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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 2006 Category

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Big Brands, Small Screens
Price:$5.95

SKU#: GDCM-06-028
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Description: From classic arcade titles like PAC-MAN to the always popular TETRIS, branded mobile games are starting to become more everpresent on the carriers' respective top ten lists. Even Hollywood properties like Wheel of Fortune, Spider-Man, and Batman Begins are starting to show that well-made titles matched with big brands equal a lot of revenue for everyone involved. This session seeks to highlight the main advantages and disadvantages of working with big brands for mobile games.

Creating MMOGs for Mobile Phones
Price:$5.95

SKU#: GDCM-06-027
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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


Mobile Operator Spotlight Panel
Price:$5.95

SKU#: GDCM-06-025
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Description: This session brings together senior executives, from leading wireless networks from around the globe, to discuss the strategies for distributing, marketing, and merchandising mobile games.

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

SKU#: GDCM-06-024
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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
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SKU#: GDCM-06-023
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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
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Description: For the past four years, David

Porting 700 Versions of Splinter Cell Chaos Theory for Simultaneous Launch
Price:$5.95

SKU#: GDCM-06-021
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Description: Porting several versions of a mobile game is key to ensuring that each gamer, regardless of whether the handset is outdated or the latest and greatest, is able to have the best gaming experience possible on their mobile phone. Gameloft has had vast experience in this field with the launch of Tom Clancy's Splinter Cell Chaos Theory. For this title, Gameloft ported 700 versions of the game application to various handsets. All of the porting and testing was done in-house in order to ensure the quality of the game. It is important to port several versions of a game to as many handsets as possible in an effort to reach a wider audience of mobile phone users.

Look Ma, No Hands (Wires): The Beginning of Physical Retail Disruption?
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SKU#: GDCM-06-020
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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.

Beyond Polyphony: Maximizing Audio on Mobile Platforms
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SKU#: GDCM-06-019
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Description: What a difference a year makes in the fast-paced mobile game arena! Audio technology on mobile phones continues to improve at a pace faster than any game platform in history. Since last year's GDC, new audio developments have emerged – from a new Java multimedia spec (JSR-234) to several enhanced CMX versions to a new Interactive Audio SIG initiative. Handset manufacturers have followed with sophisticated hardware featuring new capabilities such as Layered Audio, 3D positional sound, and multisequencing, to name but a few.

New technologies available on today's phones along with development and implementation issues are discussed. Solutions are presented for efficient audio implementation across a variety of handsets that not only result in superior game and brand-strengthening audio but also give developers the opportunity to leverage the market value of unique soundtracks in their games.


Mobile Musical Instruments: Bringing Music Creation to the Masses
Price:$5.95

SKU#: GDCM-06-018
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Description: The technology now exists for utilizing wireless handsets as true musical instruments, and the opportunity for game designers, handset makers and wireless operators to cash in on a new lucrative market will soon be at hand. Music product sales in the U.S. alone hit a record breaking $7.3B in 2004, reflecting unprecedented consumer interest in playing an instrument. In fact, 54 percent of American households have at least one person who actively plays a musical instrument.

As more consumers are turning to music for its many proven benefits, which include helping young children learn and develop, relieving stress in teenagers and adults, as well as staving off some effects of aging in senior citizens, the mobile devices are poised as a ready, willing and able platform to offer consumers music creation capabilities on the go, anywhere, anytime.


Creating Audio for Mobile Games
Price:$5.95

SKU#: GDCM-06-017
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Description: Developing audio content for mobile games presents sound designers and composers with a series of challenges: limited CPU, tight bandwidth, cross-platform incompatibilities and more. Fortunately, we've been there before and have developed techniques for creating interesting and entertaining soundtracks despite the resource constrained environment. Some of the same tricks of the trade that were useful in early PC games and dial-up Web sites can be used to good effect on mobile devices.

This session discusses techniques for creating large amounts of sound and music using ridiculously small files, compression options, speaker size limitations and other mobile audio issues. The author demonstrates some original, interactive soundtracks for games on the T-Mobile Sidekick.


Covering All Dimensions: Developing a Mobile Game Title in 2D and 3D
Price:$5.95

SKU#: GDCM-06-016
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Description: This lecture focuses on the unique challenges of developing both 2D and 3D versions of a mobile game title. It discusses these issues while going through several case studies of development projects within the last two years.

The case studies include 2D and 3D titles, such as EXTREME AIR SNOWBOARDING, BEACH MINI GOLF, MINI GOLF: CASTLES, AND RACING FEVER GT. The structure of case studies take a postmortem like approach of what went right and what went wrong. As the lecture goes through the case studies in chronological order, the audience is able to see how the approach gets refined with each consecutive project. The latest cases highlight the major breakthroughs made at Digital Chocolate on how these kinds of projects should be organized.


The BREW Bag of Tricks
Price:$5.95

SKU#: GDCM-06-015
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Description: Qualcomm’s BREW has quickly become the dominant mobile platform in today’s wireless landscape. However, BREW is not perfect and through the various incarnations of BREW and the different SDK versions, a series of inconsistencies, problems and errors have surfaced which make developing for the platform challenging and often time-consuming. How do you deal with a platform where full functionality of the core APIs is not guaranteed? How do you create successful games on cell phones that show unpredictable behavior, and may or may not do what they are supposed to? How does a developer face this challenge to ensure that his titles are functional across a variety of phones, despite incomplete feature set implementations, misbehaving hardware and a lack of corrective support.

This session takes a look at the problems that BREW developers face and offers concrete solutions on those issues, covering them with code examples, potential work-arounds and additional information. It gives participants a good overview over the current state of BREW, and the challenges it poses to developers hoping to cover as many handsets as possible.


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

SKU#: GDCM-06-014
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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
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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
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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.

Developing Games for Global Distribution
Price:$5.95

SKU#: GDCM-06-011
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Description: Tier-one mobile game publishers are putting increasing pressure on their developers to create games that can be leveraged across global distribution channels. A global hit requires distribution on 100+ carriers worldwide, 320+ unique handsets, 2,400+ individual SKUs, 10+ languages, and multiple operating systems. While handset fragmentation has always been the key challenge for mobile game development, the stakes are raised exponentially for games intended for distribution in multiple territories around the world. Using real world examples of games distributed in the Americas, Europe and Asia Pacific, this presentation outlines four key challenges faced by global game developers and offers concrete solutions for addressing those challenges.

The four key challenges include:
1. Picking the right reference handsets to optimize the global porting process
2. Planning for SKUs, not ports
3. Accomodating global distribution practices
4. Deploying technology innovation in the global marketplace


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

SKU#: GDCM-06-010
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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
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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
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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.


Licensing Without Tears: 10 Steps to Success in Content and Brand Licensing
Price:$5.95

SKU#: GDCM-06-007
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Description: Brand and content licensing plays a crucial role in the mobile games industry. From games based on major movies, through to sports simulation games and extensions of console games, brand and content licensing deals underpin many of the most commercially successful mobile games of our age. This talk identifies the 10 most important deal points in brand or content licensing deals, including the licensor’s approval rights over the game; the practical assistance required from the licensor during game production; and how to value the licence in the first place.

Using real-world examples taken from the videogames industry, the lecture and associated white paper examine how these 10 points should be negotiated to promote a long term successful relationship with a licensor, and how they can cause the failure of a games project when ignored. It also addresses how the licensing relationship has to be managed constantly, long after the original negotiation has been forgotten.


What Mobile Publishers Are Looking For In Developers
Price:$5.95

SKU#: GDCM-06-006
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Description: This goal of this panel is to present from the publisher perspective and from the developer perspective what mobile publishers are looking for in their developer partners. What do publishers look for with respect to technology, staffing, experience, and deals with developers? Most importantly, from the publisher's or buyer's perspecitve what should developers be looking to do to secure more mobile development work and better deals.

Deal Points and Pitfalls in Mobile Game Development Contracts
Price:$5.95

SKU#: GDCM-06-005
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Description: Everyone is looking for the next big thing in mobile content. Analysts think it is games. As the thinking goes, mobile games can be made cheaply, include big brand names ranging from Nike and BMW to 50 Cent and Al Pacino. They can be compelling to people of all ages waiting on subway platforms, in school buses, dentist offices and box office lines, or just hanging out in the park. Perhaps the analysts are right.

This lecture explores: 1) the legal pitfalls in mobile game development agreements; 2) licensing rights to use celebrity names and likenesses, music, or other pre-existing elements to make games appealing to buyers; 3) licensing underlying technologies owned by outside parties; 4) rights issues associated with selling product placements within games; 5) clearing all these rights for international distribution, and covering yourself from being ripped off in foreign markets; and 6) white label deals and international re-licensing using assets that appeal in different cultures.


The Mobile 3D Programmers Cookbook
Price:$5.95

SKU#: GDCM-06-004
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Description: The introduction of 3D graphics for mass market mobile phones has brought mobile gaming a small step towards to what was has been possible in PC and consoles for more than a decade. But developing for mobile phones presents some unique challenges that you have to deal with in order to be successful.

This lecture presents the status of current hardware and APIs for 3D capable phones and gives away a set of recipes on how to program 3D games for mass market mobile phones. The lecture discusses the most common pitfalls to avoid in J2ME 3D programming. It also explains how to handle portability, scaling and optimization for a variety of performance characteristics. Real world examples are used to illustrate how the ideas work in practice.


Mobile 3D Development and COLLADA
Price:$5.95

SKU#: GDCM-06-003
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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.


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