdotes. Programmers are presented basics of an alternative data-oriented approach where data is more important than code and an understanding of both the hardware and the data itself are critical for a practical, performant solution.


How I Got My Publishing Deal: Student Game Development Success Stories
Price:$3.95

SKU#: GDC10-10891
Add to Cart
More Info
Description: How I Got My Publishing Deal: Student Game Development Success Stories
Speaker/s: Kim Swift (Airtight Games), Kellee Santiago (thatgamecompany), Brandon Sheffield (Game Developer Magazine), Matt Korba () and Paul Bellezza ()
Day / Time / Location: Saturday 11:00-11:50 Room 306, South Hall
Track / Format: Game Career Seminar / Lecture
Description: Worried about what to do post-graduation? Making the transition from school into professional game development is an intimidating one, but our panel of success stories can offer loads of insight. From Kim Smith (Portal designer), to Kellee Santiago (ThatGameCompany president, and Flower producer), and Paul Bellezza and Matt Korba (creators of The Misadventures of PB Winterbottom), these developers all made names for themselves in different ways, and they did it right out of school. They will share their experiences, and attendees can also pick their brains in a Q&A period.


Creating a Unique Visual Direction: The Successes and Failures of Creating a Near-Future Cyberpunk Setting with a Renaissance Twist in Deus Ex 3
Price:$3.95

SKU#: GDC10-10889
Add to Cart
More Info
Description: Creating a Unique Visual Direction: The Successes and Failures of Creating a Near-Future Cyberpunk Setting with a Renaissance Twist in Deus Ex 3
Speaker/s: Jonathan Jacques-Belletete (Eidos Montreal)
Day / Time / Location: Thursday 4:30- 5:30 Room 303, South Hall
Track / Format: Visual Arts , Game Design / Lecture
Description: Eidos Montreal art director Jonathan Jacques-Belletete will discuss the creative underpinnings behind the unique blend of art style that combines the past, present and future in the next evolution of the Deus Ex franchise. The title's 'Cyber Renaissance' look is infused across the fashion, characters, environments and story, formulating the essence of a visually impactful experience. Jacques-Belletete explains the steps that the developer took to establish the game's visual style, and how the blend of action, role-playing and adventure genres in Deus Ex 3 will be thematically anchored using a consistent art direction.


Designing Shadow Complex
Price:$3.95

SKU#: GDC10-10888
Add to Cart
More Info
Description: Designing Shadow Complex
Speaker/s: Donald Mustard (Chair Entertainment Group)
Day / Time / Location: Saturday 9:35-10:00 Room 130, North Hall
Track / Format: Game Design / Lecture
Description: In this session we will discuss the pitfalls we encountered and the solutions we implemented while designing Shadow Complex. We will cover some key insights we learned that are unique to downloadable console titles. We will also explore ideas on how to embrace the 'limitations' of the platform and use them to streamline your game design, prototype your title, and most importantly, boil your feature set down to its core essence of 'fun.'


Blood, Sweat, and Tears: An overview of Fight Night: Round 4's Skin Shaders
Price:$3.95

SKU#: GDC10-10887
Add to Cart
More Info
Description: Blood, Sweat, and Tears: An overview of Fight Night: Round 4's Skin Shaders
Speaker/s: Vicki Ferguson (Electronic Arts)
Day / Time / Location: Saturday 9:00-10:00 Room 304, South Hall
Track / Format: Visual Arts / Lecture
Description: This session provides an overview of the shading techniques used to render realistic-looking boxer skin in Fight Night: Round 4. We delve into several key features of our lighting model, discussing implementation details, performance considerations and quality tradeoffs.


5TH Cell: From Mobile to Handheld & Beyond
Price:$3.95

SKU#: GDC10-10875
Add to Cart
More Info
Description: 5TH Cell: From Mobile to Handheld & Beyond
Speaker/s: Caleb Arseneaux (5th Cell)
Day / Time / Location: Tuesday 3:30- 4:00 Room 309, South Hall
Track / Format: GDC Mobile/Handheld / Lecture
Description: This session will provide 5TH Cell's perspective on making the transition from mobile development to handheld development. The talk will provide background on 5TH Cell's history, beginning with developing licensed mobile content through developing some of the most creative & best-selling games for the Nintendo DS including SCRIBBLENAUTS and the DRAWN TO LIFE Series. Attendees will learn both how and why 5TH Cell changed it's strategy. Areas discussed will be original IP vs licensed properties on mobile and handheld, demands of publishers, and building a strong team for the transition.


Investing in New Game Companies: How to Get Funded Now and Bought Tomorrow
Price:$3.95

SKU#: GDC10-10865
Add to Cart
More Info
Description: Investing in New Game Companies: How to Get Funded Now and Bought Tomorrow
Speaker/s: John Welch (Making Fun), Mark Jung (Epic Advertising & Songbird), Evan Wilson (Pacific Crest Securities), Gus Tai (Trinity Ventures) and Tim Chang (Norwest Venture Partners)
Day / Time / Location: Tuesday 3:00- 4:00 Room 134, North Hall
Track / Format: Social & Online Games Summit / Panel
Description: There are massive changes occurring in the video game space. If you are thinking to start a company, what ares are interesting and definitely NOT interesting to the angel and venture communities? What are the challenges facing traditional video game giants like EA and Sony that create opportunities for entrepreneurs? What will the big companies be looking to buy 2-3 years from now? What elements should your pitch contain to excite venture capitalists?


Critical Persuasion Skills to Keep Your Game in the Fast Lane
Price:$3.95

SKU#: GDC10-10849
Add to Cart
More Info
Description: Critical Persuasion Skills to Keep Your Game in the Fast Lane
Speaker/s: Richard Butterfield (Butterfield Speaks)
Day / Time / Location: Saturday 9:00-10:00 Room 309, South Hall
Track / Format: Business and Management / Lecture
Description: It takes the power of persuasion to put -and keep- your projects in the fast lane of game development. You and your team need to be able to pitch the project, tell the story, differentiate the approach, inspire continued participation and support and overcome objections. In this spirited and interactive lecture, Butterfield will introduce and help you practice key skills that will supercharge your power to persuade during the development process (This is not a how to market your game workshop).


Serious Games Go Mobile: Three Projects Pushing Serious Games into Mobile Platforms
Price:$3.95

SKU#: GDC10-10848
Add to Cart
More Info
Description: Serious Games Go Mobile: Three Projects Pushing Serious Games into Mobile Platforms
Speaker/s: Larry Holland (Totally Games), Matthew Kam (Carnegie Mellon University) and Nisha Alex (Teachers College, Columbia University)
Day / Time / Location: Tuesday 4:15- 5:15 Room 133, North Hall
Track / Format: Serious Games Summit / Lecture
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.


(Japanese Version) Where Did My Inventory Go? Refining Gameplay in Mass Effect 2
Price:$3.95

SKU#: GDC10-10842JP
Add to Cart
More Info
Description: Where Did My Inventory Go? Refining Gameplay in Mass Effect 2
Speaker/s: Christina Norman (Bioware)
Day / Time / Location: Saturday 9:00-10:00 Room 135, North Hall
Track / Format: Game Design / Lecture
Description: Creating a sequel to a successful game presents unique challenges: If you introduce significant change you run the risk of alienating existing players, but significant improvements sometimes require significant change. In this session, BioWare lead gameplay designer Christina Norman will discuss how a small vision shift lead to radical design changes in Mass Effect 2s combat gameplay and RPG systems. Lessons learned will be presented, including the challenge of communicating gameplay changes to the existing player community.


(English Version) Where Did My Inventory Go? Refining Gameplay in Mass Effect 2
Price:$3.95

SKU#: GDC10-10842EN
Add to Cart
More Info
Description: Where Did My Inventory Go? Refining Gameplay in Mass Effect 2
Speaker/s: Christina Norman (Bioware)
Day / Time / Location: Saturday 9:00-10:00 Room 135, North Hall
Track / Format: Game Design / Lecture
Description: Creating a sequel to a successful game presents unique challenges: If you introduce significant change you run the risk of alienating existing players, but significant improvements sometimes require significant change. In this session, BioWare lead gameplay designer Christina Norman will discuss how a small vision shift lead to radical design changes in Mass Effect 2s combat gameplay and RPG systems. Lessons learned will be presented, including the challenge of communicating gameplay changes to the existing player community.


Battlefield 1943 - My First Arcade Game
Price:$3.95

SKU#: GDC10-10841
Add to Cart
More Info
Description: Battlefield 1943 - My First Arcade Game
Speaker/s: Patrick Liu (DICE, EA)
Day / Time / Location: Saturday 9:00- 9:25 Room 130, North Hall
Track / Format: Game Design , Production / Lecture
Description: How do you identify the core tenets and recreate a classic such as Battlefield 1942, which people are still playing? How can you wipe all sales records on a rapidly growing market such as downloadable games on consoles? How can you make a critically acclaimed game with high production values very cheaply? This talk will go through the love for a franchise, killing your darlings, challenges and learnings when making Battlefield 1943 from a design and production perspective.


The Evolution of Habbo Hotel's Virtual Economy
Price:$3.95

SKU#: GDC10-10840
Add to Cart
More Info
Description: The Evolution of Habbo Hotel's Virtual Economy
Speaker/s: Sulka Haro (Sulake)
Day / Time / Location: Friday 4:30- 5:30 Room 305, South Hall
Track / Format: Game Design , Business and Management / Lecture
Description: Habbo Hotel, the world's largest virtual world aimed at teens, is turning 10 in 2010. Simultaneously, Habbo is doing better than ever, even in the face of greatly increased competition. The game sees over 15 million users each month, and gathered 50 million euros of revenue in 2008, mostly from micro-transactions. The service has seen multiple fundamental changes over the years to accommodate for competition and changed end-user expectations, not least of which have happened in how the virtual economy of the service is structured. The talk walks you through how the game has changed over the years from the perspective of the game's economic system. Topics covered in the talk includes discussion on how valuable should a virtual currency be, how many currencies does it make sense for a virtual world to have and what are your users looking for in virtual goods when making purchase decisions.


(Japanese Version) From Metroid to Tomodachi Collection to WarioWare: Different Approaches for Different Audiences
Price:$3.95

SKU#: GDC10-10837JP
Add to Cart
More Info
Description: From Metroid to Tomodachi Collection to WarioWare: Different Approaches for Different Audiences
Speaker/s: Yoshio Sakamoto (Nintendo)
Day / Time / Location: Thursday 10:30-11:30 Room 135, North Hall
Track / Format: Game Design / Lecture
Description: Yoshio Sakamoto has been here from the start. In 1982 he joined Nintendo a year before the arrival of the Nintendo Entertainment System (NES) in Japan. He's worked as a developer for the entire history of the modern video game era, and is perhaps most noted for the Metroid franchise. However, his development credits span a wide range of projects, with titles as diverse as WarioWare, Inc.: Mega Microgame$ and Rhythm Heaven. At times he and his teams juggled these projects simultaneously.

Last year, while hard at work on the upcoming Metroid title for the Wii system, titled Metroid: Other M, he also produced the Nintendo DS hit Tomodachi Collection. In this game Mii characters converse, sing and dance, and even dream. To date, it has sold more than 2.5 million copies in Japan. In an industry that frequently draws a bold line between core and casual games, Mr. Sakamoto develops for both worlds. He challenges himself and his teams to find ways to satisfy every type of user, no matter what type of taste, or level of experience.

At GDC, Mr. Sakamoto will talk about his thought processes and techniques on game designs that have allowed him to find market acceptance for his expansive portfolio of titles.


(English Version) From Metroid to Tomodachi Collection to WarioWare: Different Approaches for Different Audiences
Price:$3.95

SKU#: GDC10-10837EN
Add to Cart
More Info
Description: From Metroid to Tomodachi Collection to WarioWare: Different Approaches for Different Audiences
Speaker/s: Yoshio Sakamoto (Nintendo)
Day / Time / Location: Thursday 10:30-11:30 Room 135, North Hall
Track / Format: Game Design / Lecture
Description: Yoshio Sakamoto has been here from the start. In 1982 he joined Nintendo a year before the arrival of the Nintendo Entertainment System (NES) in Japan. He's worked as a developer for the entire history of the modern video game era, and is perhaps most noted for the Metroid franchise. However, his development credits span a wide range of projects, with titles as diverse as WarioWare, Inc.: Mega Microgame$ and Rhythm Heaven. At times he and his teams juggled these projects simultaneously.

Last year, while hard at work on the upcoming Metroid title for the Wii system, titled Metroid: Other M, he also produced the Nintendo DS hit Tomodachi Collection. In this game Mii characters converse, sing and dance, and even dream. To date, it has sold more than 2.5 million copies in Japan. In an industry that frequently draws a bold line between core and casual games, Mr. Sakamoto develops for both worlds. He challenges himself and his teams to find ways to satisfy every type of user, no matter what type of taste, or level of experience.

At GDC, Mr. Sakamoto will talk about his thought processes and techniques on game designs that have allowed him to find market acceptance for his expansive portfolio of titles.


Meet the Newest Chinese Import/Export Business: Social Games!
Price:$3.95

SKU#: GDC10-10831
Add to Cart
More Info
Description: Meet the Newest Chinese Import/Export Business: Social Games!
Speaker/s: James Gwertzman (PopCap Games, Inc.)
Day / Time / Location: Tuesday 3:30- 4:00 Room 130, North Hall
Track / Format: Social & Online Games Summit / Lecture
Description: For years, game developers in China and the US seemed to be speaking two different languages (literally!). Top games in China were online, intensely social, based on a free-to-play micro-transaction model, and had low budgets and low production value. Top games in North America, by comparison, were single-player, often console-based, with vast budgets and awesome production values.

Enter Facebook. Which business model seems more relevant now? The tables are turned. Instead of Chinese game developers studying the US market to learn all about production values, smart western game developers are studying the Chinese market to learn as much as they can about succeeding in this new world of micro-transactions -- and some are even trying to enter China themselves, either to acquire talent or to try and tap the vast Chinese market. 1 billion social gamers?

PopCap has had an office in Shanghai for over 2 years, and has experienced both the opportunities and challenges of doing business in China firsthand. Attend this talk for a rapid fire briefing on everything you need to know about online & social gaming in China, direct from PopCap's head of Asia/Pacific operations. Topics will include what's hot in Chinese online and social games, which companies to watch, how to enter the Chinese market, how NOT to enter the Chinese market, how to leverage low-cost Chinese talent, and more.


Abusing Your Players Just For Fun
Price:$3.95

SKU#: GDC10-10830
Add to Cart
More Info
Description: Abusing Your Players Just For Fun
Speaker/s: Jonatan (Cactus) Soderstrom (Cactus Software)
Day / Time / Location: Tuesday 10:30-11:00 Room 135, North Hall
Track / Format: Independent Games Summit / Lecture
Description: Jonatan Cactus Soderstrom is going to talk about designing games to punish and abuse the people who play them, and why anyone would want to do that. What's the benefit of generating visuals that are ugly, confusing or just plain hard to look at? How do you get away with making a game so difficult or illogical that it will frustrate and anger those who play it? A lot of developers are afraid of doing these things unintentionally, but with some clever designing these flaws can sometimes be turned into strengths.


Serious Beginnings: Insights into Pre-Production of Serious Games
Price:$3.95

SKU#: GDC10-10822
Add to Cart
More Info
Description: Serious Beginnings: Insights into Pre-Production of Serious Games
Speaker/s: Greg Costikyan (self-employed), Sonny Kirkley (WisdomTools), Lynn Sullivan (Yale University) and Rebecca Stoeckle (Education Development Center)
Day / Time / Location: Tuesday 1:45- 2:45 Room 133, North Hall
Track / Format: Serious Games Summit / Panel
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.


The Complex Challenges of Intuitive Design
Price:$3.95

SKU#: GDC10-10816
Add to Cart
More Info
Description: The Complex Challenges of Intuitive Design
Speaker/s: Josh Atkins (Microsoft Games Studio) and Peter Molyneux (Lionhead Studios)
Day / Time / Location: Thursday 9:00-10:00 Room 134, North Hall
Track / Format: Game Design / Lecture
Description: Lionhead Studios, like all other games developers, wants as many people as possible to enjoy playing their games. This means broadening the appeal of video games to encompass the casual gamer while, of course, not alienating the core gamer. Most developers are in agreement that the key to achieving this goal is to make games more accessible, while avoiding the dreaded 'dumbing down'.

Peter Molyneux will be demonstrating the approach that Lionhead are taking to this conundrum with an intuitive design approach that ensures that gamers of all abilities can quickly and easily immerse themselves in the game world. In particular Peter will challenge the validity of one long established game mechanic which Lionhead intends to replace with a more user friendly and modern iteration. This talk will be backed up with examples showing the progress of work (and the thought processes behind it) which Lionhead are undertaking in this area for Fable III.


The AI of BioShock 2: Methods for Innovation and Iteration
Price:$3.95

SKU#: GDC10-10806
Add to Cart
More Info
Description: The AI of BioShock 2: Methods for Innovation and Iteration
Speaker/s: Kent Hudson (2K Marin)
Day / Time / Location: Thursday 10:30-11:30 Room 306, South Hall
Track / Format: Game Design , Production / Lecture
Description: This session proposes design goals for creating great AI in action games, from theory to practice. It then describes an agile, iterative process through which cross-discipline groups can quickly implement features and get real gameplay on the screen at an early stage, the goal of which is to allow for as much iteration time as possible. The session describes how production and iteration can coexist instead of being sequential, and it uses these goals and processes as a framework with which to trace two AIs from BioShock 2, the Brute and the Big Sister, through their development.


Starting Something New - Women in Games
Price:$3.95

SKU#: GDC10-10804
Add to Cart
More Info
Description: Starting Something New - Women in Games
Speaker/s: Megan Gaiser (Her Interactive), Celia Pearce (Georgia Institute of Technology), Sonja Kangas (Paf), Julia Brasil (Gamers in Real Life, SOE) and Tiina Zilliacus (Iron Star Helsinki)
Day / Time / Location: Thursday 3:00- 4:00 Room 130, North Hall
Track / Format: Business and Management / Panel
Description: Presented in conjunction with IGDA Women in Games, this panel will focus on the art of start and making things differently. All panelists have started something new in games, challenged existing practices and took radically different approaches to game design. Some communicate emotional experiences through games, other focus on synergy between game play and story, push the envelope or think girl games in a new way when shaping the future of game industry.

The panelists will talk about transitions in games business and discuss how relevant it is to have different viewpoints, ideas or networks when building viable new business, reaching new audiences and starting something new in games. A group of female entrepreneurs and gamers from different eras join together to discuss what has changed within games and in the game business, and what the basis was for starting something new for them.



1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12

Please leave this field blank.