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

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

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

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


GDC 2011 Category

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Delivering Demand-Based Worlds with Intel® SSDs (Presented by Intel)
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SKU#: GDC11-12419
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Description: Delivering Demand-Based Worlds with Intel SSDs (Presented by Intel)
SPEAKER/S: Dave Lang (Iron Galaxy Studios, LLC.)
DAY / TIME / LOCATION: Friday 3:30- 4:30 Room 110, North Hall
TRACK / FORMAT: Programming / Sponsored Session
DESCRIPTION: By optimizing games to exploit the capabilities of the latest platform technology and tools, game developers can create games featuring innovations that give players greater immersion. Spend your engineering time making the game better instead of working around storage delays. With this idea in mind, Intel partnered with Iron Galaxy and Digital Extremes to deliver a proof of concept showing the content quality made possible by exploiting the performance of Intel SSDs & 2nd Generation Intel Core Family Processors. In this session, our partners will discuss their techniques for creating the POC and future vision. A lucky attendee will walk away with a Intel Core i7-2600K processor to help them experiment with some of the content of the talk.
TAKEAWAY: Attendees will learn a new approach to designing game engines to stream future workloads. They will also learn new programming and design techniques utilizing the latest PC platforms. See these approaches implemented in a first of its kind demonstration leveraging additional streaming headroom.


Increase your FPS with CPU Onload (Presented by Intel)
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SKU#: GDC11-12418
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Description: Increase your FPS with CPU Onload (Presented by Intel)
SPEAKER/S: Joshua Doss (Intel) and Doug McNabb (Intel)
DAY / TIME / LOCATION: Friday 11:00-12:00 Room 110, North Hall
TRACK / FORMAT: Programming / Sponsored Session
DESCRIPTION: With todays high resolution displays and advanced rendering techniques its often that developers can find their application GPU bound when targeting mainstream graphics platforms. This high level presentation will focus on approaches designed to relieve some of the pressure on your GPU by onloading common graphics workloads to available resources on your CPU. A lucky attendee will walk away with a Intel Core i7-2600K processor to help them experiment with some of the content of the talk.
TAKEAWAY: Attendees will learn how to look at the PC platform in a more balanced manner, and consider how they can use some of the available CPU resources to increase their games performance. They will gain insight into the CPUs previously untapped ability to directly contribute to rendering real-time images. They will learn specific techniques that they can directly and easily incorporate into their game engines.


Dynamic Resolution Rendering (Presented by Intel)
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SKU#: GDC11-12417
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Description: Dynamic Resolution Rendering (Presented by Intel)
SPEAKER/S: Doug Binks (Intel)
DAY / TIME / LOCATION: Friday 9:30-10:30 Room 110, North Hall
TRACK / FORMAT: Programming / Sponsored Session
DESCRIPTION: Dynamic resolution rendering, like a good game, is simple to grasp but with hidden complexity. At its most basic, the scene is rendered via a dynamically sized viewport to render target which is scaled up or down to fit the frame buffer, with GUI components then rendered at final resolution. Along with the details of the basic technique, up-scaling sampling filters, post process methods and advanced techniques will be looked at during the presentation which can be used to improve the overall experience, with quality and performance comparisons shown in a demo using Intels new Sandy Bridge processor graphics hardware. A lucky attendee will walk away with a Intel Core i7-2600K processor to help them experiment with some of the content of the talk.
TAKEAWAY: Attendees will learn how to use dynamic resolution rendering and advanced quality improvement techniques to enhance the overall end user experience, and will have quality and performance metrics from Intels new Sandy Bridge processor graphics hardware available to help them make key decisions.


Hotspots, FLOPS, and uOps: To-The-Metal CPU Optimization (Presented by Intel)
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SKU#: GDC11-12416
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Description: Hotspots, FLOPS, and uOps: To-The-Metal CPU Optimization (Presented by Intel)
SPEAKER/S: Stan Melax (Intel) and Deepak Vembar (Intel)
DAY / TIME / LOCATION: Friday 2:00- 3:00 Room 123, North Hall
TRACK / FORMAT: Programming / Sponsored Session
DESCRIPTION: Ever been puzzled about performance or wondered if your code could be more efficient? To get the most out of the CPU, this session dives deep into Intel's Sandy Bridge micro-architecture and explains how instructions, including the new Advanced Vector Extensions (AVX), are decoded and executed out-of-order on the x86 back-end. Using game relevant examples, this session shows effective programming patterns to overcome dependencies, data gathering and instruction latency in order to saturate execution ports and make full use of SIMD. Finally, a vTune walkthrough demonstrates a simple, yet effective, performance tuning workflow. No assembly required. A lucky attendee will walk away with a Intel Core i7-2600K processor to help them experiment with some of the content of the talk.
TAKEAWAY: Attendees will become intimately familiar with how floating point intensive code is executed on the back end of the Intel x86 CPU. They will also learn new innovative programming patterns to maximizing throughput and take advantage of the full width of AVX (8-float SIMD) on their own demanding game workloads.


Efficient Scaling in a Task-Based Game Engine (Presented by Intel)
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SKU#: GDC11-12415
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Description: Efficient Scaling in a Task-Based Game Engine (Presented by Intel)
SPEAKER/S: Yannis Minadakis (Intel)
DAY / TIME / LOCATION: Wednesday 10:30-11:30 Room 302, South Hall
TRACK / FORMAT: Programming / Sponsored Session
DESCRIPTION: Working on a bleeding edge PC title releasing in 2013 or beyond? By 2013, the average PC will have 4 cores, and systems will be shipping with 6 or more cores. Get the most out of the latest hardware, and scale efficiently between 2 and 6 (or more) CPU cores using Tasking. Tasking decouples algorithmic parallelism from implementation, allowing your technology to scale to N cores. Together we will explore the parallization of rendering, animation logic, and MLAA post-processing investigating the implementation and performance pitfalls we encounter along the way. A lucky attendee will walk away with a Intel Core i7-2600K processor to help them experiment with some of the content of the talk.


Monetizing Games on Devices: Intel's AppUp 'Stores on Store' Model (Presented by Intel)
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SKU#: GDC11-12413
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Description: Monetizing Games on Devices: Intel's AppUp 'Stores on Store' Model (Presented by Intel)
SPEAKER/S: Scott Crabtree (Intel)
DAY / TIME / LOCATION: Wednesday 4:30- 5:30 Room 302, South Hall
TRACK / FORMAT: Business and Management / Sponsored Session
DESCRIPTION: Examine the critical choices that developers make to successfully use app stores. Explore how you can build your application once and make money with minimal efforts on multiple devices, including >70,000,000 netbooks as well as laptops and other form factor. Attendees will understand how to get an application into multiple AppUp stores in countries around the world quickly with a focus on validation and store economy. We'll discuss application discoverability and marketing. Well look at the MeeGo operating system and more. Explore how to design & build games for Intels AppUp store, including the multiple runtimes supported. A netbook will be given away to a lucky attendee!
TAKEAWAY: - Learn which game companies are already distributing through AppUp, and why. - Learn how AppUp covers multiple operating systems, device form factors, and stores, all with one program. - Learn to solve typical app store problems for current developers including discoverability and profitability, and how AppUp offers solutions.


Serious Game Summit Playfest [SGS Health]
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SKU#: GDC11-12412
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Description: Serious Game Summit Playfest [SGS Health]
SPEAKER/S: Speaker TBA ()
DAY / TIME / LOCATION: Monday 1:45- 2:45 Room 308, South Hall
TRACK / FORMAT: Serious Games Summit / Panel
DESCRIPTION: Too often at events such as the Serious Games Summit, we watch people talk and play their games but unless we take advantage of a quick break -- we don't get a chance to play them ourselves! Back for a third year, the Serious Games Summit Playfest is devoted to games for health and will feature a showcase of several interesting projects focused on helping people live healthier lives and recover from injury and illness. Attendees will have the time to see all of these efforts in action, engage in extended Q&A and absorb a variety of health-focused entertainment the way games are meant to be absorbed -- by playing them.


IP and Brands: 4 Postmortems [SOGS Business]
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SKU#: GDC11-12411
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Description: IP and Brands: 4 Postmortems [SOGS Business]
SPEAKER/S: CJ Wolf (iWin), Steve Meretzky (Playdom), Robert Ollett (Bigpoint) and Robert Tomkinson (Playfish)
DAY / TIME / LOCATION: Tuesday 1:45- 2:45 Room 134, North Hall
TRACK / FORMAT: Social & Online Games Summit / Lecture
DESCRIPTION: Join four industry luminaries as they present business-focused mini-postmortems that will describe lessons learned and success tips when developing games for well-known and established IP. Find out how the big name brands affect the dealmaking, development and marketing of the game. Robert Tomkinson will discuss Playfish/EAs strategy for Monopoly; Robert Ollett will reveal Bigpoints learnings from Battlestar Galactica; Peter Negulescu from iWin will examine Family Feud; and Steve Meretzky of Playdom/Disney will uncover what they learned from working with ESPN.


GameJamification [SGS Gamification]
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SKU#: GDC11-12410
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Description: GameJamification [SGS Gamification]
SPEAKER/S: Dante Anderson (Seriosity, Inc.), Matthew Landes (Google), Ben Sawyer (Digitalmill) and Chris Swain (University of Southern California)
DAY / TIME / LOCATION: Tuesday 3:00- 4:00 Room 308, South Hall
TRACK / FORMAT: Serious Games Summit / Panel
DESCRIPTION: Can you just slap some badges on a problem and create a meaningful and efficacious solution to a vexing productivity or behavior change problem? In this session we examine the ideas behind gamification by presenting two diverse teams a single problem they must develop a plausible solution for utilizing the concepts they apply to gamification. During the session, each team will present their solution and the relevant internal team dialogue that guided their thinking.

The goal: move past the rhetoric around gamification and understand it as a design and development process that evolves from talented people seeking to take what is best about modern day videogames, their methods, and interfaces, and apply it in new ways toward and effective outcome. Will these teams seek to utilize the current conventions wrapped around gamification, or instead seek to redefine it and evolve it further with their solution? Is there a difference between a gamification styled solution and other forms of serious games or do all paths evolve to the same road?

Attendees to the session will see a live struggle with the ideas around gamification, not wrapped in a set of theories or postulations but instead as the struggle to define an actual plausible solution that fulfills both the problem itself, and fills-in the definition of what gamification is meant to be.


Tips for Networking with the Pros
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SKU#: GDC11-12405
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Description: Tips for Networking with the Pros
SPEAKER/S: Christian Allen (WB Games)
DAY / TIME / LOCATION: Friday 9:30-10:20 Room 303, South Hall
TRACK / FORMAT: Game Career Seminar / Lecture
DESCRIPTION: Every year, thousands of people flock to GDC to find a job in the games industry. Over the years of being on both sides of the aisle, working hiring booths, mentoring job seekers, and landing a job at GDC, the speaker has gathered many lessons that you need if you want to land that perfect gig. Topics include networking, standing out from the crowd, dos and donts, and tips for following up after the show. Real lessons from an actual game developer, not a recruiter or a head hunter, will enable attendees to get a 'leg up' on the competition.


The Future is Now: Why Japan’s Mobile Market is a Leading Indicator
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SKU#: GDC11-12404
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Description: The Future is Now: Why Japan's Mobile Market is a Leading Indicator
SPEAKER/S: Neil Young (ngmoco:))
DAY / TIME / LOCATION: Wednesday 4:30- 5:30 Room 134, North Hall
TRACK / FORMAT: Business and Management / Lecture
DESCRIPTION: ngmoco pioneered the transition from monetizing downloads to monetizing usage in mobile with it's pivot from paid downloads to free-to-play in 2009. Over the last year many companies have made, or are starting to make that same transition. In the third year of the new mobile gaming landscape, we ask. If new device usability and capability - as exemplified by the iPhone and Android - have created fundamentally new usage patterns and business opportunities, what's the pivot after free to play gaming? For whats next in year three, we look to the East - specifically to Japan and its explosive mobile gaming market. With new insights from market leader DeNA, we dissect the Japanese mobile game industry over the last decade, examining how usage patterns in that country are a signpost for what will happen in the West. What can we observe from Japan's past thats similar to emerging trends in the West? Whats different? Why are these patterns not culturally specific? What are the meaningful lessons that can be extrapolated for those in the rest of the world?
TAKEAWAY: Learn about the usage patterns of consumers in a multi-billion dollar mobile market and how lessons in the Japanese market can apply to your business.
INTENDED AUDIENCE: Studios heads and persons responsible for company strategy. Anyone considering developing for mobile devices or considering a shift from a packaged goods business model to a free to play service based model.


Nature or Nurture: The Art Culture Panel
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SKU#: GDC11-12402
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Description: Nature or Nurture: The Art Culture Panel
SPEAKER/S: Keith Self-Ballard (Volition, Inc.), Seth Spaulding (Blizzard Entertainment), Brian Martel (Gearbox Software) and Dave Inscore (Zynga East)
DAY / TIME / LOCATION: Thursday 10:30-11:30 Room 3006, West Hall 3rd Fl.
TRACK / FORMAT: Visual Arts , Business and Management / Panel
DESCRIPTION: As projects and schedules have continued to grow in size and complexity, have you found your art culture changed? Is your art culture important to your studio, or has the priority been lost to the realities of asset grinds and outsourcing? How have layoffs at your studio or the closure of studios near to you impacted the culture of your studio? The simple truth is that the working environment for our industry is both unique and uniquely challenging. Five veteran art directors discuss many of these challenges that studios face in the growth and development of a professional art body.
TAKEAWAY: Attendees will gain insight into how a group of high-profile studios have dealt with the challenges of growing their own art cultures. The panel will discuss concrete culture-building tools - the successes and the failures. The panel will also discuss many of the risks and challenges that impact the development of their own studio's art culture. This session will be a serious and open discussion of prevailing issues across our industry.
INTENDED AUDIENCE: This panel is intended for anyone who is interested in the growth and development of their studio's art culture. Art directors, leads and managers are encouraged to attend as the quality of a studios art culture can directly impact the quality of your working atmosphere as well as the artists themselves. Artists are also encouraged to attend as it is often they themselves who can have the most transformative impact on their studio.


Experimental Gameplay Sessions
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SKU#: GDC11-12401
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Description: Experimental Gameplay Sessions
SPEAKER/S: Frank Lantz (Area/Code/Zynga), Robin Hunicke (thatgamecompany), Richard Lemarchand (Naughty Dog), Daniel Benmergui (Independent), Jonathan Blow (Number None, Inc.), Andy Schatz (Pocketwatch Games), Asher Vollmer (University of Southern California), Jason Rohrer (Independent), Hanford Lemoore (Independent), Michael Brough (Independent), Nicolai Troshinsky (Independent), Mihir Sheth (University of Southern California), Chris Bell (Carnegie Mellon ETC), Agustin Perez Fernandez (Independent) and Ben Cerveny (Bloom)
DAY / TIME / LOCATION: Thursday 1:30- 3:30 Room 303, South Hall
TRACK / FORMAT: Game Design , Programming / Lecture
DESCRIPTION: The 9th annual Experimental Gameplay Sessions invites developers of experimental gameplay to demonstrate and discuss their games and prototypes. In a series of short presentations, this session focuses on the exploration of new frontiers in game design. Independent games, academic projects, and AAA mainstream games that break new ground are all represented.
TAKEAWAY: Attendees get to see a wide variety of new ideas in game design and to explore contemporary attitudes toward experimentation. Attendees should leave with both practical advice about experimentation, and inspiration to push their own work in new directions.


Classic Game Postmortem - RAID ON BUNGELING BAY
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SKU#: GDC11-12400
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Description: Classic Game Postmortem - RAID ON BUNGELING BAY
SPEAKER/S: Will Wright (StupidFunClub)
DAY / TIME / LOCATION: Friday 3:30- 4:30 Room 3014, West Hall 3rd Fl.
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: Before he became a household name with gamers, Will Wright created RAID ON BUNGELING BAY, a helicopter action/strategy title for the Commodore 64, NES, and and MSX. The unassuming game would serve as the inspiration for Wright's much, much, much more popular SIM CITY series, as it was during his tinkering with RAID ON BUNGELING BAYs editor that the designer discovered building complex cities was more fun and had more potential than destroying them. Five years after that Eureka! moment, Wright released SIMCITY, and the world still can't get enough of the metropolis-managing concept -- one only needs look to Facebook's most popular apps to see its continuing influence.


Classic Game Postmortem: PRINCE OF PERSIA
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SKU#: GDC11-12399
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Description: Classic Game Postmortem: PRINCE OF PERSIA
SPEAKER/S: Jordan Mechner ()
DAY / TIME / LOCATION: Wednesday 10:30-11:30 Room 3014, West Hall 3rd Fl.
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: Decades before it was a Hollywood film with millions of dollars and hundreds of workers supporting its production, PRINCE OF PERSIA was mostly the project of a single man. Jordan Mechner, who also created KARATEKA and later went on to work in the film industry, rotoscoped the game's fluid and realistic character animations, designed its difficult puzzles, crafted its thrilling sword-fighting combat, and penned its captivating story. He will present a postmortem discussion on the landmark cinematic platformer that would go on to influence not just a whole series of 3D PRINCE OF PERSIA games, but also titles like FLASHBACK, TOMBRAIDER, and LIMBO.


Classic Game Postmortem - POPULOUS
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SKU#: GDC11-12398
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Description: Classic Game Postmortem - POPULOUS
SPEAKER/S: Peter Molyneux (Lionhead Studios)
DAY / TIME / LOCATION: Thursday 4:30- 5:30 Room 3014, West Hall 3rd Fl.
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: One of the first god games ever released, Bullfrog's POPULOUS beguiled players with its premise of playing as an all-powerful divine being capable of shaping the earth, growing and guiding a civilization, attracting worshippers, unleashing natural disasters (e.g. floods, earthquakes, and more) against enemies, and sending out knights to obliterate rival deity's followers. POPULOUS' always entertaining designer, Peter Molyneux, who went on to found Lionhead Studios, where he helped create the game's spiritual descendant BLACK & WHITE and popular RPG series FABLE, will talk about his work on the ground-breaking (and -raising and -lowering) isometric sim.


(Japanese Version) Classic Game Postmortem - PAC-MAN
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SKU#: GDC11-12396JP
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Description: Classic Game Postmortem - PAC-MAN
SPEAKER/S: Toru Iwatani (Namco)
DAY / TIME / LOCATION: Wednesday 4:30- 5:30 Room 135, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: More than just the man who created and designed PAC-MAN, Toru Iwatani revolutionized an arcade industry filled with space shooters and PONG clones, introducing a new kind of game that was both immediately accessible and highly addictive. Thirty years after its debut, millions of fans are still playing the seminal maze title in spin-offs/remixes like PAC-MAN CHAMPIONSHIP EDITION DX, as well as in its classic form through digital download games, smartphone releases, and even Google's homepage logo! In this session, Iwatani will share how he created one of the world's most successful and beloved arcade games around a circle with a wedge sliced off.


Classic Game Postmortem - PITFALL!
Price:$3.95

SKU#: GDC11-12397
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Description: Classic Game Postmortem - PITFALL!
SPEAKER/S: David Crane ()
DAY / TIME / LOCATION: Friday 2:00- 3:00 Room 3014, West Hall 3rd Fl.
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: PITFALL! isn't just one of the most successful and cherished releases of the Atari 2600; it's also the game many immediately think of whenever the decades-old console comes up in a conversation. The jungle adventure remains in gamers' memories as one of the first platformers and a technical marvel for the time, what with its smooth animations, detailed sprites, and lack of flickering. Industry legend David Crane, co-founder of Activision and Absolute Entertainment (A Boy and His Blob), will reminisce about PITFALL!s vine-swinging hero Harry and the breakthrough game he famously designed with just a blank sheet of paper and 10 minutes of brainstorming.


(English Version) Classic Game Postmortem - PAC-MAN
Price:$3.95

SKU#: GDC11-12396EN
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Description: Classic Game Postmortem - PAC-MAN
SPEAKER/S: Toru Iwatani (Namco)
DAY / TIME / LOCATION: Wednesday 4:30- 5:30 Room 135, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: More than just the man who created and designed PAC-MAN, Toru Iwatani revolutionized an arcade industry filled with space shooters and PONG clones, introducing a new kind of game that was both immediately accessible and highly addictive. Thirty years after its debut, millions of fans are still playing the seminal maze title in spin-offs/remixes like PAC-MAN CHAMPIONSHIP EDITION DX, as well as in its classic form through digital download games, smartphone releases, and even Google's homepage logo! In this session, Iwatani will share how he created one of the world's most successful and beloved arcade games around a circle with a wedge sliced off.


Classic Game Postmortem - OUT OF THIS WORLD/ANOTHER WORLD
Price:$3.95

SKU#: GDC11-12395
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Description: Classic Game Postmortem - OUT OF THIS WORLD/ANOTHER WORLD
SPEAKER/S: Eric Chahi (Ubisoft)
DAY / TIME / LOCATION: Thursday 9:00-10:00 Room 3014, West Hall 3rd Fl.
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: Released across more than a dozen platforms since its 1991 debut, OUT OF THIS WORLD (a.k.a. ANOTHER WORLD) has long been a favorite among critics and sophisticated gamers alike for its cinematic cutscenes and atmospheric presentation. The platformer's distinctive visual style, minimal but effective use of music and sound effects, and ability to convey its story and emotions without any words captured the imaginations of countless players, as well as those of future luminaries like Fumito Ueda (ICO) and Hideo Kojima (METAL GEAR SOLID). OUT OF THIS WORLDs creator Eric Chahi will reveal his process developing the innovative game and building its memorable scenes.


Classic Game Postmortem - MARBLE MADNESS
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SKU#: GDC11-12394
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Description: Classic Game Postmortem - MARBLE MADNESS
SPEAKER/S: Mark Cerny (Cerny Games)
DAY / TIME / LOCATION: Thursday 1:30- 2:30 Room 3007, West Hall 3rd Fl.
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: Mark Cerny is a legend in the games industry, working as a consultant, producer, and programmer on hits like RESISTANCE, RATCHET AND CLANK, JAK AND DAXTER, SPYRO THE DRAGON, and SONIC THE HEDGEHOG 2. Before building that near-incomparable resume, though, he designed Atari's MARBLE MADNESS, the addictive and maddening arcade game that ate scads of quarters as players craved another spin of its trackball. Along with the game's catchy soundtrack and Escheresque graphics, Cerny will share insights on how he designed the classic title that paved the way for games like SUPER MONKEY BALL, SPINDIZZY, MARBLE BLAST, and KORORINPA.


Classic Game Postmortem - MANIAC MANSION
Price:$3.95

SKU#: GDC11-12393
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Description: Classic Game Postmortem - MANIAC MANSION
SPEAKER/S: Ron Gilbert (Double Fine Productions)
DAY / TIME / LOCATION: Friday 11:00-12:00 Room 3014, West Hall 3rd Fl.
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: Cherished by adventure game fans and reviled by hamsters everywhere, MANIAC MANSION was the first adventure game LucasArts developed on its SCUMM (Script Creation Utility for Maniac Mansion) platform -- the beloved scripting engine powering and enabling ports for subsequent classics like SAM & MAX, LOOM, FULL THROTTLE, DAY OF THE TENTACLE, and the MONKEY ISLAND series. Ron Gilbert, famous for his contributions at LucasArts and now working at Double Fine Productions, will talk about his work on MANIAC MANSION, touching on the game's multiple endings, point-and-click interface and it's oddball cast of characters.


Classic Game Postmortem - ELITE
Price:$3.95

SKU#: GDC11-12392
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Description: Classic Game Postmortem - ELITE
SPEAKER/S: David Braben (Frontier Developments)
DAY / TIME / LOCATION: Wednesday 3:00- 4:00 Room 304, South Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: When it launched over 25 years ago, ELITE amazed science fiction fans with its interstellar missions presented with wireframe 3D graphics, eight galaxies to explore, and thousands of procedurally generated planets. And its open-ended design enraptured gamers with dreams of mining asteroids, taking on bounty missions, upgrading spaceships, and becoming space pirates on their microcomputers. Co-creator David Braben, a stalwart in the video game industry and founder/chairman of Frontier Developments, will discuss the genesis of the space-trading sim that went on to inspire titles like EVE ONLINE, FREELANCER, WING COMMANDER: PRIVATEER, and many other sci-fi games.


Classic Game Postmortem - DOOM
Price:$3.95

SKU#: GDC11-12391
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Description: Classic Game Postmortem - DOOM
SPEAKER/S: Tom Hall (Loot Drop) and John Romero (Loot Drop)
DAY / TIME / LOCATION: Thursday 3:00- 4:00 Room 3014, West Hall 3rd Fl.
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: Few games can match the ubiquity and legacy of DOOM, the seminal first-person shooter that ushered in thousands of mods, clones, and successors. Nearly every significant FPS, from RESISTANCE to HALF-LIFE, CALL OF DUTY to HALO, owes its success in part to the Id Software game. Programmer, Game Designer, Level Designer and DOOM II final boss, John Romero, will deliver a postmortem on the game showing never-before-seen material, memorializing its immersive but nerve-wracking 3D environments, networked multiplayer deathmatches, Satanic imagery and themes, Barney WADs, exploding barrels, and BFG 9000. Romero was a co-founder of id Software, among other companies, and also worked on other significant shooters like WOLFENSTEIN 3D and QUAKE.


Classic Game Postmortem - BEJEWELED
Price:$3.95

SKU#: GDC11-12390
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Description: Classic Game Postmortem - BEJEWELED
SPEAKER/S: Jason Kapalka (PopCap Games)
DAY / TIME / LOCATION: Thursday 10:30-11:30 Room 134, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: As one of the top most popular puzzle games of all time, BEJEWELED and its spin-offs and sequels are everywhere -- in your video game console, your web browser, your Facebook apps list, your smartphone, your not-so-smart mobile from five years ago, your significant other's game platform of choice, your best friend's favorite gaming device, and even your games that don't have BEJEWELED in their titles (e.g. PUZZLE QUEST, dozens of clones). The man behind the addictive match-three game, PopCap co-founder and chief creative officer, Jason Kapalka , will deliver a postmortem talk about designing the franchise that's seen more than 150 million downloads and sold over 25 million copies.



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