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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

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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

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Are Women the New Hardcore Gamers?
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SKU#: GDC10-10803
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Description: Are Women the New Hardcore Gamers?
Speaker/s: Wanda Meloni (M2 Research), Jessica Tams (Casual Games Association), Morgan Romine (), Amy Jo Kim (Shufflebrain) and Shanna Tellerman (Wild Pockets)
Day / Time / Location: Thursday 4:30- 5:30 Room 130, North Hall
Track / Format: Business and Management / Panel
Description: The explosion of social/casual games has led to more women gamers than ever, especially on platforms like Facebook, iPhone and the web. Spending massive amounts of both time and money this is an audience that is creating major changes industry wide and impacting the way games are designed and delivered. Presented in conjunction with IGDA Women in Games, this session will explore the driving questions every developer small and large is asking about designing in the social/casual space for a heavily female audience. Broken into three key topics we will discuss the impact a heavily female audience plays on the design process for social/casual games, the impact this is having on the traditional console industry and whether the lines will blur or stiffen between these games, and we will conclude with a discussion of what impact this shift is having on female game creators.

Key topics of discussion will include:
* How does a female heavy audience impact game design?
* What does the divide between social/casual audiences and console audience mean for games?
* How is the explosion of casual impacting the game development business from a studio perspective?


The 4 Most Important Emotions for Social Games
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SKU#: GDC10-10802
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Description: tor/Lead Artist Roundtable
Seth Spaulding (Firaxis Games)
Thurs 1:30PM

Concrete Practices to be a Better Leader
Brian Sharp (Bungie, LLC)
Thurs 4:30PM

Nature or Nurture: Building a Stronger Art Culture
Keith Self-Ballard (Volition, Inc.)
Fri 9:00AM

Light, Perception, and the Modern Shader
Cameron Egbert (Microsoft)
Fri 12:00PM

Turn that noise off! Making Your Sound Effects ...
Karen Collins (Canadian Centre of Arts and Technology)
Fri 12:00PM

Art Director/Lead Artist Roundtable
Seth Spaulding (Firaxis Games)
Fri 1:30PM

What Color Is Your Hero?
Mia Consalvo (MIT), Leigh Alexander (Gamasutra.com), Manveer Heir (Raven Software) and ...
Fri 1:30PM

Composer Challenge GDC 2010
Lennie Moore (3l33t Music), Mick Gordon (Game Audio Australia), Jeff Ball (jeffballmusic.com...
Fri 4:30PM

The Game Design Challenge 2010: Real-World Permadeath
Eric Zimmerman (Independent), Kim Swift (Airtight Games), Heather Kelley (Kokoromi), Jen...
Fri 4:30PM

Five Ways a Video Game Can Make You Cry
Richard Rouse III (Ubisoft Montreal)
Sat 9:00AM

Nature or Nurture: Building a Stronger Art Culture
Keith Self-Ballard (Volition, Inc.)
Sat 1:30PM

Art Director/Lead Artist Roundtable
Seth Spaulding (Firaxis Games)
Sat 3:00PM

The 4 Most Important Emotions for Social Games
Speaker/s: Nicole Lazzaro (XEODesign, Inc.)
Day / Time / Location: Thursday 9:00-10:00 Room 303, South Hall
Track / Format: Game Design / Lecture
Description: Social bonding drives Social Gaming more than spamming a friend feed. Ignored by usability testing, neuroscience proves that emotion drives decision making, performance, and social interaction. XEODesign's continuing Four Keys to Fun research identifies four social emotions required to create Massively Social Online games (MSOs) played by billions. These four emotions are the secret sauce to social games and create enjoyment, coordinate actions, drive viral distribution, increase monetization, and encourage player retention.


A Big Dash of Success: How to Capture the Female iPhone Gamer
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SKU#: GDC10-10399
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Description: A Big Dash of Success: How to Capture the Female iPhone Gamer
Speaker: Chris Williams (iPhone Product Manager, PlayFirst)
Date/Time: Wednesday (March 10, 2010) 10:30am — 11:00am
Location (room): Room 306, South Hall
Experience Level: All
Summit: iPhone Games Summit
Format: 30-minute Lecture

Session Description
Since award winning casual games publisher PlayFirst first introduced DINER DASH for PC/Mac five years ago it has been downloaded over 600 million times and has become one of the most popular brands in gaming. Amazingly, over 90% of DASH gamers are women.

When DINER DASH was released for iPhone in Sept 2008 it was a Top 100 Paid Game for 9 months. Since then, PlayFirst has released additional Dash titles including COOKING DASH in August 2009 which became the #2 Overall Paid Application.

Using analytics and consumer insights, this presentation will show how best to design and develop iPhone games that appeal to the female iPhone gamer. Participants will also come away with a detailed understanding of how to go beyond simply porting games and leverage the platform's native features to appeal to this rapidly growing audience.


Nuts & Bolts of Internet Multiplayer iPhone Game Testing
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SKU#: GDC10-10398
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Description: Nuts & Bolts of Internet Multiplayer iPhone Game Testing
Speaker: Phil Hassey (President, Hassey Enterprises, Inc.)
Date/Time: Tuesday (March 9, 2010) 11:45am — 12:15pm
Location (room): Room 306, South Hall
Experience Level: Intermediate
Summit: iPhone Games Summit
Format: 30-minute Lecture

Session Description
Developing an internet-wide multi-player game is challenging. Using test driven development you can develop a solid code base that will both pass the app approval process and work when the masses arrive. Test results can give you immediate feedback on how new features are impacting your game. You can use tests to verify backwards compatible changes and roll out new features and bug fixes to the servers without resubmitting your app. This talk will explain how to do network test driven development for your app and provide good reason to do so by Phil Hassey, award winning creator of GALCON.


Falling to Your Death: The CANABALT Postmortem
Price:$3.95

SKU#: GDC10-10397
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Description: Falling to Your Death: The CANABALT Postmortem
Speaker: Eric Johnson (Co-founder, Semi Secret Software)
Date/Time: Wednesday (March 10, 2010) 1:45pm — 2:15pm
Location (room): Room 306, South Hall
Experience Level: All
Summit: iPhone Games Summit
Format: 30-minute Lecture

Session Description
Eric Johnson, Co-Founder of Semi Secret Software talks about making and marketing CANABALT, their hit followup to word puzzler WURDLE. Beginning with its humble Flash roots, the presentation will cover OpenGL optimizations, shockingly high price points, guerilla twitter marketing, reverse-engineering the App Store, and strangely low piracy rates.


Lessons from the Inside: Building and Optimizing a Virtual Goods Business
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SKU#: GDC10-10396
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Description: Lessons from the Inside: Building and Optimizing a Virtual Goods Business
Speaker: Lee Clancy (VP of Product Management & GM of Direct Revenue, IMVU)
Date/Time: Tuesday (March 9, 2010) 11:15am — 11:45am
Location (room): Room 131, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 30-minute Lecture

Session Description
Virtual goods are all the rage at the moment, but what does it take to actually build a successful, growing business around them? In this difficult economy, many businesses are looking into virtual goods sales as a new and lucrative revenue stream, but what challenges and pitfalls should these companies consider when launching or growing such efforts? A leading 3D virtual world and social network, IMVU's 40 million registered users purchase a wide range of user-generated virtual goods, from clothing for their avatars to furniture for their virtual rooms. These products are made by more than 100,000 registered developers, all outside the company, but they drive 85% of IMVU's growing revenue.


From the Box to the Book: Bringing a Retail Franchise into the Social Gaming World
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SKU#: GDC10-10395
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Description: From the Box to the Book: Bringing a Retail Franchise into the Social Gaming World
Speaker: Caryl Shaw (Producer, ngmoco:)), Demetri Detsaridis (General Manager and Executive Producer, Area/Code)
Date/Time: Wednesday (March 10, 2010) 3:00pm — 4:00pm
Location (room): Room 130, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 60-minute Lecture

Session Description
In this talk, Demetri Detsaridis and Caryl Shaw will discuss the process of taking a AAA brand, conceived of and optimized for the traditional retail environment, and extending it into the world of social gaming. Detsaridis will speak from the perspective of the independent social games developer, while Shaw will address the completely different concerns of the IP-holding industry heavyweight. Examples will be drawn from our experience creating SPORE ISLANDS for Facebook: the first social game based on familiar game-industry IP that's not just an advertisement, or a brand-awareness campaign, but a legitimate platform extension.


Rapidly Developing FARMVILLE: How We Created and Scaled a #1 Facebook Game in 5 Weeks
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SKU#: GDC10-10394
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Description: Rapidly Developing FARMVILLE: How We Created and Scaled a #1 Facebook Game in 5 Weeks
Speaker: Amitt Mahajan (Zynga)
Date/Time: Tuesday (March 9, 2010) 4:15pm — 5:15pm
Location (room): Room 134, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 60-minute Lecture

Session Description
This talk will focus on lessons learned and techniques used developing FARMVILLE, a flash game that was developed in a span of 5 weeks which then went on to become the #1 application on Facebook with over 7million users playing daily within a month and a half.


How to Manage an Exploratory Development Process
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SKU#: GDC10-10393
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Description: How to Manage an Exploratory Development Process
Speaker: Kellee Santiago (President and Co Founder, thatgamecompany), Robin Hunicke (Producer & Game Designer, thatgamecompany)
Date/Time: Wednesday (March 10, 2010) 10:00am — 11:00am
Location (room): Room 135, North Hall
Experience Level: All
Summit: Independent Games Summit
Format: 60-minute Lecture

Session Description
Experimental, exploratory, efficient? Can a team manage all of these production goals simultaneously? And what if there's a publisher involved? In this talk, Kellee Santiago and Robin Hunicke will discuss thatgamecompany's experiences in managing a creative process that needs to be exploratory and experimental without leaving the team feeling aimless. thatgamecompany emphasizes a creative process, which is dependent upon the ability to go when & where inspiration strikes, but they also make commercial games, which need to be completed within a reasonable time frame. Kellee and Robin will detail production techniques that help them achieve these goals.


Minimalist Game Design: Growing OSMOS
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SKU#: GDC10-10392
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Description: Minimalist Game Design: Growing OSMOS
Speaker: Andy Nealen (Core Team, Hemisphere Games / Rutgers University), Eddy Boxerman (Core Team, Hemisphere Games)
Date/Time: Wednesday (March 10, 2010) 1:45pm — 2:15pm
Location (room): Room 135, North Hall
Experience Level: All
Summit: Independent Games Summit
Format: 30-minute Lecture

Session Description
Creating a mostly relaxing, yet compelling and varied game, while staying focused on very few core game mechanics, turns out to be incredibly difficult. Game creators Eddy Boxerman and Andy Nealen from Hemisphere Games discuss the development process and design philosophy behind their award-winning ambient physics game OSMOS, how they developed the mechanics, visuals and soundscape, and how they understood and learned to embrace the concepts of ambient gaming and game design minimalism.


SCRAP METAL: Pushing the Envelope with a Team of Two
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SKU#: GDC10-10391
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Description: SCRAP METAL: Pushing the Envelope with a Team of Two
Speaker: Nick Waanders (President, Slick Entertainment), Kees Rijnen (Technical Artist, Vice President, Slick Entertainment Inc.)
Date/Time: Tuesday (March 9, 2010) 11:15am — 11:45am
Location (room): Room 135, North Hall
Experience Level: All
Summit: Independent Games Summit
Format: 30-minute Lecture

Session Description
Building SCRAP METAL for XBLA with a team of two was very challenging. A lot of choices had to be made to get the biggest bang for the buck, while maintaining the high polish level we wanted. We will show the tools we used, the deferred shading engine we created, talk about how we started our prototype and tools in C# and converted to C++ later, and some game design choices we had to make to make sure we kept our sanity while self-funding and developing the game we wanted to build.


CLUB PENGUIN DS: ELITE PENGUIN FORCE - Postmortem
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SKU#: GDC10-10390
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Description: CLUB PENGUIN DS: ELITE PENGUIN FORCE - Postmortem
Speaker: Patricia Pizer (Consultant, Consultant)
Date/Time: Wednesday (March 10, 2010) 1:45pm — 2:15pm
Location (room): Room 309, South Hall
Experience Level: Intermediate
Summit: GDC Mobile/Handheld
Format: 30-minute Lecture

Session Description
Creating a game from a blockbuster IP on a new platform creates interesting challenges. It may result in a simple port or perhaps a stripped down version of the game which is a mere ghost of the original; perhaps a game that bears little resemblance to the original game but for the name. In creating CLUB PENGUIN DS, the situation set goals high. Providing an experience that really conveyed the look and feel of the CP world, feeds back into the online game to allow the player to advance from non-online play and provide multiplayer play beyond mere competition combined to create a formidable challenge. Add into the mix a developer with little online experience, an IP holder accustomed to complete creative control and a publisher accustomed to having well-established guidelines for the IP they work with and the project team is faced with a truly formidable challenge.


Social Networks: The New Marketplace for Mobile Games?
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SKU#: GDC10-10389
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Description: Social Networks: The New Marketplace for Mobile Games?
Speaker: Michael Powers (Founder & CEO, Mplayit)
Date/Time: Tuesday (March 9, 2010) 3:00pm — 3:30pm
Location (room): Room 309, South Hall
Experience Level: All
Summit: GDC Mobile/Handheld
Format: 30-minute Lecture

Session Description
The web has historically been under-utilized as a mobile content discovery platform - aggregators have focused on print with short code delivery while the majority of carrier sites offer no more information than the device decks themselves. But with the growth of smartphone platforms in today's socially connected world, a web-based marketing strategy is becoming ever more important, and the key merchandisers mobile customers themselves.


Get your iPhone Game to 2000 Other Devices
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SKU#: GDC10-10388
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Description: Get your iPhone Game to 2000 Other Devices
Speaker: Mikko Uromo (Director of Developer Relations, Mr.Goodliving)
Date/Time: Wednesday (March 10, 2010) 3:00pm — 4:00pm
Location (room): Room 309, South Hall
Experience Level: All
Summit: GDC Mobile/Handheld
Format: 60-minute Lecture

Session Description
Developing games for a single platform such as iPhone is easy. Many developers are afraid of the extra effort introduced by developing for various other mobile platforms and thus miss a huge market which in reality could easily be within their reach. This presentation will tell developers how to widen their potential market by an order of magnitude by adapting their iPhone game to over 2000 mobile devices with little additional effort. Discussed topics include variance in screen size, CPU and graphics performance, input systems, memory capacity and audio capabilities of different mobile devices.


GHOSTWIRE: Creating Augmented Reality Experiences on Nintendo DSi
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SKU#: GDC10-10387
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Description: GHOSTWIRE: Creating Augmented Reality Experiences on Nintendo DSi
Speaker: Tom Soderlund (CEO, A Different Game)
Date/Time: Wednesday (March 10, 2010) 10:00am — 10:30am
Location (room): Room 309, South Hall
Experience Level: All
Summit: GDC Mobile/Handheld
Format: 30-minute Lecture

Session Description
Drawing experience from the award-winning game GHOSTWIRE, lead game designer Tom Soderlund speaks about how to create an alternate-reality experience where the paranormal world blends with the real. GHOSTWIRE uses the built-in camera in the Nintendo DSi to allow gamers to go ghost-hunting in the real world.


How to Keep an Online World Up and Running After Launch
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SKU#: GDC10-10385
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Description: How to Keep an Online World Up and Running After Launch
Speaker: Laralyn McWilliams (Creative Director, Sony Online Entertainment)
Date/Time: Wednesday (March 10, 2010) 3:00pm — 4:00pm
Location (room): Room 131, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 60-minute Lecture

Session Description
One of the benefits of creating an online game is the ability to adapt to user preferences, even after your product has launched. But instrumenting a game -- implementing changes to the play mechanic, managing a game or virtual world's reward system and difficulty level, adding partners, and even changing a pricing strategy -- is a relatively unknown area of product management. With an online product, going live is just the mid-point in a product's lifespan. This lecture will reveal the nuances of collecting player metrics, data mining, and other areas of online analytics. Understand the second, third, and fourth chance you get with online and make the most of the web's ability to instrument your customer's online experience.


Social Games in Japan
Price:$3.95

SKU#: GDC10-10384
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Description: Social Games in Japan
Speaker: David Collier (President, Pikkle KK)
Date/Time: Tuesday (March 9, 2010) 3:00pm — 3:30pm
Location (room): Room 130, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 30-minute Lecture

Session Description
Japan has always been the home of game innovation. This year mobile social networks exploded with a handful of companies doing over $100M revenue. All through sales of virtual items on social games. Come to this presentation to find out what new types of social games are popular in Japan, and how mobile is shaping instant social fun.


Opportunities and Pitfalls in Launching Your Own Virtual Currency
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SKU#: GDC10-10383
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Description: Opportunities and Pitfalls in Launching Your Own Virtual Currency
Speaker: Jameson Hsu (Mochi Media)
Date/Time: Tuesday (March 9, 2010) 2:15pm — 2:45pm
Location (room): Room 131, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 30-minute Lecture

Session Description
What are the opportunities and pitfalls in launching a new virtual currency? Mochi Media's CEO Jameson Hsu will present a postmortem of their experience launching Mochi Coins, a virtual currency platform for game developers. He goes in depth on what went right and what went wrong from a variety of issues ranging from developer implementation of virtual currency, design questions, and setting currency exchange rates. As games proliferate across social networks and other online channels, virtual currency and goods are quickly becoming the new frontier in online gaming. The presentation will reveal the rights, wrongs, and lessons learned from first-hand experience.


Social and Online Games Legal Round-Up
Price:$3.95

SKU#: GDC10-10382
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Description: Social and Online Games Legal Round-Up
Speaker: Mark Methenitis (Attorney, The Vernon Law Group, PLLC)
Date/Time: Wednesday (March 10, 2010) 4:15pm — 5:15pm
Location (room): Room 130, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 60-minute Lecture

Session Description
The realm of Social and Online Games touches literally dozens of laws globally. This lecture gives attendees an opportunity to hear from a foremost legal scholar and discuss new areas of concern for social and online games and their platforms, including updates on well known cases. The focus of the lecture will be an exploration of recent cases and emerging legal issues involving social and online game producers with an emphasis on lessons learned, including areas such as intellectual property enforcement, taxation and revenue issues, gambling in social games, and privacy concerns. Mark Methenitis will also be open to audience questions about social and online game concepts and design elements that may have unforeseen legal consequences.


MMO Retention - Learning from the First 25 Years
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SKU#: GDC10-10381
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Description: MMO Retention - Learning from the First 25 Years
Speaker: Gordon Walton (Co-Studio Director, BioWare Austin), Scott Hartsman (Online Games Consultant/Advisor, Hartsman.com)
Date/Time: Wednesday (March 10, 2010) 4:15pm — 5:15pm
Location (room): Room 131, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 60-minute Lecture

Session Description
This lecture covers multiple retention strategies that have proven effective since the start of the MMO medium. Also covered will be some strategies that the speakers intend to try in the future along with some of the seemingly smart retention strategies that didn't work as planned. Come and get the benefit of the experience with online community retention from two veterans of western MMOs.


From Casual to Social Design: What to Pack
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SKU#: GDC10-10380
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Description: From Casual to Social Design: What to Pack
Speaker: Jeferson Valadares (Studio Director, Playfish)
Date/Time: Wednesday (March 10, 2010) 3:00pm — 4:00pm
Location (room): Room 134, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 60-minute Lecture

Session Description
Social gaming is widely acknowledged to be the next wave in gaming, therefore it's only natural that people that have experience in the industry would be interested in moving to that space. However, lessons learned in those spaces do not necessarily translate directly to this space; many assumptions have to be challenged. That said, it's not all brand-new, so some of the core and casual mantras can be applied. This presentation is intended as a rough guide on what to pack from your past experience when moving to this fresh new frontier, and is based on personal experience.


Social Games that Inspire Real World Action
Price:$3.95

SKU#: GDC10-10379
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Description: Social Games that Inspire Real World Action
Speaker: Josh Williams (Founder and CEO, Alamofire)
Date/Time: Wednesday (March 10, 2010) 11:15am — 11:45am
Location (room): Room 130, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 30-minute Lecture

Session Description
Social games bring millions together online, but few require games to move beyond the comfort of their computers into the real world. We'll explore how games can inspire people to discover and share their world, how incentive structures can lead to unexpected outcomes, the challenges of leveraging location-based technology for games, and the possible business models and outcomes if when real-world social games go mainstream.


The Future of MMO Monetization: How Turbine Supercharged DDO by Adopting a Hybrid Business Model
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SKU#: GDC10-10378
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Description: The Future of MMO Monetization: How Turbine Supercharged DDO by Adopting a Hybrid Business Model
Speaker: Fernando Paiz (Executive Producer, Turbine)
Date/Time: Wednesday (March 10, 2010) 1:45pm — 2:45pm
Location (room): Room 131, North Hall
Experience Level: Intermediate
Summit: Social & Online Games Summit
Format: 60-minute Lecture

Session Description
As MMOs have evolved into 24/7 services, their customer base has broadened. MMO developers have ventured into hybrid business models, taking advantage of the various points of engagement of a captive audience. Turbine's recent shift of DUNGEONS & DRAGONS ONLINE: EBERRON UNLIMITED to a next-gen economic model makes for an interesting case study of our changing industry. During this session, Fernando Paiz will use DDO Unlimited as an example to outline the benefits and pitfalls of various MMO monetization strategies including subscriptions, free-to-play, micro-transactions, episodic content, retail distribution, and advertising.


How to Innovate in the Land of Clones
Price:$3.95

SKU#: GDC10-10377
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Description: How to Innovate in the Land of Clones
Speaker: Nick Fortugno (Co-Founder/CCO, Playmatics)
Date/Time: Tuesday (March 9, 2010) 4:15pm — 4:45pm
Location (room): Room 131, North Hall
Experience Level: Intermediate
Summit: Social & Online Games Summit
Format: 30-minute Lecture

Session Description
In both casual games and social games, trends have led to greater consolidation of genre and more duplication of earlier games. There is an obvious business pressure to continue to produce the games the audience knows and loves, but without innovation to fuel new developments, what happens when a fickle audience changes its mind? The purpose of this talk is to explore how to innovate for audiences that don't know they want innovation. What are the design parameters you use to make something both familiar and new? How do you know when you've gone too far? And why innovate at all if the current fad is so hot? Nick Fortugno explores these issues and provides a design philosophy studying how core player motivations and desires can be found in whole new systems of play.


Which Rules Do You Break? Redefining Music Games with LOUDCROWD
Price:$3.95

SKU#: GDC10-10376
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Description: Which Rules Do You Break? Redefining Music Games with LOUDCROWD
Speaker: Nabeel Hyatt (Founder, CEO, Conduit Labs)
Date/Time: Tuesday (March 9, 2010) 1:45pm — 2:45pm
Location (room): Room 130, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 60-minute Lecture

Session Description
What does it mean to try an reinvent music games? Nabeel Hyatt, Founder & CEO of social gaming startup Conduit Labs, gives a lessons-learned review of the music games experiment that is LOUDCROWD. How do you push a genre without losing what was so unique about it in the first place? How do you evolve an idea without over-inventing? Join the story of the bumpy road of invention. One half unflinching review of the first two years of a startup, and one half a survey of what it means to evolve a genre in search of new experiences.



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