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Why Now Is the Best Time Ever to Be a Game Developer

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GDC 2010 Category

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AI Developers Rant!
Price:$3.95

SKU#: GDC10-10411
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Description: AI Developers Rant!
Speaker: Borut Pfeifer (Freelance Game Programmer/Designer, Plush Apocalypse Productions), Dave Mark (President and Lead Designer, Intrinsic Algorithm), Adam Russell (Games Studio Manager and Lecturer, University of Derby), Kevin Dill (Software Engineer, Lockheed Martin), Steve Rabin (Principal Software Engineer, Nintendo of America), John Funge (Head of Game Platforms, Netflix)
Date/Time: Tuesday (March 9, 2010) 5:15pm — 6:00pm
Location (room): Room 310, South Hall
Experience Level: Intermediate
Summit: AI Summit
Format: 45-minute Lecture

Session Description
Sometimes things just need to be said. Saying them out loud in a room filled with (hopefully) like-minded people just makes it all the more interesting and cathartic. Seven AI developers from all corners of the industry will deliver quick, to-the-point rants about what's on their mind. Topics include AI design and programming, working with other portions of the dev team, working with academia, the perception of game AI by the public, scripting languages, and even those scary floating point numbers! Whoever said AI programmers only sit with their heads down over their keyboards?


Little Big AI: Rich Behavior on a Small Budget
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SKU#: GDC10-10410
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Description: Little Big AI: Rich Behavior on a Small Budget
Speaker: Phil Carlisle (AI Programmer/Senior Lecturer, MindFlock Ltd./University of Bolton), John Walker (Senior Development Engineer, Applied Signal Technology), Robert Zubek (Senior Software Engineer, Zynga)
Date/Time: Wednesday (March 10, 2010) 11:15am — 12:15pm
Location (room): Room 310, South Hall
Experience Level: Intermediate
Summit: AI Summit
Format: 60-minute Lecture

Session Description
Small games have small budgets and short, iterative release cycles. But they still need great AI, only cut to size. This session presents first-hand experiences with successfully creating AI for a variety of those kinds of games. We will address the limitations faced by small budgets and present some useful tips from the trenches that will allow you to maximize the bang for your AI buck.


Why So Wary of AI Middleware?
Price:$3.95

SKU#: GDC10-10409
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Description: Why So Wary of AI Middleware?
Speaker: Steve Gargolinski (AI Lead, Blue Fang Games), Chris Jurney (Senior Programmer, Double Fine Productions), Brett Laming (Lead Programmer, Rockstar Leeds), Borut Pfeifer (Freelance Game Programmer/Designer, Plush Apocalypse Productions), John Funge (Head of Game Platforms, Netflix)
Date/Time: Tuesday (March 9, 2010) 1:45pm — 2:45pm
Location (room): Room 310, South Hall
Experience Level: Intermediate
Summit: AI Summit
Format: 60-minute Panel

Session Description
In recent years, there has been an increase in the number of available AI middleware products designed to streamline common development techniques. Their reception by the industry has been spotty, however. While there are some success stories and some tales of horror, many studios and individual developers still eye AI middleware with a mixture of curiosity and suspicion. This four-person panel, comprised of people whose experiences and opinions are spread across the spectrum from pro to con, will share their rationale for why existing middleware is good or bad and what changes future products could make to become more appealing to developers.


Deciding on an AI Architecture: Which Tool for the Job?
Price:$3.95

SKU#: GDC10-10408
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Description: Deciding on an AI Architecture: Which Tool for the Job?
Speaker: Charles Rich (Professor, Worcester Polytechnic Institute), Steve Rabin (Principal Software Engineer, Nintendo of America), Alex Champandard (Editor in Chief & Technical Director, AiGameDev.com), Michael Dawe (Programmer, Big Huge Games), Dave Mark (President and Lead Designer, Intrinsic Algorithm)
Date/Time: Wednesday (March 10, 2010) 1:45pm — 2:45pm
Location (room): Room 310, South Hall
Experience Level: Intermediate
Summit: AI Summit
Format: 60-minute Panel

Session Description
Often one of the most important issues an AI programmer needs to address is the decision of which architecture to use. This choice lays the foundation for the rest of the project both enabling and limiting choices down the road. With myriad (and even conflicting) pro and con arguments for all the major AI architectures, it can be difficult to determine which one is right for a given project. This panel approaches this issue from a unique perspective. With one person acting as an advocate for each of the popular AI architectures, the panel will be presented with hypothetical game examples and asked to explain why their method is the right tool for the job and why others are not.


Improving AI Decision Modeling Through Utility Theory
Price:$3.95

SKU#: GDC10-10407
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Description: Improving AI Decision Modeling Through Utility Theory
Speaker: Kevin Dill (Software Engineer, Lockheed Martin), Dave Mark (President and Lead Designer, Intrinsic Algorithm)
Date/Time: Tuesday (March 9, 2010) 3:00pm — 4:00pm
Location (room): Room 310, South Hall
Experience Level: Intermediate
Summit: AI Summit
Format: 60-minute Lecture

Session Description
The 'if/then' statement has been the workhorse of decision modeling longer than digital computing. Unfortunately, the harsh transition from yes to no often expresses itself through behavior in ways that are just as harsh. Utility theory has roots in areas such as psychology, economics, sociology, and classical game theory. By applying the science of utility theory with algorithmic techniques such as response curves, population distributions, and weighted randoms, we can improve the modeling of the underlying brain of our agents, broaden the potential decision space, and even manage edge cases that other decision systems stumble over.


The Convergence of Flash Games and Social Games
Price:$3.95

SKU#: GDC10-10404
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Description: The Convergence of Flash Games and Social Games
Speaker: Daniel Cook (Designer, Microsoft)
Date/Time: Wednesday (March 10, 2010) 1:45pm — 2:45pm
Location (room): Room 134, North Hall
Experience Level: Intermediate
Summit: Social & Online Games Summit
Format: 60-minute Lecture

Session Description
What design lessons can game designers who live outside of social networks learn from social games? Topics include integrating viral loops in Flash games, capturing customers, managing player expectations and a discussion of common design tools. We'll cover concrete examples from popular Flash games, but the lessons will be broadly applicable to console and downloadable titles.


Firaxis' Civilization V: A Case Study in Scalable Game Performance
Price:$3.95

SKU#: GDC10-10981
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Description: Firaxis' Civilization V: A Case Study in Scalable Game Performance
Speaker: Dan Baker (Graphics Lead, Firaxis), Yannis Minadakis (Senior 3rd Party Engineer, Intel)
Date/Time: Thursday (March 11, 2010) 4:30pm — 5:30pm
Location (room): Room 122, North Hall
Track: Programming
Format: 60-minute Sponsored Session
Session Description: Firaxis, 2K Games, and Intel are pleased to present the world premiere game engine and technology sneak peek of Civilization V, launching this fall! You'll learn how Firaxis developers have used the newly released GPA 3.0 PC platform tools and Threading Building Blocks to offer Civ V playability on a myriad of systems; from the rapidly expanding mainstream mobile gaming market, all the way up to the multi-core high-end enthusiast demographic. Millions of Intel(R) Core i3, i5, and i7-based systems are ready to play - will your title scale?


Fastest Path from Concept to Top Paid
Price:$3.95

SKU#: GDC10-10971
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Description: Fastest Path from Concept to Top Paid
Speaker/s: Tom Higgins
Day / Time / Location: Tuesday 12:30 PM-1:00 PM Room 306, South Hall
Description: Tom Higgins, Product Evangelist at Unity Technologies talks about Unity iPhone and why it's become the dominant middleware solution for content published in the App Store. The presentation will include an overview of the tool and its feature set, the development workflow and a sampling of success stories to highlight what's possible with the amazing Unity game engine.


Blossom: Immersive Entrepreneurship Training
Price:$3.95

SKU#: GDC10-10951
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Description: Blossom: Immersive Entrepreneurship Training
Speaker/s: Jelena Godjevac (MEA-I / Hewlett Packard)
Day / Time / Location: Tuesday 10:40-11:00 Room 133, North Hall
Track / Format: Serious Games Summit / Lecture
Description: This session is a case study of an entrepreneurship training game. Micro-Enterprise Acceleration Institute (MEA-I), a not for profit organization, sponsored mainly by Hewlett-Packard, develops and implements worldwide innovative immersive training programs to improve IT and business skills to create job opportunities. Their online strategy is to create an engaging immersive learning program to foster entrepreneurship. The focus is to use IT technology in a business context, which combines rich and interactive media content (videos, simulations, serious games, exercises, assessments) with a face-to-face approach in order to engage young audiences around the world. Blossom is a management and role playing game, where the player manages and develops a business through the smart use of technologies. This development is part of a unique Social Innovation program focusing on entrepreneurship education of underserved populations worldwide.


Publishing Mobile Games in a Multi-store, Multi-platform Environment
Price:$3.95

SKU#: GDC10-10950
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Description: Publishing Mobile Games in a Multi-store, Multi-platform Environment
Speaker/s: Maarten Noyons (IMGA)
Day / Time / Location: Tuesday 4:45- 5:15 Room 309, South Hall
Track / Format: GDC Mobile/Handheld / Lecture
Description: In this session Maarten Noyons, Consultant and Founder of the International Mobile Gaming Awards analyzes the commercial potential of the different App Stores, shops and other point of sales that have emerged after the launch of Apple's App Store. For each store, whether they are launched by operators, handset manufacturers of aggregators, the commercial potential is analyzed and compared. The comparison includes the stores of Nokia, Samsung, Blackberry, Apple, Google, Sony Ericsson, Orange, Vodaphone, China Mobile, Verizon, Orange, and O2.


Paging Dr. Gamer: Developing a Seriously Entertaining Surgery Game
Price:$3.95

SKU#: GDC10-10944
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Description: Paging Dr. Gamer: Developing a Seriously Entertaining Surgery Game
Speaker/s: Tim Laning (Grendel Games)
Day / Time / Location: Tuesday 10:20-10:40 Room 133, North Hall
Track / Format: Serious Games Summit / Lecture
Description: Independent Dutch developer Grendel Games will present their work together with UMCG Hospital Groningen, IMDS to to create a game that enhances the quality of their staff. Eventually to be available for surgeons worldwide this laparoscopic game is being used instead of simulation systems with a hefty price tag and difficult logistics. Utilizing off-the-shelf technology including Wii controllers the team has created an exciting new serious game. The presentation will demo this Wii-based effort and provide background on the project including the development process, amazing custom built medical controller extensions and a full behind-the-scenes look at the budget and interesting business strategies Grendel is using to build the title into a sustainable business.


3D Game Creation on PlayStation 3
Price:$3.95

SKU#: GDC10-10940
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Description: 3D Game Creation on PlayStation 3
Speaker/s: Ian Bickerstaff (Sony Computer Entertainment) and Simon Benson (Sony Computer Entertainment)
Day / Time / Location: Saturday 1:30- 2:30 Room 125, North Hall
Track / Format: Programming / Lecture
Description: This session presents an introduction to stereoscopic 3D and looks at the advantages 3D brings to PlayStation 3 games. The principals of stereography are presented, demonstrating how quality can be maximised while working within the constraints of a 3D display. The theory is then put into practice on the PS3 using a simple, three step process. Case studies of several existing 3D games are presented, each highlighting real world issues and solutions. The session will conclude with a look at some of the techniques currently used in the movie industry that could benefit stereoscopic computer games in the near future.


(Japanese Version) Micro or Massive: It's Fricking Tough to Achieve a Vision
Price:$3.95

SKU#: GDC10-10939JP
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Description: Micro or Massive: It's Fricking Tough to Achieve a Vision
Speaker/s: Richard Lemarchand (Naughty Dog) and Baiyon Tomohisa Kuramitsu (PixelJunk/Q-Games)
Day / Time / Location: Thursday 4:30- 5:30 Room 135, North Hall
Track / Format: Game Design / Lecture
Description: In this session, Baiyon, graphic artist and composer on PixelJunk Eden, and Richard Lemarchand, lead designer on Uncharted 2, will lead a lively discussion on the inherent similarities of artistic endeavor, even on two projects as different in style and scope as Uncharted and PixelJunk Eden. This is a talk about artistry as much as it is about the speakers' specific games, and should prove to be a vital cross-cultural look into the nature of creativity and process in games.


(English Version) Micro or Massive: It's Fricking Tough to Achieve a Vision
Price:$3.95

SKU#: GDC10-10939EN
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Description: Micro or Massive: It's Fricking Tough to Achieve a Vision
Speaker/s: Richard Lemarchand (Naughty Dog) and Baiyon Tomohisa Kuramitsu (PixelJunk/Q-Games)
Day / Time / Location: Thursday 4:30- 5:30 Room 135, North Hall
Track / Format: Game Design / Lecture
Description: In this session, Baiyon, graphic artist and composer on PixelJunk Eden, and Richard Lemarchand, lead designer on Uncharted 2, will lead a lively discussion on the inherent similarities of artistic endeavor, even on two projects as different in style and scope as Uncharted and PixelJunk Eden. This is a talk about artistry as much as it is about the speakers' specific games, and should prove to be a vital cross-cultural look into the nature of creativity and process in games.


Making a Standard (and Trying to Stick to it!): Blizzard Design Philosophies
Price:$3.95

SKU#: GDC10-10916
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Description: zyka (BioWare), N'Gai Croal (Hit Detection), Brian Reynolds (Zynga), Min Kim (Nexon ...
Fri 3:00PM

Making a Standard (and Trying to Stick to it!): Blizzard Design Philosophies
Speaker/s: Rob Pardo (Blizzard Entertainment)
Day / Time / Location: Thursday 3:00- 4:00 Room 134, North Hall
Track / Format: Game Design / Lecture
Description: For many companies out there today, establishing a set of core values or philosophies is an important part in guiding the direction of the company while maintaining a consistent standard of quality. This is no less true for game development and here at Blizzard Entertainment we recognize the value of establishing our own core values in the ongoing challenge to deliver a consistent, epic game experience. In this presentation, we'll take a look at some of the key philosophies underlying our game design and some of the successes and failures we've experienced along the way.


How 100 Users Turned into 100,000,000
Price:$3.95

SKU#: GDC10-10905
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Description: How 100 Users Turned into 100,000,000
Speaker/s: Nils-Holger Henning (Bigpoint GmbH)
Day / Time / Location: Thursday 10:30-11:30 Room 122, North Hall
Track / Format: Business and Management / Sponsored Session
Description: Although Bigpoint doesn't yet have the same recognition factor or graphics of World of Warcraft, it is still one of the largest online gaming platforms in the world. How is that possible? During this presentation, Nils Holger-Henning, CCO of Bigpoint will demonstrate how to transform a small company from Hamburg, Germany into one of the world's largest and most profitable game portals using a free-to-play business model. The main focus of this presentation will concentrate on how to establish a community.


Don't Dread Threads
Price:$3.95

SKU#: GDC10-10901
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Description: Don't Dread Threads
Speaker/s: Omar A Rodriguez (Intel Corporation) and Orion Granatir (Intel)
Day / Time / Location: Thursday 9:00-10:00 Room 122, North Hall
Track / Format: Programming / Sponsored Session
Description: Parallel code unleashes the full computing power potential for all major gaming platforms. You'll learn 4 easy steps to run in parallel: data decomposition, task definition, threading (API), and validation. We will share an introduction to these threading concepts and build up to apply these concepts to a game-based workload. Learn the legendary four point multi-core threading technique and take your place as a threading master!


Building Games for Netbooks
Price:$3.95

SKU#: GDC10-10900
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Description: Building Games for Netbooks
Speaker/s: Omar A Rodriguez (Intel Corporation) and Orion Granatir (Intel)
Day / Time / Location: Friday 9:00-10:00 Room 310, South Hall
Track / Format: Programming / Sponsored Session
Description: Do you keep missing the train with new mobile game platform opportunities? Millions of netbooks are waiting to run your game, and millions more being added to the pool each year. In this session you'll learn how to optimize for CPU and GPU on Intel(R) Atom(TM) based netbooks. We'll share tips and tricks for maximizing performance, battery life, connectivity, and development on this rapidly growing platform. You'll learn how to take advantage of the Intel(R) Atom(TM) Developer Program, and a lucky attendee will win a netbook they can use to get their game running for this exciting new game platform!


Quick Fixes and Verbal Triage: Script Doctoring for Games
Price:$3.95

SKU#: GDC10-10898
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Description: Quick Fixes and Verbal Triage: Script Doctoring for Games
Speaker/s: Richard Dansky (Red Storm)
Day / Time / Location: Saturday 2:05- 2:30 Room 130, North Hall
Track / Format: Game Design / Lecture
Description: Successful script doctoring for games requires a specific set of skills. From being able to assess a situation and prioritize needs quickly to building bridges and feedback loops with an existing team, the needs of the role involve more than just rolling up your sleeves and getting to work on the dialog. This talk aims to give writers the tools they need to attack script doctoring assignments successfully - without making the rest of the team hate their guts.


Achievements Considered Harmful?
Price:$3.95

SKU#: GDC10-10897
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Description: Achievements Considered Harmful?
Speaker/s: Chris Hecker (definition six, inc.)
Day / Time / Location: Thursday 4:30- 5:30 Room 134, North Hall
Track / Format: Game Design , Production / Lecture
Description: Achievements, awards, and rewards are ubiquitous in games these days. They're simply part of the landscape of creating and playing games, and they are enthusiastically designed into the very core of most modern experiences. They are assumed to deepen the gameplay, make players enjoy our games more, purchase them more, encourage word of mouth marketing, and they are generally accepted by the industry as a big step forward in game design. Unfortunately, more than 50 years of psychology research seems to indicate achievements may be doing subtle but irreparable harm to players and their feelings about playing games. What is this heresy?


(Japanese Version) As Long as the Audio is Fun, the Game Will Be Too
Price:$3.95

SKU#: GDC10-10896JP
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Description: As Long as the Audio is Fun, the Game Will Be Too
Speaker/s: Akira Yamaoka (Grasshopper Manufacture Studio)
Day / Time / Location: Thursday 1:30- 2:30 Room 135, North Hall
Track / Format: Audio , Game Design / Lecture
Description: My first 20 years in video game production, and the many years to come. People tend not to think about game design and audio design in parallel. I will present my views on audio design in games from a producer's perspective, having had experience in both roles. With few technological limits remaining, we can focus on achieving realism and interaction. What challenges remain in audio design?


(English Version) As Long as the Audio is Fun, the Game Will Be Too
Price:$3.95

SKU#: GDC10-10896EN
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Description: As Long as the Audio is Fun, the Game Will Be Too
Speaker/s: Akira Yamaoka (Grasshopper Manufacture Studio)
Day / Time / Location: Thursday 1:30- 2:30 Room 135, North Hall
Track / Format: Audio , Game Design / Lecture
Description: My first 20 years in video game production, and the many years to come. People tend not to think about game design and audio design in parallel. I will present my views on audio design in games from a producer's perspective, having had experience in both roles. With few technological limits remaining, we can focus on achieving realism and interaction. What challenges remain in audio design?


BlackBerry (RIM) Developer Day (Reach out and Touch Someone: Social and Casual Games on BlackBerry)
Price:$3.95

SKU#: GDC10-10893-7
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Description: BlackBerry (RIM) Developer Day
Speaker/s: Speaker TBA ()
Day / Time / Location: Tuesday 10:00- 6:00 Room 123, North Hall
Track / Format: Game Design / Tutorial
Description: The BlackBerry Application Platform, centered around compelling mobile applications, creates a world of opportunity for the entire ecosystem, including developers, content providers, advertisers, IT administrators, and people using mobile applications. Flexible development tools and application distribution options with over 36 million active BlackBerry smartphone users makes it easy for everyone to benefit from mobile applications.
Join the BlackBerry Developer Program today at blackberry.com/developers

Reach out and Touch Someone: Social and Casual Games on BlackBerry
Speakers: Martyn Mallick (RIM), Steve Grenier (RIM), Rajeev Massand (RIM)
This session will be take an in-depth look at social and casual gaming on BlackBerry. It will cover a business discussion of this market segment as it relates to BlackBerry smartphones, examine a case-study of a multiplayer game built on BlackBerry and discuss the APIs used to create the multiplayer experience, and take a look at the feasibility of using the WebKit browser for casual game development.


BlackBerry (RIM) Developer Day (Pump up the Volume: Adding Audio to Games on BlackBerry)
Price:$3.95

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

Pump up the Volume: Adding Audio to Games on BlackBerry
Speaker: Rajeev Massand (RIM)
This session will provide you with all the information you need to add audio to your games, including codec support, hardware differences, APIs, best practices, and guidelines for handling device events.


BlackBerry (RIM) Developer Day (Accelerate Your Game: OpenGL Game Development for BlackBerry Smartphones)
Price:$3.95

SKU#: GDC10-10893-5
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Description: BlackBerry (RIM) Developer Day
Speaker/s: Speaker TBA ()
Day / Time / Location: Tuesday 10:00- 6:00 Room 123, North Hall
Track / Format: Game Design / Tutorial
Description: The BlackBerry Application Platform, centered around compelling mobile applications, creates a world of opportunity for the entire ecosystem, including developers, content providers, advertisers, IT administrators, and people using mobile applications. Flexible development tools and application distribution options with over 36 million active BlackBerry smartphone users makes it easy for everyone to benefit from mobile applications.
Join the BlackBerry Developer Program today at blackberry.com/developers

Accelerate Your Game: OpenGL Game Development for BlackBerry Smartphones
Speaker: Steve Grenier (RIM)
This session will teach you everything you need to know in order to develop sensational games on BlackBerry smartphones. OpenGL support has opened the door for a whole new realm of games for BlackBerry users. Join us for an in-depth technical discussion of game development and best practices using OpenGL ES on BlackBerry for both 2D and 3D games. It's time to crank up those framerates and show the user some real eye candy.



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