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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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Violence Prevention -- Playing A Video Game Can Make A Difference
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SKU#: GDC10-10599
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Description: Violence Prevention -- Playing A Video Game Can Make A Difference
Speaker/s: Allan McCullough (Child Safety Research & Innovation Center)
Day / Time / Location: Tuesday 3:30- 4:00 Room 133, North Hall
Track / Format: Serious Games Summit / Lecture
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.


Video Game IP - What You Need to Know NOW
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SKU#: GDC10-10596
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Description: Video Game IP - What You Need to Know NOW
Speaker/s: Ross Dannenberg (Banner & Witcoff, Ltd)
Day / Time / Location: Thursday 9:00-10:00 Room 130, North Hall
Track / Format: Business and Management / Lecture
Description: Intellectual property can be a powerful asset for any company, young or old. Trademarks protect your brand; copyrights protect your content; and patents can be used to broadly protect your ideas, while company critical information can be safeguarded as a trade secret. However, companies must perform certain actions in order to enforce their IP, because some forms of IP require that certain steps are taken at specific times or a company might inadvertently dedicate its IP assets to the public. Don't let this happen to you! This seminar will discuss what you need to know NOW to protect your intellectual property, and will discuss proactive steps you can take to ensure that you maximize your intellectual property rights in your video game and software.


CALL OF DUTY: WORLD AT WAR ZOMBIES - iPhone Postmortem
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SKU#: GDC10-10593
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Description: CALL OF DUTY: WORLD AT WAR ZOMBIES - iPhone Postmortem
Speaker/s: Russell Clarke (Ideaworks Game Studio)
Day / Time / Location: Tuesday 4:15- 5:15 Room 306, South Hall
Track / Format: iPhone Games Summit / Lecture
Description: When the world's biggest games publisher selects you to bring one of the world's biggest and most successful franchises to iPhone, you know you're going to go the extra mile. Ideaworks Game Studios are specialists, having previously brought several major franchises such as METAL GEAR SOLID and NEED FOR SPEED to mobile, as well as creating previous #1 App Store games. Russell Clarke, Studio Technical Director & Head of Engineering, will describe how his team pushed the boundaries of what is possible on iPhone, especially in the area of performance, interaction design and multiplayer.


Designing for Performance, Scalability & Reliability: StarCraft II's Approach
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SKU#: GDC10-10592
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Description: Designing for Performance, Scalability & Reliability: StarCraft II's Approach
Speaker/s: Dominic Filion (Blizzard Entertainment)
Day / Time / Location: Thursday 9:00-10:00 Room 306, South Hall
Track / Format: Programming , Production / Lecture
Description: This session presents an ensemble of techniques Blizzard has developed to ensure high scalability, performance and robustness for the StarCraft II engine. Techniques will be shared that ensured our game ran on the widest possible range of PC hardware available, ensuring robustness on each targeted system spec while aiming to utilize each hardware tier to its maximum potential. Concepts, data, tools demonstrations and production processes overviews will be presented that empowered our development team to make this process as reliable and accurate as possible.


Animation Warping for Responsiveness in FIFA Soccer
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SKU#: GDC10-10591
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Description: Animation Warping for Responsiveness in FIFA Soccer
Speaker/s: Paul McComas (Electronic Arts) and Jason Sanmiya (Electronic Arts)
Day / Time / Location: Friday 1:30- 2:30 Room 304, South Hall
Track / Format: Programming / Lecture
Description: This session presents methods used in FIFA Soccer to improve the responsiveness and flexibility of motion captured animations. It describes when and how turn animations can be procedurally altered, and how this warping is done on-the-fly. Also, it details how this warping can be expanded to any animation that must reach a specific point at a specific time. The session concludes with some general observations on the benefits of warping method over more traditional techniques such as blending.


Motivating Casual Players: Non-Traditional Character Progression and Player Retention
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SKU#: GDC10-10590
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Description: Motivating Casual Players: Non-Traditional Character Progression and Player Retention
Speaker/s: Laralyn McWilliams (Sony Online Entertainment)
Day / Time / Location: Saturday 10:30-11:30 Room 133, North Hall
Track / Format: Game Design , Business and Management / Lecture
Description: RPGs and MMOs rely on leveling up, stat increases, and item unlocking for the carrots that retain players. Multiplayer shooters and fighting games rely on competition and a skill ramp that encourages players to fight for positioning on ladders and leader boards. Traditional single-player games rely on new areas, new abilities, and storylines to encourage continued play. Yet all of these things are forms of progression.

This presentation presents examples of alternative player progression, using games like Free Realms, Pogo and Halo for development examples. It compares and contrasts progression at both ends of the spectrum to develop a methodology that steps you through the usual and some unusual choices in progression. It also takes a critical look at how casual games, social games and large brands are innovating in progression.


Designing for Co-Operative Play in an Open World
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SKU#: GDC10-10585
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Description: Designing for Co-Operative Play in an Open World
Speaker/s: David Bowring (Volition)
Day / Time / Location: Friday 3:00- 4:00 Room 130, North Hall
Track / Format: Game Design / Lecture
Description: Engaging cooperative play in an open world is a growing challenge designers have to face. More games are allowing players to join up with friends to enjoy sandbox mayhem as well as play through activities and story missions. In this lecture, a member of the Volition design team experienced in open world cooperative gameplay design will discuss the different aspects and implications of adding a second player to an open world. This includes building new gameplay, adapting existing systems, and evolving the design.


Multiplayer Level Design in Red Faction Guerrilla
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SKU#: GDC10-10584
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Description: Speaker/s: Luke Schneider (Radiangames)
Day / Time / Location: Friday 4:30- 5:30 Room 303, South Hall
Track / Format: Game Design / Lecture
Description: Environmental destruction is one of the key ways to increase interaction in games, particularly when combined with a full-featured physics system. As destruction systems become more prevalent in games, the standard pipelines, processes, and even design principles need to be re-examined and adapted to what is essentially a large emergent system.

Volition's Red Faction: Guerrilla pushed physics-based destruction to previously unseen levels this past summer with its GEOMOD 2.0 engine, and the multiplayer component highlighted this system to great effect. After two highly-rated GDC lectures by the team in 2009, the lead multiplayer designer returns to reveal the specifics of the multiplayer level design process and share the lessons learned about how to use and avoid being abused by the destructible environments.


Paint-by-Gender: How to Add Pink Gameplay to Your 'Blue' Title (and Still Keep All the Boys Happy)
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SKU#: GDC10-10583
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Description: Paint-by-Gender: How to Add Pink Gameplay to Your 'Blue' Title (and Still Keep All the Boys Happy)
Speaker/s: Jennifer Canada (Insomniac Games)
Day / Time / Location: Saturday 9:35-10:00 Room 132, North Hall
Track / Format: Game Design / Lecture
Description: As the gaming market expands, it is more important than ever to design games that appeal to both genders. This session focuses on clear and straightforward ways in which game developers can attract greater numbers of female players through female-friendly gameplay design - without alienating the game's male audience. Gameplay design strategies are derived from contemporary research and are illustrated in the presentation using comparisons to popular video games that are successful with both genders.


Theme is Not Meaning
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SKU#: GDC10-10582
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Description: Theme is Not Meaning
Speaker/s: Soren Johnson (EA Maxis)
Day / Time / Location: Tuesday 11:15-12:15 Room 133, North Hall
Track / Format: Serious Games Summit / Summit Keynote
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?


Automated Emotion: Facial Animation in Star Wars: The Old Republic
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SKU#: GDC10-10580
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Description: Automated Emotion: Facial Animation in Star Wars: The Old Republic
Speaker/s: Ben Cloward (Bioware)
Day / Time / Location: Saturday 1:30- 2:30 Room 132, North Hall
Track / Format: Visual Arts / Lecture
Description: This session offers an in-depth look at the process that the artists and programmers at Bioware developed for the automatic generation of facial performance in Star Wars: The Old Republic. For projects where the high volume of spoken dialog makes hand-keyed facial animation impossible, achieving an equivalent quality level using automation IS possible. This lecture will discuss how this can be achieved through the use of libraries of animator-created performances, and an automated system for selecting and combining these animations.


Double Header Analysis: Xbox Live Achievement Data and Intellectual Property Trends in Video Games
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SKU#: GDC10-10581
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Description: Double Header Analysis: Xbox Live Achievement Data and Intellectual Property Trends in Video Games
Speaker/s: Geoffrey (GZ) Zatkin (Electronic Entertainment Design and Research) and Jesse Divnich (EEDAR)
Day / Time / Location: Friday 4:30- 5:30 Room 130, North Hall
Track / Format: Business and Management / Lecture
Description: Part one of this session analyzes three years of consumer behavior for Xbox Live achievements against a plethora of key categories including game genre, review score, IP and ESRB rating. This analysis provides critical insight to publishers and developers, allowing for maximized use of achievements as tools to drive sales, enhance marketing and provide critical feedback for your game. Part two of this session provides an in-depth data driven analysis of new vs. established intellectual properties in the game industry. Analysis includes prevalence, platform and ESRB variance, windows of opportunity, factors that correlate with success and the importance of quality for commercial success of new vs. established properties.


God of War III: Shadows
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SKU#: GDC10-10579
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Description: God of War III: Shadows
Speaker/s: Ben Diamand (Sony Santa Monica)
Day / Time / Location: Thursday 4:30- 5:30 Room 304, South Hall
Track / Format: Programming , Visual Arts / Lecture
Description: This session provides a detailed view of Sony Santa Monica's approach to shadows in its upcoming title, God of War III. It covers the general techniques employed, and a variety of specific details about what features were supported and what tradeoffs were made. Information about timing, descriptions of what was tried and thrown away, as well as what wound up in the final product will be presented.


Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void
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SKU#: GDC10-10577
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Description: Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void
Speaker/s: Sarah Tariq (NVIDIA) and Joe Cruz (Airtight Games)
Day / Time / Location: Friday 9:00-10:00 Room 304, South Hall
Track / Format: Programming / Lecture
Description: In this session we will talk about 3D fluid simulation driven effects that we created in the game Dark Void. We will go over the details of how to implement a seamless, scalable and direct-able fluid simulation in a game engine and use it to create the next generation of fluid driven effects. We believe that these techniques are feasible for games, not just tech demos and movies, and we hope to inspire the audience into using such techniques to create amazing effects in their own games.


Uncharted 2: HDR Lighting
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SKU#: GDC10-10578
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Description: Uncharted 2: HDR Lighting
Speaker/s: John Hable (Naughty Dog)
Day / Time / Location: Saturday 3:00- 4:00 Room 305, South Hall
Track / Format: Programming , Visual Arts / Lecture
Description: This session talks about HDR Lighting in Uncharted 2. The main focus will be Gamma/Linear-Space Lighting, Filmic Tonemapping, and Screen-Space Ambient Occlusion. Throughout the session, we will talk about all the little details that no one tells you, like why our SSAO only affects ambient light, how our highlights avoid clamping, and if specular maps should be stored in linear or gamma space.


Zero to Millions: Building an XLSP for Gears of War 2
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SKU#: GDC10-10572
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Description: Zero to Millions: Building an XLSP for Gears of War 2
Speaker/s: Dan Schoenblum (Epic Games)
Day / Time / Location: Friday 3:00- 4:00 Room 303, South Hall
Track / Format: Programming / Lecture
Description: This lecture will dissect how Epic Games built a robust and massively scalable backend platform for Gears of War 2 with less than a year to build, test, and deploy it - starting from scratch. The system had to collect stats from hundreds of thousands of game sessions per day, monitor hardware information and player settings, and deliver daily content to every user. Attendees will learn how the system was built, problems overcome during its development, and what can be expected when trying to build a similar system.


Servicing a Game With Feature Driven DLC
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SKU#: GDC10-10571
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Description: Servicing a Game With Feature Driven DLC
Speaker: Dave Burrows (Founder, Big Boffins)
Date/Time: Saturday (March 13, 2010) 10:30am — 11:30am
Location (room): Room 131, North Hall
Track: Production
Secondary Track: Business and Management
Format: 60-minute Lecture
Experience Level: All

Session Description
David Burrows, former PSN Technical Director of SCEE North West Studio Group, will share his insights on matching post-launch content with the changing player audience. Moving from product based titles to service based ones involves understanding the adoption life cycle, the adoption process and answering questions such as: What features should be in the initial launch and then in the subsequent releases? He'll reference academia such as: the Kano Model, proposed by Professor Noriaki Kano in the 80s, which matches product development and customer satisfaction and the Technology Adoption Life Cycle, developed by Iowa State College in the 50s. Using these models to show how a game service should change over time and how the initial release should be distinct from a mature service.


(Japanese Version) The Next Generation of Fighting Games: Physics & Animation in UFC 2009 Undisputed
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SKU#: GDC10-10568JP
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Description: The Next Generation of Fighting Games: Physics & Animation in UFC 2009 Undisputed
Speaker/s: Hiroki Ueno (Yukes Co., Ltd)
Day / Time / Location: Friday 3:00- 4:00 Room 135, North Hall
Track / Format: Programming / Lecture
Description: UFC 2009 Undisputed is a fighting game first to employ a variety of newly developed game techniques, among these being full-scale physics simulation. This session will provide a detailed description of the most useful character animation techniques used in UFC 2009 Undisputed, focusing mainly on Physics and Character Animation Blending, while also introducing Full-body IK Targeting and Character Navigation. Additionally, this session will explain these concepts without delving too deeply into difficult numerical formulas, thus allowing all types of game designers and artists to be welcome listen.


(English Version) The Next Generation of Fighting Games: Physics & Animation in UFC 2009 Undisputed
Price:$3.95

SKU#: GDC10-10568
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Description: The Next Generation of Fighting Games: Physics & Animation in UFC 2009 Undisputed
Speaker/s: Hiroki Ueno (Yukes Co., Ltd)
Day / Time / Location: Friday 3:00- 4:00 Room 135, North Hall
Track / Format: Programming / Lecture
Description: UFC 2009 Undisputed is a fighting game first to employ a variety of newly developed game techniques, among these being full-scale physics simulation. This session will provide a detailed description of the most useful character animation techniques used in UFC 2009 Undisputed, focusing mainly on Physics and Character Animation Blending, while also introducing Full-body IK Targeting and Character Navigation. Additionally, this session will explain these concepts without delving too deeply into difficult numerical formulas, thus allowing all types of game designers and artists to be welcome listen.


Making Robust Computer Vision in Games
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SKU#: GDC10-10566
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Description: Making Robust Computer Vision in Games
Speaker: Diarmid Campbell (Principal Programmer, Sony Computer Entertainment Europe)
Date/Time: Friday (March 12, 2010) 1:30pm — 2:30pm
Location (room): Room 131, North Hall
Track: Programming
Format: 60-minute Lecture
Experience Level: All

Session Description
Computer vision is a growing discipline in the games industry. From the PlayStation Eye to mobile phones to the looming Natal, cameras are becoming a common sight on gaming platforms. Diarmid Campbell, head of Sony's London Studio Vision R&D group, presents what his group has learned creating computer vision algorithms for games. We give an overview of modern computer vision approaches with specific examples from the PS3 game EyePet, how research fits into the game development process and how game design can play its part. The session will involve lots of live demos and videos.


Sporadic-Play: The History and Future of Making Games for Busy People
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SKU#: GDC10-10374
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Description: Sporadic-Play: The History and Future of Making Games for Busy People
Speaker: Jeremy Gibson (Faculty, USC - Interactive Media Division), Bryan Cash (Gameplay Engineer/Designer, Schell Games)
Date/Time: Wednesday (March 10, 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
Sporadic-play games are those which intentionally limit player interaction to only small chunks of time, spread across hours or days of real-time. Historical examples such as correspondence chess and fantasy sports have been played since long before the advent of electronic gaming. However, it is through the recent proliferation of the internet and social networking websites that these games have seen an explosion of popularity. While these games have existed for centuries, there has been little exploration in that time of the aspects that make them uniquely appealing to very wide audiences. In this lecture, two of the creators of Skyrates, an award-winning sporadic game created at Carnegie Mellon University discuss the past, present, and future of sporadic games with a focus on knowledge and lessons that other designers can use to improve their game projects.


What Social Games Can Learn From Virtual Worlds
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SKU#: GDC10-10373
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Description: What Social Games Can Learn From Virtual Worlds
Speaker: Mike Goslin (VP Product Development, Hangout Industries)
Date/Time: Tuesday (March 9, 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
Social games are becoming richer, deeper, and more complex as the focus shifts from rapid acquisition of users to how to keep those users playing (and paying) longer. Virtual worlds and MMOGs contain many lessons that can directly apply in the social gaming space to help with engagement, retention, and monetization. This talk explores some concrete examples of how to use rich virtual environments and avatars, customization, multiplayer games, and other techniques from the virtual world and MMOG space to build a next generation social game.


Why Are Gaming Veterans Flocking to Social Gaming?
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SKU#: GDC10-10372
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Description: Why Are Gaming Veterans Flocking to Social Gaming?
Speaker: Steve Meretzky (VP of Game Design, Playdom), Brian Reynolds (Chief Designer, Zynga), Noah Falstein (President, The Inspiracy), Brenda Brathwaite (Creative Director, Slide)
Date/Time: Tuesday (March 9, 2010) 1:45pm — 2:45pm
Location (room): Room 134, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 60-minute Panel

Session Description
A panel of core and casual gaming heavyweight will discuss what prompted them to join the social gaming revolution, what's unique about the industry, and how the 'old rules' do and don't apply. Never shy about going out on a limb, they'll also share their predictions about social gaming's future and what it means for the broader gaming industry.


The Anatomy of a Social Gamer: Why Do They Come, Play and Pay?
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SKU#: GDC10-10371
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Description: The Anatomy of a Social Gamer: Why Do They Come, Play and Pay?
Speaker: Marianne Borenstein (VP Platform Relations & Customer Exp., Playdom), Deanna Hernandez (Player), Frank Benedetto (Player), Jake Fong (Player), Julie M. Reck (Player)
Date/Time: Wednesday (March 10, 2010) 4:15pm — 5:15pm
Location (room): Room 134, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 60-minute Panel

Session Description
By now we all know everyone, everywhere is playing social games but why? What is so appealing about social games? When and where do people play them? How are player expectations changing? Why do they spend money on virtual goods? Playdom's resident player guru will moderate a panel of real players to gain valuable insight into the psychographic of key player types, including the big spender, the hardcore player, the casual player and the social player. A quick visual presentation of industry research, player metrics and voice of the player insights will provide context and tee up the conversation.


Kids and Parents Playing Together Online: the Next Frontier of Casual Gaming
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SKU#: GDC10-10370
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Description: Kids and Parents Playing Together Online: the Next Frontier of Casual Gaming
Speaker: Jesse Schell (ETC Carnegie Mellon, Schell Games)
Date/Time: Wednesday (March 10, 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
The last five years have shown us an explosion of casual games for adults, casual games for kids, and online games. But there are very few online games that are for kids and parents to play together, as a family. This is a vastly unexploited opportunity for those who want to create games that involve real social bonding, as well as loyal, emotional persistence. This talk will look at games that have succeeded at bringing kids and parents together, and those that have failed, and address the psychology and mechanics that work best for this very important play pattern.



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