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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 2007 Category

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Do your Handset Ports in Minutes! A Lesson in Streamlined Development and Production for the Forward-Thinking Developer
Price:$7.95

SKU#: GDC07-3959
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Description: Developing games for the mobile market is challenging in many ways. With literally every phone handset having its own technical specs and quirks, and featuring a variety of operating systems, one of the biggest challenges for successful developers in this field is to overcome these differences and create code that is easily portable into all environments without sacrificing performance.

It is Okay to Touch your Customers
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SKU#: GDC07-3958
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Description: The production quality of mobile games continues to increase and the capabilities of the handsets continue to improve. The market penetration into the consumer audience, however, has failed to move measurably in the past year or more. What can mobile game developers do in order to increase their "three Rs": Relevance, Revenues, and Repeat Business? This presentation will examine different ways for game developers to touch their customers, and how that can be important to their future and the future of the entire mobile marketplace.

Finding the Fun First: An Agile Mobile Game Development Case Study
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SKU#: GDC07-3957
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Description: The most important - and difficult - part of game development is to get the core of the gameplay right, find that magic that makes it fun. It doesn't matter how well the game is executed if it is missing that essential ingredient that hooks the player to come back for more.

Mass Multiplayer Mobile Games and Communities Case Study: Path of a Warrior (Mon)
Price:$7.95

SKU#: GDC07-3956
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Description: Path of a Warrior has been one of the most successful mobile mass mulitplayer title in Korea, bringing in advanced technology, new business models, and large community into the mobile sector. In this session, Path of a Warrior, will be broken down into elements on how this whole success could be achieved from the beginning and also show how this could be an exciting new motivation to the whole mobile gaming industry by bringing in the whole community.

Simultaneous Development Across Mobile and Handheld
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SKU#: GDC07-3955
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Description: Mobile and handheld devices are converging on many fronts. CPU power, graphics capability, RAM and connectivity on medium to high-end mobile platforms are comparable to their handheld cousins. This begs the question: can we foresee cross-platform development which targets both mobile and handheld platforms?

Creating Duke Nukem Mobile
Price:$7.95

SKU#: GDC07-3954
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Description: This session offers a postmortem on what went right and wrong in the development of Duke Nukem Mobile and details its scalability across a wide range of mobile devices. Duke Nukem Mobile, Duke Nukem Mobile 3D and Duke Nukem: Bikini Projects are critically acclaimed adaptations of the Action Super Hero's PC Universe. This session includes a sneak preview of Prey Mobile.

Using Touch, Sight, and Gesture in Mobile Games
Price:$7.95

SKU#: GDC07-3953
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Description: One of the limiting factors for mobile games development is the limitations of the standard ITU-T keyboard which is the main interface for the vast majority of mobile phones. However, the convergence of the mobile phone with other technologies, such as RFID/NFC, Cameras, and 3D motion sensors, we have the opportunity to use new relational interfaces based on touch, sight, and gesture to create new and exciting game play experiences for mobile games players. This talk presents examples and demonstrations for these new interfaces together with details of the user experiences of these interfaces.

Maximizing Meaning: Practical Uses of Semiotics for Better Mobile Game Design
Price:$7.95

SKU#: GDC07-3951
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Description: The limitations of the platform--small screens, tiny jar sizes, lack of heap memory and low processor power--characterize the creative process of making mobile games. These limitations too often lead developers to make sacrifices with regard to the amount and scope of the content.

The Experience is King: Social Gaming for the Next Generation
Price:$7.95

SKU#: GDC07-3950
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Description: Real next generation gaming is not about the machine or its capabilities, this should be transparent - it is about the experience the player(s) receive - more and more social games are coming to market in a big way (singstar/eyetoy/buzz/guitar hero/dance, dance revolution). These genre-busting games are based on a competitive performance (singing, dancing, moving etc) and typically the performance is captured using a non-traditional, bespoke controller.

Art Direction Vision: Defining, Communicating, and Delivering It
Price:$7.95

SKU#: GDC07-3948
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Description: Art directors from three high profile next generation titles share their best practices and lessons learned.

Writing For The Hero with a Thousand Faces - Storytelling Challenges and Gears of War
Price:$7.95

SKU#: GDC07-3943
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Description: Storytelling in games is a collaborative process. The player is in charge. Is it possible to create content that is both meaningful AND interactive? Yes. It's tough, but it can be done. The trick is to tell stories WITH your players, by leveraging a few simple principles. In this session, the scriptwriter from Gears of War presents lessons learned.

The Secret Garden: Mobile Games and The 4% Addressable Market Who Love Them
Price:$7.95

SKU#: GDC07-3941
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Description: This is an entry level talk for people who wish to understand the mobile games marketplace, where are the challenges, and where are the opportunities. The downloadable mobile games marketplace launched in north america in 2002. The largest player was acquired for $680M by EA, and many other companies are struggling to maintain traction. What is all the excitement about, and how can you participate?

Console Wars: Issues for the First Two Years of Next-gen
Price:$7.95

SKU#: GDC07-3940
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Description: Don Daglow reviews what's different about creating games in the first two years of any console war, and also what's different about this particular installment of the ongoing battle for console dominance. Based on his 35 years of game design experience and five major console hardware cycles, both business climate and game design factors will be covered.

Developer/Publisher Wars
Price:$7.95

SKU#: GDC07-3906
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Description: This panel of industry veterans provides guidance into anticipating, avoiding, preparing for, resolving and litigating the many types of clashes between developers and publishers.

Accessibility Idol: Season Finale!
Price:$7.95

SKU#: GDC07-3887
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Description: Game industry veterans have long been bemoaning the fact that they've already seen it all, done it all -what is possibly left to be done in gaming that they didn't already do in 1970 - 1980 - er - make that 1990. Then IGDA TV came to them with the challenge that they could not ignore the next chapter in total global gaming dominance making sure their games could be played by the 10-20% of the population with disabilities.

Women and Games in the Future
Price:$7.95

SKU#: GDC07-3886
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Description: This session looks at the two closely linked topics of what the future holds for women in game development and the types of games that will be available for girls and women in the future.

Ten Games You Need to Play: The Digital Game Canon
Price:$7.95

SKU#: GDC07-3885
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Description: This panel mixes up game designers, researchers, and journalists -- all players, too -- to answer this question. And expect to hear an appeal or two about the need to solve the problem of long-term preservation of these games as part of our cultural heritage . . . before they disappear forever.

Burning Mad: Game Publishers Rant
Price:$7.95

SKU#: GDC07-3884
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Description: For the last two years at the IGDA's rant session, game developers have delivered explosive tirades, heartfelt anger, and revolutionary manifestos. This year, publishers get even.

Censorship of Video Game Content: Time to Fight Back
Price:$7.95

SKU#: GDC07-3883
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Description: The intent of this lecture is to educate the attendees regarding the current legal climate associated with video game content laws, and evaluate some potential future trends.

Quality of Life in a Global Game Industry
Price:$7.95

SKU#: GDC07-3882
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Description: The rise of game development shops across the globe, and the increased use of offshore and inshore outsourcing could have developers feeling like they are losing leverage in making arguments for good quality of life practices. But, do globalization and the ability to outsource work really abdicate the need for quality of life both at home or abroad?

Online Games: The Asian Flu
Price:$7.95

SKU#: GDC07-3870
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Description: Are online games just for hobbyists? Is social gaming going to be the next Internet sensation? As a warning, this thought provoking presentation may make industry executives uncomfortable because of the direct unfiltered unedited analysis.

PS3: Audio Development From the Trenches
Price:$7.95

SKU#: GDC07-3867
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Description: Now that the PS3 has been launched and the first wave of titles have been released what was/is it like to develop audio for this platform? Attendees learn tricks and tips for audio development on the PS3 platform and hear about games that have been released or are in development. Attendees will have an opportunity to ask questions of the panel about their experiences.

How to Convert to Data-driven Audio and What Can Go Wrong
Price:$7.95

SKU#: GDC07-3866
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Description: This lecture explains how to convert from a distributed to a data-driven sound specification system and which obstacles come up along the way. The experience that was gathered while centralizing audio production workflow for our upcoming title CRYSIS is discussed and explained through specific examples.

Exploring Multiplayer Sound Design in Ghost Recon: Advanced Warfighter
Price:$7.95

SKU#: GDC07-3865
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Description: Using work from the GHOST RECON series to help illustrate its points, this session demonstrates the importance of 3D audio-based sound design in creating detailed, natural spaces and combat sequences in complex multiplayer environments.

Anatomy of an Experimental Game Score
Price:$7.95

SKU#: GDC07-3864
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Description: This session offers a step-by-step discussion of the score for the video game BioShock, from concept to execution to implementation.


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