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Why Now Is the Best Time Ever to Be a Game Developer

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Luck and Skill in Games

Minimalist Game Design for Mobile Devices

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GDC 2010 Category

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An Overview to Creating Games with Palm's Plug-in Development Kit (PDK)
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SKU#: GDC10-10565
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Description: An Overview to Creating Games with Palm's Plug-in Development Kit (PDK)
Speaker: Jeff Bush (Director webOS Graphics & Gaming, Palm)
Date/Time: Friday (March 12, 2010) 3:00pm — 4:00pm
Location (room): Room 300, South Hall
Track: Programming
Format: 60-minute Sponsored Session
Experience Level: All

Session Description
Come learn how to take full advantage of the advanced hardware capabilities of Palm's webOS devices--including full OpenGL ES 1.1 and 2.0 support--using the recently announced Plug-in Development Kit (PDK). This technical session will provide an architectural overview of Palm's hardware and software platforms and then provide hands-on details for how the PDK exposes these capabilities.

Intended Audience
This session is geared toward programmers who are familiar with C/C++ programming and are interested in writing and porting games and compiled code for webOS.


The State of Social Gaming: Industry Overview and Update
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SKU#: GDC10-10556
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Description: The State of Social Gaming: Industry Overview and Update
Speaker: Justin Smith (Editor, Inside Network)
Date/Time: Tuesday (March 9, 2010) 11:15am — 11:45am
Location (room): Room 134, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 30-minute Lecture

Session Description
Social games have come a long way since 2007. What started as Zombies and Vampires two years ago is now a full-fledged industry that spans platforms, continents, and generations. How did we get here, and where are we going? Justin Smith, founder of Inside Network, a company focused on providing market research on the social gaming industry, will give a detailed look at the key trends, risks, and opportunities facing the space, including emerging platforms, regional ecosystems, payment trends, and key players in the space.


Brew Gaming State of the Union: New Market Opportunities and Platform Capabilities
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SKU#: GDC10-10551
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Description: Brew Gaming State of the Union: New Market Opportunities and Platform Capabilities
Speaker: Jason Kenagy (Vice President of Product Management and Business Development, Qualcomm CDMA Technologies), Marc Nijdam (Brew Evangelist, Qualcomm)
Date/Time: Tuesday (March 9, 2010) 10:00am — 11:00am
Location (room): Room 309, South Hall
Experience Level: All
Summit: GDC Mobile/Handheld
Format: 60-minute Lecture

Session Description
Since the earliest days of mobile gaming, Brew has been focused on helping publishers and developers achieve profitability on the platform. Jason Kenagy and Marc Nijdam will talk about how Qualcomm is maintaining its commitment to unlocking new market opportunities, reducing development costs and barriers, and helping developers get ahead of the curve by providing access to pre-commercial hardware and software platforms. They will also be providing an update on the Brew platform’s current and upcoming capabilities to ensure that game developers understand how to optimize their games and increase their level of commercial success.


Building the Server Software for ELIMINATE
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SKU#: GDC10-10547
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Description: Building the Server Software for ELIMINATE
Speaker: Stephen Detwiler (ngmoco:)), James Marr (ngmoco:))
Date/Time: Tuesday (March 9, 2010) 10:00am — 11:00am
Location (room): Room 306, South Hall
Experience Level: Intermediate
Summit: iPhone Games Summit
Format: 60-minute Lecture

Session Description
Learn how ngmoco:) built the server software for ELIMINATE. This session we will show solutions for realtime presence, matchmaking and gameplay that works over 3G and wifi. The developers will describe how the aggressive schedule led to specific choices about when to reuse existing technology and when to build new systems. They will also discuss how early load modeling and constant load testing helped define a network architecture that scales to meet demand. Additionally, they will cover how Eliminate is completely stateless by leveraging the features of the Plus+ network and how this simplified server maintenance requirements. Plus the speakers will wear silly hats.


New Dogs, New Tricks: Breeding Social Networking and Virtual Pets
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SKU#: GDC10-10546
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Description: New Dogs, New Tricks: Breeding Social Networking and Virtual Pets
Speaker: Andrew Stern (Founder, Designer and Engineer, Stumptown Game Machine), Matthew Roberts (Producer, ngmoco:))
Date/Time: Tuesday (March 9, 2010) 1:45pm — 2:45pm
Location (room): Room 306, South Hall
Experience Level: All
Summit: iPhone Games Summit
Format: 60-minute Lecture

Session Description
Touch Pets Dogs breeds 3D virtual pets with social networking within a free-to-play business model. This talk discusses how the game's design had to grow and adapt as the iPhone game market filled with limitless low- and no-cost gaming and entertainment options, and how the team progressed the game mechanics to meet a wide variety of audiences tastes and budgets. Observed strengths and weaknesses of the iPhone and iPod as a platform for high-fidelity, free-to-play, socially-grounded games will be presented, as well as lessons learned about player behavior in the wild that further evolved the game's design, marketing and monetization.


Creating And Nurturing Your Indie Game Community
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SKU#: GDC10-10542
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Description: Creating And Nurturing Your Indie Game Community
Speaker: Jeff Lindsay (Systems Designer, GliderLab), Jim Munroe (Proprietor, No Media Kings, GameSetWatch)
Date/Time: Tuesday (March 9, 2010) 3:30pm — 4:00pm
Location (room): Room 135, North Hall
Experience Level: All
Summit: Independent Games Summit
Format: 30-minute Lecture

Session Description
In two short, sweet mini-talks, notable independent game community organizers discuss how you can get involved in nurturing the indie community in your local area - or for your particular flavor of independent games. Firstly, SuperHappyDevHouse and TIGJam contributor Jeff Lindsay, who has set up Hacker Dojo in the Bay Area as a permanent base for the tech community, will explain what he's learned from being involved in indie game site TIGSource and his other projects in the tech community. Next, Toronto-based independent creator Jim Munroe, the person behind local indie game-centric events like The Hand Eye Society and The Artsy Games Incubator, explains how the area has grown a strong indie community and how you can mobilize your area to flood out of the basement and into the streets!


The Best of Both Worlds: Using UIKit with OpenGL
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SKU#: GDC10-10541
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Description: The Best of Both Worlds: Using UIKit with OpenGL
Speaker: Noel Llopis (Founder, Snappy Touch)
Date/Time: Tuesday (March 9, 2010) 11:15am — 11:45am
Location (room): Room 306, South Hall
Experience Level: Advanced
Summit: iPhone Games Summit
Format: 30-minute Lecture

Session Description
A lot of people think that choosing to use OpenGL means giving up on all the goodies that UIKit provides. Nothing could be further from the truth! In this session we'll show how to combine OpenGL views with other UIKit elements, how to transfer graphics data back and forth, and even how to have multiple OpenGL views. Finally, we'll cover best practices and performance measurements of what can be achieved combining the two systems.


NinjaBee's Top 10 Development Lessons
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SKU#: GDC10-10540
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Description: NinjaBee's Top 10 Development Lessons
Speaker: Brent Fox (Art Director, Wahoo Studios / NinjaBee)
Date/Time: Wednesday (March 10, 2010) 11:15am — 11:45am
Location (room): Room 135, North Hall
Experience Level: All
Summit: Independent Games Summit
Format: 30-minute Lecture

Session Description
Hear Fox's take on NinjaBee's 10 key lessons learned. Benefit from their extensive development experience on XBLA and across many other platforms? These pieces of wisdom will make your development experience smoother and help you avoid some of the same pitfalls. Hear the advice formed through the experiences of three guys in a basement office who have now grown into a stable and exciting game developer.


Console Wars Revisited: Are We Breaking the Mold or Reliving History?
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SKU#: GDC10-10536
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Description: Console Wars Revisited: Are We Breaking the Mold or Reliving History?
Speaker: Don Daglow (President & CEO, Don Daglow Interactive Entertainment)
Date/Time: Friday (March 12, 2010) 4:30pm — 5:30pm
Location (room): Room 309, South Hall
Track: Business and Management
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
The current console cycle has not followed the script for what everyone expected when the 360 and the PS3 were first announced. The Wii was a surprise hit, but its demographics, sales patterns and top-ten-lists have all defied the lessons learned on other platforms. The 360 and the PS3 have been slow to reach the sales levels of their predecessors. XBLA and PSN have broken new ground, generating revenue that exceeded many projections. WoW looked like a strong new MMO and turned into a multi-billion-dollar behemoth. The iPhone has been a new phenomenon, but has its own problems for developers. Music games surprised everyone by generating billions... only to surprise analysts again by falling back in sales. The PC market has faded even as the success of Steam has grown.

Don Daglow has led development teams on every generation of game hardware going back to the Atari vs. Intellivision era, and he argues that we're re-living many patterns of games industry history. In this session he'll use specific examples to cover topics that include:

- Why PS3 and 360 sales are following historical patterns -- and what you can expect to happen next.

- How to look at a few key facts for any platform, from Social Media to iPhone, and quickly evaluate its potential for Developers

- Learning from People Generations as well as Tech Generations: What 2009 can learn from 1989

- Where are we writing new history? Trends that don't have their roots in past game cycles.

- History can be misleading: How to avoid having past industry trends blind you to new opportunities


Kings of Convenience - What Walmart Tells Us About the Future of Gaming
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SKU#: GDC10-10439
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Description: Kings of Convenience - What Walmart Tells Us About the Future of Gaming
Speaker: Ben Cousins (General Manager, EA DICE)
Date/Time: Friday (March 12, 2010) 3:00pm — 4:00pm
Location (room): Room 134, North Hall
Track: Business and Management
Format: 60-minute Lecture
Experience Level: All

Session Description
Can we expect as cataclysmic a power-shift in our industry as the US retail business experienced in the last century? This session uses the historical analogy of the rise of the supermarket in the post-automobile world to inform us about a possible future of the games industry. How did the technological revolution of the motor car create an increase in convenience and a reduction of the quality of the shopping experience for the average American, and how did that shift change the retail landscape in the US? How can we apply this and similar technology-driven business revolutions to our own rapidly changing industry as we react to the technological revolution of the internet?


Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3
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SKU#: GDC10-10438
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Description: Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3
Speaker: Jaime Griesemer (Gameplay Designer, Bungie Studios)
Date/Time: Thursday (March 11, 2010) 1:30pm — 2:30pm
Location (room): Room 130, North Hall
Track: Game Design
Format: 60-minute Lecture
Experience Level: All

Session Description
Halo's multiplayer is balanced across over 1000 objects, more than 40 of which are unique weapons including the Sniper Rifle, which has over 200 functional fields including one that determines the minimum time between shots. In Halo 3, that time changed from 0.5 seconds to 0.7 seconds, changing less than 0.00001th of the overall game data, an immeasurably tiny balance tweak that should not have been noticeable, let alone significant.

This session will address this design decision in exhaustive detail. Why 0.7 seconds? Why that particular field? What processes and design principles lead to that change? How was it proposed, tested, and evaluated? What were its effects on the game's balance? How were those effects evaluated to the effects of the infinite number of other changes that could have been made? What were the external considerations, such as community reaction or target demographics, that influenced it? And what can be learned from that change to improve our ability to make changes in the future?


R-Trees -- Adapting out-of-core techniques to modern memory architectures
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SKU#: GDC10-10437
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Description: R-Trees -- Adapting out-of-core techniques to modern memory architectures
Speaker: Sebastian Sylvan (Principal Software Engineer, Rare Ltd.)
Date/Time: Saturday (March 13, 2010) 11:05am — 11:30am
Location (room): Room 132, North Hall
Track: Programming
Format: 25-minute Lecture
Experience Level: All

Session Description
Code running on modern in-order CPUs pay a hefty cost for cache misses. This leads to major performance problem for pointer-heavy data structures, such as spatial hierarchies. This problem is similar to the problems encountered by people doing out-of-core processing for the last several decades. They needed to minimize disk seeks, we need to minimize memory fetches. An R-tree is a BV-hierarchy based on large fixed-size blocks, commonly used in disk based spatial processing. This talk shows how to adapt them for in-memory use, reaping major benefits with respect to cache behaviour, as well as SIMD processing, and more!


Texture compression in real-time, using the GPU
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SKU#: GDC10-10436
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Description: Texture compression in real-time, using the GPU
Speaker: Jason Tranchida (Senior Programmer, Volition Inc. (THQ))
Date/Time: Saturday (March 13, 2010) 10:30am — 10:55am
Location (room): Room 132, North Hall
Track: Programming
Format: 25-minute Lecture
Experience Level: Intermediate

Session Description
This session covers how to use the GPU on current consoles and DirectX 10.1 video cards in order to perform DXT texture compression. It presents a method that does not rely on GPU computation APIs or the presence of bit-wise math operations. Implementation details & optimizations per-platform will be discussed.


The Bitter End - Strategies to Sink Piracy
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SKU#: GDC10-10435
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Description: The Bitter End - Strategies to Sink Piracy
Speaker: Andrew McLennan (CEO, Metaforic)
Date/Time: Wednesday (March 10, 2010) 11:15am — 12:15pm
Location (room): Room 309, South Hall
Experience Level: All
Summit: GDC Mobile/Handheld
Format: 60-minute Lecture

Session Description
Game piracy on handheld consoles and iPhone destroys much of the upside for the developer and little incentive for innovation from publishers. This session describes how pirates have defeated handheld and iPhone protection systems and what techniques developers can then use to stop the piracy - all based on our real world experience. The presentation includes a detailed case study of our success in stopping piracy on the DS/DSi on a number of titles, techniques used by other developers and their success or failure, and finally a set of strategies and techniques developers can use to protect their own games.


Open Source Secrets: The Software Architecture Behind a Successful Virtual Goods Business
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SKU#: GDC10-10433
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Description: Open Source Secrets: The Software Architecture Behind a Successful Virtual Goods Business
Speaker: Timothy Fitz (Technical Lead, IMVU)
Date/Time: Tuesday (March 9, 2010) 11:45am — 12:15pm
Location (room): Room 131, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 30-minute Lecture

Session Description
In 2004, IMVU set out to invent a lightweight, user-generated virtual world and virtual goods economy based on open source technologies. Since then we've scaled to tens of millions of customers and the largest virtual goods catalog on the Internet, with more than 3 million virtual goods. In January 2009, we switched all of our client UI technologies over to embedded Firefox and saw a 10x increase in development speed and huge improvement to our usage metrics.


Increasing Our Reach: Designing To Grab and Retain Players
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SKU#: GDC10-10432
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Description: Increasing Our Reach: Designing To Grab and Retain Players
Speaker: Randy Smith (Owner and Game Designer, Tiger Style)
Date/Time: Tuesday (March 9, 2010) 4:15pm — 5:15pm
Location (room): Room 135, North Hall
Experience Level: All
Summit: Independent Games Summit
Format: 60-minute Lecture

Session Description
The indie games movement should be the wellspring of daring and innovative ideas, but we need a sizable and devoted audience to help us realize that potential. How do we reach more players? Is there something we're doing wrong? Some games are instantly appealing, but players are done with them in ten minutes. Others have great concepts, but players never find out because they give up after fiddling around without adequate results. In the world of small indie games, it can be hard to land a strike without falling into one or the other of those gutters. This presentation proposes a theory of design to solve both cases, called Immediacy with Depth. The concept was developed for SPIDER: THE SECRET OF BRYCE MANOR, an iPhone game released in 2009. The idea is explained, and a number of other indie and iPhone games are analyzed with it to see how well it holds up.


How Friends Change Everything
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SKU#: GDC10-10431
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Description: How Friends Change Everything
Speaker: Gareth Davis (Platform Manager, Facebook)
Date/Time: Tuesday (March 9, 2010) 10:00am — 11:00am
Location (room): Room 134, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: Summit Keynote

Session Description
In less than three years our friends have changed the way games are played and developed. The Facebook platform has been at the forefront of massive disruptions in who plays games, how games are discovered, distributed, designed and operated, and how games monetize and leverage device capabilities. Now that your friends are in the game, what happens next? Facebook's Platform Manager shares his vision for Social Gaming.


(Japanese Version) Animation and Player Control in Uncharted: Drake's Fortune and Uncharted II: Among Thieves
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SKU#: GDC10-10429-J
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Description: Animation and Player Control in Uncharted: Drake's Fortune and Uncharted II: Among Thieves
Speaker: Travis McIntosh (Lead Programmer, Naughty Dog Inc.)
Date/Time: Saturday (March 13, 2010) 1:30pm — 2:30pm
Location (room): Room 135, North Hall
Track: Programming
Secondary Track: Game Design
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
A look at the techniques used by Uncharted: Drake's fortune and Uncharted 2: Among Thieves for implementing the player character's animation and control. Partial and additive animations, layering, remapping, flipping, performance and memory considerations are all examined in depth, as well as particular focus on the the player's core movement implementation. This is a look at what worked, and what didn't work, how we did what we did, how we're going to improve it in the future, and what non-standard animation features proved particularly valuable for the player's look and feel in the Uncharted series.


(English Version) Animation and Player Control in Uncharted: Drake's Fortune and Uncharted II: Among Thieves
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SKU#: GDC10-10429-E
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Description: Animation and Player Control in Uncharted: Drake's Fortune and Uncharted II: Among Thieves
Speaker: Travis McIntosh (Lead Programmer, Naughty Dog Inc.)
Date/Time: Saturday (March 13, 2010) 1:30pm — 2:30pm
Location (room): Room 135, North Hall
Track: Programming
Secondary Track: Game Design
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
A look at the techniques used by Uncharted: Drake's fortune and Uncharted 2: Among Thieves for implementing the player character's animation and control. Partial and additive animations, layering, remapping, flipping, performance and memory considerations are all examined in depth, as well as particular focus on the the player's core movement implementation. This is a look at what worked, and what didn't work, how we did what we did, how we're going to improve it in the future, and what non-standard animation features proved particularly valuable for the player's look and feel in the Uncharted series.


Meta-Game Design: Reward Systems that Drive Engagement
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SKU#: GDC10-10428
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Description: Meta-Game Design: Reward Systems that Drive Engagement
Speaker: Amy Jo Kim (CEO, Shufflebrain)
Date/Time: Tuesday (March 9, 2010) 1:45pm — 2:15pm
Location (room): Room 131, North Hall
Experience Level: All
Summit: Social & Online Games Summit
Format: 30-minute Lecture

Session Description
One of the hottest topics in the Web-meets-Gaming world is metagame design -- the practice of applying game-like reward and feedback systems to non-game applications for the purpose of driving loyalty and engagement. In the physical world, we're surrounded by metagames: Karate belts, scout badges, employee incentive plans, and frequent flyer miles are all reward systems, layered onto an existing activity to drive loyalty and communicate social status.

On the Web, metagames peform a similar function. Social networks like MyYearBook and Hi5 let players earn redeemable points by logging in and engaging in various social activities. Foursquare uses points, badges and leaderboards to turn club-hopping into a game-like social experience. And ''serious'' sites like Hunch and eduFire use badges and leaderboards to drive engagement and reward their most valued members.

In this design-focused talk, you'll learn about the three levels of metagame design -- points tables, feedback and rewards, and viral outreach -- and the key questions to answer at each level. Amy Jo Kim will review the pros and cons of metagame reward systems like levels, badges, leaderboards, spotlights, and quality ratings. Kim will finish with a case study of Metagame design for Ning, a platform and toolkit for network creators.


The Implementation of Rewind in Braid
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SKU#: GDC10-10427
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Description: The Implementation of Rewind in Braid
Speaker: Jonathan Blow (Game Existentialist, Number None, Inc.)
Date/Time: Saturday (March 13, 2010) 11:05am — 11:30am
Location (room): Room 130, North Hall
Track: Programming
Format: 25-minute Lecture
Experience Level: All

Session Description
In Braid the player can rewind time at will - the scene plays backward at an accelerated pace, like you might see on a VCR. Rewinding is heavily used, and higher-level gameplay concepts are built on top of it, so it was important for rewinding to be robust, exactly reproducing the game scene at each given time. Furthermore, the game design required the player to be able to rewind a large amount of gameplay (30 to 60 minutes) and the memory of this gameplay had to fit into a small space (40 megabytes on consoles). This session explains in detail how these things were accomplished and offers an understanding of what the different possibilities were, why the current method was chosen, and knowledge of many practical implementation concerns and how they were solved.


Crushing The Overhead: Case Study of A Microstudio Start-Up
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SKU#: GDC10-10424
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Description: Crushing The Overhead: Case Study of A Microstudio Start-Up
Speaker: Randy Smith (Owner and Game Designer, Tiger Style)
Date/Time: Thursday (March 11, 2010) 1:30pm — 2:30pm
Location (room): Room 303, South Hall
Track: Business and Management
Format: 60-minute Lecture
Experience Level: All

Session Description
In late 2008, Randy Smith wanted to release games independently and knew he'd need collaborators to help. He didn't want to be beholden to funders but didn't have money to pay anybody. Nine months later, the indie studio he founded, Tiger Style, released Spider: The Secret of Bryce Manor on the iPhone which topped the AppStore charts, earned praise from players and press, and netted over a quarter million dollars. This presentation covers Tiger Style's story with an emphasis on business formation and studio management. Team building, infrastructure, sales, compensation, process, schedule, project direction, product design, marketing, and more are all revealed.


Community 2.0: Integrating Social Design into the Production Pipeline
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SKU#: GDC10-10423
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Description: Community 2.0: Integrating Social Design into the Production Pipeline
Speaker: Ryan Schneider (Director of Brand Development, Insomniac Games, Inc.), Dan Hsu (Co-Founder, Bitmob.com), Brian Jarrard (Community & PR Director, Bungie Studios), Nathan Fouts (President and Founder, Mommy's Best Games), Christian Arca (Studio Director, Toy Studio)
Date/Time: Thursday (March 11, 2010) 1:30pm — 2:30pm
Location (room): Room 309, South Hall
Track: Business and Management
Secondary Track: Game Design
Format: 60-minute Panel
Experience Level: Intermediate

Session Description
We're in the midst of a Community Revolution (Version 2.0) in the games industry. Community is being more heavily integrated into production, the ripple effects changing (not without struggle) how games are designed and marketed. Panelists from today's most respected developers will share examples of successful community integration at their studios while offering glimpses into how and why such changes were enacted. They'll also address thorny topics such as whether community-building falls under game design or marketing, whether community can be measured and monetized, and when should community be tuned out during development. Are you participating in the Community Revolution or watching from the sidelines?


Behavior Trees: Three Ways of Cultivating Strong AI
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SKU#: GDC10-10413
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Description: Behavior Trees: Three Ways of Cultivating Strong AI
Speaker: David Hernandez Cerpa (LucasArts), Alex Champandard (Editor in Chief & Technical Director, AiGameDev.com), Michael Dawe (Programmer, Big Huge Games)
Date/Time: Tuesday (March 9, 2010) 11:15am — 12:15pm
Location (room): Room 310, South Hall
Experience Level: Intermediate
Summit: AI Summit
Format: 60-minute Lecture

Session Description
Over the last few years, various forms of behavior trees (BTs) have become the standard in industry. Since flexibility and customization are arguably the main strengths of BTs, they can be implemented in many ways. This set of short presentations will show how other developers are using them in practice. The presenters will show what developers can do to make behavior trees more designer friendly and easier to interact with via script. The session also shows implementation techniques to help keep AI code decoupled from the game logic and improve performance.


Experimental Game AI: Live Demos of Innovation
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SKU#: GDC10-10412
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Description: Experimental Game AI: Live Demos of Innovation
Speaker: Richard Evans (Lead Simulation Engineer, Maxis), Ian Holmes (Assistant Professor, University of California, Berkeley), Adam Russell (Games Studio Manager and Lecturer, University of Derby), Michael Mateas (Associate Professor, University of California, Santa Cruz), Steve Rabin (Principal Software Engineer, Nintendo of America)
Date/Time: Wednesday (March 10, 2010) 4:15pm — 5:15pm
Location (room): Room 310, South Hall
Experience Level: Intermediate
Summit: AI Summit
Format: 60-minute Lecture

Session Description
Typically, the 'next big thing' in AI comes from tireless research and experimentation. This session will feature many interesting and experimental working game AI prototypes from both industry and academia, all demoed live on stage. This promises to be a very inspirational and thought-provoking session with many presenters on-hand to show their creations and innovations.



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