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

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Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

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Minimalist Game Design for Mobile Devices

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GDC 2011 Category

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DEAD SPACE 2 Musical Postmortem
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SKU#: GDC11-12108
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Description: DEAD SPACE 2 Musical Postmortem
SPEAKER/S: Jason Graves (Jason Graves Music, Inc.)
DAY / TIME / LOCATION: Wednesday 10:30-11:30 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Lecture
DESCRIPTION: Composer Jason Graves will highlight the challenges and opportunities that presented themselves while scoring DEAD SPACE 2. The sequel builds on the same music as sound design approach of the original game, while extending and altering it for further dramatic effect. This panel will discuss living up to the hype of the original, how the score mirrors the plot and action of the sequel, and detail the many different orchestral recording sessions that occurred over the space of twelve months.


GANG Demo Derby: Sound Design
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SKU#: GDC11-12075
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Description: GANG Demo Derby: Sound Design
SPEAKER/S: Tim Larkin (Valve Software), Scott Gershin (Soundelux Design Music Group) and Paul Lipson (Game Audio Network Guild)
DAY / TIME / LOCATION: Wednesday 12:00- 2:00 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Panel
DESCRIPTION: The G.A.N.G. Demo Derby is longstanding tradition at GDC, and has been a cornerstone event for new and emerging audio professionals. Attendees submit 120 seconds of their best work for a detailed critique and feedback from a team of leading audio directors and professionals, and participate in an active discussion with fellow panelists and audience members

The Derby is open to all GDC attendees, but only active, registered members of the Game Audio Network Guild can submit demos for panel critique. The Derby facilitates game audio practitioners of all levels, and is suited for producers, composers, audio directors, and anyone interested in music for games and interactive entertainment.


Between 4 Ears: SPLINTER CELL: CONVICTION Co-op Sound Strategies
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SKU#: GDC11-12113
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Description: Between 4 Ears: SPLINTER CELL: CONVICTION Co-op Sound Strategies
SPEAKER/S: Olivier Girard (Ubisoft) and David Kristian (Ubisoft)
DAY / TIME / LOCATION: Wednesday 3:00- 4:00 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Lecture
DESCRIPTION: Cooperative games are getting more popular and we see COOP narratives taking a larger place in the latest AAA titles. However, we still havent seen much discussion around what it means to design sound specifically for a COOP game. This session presents the design, artistic and technical choices we made on the multiplayer portion of SPLINTER CELL: CONVICTION and how these were affected by the COOP setting. These types of games present new opportunities for sound designers and we want to share what we have learned while taking advantage of some of them.


DEAD RISING 2: How Real-time Game Integrated Tools Saved the Audio Team
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SKU#: GDC11-12121
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Description: DEAD RISING 2: How Real-time Game Integrated Tools Saved the Audio Team
SPEAKER/S: Jason Jarvis (Capcom Game Studio Vancouver) and Dieter Piltz (Capcom Game Studio Vancouver)
DAY / TIME / LOCATION: Wednesday 4:30- 5:30 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio , Programming / Lecture
DESCRIPTION: To achieve the requirements for DEAD RISING 2 it was necessary to integrate our tools with the game engine. This allowed us to carry out our work while interacting with the game in real-time. The goal was to improve our work flow so that we could design, implement, and mix our assets within their final context. During this session well cover some of the tool functionality we implemented. For mixing we went as far as implementing control surface support so our team could interact with the audio more intuitively. On DEAD RISING 2 this made a world of difference.


ALAN WAKE: Light and Dark
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SKU#: GDC11-11421
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Description: ALAN WAKE: Light and Dark
Saku Lehtinen (Remedy Entertainment)
Thurs 3:00PM
ALAN WAKE: Light and Dark
SPEAKER/S: Saku Lehtinen (Remedy Entertainment)
DAY / TIME / LOCATION: Thursday 3:00- 4:00 Room 308, South Hall
TRACK / FORMAT: Visual Arts / Lecture
DESCRIPTION: Remedy spent 5+ years in creating a new game and franchise ALAN WAKE after MAX PAYNE. Art Director, Saku Lehtinen, speaks about the light and dark of ALAN WAKE from the metaphorical level to practicalities. We will learn about the multiple techniques behind the acclaimed atmosphere. What methods were used to convey the feeling of something more under the surface? How did the games basic themes echo in the design, technology and visuals in order to support the story and create a memorable gaming experience that would go under your skin?


Debugging Python into Maya
Price:$3.95

SKU#: GDC11-12271
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Description: Debugging Python into Maya
SPEAKER/S: Cyrille Fauvel (AUTODESK)
DAY / TIME / LOCATION: Thursday 4:30- 5:30 Room 308, South Hall
TRACK / FORMAT: Visual Arts , Programming / Lecture
DESCRIPTION: With the power of the Maya API and the scriptability of MEL, Maya Python hits a sweet spot in Maya's suite of development tools. Being an interpreted language, it allows for quick turnaround, making it perfect for rapid prototyping and with thousands of dedicated users around the world contributing modules to Python, Maya inherits a large and growing array of new capabilities. However, debugging Python code in Maya was not made to be easy like it is with C++ and Visual Studio on Windows for example. We have seen Maya Script editor improvements in the last release of Maya 2011 with the integration of Qt, and the syntax color highlighting, but still no tools to help developers to test and debug their scripts. This lecture tries to address it.


Lighting You Up in BATTLEFIELD 3
Price:$3.95

SKU#: GDC11-12139
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Description: Lighting You Up in BATTLEFIELD 3
SPEAKER/S: Kenny Magnusson (EA DICE)
DAY / TIME / LOCATION: Thursday 1:30- 2:30 Room 308, South Hall
TRACK / FORMAT: Visual Arts / Lecture
DESCRIPTION: This session presents a detailed overview of the new lighting system implemented in DICEs Frostbite 2 engine and how it enables us to stretch the boundaries of lighting in BATTLEFIELD 3 with its highly dynamic, varied and destructible environments.

BATTLEFIELD 3 goes beyond the lighting limitations found in our previous battlefield games, while avoiding costly and static prebaked lighting without compromising quality.

We discuss the technical implementation of the art direction in BATTLEFIELD 3, the workflows we created for it as well as how all the individual lighting components fit together: deferred rendering, HDR, dynamic radiosity and particle lighting.


Getting Great Dialogue Through Improvisation
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SKU#: GDC11-12117
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Description: Getting Great Dialogue Through Improvisation
SPEAKER/S: Tom Keegan (TomK Productions)
DAY / TIME / LOCATION: Wednesday 10:30-11:30 Room 3011, West Hall 3rd Fl.
TRACK / FORMAT: Audio , Production / Lecture
DESCRIPTION: With the bar set increasingly high for story and performance elements in games, how do you bring the words to life in the studio or performance capture stage? Veteran videogame talent director, Tom Keegan, shares time-tested methods for using improvisation to get the gold out of a script or situation. His presentation will take you through the process of boiling down the facts of each scene into playable goals called actions. Using professional actors, Keegan will show how he uses action to set up simple improvisations that bring scenes to life and create performances with energy, subtlety, and depth.


Funding Development: How to Raise Money if You’re Not a Social Games Darling
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SKU#: GDC11-12595
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Description: Funding Development: How to Raise Money if You're Not a Social Games Darling
SPEAKER/S: Aaron Isaksen (Indie Fund), Marc Jackson (Seahorn Capital Group), Tim Merel (Digi-Capital), Jonathan Newth (Tenshi Ventures) and Phil Harrison (London Venture Partners)
DAY / TIME / LOCATION: Wednesday 1:30- 2:30 Room 3007, West Hall 3rd Fl.
TRACK / FORMAT: Business and Management / Panel
DESCRIPTION: Investors come in all shapes and sizes. The ones who get all the attention are those looking for the next EA, the next Zynga or the next Playfish. But what if you arent a social games developer heading for hypergrowth? What if you wonder whether project financing might be best for your next game? Or are just starting out as an independent developer and want to know what finance options are available? Or like the look of one of these new indie funds but want to understand more about them? Come to this panel and find out about the world of financing beyond Silicon Valley venture capitalists.


How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
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SKU#: GDC11-12594
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Description: How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
SPEAKER/S: Christophe Brusseaux (Quantic Dream)
DAY / TIME / LOCATION: Friday 3:30- 4:30 Room 3020, West Hall 3rd Fl.
TRACK / FORMAT: Visual Arts , Programming / Lecture
DESCRIPTION: This session presents an overview of art production pipeline on Quantic Dream's production. It will cover the visual development process of environments, characters, animations, and walk you through how we applied design and technical principles normally used in film to create the game's distinctive ambiance. We will in particular discuss how we developed tools and technologies enabling us to fulfill the game director's vision.


Game Educators Rant!
Price:$3.95

SKU#: GDC11-12578
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Description: Game Educators Rant!
SPEAKER/S: Frank Lantz (Area/Code/Zynga), Brenda Brathwaite (Loot Drop), Michael Mateas (University of California, Santa Cruz), Ian Schreiber (), Mary Flanagan (Tiltfactor Lab, Dartmouth College) and Colleen Macklin (Parsons the New School for Design)
DAY / TIME / LOCATION: Tuesday 4:15- 5:15 Room 301, South Hall
TRACK / FORMAT: GDC Education Summit / Panel
DESCRIPTION: A series of enlightening rants by veteran educators and game scholars. Experience different perspectives on students, schools, pedagogy, the relationship between academia and industry, and the future of game education as presented by a cast of colleagues.


Fighting Real Time
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SKU#: GDC11-12566
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Description: Fighting Real Time
SPEAKER/S: Jacky Mallett (CCP)
DAY / TIME / LOCATION: Wednesday 10:30-11:30 Room 308, South Hall
TRACK / FORMAT: Programming , Game Design / Lecture
DESCRIPTION: Fighting real time is the daily challenge of all MMO game builders as they attempt to scale to ever larger user bases. Nowhere is this challenge more evident than in the task of scaling the EVE ONLINE single universe MMO to ever larger numbers of players. In this talk the known theoretical and design constraints on building large scale real time distributed systems will be used to explain how the problem of cluster scaling and real time fleet battles are tackled daily in EVE ONLINE.


Distance Education Vs. Brick and Mortar: What Game Courses Work Online and What Don't
Price:$3.95

SKU#: GDC11-12509
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Description: Distance Education Vs. Brick and Mortar: What Game Courses Work Online and What Don't
SPEAKER/S: Christopher Erhardt (Academy of Interactive Entertainment (AIE))
DAY / TIME / LOCATION: Tuesday 3:00- 4:00 Room 301, South Hall
TRACK / FORMAT: GDC Education Summit / Lecture
DESCRIPTION: With multiple years experience in offering both face-to-face and online (distance) education in game design, programming, production and art it has become apparent that some courses align themselves well with distance education while others are virtually impossible to provide effectively. This case study will describe the learning curve that the Academy of Interactive Entertainment have gone through in developing online content specifically for developing game professionals.


Auto-Tuning Chopin in Stacking Audio Design!
Price:$3.95

SKU#: GDC11-12434
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Description: Auto-Tuning Chopin in Stacking Audio Design!
SPEAKER/S: Brian Min (Doublefine Productions)
DAY / TIME / LOCATION: Friday 10:40-11:05 Room 3011, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Lecture
DESCRIPTION: Stretch your audio budget by applying modern music techniques to licensed classical scores. Using licensed classical music doesn't have to be a punchline of a bad action movie or a cliche in a sleepy commercial. Stacking Audio Design demonstrates how classical forms like the Concerto can have range and depth to score entire projects.


From MYTH to HALO: Marty O'Donnell's Adventures with Adaptive Audio, Creative Collaboration and Geese!
Price:$3.95

SKU#: GDC11-12371
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Description: From MYTH to HALO: Marty O'Donnell's Adventures with Adaptive Audio, Creative Collaboration and Geese!
SPEAKER/S: Marty O'Donnell (Bungie)
DAY / TIME / LOCATION: Thursday 10:30-11:30 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio , Game Design / Keynote
DESCRIPTION: What is my definition of Adaptive Audio and how has it evolved over the past 15 years? What is my approach to composing music for games? What is my approach to implementing music in games? What are my thoughts about the purpose of collaborating with other creative people when writing music or directing audio for a game? What are my thoughts about the future of the music business in relation to game publishing? What are geese doing in the title of this talk? I'll attempt to answer all these questions but no one should expect complete clarity.


Interactive Music Scoring Methods for MASS EFFECT 2
Price:$3.95

SKU#: GDC11-12358
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Description: Interactive Music Scoring Methods for MASS EFFECT 2
SPEAKER/S: Jack Wall (Wall of Sound, Inc.) and Brian DiDomenico (Wall of Sound)
DAY / TIME / LOCATION: Thursday 9:00-10:00 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Lecture
DESCRIPTION: Making music for video games involves more than simply composing and producing great music. It has to follow the story and the action in a way where it's not in the way. The award-winning music from the 2nd installment of the groundbreaking MASS EFFECT series was conceived and composed with interactivity in mind from the music design phase to the final note written for the game. This session explores the design, development and implementation of the interactive score as well as the pitfalls and successes in doing so. With over 750 unique assets, particular focus is paid to communicating as a team and asset management.


Game Audio Education: A Case Study
Price:$3.95

SKU#: GDC11-12281
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Description: Game Audio Education: A Case Study
SPEAKER/S: Michael Sweet (Berklee College of Music)
DAY / TIME / LOCATION: Tuesday 2:20- 2:45 Room 301, South Hall
TRACK / FORMAT: GDC Education Summit / Lecture
DESCRIPTION: Over the past 10 years, we've seen game design programs appearing at leading universities. How has this growth affected education of secondary services needed by the game industry? Although many universities have been educating artists for many years, how do they teach applied game studies to students that want to go out and work in the game industry. In this session, Michael Sweet from Berklee College of Music will discuss game audio education and how to develop curriculum to better educate students about working in the game industry. He will also speak about industry resources for people interested in building game audio programs, and his experience in developing the game audio curriculum and collaborative programs at Berklee.


Lessons Learned in Music Development: BRUTAL LEGEND, BIOSHOCK and DESTROY ALL HUMANS
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SKU#: GDC11-12270
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Description: Lessons Learned in Music Development: BRUTAL LEGEND, BIOSHOCK and DESTROY ALL HUMANS
SPEAKER/S: Emily Ridgway (Double Fine Productions/Emily Industries)
DAY / TIME / LOCATION: Friday 3:30- 4:30 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Lecture
DESCRIPTION: Have you ever wondered how sausage is made? Emily Ridgway shares her methods, successes, failures and lessons learned in music integration and production from three large AAA productions, BRUTAL LEGEND, BIOSHOCK and DESTROY ALL HUMANS. This talk focuses on the day to day realities and decision making processes behind music development that happens at an in-house studio level, and the impact of those decisions upon the final product.


Stealing Sound: The Application of Generative Music
Price:$3.95

SKU#: GDC11-12242
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Description: Stealing Sound: The Application of Generative Music
SPEAKER/S: Paul Weir (Eidos Montreal)
DAY / TIME / LOCATION: Thursday 4:30- 5:30 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Lecture
DESCRIPTION: Innovative audio is at the heart of games developed by Eidos Montreal. This presentation will argue for the benefits of using generative music in games and will present a theoretical framework for its justification. Developers should more enthusiastically embrace alternative music models to resolve ongoing issues with linearity and to create a musical aesthetic that pushes away from the shadow of film. The talk will show Eidos Montreal's custom generative system (GRAMPS), demonstrate its key design features and suggest some best practice techniques. It will also discuss how using a single person as the composer, sound designer and audio director on a AAA title can help create a unified sound field, blurring the lines between sound design and music.


Bringing Games User Research into Our Educational Practice
Price:$3.95

SKU#: GDC11-12228
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Description: Bringing Games User Research into Our Educational Practice
SPEAKER/S: Katherine Isbister (NYU's Polytechnic Institute)
DAY / TIME / LOCATION: Tuesday 1:45- 2:10 Room 301, South Hall
TRACK / FORMAT: GDC Education Summit / Lecture
DESCRIPTION: Knowing how to do rigorous and valid user research is a valuable skillset for budding game developers and designers interested in a player-centric approach to design. Many of us want to inspire students to break new ground with their work--teaching them how to conduct innovative research is one powerful way to help them do so. In this talk, I'll share my own experience participating in 4 different universities' games education practices, and describe how research can be woven into the curriculum and also into the general atmosphere of a program.


Sound Synthesis in CRACKDOWN 2 and Wave Acoustics for Games
Price:$3.95

SKU#: GDC11-12170
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Description: Sound Synthesis in CRACKDOWN 2 and Wave Acoustics for Games
SPEAKER/S: Nikunj Raghuvanshi (Microsoft Research)
DAY / TIME / LOCATION: Friday 2:00- 3:00 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Lecture
DESCRIPTION: Present-day game audio technology is almost entirely based on using preset sound banks and reverb filters. These techniques require tedious effort and have a hard time handling the sheer variety of situations that can arise during a game. A natural solution is physics-driven sound.

This talk will consist of a discussion of two techniques:
Firstly, a physics-based procedural sound synthesis technique that was used in CRACKDOWN 2. A procedural model for an impact sound is extracted from its recording which is then used to synthesize a near-unlimited variety of subtle variations at runtime, eg. varied footsteps from a single footstep sound.

Secondly, a novel technique for sound propagation in games that uses precomputed wave simulation on game maps to handle scene-dependent effects such as smooth loudness reduction on occlusions/obstructions, sound scattering, sound focusing and realistic reverb.


Casual Moods: Creating Sound and Music for a Booming Field
Price:$3.95

SKU#: GDC11-12118
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Description: Casual Moods: Creating Sound and Music for a Booming Field
SPEAKER/S: Sean Beeson (Sean Beeson Studios), Richie Nieto (Satellites Sound Post Inc.), Laura Shigihara (Electronic Arts) and Adam Gubman (Unaffiliated)
DAY / TIME / LOCATION: Thursday 9:00-10:00 Room 3011, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Panel
DESCRIPTION: Four accomplished audio professionals share their views and experiences in creating sound and music for the growing field of casual games in a panel format. Their presentation will cover the creative, technical and business aspects of this often overlooked area of our industry.


Listening to the Gamer: Getting Speech Recognition in Games Right
Price:$3.95

SKU#: GDC11-12115
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Description: Listening to the Gamer: Getting Speech Recognition in Games Right
SPEAKER/S: Jason Hewitt (Microsoft) and Mike Froggatt (Microsoft (UK))
DAY / TIME / LOCATION: Thursday 3:00- 4:00 Room 3011, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Lecture
DESCRIPTION: Games on PC, consoles and even handhelds have begun using speech recognition. Game speech is not a last minute addition and games that use audio well use it to complement the existing gameplay and provide new gameplay experiences.

This talk will focus on:
Game design considerations and how speech recognition can fit into an overall game design
Grammar design in games and how to evolve it as the game grows
How to test and improve upon speech recognition in your game and to work around limitations
Tips and pitfalls learned from implementing speech in shipped titles


Psychoacoustic Real-Time Mixing: Seven Secrets You Need to Know
Price:$3.95

SKU#: GDC11-12114
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Description: Psychoacoustic Real-Time Mixing: Seven Secrets You Need to Know
SPEAKER/S: John Byrd (Gigantic Software)
DAY / TIME / LOCATION: Wednesday 4:30- 5:30 Room 3011, West Hall 3rd Fl.
TRACK / FORMAT: Audio , Programming / Lecture
DESCRIPTION: You've got great music, great sound effects and great dialog... So why cant your boss hear any of it? A typical modern video game can generate over 1000 sound events per second. Given all the stacked impacts, guns, footsteps, machinery, music, and dialog, how can you highlight the right sounds at the right time? In this presentation, we discuss seven ways to use psychoacoustic research to intelligently mix a top-rated video game. Topics include auditory masking, dynamic ducking, old and new reverberation models, intelligent loop construction, 3-D positioning versus head-related transfer functions, low frequency effect management, and cinematic mixing.


VO Session LIVE!!!
Price:$3.95

SKU#: GDC11-12111
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Description: VO Session LIVE!!!
SPEAKER/S: Michael Csurics (2K Marin)
DAY / TIME / LOCATION: Friday 9:30-10:30 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio , Production / Lecture
DESCRIPTION: Ever wonder what goes on in the studio during a voice over session? This is your opportunity to be a fly on the wall and observe the hilarity and trials of a real life (fake) voice recording session. We'll spend some time going over the planning and preproduction and then launch in to a totally unscripted script recording session. Fun!



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