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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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Player-Centric Game Design Workshop
Price:$5.95

SKU#: GDC-06-010
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Description: This workshop presents Ernest Adams' theory of player-centric game design, then lets the participants put it to practical use in a hands-on session.

Creativity Boot Camp 2006
Price:$5.95

SKU#: GDC-06-005
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Description: This session targets the mental and creative capabilities of game development professionals and provides the tools, knowledge, and exercises to enhance creativity, specifically the problem-solving skills that are at the heart of game development and design.

GDC 2006 Game Design Track
Price:$99.95

SKU#: GDCAUD-06-CD-DES
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Next Generation Game Development: All Machine Or Man?
Price:$7.95

SKU#: GDC07-5122
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Description: Keiji Inafune, head of Research and Development and Online Business for Capcom, talks about the boundaries where creative vision and system horsepower collide. Join Inafune-san in a Q&A session with Wired.com's Chris Kohler, as they discuss the experiences of next generation game development. Inafune-san will talk about adapting creative impulses to take advantage of next generation hardware, as illustrated in the creation of Dead Rising and Lost Planet: Extreme Condition for the Xbox 360, Devil May Cry 4 on PlayStation 3 and much more.

Designing Next Generation Connected Games
Price:$7.95

SKU#: GDC07-4722
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Description: Called one of the "next generation of top gamemakers" by The Escapist, producer Scott Foe opens the kimono on what the next generation of gaming means from his perspective at Nokia, the world's largest manufacturer of mobile handsets. Foe's work in pioneering games using the Sega Dreamcast Network SDK greatly inform the work he does today. This session then also describes his application of the insights he gained through console game production to the world of mobile games. Attendees can expect to learn how to design mobile connected games that take advantage of the latest in technology and push the boundaries of what gaming can become.

One Laptop per Child: Gaming Platform for the Developing World?
Price:$7.95

SKU#: GDC07-4721
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Description: Over the next two years, millions of developing-world children will get child-sized laptops through the One Laptop per Child [OLPC] project. The laptops communicate via mesh network, record audio and video, and are hand-powerable. Children will use them to read and to learn, and of course to play - games, music, cartoons, and more. They will share learning games and puzzles, storytelling, drawing and musical games, and games that persist and change over time. How does the first-generation XO compare to other platforms? How can one develop for it? What will great games look like? What games inspired you as a child? Come for a demonstration and discussion.

Small Changes, Big Results: Redefining a PC franchise for Nintendo Wii
Price:$7.95

SKU#: GDC07-4712
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Description: The roots of any successful game design lie in the relationship between its mechanics, dynamics and aesthetics. From the control surfaces, to their supporting rules, to the overall play experience - each game has its own special recipe. A nip there, a tuck there and suddenly, the balance is entirely different. What intuition guides a designer's hand in this exercise? This presentation examines the core systems of the Sims PC games, explores its various console incarnations, and discusses how new gameplay opportunities emerge when the franchise is examined in light of opportunities made available by the Nintendo Wii.

The Future of Storytelling In Next-Generation Game Development
Price:$7.95

SKU#: GDC07-4698
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Description: A follow-up to the session, "What Would Aristotle Do?" presented at GDC 2004, Spector looks at recent developments in game narrative and what the power of next gen hardware allows developers to do - and players to experience - that may not have been possible before. What's the current state of the art in game narrative? Where will progress be made? Where must progress be made? Are the challenges facing interactive storytellers technical, creative, or simply a matter of will? A partly philosophical, partly practical, partly ranty talk about games and stories, past, present, and future.

Reflections of Zelda
Price:$7.95

SKU#: GDC07-4694
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Description: Aonuma explains the development team's formidable task of progressing the epic franchise across multiple generations of Nintendo systems. This is a rare opportunity to learn behind-the-scenes development challenges and triumphs from Link's latest installments.

The Emotion Machine called 'NPC'
Price:$7.95

SKU#: GDC07-4689
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Description: As any DM worth his dice will tell you, the NPC is a storytelling tool -it's a literary form. And in order for it to work it needs to be able to affect how a player feels. NPCs, like extras in a movie, need to be able to change the story, and have that affect how a player feels. This talk shows how it's done.

Force Feedback in Racing Simulation
Price:$7.95

SKU#: GDC07-4673
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Description: Using ^/i>Forza Motorsport 2^//i> as an example, this talk will explore the importance of Force Feedback and other haptic interfaces in racing simulation.

The Square-Enix Approach to Localization
Price:$7.95

SKU#: GDC07-4672
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Description: Learn the ins and outs of localizing text-intensive, story-driven products. Covers a brief history of Square and Enix's localization methods, development stages, technical solutions to linguistic problems, multi-language pitfalls, and balancing cost and quality.

The First Decade of Mobile Games (Thu)
Price:$7.95

SKU#: GDC07-4670
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Description: Next year, 2008, will mark the 10-year anniversary of the first games for mobile phones. What can we learn from the first decade of this new platform? What will come next? Robert Tercek traces the major milestones in the evolution of a new medium. This speech provides examples of the games which signify the turning points, breakthroughs and pitfalls of the recent past as well as an analysis of the trends and emerging developments which herald a major shift in the mobile games market of the near future. This talk will take a global perspective on the mobile gaming phenomenon, and will provide an introductory context for the themes of the rest of the day's events. Don't miss this session's intriguing glimpse at the next wave of wireless innovation.

Light and Darkness of 2D Gaming
Price:$7.95

SKU#: GDC07-4661
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Description: In today's industry where 3D games dominate the market, Konami's award-winning producer Koji Igarashi will give his first-ever public lecture about the advantages and disadvantages of creating 2D games, using his experience developing the recent and highly-acclaimed CASTLEVANIA Portrait of Ruin video game for Nintendo DS as a case study.

A LocoRoco Postmortem: Making Happiness into Gameplay
Price:$7.95

SKU#: GDC07-4658
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Description: Can you make a game that is pure happiness? The director of LocoRoco, Tsutomu Kouno, explains how he tried. His talk takes the audience through the path of the gane's development, from brainstorming the creative concept, selling it to Sony, and building it level by level.

Narrative Landscapes: Shaping Player Experience through World Geometry
Price:$7.95

SKU#: GDC07-4621
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Description: When a player moves through a game world the physical geometry of the virtual space imposes an implicit structure on the play experience. This session explores practical level design techniques for shaping that experience, drawing on examples from real games and theme parks as well as academic research in virtual environments and city planning.

From "Ouendan!" to "HELP!": Inside the Elite Beat Agents
Price:$7.95

SKU#: GDC07-4617
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Description: A behind the scenes look at how the game that spawned the Elite Beat Agents, "Osu! Tatakae! Ouendan", was born and how the transition from male cheerleaders to secret agents was made. In depth analysis of the game design process will be presented as well as design documents spanning character and background designs, storyboards, etc.

Innovations in Fable 2
Price:$7.95

SKU#: GDC07-4609
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Description: When attempting to create a sequel the temptation is to add more of everything but is this enough? Lionhead Studios ambition for Fable 2 is to create a sequel which is truly a land mark title and to achieve this there must be evolution and revolution. This talk will centre around revolutions in Fable 2. This talk will examine how key game play elements have been refined and expanded. It will also look at what inspiration was drawn for the original game and what lessons were learnt from Fable. The processes used to arrive at these design decisions can be applied to a broad spectrum of genres and so are relevant to a large sector of the development community. Plus Peter Molyneux has promised to reveal a totally unexpected feature in Fable 2.

Theory into Practice: Single Player RTS design for Company of Heroes
Price:$7.95

SKU#: GDC07-4607
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Description: At this session we'll explore how Relic Entertainment created a high-quality single player experience for Company of Heroes. The focus of the talk will be on practical processes, methods, and design approaches - how to take well-known single player design theory and turn it into a reality on-screen.

Punk's Not Dead
Price:$7.95

SKU#: GDC07-4584
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Description: Creating successful games from original IP. Grasshopper is not a big company, and each member of our staff has something important to contribute to the games we make. Just like in a band, if the one of the members leaves, the product and the team is forever changed. Game creators should be faithful to their vision and instincts, if original games are what interest them. The players in turn will respond favorably to this originality, as there's an innate desire to experience something new. There is severe stagnation in terms of game design these days however, as creators are afraid of taking risks. This talk will discuss our production style at Grasshopper, which is rooted in appreciation of our native Japanese culture and aesthetic. This is how I worked as director, game designer, and scenario writer for Killer7^ and the upcoming title, No More Heroes.

Creating Innovative Launch Titles for the Nintendo Wii and Its Unique Controller
Price:$7.95

SKU#: GDC07-4481
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Description: Creating a launch title is never easy, especially when the console offers something that no one has seen before! This session offers insights from Blitz Games, the developers of ^/i>SpongeBob SquarePants: Creature from the Krusty Krab^//i> and how we approached developing a key launch title for the Nintendo Wii platform.

Survival of The Family: The Saga of Creating and Shipping The Godfather: The Game
Price:$7.95

SKU#: GDC07-4468
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Description: As EA's first true open-world game, ^/i>The Godfather: The Game^//i> had all the markings of a title on a clear and confident path to success. But with the 1-2-3 punch of a blue sky pre-production process, an untested game engine, and a large new team, the path to success for The Godfather was long and challenging. Learn from the team's three Creative Directors how the team was able to recover from a slipped ship date, an over-scoped design, and a new team chemistry to deliver a successful game based on one of the greatest films of all time.

Rethinking Challenges in Games and Stories
Price:$7.95

SKU#: GDC07-4464
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Description: In this wide-ranging lecture, Ernest Adams takes a second look at the role of challenges in gameplay - how they construct the player's experience and affect his or her emotional response to the game.

Classroom to the Console: The Autobiography of flOw
Price:$7.95

SKU#: GDC07-4460
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Description: In the spring of 2006, Kellee Santiago and Jenova Chen went from being soon-to-be MFA graduates to owning a company with a three game deal for PS3. Originated as a test bed for Jenova Chen's thesis, flOw evolved from a student project into a debut title for thatgamecompany. In this talk, you will hear the story of how these students leveraged their degrees into games straight from the source.

Pirates of the Caribbean: Writing Across Game Platforms
Price:$7.95

SKU#: GDC07-4459
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Description: Presented by the New Media Caucus of the Writers Guild of America, west (WGAw), this panel explores the craft of writing from traditional screenplay through increasingly immersive forms of interactive entertainment. Learn the specific issues involved in writing for different types of game platforms and how to balance story, gameplay, and player volition.


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