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GDC 2006 Category

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Khronos: Creating the Embedded Media Processing Ecosystem
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SKU#: GDCM-06-002
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Description: This presentation provides insights into Khronos' rapidly forming ecosystem of open standards for embedded graphics and media processing, including: key market drivers, the role of the Khronos Group, and an overview of how 3D and media processors are beginning to ship into the mobile market place.

The presentation also covers the key features and roadmap of the main Khronos standards: the OpenGL ES 3D API including the newly announced OpenGL ES 2.0; the new OpenVG standard for accelerated high-quality 2D vector graphics; OpenSL ES for foundation-level audio processing; OpenMAX for video and image processing; and COLLADA for streamlined 3D content authoring.


OpenGL ES 2.0: Shaders Go Mobile
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SKU#: GDCM-06-001
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Description: OpenGL ES 2.0 represents a major milestone in the convergence of graphics capabilities between desktop and handheld gaming devices. The OpenGL ES 2.0 specification introduces the majority of the functionality used by today’s desktop games into the embedded space. The latest version of OpenGL ES will have a major impact on mobile game developers. In keeping with the design goal of removing any redundancy from the API, the Khronos group has completely removed fixed-function vertex/pixel processing. While this change ushers in the shader era to mobile gaming, it also means that mobile game developers will need to make significant changes to their applications. The goal of this presentation is to review in detail what has changed in OpenGL ES 2.0 and what the changes mean for mobile game development.

The discussion begins by briefly reviewing the history and design goals that drove the OpenGL ES specification. The changes to the OpenGL ES API for version 2.0 are then discussed from three different directions: what has changed in GLSL, what is new relative to OpenGL ES 1.1, and what has changed from OpenGL 2.0 on the desktop.


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

Crowd Simulation on PS3
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SKU#: GDC-06-173
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Description: Efficient large scale simulation of crowds and flocks on the multiprocessor Cell architecture of the PS3. This system simulates thousands of individual autonomous characters interacting at 60 frames per second. The presentation will include demos and detailed discussion of algorithms, data structures and the multiprocessor approach taken in this work.

A Discussion on Story and Music and the Business That Brings Them Together
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SKU#: GDC-06-172
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Description: Overview to follow.

The Art of Orchestration
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SKU#: GDC-06-171
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Description: Lennie Moore, Cris Velasco, and Erik Lundborg will provide an in-depth two-hour Lecture on the art of orchestration, assisting videogame composers with the ability to transport their musical vision from the computer to a live orchestral recording session.

G.A.N.G. Demo Derby
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SKU#: GDC-06-169
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Description: Attendees are invited to present their demos to a panel of industry professionals for feedback, evaluation and tips on creating a solid demo.

An Overview of Xbox 360 Audio
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SKU#: GDC-06-168
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Description: This talk will present an overview of the audio and music capabilities of Xbox 360.

The Role and Impact of Visual Art Director for "Next Gen" Games
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SKU#: GDC-06-167
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Description: This session will discuss how such a model of redefining artistic management can contributes to the efficiency and overall quality of the project.

High Performance Physics Solver Design for Next Generation Consoles
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SKU#: GDC-06-166
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Description: This presentation guides developers though the unique code and data design considerations required to build high-performance game engine components for the next generation console hardware. Using examples from specific physics solvers such as fluids, cloth, rigid and articulated bodies, it highlights the necessary steps for designing and implementing efficient code that makes full use of the hardware's impressive potential.

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.

Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI
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SKU#: GDC-06-163
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Description: Overview to follow.

Case Study of a Japanese Casual Game Community Portal
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SKU#: GDC-06-162
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Description: Overview to follow.

Successful Outsourcing on AAA Games - A Case Study of Forza Motorsport
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SKU#: GDC-06-161
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Description: Brief overview to follow

Entering the Chinese MMO Market
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SKU#: GDC-06-160
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Description: The Chinese online game industry has grown tremendously in the last few years – so much that it now rivals South Korea's marketplace, especially with the uptake of massively multiplayer online (MMO) games. Chinese titan Shanda has influenced this trend by publishing the MMO hit, Legends of Mir 2. In this lively moderated session led by Eugene Evans from Mythic Entertainment, Shanda's Adam Lang sheds light into the distribution and development options of the Chinese market, as well as the design and art of Chinese MMOs. Most importantly, he addresses the work he's done in tracking Chinese players and the interests and behaviors of the Chinese market overall. In addition, he shares his insights on the opportunities and challenge facing companies interested in entering the China game market.

Physical Gameplay in Half-Life 2
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SKU#: GDC-06-159
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Description: With Half-Life 2, Valve added rigid body dynamics to their game design vocabulary. This kind of shift in core technology can affect hundreds of aspects of an established game design. How did Valve evaluate, explore, refine, and deliver these changes? What were the challenges along the way? This session will focus on the decisions that made physics technology a successful addition to the Half-Life universe.

Creating: Inventing Feature IP and Understanding Its Benefit
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SKU#: GDC-06-158
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Description: The tension between development team’s desire to create and publisher’s need to maintain predictable franchise properties often works to the detriment of both, as classic franchises become stale and new, inventive products fail to sell. This presentation addresses the process of feature intellectual property creation and methods for stimulating invention within both existing and new franchise products and presents tools and ideas to identify, create and understand the real benefits of feature IP, to the consumer.

Rigging Beautiful and Believable Organic Characters
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SKU#: GDC-06-157
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Description: Description to follow.

GDC Mobile 2006 Wrap-Up
Price:$5.95

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 Digital Distribution & Mainstream Games
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SKU#: GDC-06-153
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Collada for Playstation3
Price:$5.95

SKU#: GDC-06-152
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Description: COLLADA 1.4 was released in January 2006 as an open standard by the Khronos group. It contains COLLADA FX, a cross platform shader effect specification, COLLADA PhX, an API-independent physics properties specification, and many other features. During this presentation we will demonstrate how COLLADA can be used in a modern tool chain for content production for PS3-class devices. We will introduce many of the tools that implement this specification, and showcase with live demonstrations how this content can be brought into a game running on the PS3.


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