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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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VO from Start to Finnish: The Recording, Processing, and Localization of VO
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SKU#: GDC-06-088
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Description: A lecture and discussion about VO production.

Valve's Design Process for Creating Half-Life 2
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SKU#: GDC-06-087
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Description: This session describes the design process used to create HALF-LIFE 2, a process involving three nearly-independent design teams. It describes the design process and Valve's solutions to problems of quality, consistency, efficiency, production dependency, and scheduling.

Ultimate Spider-man DS: Creating Handheld Counterparts to Major Console Titles
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SKU#: GDC-06-086
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Description: Taking a handful to handheld. Handheld development is much more than just 16-color sprites running across screen in a quest to go from point A to point B. It’s now a realm of nonlinear progression, sprawling cities, and multiple playable characters existing in a polygonal playland of complexity. This session gives an inside look at how to create handheld games that can stand up to their big brother counterparts.

Tools and Workflows for Next Generation
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SKU#: GDC-06-085
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Description: From two members of the community entrenched in tools development for next-generation development, this session looks at new solutions for tool design and workflows for content developers to use in the battle of delivering games for current and next generation consoles.

Tomb Raider Legend - Scoring a Next-Generation Soundtrack
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SKU#: GDC-06-084
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Description: The soundtrack for the upcoming TOMB RAIDER LEGEND (PS2/PSP/PCXbox/Xbox2) represents a significant leap in the quality- and interactivity of game music. This session provides detailed information on how to score a next-gen soundtrack for one of the most known game brands.

Tips and Tricks for Modeling for Next-Gen Games
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SKU#: GDC-06-083
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Description: With the demand for higher quality and quantity of models for next-generation game titles, the productivity of 3D modelers has never been more important. This session demonstrates tips and techniques used for increasing the quality and quantity of 3D modeling.

The Neverwinter Nights 2 Toolset: A Case Study of Tools Development
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SKU#: GDC-06-082
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Description: This lecture is a case study of the NEVERWINTER NIGHTS 2 Toolset: a modern game toolset featuring multiprocess and multithreaded operation, plugin support, legacy data conversion, and designer-driven UI improvements, all developed with the Microsoft .NET framework.

The Make Art Button: Batches, Actions, and Scripts
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SKU#: GDC-06-081
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Description: This session covers techniques that artists can use to decrease their iteration time and increase their creative time, including batch files and the dreaded DOS prompt, Photoshop actions and Max (or MEL) scripts.

The Gym: Where The Incredible Hulk Goes To Train
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SKU#: GDC-06-080
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Description: This presentation examines how a general purpose GUI-based decision tree and state machine editing tool became the integrated solution for character mechanics, AI behavior and mission scripting in THE INCREDIBLE HULK: ULTIMATE DESTRUCTION.

The Game Design Challenge: The Nobel Peace Prize
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SKU#: GDC-06-079
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Description: The Game Design Challenge is back! This year’s theme: Design a game that could win the Nobel Peace Prize. Come and see how our contestants solve the design problem – and vote for the winner!

Taking Emotional Gameplay to the Next Level
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SKU#: GDC-06-078
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Description: While some might argue that games and stories are so different that every melding of the two is condemned to feel unnatural, designers are daily proving the reverse is true. From PRINCE OF PERSIA to HALO 2 to HALF-LIFE 2, game designers continue to integrate gameplay and emotion into emotional gameplay. This talk will offer an examination of the toolset being used in some recent successes, such as the games named above, with the greatest focus on HALF-LIFE 2.

Spore: Preproduction Through Prototyping
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SKU#: GDC-06-077
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Description: This session explains how prototyping can be the heart of a virtuous cycle during preproduction. The cycle is illustrated with concrete examples and numerous prototypes from Spore’s preproduction phase. Potential pitfalls are highlighted.

Sonic Sculpture: Practical Audio DSP for Games
Price:$5.95

SKU#: GDC-06-076
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Description: This lecture provides the groundwork for developing and using real-time audio digital signal processing effects, both from the aesthetic view (composer/sound designer) and the technical view (audio programmer).

Shadow Mapping Tricks and Techniques
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SKU#: GDC-06-075
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Description: This talk describes a variety of shadow mapping techniques along with performance and antialiasing improvements, as well as advanced algorithms such as smoothies and shadow silhouette mapping.

Show Me the Money -- Using Movie and Records Templates to Improve Composer Deals
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SKU#: GDC-06-074
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Description: Movie composers and recording artists have opportunities to earn that may go beyond those afforded game music composers. Comparing game music deals to those in related entertainment industries to see how their experience can help game composers to better paydays.

Scaring the Beejezus out of the Player in an FPS
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SKU#: GDC-06-073
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Description: A lecture by the designers of Capcom’s DARKWATCH, this session will discuss the theory and production challenges of creating fear in FPS games, focusing on lessons learned in DARKWATCH and demonstrating how these principles are being applied to DARKWATCH 2.

Rules Worth Breaking
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SKU#: GDC-06-072
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Description: In order to encapsulate hard-won knowledge, every field has developed its little rules of thumb, including look both ways before you cross the street (life), cut on action (movie editing), with rook vs. two knights, exchanging queens is worth a pawn (chess), and focus on the choices available to the player (games).^/BR^^/BR^ Some rules of thumb are cliches, some are platitudes, but others are wise and useful. In this session, as part of the continuing 400 Project, Noah Falstein and Hal Barwood will discuss the value of rules, examine some newly-collected rules from professional colleagues, and inquire about the artful breaking of rules as we reach for new ideas in game design.

Reinventing Your Company Without Reinventing the Wheel
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SKU#: GDC-06-071
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Description: The speakers describe lessons learned through experience and the books they read while rapidly expanding their company. Attendees gain knowledge that enables them to avoid the pain that others have endured while learning their lessons the hard way.

Profitable Growth – The $ and Cents of Growing a Healthy Studio
Price:$5.95

SKU#: GDC-06-070
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Description: A healthy studio is more than just fast code and cool shaders. It’s a demanding business with customers, cash flows, and creditors. In this session we look at designing financial management tools that help you build a great studio.

Practical Parallax Occlusion Mapping for Highly Detailed Surface Rendering
Price:$5.95

SKU#: GDC-06-069
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Description: This session examines existing displacement-mapping algorithms in real-time domain. It presents the pros and cons of these algorithms for game developers. Finally, it presents an improved parallax occlusion mapping algorithm for dynamic real-time lighting of surfaces including soft shadows, a directable LOD system, and robust critical height field-ray intersection computation. Issues of integrating this algorithm into game engines will be evaluated with a real game engine case study.

My Publisher Says: I Owe Him How Much?
Price:$5.95

SKU#: GDC-06-067
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Description: A lecture following on from last year's well-attended poster session on the same theme. Developers are getting wiser to the wiles of the publishers in avoiding paying royalties, but there's always more to learn.

Music Publishing in the Video Game Industry
Price:$5.95

SKU#: GDC-06-066
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Description: A follow-up of two panels from last year,

Music Implementation: Making Games Sound Like Interactive Movies
Price:$5.95

SKU#: GDC-06-065
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Description: This session includes a panel of seasoned professionals taking you into the nitty gritty details of expert music implementation in games. Specific case studies will be presented highlighting the state of the art on multiple platforms.

Muscle Systems for Game Production
Price:$5.95

SKU#: GDC-06-064
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Description: The sequel to last year’s “Helper Joints: Advanced Deformation on RunTime Characters,” this course explains the principal components involved in muscle systems and suggests ways these systems can be used in a game production pipeline.

Multiplayer Cheating: Dispatches from the Front
Price:$5.95

SKU#: GDC-06-063
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Description: This lecture shares many of Epic Games' educational successes and failures in over two years of protecting UNREAL TOURNAMENT 2004 from multiplayer cheating. Nuts-and-bolts steps that attendees can immediately put into action are a specific focus.


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