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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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Social & Online Game Design 2010: A Year in Review [SOGS Design]
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SKU#: GDC11-12204
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Description: Social & Online Game Design 2010: A Year in Review [SOGS Design]
SPEAKER/S: Juan Gril (Joju Games) and Nick Fortugno (Playmatics)
DAY / TIME / LOCATION: Monday 10:00-11:00 Room 134, North Hall
TRACK / FORMAT: Social & Online Games Summit / Lecture
DESCRIPTION: Nick Fortugno and Juan Gril present a rapid film-critic style analysis of some of the greatest and most innovative online games of 2010. By highlighting some of the most interesting web, social, and casual games of the year, Nick and Juan analyze the design decisions that made these games interesting and how these examples demonstrate key considerations in working for non-hardcore audiences in more casual media.
TAKEAWAY: Attendees learn about some of the more interesting and less well-known online games of 2010. Reviewing these games gives insight into central game design issues and how one designs for a non-hardcore user base.


Turning Depression into Inspiration
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SKU#: GDC11-12194
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Description: Turning Depression into Inspiration
SPEAKER/S: Michael Todd (Spyeart.com)
DAY / TIME / LOCATION: Monday 3:35- 4:00 Room 135, North Hall
TRACK / FORMAT: Independent Games Summit / Lecture
DESCRIPTION: Indie developers frequently work long hours, work alone and deal with all types of depression. This talk is about the pressure of development, the affects of depression on creative work and how many great artists turn their depression into inspiration.


Care and Feeding of Your Independent Game Studio
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SKU#: GDC11-12193
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Description: Care and Feeding of Your Independent Game Studio
SPEAKER/S: Arthur Humphrey (Last Day of Work)
DAY / TIME / LOCATION: Monday 11:15-11:40 Room 135, North Hall
TRACK / FORMAT: Independent Games Summit / Lecture
DESCRIPTION: This talk will focus on nurturing a successful IP-based independent game studio in the current market environment. Using Last Day of Work (creator of numerous hits on multiple platforms, primarily casual PC/Mac and iTunes) as an example we will discuss strategies in developing effective new game designs, ways to make IP difficult to copy/clone, protecting your IP, leveraging your designs, growing your company without growing it (contract, licensing), pitfalls and secrets. We will also discuss recent forays into social and virtual goods.

Last Day of Work has been growing since 2003 without taking one red cent of outside funding ever. With numerous hit games on a multitude of platforms and in more than 7 languages, LDW is happy to be the Cinderella-story among indies, and an inspiration for those who want to create a studio, keep it, and lovingly grow it.
TAKEAWAY: Boostrapping with low-risk, low-cost titles as an alternative to VC. Leveraging IP (through ports, licensing, and sequels), and pitfalls of licensing. Safe approaches to sequels; layering mechanics, accepting that often nobody knows why a game hit. Outsourcing, and tips on maintaining a virtual office. Never take money from anyone. Keep it small and keep it all...and more...


Game Design by Accidents
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SKU#: GDC11-12192
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Description: Game Design by Accidents
SPEAKER/S: Steph Thirion (Game Designer)
DAY / TIME / LOCATION: Monday 11:50-12:15 Room 135, North Hall
TRACK / FORMAT: Independent Games Summit / Lecture
DESCRIPTION: Programming is a sensitive creation tool. Changing one single line of code could just as easily improve a full landscape just a notch, radically transform it, or expose something amazing that the creator couldnt have thought of. This talk is about how for Steph Thirion - originally a graphic designer - coding has gradually become a fundamental instrument in every stage of video game creation, and how code is not just a tool to materialize an idea, but can also be the thing that invents the idea itself.
TAKEAWAY: Attendees will learn how code is an amazing tool for brainstorming, and the importance of having their eyes open to unexpected discoveries and possibly branch out into new unexpected paths during development. They will learn about the creative characteristics of code, including idea sketching. They will also learn about specific examples of development from TETRIS, BRAID, ELISS and FARAWAY.


The Journey to Creating SHANK
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SKU#: GDC11-12190
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Description: The Journey to Creating SHANK
SPEAKER/S: Jamie Cheng (Klei Entertainment)
DAY / TIME / LOCATION: Tuesday 10:00-10:25 Room 135, North Hall
TRACK / FORMAT: Independent Games Summit / Lecture
DESCRIPTION: Unlike most independently developed games available on Xbox Live Arcade and the Playstation Network, SHANK is an M-rated, massively content-heavy game. Self-funding the project for over a year, the path to creating this game took huge twists and turns, and in the process transformed our company and forced us to become better.

Come see our journey to creating SHANK, from the development process to some very interesting data points post-launch, and learn how we came to love our publisher relationship.
TAKEAWAY: Attendees will learn how the team at Klei risked everything to create SHANK. They will takeaway lessons learnt during development, a path where the developer-publisher relationship actually worked for an independent developer, and data points retrieved post-launch.


The Humble Indie Bundle
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SKU#: GDC11-12189
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Description: The Humble Indie Bundle
SPEAKER/S: John Graham (Wolfire Games) and Jeffrey Rosen (Wolfire)
DAY / TIME / LOCATION: Monday 10:00-11:00 Room 135, North Hall
TRACK / FORMAT: Independent Games Summit / Lecture
DESCRIPTION: The Humble Indie Bundle was an independent gaming promotion that raised 1.3 million dollars for indie developers and charity (Child's Play and the Electronic Frontier Foundation) in 11 days. It was the first promotion to combine 5 indie games (WORLD OF GOO, AQUARIA, GISH, LUGARU HD and PENUMBRA OVERTURE) in a pay-what-you-want, cross-platform (Mac, Linux, Windows), DRM-free extravaganza. Also notable, was the fact that this promotion was not orchestrated on a large existing gaming portal but was a spontaneous event put on by the indie developers themselves. This presentation is a chance to get an inside look at the inspiration and perspiration which led to the bundle's creation. Attendees can expect anecdotes about how to run (and how not to run) a successful promotion combined with a breakdown of user contribution data.
TAKEAWAY: From interesting anecdotes to data analysis, learn about what worked and didn't work during the creation of the promotion that raised 1.3 million dollars for indie developers and charity in 11 days.


The Full Spelunky on SPELUNKY XBLA
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SKU#: GDC11-12188
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Description: The Full Spelunky on SPELUNKY XBLA
SPEAKER/S: Derek Yu (Independent) and Andy Hull (Story Fort)
DAY / TIME / LOCATION: Tuesday 10:35-11:00 Room 135, North Hall
TRACK / FORMAT: Independent Games Summit / Lecture
DESCRIPTION: Derek Yu and Andy Hull share their experiences developing the platformer roguelike SPELUNKY, and explain how the project made the transition from a celebrated freeware PC game to an Xbox Live Arcade title. They discuss what makes the game tick and what challenges they faced bringing the game to Xbox 360. Along the way, the creators make a case for freeware and procedurally-generated content in games.
TAKEAWAY: Attendees will gain insight into how a popular freeware game became a commercial title and hear a compelling argument for why freeware is important. They'll also learn about how SPELUNKY XBLA was built, using easily accessible software and combining mechanics from two different genres.


Indie Fund: Lessons from the First Year
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SKU#: GDC11-12186
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Description: Indie Fund: Lessons from the First Year
SPEAKER/S: Nathan Vella (Capybara Games), Kellee Santiago (thatgamecompany), Ron Carmel (Indie Fund), Mystery Developer #1 (TBA), Mystery Developer #2 (TBA) and Mystery Developer #3 (TBA)
DAY / TIME / LOCATION: Tuesday 11:15-12:15 Room 135, North Hall
TRACK / FORMAT: Independent Games Summit / Panel
DESCRIPTION: Indie Fund partners, along with funded developers, will provide a recap of the fund's first year of operation, focusing on lessons learned during this time. The panel's latter half will be spent answering and discussing questions directly from the audience.
TAKEAWAY: Gain insight into what happens when developers cross the line into publisher territory. Have all your questions about Indie Fund answered, no holds barred!


Effective Marketing of the Freemium Model Across Platforms
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SKU#: GDC11-12185
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Description: Effective Marketing of the Freemium Model Across Platforms
SPEAKER/S: Mike Breslin (Glu Mobile)
DAY / TIME / LOCATION: Monday 3:00- 4:00 Room 303, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: Making mobile games social is the key to successfully marketing freemium titles. By activating an existing players social channels and social graph, developers can increase DAUs and RPU from a more attractive, more fun and more competitive freemium game.
TAKEAWAY: This session will look at utilizing social integration and word of mouth marketing to effectively promote the freemium gaming model across platforms. Attendees will discover how the merging of mobile and social gaming mechanics will increase engagement and expand a developers consumer reach.


Creating a Social, Location-based Smartphone Game in 5 Weeks
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SKU#: GDC11-12184
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Description: Creating a Social, Location-based Smartphone Game in 5 Weeks
SPEAKER/S: Jennie Lees (Google)
DAY / TIME / LOCATION: Monday 4:15- 5:15 Room 303, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: Lean and agile development are becoming more popular in game development, especially for platforms with short release cycles. Learn how a team of four strangers took a mobile game concept from idea to working prototype in five weeks (while keeping their day jobs). The session covers lessons learned and best practices in customer development, storyboarding, metrics and landing page testing. By using the approach of customer first, the end result was a game that people already wanted to play. The session will also have time for discussion on how lean and agile methods can be applied elsewhere in game development.
TAKEAWAY: How to build a game people already want to play by understanding your players before you write a line of code. Best practices in lean, agile, customer development and concept testing.


Creating a Social, Location-based Smartphone Game in 5 Weeks
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SKU#: GDC11-12184
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Description: Creating a Social, Location-based Smartphone Game in 5 Weeks
SPEAKER/S: Jennie Lees (Google)
DAY / TIME / LOCATION: Monday 4:15- 5:15 Room 303, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: Lean and agile development are becoming more popular in game development, especially for platforms with short release cycles. Learn how a team of four strangers took a mobile game concept from idea to working prototype in five weeks (while keeping their day jobs). The session covers lessons learned and best practices in customer development, storyboarding, metrics and landing page testing. By using the approach of customer first, the end result was a game that people already wanted to play. The session will also have time for discussion on how lean and agile methods can be applied elsewhere in game development.
TAKEAWAY: How to build a game people already want to play by understanding your players before you write a line of code. Best practices in lean, agile, customer development and concept testing.


After Success: Growing as an App Developer
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SKU#: GDC11-12183
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Description: After Success: Growing as an App Developer
SPEAKER/S: Arash Keshmirian (Limbic Software)
DAY / TIME / LOCATION: Tuesday 3:00- 4:00 Room 303, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: So you have a successful game, now what? Many developers who are fortunate enough to find success often struggle with what to do next. Delivered by a speaker that has been there, this talk will cover some of the new challenges developers will face and how to make the most of the opportunity. Establishing business fundamentals, hiring staff, setting goals and maintaining momentum are all part of this valuable presentation. Make the most of your initial success by being prepared for the choices you will need to make when you get there.
TAKEAWAY: Attendees will come away with an understanding of what it is like to transition from struggling to achieve success to maintaining a successful position in the market. They will be empowered with tools; tips and experienced guidance that will help them navigate this important challenge.


Building Strategy Games for Mobile Devices
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SKU#: GDC11-12182
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Description: Building Strategy Games for Mobile Devices
SPEAKER/S: Rade Stojsavljevic (Jet Set Games)
DAY / TIME / LOCATION: Tuesday 10:00-11:00 Room 303, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: Rade Stojsavljevic of Jet Set Games will share lessons learned from the development process of the successful iPhone and IPad strategy game HIGHBORN . The lecture will start with why a team most known for developing real time strategy games on the PC chose to build a turn based game for mobile devices and how Jet Set Games designs their games for a particular platform. The discussion will also cover what worked and what didn't, how players reacted to the game, and what the team has done to help the project reach the top ten chart in the App Store. Finally, the lecture will cover the decision making process to bring the app onto other platforms, how the team made design changes, and what the future holds for the HIGHBORN franchise.
TAKEAWAY: Attendees will learn why platform choice is critical for design decisions, how mobile games present unique challenges for strategy games, and how to work around them.


How IUGO Rose Above the Noise and Became a Successful Indie Studio
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SKU#: GDC11-12181
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Description: How IUGO Rose Above the Noise and Became a Successful Indie Studio
SPEAKER/S: Sarah Thomson (IUGO Mobile Entertainment)
DAY / TIME / LOCATION: Tuesday 1:45- 2:45 Room 303, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: With 7 years of mobile games development under its belt, IUGO has seen the ups and downs of the enigmatic mobile industry. IUGOs VP of Business Development, Sarah Thomson, lays out the indie studios humble beginnings, its decision to ditch traditional mobile platforms in favor of the smartphone market and the companys wild ride in growth for the last 3 years. Learn how to cozy up to Apple, peer into the hits and failures of IUGOs portfolio and hear how theyve managed to stay bootstrap all along. This session provides up and coming developers with insight on how to create their own unique formula for success in the dog-eat-dog world of mobile games.
TAKEAWAY: Hear the story of a rare breed of indie developer: the mid-sized company. Enjoy access to exclusive stats on IUGOs games with an overview of why some succeeded and others didnt. Learn the secrets to how IUGO became one of Apples most supported indie developers. Peer into IUGOs strategies for navigating the ups and downs of an unpredictable industry while creating its own identity and path.


What Makes a Game a Home Run Hit or Miss: Postmortems from HOMERUN BATTLE 3D and SLICE IT!
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SKU#: GDC11-12180
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Description: What Makes a Game a Home Run Hit or Miss: Postmortems from HOMERUN BATTLE 3D and SLICE IT!
SPEAKER/S: Taeick Chang (com2us)
DAY / TIME / LOCATION: Monday 11:15-12:15 Room 303, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: Com2us has spent the past ten years creating innovative games and contributing to Korean mobile game business. A number of games Com2us produced have proven to surpass expectations of smart phone users all over the world, including HEAVY GUNNER 3D, INOTIA: A WANDERER OF LUONE, SLICE IT!, and HOMERUN BATTLE 3D, which was downloaded by millions in open markets including Apple Appstore and Google Android Market. This session serves to share their knowledge relevant to game design, technical challenges, market entrance strategy, monetization, and other valuable lessons learned from producing HOMERUN BATTLE and SLICE IT!.
TAKEAWAY: The creators of HOMERUN BATTLE and SLICE IT! will share their insights about game design, technology, market, monetization, and other valuable lessons from launching successful iphone and android games.


Taking the Purple Pill: Lessons Learned Building a Platform for Social Augmented Reality Games
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SKU#: GDC11-12179
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Description: Taking the Purple Pill: Lessons Learned Building a Platform for Social Augmented Reality Games
SPEAKER/S: Terrance Cohen (Ogmento) and Oriel Bergig (Ogmento, Inc.)
DAY / TIME / LOCATION: Monday 10:00-11:00 Room 303, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: Augmented reality blends the virtual world with the real world on your smartphone's display. Social augmented reality games connect players in a shared persistent augmented reality world. Building a platform for client and server applications that supports these games presents new and interesting challenges. This presentation discusses problems encountered with unsuccessful approaches, and solutions that achieve compelling player experiences.
TAKEAWAY: This presentation explores techniques for combining technologies that support entertaining social augmented reality games. The lecture discusses problems encountered with unsuccessful approaches, and solutions that achieve compelling player experiences.


Changing the Way We Make Games: Lessons Learned in the Transition from AAA to Mobile Development
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SKU#: GDC11-12178
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Description: Changing the Way We Make Games: Lessons Learned in the Transition from AAA to Mobile Development
SPEAKER/S: Vijay Thakkar (Zynga With Friends)
DAY / TIME / LOCATION: Tuesday 10:00-11:00 Room 305, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: Mobile and social gaming is a space that is rapidly leading the industry to look at games in a very differently light. The ability to reach a large and varied audience combined with the potential for incredibly short development cycles opens a multitude of innovations for how the industry creates games. Newtoy's (CHESS WITH FRIENDS, WORDS WITH FRIENDS, WE RULE) Technical Director, Vijay Thakkar, will provide takeaways and lessons learned from growing new development practices with a foundation of experienced AAA game developers. He will discuss what works, what doesn't, and ideas for how you can enhance your own iPad, iPhone and iPod Touch game development.
TAKEAWAY: An attendee should walk away with a variety of tangible lessons and ideas for how to succeed and innovate in their companies, with a focus on the mobile games space. Ideally, they should additionally leave with some ambitions and ideas for how to improve the industry as a whole.


Changing the Way We Make Games: Lessons Learned in the Transition from AAA to Mobile Development
Price:$3.95

SKU#: GDC11-12178
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Description: Changing the Way We Make Games: Lessons Learned in the Transition from AAA to Mobile Development
SPEAKER/S: Vijay Thakkar (Zynga With Friends)
DAY / TIME / LOCATION: Tuesday 10:00-11:00 Room 305, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: Mobile and social gaming is a space that is rapidly leading the industry to look at games in a very differently light. The ability to reach a large and varied audience combined with the potential for incredibly short development cycles opens a multitude of innovations for how the industry creates games. Newtoy's (CHESS WITH FRIENDS, WORDS WITH FRIENDS, WE RULE) Technical Director, Vijay Thakkar, will provide takeaways and lessons learned from growing new development practices with a foundation of experienced AAA game developers. He will discuss what works, what doesn't, and ideas for how you can enhance your own iPad, iPhone and iPod Touch game development.
TAKEAWAY: An attendee should walk away with a variety of tangible lessons and ideas for how to succeed and innovate in their companies, with a focus on the mobile games space. Ideally, they should additionally leave with some ambitions and ideas for how to improve the industry as a whole.


Adapting the MMO to a Mobile Gaming Platform
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SKU#: GDC11-12177
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Description: Adapting the MMO to a Mobile Gaming Platform
SPEAKER/S: Cinco Barnes (Spacetime Studios)
DAY / TIME / LOCATION: Tuesday 4:15- 5:15 Room 305, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: Cinco Barnes, Chief Vision Officer of Spacetime Studios and Lead Designer of POCKET LEGENDS (the first real-time 3D MMO RPG for iPhone and iPad), discusses best practices in game design to translate classic MMO features to a new generation of mobile devices. The session provides a unique perspective for designers on how to decide what to include and/or exclude from their upcoming mobile MMO.
TAKEAWAY: Participants will discover how the context of mobile multiplayer gaming affects the most critical aspects of MMO game design. The session will cover topics such as: play-session length, content accessibility, game difficulty, content consumption rates, advancement rates, and loot distribution.


The ngmoco:) Live Team Playbook: Life After Launch
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SKU#: GDC11-12176
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Description: The ngmoco:) Live Team Playbook: Life After Launch
SPEAKER/S: Caryl Shaw (ngmoco:))
DAY / TIME / LOCATION: Monday 11:15-12:15 Room 305, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: In this lecture, Caryl Shaw will present the Live Team Playbook, ngmoco's blueprint for running their live game services. Focused on four components, Reach, Retention, Revenue and Service, the Playbook includes examples and lessons learned based on data and experience derived from running iOS and Android versions of games such as WE RULE, GODFINGER and TOUCH PETS. Using examples, Caryl will isolate how different tools and techniques can be used manage in-game economies, stimulate re-engagement of lapsed customers and drive revenue in games after they have fallen off the charts.
TAKEAWAY: Attendees will come away from this session with a greater understanding of how to run and grow a live service for a free-to-play game that relies on a multi-tiered revenue stack for success.


REPLICA ISLAND: Building a Successful Android Game
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SKU#: GDC11-12175
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Description: REPLICA ISLAND: Building a Successful Android Game
SPEAKER/S: Chris Pruett (Google)
DAY / TIME / LOCATION: Monday 1:45- 2:45 Room 305, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: What does it take to make a successful Android game? In this session, Google software engineer and developer advocate, Chris Pruett will discuss the development of REPLICA ISLAND, an Android-exclusive platformer which achieved a million players within 100 days of its release on a marketing budget of $0.00. Concrete lessons about Android software design, compatibility across a wide range of devices, phone-oriented game design, and negotiating Android Market will be presented. Pruett will also discuss key elements of the development process itself, including an automated player metrics system for post-release game tuning, the Android development environment, interaction with the community, and common developer mistakes.
TAKEAWAY: REPLICA ISLAND achieved massive success because it abided by a few key rules that are generally applicable to all Android games. In this session, attendees will learn what these rules are, why they matter, and how they can use them to improve their own games. They will also learn about potential pitfalls, how to deal with a wide variety of Android devices, and the key features of Android Market.


Tapping Into Innovation – Strategies for Developing Successful Apps
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SKU#: GDC11-12174
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Description: Tapping Into Innovation - Strategies for Developing Successful Apps
SPEAKER/S: Ge Wang (Smule)
DAY / TIME / LOCATION: Monday 10:00-11:00 Room 305, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: With more than 250,000 apps in the iPhone app store, designing and creating innovative new apps that get noticed can seem daunting. Dr. Ge Wang of Smule created the popular I AM T-PAIN, MAGIC PIANO, OCARINA and GLEE KARAOKE apps with the belief that everyone is inherently creative and that people innately want to share the joy of creating musical experiences together. In addition to enabling individuals to make music, Smules experiences also allow people to create music together and showcase their talent on a world stage. In this presentation, Ge will outline strategies for developing apps that not only thrive at their launch date but continue to be popular a year later. Drawing from his personal experience, Ge can discuss creating and designing successful and innovative apps for the app store as well as how to create apps that will stand out among the competition.
TAKEAWAY: Dr. Wang will outline strategies for developing successful apps for the iPhone, iPod Touch and iPad and share inspirations behind Smules groundbreaking apps.


Getting the Best Out of Your Talent: Achieving Quality Performances in Games
Price:$3.95

SKU#: GDC11-12168
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Description: Getting the Best Out of Your Talent: Achieving Quality Performances in Games
SPEAKER/S: Keith Arem (PCB Productions)
DAY / TIME / LOCATION: Wednesday 2:05- 2:30 Room 132, North Hall
TRACK / FORMAT: Production , Audio / Lecture
DESCRIPTION: CALL OF DUTY: BLACK OPS Director, Keith Arem, discusses the pros and cons of voice over and performance capture production from a performance perspective. Arem discusses techniques and production philosophies to achieve quality performances with actors and celebrities. Topics will include working with talent, performance direction strategies, PCAP techniques, micing and monitoring techniques, script organization and management, casting, session planning, and negotiating the delicate balance between the writer, developer, director and actor.
TAKEAWAY: Attendees will benefit from years of practical development experience and knowledge, and leave with a comprehensive understanding of AAA talent performance recording and development. Attendees will learn useful and realistic approaches to working with talent, engineers and directors to achieve quality performances from actors, including strategies for talent direction, recording techniques, scripts management, and stage performance.
INTENDED AUDIENCE: This session is intended for experienced Developers, Publishers, Producers, Sound Engineers, Writers and Designers looking to improve talent performances in games.


Audio Essentials for Producers
Price:$3.95

SKU#: GDC11-12167
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Description: Audio Essentials for Producers
SPEAKER/S: Brian Schmidt (Brian Schmidt Studios, LLC)
DAY / TIME / LOCATION: Wednesday 1:30- 1:55 Room 132, North Hall
TRACK / FORMAT: Production , Business and Management / Lecture
DESCRIPTION: Hire the composer, do the sound effects, record the dialog and you're done, right? That'll take care of itself, right?

Not quite...Music and Sound affect multiple aspects of game production. With technical issues, business issues, contracts and rights issues, music and sound design can often unexpectedly disrupt the best-laid schedules and plans. Knowing the impact audio can have across these technical, business and production aspects will let you side step the most common landmines hit by many games in the course of their development.
TAKEAWAY: Attendees will understand the issues facing your audio department and how you sidestep common audio landmines to ensure audio is a no worries part of your project. Attendees will also understand the oft-overlooked rights you have for the audio created for your game how to take full advantage of them.
INTENDED AUDIENCE: Audio Essentials is an intermediate level talk for producers and business/management who want a broader understanding of whats required to fulfill the audio needs of modern games and gain an understanding the very unique rights associated with sound and music.


Experimenting Your Way to Learning and Success: Applying Lean Startup Principles to Product Development at IMVU
Price:$3.95

SKU#: GDC11-12166
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Description: Experimenting Your Way to Learning and Success: Applying Lean Startup Principles to Product Development at IMVU
SPEAKER/S: James Birchler (IMVU, Inc.)
DAY / TIME / LOCATION: Thursday 1:30- 2:30 Room 132, North Hall
TRACK / FORMAT: Production / Lecture
DESCRIPTION: IMVU is sometimes referred to as the original 'Lean Startup', and was the initial proving ground for applying the Build- Measure-Learn loop. IMVU subsequently applied the same practices to rapidly iterate its product development process. IMVU's ability to change course quickly has proven valuable strategically, and this flexibility has resulted in highly productive, happy, and motivated teams.

This lecture focuses on IMVU's continued application of Lean Startup practices to our product development process, and provides insights for other teams seeking to improve or optimize their product development process. Several success factors will be reviewed, including a company culture that values and supports experimentation, and engineering practices (XP and Agile, which support rapid, iterative development). Results of recent IMVU product development process experiments will be shared.
TAKEAWAY: Attendees will leave with concrete examples of how IMVU applies the Build-Measure-Learn loop through rapid iteration, and how this strategy can be applied to process as to experiment, learn, and improve. Three tactics to learn from both failure and success (Sprint retrospectives, project postmortems, and 5 Whys) will be reviewed, along with examples of successful (and failed!) process experiments, and success factors for building a culture that supports experimentation.
INTENDED AUDIENCE: Managers and individual contributors from product, design and engineering will benefit from this session. Some knowledge of Scrum, Agile, or general project management approaches might be useful as a framework for understanding the content, but this is not necessary as I'll provide enough context for attendees to understand all concepts presented.



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