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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 2010 Category

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From Fantasy to Franchise: How to Build a Universe Worthy of Devotion
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SKU#: GDC10-10799
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Description: From Fantasy to Franchise: How to Build a Universe Worthy of Devotion
Speaker/s: R.A. Salvatore ()
Day / Time / Location: Thursday 4:30- 5:30 Room 306, South Hall
Track / Format: Game Design / Lecture
Description: Building a world for your game, book, film, or graphic novel requires meticulous and passionate care. The line between inspiring devotion or apathy among your fans can be easily crossed. In this design keynote, renowned fantasy author R.A. Salvatore walks us through his process, drawing lessons learned from his iconic body of work, such as the Forgotten Realms series that forms the creative foundation of the Baldurs Gate games. He then presents an examination of world building as a work in progress, through a sneak peek of his work with 38 Studios.


Guild Wars: The Artists' Vision
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SKU#: GDC10-10798
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Description: Guild Wars: The Artists' Vision
Speakers: Daniel Dociu
Track / Format: Visual Arts / Lecture
Overview: In this in-depth presentation, NCsoft Chief Art Director Daniel Dociu will explore the role of concept art in the game development process. Using vivid examples of award-winning Guild Wars concept art, Daniel will discuss the impact that art has on game design, programming, and graphics. This presentation will focus on the practical aspects of integrating concept art into game development, such as building an art team, working with game developers, and how art goes from concept to technical implementation.


Borderlands and the 11th Hour Art Style Change. Or: Kids, Don't Try this at Home!
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SKU#: GDC10-10796
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Description: Borderlands and the 11th Hour Art Style Change. Or: Kids, Don't Try this at Home!
Speaker/s: Randy Pitchford (Gearbox Software) and Brian Martel (Gearbox Software)
Day / Time / Location: Friday 1:30- 2:30 Room 130, North Hall
Track / Format: Visual Arts / Lecture
Description: With Borderlands, Gearbox Software scratched an itch and crafted the first successful shooter-looter. The company made the decision to change the art style of the game they did this not in the concept phase, not in preproduction, not at the midpoint, but three quarters of the way through development. Ridiculous! Brian Martel will explain the whys and wherefores of that decision. Your takeaway may be that you see the wisdom behind the choices involved and attempt to inject at least this much fun and savvy into your development efforts or maybe he will convince you to never try something this outlandish and risky at your company!


Getting Noticed: Why You Need an Online Portfolio and How to Make One
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SKU#: GDC10-10795
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Description: Getting Noticed: Why You Need an Online Portfolio and How to Make One
Speaker/s: Jacob Minkoff (Naughty Dog Inc)
Day / Time / Location: Saturday 1:30- 2:30 Room 306, South Hall
Track / Format: Game Career Seminar / Lecture
Description: Acquiring the right skills is only the first step to getting hired in the games industry; now those skills need to be displayed. A well-written cover-letter and resume are important but, in game development, the online portfolio is king.

Using examples drawn from actual industry portfolios spanning multiple disciplines and laying out a step-by-step process for portfolio website and content generation, this talk will show you how to easily create a professional-quality portfolio website that will substantially increase your odds of being hired for a game development position no matter what your concentration or experience level.


Rising to the Top: How to Land a Triple-A Job
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SKU#: GDC10-10794
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Description: Rising to the Top: How to Land a Triple-A Job
Speaker/s: Jeanette Ercila (Disney Interactive Media Group), Kevin Fanning (Harmonix), Tim Johnson (Epic Games) and TJ Summers (Digital Artist Managment)
Day / Time / Location: Saturday 3:00- 4:00 Room 306, South Hall
Track / Format: Game Career Seminar / Panel
Description: Hear from recruiters at industry leading companies about what they look for when identifying top talent and how they go about attracting the best candidates to their teams. Learn where they go to lure and identify talent, what they look for while screening resumes, and what sets one apart from the masses. Find out which common pitfalls to avoid in the interview process, and discover how those who end up getting the offer position themselves to come out on top.


Tips for Networking with the Pros
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SKU#: GDC10-10793
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Description: Tips for Networking with the Pros
Speaker/s: Christian Allen (WB Games)
Day / Time / Location: Saturday 9:00- 9:50 Room 306, South Hall
Track / Format: Game Career Seminar / Lecture
Description: Every year, thousands of people flock to GDC to find a job in the games industry. Over the years of being on both sides of the aisle, working hiring booths, mentoring job seekers, and landing a job at GDC, the speaker has gathered many lessons that you need if you want to land that perfect gig. Topics include networking, standing out from the crowd, dos and donts, and tips for following up after the show. Real lessons from an actual game developer, not a recruiter or a head hunter, will enable attendees to get a 'leg up' on the competition.


A Mysterious Adventure in Social Games
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SKU#: GDC10-10790
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Description: A Mysterious Adventure in Social Games
Speaker/s: Daniel James (Three Rings)
Day / Time / Location: Saturday 9:00-10:00 Room 131, North Hall
Track / Format: Game Design , Business and Management / Lecture
Description: In mid-2009 Three Rings began to focus considerable efforts on the social network platforms, in particular Facebook. This talk dissects the results so far. Expect to hear post-mortem analysis on a number of game projects, detailed numbers and metrics, and the war stories of a casual MMO and virtual goods pioneer turning its hand to a new medium. Is it possible to compete with Zynga and Playfish? Will synchronous multi-player games and MMOs succeed on Facebook? Is the opportunity ripe for a transitioning game developer, or a little over-ripe?


The Belly of the Whale: Living a Creative Life in the Game Industry
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SKU#: GDC10-10789
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Description: The Belly of the Whale: Living a Creative Life in the Game Industry
Speaker/s: Bob Bates (Bobbates.com)
Day / Time / Location: Saturday 1:30- 2:30 Room 304, South Hall
Track / Format: Game Design , Production / Lecture
Description: Every year, thousands of people enter the games industry, believing they have found their 'dream job.' Five years later, half of them are gone. This talk addresses the problems of leading a creative life in our business, identifying traps and pitfalls, but also offering specific solutions to the challenges we all face. Each of us feels the need to do 'meaningful work' in our lives. Attendees will learn strategies to do such work and to find fulfillment within the sometimes brutal and unforgiving environment of the games industry.


Make 'Em Laugh: Comedy in Games
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SKU#: GDC10-10785
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Description: Make 'Em Laugh: Comedy in Games
Speaker/s: Tim Schafer (Doublefine), Rhianna Pratchett (Independent), Sean Vanaman (Telltale Games) and John Teti (The A.V. Club)
Day / Time / Location: Saturday 10:30-11:30 Room 134, North Hall
Track / Format: Game Design / Panel
Description: It's common lore among actors that Dying is easy; comedy is hard. Games have the death thing covered, but laughs are tougher to come by. This panel will explore the challenges that face developers as they try to distill a sense of humor into their games. How do you program comedy? How much do you rely on script and voice acting? Can you engineer emergent humor? A panel of the industry's wittiest developers will discuss the methods they use to get a laugh without coming off as corny.


Building Blocks: Artist Driven Procedural Buildings
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SKU#: GDC10-10765
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Description: Building Blocks: Artist Driven Procedural Buildings
Speaker/s: James Golding (Epic Games)
Day / Time / Location: Thursday 10:30-11:30 Room 130, North Hall
Track / Format: Programming , Visual Arts / Lecture
Description: Creating a detailed city window-by-window is a daunting task. Having to adjust every window when requirements change is even worse!

The first part of the talk describes the problem at hand - that of creating a city where buildings look very detailed, do not take long to construct, can be easily modified, and allow automatic generation of a low level-of-detail version. Existing approaches are compared, and pros and cons are listed.

This talk then proposes a new method, expanding on current academic research. The approach is to allow a designer to place very simple shapes to define the building layout, and then assign a set of rules (created by a technical artist) to decorate it procedurally. The rules work by extracting rectangular regions (scopes) from the faces of the building, and recursively breaking them into smaller regions, until finally using a library of feature meshes (doors, windows, columns etc.) to fill in that region. This approach is explained with reference to several real-world examples of buildings.

Rules then connect to form a directed graph, so it can be useful to present the 'rule set' to artists graphically in that form. Many of the rule types that we have found useful will be explained, with use-cases. This includes splitting, repeating, occlusion tests, edge-angle and height tests, and more. Specific difficulties like trim work, roofs and non-rectangular faces are discussed, and the requirements for artist-created meshes are mentioned. Some detail is also given on the general technical challenges involved in rendering a building constructed in this modular method.

The talk then covers automatically creating LOD versions of these buildings. The lowest LOD is the simple shape already defined by the designer, but the transition from high to low can happen incrementally based on special rules. An offline render process is used to texture the low-LOD buildings, with special steps to generate masks for reflective windows.


Single-Player, Multiplayer, MMOG: Design Psychologies for Different Social Contexts
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SKU#: GDC10-10762
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Description: Single-Player, Multiplayer, MMOG: Design Psychologies for Different Social Contexts
Speaker/s: Ernest Adams (International Hobo)
Day / Time / Location: Saturday 3:00- 4:00 Room 303, South Hall
Track / Format: Game Design / Lecture
Description: This lecture explores the profound differences among game design for single-player, multiplayer, MMOG, and free-to-play games. These differences extend beyond the obvious considerations (types of challenges, fairness, balance, synchronous and asynchronous play, etc.) to questions about how the designer relates to the players, and how his or her own role changes with each type: artist, engineer, sociologist, economist. The experience of the single-player game arises from minute details of interaction, while the multiplayer game is much more about competition and mechanics. The lecture ends with suggestions to help guide the designer's thinking and avoid mistakes caused by assuming that all game design is the same.


Massive Discusses Best Practices on Incorporating and Maximizing Ad Revenue in Your Game
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SKU#: GDC10-10758
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Description: Massive Discusses Best Practices on Incorporating and Maximizing Ad Revenue in Your Game
Speaker/s: Shawn Sheridan (Microsoft) and Suzy Luko (Microsoft)
Day / Time / Location: Thursday 1:30- 2:30 Room 122, North Hall
Track / Format: Business and Management / Sponsored Session
Description: Massive, Microsoft's in-game advertising team, will share key learning's from five years in the industry, including ad placement strategies to maximize revenue, why some ad types and placements have a higher earning potential than standard in game placements, discuss the resources needed to integrate Massive, as well as specific requirements like texture sizes, formats and resolutions. Massive will also share best practices on how real world advertising can both complement and enhance the gameplay of your title.


A Day In The Life: Creating The Beatles: Rock Band
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SKU#: GDC10-10756
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Description: A Day In The Life: Creating The Beatles: Rock Band
Speaker/s: Ryan Lesser (Harmonix Music Systems), Dare Matheson (Harmonix Music Systems) and Josh Randall (Harmonix Music Systems, Inc.)
Day / Time / Location: Thursday 3:00- 4:00 Room 122, North Hall
Track / Format: Programming , Visual Arts / Sponsored Session
Description: Take a trip with the creative leads of The Beatles: Rock Band as they describe their magical mystery tour through their art production process. They'll cover the unique challenges of making a loving tribute to the most influential rock band of all time.


(Japanese Version) The Crystal Mythos and FINAL FANTASY XIII
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SKU#: GDC10-10751JP
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Description: The Crystal Mythos and FINAL FANTASY XIII
Speaker/s: Motomu Toriyama (Square Enix)
Day / Time / Location: Friday 1:30- 2:30 Room 135, North Hall
Track / Format: Game Design , Production / Lecture
Description: Behind the story of FINAL FANTASY XIII lies an all-encompassing crystal mythology. This crystal mythos tells the tale of a multitude of deities that exist not only in the world of FFXIII, but will also appear in the background of other titles planned for the series.

The saga of FFXIII touches upon just one small part of this overarching mythology. In this session, Motomu Toriyama, director and scenario writer, will explain the various processes involved in crafting the crystal mythos, creating the world of FFXIII, character design, and the development of drama between those characters. He will also speak on the direction he hopes to take in future projects.


(English Version) The Crystal Mythos and FINAL FANTASY XIII
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SKU#: GDC10-10751EN
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Description: The Crystal Mythos and FINAL FANTASY XIII
Speaker/s: Motomu Toriyama (Square Enix)
Day / Time / Location: Friday 1:30- 2:30 Room 135, North Hall
Track / Format: Game Design , Production / Lecture
Description: Behind the story of FINAL FANTASY XIII lies an all-encompassing crystal mythology. This crystal mythos tells the tale of a multitude of deities that exist not only in the world of FFXIII, but will also appear in the background of other titles planned for the series.

The saga of FFXIII touches upon just one small part of this overarching mythology. In this session, Motomu Toriyama, director and scenario writer, will explain the various processes involved in crafting the crystal mythos, creating the world of FFXIII, character design, and the development of drama between those characters. He will also speak on the direction he hopes to take in future projects.


Case Studies: AI in Recent Games
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SKU#: GDC10-10749
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Description: Case Studies: AI in Recent Games
Speaker/s: Alex Champandard (AiGameDev.com), Tara Teich (Double Fine) and Chris Jurney (Double Fine Productions)
Day / Time / Location: Tuesday 10:00-11:00 Room 310, South Hall
Track / Format: AI Summit / Lecture
Description: While there are many versions of post mortem analyses in the game business, sometimes a broad brush approach doesn't highlight what the truly interesting nuggets are. In this session, we asked three AI programmers for recent games (Killzone 2, Brtal Legend, Dawn of War 2) to specifically address some unique challenges they faced in the development of their respective titles. They will describe what the challenges were, how they often arose from design decisions that pushed the boundaries of the typical AI comfort zone, and how these challenges were overcome.


AI and Interactive Storytelling: How We Can Help Each Other
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SKU#: GDC10-10747
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Description: AI and Interactive Storytelling: How We Can Help Each Other
Speaker/s: Michael Mateas (University of California, Santa Cruz), Daniel Kline (Crystal Dynamics) and Emily Short (Independent)
Day / Time / Location: Tuesday 4:15- 5:15 Room 310, South Hall
Track / Format: AI Summit / Lecture
Description: For some time, the industry has been exploring how to effectively manage the complexity of multiple story arcs, contextually appropriate character behavior, and yet still maintain an over-arching ebb and flow of tension and drama. In their quest, writers and designers have started looking to AI for solutions to these problems. Additionally, many techniques that are already being used in interactive drama can be used to augment traditional games. Through three short lectures, this session gives examples of ways that AI can enable the design and implementation of branching narratives, dynamic adaptive dialog, interactive storytelling, and drama management.


Code and Complexity: Managing EVE's Expanding Universe
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SKU#: GDC10-10721
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Description: Code and Complexity: Managing EVE's Expanding Universe
Speaker/s: Berglind Gudmundsdottir (CCP)
Day / Time / Location: Friday 9:00-10:00 Room 130, North Hall
Track / Format: Programming / Lecture
Description: In May 2003 CCP published EVE Online, an MMO (Massively Multiplayer Online) game set in space. The game has been consistently growing since launch, has won numerous awards and received critical acclaim worldwide. During this time the developers have released 11 expansions. Managing a large code base in an MMO environment and keeping it growing for years poses many challenges. In this lecture Berglind's talks about those challenges and how CCP tackles them.


Application Stores: What You Should Know Before You Get Started
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SKU#: GDC10-10713
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Description: Application Stores: What You Should Know Before You Get Started
Speaker/s: Kyu C. Lee (GAMEVIL USA, Inc.)
Day / Time / Location: Tuesday 4:15- 4:45 Room 309, South Hall
Track / Format: GDC Mobile/Handheld / Lecture
Description: This lecture will cover a list of things that you should be aware of before approaching each application store: Apple's AppStore, Google's Android Market, Blackberry's AppWorld, Microsoft's Marketplace, Nintendo's DSiWare, PSN Mini and Zeebo. Discussing his own experience with all of these platforms's, Kyu Lee will provide a walk-through from development to market for each.


Succeeding with Licensed Brands in MMOs & Virtual Worlds
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SKU#: GDC10-10669
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Description: Succeeding with Licensed Brands in MMOs & Virtual Worlds
Speaker/s: N'Gai Croal (Hit Detection), Fredrica Drotos (Middle-earth Enterprises), James Jones (Hasbro), Mary Bihr (LucasArts) and Robert Ferrari (Sanrio Digital & Typhoon Games)
Day / Time / Location: Tuesday 4:15- 5:15 Room 130, North Hall
Track / Format: Social & Online Games Summit / Panel
Description: The entertainment sector has leveraged the power of licensed brands across a variety of mediums such as TV, movies, and games for years. Now brands are transitioning into the MMO and virtual world sector. This session will focus on how brands can succeed within the online sector. The audience will be exposed to views and case studies from leading execs managing branded MMOs and virtual worlds.


Bringing UE3 to Apple's iPhone Platform
Price:$3.95

SKU#: GDC10-10667
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Description: Bringing UE3 to Apple's iPhone Platform
Speaker/s: Josh Adams (Epic Games)
Day / Time / Location: Tuesday 3:00- 4:00 Room 306, South Hall
Track / Format: iPhone Games Summit / Lecture
Description: This talk will cover the methods Epic used to bring a large-scale game engine over to a mobile device in only a few months time. Important points include what we had to change in Unreal Engine 3 to target the iPhone, what we were able to leverage directly, and what features we cut to overcome limitations of the hardware. Low-level systems such as rendering, file I/O, input, and threading will be addressed in addition to how our Windows-focused tools and engine are used with the Mac-centric development of the iPhone.


Tegra - Developing Killer Content for Advanced Mobile Platforms
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SKU#: GDC10-10665
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Description: Tegra - Developing Killer Content for Advanced Mobile Platforms
Speaker/s: Lars Bishop (NVIDIA)
Day / Time / Location: Thursday 9:00-10:00 Room 310, South Hall
Track / Format: Programming / Sponsored Session
Description: Tegra is the world's first dual-core mobile processor and is enabling a new era in mobile content. Tegra is being built into diverse devices from phones, tablets and smartbooks to set-top boxes and TVs, creating a high-volume content opportunity. Come for insights into developing 3D and multimedia mobile applications Android, Linux and Windows CE; see demonstrations of NVIDIA's Tegra developers - kit and tools, including PerfHUD ES; learn cutting-edge techniques for integrating video and 3D into augmented reality titles using cross-platform Khronos APIs. Discover how to tap into Tegra and be a part of the mobile content revolution.


NVIDIA's New Game Development Environment
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SKU#: GDC10-10663
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Description: Mack (NaturalMotion Ltd)
Fri 9:00AM

NVIDIA's New Game Development Environment
Speaker/s: Jeffrey Kiel (NVIDIA), Kumar Iyer (NVIDIA) and Sebastien Domine (NVIDIA)
Day / Time / Location: Thursday 4:30- 5:30 Room 310, South Hall
Track / Format: Programming / Sponsored Session
Description: Come learn about NVIDIA's new development environment for heterogeneous (CPU+GPU) platforms, integrated into Microsoft Visual Studio. This is the world's first GPU hardware source debugger for HLSL shaders, DirectCompute and CUDA C++, and adds powerful DirectX 10 and 11 frame capture and analysis, pixel history, and platform-level performance tools that can show you activities across your GPU, CPU and the operating system. One platform allows you to seamlessly develop CPU and GPU code for the first time. Session attendees will see a live demo of the GPU development environment, and learn how to debug and optimize their GPU code and API usage directly from Visual Studio. Attendees will also learn how to get access to the Beta program for this game-changing development tool.


What Virtual Worlds Can Learn From Social Games
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SKU#: GDC10-10671
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Description: What Virtual Worlds Can Learn From Social Games
Speaker/s: Sulka Haro (Sulake)
Day / Time / Location: Tuesday 11:45-12:15 Room 134, North Hall
Track / Format: Social & Online Games Summit / Lecture
Description: The focus of the gaming and entertainment industry has rapidly shifted from casual gaming and virtual worlds to social gaming, as the new genre of games has attracted tens of millions of players that seemed to come from nowhere. Compared to virtual worlds, the social games' ability to attract and move audiences from game to game seems almost uncanny. The talk explores key differences between the user experience on social games and virtual worlds, and suggests techniques to improve virtual worlds' play experience.


Physically Simulated Clothing in Eve Incarna Using NVIDIA APEX
Price:$3.95

SKU#: GDC10-10661
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Description: Physically Simulated Clothing in Eve Incarna Using NVIDIA APEX
Speaker/s: Snorri Sturluson (CCP), Vigfus Omarsson (CCP) and Monier Maher (NVIDIA)
Day / Time / Location: Thursday 1:30- 2:30 Room 310, South Hall
Track / Format: Visual Arts / Sponsored Session
Description: In this session, we will demonstrate how CCP added physically simulated clothing to their Eve Incarna characters using NVIDIA's APEX Clothing. We will demonstrate, step by step, the full authoring pipeline, from DCC tools to final integration into the game engine. This session introduces the full NVIDIA APEX suite of artist friendly tools and runtime libraries (Clothing, Destruction, Particles, Turbulence & Vegetation), which significantly speed up creation and inclusion of scalable, dynamic content without a large engineering effort.



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