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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)


Game Design Category

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Game Design in Agile Development
Price:$7.95

SKU#: GDC07-4458
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Description: In the leap to next-generation, traditional development methods are starting to show their seams. Larger technical complexities are giving designers shorter periods to find the fun and polish game play. This session covers Agile and Scrum methods, focusing on how their fundamentals benefit designers in the next generation development environment.

Game Design: From Blue Sky to Green Light
Price:$7.95

SKU#: GDC07-4444
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Description: A fast-paced and hands-on audience participation experience in game design from the blue sky process though character development, story wraps, puzzle design, level development, and ultimate greenlighting. Come ready to play, think, and be challenged!

Building Bridges: How to Develop Social Networks as Part of Community Management
Price:$7.95

SKU#: GDC07-4411
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Description: This is a lively discussion for designers and community managers alike; it demonstrates the importance of social networks and how they can provide a good viral tool for brand building.

Innovation Beyond Play: Other Things Gamers do With Games
Price:$7.95

SKU#: GDC07-4410
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Description: As part of an effort to inform the public about what gamers are doing with games, and to mine gamers for ideas for new applications for gaming, Ben Sawyer of the Serious Games Initiative and consulting firm Digitalmill has assembled a knowledge-base of interesting (and often unintended) behaviors, outputs, and cultural developments related to games themselves.

Interactive Cinematography
Price:$7.95

SKU#: GDC07-4395
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Description: Film has developed a set of camera rules and influences that have become the language of cinematography. For some reason, its wealth is largely unapplied to the camera in video games. This lecture is about learning from other mediums and figuring out how to go beyond with interactivity's possibilities.

The Imago Effect: Avatar Psychology
Price:$7.95

SKU#: GDC07-4216
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Description: The Imago Effect: Avatar Psychology Creating an in-game representation often holds a strange fascination for players; for some games, we spend more time crafting our avatars than we do playing. On the surface, character creation seems simple. This session explores the notion that there's much more going on in the player's mind, taking a look into the ways we let our audience engage in self-express through avatar.

Making Games for the Other 90%
Price:$7.95

SKU#: GDC07-4212
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Description: Why do so few people play videogames? As we strive for increasingly sophisticated gaming experiences are the mass market being left behind? David speaks on what he un-learned when making Buzz: The Music Quiz and asks why we keep making games for the same 10% of people.

Creating and Extending Original Franchises
Price:$7.95

SKU#: GDC07-4207
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Description: Hear hard-won lessons from Monolith's CEO and lead artists on creating and extending these original franchises from inception through sequels across multiple platforms.

Designing Games for Everyone: Harmonix Design in Practice
Price:$7.95

SKU#: GDC07-4206
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Description: Why does Harmonix design accessible games? Because we want everyone to have fun! It's often said games should be "easy to pick up and hard to master", but that's easier said than done. In this talk we share our design insights, best practices and production experiences (both good and bad!) to illuminate the craft of accessible game design.

The Experience is King: Social Gaming for the Next Generation
Price:$7.95

SKU#: GDC07-3950
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Description: Real next generation gaming is not about the machine or its capabilities, this should be transparent - it is about the experience the player(s) receive - more and more social games are coming to market in a big way (singstar/eyetoy/buzz/guitar hero/dance, dance revolution). These genre-busting games are based on a competitive performance (singing, dancing, moving etc) and typically the performance is captured using a non-traditional, bespoke controller.

Writing For The Hero with a Thousand Faces - Storytelling Challenges and Gears of War
Price:$7.95

SKU#: GDC07-3943
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Description: Storytelling in games is a collaborative process. The player is in charge. Is it possible to create content that is both meaningful AND interactive? Yes. It's tough, but it can be done. The trick is to tell stories WITH your players, by leveraging a few simple principles. In this session, the scriptwriter from Gears of War presents lessons learned.

Writing Great Design Documents
Price:$7.95

SKU#: GDC07-3782
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Description: A brilliant design idea is worthless if you cannot communicate it to your teammates and publishers. This roundtable discusses strategies to improving your documentation style and processes to improve inter-team communication, reduce rework, and ensure that great designs get executed well.

To Reward or Not to Reward? How to Create a Positive Community in an MMO World
Price:$7.95

SKU#: GDC07-3769
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Description: To reward or not to reward? In a multiplayer world where the gaming experience is determined by other players, Jack Emmert, lead designer for the wildly popular and award-winning massively multiplayer online games "City of Heroes" and "City of Villains," examines how to reward players for fostering a sense of community within an online game.

Nuances of Design: An Experiment in Visceral Communication
Price:$7.95

SKU#: GDC07-3753
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Description: This session consists of a few short presentations; during each presentation, the audience actually plays game snippets that illustrate the speaker's point, rather than just watching. ^/b>To participate fully, please bring a laptop running Windows XP with a reasonable graphics chipset (Radeon 7500/GeForce 4Go level or higher), and a pair of in-ear headphones.^//b>

Sharing Control
Price:$7.95

SKU#: GDC07-3749
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Description: This year's GDC theme is "Take Control", but this next generation of gaming should be equally remarkable for its emphasis on broadband-enabled social systems, multiplayer games, and user-generated content. This panel will grapple with the benefits and challenges of *sharing control* with gamers.

The Game Design Challenge: The Needle and Thread Interface
Price:$7.95

SKU#: GDC07-3747
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Description: The Game Design Challenge is back for another year, with three talented designers tackling a very unusual design problem. Their assignment? Design a game with a highly unorthodox input device: a square of fabric, a needle, and some thread. At the session, each panelist will present a unique solution to this game design enigma, and the audience plays an important role as well - by voting in the winner of the Game Design Challenge 2006.

Experimental Gameplay Sessions
Price:$7.95

SKU#: GDC07-3746
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Description: A collection of short presentations showing new and experimental game designs.

Can You Make Them Cry Without Tearing Your Hair Out? Emotional Characters
Price:$7.95

SKU#: GDC07-3745
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Description: There has been a lot of buzz about giving players a more powerful emotional experience in games, but how do you really make it happen? Characters are one powerful tool in the designer's bag of tricks (when they are done well). This lecture and roundtable focus on real-world design choices and know-how that can lead to stronger and more emotionally engaging NPCs and player-characters.

The Four Most Important Emotions of Game Design
Price:$7.95

SKU#: GDC07-3739
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Description: Great gameplay creates strong player emotions that traditional marketing methods can't measure, XEODesign's methods can and developers that can access player emotions can innovate with less risk. Come find out how games such as WOW, BATTLEFIELD 2 DINER DASH create Fiero and the other emotions that matter most to players. Based on new XEODesign research of best selling games this session presents new more diagnostic models for maximizing emotion from gameplay.

The Challenges of Designing First-Person Melee Combat
Price:$7.95

SKU#: GDC07-3736
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Description: First-person melee combat has been one of those things that cannot quite be perfected. Yet that was one of the innovations that Arkane Studios wanted to make with DARK MESSIAH OF MIGHT AND MAGIC. Raphael Colantonio, the game's director, goes step-by-step how the design worked for the game, which was released last autumn.

How To Help Your Players Stop Saving All The Time
Price:$7.95

SKU#: GDC07-3735
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Description: This presentation examines the save/load compulsion: why players experience it, the impact it has on the game experience, and techniques for designing a game where players don't feel compelled to protect themselves by overusing save/load.

Exploration: From Systems to Spaces to Self
Price:$7.95

SKU#: GDC07-3719
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Description: Whether we are exploring a system-space or a simulated two or three dimensional space, every game is in some way an exploration game. This presentation examines exploration in games, and how designers can better utilize our human compulsions to explore in order to offer players a more meaningful experience.

Pirates vs. Cowboys vs... Ninjas? MetaSOY and Player-Created Content
Price:$7.95

SKU#: GDC07-3717
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Description: Three Rings' reveals details behind its third project, an exploration of player-created content code-named MetaSOY. In addition the beans are spilt on BANG! HOWDY one-year on, and there's an update on PUZZLE PIRATES. Expect indie MMO inspiration served with numbers, graphs, pretty pictures and hand-waving freakoutery. Questions will be answered, tofu will not be served.

Designing GEARS OF WAR: Iteration Wins
Price:$7.95

SKU#: GDC07-3716
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Description: Cliff Bleszinski, designer of GEARS OF WAR, outlines the design processes that yielded GEARS OF WAR. He takes the various features that worked in the product and breaks them down, step by step, describing how the collaborative and iterative process made them shine.

SPORE's Magic Crayons
Price:$7.95

SKU#: GDC07-3714
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Description: This lecture discusses the appeal, challenges, and techniques used in the design of games with a strong player creativity component. Many programs will be compared and analyzed, but specific emphasis is placed on the design and methodology used in the development of SPORE's editors.


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