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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

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GDC 2011 Category

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Bigger Isn't Always Better: Sophisticated Thinking about Working with Live Ensembles
Price:$3.95

SKU#: GDC11-12110
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Description: Bigger Isn't Always Better: Sophisticated Thinking about Working with Live Ensembles
SPEAKER/S: Jason Poss (Sarawak Songs)
DAY / TIME / LOCATION: Wednesday 3:00- 4:00 Room 3011, West Hall 3rd Fl.
TRACK / FORMAT: Audio , Production / Lecture
DESCRIPTION: As a Hollywood orchestrator, arranger, music contractor, and music preparation expert, Jason Poss uses his unique perspective from both inside and outside the game industry to encourage a new way of thinking about working with live musicians.

Case studies of success with ASSASSINS CREED 2 and the TV show Dancing 
With the Stars will reveal power in thinking beyond ensemble size. Anecdotes from experiences on The Lord of the Rings films and 
other projects will debunk common myths and enable attendees get the best
 music out of their recording budget. This lecture will demonstrate that bigger ensembles dont always mean bigger or better music, and will show the secrets to achieve maximum results from musical ensembles of any size.


Four Guns West
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SKU#: GDC11-12109
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Description: Four Guns West
SPEAKER/S: Chuck Russom (Chuck Russom FX), Chris Sweetman (Splash Damage Ltd.), Ben Minto (EA Digital Illusions CE AB) and Charles Maynes (Freelance)
DAY / TIME / LOCATION: Wednesday 1:30- 2:30 Room 3011, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Panel
DESCRIPTION: This session aims to give an insight into the shadowy world of audio in AAA FPS titles. Featuring the sound designers behind MEDAL OF HONOR, BRINK, BLACK, HBO's THE PACIFIC, and CALL OF DUTY.

The face off is split into bite size chunks concentrating on key areas that are required to design the weapon audio for a AAA shooter.

Areas of focus will include insight into Weapons Field Recording headed up by Charles Maynes, Sound Design with Chuck Russom, Creating Believable Worlds and Mixing Practices with Ben Minto, and Real vs Hyper Real with Chris Sweetman.

The panel will also discuss the emotional power of weapon sound design in Video Games & Film.


The Environment is the Orchestra: Soundscape Composition in LIMBO
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SKU#: GDC11-12107
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Description: The Environment is the Orchestra: Soundscape Composition in LIMBO
SPEAKER/S: Martin Stig Andersen (Playdead)
DAY / TIME / LOCATION: Thursday 3:00- 4:00 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Lecture
DESCRIPTION: The session highlights the potentials of electroacoustic music and soundscape composition in the context of games. By dismissing the traditional dividing line between music and sound effects, a new range of possibilities in audiovisual design emerges. Putting Playdeads LIMBO on display, composer and sound designer Martin Stig Andersen demonstrates how the games award winning audio was created, focusing on how sound effects and ambient noises were adapted to carry out functions traditionally assigned to conventional music. The session also features examples of core integration between game and audio design, eventually giving way to a kind of game-play music.


Work Smarter, Not Harder: Automating the Process of Audio Content Creation
Price:$3.95

SKU#: GDC11-12090
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Description: Work Smarter, Not Harder: Automating the Process of Audio Content Creation
SPEAKER/S: Adam Kay (Paragon Studios)
DAY / TIME / LOCATION: Thursday 4:30- 5:30 Room 3011, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Lecture
DESCRIPTION: This session will examine methods for streamlining everyday game audio content creation. The focus will be on using scripting to automate repetitive tasks - saving time and reducing human error.

Techniques discussed will include: Windows batch scripting, Applescript, Unix commands, and text manipulation using regular expressions. Software examples will include open-source command-line programs such as SoX and ffmpeg.


Advanced Visual Effects with DirectX 11
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SKU#: GDC11-12078
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Description: Advanced Visual Effects with DirectX 11
SPEAKER/S: Cem Cebenoyan (NVIDIA), Jon Story (AMD), Dan Baker (Firaxis), John McDonald (NVIDIA Corporation), Jon Jansen (NVIDIA Corp), Holger Gruen (AMD), Takahiro Harada (AMD), Nathan Hoobler (NVIDIA), Andreas Papathanasis (BioWare), Evan Hart (NVIDIA), Richard Huddy (AMD), Nicolas Thibieroz (AMD) and Johan Andersson (DICE)
DAY / TIME / LOCATION: Monday 10:00- 6:15 Room 3007, West Hall 3rd Fl.
TRACK / FORMAT: Programming / Tutorial
DESCRIPTION: Brought to you with the collaboration of the industry's leading hardware and software vendors, this day-long tutorial provides an in-depth look at the Direct3D technologies in DirectX 11 and how they can be applied to cutting-edge PC game graphics for GPUs and APUs. This year we focus exclusively on DirectX 11, examining a variety of special effects which illustrate its use in real game content. This will include detailed presentations from AMD and NVIDIAs demo and developer support teams as well as some of the top game developers who ship real games into the marketplace. In addition to illustrating the details of rendering advanced real-time visual effects, this tutorial will cover a series of vendor-neutral optimizations that developers need to keep in mind when designing their engines and shaders.


GANG Demo Derby: Music
Price:$3.95

SKU#: GDC11-12074
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Description: GANG Demo Derby: Music
SPEAKER/S: Chuck Doud (SCEA), Chance Thomas (HUGESound), Tom Salta (Persist Music), Jason Hayes (NC Soft Carbine) and Paul Lipson (Game Audio Network Guild)
DAY / TIME / LOCATION: Thursday 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 60 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.


Learn Better Game Writing in a Day
Price:$3.95

SKU#: GDC11-12072
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Description: Learn Better Game Writing in a Day
SPEAKER/S: Evan Skolnick (Independent)
DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 3006, West Hall 3rd Fl.
TRACK / FORMAT: Game Design / Tutorial
DESCRIPTION: Now in its fifth year running, Marvel Comics editor/writer Evan Skolnicks popular presentation on the fundamentals of better game writing is once again being offered to the next generation of game writers. This comprehensive, day-long tutorial - incorporating insightful lectures, entertaining examples and skill-building exercises - offers writers of novice to intermediate experience an opportunity to learn (or re-learn) the basics of good story structure, vibrant character development, and snappy dialogue writing. Prior attendees of this tutorial have called it innovative and better than a college class on writing! Examples and case studies for this years presentation will include games such as Red Dead Redemption, Mass Effect 2, Dragon Age: Origins and Marvel: Ultimate Alliance 2, on which Skolnick was the lead writer.

The tutorial starts with a broad overview of narrative contents place in video games, and segues into an introduction to some of the main theories of story, including the Three Act Structure (a la Aristotle, Field, McKee) and the Heros Journey (Campbell, Vogler). Next, a basic writers tookit is provided, covering vital rules and tools related to exposition delivery, believability, and impact on the audience. Characters and characterization are covered next, followed by a focus on writing and editing game dialogue. Finally, a case study of a shipped game is provided, complete with behind-the-scenes insights and rationales.

Video examples from games and movies are sprinkled throughout the presentation, as are individual and group writing exercises that serve to break up the day while reinforcing the many concepts being presented.

Narratives role in the success of AAA titles continues to grow in importance, and nowhere else can game designers and aspiring game writers get a more compact, entertaining and effective primer.


Physics for Game Programmers
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SKU#: GDC11-12051
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Description: Physics for Game Programmers
SPEAKER/S: Takahiro Harada (AMD), Jim Van Verth (Insomniac Games), Erin Catto (Blizzard Entertainment), Squirrel Eiserloh (TrueThought), Gino van den Bergen (DTECTA), Erwin Coumans (Sony SCEA US R&D), Glenn Fiedler (Sony Santa Monica) and Kees van Kooten (Virtual Proteins)
DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 3007, West Hall 3rd Fl.
TRACK / FORMAT: Programming / Tutorial
DESCRIPTION: As the complexity of games as increased, so has the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation, even some extent artificial intelligence, requires greater knowledge of the necessary engineering and mathematical underpinnings than ever before. And of the fields described above, one that has grown increasingly important is physical simulation, as shown by the latest games such as the Little Big Planet series and Limbo. Creating such a simulation may appear to be a daunting task, but it is possible with the right background. This one-day tutorial continues the more than ten-year tradition of the Math for Programmers and Physics for Programmers tutorials by bringing together some of the best presenters in gaming physics. Over the course of a day they will get programmers up to speed in the latest techniques and deepen their knowledge in the topic of physical simulation. These presenters will provide a toolbox of techniques for programmers interested in creating physics engines, with references and links for those looking for more information. The focus of the course is to study various pieces of the simulation pipeline and show how problems along the way can be solved and optimized using standard 3D mathematical concepts and engineering know-how. Topics include collision detection, constraint systems and solvers, game physics artifacts, networking for physics programmers, tools for physics programmers, parallelizing the physics engine, and fluid dynamics. Sample code libraries and examples are provided.


Composer Challenge GDC 2011
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SKU#: GDC11-12046
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Description: Composer Challenge GDC 2011
SPEAKER/S: Lennie Moore (3l33t Music), Joe Thwaites (JoeSound), Kenny Wood (Intrinsic Games), Thomas Hohl (Periscope Studio Hamburg) and Jillian Aversa (Creative Intelligence Arts, Inc.)
DAY / TIME / LOCATION: Friday 12:30- 1:30 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio , Production / Panel
DESCRIPTION: Panel moderator Lennie Moore presents the GDC 2010 Composer Challenge, where last year's champion, Joe Thwaites, takes on three new challengers of experienced and emerging videogame composers to see who can create the most interesting music under a difficult design challenge.


Technical Artist Boot Camp
Price:$3.95

SKU#: GDC11-12038
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Description: Technical Artist Boot Camp: Lessons in How to Create and Be an Effective TA
SPEAKER/S: Rob Galanakis (Bioware), Seth Gibson (343), Scott Goffman (Blizzard), Steve Theodore (Undead Labs), Adam Pletcher (Volition, Inc.), Keith Self-Ballard (Volition, Inc.), Jeff Hanna (Volition, Inc), Bryan Moss (THQ Digital Phoenix) and Bronwen Grimes (Valve)
DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 302, South Hall
TRACK / FORMAT: Visual Arts , Programming / Tutorial
DESCRIPTION: Over the past decade Technical Art has become an increasingly important discipline in game development. The number of TAs in the industry has grown tremendously and every year they take on more responsibilities, devise new innovative solutions to problems, and create bigger and more powerful tools. Still, though, most Technical Artists are home grown. Many are transplants from other disciplines. While some are coming in to the industry with specific TA educations most are not. This means that the skill sets between TAs are often quite varied. The self-invented TA culture makes it difficult for studios without TAs to truly see the benefit. Hard for studios with TAs to expand their ranks by hiring great candidates, and frustrating for technical artists themselves as their valued skillset at one company may be worth nothing at another.

To help the alleviate this problem well known and well respected Technical Artists from across the industry would like to invite you to sit with them for a day and learn their views on what it takes to be an effective TA. Their hope is that by exposing academia, studio management, and displaced industry professionals to Technical Art that they will foster discussion and expand educational and professional boundaries.


Producer Boot Camp
Price:$3.95

SKU#: GDC11-12077
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Description: Producer Boot Camp
SPEAKER/S: Laura Fryer (WB Games Seattle), Deanna Hearns (Good Science Studio/ Microsoft), Jeff Pobst (Hidden Path Entertainment), Chris Mielke (Epic Games), Caryl Shaw (ngmoco:)), Rod Fergusson (Epic Games), Siobhan Reddy (Media Molecule), Bernd Diemer (Crytek Hungary), Patrick O'Kelley (Bungie LLC), Seb Canniff (SCEE), Senta Jakobson (Crytek) and Rich Vogel (BioWare)
DAY / TIME / LOCATION: Tuesday 10:00- 6:15 Room 3020, West Hall 3rd Fl.
TRACK / FORMAT: Production / Tutorial
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.


Audio Boot Camp
Price:$3.95

SKU#: GDC11-12084
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Description: Audio Boot Camp
SPEAKER/S: Jeff Essex (Audiosyncrasy), Julian Kwasneski (Bay Area Sound, Inc.), Lennie Moore (3l33t Music), Garry Taylor (Sony Computer Entertainment Europe), Florian Fusslin (Crytek), Alistair Hirst (Omni Audio), Guy Whitmore (PopCap), Charles Deenen (Electronic Arts), Kenny Young (Media Molecule), Simon Carlile (Personal Audio Pty Ltd), Nicolas Fournel (Sony Computer Entertainment Europe) and Scott Selfon (Microsoft)
DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 3010, West Hall 3rd Fl.
TRACK / FORMAT: Audio / Tutorial
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.


Next Generation Portable Platform (Presented by SCEA)
Price:$3.95

SKU#: GDC11-12598
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Description: Next Generation Portable Platform (Presented by SCEA)
SPEAKER/S: David Coombes (SCEA)
DAY / TIME / LOCATION: Wednesday 1:30- 2:30 Room 130, North Hall
TRACK / FORMAT: Programming , Game Design / Sponsored Session
DESCRIPTION: In this presentation we will introduce a new handheld console. We will talk about the devices broad range of input and connectivity options and how these create exciting new opportunities for game designers.


How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN
Price:$3.95

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.


(English Version) Yu Suzuki's Gameworks: A Career Retrospective
Price:$3.95

SKU#: GDC11-12580EN
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Description: Yu Suzuki's Gameworks: A Career Retrospective
SPEAKER/S: Mark Cerny (Cerny Games) and Yu Suzuki (SEGA)
DAY / TIME / LOCATION: Wednesday 10:30-11:30 Room 135, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: In this first-ever Western talk, SEGA legend, Yu Suzuki talks with former colleague and industry veteran Mark Cerny on the inspiration and design underpinnings behind his seminal game output. From HANG ON and OUT-RUN to SPACE HARRIER and VIRTUA FIGHTER through AFTER BURNER and SHEN MUE, he has rarely spoken about the design reasoning and creative decisions that underscored his career to date. This Q&A style lecture will present what Suzuki has learned from his almost 30 years in the video game industry, with direct reference to his past, current, and - indeed - future work.


(Japanese Version) Yu Suzuki's Gameworks: A Career Retrospective
Price:$3.95

SKU#: GDC11-12580JP
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Description: Yu Suzuki's Gameworks: A Career Retrospective
SPEAKER/S: Mark Cerny (Cerny Games) and Yu Suzuki (SEGA)
DAY / TIME / LOCATION: Wednesday 10:30-11:30 Room 135, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: In this first-ever Western talk, SEGA legend, Yu Suzuki talks with former colleague and industry veteran Mark Cerny on the inspiration and design underpinnings behind his seminal game output. From HANG ON and OUT-RUN to SPACE HARRIER and VIRTUA FIGHTER through AFTER BURNER and SHEN MUE, he has rarely spoken about the design reasoning and creative decisions that underscored his career to date. This Q&A style lecture will present what Suzuki has learned from his almost 30 years in the video game industry, with direct reference to his past, current, and - indeed - future work.


(Japanese Version) The Loner: Why Some People Play MMOs Alone
Price:$3.95

SKU#: GDC11-12579JP
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Description: The Loner: Why Some People Play MMOs Alone
SPEAKER/S: Damion Schubert (Bioware Austin)
DAY / TIME / LOCATION: Friday 3:30- 4:30 Room 135, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: One of the seeming paradoxes of MMO design is that there is a large contingent of players who would prefer to play these games alone. Gamers who want to play this way are often derided by other players and sometimes even designers for their playstyle, but it isn't as odd or exotic as it seems. This talk discusses the rationale for this playstyle, the necessity to cater to this playstyle from a business point of view, and the design intricacies of providing solo play without invalidating the 'massive' parts of your game design.


(English Version) The Loner: Why Some People Play MMOs Alone
Price:$3.95

SKU#: GDC11-12579EN
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Description: The Loner: Why Some People Play MMOs Alone
SPEAKER/S: Damion Schubert (Bioware Austin)
DAY / TIME / LOCATION: Friday 3:30- 4:30 Room 135, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: One of the seeming paradoxes of MMO design is that there is a large contingent of players who would prefer to play these games alone. Gamers who want to play this way are often derided by other players and sometimes even designers for their playstyle, but it isn't as odd or exotic as it seems. This talk discusses the rationale for this playstyle, the necessity to cater to this playstyle from a business point of view, and the design intricacies of providing solo play without invalidating the 'massive' parts of your game design.


Performance Marketing and Social Gaming
Price:$3.95

SKU#: GDC11-12577
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Description: Performance Marketing and Social Gaming
SPEAKER/S: Rajeev Behera (Playdom)
DAY / TIME / LOCATION: Friday 3:30- 3:55 Room 3002, West Hall 3rd Fl.
TRACK / FORMAT: Business and Management / Lecture
DESCRIPTION: This session talks about the different marketing channels that can be used for a social game company to reach out to users, including Facebook Ads, Facebook Ad Networks, Viral Channels, Email and Cross Promotional channels. It will talk about the benefits and costs of each channel, as well as go over best practices in terms of campaign optimization. We will also talk about recent trends we are seeing in these channels, and how those trends may affect future acquisition strategies.
TAKEAWAY: Given a choice of many different marketing channels, the goal of this talk is help Facebook marketers understand what marketing channels they should use based on different objectives.
INTENDED AUDIENCE: This is intended for marketers working in the social game industry that want to understand the different methods of growing their user base via paid and unpaid marketing channels. This presentation focuses on concepts and strategies rather than specific mathematical marketing processes.


Monetizing International Audiences: Asia & Latin America [SOGS Business]
Price:$3.95

SKU#: GDC11-12573
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Description: Monetizing International Audiences: Asia & Latin America [SOGS Business]
SPEAKER/S: James Gwertzman (PopCap Games, Inc.) and Esteban Sosnik (Atakama Labs)
DAY / TIME / LOCATION: Monday 3:00- 4:00 Room 132, North Hall
TRACK / FORMAT: Social & Online Games Summit / Lecture
DESCRIPTION: This hour of lectures will provide essential monetization strategies for any social game company looking to grow outside of North America.
The session begins with James Gwertzman, Vice President of the Asia/Pacific operations for PopCap Games. He will discuss how the Social Network wars are effectively over, and Facebook is the clear victor - except in Asia, where local social networks are still putting up a fight. This is especially true in Japan and China where large audiences (400M+ users on QQ Zone in China) and large ARPUs (>10x Facebook on Mobage in Japan) make local networks unusually attractive. He will provide a survey of the social networks in Asia that matter, describe how they are different from Facebook, rate their policies and openness to third parties, and deliver an in-depth analysis of the top games on each network and how they differ from comparable games on Facebook.

The second half of the hour will feature Esteban Sosnik, co-founder and CEO of Atakama Labs. He will describe how Latin America is starting to be a real market for both game development and consumption. In the last few years, local studios started getting acquired by global publishers and new start-ups are capitalizing on the demand for social games in one of the fastest growing markets in the digital world. He will reveal opportunities in the region and how are Latin Americans playing and paying for social games.


Building Open Worlds Faster: the Volition Way
Price:$3.95

SKU#: GDC11-12572
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Description: Building Open Worlds Faster: the Volition Way
SPEAKER/S: Jason Hayes (Volition / THQ)
DAY / TIME / LOCATION: Wednesday 10:30-11:30 Room 3020, West Hall 3rd Fl.
TRACK / FORMAT: Visual Arts / Lecture
DESCRIPTION: For the past few years, Volition has been developing an entirely new toolset from the ground up with the sole purpose of constructing and iterating high quality open world urban games fast. This session will explore how the innovative road and terrain patch systems allow a small team of artists and designers create large, urban open world environments in a fraction of the time required with previous toolsets. We will also look at how the new toolset automatically deals with streaming, and allows artists and designers to work on the game world at the same time.
TAKEAWAY: Attendees will learn how the new and innovative techniques Volition has developed can be used at their studio to build and iterate urban open worlds quickly.
INTENDED AUDIENCE: This presentation is intended for artists, designers and programmers.


Emerging Technologies Review [SOGS Tech]
Price:$3.95

SKU#: GDC11-12571
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Description: Emerging Technologies Review [SOGS Tech]
SPEAKER/S: Vladimir Vukicevic (Mozilla Corporation), Brad Edelman (Cleverfocus LLC), Lee Thomason (Adobe Systems) and Cory Ondrejka (Facebook)
DAY / TIME / LOCATION: Tuesday 3:00- 4:00 Room 132, North Hall
TRACK / FORMAT: Social & Online Games Summit / Panel
DESCRIPTION: In recent years a new set of development frameworks are challenging Flash dominance of web game development. WebGL and HTML5 are trying to grab a piece of the development pie. But Adobe continues to put up a fight. In this session, representatives from the Khronos Group, Facebook and Adobe will give their view of the next generation technologies which may be used in your game.


Basically, We Sold Our Souls: The Art Implementation of INFINITY BLADE
Price:$3.95

SKU#: GDC11-12570
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Description: Basically, We Sold Our Souls: The Art Implementation of INFINITY BLADE
SPEAKER/S: Geremy Mustard (Chair Entertainment) and Donald Mustard (ChAIR Entertainment Group)
DAY / TIME / LOCATION: Thursday 4:30- 5:30 Room 130, North Hall
TRACK / FORMAT: Visual Arts , Game Design / Lecture
DESCRIPTION: The art and design of the acclaimed INFINITY BLADE helped set a new bar for what can be achieved visually in a mobile title. In this session we will discuss and demonstrate how we designed, directed, created, implemented, and optimized the game's visuals. We will show step by step the process we went through to create INFINITY BLADE in just 5 months; giving examples of the rendering techniques and content creation guidelines we learned that helped us push the iOS hardware to its limits.
TAKEAWAY: Attendees will gain insight into the thinking and strategies that led to the design and art direction of INFINITY BLADE, learning key techniques and art production guidelines that will help them to create their own mobile masterpiece!
INTENDED AUDIENCE: This session will provide insight into both how and why we made each aspect of INFINITY BLADEs visuals, and will benefit Artists, Designers, and anyone else interested in pushing mobile hardware to the limit.


How to Secure a Deal: Real Answers to Real Questions
Price:$3.95

SKU#: GDC11-12569
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Description: How to Secure a Deal: Real Answers to Real Questions
SPEAKER/S: Philip Oliver (Blitz Games Limited), Chris Charla (Microsoft Game Studios), Christian Svensson (Capcom Entertainment), Justin Bailey (Perfect World) and Jeff Hilbert (Digital Development Management)
DAY / TIME / LOCATION: Thursday 3:00- 4:00 Room 130, North Hall
TRACK / FORMAT: Business and Management / Panel
DESCRIPTION: The goal of this session is to help developers secure a project with a publisher with a real budget and a reasonable production time frame suitable for the project. The target audience for this session are independent development studios that want a forum to directly speak with key decision makers at publishers. Many developers trying to secure their first major project have encountered the same roadblocks:

- The Publisher will not meet with me to present my idea
- The Developer meets with a Publisher, the meeting goes well, but the next steps to secure the deal are unclear
- The Developer meets with a Publisher, the meeting goes well but the Publisher is not interested even though they are impressed with the development team
- A variety of other challenges


Smart Gamification: Virtual Systems shaping the Physical World [SOGS Design]
Price:$3.95

SKU#: GDC11-12568
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Description: Smart Gamification: Virtual Systems Shaping the Physical World [SOGS Design]
SPEAKER/S: Brian Morrisroe (Booyah), Amy Jo Kim (Shufflebrain) and Fiona O'Donnell-McCarthy (ModCloth)
DAY / TIME / LOCATION: Monday 11:15-12:15 Room 130, North Hall
TRACK / FORMAT: Social & Online Games Summit / Lecture
DESCRIPTION: Game dynamics are infiltrating every aspect of daily life. Early gamification efforts involved adding simple game mechanics like points, badges and leaderboards to websites and apps. But as we all know, that's not what makes games truly compelling. Smart gamification involves creating virtual systems that shape real-world behavior. In this design-focused session, we'll take an in-depth look at examples of smart companies that are responding to their players and shaping the future direction for their games.
TAKEAWAY: You will learn about:
* how smart companies are using powerful gaming systems to shape real-world behavior
* specific design techniques for smart gamification
* integrating player feedback and statistics into new product development



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