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

1 - 25 of 356 results Results | 25 results per page

(English Version) Revealing "Resident Evil Revelations"
Price:$3.95

SKU#: GDC12-3553E
Add to Cart
More Info
Description: Revealing "Resident Evil Revelations"

Speaker/s: Masachika Kawata (Capcom)
Day / Time / Location: Thursday 10:00-11:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Why did we decide to bring Resident Evil to the Nintendo 3DS? With Resident Evil Revelations, we aimed to return to the roots of survival horror while completely rethinking and improving the game's controls and playability. In this talk, Kawata-san will discuss the meaning and significance behind this title's creation.


(Japanese Version) Revealing "Resident Evil Revelations"
Price:$3.95

SKU#: GDC12-3553J
Add to Cart
More Info
Description: Revealing "Resident Evil Revelations"

Speaker/s: Masachika Kawata (Capcom)
Day / Time / Location: Thursday 10:00-11:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Why did we decide to bring Resident Evil to the Nintendo 3DS? With Resident Evil Revelations, we aimed to return to the roots of survival horror while completely rethinking and improving the game's controls and playability. In this talk, Kawata-san will discuss the meaning and significance behind this title's creation.


(English Version) Classic Game Postmortem: Harvest Moon
Price:$3.95

SKU#: GDC12-3551E
Add to Cart
More Info
Description: Classic Game Postmortem: Harvest Moon

Speaker/s: Yasuhiro Wada (Toy Box, Inc.)
Day / Time / Location: Thursday 11:30-12:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Since the creation of the first installment over fifteen years ago, Harvest Moon has enchanted people all over the world with its rewarding gameplay and charming art style. The Harvest Moon series has made waves for portraying peaceful rural life in a video game world and in recent years, has inspired numerous social networking games centered around farming. Yasuhiro Wada, who produced and helped design and direct Harvest Moon, will touch on the ideas that gave birth to the series, the many successes and failures that can occur in developing and producing a video game franchise, and offer insight into the business aspects behind the series' growth.


(Japanese Version) Classic Game Postmortem: Harvest Moon
Price:$3.95

SKU#: GDC12-3551J
Add to Cart
More Info
Description: Classic Game Postmortem: Harvest Moon

Speaker/s: Yasuhiro Wada (Toy Box, Inc.)
Day / Time / Location: Thursday 11:30-12:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Since the creation of the first installment over fifteen years ago, Harvest Moon has enchanted people all over the world with its rewarding gameplay and charming art style. The Harvest Moon series has made waves for portraying peaceful rural life in a video game world and in recent years, has inspired numerous social networking games centered around farming. Yasuhiro Wada, who produced and helped design and direct Harvest Moon, will touch on the ideas that gave birth to the series, the many successes and failures that can occur in developing and producing a video game franchise, and offer insight into the business aspects behind the series' growth.


(English Version) The Art of Uncharted 3
Price:$3.95

SKU#: GDC12-3542E
Add to Cart
More Info
Description: The Art of Uncharted 3

Speaker/s: Robh Ruppel (Naughty Dog)
Day / Time / Location: Friday 12:05-12:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Visual Arts / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: What goes into concepting a game at Naughty Dog? Join art director Robh Ruppel as he walks you through the conceptualizing of the latest installment of the Uncharted series. Color scripts, character sketches and environmental designs are all covered with never seen before art and sketches. This is an in depth look into the art behind Uncharted you won't be able to see anywhere else but at GDC


(Japanese Version) The Art of Uncharted 3
Price:$3.95

SKU#: GDC12-3542J
Add to Cart
More Info
Description: The Art of Uncharted 3

Speaker/s: Robh Ruppel (Naughty Dog)
Day / Time / Location: Friday 12:05-12:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Visual Arts / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: What goes into concepting a game at Naughty Dog? Join art director Robh Ruppel as he walks you through the conceptualizing of the latest installment of the Uncharted series. Color scripts, character sketches and environmental designs are all covered with never seen before art and sketches. This is an in depth look into the art behind Uncharted you won't be able to see anywhere else but at GDC


(English Version) Thinking In 3D: The Development of Super Mario 3D Land
Price:$3.95

SKU#: GDC12-3534E
Add to Cart
More Info
Description: Thinking In 3D: The Development of Super Mario 3D Land

Speaker/s: Koichi Hayashida (Nintendo)
Day / Time / Location: Wednesday 3:30- 4:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Ever since Super Mario 64, the desire to make use of stereoscopic vision has been a part of the history of Nintendo’s development of 3D Mario games. This desire impacted Nintendo 3DS development, and the Nintendo 3DS system brought new challenges to the development of a 3D Mario game. These include: How should developers use stereoscopic visuals in action games for Nintendo 3DS? What are the fundamental differences between playing a game in 2D and 3D? What game elements could best take advantage of these differences? Which elements could be incorporated while remaining true to an iconic game franchise? Koichi Hayashida, game director, will lead a presentation that shares several “Miyamoto-sayings” (key development philosophies from Mario creator Shigeru Miyamoto) on how the development team for Super Mario 3D Land for Nintendo 3DS answered these questions, and how those answers helped make the game the fastest-selling hand-held Super Mario game in history.


(Japanese Version) Thinking In 3D: The Development of Super Mario 3D Land
Price:$3.95

SKU#: GDC12-3534J
Add to Cart
More Info
Description: Thinking In 3D: The Development of Super Mario 3D Land

Speaker/s: Koichi Hayashida (Nintendo)
Day / Time / Location: Wednesday 3:30- 4:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Ever since Super Mario 64, the desire to make use of stereoscopic vision has been a part of the history of Nintendo’s development of 3D Mario games. This desire impacted Nintendo 3DS development, and the Nintendo 3DS system brought new challenges to the development of a 3D Mario game. These include: How should developers use stereoscopic visuals in action games for Nintendo 3DS? What are the fundamental differences between playing a game in 2D and 3D? What game elements could best take advantage of these differences? Which elements could be incorporated while remaining true to an iconic game franchise? Koichi Hayashida, game director, will lead a presentation that shares several “Miyamoto-sayings” (key development philosophies from Mario creator Shigeru Miyamoto) on how the development team for Super Mario 3D Land for Nintendo 3DS answered these questions, and how those answers helped make the game the fastest-selling hand-held Super Mario game in history.


(English Version) Retro and Japanese Social Games on Smartphones
Price:$3.95

SKU#: GDC12-3443E
Add to Cart
More Info
Description: Retro and Japanese Social Games on Smartphones

Speaker/s: Mikio Watanabe (CAVE Interactive CO., LTD.)
Day / Time / Location: Thursday 4:00- 5:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Mr. Watanabe will describe the thoughts and difficulties Cave had in adapting their retro-style games for the new wave of smartphones. He will also discuss the current Japanese mobile social games business, and talk about what overseas companies should be careful of when entering the Japanese market.


(Japanese Version) Retro and Japanese Social Games on Smartphones
Price:$3.95

SKU#: GDC12-3443J
Add to Cart
More Info
Description: Retro and Japanese Social Games on Smartphones

Speaker/s: Mikio Watanabe (CAVE Interactive CO., LTD.)
Day / Time / Location: Thursday 4:00- 5:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Mr. Watanabe will describe the thoughts and difficulties Cave had in adapting their retro-style games for the new wave of smartphones. He will also discuss the current Japanese mobile social games business, and talk about what overseas companies should be careful of when entering the Japanese market.


(English Version) The Future of Japanese Games
Price:$3.95

SKU#: GDC12-3371E
Add to Cart
More Info
Description: The Future of Japanese Games

Speaker/s: Keiji Inafune (Comcept Inc.)
Day / Time / Location: Wednesday 5:00- 6:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: With Western developers dominating the market and the Japanese game industry facing an unprecedented crisis, Mr. Inafune will cut right to the important questions surrounding the future of this unpredictable industry. Together with seminar participants, he will consider current trends and prevailing ideas in game development, while also looking back to what we might learn from the past. This seminar is a must for anyone involved in game development or those with an interest in the broader entertainment industry.


(Japanese Version) The Future of Japanese Games
Price:$3.95

SKU#: GDC12-3371J
Add to Cart
More Info
Description: The Future of Japanese Games

Speaker/s: Keiji Inafune (Comcept Inc.)
Day / Time / Location: Wednesday 5:00- 6:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: With Western developers dominating the market and the Japanese game industry facing an unprecedented crisis, Mr. Inafune will cut right to the important questions surrounding the future of this unpredictable industry. Together with seminar participants, he will consider current trends and prevailing ideas in game development, while also looking back to what we might learn from the past. This seminar is a must for anyone involved in game development or those with an interest in the broader entertainment industry.


(English Version) Re-orienting Development and Accelerating Production to Create Infinity Blade and Infinity Blade II
Price:$3.95

SKU#: GDC12-3323E
Add to Cart
More Info
Description: Re-orienting Development and Accelerating Production to Create Infinity Blade and Infinity Blade II

Speaker/s: Simon Hurley (Epic Games, Inc.)
Day / Time / Location: Thursday 5:30- 6:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: In 2010, Chair Entertainment created Infinity Blade, the first Unreal Engine 3 game for iOS - and they did in only 5 months. A year later, they raised the bar even higher with Infinity Blade II. Sr. producer Simon Hurley discusses how the team adapted to the change from AAA console development to AAA mobile games, including how they maintained their internal processes in a much shorter dev cycle, how they designed and built the game in a modular fashion, how they focused and accelerated production by embracing limitations and what they learned from the first game to build an even more successful sequel.


(Japanese Version) Re-orienting Development and Accelerating Production to Create Infinity Blade and Infinity Blade II
Price:$3.95

SKU#: GDC12-3323J
Add to Cart
More Info
Description: Re-orienting Development and Accelerating Production to Create Infinity Blade and Infinity Blade II

Speaker/s: Simon Hurley (Epic Games, Inc.)
Day / Time / Location: Thursday 5:30- 6:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: In 2010, Chair Entertainment created Infinity Blade, the first Unreal Engine 3 game for iOS - and they did in only 5 months. A year later, they raised the bar even higher with Infinity Blade II. Sr. producer Simon Hurley discusses how the team adapted to the change from AAA console development to AAA mobile games, including how they maintained their internal processes in a much shorter dev cycle, how they designed and built the game in a modular fashion, how they focused and accelerated production by embracing limitations and what they learned from the first game to build an even more successful sequel.


(English Version) Bringing the Visuals of Gravity Rush to PlayStation Vita
Price:$3.95

SKU#: GDC12-3314E
Add to Cart
More Info
Description: Bringing the Visuals of Gravity Rush to PlayStation Vita

Speaker/s: Yoshiaki Yamaguchi (Sony Computer Entertainment Japan)
Day / Time / Location: Friday 11:30-11:55 Room 132, North Hall
Track / Duration / Format / Audience Level: Visual Arts / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Gravity Rush is an action adventure game developed for PlayStation(R) Vita. The game is an open world game with visuals inspired from Japanese anime and French "bande dessinee. In this session, we will talk about how we formed Gravity Rush's visuals.


(Japanese Version) Bringing the Visuals of Gravity Rush to PlayStation Vita
Price:$3.95

SKU#: GDC12-3314J
Add to Cart
More Info
Description: Bringing the Visuals of Gravity Rush to PlayStation Vita

Speaker/s: Yoshiaki Yamaguchi (Sony Computer Entertainment Japan)
Day / Time / Location: Friday 11:30-11:55 Room 132, North Hall
Track / Duration / Format / Audience Level: Visual Arts / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Gravity Rush is an action adventure game developed for PlayStation(R) Vita. The game is an open world game with visuals inspired from Japanese anime and French "bande dessinee. In this session, we will talk about how we formed Gravity Rush's visuals.


(English Version) Designing a Technology Strategy for a Large Publisher
Price:$3.95

SKU#: GDC12-3204E
Add to Cart
More Info
Description: Designing a Technology Strategy for a Large Publisher

Speaker/s: Julien Merceron (Square Enix)
Day / Time / Location: Thursday 2:30- 3:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Programming / 60-Minute / Track Keynote / All
GDC Vault Recording: Video Recorded
Description: There are many platforms, many genres and many diverging team structures or project life cycles. Because of this, almost all publishers have different needs, intensions, strengths and weaknesses. On the technology side, they need to be approached differently in order to create a technology strategy that is relevant and actionable. There is no one-size-fits-all in our Industry, and as a CTO your work and strategy might very well defer, depending on the publisher. Being at Square Enix now and having worked at Ubisoft and Eidos before, Julien will compare the technology development strategies of different companies and discuss how such kind of strategy influences the product development of the company. Then Julien will open up the discussion toward the developing trends facing future mobile and web games and anything to pay attention to form the technology and product development.


(Japanese Version) Designing a Technology Strategy for a Large Publisher
Price:$3.95

SKU#: GDC12-3204J
Add to Cart
More Info
Description: Designing a Technology Strategy for a Large Publisher

Speaker/s: Julien Merceron (Square Enix)
Day / Time / Location: Thursday 2:30- 3:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Programming / 60-Minute / Track Keynote / All
GDC Vault Recording: Video Recorded
Description: There are many platforms, many genres and many diverging team structures or project life cycles. Because of this, almost all publishers have different needs, intensions, strengths and weaknesses. On the technology side, they need to be approached differently in order to create a technology strategy that is relevant and actionable. There is no one-size-fits-all in our Industry, and as a CTO your work and strategy might very well defer, depending on the publisher. Being at Square Enix now and having worked at Ubisoft and Eidos before, Julien will compare the technology development strategies of different companies and discuss how such kind of strategy influences the product development of the company. Then Julien will open up the discussion toward the developing trends facing future mobile and web games and anything to pay attention to form the technology and product development.


(English Version) Breaking the Rules of Game Design: When to Go Against Competence, Autonomy and Relatedness
Price:$3.95

SKU#: GDC12-3199E
Add to Cart
More Info
Description: Breaking the Rules of Game Design: When to Go Against Competence, Autonomy and Relatedness

Speaker/s: Kaitlyn Burnell (Naughty Dog)
Day / Time / Location: Friday 2:30- 3:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: A psychological result that is being heavily used in game design these days is that the strongest known correlation between player retention and game design is whether the game provides Autonomy (player choice) Competence (players feel capable) and Relatedness (players receive recognition). As designers we've learned how to follow these rules, but when is it right to break them?

This talk will explore games that break autonomy, competence and relatedness in powerful ways, from Valve's Portal to Brenda Brathwaite's Mechanic is the Message board games and analyze the value these games gain by breaking rules. These examples will be distilled to a design technique that lives at the intersection of ludology (game mechanics) and narrative, along with analysis of when to use and when not to use such techniques.


(Japanese Version) Breaking the Rules of Game Design: When to Go Against Competence, Autonomy and Relatedness
Price:$3.95

SKU#: GDC12-3199J
Add to Cart
More Info
Description: Breaking the Rules of Game Design: When to Go Against Competence, Autonomy and Relatedness

Speaker/s: Kaitlyn Burnell (Naughty Dog)
Day / Time / Location: Friday 2:30- 3:30 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: A psychological result that is being heavily used in game design these days is that the strongest known correlation between player retention and game design is whether the game provides Autonomy (player choice) Competence (players feel capable) and Relatedness (players receive recognition). As designers we've learned how to follow these rules, but when is it right to break them?

This talk will explore games that break autonomy, competence and relatedness in powerful ways, from Valve's Portal to Brenda Brathwaite's Mechanic is the Message board games and analyze the value these games gain by breaking rules. These examples will be distilled to a design technique that lives at the intersection of ludology (game mechanics) and narrative, along with analysis of when to use and when not to use such techniques.


(English Version) The Last 10: Going From Good To Awesome
Price:$3.95

SKU#: GDC12-3150E
Add to Cart
More Info
Description: The Last 10: Going From Good To Awesome

Speaker/s: Benson Russell (Naughty Dog)
Day / Time / Location: Friday 10:35-11:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Production , Game Design / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Naughty Dog is known for the level of polish that we apply to our shipping titles. We believe it is one of the most important aspects of the game development cycle, yet it also seems to be one of the most marginalized in our industry. This talk will go over the approach and principles that we use to make our games as polished as possible. We'll go over the methods we use internally, the approach to scheduling that we take, the level of detail that we look for and how we strike the balance of making the game awesome while still shipping on time.


(Japanese Version) The Last 10: Going From Good To Awesome
Price:$3.95

SKU#: GDC12-3150J
Add to Cart
More Info
Description: The Last 10: Going From Good To Awesome

Speaker/s: Benson Russell (Naughty Dog)
Day / Time / Location: Friday 10:35-11:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Production , Game Design / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Naughty Dog is known for the level of polish that we apply to our shipping titles. We believe it is one of the most important aspects of the game development cycle, yet it also seems to be one of the most marginalized in our industry. This talk will go over the approach and principles that we use to make our games as polished as possible. We'll go over the methods we use internally, the approach to scheduling that we take, the level of detail that we look for and how we strike the balance of making the game awesome while still shipping on time.


(English Version) Stranger in a Strange Land: 10 Things Console Games Developers Need to Know About Developing for Mobile
Price:$3.95

SKU#: GDC12-3141E
Add to Cart
More Info
Description: Stranger in a Strange Land: 10 Things Console Games Developers Need to Know About Developing for Mobile

Speaker/s: Matt Small (Vector Unit Inc)
Day / Time / Location: Friday 10:00-10:25 Room 132, North Hall
Track / Duration / Format / Audience Level: Production , Business and Marketing and Management / 25-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Switching from console to mobile game development isn’t just a matter of making your games smaller and adding touch controls. The challenge for seasoned console and PC developers is knowing when to trust your instincts – and when to toss them out the window. The talk covers 10 lessons learned from Vector Unit’s 2 year transition from console to mobile development, a brief list of critical Do’s and Don’t’s illustrated with specific examples from our own experience. We'll cover ways in which traditional “best practices” can implode when applied to tiny teams and blistering schedules, as well as some areas where your experience outside of mobile can give you a leg up on the competition.


(Japanese Version) Stranger in a Strange Land: 10 Things Console Games Developers Need to Know About Developing for Mobile
Price:$3.95

SKU#: GDC12-3141J
Add to Cart
More Info
Description: Stranger in a Strange Land: 10 Things Console Games Developers Need to Know About Developing for Mobile

Speaker/s: Matt Small (Vector Unit Inc)
Day / Time / Location: Friday 10:00-10:25 Room 132, North Hall
Track / Duration / Format / Audience Level: Production , Business and Marketing and Management / 25-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Switching from console to mobile game development isn’t just a matter of making your games smaller and adding touch controls. The challenge for seasoned console and PC developers is knowing when to trust your instincts – and when to toss them out the window. The talk covers 10 lessons learned from Vector Unit’s 2 year transition from console to mobile development, a brief list of critical Do’s and Don’t’s illustrated with specific examples from our own experience. We'll cover ways in which traditional “best practices” can implode when applied to tiny teams and blistering schedules, as well as some areas where your experience outside of mobile can give you a leg up on the competition.


(English Version) Level Design Case Studies: Trainyard and Cut the Rope
Price:$3.95

SKU#: GDC12-3116E
Add to Cart
More Info
Description: Level Design Case Studies: Trainyard and Cut the Rope

Speaker/s: Semyon Voinov (ZeptoLab) and Matt Rix (Magicule)
Day / Time / Location: Friday 4:00- 5:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Cut the Rope and Trainyard are two of the most critically acclaimed and commercially successful puzzle games available on the App Store today. Join Semyon Voinov (Cut the Rope) and Matt Rix (Trainyard) as they share game design insights they learned while creating these massively successful games. Divided into two compelling talks (one on each game), this to-the-point session will feature tried and true principles for level design, data driven decisions, and gameplay choices. Learn how these addictive games have amassed scores of enthusiastic fans and achieved wide popularity.



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

Please leave this field blank.