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

251 - 275 of 291 results Results | 25 results per page

AVATAR Score Postmortem: High Stakes, Challenges, Universal Takeaways
Price:$3.95

SKU#: GDC10-11018
Add to Cart
More Info
Description: AVATAR Score Postmortem: High Stakes, Challenges, Universal Takeaways
Speaker: Chance Thomas (Principal Composer, HUGESound)
Date/Time: Friday (March 12, 2010) 3:00pm — 4:00pm
Location (room): Room 112, North Hall
Track: Audio
Format: 60-minute Lecture
Experience Level: All

Session Description
Movie tie-in games are a high stakes business. None had higher stakes this past year than James Cameron's Avatar. Scoring movie games is a high stakes business itself, with unique artistic challenges, stratospheric expectations, and surprising hurdles to overcome. Composer Chance Thomas, a veteran of movie games (Avatar, Lord of the Rings, King Kong, X-Men, etc.) will carefully walk attendees through the Avatar experience - from auditioning for Cameron's team, to working with film composer James Horner, to composing and producing the massive 4.5 hour score in record time. All the highs and lows, the things you'd expect and the things you wouldn't, and the key takeaway lessons everyone can apply to their own careers.


Procedural Audio for Video Games: Are we there yet?
Price:$3.95

SKU#: GDC10-10285
Add to Cart
More Info
Description: Procedural Audio for Video Games: Are we there yet?
Speaker: Nicolas Fournel (Principal Audio Programmer, Sony Computer Entertainment Europe)
Date/Time: Friday (March 12, 2010) 1:30pm — 2:30pm
Location (room): Room 112, North Hall
Track: Audio
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
Explosion of content, non-repetitive sound effects, need for interactive music: these are some of the challenges the game industry faces today to provide a better audio experience. Procedural audio is a compelling solution to all these problems and the computational power of the new generation of consoles certainly allows for in-game real-time sound synthesis. But are we ready for it? After defining procedural audio in the context of video games, this presentation examines each step of its implementation during the production cycle and the challenges associated with it. Topics addressed range from design choices to typical game sound models, and from tools and engines requirements to quality assurance.


Scoring Hell: How We Created the Score for EA's Dante's Inferno from Inception to Final Implementation.
Price:$3.95

SKU#: GDC10-10275
Add to Cart
More Info
Description: Scoring Hell: How We Created the Score for EA's Dante's Inferno from Inception to Final Implementation.
Speaker: Garry Schyman (Game composer, GSP), Paul Gorman (AUDIO DIRECTOR, ELECTRONIC ARTS)
Date/Time: Friday (March 12, 2010) 9:00am — 10:00am
Location (room): Room 112, North Hall
Track: Audio
Secondary Track: Audio
Format: 60-minute Lecture
Experience Level: All

Session Description
This panel will present a step-by-step description of how we scored Dante's Inferno. Topics to include: how the composer was chosen, designing a style and approach to the score, score approvals and mockups, preparations for and recording the music with a live orchestra in London, and final mixes and approvals of all elements of the score.

In addition a special emphasis on implementation and how the implementation affected writing and recording the music.


Dynamic Navmesh - AI in the Dynamic Environment of Splinter Cell: Conviction
Price:$3.95

SKU#: GDC10-10611
Add to Cart
More Info
Description: Dynamic Navmesh - AI in the Dynamic Environment of Splinter Cell: Conviction
Speaker: Martin Walsh (AI Technical Lead, Ubisoft Montreal)
Date/Time: Thursday (March 11, 2010) 4:30pm — 5:30pm
Location (room): Room 132, North Hall
Track: Programming
Format: 60-minute Lecture
Experience Level: All

Session Description
Today's game environments are becoming more dynamic. Whether it be more objects moving around, or fully destructible environments, NPCs need a way to deal with the changing state of the environment in an intelligent manner. With just a few objects moving around, standard avoidance algorithms worked well, but with the complexity of this generation of games, a more sophisticated approach is necessary.

The goal of this session is to present to the approach used on Splinter Cell: Conviction to deal with dynamic environments: The Dynamic Navmesh. The attendee will be shown the initial solutions developed to implement the fundamental Dynamic Navmesh operations, why some of them failed, and the final solutions we came up with. Along the way many performance and robustness issues were encountered. Some of those will be presented as well, along with the solutions developed to overcome them.


Marketing in a Digitally Distributed World: What to Do When the Old Bag of Tricks Won't Work Anymore
Price:$3.95

SKU#: GDC10-10801
Add to Cart
More Info
Description: Marketing in a Digitally Distributed World: What to Do When the Old Bag of Tricks Won't Work Anymore
Speaker: Clive Downie (VP of Marketing, ngmoco:))
Date/Time: Thursday (March 11, 2010) 3:00pm — 4:00pm
Location (room): Room 132, North Hall
Track: Business and Management
Format: 60-minute Lecture
Experience Level: All

Session Description
The role of marketers is changing. Creating major awareness & demand for a game is no longer the sole focal point for a marketer in the digitally distributed world. Understanding the consumer is still a foundation. But where does it go from there in a world with no walls populated by rapidly changing target markets powered by their ability to wield information over personal broadcast channels, make & break trends in a day and consume quality for free in volume? How can marketing make a difference rather than be a legacy skill that's buried?


Physics Meets Animation : Character Stunts in Just Cause 2
Price:$3.95

SKU#: GDC10-10336
Add to Cart
More Info
Description: Physics Meets Animation : Character Stunts in Just Cause 2
Speaker: John Fuller (System Architect, Avalanche Studios), Andreas Nilsson (Lead Game-play Programmer, Avalanche Studios)
Date/Time: Thursday (March 11, 2010) 1:30pm — 2:30pm
Location (room): Room 132, North Hall
Track: Programming
Secondary Track: Visual Arts
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
Just Cause 2 is a game with a uniquely varied character game-play and interaction with objects. The character can skydive, dangle from a helicopter, parachute, swim, grapple and cling to cars, boats and air vehicles, all while firing a wide range of weapons. In this session, we reveal how physics, animation and IK were integrated to produce this fast-paced, responsive action.

The session will focus particularly on how physics can be used as a valuable addition to character animation, helping to reduce the burden of animation asset creation. It highlights the role physics can play in opening up novel gameplay options and in giving the user a feeling of responsiveness and immersion. It reviews the problems we faced and suggests a palatable approach to greater levels of physics adoption.


Bridging the Divide: Western Development and Chinese Culture
Price:$3.95

SKU#: GDC10-10295
Add to Cart
More Info
Description: Bridging the Divide: Western Development and Chinese Culture
Speaker: Richard Tsao (Managing Director, Ubisoft Chengdu), Jean-Francois Vallee (Technical Production Manager, Ubisoft Chengdu)
Date/Time: Thursday (March 11, 2010) 9:00am — 10:00am
Location (room): Room 132, North Hall
Track: Business and Management
Secondary Track: Production
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
This session will attempt to give a clearer picture on the challenges that Western managers would face working with Chinese game developers. Using our studio's experience, we will discuss about characteristics that make the business environment in China unique, demonstrates common situations that can be encountered while doing business in China, offer some positive aspects, and finally guidelines on how to be successful in China. Each of our examples will give perspectives from both an executive and a production manager, showing how important it is to have a symbiotic relationship throughout to ensure success in the Middle Kingdom.


Fate of a Small Social Game Studio
Price:$3.95

SKU#: GDC10-10293
Add to Cart
More Info
Description: Fate of a Small Social Game Studio
Speaker: Justin Hall (CEO, GameLayers, Inc)
Date/Time: Thursday (March 11, 2010) 5:05pm — 5:30pm
Location (room): Room 125, North Hall
Track: Business and Management
Secondary Track: Production
Format: 25-minute Lecture
Experience Level: Intermediate

Session Description
In 2007 GameLayers raised $500k in seed money to make a Passively Multiplayer Online Game, an MMO in a Firefox toolbar. After raising another $1.5 million of venture capital and expanding to nine employees, GameLayers found itself in late 2009 with no Firefox MMO, two Facebook games and four employees. What happened to GameLayers? This session will share lessons from a web games startup: raising money on prototypes, revenue attempts on unusual platforms, and evolving a company in search of larger markets.


Your Game is Live, Now What? Lessons Learned in the Online World
Price:$3.95

SKU#: GDC10-10312
Add to Cart
More Info
Description: Your Game is Live, Now What? Lessons Learned in the Online World
Speaker: Jane Fraser (QA Director, Electronic Arts)
Date/Time: Thursday (March 11, 2010) 4:30pm — 4:55pm
Location (room): Room 125, North Hall
Track: Production
Secondary Track: Business and Management
Format: 25-minute Lecture
Experience Level: All

Session Description
Whether you build online or social networking games, finishing the game is really the starting point: you release it, get feedback from your customers and environment, and then start all over again. Learn ways to keep up with changes and solve problems as Jane Fraser takes you thru the process and procedures she uses at Pogo.com and EA Social. Jane will illuminate the path of solving release and production issues with from inception to conclusion. She will outline the steps to take – identification, reproductions, risk assessments, patching, and the checks and balances to ensure the safest path towards fixing the issue.


What Happened Here? Environmental Storytelling
Price:$3.95

SKU#: GDC10-10327
Add to Cart
More Info
Description: What Happened Here? Environmental Storytelling
Speaker: Harvey Smith (Game Director, Arkane Studios), Matthias Worch (Senior Level Designer, Visceral Games)
Date/Time: Thursday (March 11, 2010) 3:00pm — 4:00pm
Location (room): Room 125, North Hall
Track: Game Design
Format: 60-minute Lecture
Experience Level: All

Session Description
This lecture examines the game environment as a narrative device, with a focus on further involving the player in interpreting (or pulling) information, in opposition to traditional fictional exposition. We provide an analysis of how and why some games in particular create higher levels of immersion and consistency, and we propose ways in which dynamic game systems can be used to expand upon these techniques. The lecture presents the techniques for environmental storytelling, the key to the creation of game spaces with an inherent sense of history; game spaces that invite the player's mind to piece together implied events and to infer additional layers of depth and meaning. In addition to commonly-used environmental storytelling tools (such as props, scripted events, texturing, lighting and scene composition), we present ideas for using game systems to convey narrative through environmental reaction. Environmental storytelling engages the player as an active participant in narrative; game systems that reflect the player's agency can do the same. The lecture will analyze existing cases and provide a framework for dynamic environmental storytelling in games.


Thin Gray Line: Musical Sound Design Explored
Price:$3.95

SKU#: GDC10-10651
Add to Cart
More Info
Description: Thin Gray Line: Musical Sound Design Explored
Speaker: Troels Folmann (Producer & Composer, Tonehammer)
Date/Time: Thursday (March 11, 2010) 10:30am — 11:30am
Location (room): Room 125, North Hall
Track: Audio
Secondary Track: Audio
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
British Academy Award winning composer, Troels Folmann, walks the thin gray line between sound design and music.

This lecture provides the audience will applicable techniques in musical sound design, which is one of the emerging trends shaping the future of scoring.


GANG Demo Derby - Music
Price:$3.95

SKU#: GDC10-10354
Add to Cart
More Info
Description: GANG Demo Derby - Music
Speaker: Tom Salta (Composer/Producer, Persist Music), Chuck Doud (Music Director, SCEA), Chance Thomas (Principal Composer, HUGESound), Paul Lipson (President, Game Audio Network Guild)
Date/Time: Thursday (March 11, 2010) 3:00pm — 5:00pm
Location (room): Room 124, North Hall
Track: Audio
Format: Two-hour Panel
Experience Level: All

Session Description
The GANG Demo Derby is a longstanding tradition at GDC, and has been a cornerstone event for new and emerging audio professionals. GDC has a strong audio track tradition, making the Demo Derby - one of the highest rated audio panels year over year - a perfect fit for inclusion in the 2010 program.

Attendees submit 60 seconds of their best work for a detailed critique and feedback from a panel of leading audio professionals, and participate in an active discussion with fellow panelists and audience members.


Making a Car Sound Like a Car - An Audio Vivisection of One of the Cars of FORZA MOTORSPORT 3
Price:$3.95

SKU#: GDC10-10645
Add to Cart
More Info
Description: Making a Car Sound Like a Car - An Audio Vivisection of One of the Cars of FORZA MOTORSPORT 3
Speaker: Greg Shaw (Audio Director, Turn 10 Studios, Microsoft), Mike Caviezel (Audio Designer, Turn 10 Studios, Microsoft)
Date/Time: Thursday (March 11, 2010) 10:30am — 11:30am
Location (room): Room 124, North Hall
Track: Audio
Format: 60-minute Lecture
Experience Level: All

Session Description
If you've ever had to author sound for a car before, then you know that vehicle sound design has a very unique set of sound design challenges. In this session, we'll outline those challenges, and then we'll take apart the audio for one of our star cars, piece by piece, to show you how we did it for Forza Motorsport 3. Along the way, we'll answer questions such as:

- How does a car generate sound in real life, and what's the best way to capture it?
- How much physics control do I really need to make it sound like a car?
- Besides the engine, what ELSE makes a car sound like a car?
- I'm not making a Forza-scale game about cars - how can I condense the process for my game?
- We'll also take a look at the Forza Motorsport 3 toolset, and talk about how the right tools keep the quality bar high, the cost down, and deliver world-class vehicle audio on-time


The Musical Recipe of Emotion
Price:$3.95

SKU#: GDC10-10287
Add to Cart
More Info
Description: The Musical Recipe of Emotion
Speaker: Paul Lipson (President, Game Audio Network Guild), Laura Karpman (Composer, Art Farm West), Marty O'Donnell (Bungie), Chance Thomas (Principal Composer, HUGESound), Tom Salta (Composer/Producer, Persist Music)
Date/Time: Thursday (March 11, 2010) 9:00am — 10:00am
Location (room): Room 124, North Hall
Track: Audio
Format: 60-minute Panel
Experience Level: All

Session Description
Games, just like TV and Film, often heavily rely on music to create an emotional dimension that is intended to make the player feel a certain way. When it's done right, the result can be bigger than the sum of it's parts and bring the gaming experience to a new emotional level, greatly adding to the immersion factor.

Award winning composer Tom Salta (H.A.W.X, GRAW, Red Steel), will be joined by a cast of multiple Emmy and award winning composers, Laura Karpman (Taken, Untold Legends, Everquest), Marty O'Donnel (Halo series), Jason Hayes (Warcraft, Diablo, StarCraft), and Chance Thomas (Avatar, Lord of the Rings Online) to discuss their secrets and techniques for creating music that deliberately evokes emotion.

There will also be an interactive portion where attendees will call out different emotions and music will be created live.


After the iPhone...What?
Price:$3.95

SKU#: GDC10-10574
Add to Cart
More Info
Description: After the iPhone...What?
Speaker: Jeff Essex (Creative Director, Audiosyncrasy), Peter Drescher (Twittering Machine), Dave Sparks (Engineering Manager, Google), Aaron Higgins (President, Sound Trends), Jeff Bush (Director webOS Graphics & Gaming, Palm), Rajeev Massand (RIM)
Date/Time: Thursday (March 11, 2010) 10:30am — 11:30am
Location (room): Room 112, North Hall
Track: Audio
Format: 60-minute Panel
Experience Level: All

Session Description
The iPhone is a great gaming device with a huge market. But with so many titles, success is becoming extremely difficult, especially with the focus on free or 99 cent apps. It has a direct impact on audio creators seeking to grow their business in mobile. What are your options? This panel features audio-savvy representatives for four alternative platforms - Android, Palm, Blackberry and Windows Mobile - plus a reality-checking experienced iPhone developer. Specifics will include the nitty gritty (audio architecture, hardware specs, etc.), particular strengths of each platform, examples of in-game audio, and market differentiators.


Audio Boot Camp
Price:$3.95

SKU#: GDC10-10272
Add to Cart
More Info
Description: Audio Boot Camp
Speaker: Scott Selfon (Microsoft), Dan Bardino (Creative Services Manager, Sony Computer Entertainment Europe), Charles Deenen (Sr. Audio Director, Electronic Arts), Alistair Hirst (CEO, Omni Audio), Brian Schmidt (President, Brian Schmidt Studios, LLC), Alastair Lindsay (Music Manager, Sony Computer Entertainment Europe), Tomas Neumann (Audio Technical Lead, Crytek), Simon Carlile (CTO and Academic Researcher, Personal Audio Pty Ltd), Chris Grigg (Head of Standards; also Chairman, Technical Standards Board, MMA, Beatnik, Inc.), Lennie Moore (3l33t Music), Alex Wilmer (Audio Engineer, Crystal Dynamics), Mark Yeend (Microsoft), Kenny Young (Media Molecule)
Date/Time: Wednesday (March 10, 2010) 10:00am — 6:00pm
Location (room): Room 220, East Mezzanine
Track: Audio
Format: Full-day Tutorial
Experience Level: All

Session Description
Audio for games and other interactive entertainment has grown far beyond simple mash-ups of technical concepts with linear audio design techniques. Today's games require responsive and dynamic musical scores; ambiences, sound effects, and dialog that respond to player actions; immersive and accurate player-surrounding soundscapes; not to mention AI driven dynamic control of the overall mix.

The Audio Boot Camp offers an introduction to the wide array of topics that comprise the burgeoning game audio industry, with an increasing focus on harnessing tools and technology to serve the artistic needs of the title.


Over a Billion Dollars Can't Be Wrong: Is Exergaming Success a Victory for Serious Games?
Price:$3.95

SKU#: GDC10-10829
Add to Cart
More Info
Description: Over a Billion Dollars Can't Be Wrong: Is Exergaming Success a Victory for Serious Games?
Speaker: Ian Bogost (Associate Professor, The Georgia Institute of Technology), Barbara Chamberlin (Extension Instructional Design and Educational Media Specialist, New Mexico State University Media Productions), Sheryl Flynn (Founder/CEO, Blue Marble), Ernie Medina (Co-founder and Chief Executive Officer, MedPlay Technologies), Stephen Yang (Assistant Professor, SUNY Cortland)
Date/Time: Wednesday (March 10, 2010) 4:15pm — 5:15pm
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: 60-minute Panel

Session Description
On a global retail basis the sales numbers for exergaming are quite significant. Over a billion dollars has been spent on products including Wii Fit, EA Sports Active, and Gillian Michaels. However, does this represent a stunning victory for game products that offer their audience something specifically beyond entertainment? This panel of leading exergame experts and researchers will assess the success of exergame products, pointing out how unique and powerful they can be. Despite identifying the success the panel will shine a spotlight on how despite the commercial success of exergaming its potential for important health outcomes is lagging. The goal is not to bemoan the differential most exercise products experience between sales and the reality of their use but to instead argue how exergames can succeed at closing their own delta between units shipped and healthy lives supported.


Seriously, Make YOUR Game!
Price:$3.95

SKU#: GDC10-10604
Add to Cart
More Info
Description: Seriously, Make YOUR Game!
Speaker: Jason Rohrer (Independent), Paolo Pedercini (Professor, Carnegie Mellon University), Ian Bogost (Associate Professor, The Georgia Institute of Technology)
Date/Time: Wednesday (March 10, 2010) 3:00pm — 4:00pm
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: Summit Keynote

Session Description
Too often the pattern for a serious game involves a big sponsoring organization and a team of developers working through many levels of approval designed to reduce an abnormal sense of risk towards building a game. As such the serious games space seems often filled with projects that are in limbo - waiting for some form of greenlight be it funding, approval, or a larger sense of drive from the developer themselves. What if instead of looking at the serious games space through the lens of sponsored projects, always in need of satisfied risk curves, we envisioned it more as a space filled with development risk takers in control of their own games, visions, and ideas of what can serious games can be? Nearing the end of the Serious Games Summit, Two top indie developers inspire us to get things done. Jason Rohrer (Passage, Between) will provide a talk titled 'E For Everyone: Making a mature game for the DS' and Paolo Pedercini (aka La Molleindustria) creator of Every Day the Same Dream, and McDonald's Videogame provides a talk titled, 'Corrupting your Children'. Following the talks will be further discussion and Q&A with Ian Bogost about the creators' work and what serious games developers of all types can learn from it.


Ideas For Serious Games Future: Four Ideas About Where Serious Games Can Go Next
Price:$3.95

SKU#: GDC10-10823
Add to Cart
More Info
Description: Ideas For Serious Games Future: Four Ideas About Where Serious Games Can Go Next
Speaker: Kan Yang Li (Research Faculty, Parsons The New School for Design), Ben Sawyer (Co-founder, President, Digitalmill), Noah Falstein (President, The Inspiracy), Colleen Macklin (Associate Professor, Parsons the New School for Design), Kevin Harris (University of Wisconsin)
Date/Time: Wednesday (March 10, 2010) 1:45pm — 2:45pm
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: 60-minute Lecture

Session Description
As the serious games matures execution becomes the critical need of what might be called traditional serious games for training, education, and health. As an established field Serious Games must now focus on consistently finding new ideas and endevours to push forward on -- new edges that can open up important opportunities for expansion of the field. This series of short talks provides four ideas that try to add new ideas to an already highly innovative sector.


Serious Uses for Playful Worlds: A Case Study of the University of There
Price:$3.95

SKU#: GDC10-10597
Add to Cart
More Info
Description: Serious Uses for Playful Worlds: A Case Study of the University of There
Speaker: Celia Pearce (Director of Experimental Game Lab, Georgia Institute of Technology)
Date/Time: Wednesday (March 10, 2010) 11:45am — 12:15pm
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: 30-minute Lecture

Session Description
This talk presents findings from a yearlong mixed-methods study, funded by the National Science Foundation, of the University of There (UOT), a player-run distributed learning community within the virtual world There.com. UOT is both a large-scale collaborative project and a learning environment within a virtual world originally designed as a social play space.

Findings include:
* Play creates conditions that Computer-Mediated Collaboration experts have found enhance collaboration
* Players reported happiness as one of the motivations for their volunteer contribution
* The play context allowed instructors to experiment emergently combine traditional classroom learning with well-tested teaching modes, such as situated and multi-modal learning
* User-created worlds have cultures of constructionism (Bruckman) which make them learning communities by definition.


Picture the Impossible: Building a Successful City-Wide ARG on Shoestring Budget
Price:$3.95

SKU#: GDC10-10402
Add to Cart
More Info
Description: Picture the Impossible: Building a Successful City-Wide ARG on Shoestring Budget
Speaker: Elizabeth Lawley (Director, Lab for Social Computing, Rochester Institute of Technology)
Date/Time: Wednesday (March 10, 2010) 11:15am — 11:45am
Location (room): Room 133, North Hall
Experience Level: All
Summit: Serious Games Summit
Format: 30-minute Lecture

Session Description
In 2009, the Rochester Institute of Technology's Lab for Social Computing partnered with the local newspaper to build an ARG targeted at bringing people back into the city, teaching them about local history, and giving back to local charities. 'PICTURE THE IMPOSSIBLE' incorporated casual online games, newspaper puzzles, and location-based activities. Built on a budget of less than $50,000, the game attracted thousands of players and succeeded in all of its goals. In this presentation, Elizabeth Lawley, RIT's game design lead on the project, discusses the planning process for the game, the technical infrastructure implementation process, and the ongoing game development and management process. She will also discuss the challenges of game design partnerships between industry and academia.


The Games for Learning Institute: Research on Design Patterns for Effective Educational Games
Price:$3.95

SKU#: GDC10-10598
Add to Cart
More Info
Description: The Games for Learning Institute: Research on Design Patterns for Effective Educational Games
Speaker: Jan L. Plass (Associate Professor and Co-Director, G4LI, NYU), Ken Perlin (Professor, NYU), John Nordlinger (Senior Research Program Manager, Microsoft Research)
Date/Time: Wednesday (March 10, 2010) 10:00am — 11:00am
Location (room): Room 133, North Hall
Experience Level: Intermediate
Summit: Serious Games Summit
Format: 60-minute Lecture

Session Description
What makes games fun and engaging, and how can these concepts be measured? The Games for Learning Institute (G4LI), a multi-institutional collaboration of 14 game design and education faculty from 8 universities, conducts research on design patterns for effective educational games.

This session will provide an update to the G4LI collaborators and research agenda, present educational games developed by G4LI, and describe the research methods used to evaluate these games in middle school settings. For these studies, G4LI researchers have developed an instrumented game design architecture that allows extensive user tracking, research methodologies to measure fun and engagement with a combination of biometric and behavioral data, and methods for integrated assessment of learning outcomes and learning strategies. This session will prove an overview of these activities.


Producer Boot Camp
Price:$3.95

SKU#: GDC10-10314
Add to Cart
More Info
Description: Producer Boot Camp
Speaker: Rod Fergusson (Executive Producer, Epic Games), Mike McShaffry (Executive Producer, Red Fly Studio), Matt Allen (Executive Producer, Monolith Productions), Pete Isensee (Principal Program Manager, Microsoft), Richard Lemarchand (Game Designer, Naughty Dog), Matt Priestley (Senior Producer, Bungie)
Date/Time: Wednesday (March 10, 2010) 10:00am — 6:00pm
Location (room): Room 124, North Hall
Track: Production
Format: Full-day Tutorial
Experience Level: All

Session Description
With each new generation of gaming hardware - capabilities are increased, customer expectations are raised, games become more complex and team sizes grow larger. Now more than ever, in the controlled chaos that is game development, the role of the producer is critical to the success of shipping a blockbuster title. Successful producers are much more than just schedule jockeys; they are team managers, communication facilitators, conflict mediators, risk mitigators, work enablers and predictors of the future.

The Producer Boot Camp focuses on some of the key skills required by producers, both new to the role and seasoned veterans, to be successful in this challenging industry.


Behind the Curtains of BUZZ! The Multi-Million Seller of SCEE Franchise
Price:$3.95

SKU#: GDC10-10632
Add to Cart
More Info
Description: Behind the Curtains of BUZZ! The Multi-Million Seller of SCEE Franchise
Speaker: Vanessa Wood (Localization Services Manager, Sony Computer Entertainment Europe), Fabio Ravetto (International Project Manager Coord., Binari Sonori), Sophie Krauss (Localization Manager, Relentless Software)
Date/Time: Tuesday (March 9, 2010) 5:15pm — 6:00pm
Location (room): Room 220, South Hall
Experience Level: All
Summit: Localization Summit
Format: 45-minute Lecture

Session Description
BUZZ! is one of the most successful casual game franchises of the world. Since its launch in 2005, the quiz game series has sold over 8 millions copies in more than 15 territories. Such success requires the creation of a large pool of fresh questions targeted to various groups of players in many different countries. This session covers the refined localization techniques in place to manage a product that contains huge volumes of text and a considerable amount of audio, and to ensure that the questions are prepared carefully through a combination of translating, adapting, creating, ranking and testing the questions.


Advanced Localization Methods for Japanese Games
Price:$3.95

SKU#: GDC10-10421
Add to Cart
More Info
Description: Advanced Localization Methods for Japanese Games
Speaker: Peter Fabiano (Localization Manager, Capcom), Fabio Minazzi (Founder, Binari Sonori), Mark McDonald (Executive Director, 8-4), Saeko Inoue (Localization Manager, Game Arts), Yeonkyung Kim (VP of International Software, Sony Computer Entertainment)
Date/Time: Tuesday (March 9, 2010) 4:15pm — 5:15pm
Location (room): Room 220, South Hall
Experience Level: All
Summit: Localization Summit
Format: 60-minute Panel

Session Description
Reaching the western audience while minimizing turnaround time and maximizing quality. Today these goals are critical for Japan-based developers.

This discussion will cover:
* Smoothing communication between developers and localizers,
* Exploiting existing technologies in the most efficient ways,
* Effectively checking quality of each game component in foreign languages,
* Profiling and managing trusted foreign localization teams,
* Scaling up on an increasing number of languages.



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

Please leave this field blank.