Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

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

This category contains 214 products and 0 subcategories.

Sort By: with per page

151 - 175 of 214 results Results | 25 results per page

Broadening Our Idea of What Games Can Be
Price:$5.95

SKU#: SGS-GDC-06-028
Add to Cart
More Info
Description: It may seem that all games have goals, but a number of recent hit games have demonstrated that a game can be interesting because it has weak or non-existing goals. Hits such as the GRAND THEFT AUTO series, WORLD OF WARCRAFT, and THE SIMS may be very different games, but they all share the fact that the player is free to perform actions that do not simply work towards a single game goal. If serious games are to reach a broader audience, they must learn from recent developments in game design.

In his presentation, Juul demonstrates how weakening or removing the game goal works can make a serious game cater to a wider audience. He discusses how to open-up a game to different styles of playing, how to make it more expressive, and how to increase playing time and the variation that a game can provide. Juul also outlines several tips for when to remove or weaken the goal of a game and how to create serious games systems that can sustain the interest of a variety of different player types.


Game Environments and Post Traumatic Stress Disorder
Price:$5.95

SKU#: SGS-GDC-06-026
Add to Cart
More Info
Description: In recent years, the field of virtual reality (VR) psychology has made great strides in understanding how controlled virtual environments can help aide people in recovery from post-traumatic stress disorder (PTSD). Whether it's war veterans or survivors of terrorist attacks or natural disasters, PTSD is a debilitating illness with incredibly high costs both societal and personal.

Critical to VR based treatments is the ability to create rich environments that allow the therapist to control the environment and gently bring the patient face-to-face with imagery, aural, and other sensory cues that precipitate the onset of stress and anxiety caused by a traumatic event. For years traditional VR tools had been used and with them the essential promise of VR treatment for PTSD has been established. Today many practitioners in the field are turning to game-based technologies in order to improve the environments, the application frameworks for their delivery, lower-costs, and improve turnaround time as this field heads toward wider rollouts and usage.

In this session, Rizzo provides a core overview of how game-based technologies and developers are working with researchers to create a new-generation of PTSD tools for therapy. Hollander describes his team's efforts on therapy applications for Iraq war Veterans and showcases an environment that helps victims of terrorist bus bombings in a presentation entitled,


Serious Play: At The Edge of Education Gaming
Price:$5.95

SKU#: SGS-GDC-06-021
Add to Cart
More Info
Description: A collection of the most prominent academic and serious game developers go beyond show and tell to demonstrate case studies of design solutions which explicitly address social issues, values issues, and educational concerns. The goal of the session is to not only raise awareness but to present the successes and pitfalls of this alternate game making approach.

To this end, Ian Bogost details a case study showing the effectiveness of a political game, while detailing the challenges faced in distilling real world issues into simple web-based games. Randy Pausch, creator of the ALICE program at Carnegie Mellon, discusses how his team’s efforts to teach computer programming over a 10 year research period have led them to using games as one form of programming education. John Maloney presents his latest project SCRATCH, and discusses whether or not creating games using the environment helps make a better learning tool. Mary Flanagan discusses the values questions in developing educational games targeted at a neglected audience: middle school minority girls, demonstrating the tensions in character representation and game design between what the target audience desired and the game developers and interested stakeholders wished to create. Finally, Ken Perlin shows several educational game prototypes in mini-case studies to see which approach to play is effective for computer science and language learning.



Politics, Religion, and Ideology: New Approaches to Biased Games
Price:$5.95

SKU#: SGS-GDC-06-010
Add to Cart
More Info
Description: Many strategies for commercial game development transfer directly into the serious games space, such as approaches to graphics, physics, and networking. But the goals of many serious games require more complex, subtler ways of representing human interaction. Current games in this space tend to skin action or simulation games, hard coding the ideological content and thus limiting the degree to which player interaction can engage the issues explored by the game. In particular, many serious games need characters and situations that respond based on complex social and political contexts.

In this talk, we first discuss the limits of commercial game development techniques, showing what problems are unachievable using conventional commercial design and technology strategies. Then we present an alternate approach for creating credible political contexts and consistent ideological bias for games. This approach is based on the authors’ research lab at the Georgia Institute of Technology, where we are developing general techniques for ideologically biased artificial intelligence (AI) and their application to political game design.

As a concrete example, we will describe and demonstrate a game about a particularly difficult political subject: abortion.


Better (Serious) Game Design: As Lecture and Practice
Price:$5.95

SKU#: SGS-GDC-06-009
Add to Cart
More Info
Description: This follow-up workshop presents a combination lecture/workshop. First, a lecture on the most critical underlying principles of game design -with a particular focus on elements unique to serious game design- is presented. The initial lecture consists of a

The Most Important Skill
Price:$5.95

SKU#: SGS-GDC-06-008
Add to Cart
More Info
Description: This inspriring lecture details the surprising skill that separates good designers from great ones, using examples from games new and old. Game designers need dozens of different skills, but one of them is far more important than the others, because it underlies everything else that a designer must do. Everything from fine arts to theme parks, from Michaelangelo to Mickey Mouse, illustrate how this skill can be used on your game, your team, your audience, your client, and most importantly, on yourself. This talk is designed to help you to re-evaluate and improve everything you do as a designer.

Virtual Worlds in Instruction: How Real is Too Real?
Price:$5.95

SKU#: SGS-GDC-06-006
Add to Cart
More Info
Description: This presentation details the results of a research study investigating player behavior in the virtual environment. The initial reaction of a user to a new 3-D world can vary tremendously, this study was done to help designers of these worlds predict how their target audience will behave. As technology allows simulations to become more and more realistic, this study is designed as an assessment of how the freedom of a super-explorable virtual environment can distract players from instructional tasks.

Conventional wisdom in game design places the tutorial at the beginning, and often uses gender as explanation for different game-related behaviors. This study’s results show placing tutorials at the beginning may not make sense for users that prefer exploration over instruction, and gender isn’t as predictive an element as other factors. Designers of virtual worlds can use these results to better tailor their worlds to their intended audiences and developers can use the results to gauge the level of detail they should build into the worlds they create.


Putting Games to Work
Price:$5.95

SKU#: SGS-GDC-06-005
Add to Cart
More Info
Description: Interactive games will change the future of work because new workers are drawn to serious interactions that parallel playful ones. New technology can extend game sensibilities beyond entertainment and training to games as entire workspaces that parallel the richness of real life augmented by compelling play in ways made possible only by computers.

This presentation draws on new research and case studies to show how games can be designed for serious work. The most important implication of putting games to work is enhanced productivity, collaboration and job satisfaction. The presentation reviews example applications in three categories: 1) embedding information work in current games; 2) borrowing or paying players in current games to conduct work; and 3) assigning games to employees as the primary context in which they do their jobs.

The presentation includes examples of games for call center representatives, team selling, security, surveillance, medical diagnosis, and scientific collaboration.


PlastiCity: A Game for Urban Planning
Price:$5.95

SKU#: SGS-GDC-06-004
Add to Cart
More Info
Description: The presentation introduces a recently developed game for urban planning. The game, based on the architectonic visions and challenges of British architect Will Alsop is demonstrated, its features are explained, and a variety of planning processes, strategies and problems are shown in detail. The presenter demonstrates how to rethink and rebuild a city, using special wands (tools) to change the city centre of Bradford (England). The technology and the gameplay of the UNREAL modification are demonstrated in gameplay and - on demand - at a scripting/ programming level. Critical analysis and discussions investigates the potential, constraints and possible improvements of the urban planning tools currently developed.

New Ways to Assess in Game Actions and Guide in Game Communication
Price:$5.95

SKU#: SGS-GDC-06-002
Add to Cart
More Info
Description: The AMERICA'S ARMY ADAPTIVE THINKING & LEADERSHIP game is used to train Special Forces Team Leaders today. Players who are Adaptive thinkers demonstrate competencies such as negotiation, the ability to communicate effectively, analyze ambiguous situations, and be self-aware. In this presentation we discuss a new twist on the FPS and the real-time assessment of in game actions that can be applied by game designers interested in novel game play techniques.

The Future of Mobile Gaming and Its Enemies
Price:$5.95

SKU#: GDCM-06-037
Add to Cart
More Info
Description: In his first public address since the JAMDAT and Electronic Arts merger, Mitch Lasky reveals to attendees the combined vision of the two companies, what the union means for the industry, and how it will impact the advancement of mobile game development and ultimately benefit customers around the world. Lasky will also offer his view of the future of the mobile gaming business, including trends in distribution, the viability of small publishers, consolidation, and the challenges of running a public pure-play mobile content company in today’s market environment. At the same time, he will survey the potential pitfalls on the horizon that could derail the industry before it has a chance to mature. Lasky will conclude by fielding questions from the audience.

What's Next for Japan: An Interview with Daishiro Okada by Dan Scherlis
Price:$5.95

SKU#: GDCM-06-034
Add to Cart
More Info
Description: In this session, Square Enix's president and COO, Daishiro Okada, sits down with Dan Scherlis to discuss Japan's mobile marketplace, his thoughts on the future outlook of mobile gaming in Asia, and where he thinks the industry is headed. Additionally, they address topics, such as:

• Game design for RPGs
• Differences between designing for consoles and designing for mobile phones
• Trends, what's happening now, and what's coming up
• What new mobile game titles are in the works for Square Enix
• And more

Attendees get a chance to pose questions for Mr. Okada following the interview.


How to Put the Fun Element In Mobile Games
Price:$5.95

SKU#: GDCM-06-029
Add to Cart
More Info
Description: As mobile games become mainstream, the word-of-mouth on the fun factor of specific games will migrate towards its rightful place: consumer's minds. To succeed, mobile games will not only need to have a great license, but must also exploit the fun element. How is the fun factor discovered, measured, captured and expressed?

Using examples from a number of current and upcoming mobile game titles, both original IP and licensed, such as NFL QUARTERBACK SHOWDOWN and ZUMA, this session discusses the advantages, challenges, and risks of implementing the fun elements into mobile games. Proven quick-play, casual game, design techniques learned from unique coin-op experience are also referenced.


Creating MMOGs for Mobile Phones
Price:$5.95

SKU#: GDCM-06-027
Add to Cart
More Info
Description: This session summarizes fiver years of experience of creating MMOG (Massively Multi-Player Online Games) for mobile phones and provides concrete examples from recently finished projects, such as SPIRITS, for Nokia's N-Gage platform, and SEA OF FORTUNE, for Java phones. Issues highlighted include:

-Designing with the limitations in mind
-Battling latency and other problems related to mobile networks
-Handling match making and player interaction
-Supporting player-to-player communication
-Game user interface for one hand input device
-Iterative design and testing
-Operations and maintenance of service
-What types of MMOGs can be expected for mobile phones


Re-forging a Legend: Postmortem for King Kong the Official Mobile Game of the Movie
Price:$5.95

SKU#: GDCM-06-024
Add to Cart
More Info
Description: The mobile market is saturated with game adaptations of Hollywood films. A big challenge is defining what makes a movie to mobile game successful and worth playing. This session explores the game conceptualization and design process involved in the development of KING KONG THE OFFICIAL MOBILE GAME OF THE MOVIE. The session focuses on the must have factors for designing a game based on a film adapatation: design, engine, U.I., and quality control.

Bringing Console Quality To Mobile
Price:$5.95

SKU#: GDCM-06-023
Add to Cart
More Info
Description: Drawing from extensive experience of bringing high profile console an PC franchises, such as THE SIMS™ 2, TONY HAWK's PRO SKATER®, NEED FOR SPEED™ UNDERGROUND 2, to mobile, this session explores what it means, and what it should not mean, to deliver a console quality 3D and connected mobile game. Questions of design scope, network features, art pipelines and programming challenges are all tackled in the context of concrete examples, taken from the development of several major published titles. The current addressable market for “console quality” titles is discussed, together with a snapshot of the current state-of-the-art, and an informed look towards the future of high-end 3D connected mobile games.

World Tour of Mobile Innovations 2006
Price:$5.95

SKU#: GDCM-06-022
Add to Cart
More Info
Description: For the past four years, David

Look Ma, No Hands (Wires): The Beginning of Physical Retail Disruption?
Price:$5.95

SKU#: GDCM-06-020
Add to Cart
More Info
Description: Informa estimates there are more than 70 million wireless 3G global subscribers today (2005) growing to nearly 800 million by 2010. The much heralded broadband world of 3G has come of age providing high-speed wireless content distribution and delivery. Apple’s iPod/iTunes business has already proven digital distribution is here to stay. And with several industries all dabbling with similar ideas, from Amazon Pages to Microsoft’s Xbox 360 Marketplace to EA Downloader and TBS’ GameTap, acceleration of the digital distribution paradigm is clearly on the minds of several media companies from music to gaming to books. What does this specifically mean for gaming? Can it help address piracy in emerging markets like China and India? Is its impact truly disruptive that it can potentially alter the entrenched physical retail landscape? “Free your mind” and come hear one vision of the future where wires are not required.

The Outspoken Speak Out: Where is My $10 Billion Dollar Mobile Games Industry?
Price:$5.95

SKU#: GDCM-06-014
Add to Cart
More Info
Description: Everyone is hunting for the runaway hit in mobile that will be the defining title for the medium. This presentation is an examination of the lessons of history, assumptions, marketplace conditions and other realities that have prevented an industry from emerging. By attending this presentation, people crafting product roadmaps for 2007 and 2008 should have better ideas what not to do.

Success Factors of One Button Casual Mobile Games
Price:$5.95

SKU#: GDCM-06-013
Add to Cart
More Info
Description: One button casual mobile gaming has been a unique market created in one of the most sophisticated mobile markets in the world, Korea. This session reveals the initial approach on how we came up with revolutionary ideas to create

Putting the Fun in Functional
Price:$5.95

SKU#: GDCM-06-012
Add to Cart
More Info
Description: Mobile games are becoming a big business - but on the horizen, there's an even more exciting opportunity to develop compelling mobile services that help people get things done - services like restaurant reviews, weather reports, stock quotes, diet support, and meal planners. This session reviews the psychology and system thinking behind game design, and explore how to use game mechanics to create a mobile experience that's fun, compelling and addictive. It concludes by showcasing some cutting-edge mobile services from Europe and Asia that incorporate these ideas, and give us a glimpse into the future of mobile applications.

The New Era of Mobile Gaming: Casual Multiplayer Games
Price:$5.95

SKU#: GDCM-06-010
Add to Cart
More Info
Description: Casual games continue to rise in popularity to become one of the most dominant genres in mobile games. Today, a growing number of titles are ports of card, web puzzle, and classic arcade games thanks to their wide appeal. Increasingly developers need to focus on what comprises truly made-for-mobile casual games. Case studies are presented to show the distinction of the casual and multiplayer gamer, understanding the demographics of the two distinct groups and the future of casual gaming.

Cameras and Vision: Giving Your Games Sight
Price:$5.95

SKU#: GDCM-06-009
Add to Cart
More Info
Description: This session offers an introduction to computer vision and how it can be used to treat a mobile device's video camera as a data source and game controller. It provides a crash course in computer vision as it applies to using mobile devices' video cameras in videogames. Topics include what computer vision is good for, its limitations, computational issues, tracking, gesture recognition, and challenges in the mobile domain.

Creating Original Character-Based Brands and IP: A Postmortem on Johnny Crash
Price:$5.95

SKU#: GDCM-06-008
Add to Cart
More Info
Description: This presentation offers a critical exploration of the creation of the Johnny Crash franchise – JOHNNY CRASH and sequel JOHNNY CRASH STUNTMAN DOES TEXAS - from the initial idea through design and production to the final product. Special focus in this postmortem is on creation of original character-based game brands. It discusses the strategic value of developing own, original content-based intellectual property and explores the pros and cons of this approach when compared to licensing IP from other entertainment industries.

Own unique character-based brands can create a solid foundation for a series of successful future titles with a loyal following of gamers. Process of designing and creating game brands is explored with emphasis on developing the JOHNNY CRASH game characters. The presentation provides an overview of the character as the core of the whole brand. The type of challenges that had to be overcome in developing the game, what went right, what went wrong and what kind of lessons were learned are discussed.


Mobile 3D Development and COLLADA
Price:$5.95

SKU#: GDCM-06-003
Add to Cart
More Info
Description: Learn what impact the upcoming technology of hardware accelerated 3D graphics mobile devices means for your toolchain. This session describes what upcoming devices may be able to do, and the standards such as OpenGL ES and JSR-184 used to develop for them. It examines COLLADA, the Khronos standard 3D asset interchange format that is also used for PSP/PS3 development. It also shows how using COLLADA can be better than writing your own tools from scratch for delivering scalable 3D content across many devices as well as supporting all well-known DCC tools. The presentation is a proof-of-concept toolchain developed at Nokia Research Center that uses COLLADA for processing mesh and scene data and translating them into M3G files used by the JSR-184 standard for mobile 3D graphics.


1, 2, 3, 4, 5, 6, 7, 8, 9

Please leave this field blank.