Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

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 2012 Category

This category contains 356 products and 0 subcategories.

Sort By: with per page

226 - 250 of 356 results Results | 25 results per page

Back to the Garage: The Return of Indie Development (From Those Who Were There and Some Who've Just Arrived)
Price:$3.95

SKU#: GDC12-3198
Add to Cart
More Info
Description: Back to the Garage: The Return of Indie Development (From Those Who Were There and Some Who've Just Arrived)


Speaker/s: Jordan Mechner (Mechner), Tim Sweeney (Epic), Adam Saltsman (Semi Secret), Markus Persson (Mojang), Jane Pinckard (UC Santa Cruz) and John Romero (Loot Drop)
Day / Time / Location: Wednesday 3:30- 4:30 Room 135, North Hall
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: The game industry is witnessing an indie renaissance. After years of big publisher domination and cold war spending that escalated AAA budgets to hit $40 million+ , development is returning to the garage. The emergence of digital distribution and proliferation of new platforms, combined with an evolution in tools and technology, has made game making as much fun as game playing, attracting new players but also familiar faces. But as many learned the first time around, not all roads are paved with gold. In the panel the speakers explore real-world examples of successes and failures in their own careers to distill lessons of critical relevance to indie game makers today.


StarCraft II - Carte Blanche Localization
Price:$3.95

SKU#: GDC12-3196
Add to Cart
More Info
Description: StarCraft II - Carte Blanche Localization

Speaker/s: William Barnes (Blizzard Entertainment)
Day / Time / Location: Tuesday 5:05- 6:00 Room 2002, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Localization Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: When Blizzard launched StarCraft II in July of 2010, it was lauded globally as one of the most thoroughly localized games ever. Jim Raynor enunciated perfect Korean, Dr. Hanson's French was sublime, and Tychus Findlay spoke flawless Russian. The multi-player unit VO was every bit as entertaining in Italian as it was in English. The melting pot city streets of the multi-player maps hinted at Ridley Scott's depiction of Los Angeles 2019. The in-game cut-scenes and pre-rendered sequences were tailored perfectly for eleven locales. And even the Map Editor was launched fully localized in 11 languages. Hear how and why Blizzard elected to localize StarCraft II as comprehensively as they did.


How To Use Cocos2d To Build A Successful Mobile Game
Price:$3.95

SKU#: GDC12-3195
Add to Cart
More Info
Description: How To Use Cocos2d To Build A Successful Mobile Game

Speaker/s: Ashik Manandhar (Pocket Gems)
Day / Time / Location: Tuesday 1:45- 2:45 Room 123, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: In this presentation you will learn about what Cocos2d is and what it provides. Attendees will learn from our two years of experience working with this library. The presentation will include and overview of Cocos2d, a comparison to other similar toolkits, examples of what you can do with it, descriptions of Pocket Gems best practices, tricks, tips and "gotchas" of the library.


Gardens of Time: Design Problem Solving [SOGS Postmortem]
Price:$3.95

SKU#: GDC12-3194
Add to Cart
More Info
Description: Gardens of Time: Design Problem Solving [SOGS Postmortem]

Speaker/s: Eric Todd (Playdom)
Day / Time / Location: Monday 3:00- 4:00 Room 135, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Gardens of Time pioneered hidden object games on Facebook by blending elements from many genres, but the path was not easy or straight. Join Playdom Creative Director Eric Todd as he shares problem solving lessons gleaned from designing, launching and running the first major hidden object game on Facebook.


Smartphone and Tablet Game Design 2011: A Year in Review
Price:$3.95

SKU#: GDC12-3193
Add to Cart
More Info
Description: Smartphone and Tablet Game Design 2011: A Year in Review

Speaker/s: Juan Gril (Joju Games) and Nick Fortugno (Playmatics)
Day / Time / Location: Monday 11:15-11:40 Room 134, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Nick Fortugno and Juan Gril present a rapid film-critic style analysis of some of the greatest and most innovative smartphone and tablet games of 2011. By highlighting some of the most interesting mobile and tablet games of the year, Nick and Juan analyze the design decisions that made these games interesting and how these examples demonstrate key considerations.


The Bleeding Edge of Open Web Tech [SOGS Tech]
Price:$3.95

SKU#: GDC12-3192
Add to Cart
More Info
Description: The Bleeding Edge of Open Web Tech [SOGS Tech]

Speaker/s: Vincent Scheib (Google)
Day / Time / Location: Tuesday 11:15-12:15 Room 132, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Web browsers from mobile to desktop devices are in a constant state of growth enabling ever richer and pervasive games. This presentation by Google software engineer Vincent Scheib focuses on the latest developments in client side web technologies, such as Web Sockets, WebGL, File API, Mouse Lock, Gamepads, Web Audio API and more.


What is a Research Game?
Price:$3.95

SKU#: GDC12-3191
Add to Cart
More Info
Description: What is a Research Game?

Speaker/s: Noah Wardrip-Fruin (University of California Santa Cruz), Tracy Fullerton (USC School of Cinematic Arts), Michael Mateas (UC Santa Cruz) and Zoran Popovic (Center for Game Science, University of Washington)
Day / Time / Location: Monday 4:30- 5:30 Room 2004, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: GDC Education Summit / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: Research is a fundamental activity of higher education. But where does game making fit into the picture? Are games just an application area of research from elsewhere, or are games themselves a research area, presenting new questions and calling for new methods? This panel unites the directors of three very different game research groups. Each describes a recent project - and outlines why building complete games that can be released to the public, is essential for their research. Together, they provide an arsenal for those conside


Mechatars: Physical Toy Meets Digital World [SOGS Postmortem]
Price:$3.95

SKU#: GDC12-3190
Add to Cart
More Info
Description: Mechatars: Physical Toy Meets Digital World [SOGS Postmortem]

Speaker/s: Shawn Patton (Schell Games)
Day / Time / Location: Tuesday 3:00- 3:25 Room 132, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This presentation will explore the opportunities and potential pitfalls when designing a physical toy that can connect meaningfully to an online world. By transferring data between worlds, the play experience online and offline can be different every time! Learn how to make the most of a physical toy with all of its constraints, support an economy with both microtransactions and the need to drive toy sales, and design a game that crosses worlds.


Keys to the European Market [SOGS Business]
Price:$3.95

SKU#: GDC12-3189
Add to Cart
More Info
Description: Keys to the European Market [SOGS Business]

Speaker/s: Thomas Bidaux (ICO Partners)
Day / Time / Location: Monday 3:00- 3:25 Room 130, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Thomas Bidaux, CEO of ICO Partners, after an introduction on the current trends of the European market, including an overview of the games that are successful in the region, will present different opportunities developers of online games should consider when expanding in this part of the world, with practical advice to take advantage of them.


Core Games, Real Numbers: Comparative Stats for MMOs and Social Games [SOGS Business]
Price:$3.95

SKU#: GDC12-3188
Add to Cart
More Info
Description: Core Games, Real Numbers: Comparative Stats for MMOs and Social Games [SOGS Business]

Speaker/s: Emily Greer (Kongregate) and Anthony Pecorella (Kongregate)
Day / Time / Location: Monday 1:45- 2:45 Room 135, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Kongregate is a distributor of nearly 100 virtual-goods games developed by developers small and large, Eastern and Western, casual and hardcore. As such, it has a unique perspective on what types of mechanics and characteristics of games have the most success monetizing. This talk will look at site-wide trends and dig into specific game metrics. There will be a detailed comparative analysis of large and small scale games- down to their core mechanics to help illuminate basic trends and explain how similar games can have very different preformances in monetization and retention.


Realtime Cross-Platform Design Issues [SOGS Design]
Price:$3.95

SKU#: GDC12-3186
Add to Cart
More Info
Description: Realtime Cross-Platform Design Issues [SOGS Design]

Speaker/s: Noah Falstein (Suddenly Social)
Day / Time / Location: Monday 1:45- 2:45 Room 132, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Unlike their PC and console predecessors, realtime interaction in social/online games and smartphone/tablet games is comparatively rare, due to both technical and design constraints. This is particularly ironic given that many social games are therefore not truly social, and the phones we carry around to connect to other people are mostly used to play single-player games. But realtime interaction is gradually coming to these platforms and can provide great new opportunities to connect players in real time across these platforms. This session will talk about design constraints and opportunities for applying realtime gaming across platforms.


Guidelines for Successful Mobile Interactive Apps for Children
Price:$3.95

SKU#: GDC12-3185
Add to Cart
More Info
Description: Guidelines for Successful Mobile Interactive Apps for Children

Speaker/s: Carla Fisher (No Crusts Interactive)
Day / Time / Location: Monday 3:00- 4:00 Room 123, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: With the majority of kids apps hitting the smartphone and tablet market in the form of interactive eBooks with embedded games, developers must have more than great characters and stunning art to set their products apart. In this session, we'll review the key research and design principles behind developing interactive children's eBooks. Topics covered include literacy development milestones, eBook and mobile game usability guidelines, and best practices for crafting kid-friendly narratives. The design guidelines will be illustrated using exemplary eBooks that are currently on the market.


The Pursuit of Indie Happiness: Making Great Games without Going Crazy
Price:$3.95

SKU#: GDC12-3184
Add to Cart
More Info
Description: The Pursuit of Indie Happiness: Making Great Games without Going Crazy

Speaker/s: Aaron Isaksen (Indie Fund LLC)
Day / Time / Location: Monday 3:00- 3:25 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This talk will explore the scientific psychological reasons why Indie game development improves our happiness and well-being and provide methods used by the speaker to sustain happiness, increase free time, reduce stress and improve efficiency. The lecture will cover methods used by full-time Indies to gauge success, how to work less while getting more done, avoiding tasks that aren't fun to do, working while traveling and staying mentally healthy and productive while working independently.


More Than Fun: Designing Games With Purpose
Price:$3.95

SKU#: GDC12-3183
Add to Cart
More Info
Description: More Than Fun: Designing Games With Purpose

Speaker/s: Phil Stuart (Preloaded)
Day / Time / Location: Tuesday 4:30- 4:55 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Games For Change / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Raph Koster said,"The best games have something they are ABOUT and both the theming and the mechanics serve as lenses on that one thing". As the world wakes up to the power that games have to do more than just entertain, this talk explores the challenges faced when creating games with a specific educational or communication objective. Specifically, how to put the 'about' at the beginning of the game design process.


The Battle of the Graphs: Friends Or Players? [SOGS Business]
Price:$3.95

SKU#: GDC12-3182
Add to Cart
More Info
Description: The Battle of the Graphs: Friends Or Players? [SOGS Business]

Speaker/s: Jussi Laakkonen (Applifier)
Day / Time / Location: Tuesday 10:00-11:00 Room 130, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Is gaming better with friends or with enthusiastic players? Facebook has connected 800 million users with their friends and spawned the $1.2 billion social games industry, but yet the ARPU of social games lingers in the $0.5-2 / month range. Meanwhile gaming-centric services like Mobage and Bigpoint boast 10x higher ARPUs with registered users numbering in the hundreds of millions. Nick names or real names? Avatars or mugshots? Or something in between? How do these approaches drive your business?


Folk Games, Festivity and Subversive Game Design
Price:$3.95

SKU#: GDC12-3181
Add to Cart
More Info
Description: Folk Games, Festivity and Subversive Game Design

Speaker/s: Douglas Wilson (Die Gute Fabrik)
Day / Time / Location: Monday 10:35-11:00 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This talk encourages developers (especially indie developers) to embrace the limitations of motion control technology, rather than struggle against them. Drawing from his work on party games like B.U.T.T.O.N. and Johann Sebastian Joust, as well as a slew of offbeat case studies, researcher and developer Douglas Wilson describes how game designers might recapture the festivity and carnival atmosphere that have long been a hallmark of play culture. He argues that folk games offer useful precedents for developers working on physical games and explains why he finds it fruitful to think about motion-controlled games in terms of slapstick and subversion.


Character Assassination [SOGS Design]
Price:$3.95

SKU#: GDC12-3180
Add to Cart
More Info
Description: Character Assassination [SOGS Design]

Speaker/s: Kenny Shea Dinkin (Disney Interactive Media Group/Playdom)
Day / Time / Location: Tuesday 4:30- 4:55 Room 135, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Zynga, Playdom/Disney, Playfish/EA, Wooga, Crowdstar - together these companies' entertaining social games have reached over half a billion people and have come to define the mass market for interactive play, but can you name a single well-known mass market character from these games? In other gaming categories, characters like Sonic, Mario, Carmen Sandiego, Flo and Angry Birds have emerged as popular cultural icons. This talk will look in particular at characters within the sphere of narrative design for social games and especially try to answer the question: what makes it so hard to create a compelling and beloved character in a social game?


Rich Social Gameplay: Gunshine.net Postmortem [SOGS Postmortem]
Price:$3.95

SKU#: GDC12-3179
Add to Cart
More Info
Description: Rich Social Gameplay: Gunshine.net Postmortem [SOGS Postmortem]

Speaker/s: Ilkka Paananen (Supercell)
Day / Time / Location: Monday 1:45- 2:45 Room 130, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: How can rich multiplayer features be used to increase the engagement and monetization of your social game? This session will share the learnings from the Beta of Gunshine.net; the first real time social MMORPG that runs both on and off Facebook canvas. Based on the beta of Gunshine.net, users draw other users back to the game and make them spend money, not the game itself. This is the key to improving the metrics of your next social game! Practical hints how to achieve this will be shared in the session.


Designing A Game Your Teenage Daughter Will Actually Play
Price:$3.95

SKU#: GDC12-3178
Add to Cart
More Info
Description: Designing A Game Your Teenage Daughter Will Actually Play

Speaker/s: Graeme Devine (GRL Games) and Roque Devine (GRL Games)
Day / Time / Location: Monday 1:45- 2:45 Room 134, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: In this talk we will hear from both sides of a game development story. From the idea, to the pitch, to the implementation you will hear the perspective of the veteran game designer and his teenage daughter as they work together to produce interesting experiences they are both proud of.


Life in the Funds Lane
Price:$3.95

SKU#: GDC12-3177
Add to Cart
More Info
Description: Life in the Funds Lane

Speaker/s: Brian Robbins (Riptide Games)
Day / Time / Location: Monday 4:30- 5:30 Room 134, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: The past year has seen a proliferation of 'funds' targeting developers who promise to support developers looking for funding to create their next games. With the help of these funds, several titles have been developed. This talk will cover the pros and cons of these types of deals, recap the overall 'fund' market. It will give advice on the types of developers that should tap into this space and how they should approach it.


Shadow Cities and the Future of Location-Based Games
Price:$3.95

SKU#: GDC12-3176
Add to Cart
More Info
Description: Shadow Cities and the Future of Location-Based Games

Speaker/s: Markus Montola (Grey Area)
Day / Time / Location: Tuesday 11:15-12:15 Room 134, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Award-winning Shadow Cities is the first location-based MMORPG in the world. Shadow Cities changes your iPhone into a magic device, allowing you to access a secret world all around you. This presentation discusses the lessons behind the innovativeness of Shadow Cities. First, using the real world as your level design makes your game always inherently unfair. Second, critical mass is a hassle. Third, you play with your neighbors more than with your friends. In the landscape of the real world, the tried and true lessons of MUDs and MMORPGs no longer apply and game design must find new solutions.


Growth Opportunities for Online Games Beyond Facebook [SOGS Business]
Price:$3.95

SKU#: GDC12-3175
Add to Cart
More Info
Description: Growth Opportunities for Online Games Beyond Facebook [SOGS Business]

Speaker/s: Philip Reisberger (Bigpoint)
Day / Time / Location: Monday 5:05- 5:30 Room 135, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: With the launch of the new social network Google+ and Zynga's initiation of Project Z, the change in the social network landscape is bringing new discussions and opportunities for the online gaming industry. Facebook has rampantly established itself as a legitimate gaming platform for social and casual games, but the future will not be beholden to one type of game or one type of distribution platform. Join Philip Reisberger, as he assess today's market and navigates through the challenges of what the industry should expect from new emerging platforms and how growth can be achieved beyond Facebook.


Ponycorns: Catching Lightning in a Jar
Price:$3.95

SKU#: GDC12-3174
Add to Cart
More Info
Description: Ponycorns: Catching Lightning in a Jar

Speaker/s: Ryan Henson Creighton (Untold Entertainment)
Day / Time / Location: Monday 1:45- 2:10 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: When many speakers tell their success stories, they essentially talk about how they were struck by lightning. The take-away for the audience is to go out and somehow get struck by lightning too. Indie game developer Untold Entertainment Inc. was struck by lightning when their game Sissy's Magical Ponycorn Adventure went viral, receiving worldwide attention and acclaim - most notably because it was co-developed by a five-year-old girl. In this exciting and surprising session, Ryan Henson Creighton reveals how to turn your game project into a lightning rod to attract success and how to bottle that surge of success without letting even a single spark escape.


Create New Genres (and Stop Wasting Your Life in the Clone Factories) [SOGS Design]
Price:$3.95

SKU#: GDC12-3173
Add to Cart
More Info
Description: Create New Genres (and Stop Wasting Your Life in the Clone Factories) [SOGS Design]

Speaker/s: Daniel Cook (Spry Fox)
Day / Time / Location: Tuesday 3:00- 4:00 Room 135, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Re-releasing old designs with pretty new graphics means me-too titles fighting off a crowd of similar products. This is the path to mediocrity. To become a master designer, you need to break past a slavish devotion of past forms and create vibrant, new experiences. This design talk covers practical techniques for reinventing game genres. The goal is the invention of a unique and highly differentiated customer value proposition that makes both strong business sense and is also deeply creatively fulfilling. We cover designing from the root, reducing design risk, and igniting original franchises. We also cover the pitfalls of design innovation including fending off shark-like fast followers and other cloners. The presentation covers personal examples from recent titles such as Steambirds, Realm of the Mad God, Triple Town and other innovative successes.


Building a Multi-threaded Web-Based Game Engine Using HTML5/CSS3 and JavaScript [SOGS Tech]
Price:$3.95

SKU#: GDC12-3172
Add to Cart
More Info
Description: Building a Multi-threaded Web-Based Game Engine Using HTML5/CSS3 and JavaScript [SOGS Tech]

Speaker/s: Corey Clark (DeVry University) and Daniel Montgomery (DeVry University)
Day / Time / Location: Tuesday 1:45- 2:45 Room 132, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: As hardware developers push away from creating faster processors in lieu of multicore architectures game developers have to leverage multithreading technologies to capitalize on these new devices. With multicore mobile devices the need for a multithreaded web based game engine is a reality. This talk will discuss design of various multithreaded web engine architectures that allow for dynamically processing request in threads by using a thread controller. Utilizing HTML5 and JavaScript APIs such as WebWorkers, WebSockets, and WebGL allows for a new standard in 3D browser-based games that are full featured and truly cross-platform, supporting mobile and desktop devices without plugins.



1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15

Please leave this field blank.