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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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Modeling Next-Gen Characters: From Concept to Game
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SKU#: GDC-06-062
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Description: This session discusses the character pipeline used at Epic Games to create the GEARS OF WAR characters. The speakers start with a character idea and take it from concept art, to extremely high-poly character mesh, to final in-game asset.

Loudness & Dynamic Range: From Theory to Reality
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SKU#: GDC-06-060
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Description: This panel goes beyond theory and leverages case studies as well as examples of recent successes from other industries. Issues covered include consumer product audio gain structure, absolute loudness measurement, and related subjects.

Level Building for Stealth Gameplay
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SKU#: GDC-06-059
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Description: This session discusses the unique level building demands created by stealth gameplay and presents analysis and design tools crucial for building stealth levels that players enjoy.

IP Jiu-jitsu: A Self-Defense Class for Developers
Price:$5.95

SKU#: GDC-06-058
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Description: A one hour crash course about IP and content-related risks in games development, paying particular attention to avoiding these risks. The course focuses on real-world examples of IP risks in games development and studio-wide best practices to reduce the risk of accidental IP infringement.

Implementing an Adaptive, Live Orchestral Soundtrack
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SKU#: GDC-06-057
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Description: Using real-world examples from products such as

How to Get the Perfect Music for Your Game
Price:$5.95

SKU#: GDC-06-055
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Description: Industry leaders present an insider's guide for studio/artistic directors and producers. The session offers valuable information on how to better hire, communicate, direct, and manage composers to achieve the perfect music for your game and vision.

How to Generate PR for your Games and Build a Franchise for Company Skills
Price:$5.95

SKU#: GDC-06-054
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Description: This session gives anyone in marketing an overview of the full range of PR techniques that can be used to promote a game, from the initial announcement to launch, review programs and strategy guides. All media are covered, from peer-to-peer developer sites to the top consumer media, including the potential for TV coverage and how to go after it.

Harnessing Hulk: Controls, Motion, Gameplay!
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SKU#: GDC-06-053
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Description: Every game lives or dies by its control system. How is yours doing? This session shares the motion design secrets that breathed life into HULK: ULTIMATE DESTRUCTION. Put the smash in your process!

Granular Synthesis in Next-Generation Games
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SKU#: GDC-06-052
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Description: Granular synthesis allows for a rich array of new possibilities of dynamic sampled sound manipulation on the next-generation platforms. The session demonstrates and examines granular synthesis methods to generate and enhance engines, dialogue, weapon effects, crowds and music.

Global Terrain Technology for Flight Simulation
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SKU#: GDC-06-051
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Description: This talk presents some of the terrain engine technology developed by Microsoft Game Studios, including techniques to handle large amounts of geospatial data, fiber and thread-based composition of surface textures, and triangulation of the global terrain mesh.

Game Design Considerations for Alternate Controllers
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SKU#: GDC-06-050
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Description: This session explores the unique design challenges and opportunities presented by alternate game controllers such as cameras, microphones and musical instruments, and describes a formal design methodology that can be utilized to develop games that use them.

Fundamentals of Secure Development
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SKU#: GDC-06-049
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Description: A comprehensive overview of the issues involved in writing secure code, as well as techniques for assessing risk, and tools and techniques for finding and remediating weaknesses without overwhelming the schedule.

Fun versus Offensive - Balancing the Cultural Edge of Content for Global Games
Price:$5.95

SKU#: GDC-06-048
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Description: A unique lecture on the importance of considering the cultural and political aspects of content with games and how such content affects global distribution, local market perception and bottom-line revenue. Engaging examples and practical action items are clearly employed.

From Design to Product: A Model for Independent Game Production
Price:$5.95

SKU#: GDC-06-047
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Description: So you've got an idea? Congratulations! Now what? This lecture will focus on how to turn your idea into reality, with practical examples and concrete methods drawing from an experienced developer. Learn how to start a small game company and leverage limited resources ($10K or less) to get your game developed into a commercial product.

Field Recording For Games
Price:$5.95

SKU#: GDC-06-046
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Description: This session explains the value field recording can add to a game project. Basics of field recording are explained, and audio examples from past recording sessions are played.

Extremely Practical Shadows
Price:$5.95

SKU#: GDC-06-045
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Description: An update and extension of the GDC 2004 presentation

Extreme Memory Optimization for Path-Finding and Spatial Partitioning Systems
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SKU#: GDC-06-044
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Description: This lecture explains how to advance innovative AI though 'Vantage Point Modeling', a new and extremely memory efficient spatial partitioning technique from the world of satellite imaging, including tips and tricks for world awareness, better path-finding, dynamic cover analysis, and squad based awareness.

Experimental Gameplay Sessions
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SKU#: GDC-06-043
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Description: A collection of short presentations showing new and experimental game designs.

Dynamic Sound Positioning: Tales of Audio in the Third Dimension
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SKU#: GDC-06-042
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Description: In this session we discuss the current state of 3D sound positioning, including models that favor more realistic distance and position cues models, challenges relating to prioritization and culling, and implications of 3D positioning for 5.1 and other multichannel environments.

Designing to Promote Intentional Play
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SKU#: GDC-06-041
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Description: Intentionality is the ability of the player to devise meaningful goals and achieve them through understanding of a game's system. This presentation proposes a set of tools to help designers offer players strong and compelling opportunities for intentional play.

Dancing with the Wind
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SKU#: GDC-06-039
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Description: This lecture focuses on the practical application of computationally cheap aerodynamics calculations within real-time physics systems. These techniques simulate complex wind/water effects that add subtle, emergent details, making your virtual game worlds appear more alive and interesting to the player.

Crowds In A Polygon Soup: Next-Gen Path Planning
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SKU#: GDC-06-038
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Description: This sessions discusses a next-generation motion planning system featuring automatic usable-free-space computation from an arbitrary polygon soup, quick dynamic updates at runtime, and its use for crowd/squad movement behaviors.

Creating World-Class Graphics on the PSP
Price:$5.95

SKU#: GDC-06-037
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Description: Learn tricks and tips from artists who have created the look for world-class PSP games, including The Sims 2 PSP, Lord of the Rings Tactics PSP, and others. This session answers the question, “What are the real limitations of the PSP and how do I work around them?” The lecture shares the research and discovery of Amaze Entertainment, a PSP developer.

Creating Stubbs the Zombie with the Wideload Model
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SKU#: GDC-06-036
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Description: Alexander Seropian gives a postmortem on their studio¹s first title, Stubbs the Zombie. Find out what it¹s like to create a brand new company, IP, game, and production model all at the same time.

Which Patents Have You Violated Today?
Price:$5.95

SKU#: GDC-06-035
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Description: The expanding number and scope of patents relating to game technology will be discussed in the context of what motivates inventors to seek and then enforce patents, representative patents and the status of major pending cases, and the steps that can be taken by developers and publishers to increase their sensitivity to patent risks and to ability to detect and avoid the claims of patent owners.


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