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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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Leave Enough Room: Design that Supports Player Expression
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SKU#: GDC11-12382
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Description: Leave Enough Room: Design that Supports Player Expression
SPEAKER/S: Randy Smith (Tiger Style)
DAY / TIME / LOCATION: Monday 3:00- 3:25 Room 135, North Hall
TRACK / FORMAT: Independent Games Summit / Lecture
DESCRIPTION: The interactive medium is unique in offering its audience a chance to participate in the art, but how do we design games to take advantage of that quality? This presentation examines the idea of player expression, how and why players project themselves into your game, from customizable characters to tactical options, multiple endings, and emergent gameplay. Development case studies will be drawn from the speakers games including SPIDER: THE SECRET OF BRYCE MANOR (IGF Best Mobile Game 2009) and a new, unreleased project.
TAKEAWAY: Attendees will acquire a number of design techniques for supporting their players ability to express themselves to various degrees of depth, along with some thoughts on how player expression might improve their game.


Hakkar's Corrupted Blood Plague: How an Outbreak in WoW is Helping Epidemiologists Create Better Disease Models [SGS Health]
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SKU#: GDC11-12380
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Description: Hakkar's Corrupted Blood Plague: How an Outbreak in WoW is Helping Epidemiologists Create Better Disease Models [SGS Health]
SPEAKER/S: Nina H. Fefferman (Rutgers University)
DAY / TIME / LOCATION: Monday 11:15-11:40 Room 308, South Hall
TRACK / FORMAT: Serious Games Summit / Lecture
DESCRIPTION: In 2005, designers and programmers at Blizzard created new game content for their mega-hit WORLD OF WARCRAFT that inadvertently unleashed an in-game epidemic: the Corrupted Blood Outbreak. This virtual plague was well covered in game and technical press but little else about this event and what insights it might offer to epidemiologists has been presented. While this was not the first epidemiological event in a game or virtual world, the Corrupted Blood Outbreak is one of the most famous and interesting to date and provides an outline of the roles games can play in improving our understanding and possible responses to such events in the future. In this lecture, computational epidemiologist, Nina Fefferman of Rutger's University will present her work looking into the Corrupted Blood Outbreak as an epidemiological event. The talk will cover how the plague unfolded within the virtual world and how insights from it are shaping current and future studies. Further, she will discuss how those original insights from WORLD OF WARCRAFT have led to new studies in other virtual spaces, and present some questions currently under investigation.


(Japanese Version) The Story of CAVE STORY
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SKU#: GDC11-12375JP
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Description: The Story of CAVE STORY
SPEAKER/S: Daisuke 'Pixel' Amaya (Independent)
DAY / TIME / LOCATION: Friday 11:00-12:00 Room 135, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: In his first-ever public speech and Western appearance regarding his much-beloved 2D indie title CAVE STORY, Japanese 'dojin' game developer Daisuke 'Pixel' Amaya will discuss his creative process in making the PC freeware title that debuted in 2004. The evocative retro-themed game, which took 5 years to complete, has been praised by many, localized into English, and is an Independent Games Festival finalist this year in its enhanced WiiWare and DSiWare version. As a 2D platform adventure with genuine emotion, depth, and an intriguing story, the title has been praised for its attention to detail and endearing characters. In this postmortem of both the original title and the versions that followed, Amaya will talk about what went both right and wrong in creating a game that turned out completely unlike what he initially had in mind, and what all game creators can learn from his inspiring story of bedroom programmer whose acclaimed work reached millions.
TAKEAWAY: Attendees will learn what it took to create the original version of CAVE STORY and its remakes, the inspiration its creator had, and his design beliefs to make games that may look retrospective, but hit on many of the gameplay truths that captivate players worldwide.


(English Version) The Story of CAVE STORY
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SKU#: GDC11-12375EN
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Description: The Story of CAVE STORY
SPEAKER/S: Daisuke 'Pixel' Amaya (Independent)
DAY / TIME / LOCATION: Friday 11:00-12:00 Room 135, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: In his first-ever public speech and Western appearance regarding his much-beloved 2D indie title CAVE STORY, Japanese 'dojin' game developer Daisuke 'Pixel' Amaya will discuss his creative process in making the PC freeware title that debuted in 2004. The evocative retro-themed game, which took 5 years to complete, has been praised by many, localized into English, and is an Independent Games Festival finalist this year in its enhanced WiiWare and DSiWare version. As a 2D platform adventure with genuine emotion, depth, and an intriguing story, the title has been praised for its attention to detail and endearing characters. In this postmortem of both the original title and the versions that followed, Amaya will talk about what went both right and wrong in creating a game that turned out completely unlike what he initially had in mind, and what all game creators can learn from his inspiring story of bedroom programmer whose acclaimed work reached millions.
TAKEAWAY: Attendees will learn what it took to create the original version of CAVE STORY and its remakes, the inspiration its creator had, and his design beliefs to make games that may look retrospective, but hit on many of the gameplay truths that captivate players worldwide.


(Japanese Version) DONKEY KONG: Swinging Across Oceans
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SKU#: GDC11-12374JP
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Description: DONKEY KONG: Swinging Across Oceans
SPEAKER/S: Michael Kelbaugh (Retro Studios), Kensuke Tanabe (Nintendo), Chris Voellmann (Retro Studios), Will Bate (Retro Studios), Ryan Powel (Retro Studios), Aaron Walker (Retro Studios) and Bryan Walker (Retro Studios)
DAY / TIME / LOCATION: Thursday 9:00-10:00 Room 135, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: The process of game design is never easy. But it gets even more complicated when the needs of a global audience are considered, and development spans an ocean. The hit game DONKEY KONG COUNTRY Returns was created in tandem by Retro Studios in Texas and Nintendo's development department in Kyoto. Nintendo's Kensuke Tanabe, who specializes in such overseas collaborations, as well as Retro Studios' Michael Kelbaugh and Bryan Walker, will jointly discuss how different minds on different continents can combine to create a title that has global appeal.


(English Version) DONKEY KONG: Swinging Across Oceans
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SKU#: GDC11-12374EN
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Description: DONKEY KONG: Swinging Across Oceans
SPEAKER/S: Michael Kelbaugh (Retro Studios), Kensuke Tanabe (Nintendo), Chris Voellmann (Retro Studios), Will Bate (Retro Studios), Ryan Powel (Retro Studios), Aaron Walker (Retro Studios) and Bryan Walker (Retro Studios)
DAY / TIME / LOCATION: Thursday 9:00-10:00 Room 135, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: The process of game design is never easy. But it gets even more complicated when the needs of a global audience are considered, and development spans an ocean. The hit game DONKEY KONG COUNTRY Returns was created in tandem by Retro Studios in Texas and Nintendo's development department in Kyoto. Nintendo's Kensuke Tanabe, who specializes in such overseas collaborations, as well as Retro Studios' Michael Kelbaugh and Bryan Walker, will jointly discuss how different minds on different continents can combine to create a title that has global appeal.


(Japanese Version) Development Process of Nintendo 3DS
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SKU#: GDC11-12373JP
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Description: Development Process of Nintendo 3DS
SPEAKER/S: Hideki Konno (Nintendo)
DAY / TIME / LOCATION: Wednesday 1:30- 2:30 Room 135, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: For many years Hideki Konno has produced, and been involved with, a number of Nintendos games, including the MARIO KART and NINTENDOGS series. Recently, for the first time in his career, he was assigned the role of overall producer for new Nintendo hardware: the Nintendo 3DS system. Mr. Konno will discuss how he has dealt with the challenges of developing the successor to Nintendo DS while, at the same time, being deeply involved in the software creation process of nintendogs+cats as the games producer.


(English Version) Development Process of Nintendo 3DS
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SKU#: GDC11-12373EN
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Description: Development Process of Nintendo 3DS
SPEAKER/S: Hideki Konno (Nintendo)
DAY / TIME / LOCATION: Wednesday 1:30- 2:30 Room 135, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: For many years Hideki Konno has produced, and been involved with, a number of Nintendos games, including the MARIO KART and NINTENDOGS series. Recently, for the first time in his career, he was assigned the role of overall producer for new Nintendo hardware: the Nintendo 3DS system. Mr. Konno will discuss how he has dealt with the challenges of developing the successor to Nintendo DS while, at the same time, being deeply involved in the software creation process of nintendogs+cats as the games producer.


Multivariate Testing and Game Design: Methodology, Metrics, and Avoiding Missteps
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SKU#: GDC11-12372
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Description: Multivariate Testing and Game Design: Methodology, Metrics, and Avoiding Missteps
SPEAKER/S: Henry Stern (Zynga)
DAY / TIME / LOCATION: Wednesday 3:00- 4:00 Room 132, North Hall
TRACK / FORMAT: Production , Game Design / Lecture
DESCRIPTION: Multivariate testing, often called a/b testing, is common in the web world, but is a new tool for game designers. What can multivariate testing teach us about user behavior and preferences? How do you set up the experimentation systems and what are the best metrics to measure? In this session one of Zynga's Product Managers explains how and when they use multivariate testing to gather insights into their users and fine tune their games.
INTENDED AUDIENCE: This session is aimed at game designers, product manager, and anyone who would like a deeper understanding of how a/b testing can be applied to game design. The talk will assume you are familiar with web application lingo (DAU, ARPU, etc) but should be accessible for the layman.


What Can Video Games Learn from CCG's?
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SKU#: GDC11-12369
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Description: What Can Video Games Learn from CCG's?
SPEAKER/S: Skaff Elias (Three Donkeys LLC)
DAY / TIME / LOCATION: Friday 2:00- 3:00 Room 134, North Hall
TRACK / FORMAT: Game Design , Business and Management / Lecture
DESCRIPTION: We will discuss general lessons from CCG's and how those might be applied to video game design, especially where objects are sold independently from the initial game, and over an extended time. It can be useful to treat objects in ways more similar to individual products rather than as extra content inside the game. Other lessons from CCG's are the merit of long-term planning and the need to understand how community behavior can greatly affect an individuals purchases. Also discussed are how game and metagame tools such as randomness and tournament design can influence player engagement.
TAKEAWAY: Some important lessons were learned from the successful CCG's -- namely understanding game objects as individual products whose utility and value for each customer are heavily dependent on the purchases of others. Also the amount of potential success and longevity of these products creates the need for long-term planning to maximize their potential.
INTENDED AUDIENCE: This talk is meant for designers working on games where digital objects are intended to be a major component of the revenue. It is also meant for business and marketing people trying to understand the potential drivers and concerns for incremental sales.


Making Game Trailers: Cost-effective Results for All Budgets
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SKU#: GDC11-12367
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Description: Making Game Trailers: Cost-effective Results for All Budgets
SPEAKER/S: Tim Roe (Sony Computer Entertainment Europe)
DAY / TIME / LOCATION: Wednesday 10:30-11:30 Room 132, North Hall
TRACK / FORMAT: Production , Visual Arts / Lecture
DESCRIPTION: This session will provide an overview of some of the techniques and processes used to create trailers to promote your games, exploring a wide range of production and creative approaches from simple game-play edits all the way to large, live-action and CGI pieces. Overseeing the production of hundreds of game trailers a year, this session will include both case studies and more general approaches to provide a holistic philosophy for getting the most out of your game trailer: communicating effectively with your development and marketing teams, dealing with external production companies and being as cost- and time-effective as possible throughout.
TAKEAWAY: Attendees will take away a toolkit of processes and techniques to employ when they next approach a game trailer. They will also learn about the possible pitfalls when dealing with external production companies in the film/TV/commercial post-production business, the session will touch on all aspects of the production of a trailer from briefs and pitches to budget management, the production and post-production, actor agreements and music licensing.
INTENDED AUDIENCE: Anyone involved in the commissioning or production of videogame trailers; from producers and game directors to studio heads and art directors. It will also be of interest to people from production houses who court the videogame industry for this type of work.


Scoping Success
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SKU#: GDC11-12366
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Description: Scoping Success
SPEAKER/S: Rod Fergusson (Epic Games)
DAY / TIME / LOCATION: Thursday 3:00- 4:00 Room 3006, West Hall 3rd Fl.
TRACK / FORMAT: Production / Lecture
DESCRIPTION: It takes more than just a great game for it to be commercially successful. Many high quality games have seen limited success due to other factors like shipping dates, fierce competition or lack of marketing. One of the keys to avoiding those pitfalls is managing your games scope such that you design a product that can be delivered predictably, at high quality and when opportunity is at its highest. This session presents an overview of some of philosophies, process and techniques for appropriately scoping your game for success. Examples discussed are taken from the development of the GEARS OF WAR trilogy.
TAKEAWAY: Attendees get an insight into the different aspects that go into making a successful AAA game and learn some scoping process and techniques that they can potentially apply to their own game productions.
INTENDED AUDIENCE: Though written and given from a production perspective, this lecture is intended for anyone who's interested in developing successful games on time. There are no prerequisites.


Animating NPC's in UNCHARTED
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SKU#: GDC11-12365
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Description: Animating NPC's in UNCHARTED
SPEAKER/S: John Bellomy (Naughty Dog)
DAY / TIME / LOCATION: Thursday 4:30- 5:30 Room 134, North Hall
TRACK / FORMAT: Programming / Lecture
DESCRIPTION: This talk will cover the design and growth of Naughty Dog's animation system with emphasis on NPC's. Starting with the initial design in DRAKE'S FORTUNE, the talk will cover the problems and eventual solutions we addressed to achieve the desired variety and fidelity. Starting with improvements in both CPU efficiency and memory usage, we will show how these changes also helped evolve the authoring pipeline to improve animator efficiency and allow for rapid iteration. The combined benefits allowed us to greatly increase the number of NPC characters we shipped compared to UNCHARTED 1 while avoiding the need to grow our animation department.
TAKEAWAY: Attendees will come away with a substantive understanding of Naughty Dog's high level animation design and runtime. They will learn specifically about the solutions we developed to solve problems of scale, authoring and variety, as well as how to implement them in their own engine either in part or in whole. Attendees will leave the talk with an understanding of the motivations behind our division of labor between programmer and animator and how we moved towards making both w
INTENDED AUDIENCE: This session is intended for AI and animation programmers looking to get the most flexibility out of their character animation runtime and authoring pipeline. Attendees should have a general understanding how high level animation systems behave at runtime and the demands placed on animators to realize a new character.


Iterating on a Dynamic Camera System
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SKU#: GDC11-12364
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Description: Iterating on a Dynamic Camera System
SPEAKER/S: Phil Wilkins (SCEA Santa Monica)
DAY / TIME / LOCATION: Thursday 10:30-11:30 Room 304, South Hall
TRACK / FORMAT: Programming / Lecture
DESCRIPTION: 2006's Designing and Implementing a Dynamic Camera System covered the technical fundamentals of the GOD OF WAR camera system. This follow up talk will focus on the development and refinement of a novel system for tracking and framing multiple characters of varying importance.
TAKEAWAY: Attendees will come away with an understanding of the targeting mechanics of the GOD OF WAR camera system. Including a variety of methods for controlling the framing of a dynamic scene, and a novel technique for managing multiple points of interest with a single camera.
INTENDED AUDIENCE: This talk is aimed at game programmers and designers of all levels. No prerequisite knowledge is necessary, although it may help to have read the materials for the previous presentation, 2006's Designing and Implementing a Dynamic Camera System.


EpicWin - Doing Good With a Social Game
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SKU#: GDC11-12363
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Description: EpicWin - Doing Good With a Social Game
SPEAKER/S: Tak Fung (Supermono Limited)
DAY / TIME / LOCATION: Thursday 4:30- 5:30 Room 3002, West Hall 3rd Fl.
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: This session details the design, development and outcome of EpicWin, a ToDo app that uses the concepts of social games in order to hook people into carrying out their everyday tasks. It demonstrates the intense time-scale, focus and execution order for a 1.5 man team to bring together EpicWin from concept to release in just over 3 months.
TAKEAWAY: Ideas on how EpicWin succeeded in using social game mechanics to get people doing mundane tasks in real life. A philosophy and example of how Gamification has been used to affect people positively through simple gameplay hooks. Also details on the future of EpicWin and insights into the solutions and problems encountered during its development.
INTENDED AUDIENCE: This session is intended for anyone who has an interest in Social Games, Gamification, the current exploitative nature of its game mechanics and for discussion on how you can make them better. The session is particularly aimed at old-school video game designers.


Multicore Memory Management Technology in MORTAL KOMBAT
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SKU#: GDC11-12362
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Description: Multicore Memory Management Technology in MORTAL KOMBAT
SPEAKER/S: Adisak Pochanayon (Netherrealm Studios (WB Games Chicago))
DAY / TIME / LOCATION: Wednesday 1:30- 2:30 Room 3006, West Hall 3rd Fl.
TRACK / FORMAT: Programming / Lecture
DESCRIPTION: In MK VS DC, we noticed significant issues with performance spikes and fragmentation due to our memory management based on DLMalloc. We set about to create a modern memory manager which gave us enhanced multicore performance and better memory utilization as well as to also provide many console-oriented features. We had to handle large numbers of active cross-thread allocations as well as organize hundreds of thousands of tiny allocations efficiently. This talk is a technical post-mortem and architectural view of the memory manager that was developed for our current and future games.
TAKEAWAY: Programmers will learn the technical foundations and architecture developed for MORTAL KOMBAT's Memory Manager. They will be able to use these techniques to benefit their own memory managers both for improving multicore performance and for reducing fragmentation and gaining better memory utilization.
INTENDED AUDIENCE: Low-level systems and engine programmers. This talk is aimed at an advanced technical audience.


From Student to Start Up: Case Studies
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SKU#: GDC11-12361
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Description: From College to Industry: 20 Lessons for Getting the Most out of Your Early Career
SPEAKER/S: Jeff Ward (Fire Hose Games)
DAY / TIME / LOCATION: Friday 3:10- 4:00 Room 303, South Hall
TRACK / FORMAT: Game Career Seminar / Lecture
DESCRIPTION: The game industry is a tough place, and harder for recent college graduates, but many of the worst pitfalls can be avoided if you're armed with the right knowledge. In this talk, Jeff will talk about his journey from college to game industry career, and lessons learned about himself, about the industry, about business, and about how you can get the most out of first steps of your career, and what you might want to avoid.
TAKEAWAY: Audience members should leave with an understanding of the potential pitfalls that can occur as you move from college into positions in the game industry, and the differences they can expect at different types of companies and environments. They will also learn how to take advantage of their situations, even when theyre not where they want to be.
INTENDED AUDIENCE: Students and recent graduates in every field, and wondering what the game industry might have in store for them.


From College to Industry: 20 Lessons for Getting the Most out of Your Early Career
Price:$3.95

SKU#: GDC11-12360
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Description: From College to Industry: 20 Lessons for Getting the Most out of Your Early Career
SPEAKER/S: Jeff Ward (Fire Hose Games)
DAY / TIME / LOCATION: Friday 3:10- 4:00 Room 303, South Hall
TRACK / FORMAT: Game Career Seminar / Lecture
DESCRIPTION: The game industry is a tough place, and harder for recent college graduates, but many of the worst pitfalls can be avoided if you're armed with the right knowledge. In this talk, Jeff will talk about his journey from college to game industry career, and lessons learned about himself, about the industry, about business, and about how you can get the most out of first steps of your career, and what you might want to avoid.
TAKEAWAY: Audience members should leave with an understanding of the potential pitfalls that can occur as you move from college into positions in the game industry, and the differences they can expect at different types of companies and environments. They will also learn how to take advantage of their situations, even when theyre not where they want to be.
INTENDED AUDIENCE: Students and recent graduates in every field, and wondering what the game industry might have in store for them.


Dynamics: The State of the Art
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SKU#: GDC11-12357
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Description: Dynamics: The State of the Art
SPEAKER/S: Clint Hocking (LucasArts)
DAY / TIME / LOCATION: Wednesday 10:30-11:30 Room 134, North Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: In 2009, Chris Hecker fielded the question, 'How do games mean?' Crucially distinct from the question of what a specific game might mean, this question lies at the heart of what games are and why they matter as art, entertainment and culture. Obviously, games mean via their dynamics. But in what ways do dynamics yield meaning? What is the difference between meaning embedded in mechanics and true dynamical meaning? What is the variable breadth of meaning in a dynamic system or system of systems? What is the role of the author and of the interactor, and how do they share in the generation of meaning? How do specific games, from GO to MINECRAFT to RED DEAD REDEMPTION generate meaning?What specifically do these successful games mean, and to what extent is their ability to generate meaning a component of their success? This talk dives deeply into these questions in an attempt to lay the groundwork for a rigorous understanding of dynamics.
TAKEAWAY: Attendees will leave with more questions than answers, but hopefully they'll be the right questions. The talk will help the audience better apprehend what dynamism is, why it is important, how it is often compromised, and most importantly, how it leads to meaning.
INTENDED AUDIENCE: This talk is intended for game designers and developers in general particularly those who are concerned about the future of the medium of interactive games. There are no prerequisites.


Game Design in the Coffee. Lovable Game Design by SWERY
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SKU#: GDC11-12356
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Description: Game Design in the Coffee. Lovable Game Design by SWERY
SPEAKER/S: Hidetaka 'Swery' Suehiro (ACCESSGAMES Inc)
DAY / TIME / LOCATION: Thursday 4:30- 5:30 Room 303, South Hall
TRACK / FORMAT: Game Design / Lecture
DESCRIPTION: While it's been said to have the worst graphics and controls, the unique, appealing characters and unpredictable complicated storyline have successfully grasped audiences. In this session, DEADLY PREMONITION's Game Designer, SWERY, explains his unique method of architecting games. How did this awesomely strange so bad it's good game come to life? What processes were used to create the meticulously calculated storyline and characters? What exactly are the lovable unnecessary elements that SWERY speaks of? This talk touches upon the 7 points to check if your game's storyline might already be dead with this a frank and candid session. So please, relax, and join us in a roundtable-like discussion. And if possible, please bring an aromatic fresh cup of coffee.


Know What's Right: Understanding (and Profiting from) Music Rights
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SKU#: GDC11-12355
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Description: Know What's Right: Understanding (and Profiting from) Music Rights
SPEAKER/S: Brian Schmidt (Brian Schmidt Studios, LLC)
DAY / TIME / LOCATION: Friday 9:30-10:30 Room 3020, West Hall 3rd Fl.
TRACK / FORMAT: Business and Management , Audio / Lecture
DESCRIPTION: Code, Art, Music - it's all the same, right? Actually, not according to copyright law. Did you know that you (as a developer/publisher) may have a right to receive money if your game's music is played on TV (remember the South Park WoW episode?), performed in a concert (think Video Games Live) or even if it appears in enough YouTube fan videos? Understanding the unique and often non-intuitive rights associated with music can ensure you set yourself up to receive proper compensation as well as understand the issues you may face when creating or contracting music for your game.
TAKEAWAY: Attendees will come away knowing the essentials of music rights, how they differ from rights of other intellectual property of their game, and what steps need to be taken to take advantage of those rights. Specifically they will understand how performance and other music rights can both put money in their own pocket as well as understand the issues to be able to negotiate intelligently with their composer over music and music rights.


Video Games Turn 25: A Historical Perspective and Vision for the Future
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SKU#: GDC11-12353
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Description: Video Games Turn 25: A Historical Perspective and Vision for the Future
SPEAKER/S: Satoru Iwata (Nintendo Co., Ltd.)
DAY / TIME / LOCATION: Wednesday 9:00-10:00 North Hall D, Lower Level
TRACK / FORMAT: Game Design , Business and Management / Keynote
DESCRIPTION: For a quarter of a century, the engine of video games has been must have - the viral communication of what a gamer simply can't do without. Sometimes it's hardware, sometimes software, sometimes an accessory, but must have always describes an experience that can't be missedthe next big thing. Along the way, innovation has continuously reinvented the game experience in terms of graphics, player control and pure game design. But in the process, part of the magic of those early days of game creation has been lost. As a leading player during all 25 years of the modern video gaming era, Nintendo has a unique perspective on what makes gamers grin, what defines the term gamer and what is essential to ensuring industry growth. Nintendo President, Satoru Iwata, will draw from his development roots and talk not only about how video gaming has evolved, but also, more importantly, he will offer his views on where we go from here.


Industry Lessons Learned and Applying Them to the Road Ahead
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SKU#: GDC11-12352
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Description: Industry Lessons Learned and Applying Them to the Road Ahead
SPEAKER/S: Cliff Bleszinski (Epic Games)
DAY / TIME / LOCATION: Thursday 1:30- 2:30 Room 3014, West Hall 3rd Fl.
TRACK / FORMAT: Game Design , Game Design / Lecture
DESCRIPTION: Cliff Bleszinski has not done a public lecture in years and has a lot to say. First, the seminar will focus on how understanding marketing and PR are not only important to a game's promotion but to its actual design and implementation. The talk then continues on into talking about branding - not only an IP but also characters and even and one's self as a developer. The lecture will continue to then discuss the importance of story and context, the fact that a genre can live or die based on its camera, as well as fun tips such as how to use the seven deadly sins to make a better game. Finally, the current state of the industry and the future will also be discussed with Bleszinski's thoughts on AAA gaming, social gaming, and the connected future, as well as general observations about the manner in which the gaming industry is run.
TAKEAWAY: Attendees will be entertained, informed, and enlightened by the anecdotes and lessons that Bleszinski will expound over the course of 60 minutes. This information will hopefully assist peers in becoming better developers by avoiding the pitalls that Bleszinski speaks of.


Tales from the Trenches: Startup Advice from a Vet
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SKU#: GDC11-12351
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Description: Tales from the Trenches: Startup Advice from a Vet
SPEAKER/S: Matt Small (Vector Unit)
DAY / TIME / LOCATION: Friday 9:30-10:30 Room 3007, West Hall 3rd Fl.
TRACK / FORMAT: Business and Management / Lecture
DESCRIPTION: You know the stories: The college go-getters who enter an indie dev contest and win a chance to make their dream a reality, for 40 thousand bucks. Or the AAA core team who hit royalty gold, drum up a round of venture funding, and make a big media splash with their glossy new studio venture. But what if you don't want to live in a basement and eat Top Ramen? What if your royalty checks look more like birdseed than seed money? What if you're an industry veteran who just wants to quit your job, start a company with some friends, and get funding from a publisher to do what you love doing, for yourself? This is the story of Vector Unit, developers of 2010's Summer of Arcade XBLA hit HYDRO THUNDER: HURRICANE. We'll provide a candid overview of how we got our company off the ground, and provide attendees with a roadmap tailored to established game professionals who dream of some day striking out on their own.
TAKEAWAY: The session provides an insider's view of how the traditional publisher-financed project model can scale to a small startup. The talk is geared towards game developers who dream of some day doing their own thing and want a sneak peek of what lies in store. We won't delve too deeply into any single topic, but rather highlight the key takeaways of each, focusing on the areas that we ourselves thought we had nailed, and were surprised to find we hadn't.
INTENDED AUDIENCE: Experienced game development professionals -- designers, artists, programmers, producers -- with a strong interest in starting their own small-games studio. Session assumes a solid understanding of the making of games, and attempts to provide a primer and anecdotal guide through the business and strategy of running a small company.


Turing Tantrums: AI Developers Rant!
Price:$3.95

SKU#: GDC11-12347
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Description: Turing Tantrums: AI Developers Rant!
SPEAKER/S: Brian Schwab (Blizzard Entertainment), Richard Evans (Little Text People), Kevin Dill (Lockheed Martin), Mike Lewis (EGOSOFT) and Dave Mark (Intrinsic Algorithm)
DAY / TIME / LOCATION: Monday 5:25- 6:00 Room 3002, West Hall 3rd Fl.
TRACK / FORMAT: AI Summit / Lecture
DESCRIPTION: Sometimes things just need to be said. Saying them out loud in a room filled with (hopefully) like-minded people just makes it all the more interesting and cathartic. Five AI developers from all corners of the industry will deliver quick, to-the-point rants about what's on their mind.



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