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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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Postmortem: The Emotional Character Control of Shadow of the Colossus
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SKU#: GDC-06-179
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Description: The panel then focuses on the character control technique, which enabled the “programming of emotion” in the game, and will also address the collision system they developed to bring their vision to life.

One Button to Rule Them All: Extending Real Time Strategy Beyond the PC
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SKU#: GDC-06-177
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Description: This session is a summary of the effort to develop a new user interface design for Real-time Strategy (RTS) games on consoles and the separate and additional effort to adapt the content of The Lord of the Rings, The Battle for Middle Earth II, a huge full-featured RTS, onto that console design. It includes live demonstrations of prototypes that lead to the design and a live demonstration of the game on the Xbox 360 with emphasis on the user interface.

Platform Keynote: PlayStation 3: Beyond the Box
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SKU#: GDC-06-176
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Description: This keynote will look at the tremendous opportunities presented to game developers worldwide as the industry goes “beyond the box.”

Disrupting Development
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SKU#: GDC-06-175
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Description: Nintendo President Satoru Iwata will reveal the backstory of how a string of recent desruptive products from Nintendo - the Nintendo DS, the

The Localization of Counter Strike in Japan
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SKU#: GDC-06-165
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Description: This lecture addresses two topics: how Namco remodeled Counter Strike to make it more attractive to the Japanese gamer and how Namco approached the Japanese online gaming community.

Designing Tabula Rasa: Lessons from the World of MMOs
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SKU#: GDC-06-164
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Description: Overview to follow.

GDC Mobile 2006 Wrap-Up
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SKU#: GDC-06-154
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Description: In the last five years, mobile gaming has emerged as the fastest growing sector of the videogame industry, becoming a multi-million dollar business today. Nearly two billion mobile phones are in use today worldwide and at least 700 million of these phones are capable of downloading a mobile game. With more than 800 million units sold every year, there is no question that the mobile gaming market represents the biggest opportunity for growth in the entire industry. This session provides attendees a summary of key findings and emerging trends presented at GDC Mobile Summit.

What's Next in Design
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SKU#: GDC-06-150
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Description: Why are you still reading this? It's Will Wright.

Is That a Franchise in Your Pocket? An Animal Crossing: Wild World Case Study
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SKU#: GDC-06-142
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Description: This session discusses the design challenges of recreating a console franchise on a wireless handheld system. Benefits, limitations, and other development issues will be addressed though a case study of ANIMAL CROSSING: WILD WORLD.

The Game Studies Download: Top 10 Research Findings
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SKU#: GDC-06-138
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Description: This high energy session presents the most important findings that academic game scholars have uncovered in the past year. Our panel of leading games researchers discusses how these cutting-edge findings can be directly applied to the design and business of videogames.

The Game Studies Download: Top 10 Research Findings
Price:$5.95

SKU#: GDC-06-137
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Description: This high energy session presents the most important findings that academic game scholars have uncovered in the past year. Our panel of leading games researchers discusses how these cutting-edge findings can be directly applied to the design and business of videogames.

All About Ninety-Nine Nights: Next-Gen Character Design
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SKU#: GDC-06-135
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Description: In this lecture, NINETY-NINE NIGHTS producer Tetsuya Mizuguchi and director Sangyoun Lee join forces to reveal all there is to know about the production of the much-anticipated action fantasy game, in this Xbox 360 postmortem.

Future Character Design: Out of the Lab and Into Your Game
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SKU#: GDC-06-132
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Description: Wondering what's happening out there in the university research labs that might give your game an edge? Hoping to make your game's characters more interesting and engaging for a broader audience? Experimenting with new platforms that provide capabilities you never had before, and wondering how to take advantage of this? This one-hour lecture will provide you with a guided tour of some of the most promising developments in research labs, explained in practical terms, with pointers for following up towards incorporating them into development. Topics will include technical advances such as facial recognition and synthesized speech, as well as social science findings that affect design choices, such as the study of social dynamics and emotional flow. Each example will include recommendations for how game designers can take advantage of the techniques and findings, with specifics about genre, audience, and platform, and in some cases, early adopter commercial examples. You will leave with inspiration as well as pointers that can lead to action.

Deploying 3D Games and Virtual Worlds in the Web Browser
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SKU#: GDC-06-130
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Description: The session will focus on the current and future state of technology for deploying games and 3D virtual communities within a web browser. It is intended for programmers, game designers, artists and web content providers. The first portion of the session will look at the development process of 3D web content created by OTOY developers during the past year. OTOY is a web plug-in technology used by independent game developers to create browser based 3D games and content for companies such as Nickelodeon, Disney and Shockwave. The second portion of the session will examine the chat and virtual community developer tools built into OTOY, specifically, OTOY's integration with key web technologies such as Flash, HTML, Instant Messaging, E-mail and photo and file sharing. The third section will focus on the challenges of bringing advanced 3D graphics to browsers, specifically the balance between having a software rendering solution that works on all machines, and a scalable hardware architecture that matches what players now see on next generation consoles. This part of the session will introduce the new graphics engine in OTOY, which unifies vector, imaging, 2D and 3D rendering through a simple scripting language that compiles code transparently across both the GPU and CPU.

Tomorrow’s Military Shooter: Challenges in Next-Gen Wargaming
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SKU#: GDC-06-127
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Description: This session follow up the lecture last year by the author, “Navigating the Minefields: Military Accuracy in Tactical Shooters,” The audience will take away the core techniques, challenges, and important details involved in designing a military-themed shooter on the next generation of consoles.

How to Prototype a Game in Under 7 Days
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SKU#: GDC-06-126
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Description: From the whirlwind Experimental Gameplay Project that lovingly brought you TOWER OF GOO and SUBURBAN BRAWL, this session is a giant collection of bite-size tips, tricks, and demos showing how anyone can prototype a ton of games in no time at all.

What's Next Panel
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SKU#: GDC-06-122
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Description: This panel of industry experts engage in a detailed discussion on the key issues affecting the industry, including: the technical and artistic hurdles of next-generation game creation, the convergence of film and game, the system-wide changes in the efficient production of bigger games, the broadening of the game-playing market, and more.

Odd vs. God: An Interview with David Jaffe by Lorne Lanning
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SKU#: GDC-06-121
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Description: This session offers a rare glimpse into the mind of GOD OF WAR director David Jaffe in a one-of-a-kind interview by ODDWORLD creator Lorne Lanning.

Good Design for In-Game Advertising
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SKU#: GDC-06-120
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Description: A follow-up lecture by the author of last year's GDC Serious Games Summit

Play Early, Play Often: Prototyping Sid Meier’s Civilization IV
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SKU#: GDC-06-119
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Description: This session gives a look at the first few builds of the development of CIVILIZATION IV. It demonstrates how games are prototyped at a studio where design rules, and offers unique approaches to get the most out of ideas earlier, rather than later.

Xbox 360: A Postmortem on the Design and Production of a Next-Gen Console
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SKU#: GDC-06-116
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Description: This session offers a glimpse of what’s coming as the Xbox 360 platform evolves and matures. It also discusses what went into the Xbox 360 console design and why, as well as what was left out and why.

Defining The Assassin: Designing Next-Gen Gameplay in Theory and in Practice
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SKU#: GDC-06-113
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Description: Patrice Desilets, creative director of Prince of Persia: the Sands of Time, describes his vision for Next Generation gameplay while Jade Raymond, producer on their upcoming PS3, Xbox360 title PROJECT ASSASSINS, describes how the team is overcoming the challenges in making the vision a reality.

Next-Gen Storytellers: How Professional Writers Enhance Game Design
Price:$5.95

SKU#: GDC-06-111
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Description: Leading Hollywood Writers, all of whom are members of the WGA New Media Writers Caucus, discuss the future roles which professional writers will play in next-gen games. This session taps several professional writers' experiences with the game design process and explores how serving as experts on plot, character and dialogue, writers can help a team create more effective stories, deeper characters, and more memorable games.

Workforce Diversity, Tacit Knowledge and Profitable Games
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SKU#: GDC-06-109
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Description: An understanding of the importance of workforce diversity and the impact on the games we create.

Advanced Prototyping
Price:$5.95

SKU#: GDC-06-108
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Description: Creating effective prototypes of game designs, user interfaces, and technologies requires a unique set of skills and knowledge, somewhat distinct from the skills used in making a game. This lecture discusses creating these various types of prototypes from an advanced and in-depth perspective. The talk goes through a number of important questions and topics that should be addressed before, during, and after the prototype is created, including metrics for judging the effectiveness of prototypes, how to decide the focus of a prototype, how to design, start, and build the prototype, both from a content and a code standpoint, and how to iterate the prototype via testing and integrating feedback. Various approaches to these issues are compared and contrasted, with the end goal of teaching attendees how to create successful and high quality prototypes.


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