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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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What's Next in Design
Price:$5.95

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

Next-Generation of Character Concept Art: Creating Photo-real People Who Don’t Exist
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SKU#: GDC-06-149
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Description: With character modeling and texturing taking 3 times longer to create than previous generations, it is more important than ever to have explicit directions on what you are trying to achieve, before modelers even start touching a vertex. This presentation goes over the new degree of strategies and techniques during the concept stage for creating photo-realistic characters. To demonstrate the concepts discussed, imagery will be shown offering a rare peak at one of Midway’s flagship Next-Gen titles.

Cinematic Game Design
Price:$5.95

SKU#: GDC-06-148
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Description: This session analyzes how films use certain techniques to achieve a specific emotional responses, then considers how these same techniques can be applied to interactive gameplay.

The 7 Deadly Sins of Music Licensing
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SKU#: GDC-06-147
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Description: Licensed music has become increasingly important on video games with productions values and the quality of sound on next generation consoles having been raised over the last few years. A number of highly acclaimed games have used licensed music to place the player in a place and particular era, brilliantly and this has now become the norm. The session will explore in detail the seven stages that must be worked through in music licensing, from ownership to clearances and the deadly sins to avoid at each stage. The session will give attendees information on what to do and a few industry tips to ensure you get the bands/artists and songs you are really after for you game. The session will also look at how to work with established bands and artists on commissioned music for your project.

Brand Development for Video Games
Price:$5.95

SKU#: GDC-06-146
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Description: This session will cover easy steps for creating a brand from scratch as well as maintaining existing brands, even those where the IP is held by a licensor. Specifically, it will explore how we developed the brands for EyeToy® and SingStar® and how we utilized the existing brand of 24. Finally we'll look at the kind of brand management issues you may encounter and how to alleviate them in advance.

Innovation, Accessibility & Diversity: How “Karaoke Revolution” and “Guitar Hero” Reach Out to the Broader Market
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SKU#: GDC-06-145
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Description: In order for the gaming industry to truly become a mainstream form of entertainment, publishers and developers need to consciously attract casual gamers and non-gamers. Many potential gamers hold negative perceptions about console gaming. How do we invite this wider audience, with all of their expendable income, to play games with us? How do we encourage them to run out and buy a video game console? At Harmonix, we have attracted new gamers by creating innovative new ways to play video games. We have designed games that are accessible to people who don’t currently play video games. We have worked hard to understand our target audience, and we have assembled a uniquely diverse development team that reflects the diversity of our target audience. This session will examine how applying this set of guiding principles to the development of the “Karaoke Revolution” game series and “Guitar Hero” has allowed Harmonix games to reach beyond the traditional console game audience and introduce the thrill of playing video games to a broad range of new consumers.

Film and Game Sound Panel: Design Choices
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SKU#: GDC-06-144
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Description: Historically, sound in games has struggled to keep up with reality using limited channels and horsepower. As these limits disappear over time, with improved game platforms and development tools, how will we use this newfound power? If we simply attach sounds to everything in a game world, we’re making VR, not the emotionally engaging experiences we expect from the best games.^/BR^^/BR^ Sound can create subtext that may not be directly perceived by the player but yet still leaves a lasting impression. It can guide the listeners’ attention, clarifying or misdirecting. It can subtly exaggerate in ways that help make up for missing stimuli such as smell, touch, and vertigo. It can make a calm setting scary, and make a complex scene understandable.^/BR^^/BR^ The best film sound people have been dealing with these issues for years, often with great success. This panel will discuss these issues, ways that some films have dealt with them, and discuss challenges that game sound pros face in dealing with these matters in a real-time environment.

The Zen of Wi-Fi: A Postmortem of the Wireless Features of Nintendo DS
Price:$5.95

SKU#: GDC-06-143
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Description: Nintendo Wi-Fi Connection, Takao Ohara addresses what went right and what went wrong in implementing wireless capability on the Nintendo DS, and also explores the lessons learned that can be applied to consoles as well. Ohara will also offer tips for developers who want to make their games Wi-Fi compatible, with the ultimate goal of getting new people involved in playing video games.

Is That a Franchise in Your Pocket? An Animal Crossing: Wild World Case Study
Price:$5.95

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.

Sim, Render, Repeat – An Analysis of Game Loop Architectures
Price:$5.95

SKU#: GDC-06-140
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Description: This session delves into the nuances of game loops, their timings, and their architectural impacts, and then provides a detailed look at how to extend the architectures for Next-Generation multi-CPU hardware environments.

God of War: How the Left and Right Brain Learned to Love One Another
Price:$5.95

SKU#: GDC-06-139
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Description: Take one right brained, random, creative Lead Designer. Add a left brained, analytical, special-case hating Lead Programmer. Make an artistic, special-case heavy game without them killing each other. How to structure engine, tools and pipeline to make a creatively driven game.

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

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
Price:$5.95

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.

Easy Come Easy Go: True in Poker, Not True in the Costly World of Hiring & Firing
Price:$5.95

SKU#: GDC-06-134
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Description: Malcolm’s presentation explains the value of hiring from within, making sure that employees are aware of the new position and allowing them to apply for the job or provide feedback about the position. During the hiring process, a defined plan for finding, interviewing and screening candidates will assure success. Malcolm will discuss ways to make this process smoother for existing personnel and more rewarding for both the company and the employee. Once a candidate is selected, the hiring process may involve an offer letter, letter of intent, employment contract, or other legal documents. Jeff will explain why employment contracts are essential to help define the nature of the employee’s position, address confidentiality issues and establish ownership of ideas, work product, etc. Jeff will also touch on the importance of a properly drafted personnel handbook, and the importance of keeping careful personnel records in the event of a potential termination. Game development companies face unique personnel challenges involving a highly educated and motivated work pool with high turnover and heavy focus on salary over intangible benefits. Stacy will discuss how to find the right balance of compensation, insurance and retirement benefits to attract, and keep, top employees. She will provide several cost analysis samples to demonstrate how a benefits package can be structured. The presentation will be informal with questions and comments encouraged. Simple spreadsheets, case studies and sample documents will be provided to demonstrate key points.

God of War: Sound and Music Production
Price:$5.95

SKU#: GDC-06-133
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Description: This session will focus on the production strategies, tools and techniques behind both the sound and music in Sony Computer Entertainment’s GOD OF WAR. Emphasis will be on the how the creative vision for the audio was realized through collaborative design, content production and audio implementation. GOD OF WAR has been one of the most acclaimed titles of 2005 with music and sound receiving high ranks in most reviews, including some ‘10 out of 10s’.

Future Character Design: Out of the Lab and Into Your Game
Price:$5.95

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.

Extensible Rendering and Previsualization of Art
Price:$5.95

SKU#: GDC-06-131
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Description: The lecture will begin by looking at the stages of a common content development processes. Based on these timelines, tools, technique, and technologies will be identifies as candidates to reduce or remove stages and bottlenecks. Different approaches targeted at the same point in the timeline will be compared and contrasted. Additionally we will look at the impact on the different engineering and design disciplines because less work for one group may create more work for another.

Deploying 3D Games and Virtual Worlds in the Web Browser
Price:$5.95

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.

Multiple Site Game Development
Price:$5.95

SKU#: GDC-06-129
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Description: With the ever increasing scope of projects, decreasing timescales and proliferation of platforms the single team monolithic development process is coming under increasing strain. This presentation looks at one mechanism which goes some way to addressing these challenges: multi-site (multi-vendor) development. Specifically we will be looking at development which sits above the outsourcing of sets of assets, but below the subcontracting of an entire sku. The session will start by looking at reasons for considering this sort of multi-site development and then will move on to discuss the challenges posed by this structure by drawing on experience gained within Kuju over a couple of significant recent real life projects.

The Life Cycle of a Successful Small Game Development Studio
Price:$5.95

SKU#: GDC-06-128
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Description: This presentation examines the life cycle of game studio startups from inception through production to final exit and beyond. Examples are drawn from several real-life situations, covering executive, creative, technical, production, financial, and similar issues.

Tomorrow’s Military Shooter: Challenges in Next-Gen Wargaming
Price:$5.95

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
Price:$5.95

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.

Ten Strategies to Reduce Costs on Large Scale MMP Development
Price:$5.95

SKU#: GDC-06-125
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Description: The costs of MMP development is getting out of hand with production budgets for AAA titles reaching well over 20 million with team sizes of over 100, and three plus years to develop. Most of the development is going into content and the bar is being raised every year. The highest cost is content and developing good strategies up-front to facilitate rapid content development will save both time and money. This lecture will discuss ten strategies that reduce development costs while maintaining quality.

Feeding the Monster: Advanced Data Packaging for Consoles
Price:$5.95

SKU#: GDC-06-124
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Description: This lecture explores game asset generation and loading strategies by proposing a multi-platform data packaging solution that yields minimal loading times and scales to the increasing amount of content expected from next-generation games.


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