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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

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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)

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Luck and Skill in Games

Minimalist Game Design for Mobile Devices

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GDC 2011 Category

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Launching Great Features on the Frontier of Social Games
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SKU#: GDC11-12567
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Description: Launching Great Features on the Frontier of Social Games
SPEAKER/S: Brian Reynolds (Zynga)
DAY / TIME / LOCATION: Thursday 3:00- 4:00 Room 132, North Hall
TRACK / FORMAT: Production , Game Design / Lecture
DESCRIPTION: Zynga's Chief Game Designer will use FRONTIERVILLE as a lens to discuss the production challenges in launching great social game features. We'll look at both the 'pre-launch' period and the 'post-launch' period, and see how dramatically life changes when you move a product to 'live production' mode. We'll talk about good processes for marrying good game design with good business practices and the constant need for new content in a live service. It's not really a 'post-mortem' since we're still working on this game every day!
TAKEAWAY: How to launch and maintain a major social game without having all the fun beaten out of it! Also we'll gossip about FRONTIERVILLE.
INTENDED AUDIENCE: This session is aimed at producers, product managers, and game designers in particular. The ones who want to make social games that genuinely innovate on the best techniques that this new medium has to offer, and find a process that lets them create genuine player delight.


The Player-Shaped Hole: Allowing for Both Narrative and Story
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SKU#: GDC11-12565
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Description: The Player-Shaped Hole: Allowing for Both Narrative and Story
SPEAKER/S: Richard Dansky (Red Storm)
DAY / TIME / LOCATION: Thursday 3:00- 4:00 Room 134, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: Game developers want to tell compelling stories. Game players want to experience them. Those would seem to be congruent desires. And yet, the conflict between narrative intent and player freedom can produce almost insurmountable narrative challenges. This session is intended as a look at that conflict, the underlying assumptions and misapprehensions that produce it, and ways that it can be reduced, avoided or eliminated - all by remembering the need for the player-shaped hole in the middle of the narrative.
TAKEAWAY: Attendees should take away a clearer understanding of the differences and interactions between story and narrative in games, as well as a tool kit for resolving story/narrative conflicts in a way that benefits the player experience.
INTENDED AUDIENCE: The intended audience is anyone interested in issues of story and narrative in games, particularly narrative designers, writers, and creative directors with an interest in narrative elements.


Paying to Win? BATTLEFIELD HEROES, Virtual Goods and Selling Gameplay Advantages
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SKU#: GDC11-12564
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Description: Paying to Win? BATTLEFIELD HEROES, Virtual Goods and Selling Gameplay Advantages
SPEAKER/S: Ben Cousins (Easy (EA))
DAY / TIME / LOCATION: Thursday 10:30-11:30 Room 303, South Hall
TRACK / FORMAT: Business and Management , Game Design / Lecture
DESCRIPTION: In November 2009, EA hit the headlines when the BATTLEFIELD HEROES team made sweeping changes to their in-game economy and virtual item catalogue that many felt would completely destroy the game Kotaku's headline summed up the feelings of the press - 'BATTLEFIELD HEROES Is Practically Ruined'. A game that had previously been perceived as welcoming to free players suddenly demanded much more grinding to maintain a player's free items, a team that had previously promised they had no plans to sell items that gave an advantage were selling 'super' and 'uber' weapons that many players felt were more powerful than standard equipment, and the Battlefield Heroes forum posters were in uproar with an 'EA Failed' campaign against the changes. Despite the predictions of destruction, over a year on, BATTLEFIELD HEROES continues to be a powerhouse in the free-to-play space, with nearly 7 million registered users, no declining trend in active users, and it long-term future assured. So, what happened? In this talk, Ben Cousins, General Manager of Easy (the EA studio behind BATTLEFIELD HEROES) takes us through the story of this controversy. Through the development of BATTLEFIELD HEROES and the early performance of the title, into the high-pressure environment in EA that forced the sweeping changes and out the other side with detailed look at the games store catalogue and business performance.


Breaking into AAA Game development: Ask the Pros
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SKU#: GDC11-12563
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Description: Breaking into AAA Game development: Ask the Pros
SPEAKER/S: Robin Hunicke (thatgamecompany), Clint Hocking (LucasArts), Brian Reynolds (Zynga), Chris Charla (Microsoft Game Studios) and Cliff Bleszinski (Epic Games)
DAY / TIME / LOCATION: Friday 4:10- 5:00 Room 303, South Hall
TRACK / FORMAT: Game Career Seminar / Panel
DESCRIPTION: There have been many panels about what the big studios are looking for in the past, but they tend to only represent the views of hiring managers and recruiters. But when was the last time a recruiter gave you a ring as a student? This panel asks what it takes to break into the big game companies, gathering advice from the people who actually decide whether you're coming on-board: the creatives. We've chosen luminaries from different studios and company types, because after all, thats who you really want to impress!


Getting Your Games onto the BlackBerry PlayBook Tablet (Presented by BlackBerry)
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SKU#: GDC11-12562
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Description: Getting Your Games onto the BlackBerry PlayBook Tablet (Presented by BlackBerry)
SPEAKER/S: John Thomas (BlackBerry)
DAY / TIME / LOCATION: Thursday 9:00-10:00 Room 302, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Sponsored Session
DESCRIPTION: The new dual-core BlackBerry PlayBook offers professional grade gaming performance. Upcoming support for Native C/C++ applications using hardware-accelerated OpenGL opens a huge new opportunity for game developers. With Adobe Flash and AIR, and HTML5 integrated into the platform, you can start creating games immediately. Find out how you can start creating games for the BlackBerry PlayBook using the various development platforms, how you can distribute through BlackBerry App World, and ways to monetize with the BlackBerry Payments Service. Lets put the Play in BlackBerry PlayBook and learn how to qualify for your Free BlackBerry PlayBook tablet!


Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty Across the HALO Franchise
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SKU#: GDC11-12561
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Description: Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty Across the HALO Franchise
SPEAKER/S: Jaime Griesemer (Bungie)
DAY / TIME / LOCATION: Thursday 3:00- 4:00 Room 3007, West Hall 3rd Fl.
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: Last year we took an extremely close look at how small changes to the Sniper Rifle have a profound effect on HALO's Multiplayer balance. This year we'll take an outrageously close look at a change that is fundamental to HALO's Single-player combat model and the primary tool for balancing the infamous Legendary difficulty level. We'll explore how the muzzle velocity of the Plasma Rifle Bolt impacts everything from AI design to Player movement speed and even seemingly unrelated aspects of the game like storytelling and networking. We'll even take a step beyond its effect on a single game and track how and why it has changed across successive games in the HALO series.
TAKEAWAY: By the end of the session you will be given some insight into how HALO's Campaign was balanced, understand how such a small change has such large consequences, and learn some tools that will help you make your own tiny, insignificant, massive changes.
INTENDED AUDIENCE: This session is targeted at senior designers working on gameplay balance for a game with a sophisticated world simulation, but may be useful to anyone trying to pinpoint the seemingly insignificant decisions that are actually crucial to the success of their game.


Cloud Gaming: 10x the Audience for your PC games (Presented by Gaikai)
Price:$3.95

SKU#: GDC11-12559
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Description: Cloud Gaming: 10x the Audience for your PC games (Presented by Gaikai)
SPEAKER/S: Nanea Reeves (Gaikai)
DAY / TIME / LOCATION: Thursday 3:00- 4:00 Room 310, South Hall
TRACK / FORMAT: Business and Management / Sponsored Session
DESCRIPTION: Gaikai will discuss the value of frictionless gaming and what it can do to increase your audience reach & sales. Whether you are a publisher, developer, retailer, advertising agency, or have access to lots of gamers, come along to this session to really understand how cloud gaming technology can dramatically help your business.


Click Zen: Zynga's Evolution from FARMVILLE to CITYVILLE [SOGS Business]
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SKU#: GDC11-12526
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Description: Click Zen: Zynga's Evolution from FARMVILLE to CITYVILLE [SOGS Business]
SPEAKER/S: Mark Skaggs (Zynga)
DAY / TIME / LOCATION: Monday 1:45- 2:45 Room 134, North Hall
TRACK / FORMAT: Social & Online Games Summit / Lecture
DESCRIPTION: Veteran game maker Mark Skaggs discusses how CITYVILLE represents a fundamental shift in how Zynga makes games, highlighted by the similarities and differences between CITYVILLE and FARMVILLE. Learn how Zynga changed its product development process in the 18 months between the two launches due to the rapid maturation of the industry, including new metrics processes. Come hear what worked and what didn't work, key questions to ask when developing social games and how to create success in social games going forward.
TAKEAWAY: Learn the useful insights and lessons from the creation of FARMVILLE and CITYVILLE from someone 'in the trenches' for both of those projects.


Finding your way with Havok AI (Presented by Havok)
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SKU#: GDC11-12522
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Description: Finding Your Way with Havok AI (Presented by Havok)
SPEAKER/S: Chris Elion (Havok) and Brett Vickers (ArenaNet)
DAY / TIME / LOCATION: Tuesday 12:30- 1:00 Room 3002, West Hall 3rd Fl.
TRACK / FORMAT: AI Summit / Sponsored Session
DESCRIPTION: A walkthrough of Havok AI, a cross-platform optimized pathfinding SDK, and a demonstration of its use by Brett Vickers, Lead Programmer, Guild Wars 2.


Mobile Augmented Reality - What’s Possible (Presented by Qualcomm)
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SKU#: GDC11-12520
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Description: Mobile Augmented Reality - What's Possible (Presented by Qualcomm)
SPEAKER/S: Jay Wright (Qualcomm)
DAY / TIME / LOCATION: Monday 10:00-11:00 Room 120, North Hall
TRACK / FORMAT: GDC Smartphone Summit / Sponsored Session
DESCRIPTION: Learn what type of experiences are possible with augmented reality (AR) technology. See examples of mobile AR games, applications, services and learn best practices for engaging new adopters. Well show fun and compelling AR apps and share with you online target creation and management tools including tutorials, samples, and API references to enhance your AR development experience.


Building Next-gen 3D Android Games with Snapdragon's Adreno GPU (Presented by Qualcomm)
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SKU#: GDC11-12519
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Description: Building Next-gen 3D Android Games with Snapdragon's Adreno GPU (Presented by Qualcomm)
SPEAKER/S: Mitri Bautista Wiberg (Polarbit) and Fredrik Erlandsson (Southend Interactive)
DAY / TIME / LOCATION: Monday 3:00- 4:00 Room 120, North Hall
TRACK / FORMAT: GDC Smartphone Summit / Sponsored Session
DESCRIPTION: This session will feature two of the most innovative mobile game developers today working on Android: Polarbit and Southend. Theyll slice and dice their latest games and show you how winning mobile titles are made for the best Android devices in the market using Snapdragon's Adreno GPUs.


The Great Experiment: Finding the Right Mix of Payment Models (Presented by PayPal)
Price:$3.95

SKU#: GDC11-12517
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Description: The Great Experiment: Finding the Right Mix of Payment Models (Presented by PayPal)
SPEAKER/S: Ketan Babaria (PayPal)
DAY / TIME / LOCATION: Thursday 4:30- 5:30 Room 121, North Hall
TRACK / FORMAT: Monetization: Sponsored / Sponsored Session
DESCRIPTION: The right mix of payment models in games are integral to monetization and always evolving. PayPal works with the top gaming companies from MMOGs to Social Games to enable standard models and experiment with new ones. Come learn and ask PayPal product managers and some of our top gaming customers from mobile, casual, social to MMOG, how theyre approaching implementing payment models that work for converting the casual player to the whale.


The Dynamics Behind Online Marketing for the Gaming Industry (Presented by Adotomi)
Price:$3.95

SKU#: GDC11-12514
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Description: The Dynamics Behind Online Marketing for the Gaming Industry (Presented by Adotomi)
SPEAKER/S: Joe McCormack (Adotomi Agency)
DAY / TIME / LOCATION: Friday 11:00-12:00 Room 121, North Hall
TRACK / FORMAT: Monetization: Sponsored / Sponsored Session
DESCRIPTION: Joe McCormanck will explain the main principles behind planning an effective online marketing strategy for your game. This will encompass the following ideas:
- Defining your player profiles
- Selecting the right marketing channels for your game
- Setting a budget for testing
- Monitoring and optimizing the players

The presentation will be followed by a Q + A in which Joe will answer questions from the audience.


MILLIONAIRE CITY - The Story Behind the Numbers [SOGS Design]
Price:$3.95

SKU#: GDC11-12513
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Description: MILLIONAIRE CITY - The Story Behind the Numbers [SOGS Design]
SPEAKER/S: Jason Loia (Digital Chocolate)
DAY / TIME / LOCATION: Monday 4:15- 5:15 Room 132, North Hall
TRACK / FORMAT: Social & Online Games Summit / Lecture
DESCRIPTION: MILLIONAIRE CITY was one of the fastest growing games on Facebook in 2010, drawing in millions of daily active players, defying DAU gravity month and after month and ultimately going on to become the longest-running city-building hit on Facebook and iPhone. But despite the seemingly effortless growth, behind the scenes, Digital Chocolate wrestled with many complex design decisions, technical choices, and business variables. This session describes several of the most important 'critical junctions' in the making and the life of MILLIONAIRE CITY, and reveals key insights and lessons learned into areas from design directions to platform and business decisions.
TAKEAWAY: Attendees will get a rare and detailed glimpse into the making of MILLIONAIRE CITY, as well as the battlefield situations, decisions and insights that emerged. Developers and publishers in particular will benefit from lessons learned in how to build and grow a successful Facebook game.


Rapid-Fire Indies
Price:$3.95

SKU#: GDC11-12510
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Description: Rapid-Fire Indies
SPEAKER/S: Petri Purho (Kloonigames), David Hellman (The Hellman Studio LLC), Eddy Boxerman (Hemisphere Games), Anna Anthropy (Auntie Pixelante), Chris DeLeon (HobbyGameDev.com), Scott Anderson (Enemy Airship), Andre Clark (Peanut Gallery), Markus Persson (Independent Game Developer), Kyle Pulver (Independent Game Developer) and Chris Hecker (definition six, inc.)
DAY / TIME / LOCATION: Tuesday 4:15- 5:15 Room 135, North Hall
TRACK / FORMAT: Independent Games Summit / Panel
DESCRIPTION: A series of short, exquisite talks by notable indie game creators. Experience different points of view on games, art, technology, and the future presented by an all-star cast of international friends.


ANGRY BIRDS - An Entertainment Franchise in the Making
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SKU#: GDC11-12503
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Description: ANGRY BIRDS - An Entertainment Franchise in the Making
SPEAKER/S: Peter Vesterbacka (Rovio)
DAY / TIME / LOCATION: Monday 3:00- 4:00 Room 305, South Hall
TRACK / FORMAT: GDC Smartphone Summit / Lecture
DESCRIPTION: ANGRY BIRDS continues to be one of the most successful titles in the App store. The creators of ANGRY BIRDS have some very ambitious plans for the franchise, going much further than most mobile games before. Join Peter Vesterbacka, Head Eagle, from Rovio as he describes their journey from game maker to international phenomenon.


Team Meat Presents: SUPER MEAT BOY, A Team Meat Meatmortem
Price:$3.95

SKU#: GDC11-12491
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Description: Team Meat Presents: SUPER MEAT BOY, A Team Meat Meatmortem
SPEAKER/S: Tommy Refenes (Team Meat) and Edmund McMillen (Cryptic Sea)
DAY / TIME / LOCATION: Monday 1:45- 2:45 Room 135, North Hall
TRACK / FORMAT: Independent Games Summit / Lecture
DESCRIPTION: Join Team Meat as they take a journey back through the development of SUPER MEAT BOY, where two totally self funded guys touch on everything from development of features, mistakes made during the final stages of development, the launch of a game that Microsoft didn't believe in, why Steam is amazing, and the inevitable success of the best indie game of 2010. Tommy will lead the discussion onstage while Edmund presents via Skype to demonstrate how they developed the game from two locations. Come and be peppered with facts about sales numbers, contract details and revel as myths related to PS3 Development and Microsoft paying for development are debunked.


Games on Smart TVs: Lessons Learned from the Development of GoogleTV [SOGS Vision]
Price:$3.95

SKU#: GDC11-12482
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Description: Games on Smart TVs: Lessons Learned from the Development of GoogleTV [SOGS Vision]
SPEAKER/S: Andres Ferrate (Google) and Ian Ni-Lewis (Google)
DAY / TIME / LOCATION: Monday 4:15- 5:15 Room 134, North Hall
TRACK / FORMAT: Social & Online Games Summit / Lecture
DESCRIPTION: For well over a decade technologists have been heralding the coming of the converged living room experience with little to show for it. Today, convergence isn't coming, its here. New low-power processors are allowing no-compromises Web browsers to be combined with fully functional TVs and set-top boxes into a new kind of interactive entertainment device -- the Smart TV. What does the market for Smart TVs look like, and how will it impact the world of gaming?

In this session, Google engineers Andres Ferrate and Ian Ni-Lewis will share the lessons learned from developing Google's Smart TV platform, GoogleTV. Join us as we:
- Examine the emergence of Internet-enabled TV platforms and the promise they hold for consumers.
- Discuss how gaming developers can begin taking advantage of open platforms to build compelling and engaging gaming applications that bring the best of the Web together with the best of TV.
- Look to the future of interactive gaming and application development and the opportunities in store for a vibrant developer community.


Beyond Credit Cards: Localized Payment Strategies For a Global Business (Presented by Moneybookers)
Price:$3.95

SKU#: GDC11-12471
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Description: Beyond Credit Cards: Localized Payment Strategies For a Global Business (Presented by Moneybookers)
SPEAKER/S: David Cole (DFC Intelligence)
DAY / TIME / LOCATION: Thursday 1:30- 2:30 Room 309, South Hall
TRACK / FORMAT: Monetization: Sponsored / Sponsored Session
DESCRIPTION: Leveraging local payment methods is an essential strategy to optimizing revenue. While credit cards are dominant in the US, it is important to know which payment methods to deliver to your gamers in Europe, Asia and beyond. During this session, key findings will be shared from the new DFC Intelligence/Moneybookers/Live Gamer study, Monetizing the European Market for Virtual Currency highlighting which payment solutions drive the most revenue in Europe for online game publishers. After the findings we will have a panel discussion, which will include publishers, on best practices, success and failures and how to best set up a global-local payments strategy.


Commerce Platform Economics: Analysis Behind Informed “Build or Buy” Decisions (Presented by Digital River)
Price:$3.95

SKU#: GDC11-12470
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Description: Commerce Platform Economics: Analysis Behind Informed Build or Buy Decisions (Presented by Digital River)
SPEAKER/S: Michael Herndon (Digital River)
DAY / TIME / LOCATION: Wednesday 4:30- 5:30 Room 121, North Hall
TRACK / FORMAT: Monetization: Sponsored / Sponsored Session
DESCRIPTION: Commerce platforms are the critical link between games and cash flow. Selecting which platform components you build or outsource depends on game type, projected revenue, monetization model and company size. Based on models created by industry consultants and Digital Rivers e-commerce specialists, Michael Herndon, Senior Director of game monetization at Digital River, will detail the components required to support leading monetization models, including fixed and variable cost factors, time-to-market and opportunity cost considerations. By attending this session, you will gain an understanding of the true cost of ownership of commerce platform components for companies of varied sizes needs.


Recruit Profitable Players through Advanced Multi-Channel Marketing Methods (Presented by Digital River)
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SKU#: GDC11-12469
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Description: Recruit Profitable Players through Advanced Multi-Channel Marketing Methods (Presented by Digital River)
SPEAKER/S: Min Kim (Nexon America Inc.), Anthony Royce (SOE), Laura Naviaux (Sony Online Entertainment), Tom Nicolas (), Paul Thind (TRIGGERSPOT) and Eric Bethke (Zynga)
DAY / TIME / LOCATION: Wednesday 3:00- 4:00 Room 121, North Hall
TRACK / FORMAT: Monetization: Sponsored / Sponsored Session
DESCRIPTION: Recruiting players with the highest return on investment (ROI) requires strategic allocation of marketing budgets and effective execution. Join Laura Naviaux, global vice president of sales and marketing at Sony Online Entertainment, as she leads a panel of industry experts responsible for acquiring profitable players through established and developing channels. Discussion will emphasize constructing marketing plans based on target audience and distribution methods, including metrics, offer management, campaign tracking, new user experience flows and promotional channels. This panel will give you a firm understanding of the techniques and channels marketing leaders use to deliver profitable players.


Revenue Recognition: Game Design and System Implications of Virtual Economies (Presented by Digital River)
Price:$3.95

SKU#: GDC11-12468
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Description: Revenue Recognition: Game Design and System Implications of Virtual Economies (Presented by Digital River)
SPEAKER/S: Christina Sawyer (ngmoco:)), Mick Bobroff (Ernst & Young), Mark Vranesh (Zynga) and Mark Richman (Digital Chocolate)
DAY / TIME / LOCATION: Wednesday 1:30- 2:30 Room 121, North Hall
TRACK / FORMAT: Monetization: Sponsored / Sponsored Session
DESCRIPTION: Revenue recognition within online games can be highly complex. Practices vary based on game mechanics, genres and availability of data. Proper design is critically important in achieving a practical, sustainable and compliant revenue recognition model, while poor design adds financial reporting, internal control and operating risks. Mick Bobroff, partner and author of Ernst & Youngs virtual goods revenue recognition white paper, will lead a panel of industry finance experts in a detailed discussion of the revenue implications of game design.


Design and Execute the Optimal Monetization Strategy by Game Profile (Presented by Digital River)
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SKU#: GDC11-12467
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Description: Design and Execute the Optimal Monetization Strategy by Game Profile (Presented by Digital River)
SPEAKER/S: Chris Early (Ubisoft), John Hayase (Atari), Michael Blank (Electronic Arts), Chris Lee (En Masse) and Jens Begemann (wooga)
DAY / TIME / LOCATION: Wednesday 10:30-11:30 Room 121, North Hall
TRACK / FORMAT: Monetization: Sponsored / Sponsored Session
DESCRIPTION: Maximizing your game profit requires the expert application of market intelligence during the design and execution of monetization plans. Led by John Hayase, Senior Vice President of product development with Atari, this session will feature a panel of industry leading producers and revenue owners who will share their process for designing and executing the right monetization mix based on genre, target audience and lifecycle stage. This discussion will dissect live game monetization models. Intended for executives and designers responsible for monetization design, attendees will learn about the current options for monetizing games and strategies for applying them.


Understand the Game Market, Predict the Future (Presented by Digital River)
Price:$3.95

SKU#: GDC11-12466
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Description: Understand the Game Market, Predict the Future (Presented by Digital River)
SPEAKER/S: Colin Sebastian (Lazard Capital Markets)
DAY / TIME / LOCATION: Wednesday 9:00-10:00 Room 121, North Hall
TRACK / FORMAT: Monetization: Sponsored / Sponsored Session
DESCRIPTION: As the pace of the gaming industry accelerated in 2010, new leaders emerged while industry giants adapted to market movements with mixed success. Backed by empirical evidence, Colin Sebastian, director and senior analyst at Lazard Capital Markets, will provide insight into the key market drivers of 2010. Building on those lessons, he will dive into the market trends that will influence market adoption and financing decisions for 2011-2013. Intended for gaming leaders who perform market analysis and dictate company direction, attendees will leave with a firm understanding of the state of the gaming market and the trends that should inform future production and monetization decisions.


Living Crowds: AI & Animation in ASSASSIN'S CREED: BROTHERHOOD
Price:$3.95

SKU#: GDC11-12465
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Description: Living Crowds: AI & Animation in ASSASSIN'S CREED: BROTHERHOOD
SPEAKER/S: Nicolas Barbeau (Ubisoft) and Aleissia Laidacker (Ubisoft)
DAY / TIME / LOCATION: Wednesday 4:30- 5:30 Room 304, South Hall
TRACK / FORMAT: Programming , Visual Arts / Lecture
DESCRIPTION: In ASSASSIN'S CREED: BROTHERHOOD we wanted to bring a new level of life to our crowd. With this new crowd life, we wanted to capture and express the oppression of the people of Rome in the Renaissance. New gameplay features required three times the amount of crowd animations than we originally had for ASSASSIN'S CREED II. And with the time constraints that we had, we decided to develop some tools so that the work between animator and a programmer could be simplified. In this talk, we will present the tools that were developed to facilitate the creation of new content for the animators and integration for the level designers. We'll break down the session into two parts: focusing on the technical aspects of the tools developed and what we were able to achieve visually from an artistic point of view.
TAKEAWAY: Attendees will learn about the tools developed and how they were used concretely to maximize production time. We will show examples of how our tool is used as well as videos and screenshots of the end product results.
INTENDED AUDIENCE: This session is aimed mainly at animators and AI gameplay programmers. The session can also be beneficial to level design integrator or anybody interested in learning about the tools we used to create quick new content for the crowd animations in ASSASSIN'S CREED.



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