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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)

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Luck and Skill in Games

Minimalist Game Design for Mobile Devices

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GDC 2012 Category

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Lehr und Kunst mit Perlenspiel
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SKU#: GDC12-3171
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Description: Lehr und Kunst mit Perlenspiel

Speaker/s: Brian Moriarty (Worcester Polytechnic Institute)
Day / Time / Location: Monday 10:00-11:00 Room 2004, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: GDC Education Summit / 60-Minute / Summit Keynote / All
GDC Vault Recording: Video Recorded
Description: How do you actually teach digital game design? What assignments are appropriate and effective? What tools should you employ, and what outcomes should you hope to achieve? Every instructor must face these difficult questions. But imagine having to answer them with an evil elegance worthy of the name "Professor Moriarty!"

In this lecture, the Professor will share his sinister method for hurling students into the crucible of game design. Inspired by Herman Hesse's novel The Glass Bead Game and informed by thirty years of industry experience, this simple and deliciously cruel scheme turns innocent undergrads into practicing designers, using industry-standard development systems and languages to make complete, polished games entirely from scratch. Five of them. In one seven-week term!


Less Reality, More Neon: Designing Forever Drive
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SKU#: GDC12-3170
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Description: Less Reality, More Neon: Designing Forever Drive

Speaker/s: Dave Ferner (Supermono)
Day / Time / Location: Monday 2:20- 2:45 Room 123, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: With hundreds of driving games released every year, how can we make ours stand out? We had unique gameplay, but we knew that alone was not enough - it needed a style to match. Art Director Dave Ferner takes a behind-the-scenes look at the creation of Forever Drive, Supermono's hit arcade racer for iOS.


Audio Localization Done Right: Simultaneous Scripting and Recording
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SKU#: GDC12-3169
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Description: Audio Localization Done Right: Simultaneous Scripting and Recording

Speaker/s: Hikaru Taniyama (Square Enix) and Masaharu Shibayama (Square Enix)
Day / Time / Location: Tuesday 10:00-11:00 Room 2002, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Localization Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: While multi-language simultaneous development has become an industry standard nowadays, this method of game development still poses a big challenge for localization and sound divisions. The audio and translation pipeline has to deal with an increasing amount of audio files and text resources at the same time without compromising the individual language quality. Localizing from Japanese is inherently complex. It sets high expectations for an effective work environment that is able to streamline processes across participants such as the sound engineer, localization translator, sound studio and development team. By presenting an internally developed localization tool, this session will provide a solution for effective simultaneous audio script translation and multi-language recording. Resource implementation (text, audio), hand-off to translators and recording studio and asset management will be discussed.


Getting Out Of The Garage: Managing Teams, Legal Fees, Cloud Servers And 97 Other Things To Manage Growth
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SKU#: GDC12-3168
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Description: Getting Out Of The Garage: Managing Teams, Legal Fees, Cloud Servers And 97 Other Things To Manage Growth

Speaker/s: Iman Mostafavi (Limbic Software)
Day / Time / Location: Tuesday 11:15-12:15 Room 123, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This session will use Limbic Software as a core case study for understanding and overcoming the technical and operational challenges that come with rapid growth. Learn how Limbic continues to evolve from an installed user base of zero players to over 11 million after shipping three original game franchises for iOS (TowerMadness, Nuts!, and Zombie Gunship). Dealing with scale is one of the toughest challenges for any business; here is a great chance to learn from the successes and failure of high profile independent app developer.


Designing the Five Second Game
Price:$3.95

SKU#: GDC12-3167
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Description: Designing the Five Second Game

Speaker/s: RJ Mical (Independent)
Day / Time / Location: Monday 11:15-12:15 Room 123, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: The five second game is so easy and fun that you learn how to play in five seconds and then play it for hours! Everyone has fun. Think Angry Birds. Think Tetris. Think Pong. What is it about that sort of game that hooks us? Do these games have qualities in common? To create such a game, are there guidelines to follow? Veteran game designer RJ Mical studied a wide range of mobile and tablet games, looking for rules that would help design better-selling games. He will discuss his findings and share the certain qualities that ALL successful small-scale games use.


AAA Game Mechanics Inspiring Learning and Assessment Mechanics
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SKU#: GDC12-3166
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Description: AAA Game Mechanics Inspiring Learning and Assessment Mechanics

Speaker/s: Jan L. Plass (NYU / Games for Learning Institute)
Day / Time / Location: Tuesday 1:45- 2:10 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Games For Change / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Games live and die by their game mechanics. Engaging mechanics compensate for shortcomings in aesthetics, musical score, or level design, but nothing can make up for lackluster mechanics. This is especially the case for games for learning, which place additional constraints on the design of learning mechanics-specifically designed to foster learning, and assessment mechanics-specifically designed to measure learning outcomes. These mechanics can be inspired by game mechanics from successful commercial triple-A titles. We will describe our approach to designing games using these custom mechanics and present demonstrations from our library of related learning and assessment mechanics and their foundations.


Animation Driven Locomotion for Smoother Navigation
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SKU#: GDC12-3165
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Description: Animation Driven Locomotion for Smoother Navigation

Speaker/s: Bobby Anguelov (IO Interactive), Gabriel Leblanc (Eidos Montreal) and Shawn Harris (Big Huge Games/38 Studios)
Day / Time / Location: Tuesday 11:15-12:15 Room 2006, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: AI Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: As game worlds get more detailed, simply navigating along a shortest path isn't good enough. Additionally, as character behaviors get more complex, seeing agents pivot or "footskate" in unrealistic ways breaks immersion. In order to achieve realistic movement, limitations on locomotion animations the character can perform must be taken into account. In fact, the animations themselves can be used as a valuable tool for finding the most realistic path in the first place. Using examples from the games Hitman: Absolution, Reckoning, and Thief, this lecture will show methods for improving character movement by utilizing character animation to help determine navigation.


Beyond Eliza: Constructing Socially Engaging AI
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SKU#: GDC12-3164
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Description: Beyond Eliza: Constructing Socially Engaging AI

Speaker/s: Richard Evans (Little Text People), Emily Short (Independent), Stephane Bura (Storybricks), Michael Treanor (Expressive Intelligence Studio at UC Santa Cruz) and Josh McCoy (Expressive Intelligence Studio at U.C. Santa Cruz)
Day / Time / Location: Tuesday 10:00-11:00 Room 2006, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: AI Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: One of the frontiers of game AI is building agents that socially engage the player and each other in deep and dynamic ways. Traditional behavior-selection rules do not apply, while hand-scripted solutions do not scale and are often prohibitively brittle. Social and conversational beings require a deeper modeling of interests, drives, emotions, and an awareness of social norms. This lecture will show you architectures from three production games, Storybricks, Prom Week, and a game yet to be announced, that introduce new ways of constructing characters to allow deeper, flexible and more meaningful social engagement with the player.


Trail-er Blazing: Creating the Trailers your Game Deserves!
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SKU#: GDC12-3163
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Description: Trail-er Blazing: Creating the Trailers your Game Deserves!

Speaker/s: Kert Gartner (Independent)
Day / Time / Location: Monday 2:20- 2:45 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: You've got an awesome game that you've been slaving on for years and it's time to show the world. But then you realize: Shit! All I have is iMovie and don't know how to make a good trailer. Creating a great trailer that will build excitement for your game is an art unto itself. If you don't know how to effectively pimp your game in 1 minute or less, Kert Gartner will show you how. Learn from the experience of a long time video pro and an ex visual effects artist on what it take to get eyeballs glued to your game.


Creating Location Based GPS Entertainment in a Kyoto Start-Up
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SKU#: GDC12-3162
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Description: Creating Location Based GPS Entertainment in a Kyoto Start-Up

Speaker/s: Tonooka Yasunori (supernova.INC) and Akinori Nakamura (Ristumeikan University)
Day / Time / Location: Monday 4:30- 5:30 Room 123, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Nakamura and Tonooka are developing location based puzzle games similar to Walk Rally or Stamp Rally from their Kyoto based startup. Their games use GPS and smart/feature phones as their core technology. In this session, attendees will hear the trials and tribulations of launching a company and how to create a succesful location based GPS game.


AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls of the Shogun
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SKU#: GDC12-3161
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Description: AI Postmortems: Kingdoms of Amalur: Reckoning, Darkness II and Skulls of the Shogun

Speaker/s: Michael Dawe (Big Huge Games/38 Studios), Daniel Brewer (Digital Extremes) and Borut Pfeifer (Plush Apocalypse Productions)
Day / Time / Location: Monday 10:00-11:00 Room 2006, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: AI Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This session provides a high-density look into some of the unique challenges that were faced (and conquered!) in three upcoming or recently released games. We will show how massive open-world RPG,Kingdoms of Amalur: Reckoning, dealt with the scheduling of hundreds of NPCs and how they dealt with designer/programmer interaction for authoring behaviors. The Darkness II shows how agent co-ordination, collision avoidance, and the perception-reaction system all contribute to the believable enemies in this story-driven, supernatural action-shooter. Additionally, we will show the solutions that were used to address challenges unique to a fast-action, turn-based strategy game, Skulls of the Shogun.


Writing Server and Network Code for Your Online Game
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SKU#: GDC12-3158
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Description: Writing Server and Network Code for Your Online Game

Speaker/s: Patrick Wyatt (En Masse Entertainment)
Day / Time / Location: Wednesday 11:00-12:00 Room 2022, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Writing game server code is hard. Based on my experiences writing the server code for battle.net and Guild Wars, I'll talk about the challenges and pitfalls you're likely to encounter as you write the code for your next online game. I'll discuss how to build reliable game services that are resistant to hacking. I'll talk about how to make your customers happy by handling common failure conditions that many games seem to ignore to their detriment. And I'll share ideas on building distributed systems that can recover from problems without requiring human intervention so customers do not quit in anger. Join me for a whirlwind tour of writing the code for an online game service.


What We've Learned About Practical Audio From Going To Disneyland
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SKU#: GDC12-3157
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Description: What We've Learned About Practical Audio From Going To Disneyland

Speaker/s: Dwight Okahara (Insomniac Games) and Chris Olander (Insomniac Games)
Day / Time / Location: Thursday 4:00- 5:00 Room 3004, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Audio / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Practical audio is a great tool to use when immersing the player into your game's audio environment. A trip to Disneyland inspired us to take a different approach at how we created and implemented some of the audio in Resistance 3. In this talk we will explore different facets of practical audio including sound design, music and mixing techniques to bring everything together. In addition to the creative point of view, we'll walk you through some technical implementation for real world examples of how we accomplished this. Join Insomniac Games audio team members Dwight Okahara and Chris Olander as they take you on an E ticket audio adventure through a perennial fan favorite attraction.


Using Technical Testers to Reduce Cost and Improve Quality in Your Titles
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SKU#: GDC12-3156
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Description: Using Technical Testers to Reduce Cost and Improve Quality in Your Titles

Speaker/s: Greg Derk (Microsoft - Turn10 Studios)
Day / Time / Location: Friday 12:40- 1:05 Room 2002, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Production / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Games and game development are increasingly complex beasts. Engineers, artists and designers have had to become more technical and specialized to keep up with the demands of modern game development. Contrary to this trend, tester skill sets have remained largely unchanged, leaving test teams less equipped to handle today's titles. Over the past several versions of Forza Motorsport, Turn 10 Studios has made a conscious effort to improve tester skill sets by hiring technical testers in place of traditional test staff. This talk will discuss these technical testers and use bug/production data from the past few versions to show the impact they have had to the studio.


Using Studio Design Groups to Build a More Cohesive Culture and Strategy
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SKU#: GDC12-3155
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Description: Using Studio Design Groups to Build a More Cohesive Culture and Strategy

Speaker/s: Jason Scott (Volition)
Day / Time / Location: Thursday 10:00-11:00 Room 2022, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Production , Business and Marketing and Management / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Building a cohesive culture across multiple projects, teams, and disciplines is a challenge for any studio. Without a common space for regular interaction and exchange, developers can easily feel isolated and disconnected from other teams. In 2009, the Volition design team implemented the Studio Design Group (SDG) process to address this problem.

SDGs seek to impact the practice of design through ongoing debate, practical deliverables, and direct application to current projects. SDGs provide a mechanism for defining and building momentum behind strategic objectives. At the same time, they provide a regular venue to share concerns and solutions across project boundaries, helping to build a more cohesive culture.

This presentation describes why the SDGs were formed, what they accomplished, and how other teams can apply these practices to their own specific needs.


Using DSPs to Proactively Identify Transients and Root-Cause Problems
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SKU#: GDC12-3154
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Description: Using DSPs to Proactively Identify Transients and Root-Cause Problems

Speaker/s: Tom Mathews (Microsoft)
Day / Time / Location: Thursday 2:30- 3:30 Room 3022, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Audio , Programming / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: There are few things more annoying than an intermittent pop that creeps into the audio mix of your game. Pausing the title when we here the pop isn't granular enough... 10 new sounds may have played in the window between hearing the pop and breaking into the game. To track down audio problems, we've typically used a binary search, pruning away the content until we could find the root cause. But what if we could create a tool that would hit a breakpoint as soon as it heard a pop? Could we create a tool that could hear imperceptible pops, warning us that there were problems lurking beneath the waves? I propose we can do this and more, by leveraging VSTs or DSPs as a diagnostic tool, rather than simply as a way to shape our audio.


The Weight of the World: Creating Massive Destruction Audio for "Red Faction: Armageddon"
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SKU#: GDC12-3153
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Description: The Weight of the World: Creating Massive Destruction Audio for "Red Faction: Armageddon"

Speaker/s: Stephen Hodde (Volition, Inc.)
Day / Time / Location: Friday 11:30-12:30 Room 3004, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Audio / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This session will focus on the emotional goals, system design, content creation and overall challenges of Red Faction: Armageddon's destruction gameplay through the lens of sound design. The scope of GeoMod 2.0's destruction mechanic is unrivaled by any other game and represents an extreme and unique perspective for the intricacies and idiosyncrasies of physics-driven audio systems.


Take That 2.0: Techniques and Skills for Exertion Sounds for Video Games
Price:$3.95

SKU#: GDC12-3152
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Description: Take That 2.0: Techniques and Skills for Exertion Sounds for Video Games

Speaker/s: DB Cooper (DBCooperVO.com)
Day / Time / Location: Wednesday 12:05-12:30 Room 3004, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Audio / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: The object of this session is to demonstrate the specialized skills required for performing authentic exertion sounds. In this fully- interactive session, attendees will learn the differences in the sounds of hitting and being hit, of striking with a heavy object, grappling with an enemy, or being shot with a projectile. Audience members will get the chance to try out the techniques and learn about the voice actor's "Bag of Tricks".


The Music of the Wasteland: Interactive Music in an Open World
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SKU#: GDC12-3151
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Description: The Music of the Wasteland: Interactive Music in an Open World

Speaker/s: Scott Lawlor (Obsidian Entertainment)
Day / Time / Location: Thursday 10:00-11:00 Room 3010, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Audio / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: In this session, Scott will discuss his approach to the interactive music system in Fallout: New Vegas. Music in an open world game presents a unique set of challenges due to the size and scope of the game. With hundreds of hours of gameplay in a gigantic world, it is important that the music transitions seamlessly and does not get stale. He will discuss the techniques used to achieve this including; location based music, battle music transitions, reactive emotional switching and more.


The Emotional Puppeteer: Uncovering the Musical Strings that Tie Our Hearts to Games
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SKU#: GDC12-3149
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Description: The Emotional Puppeteer: Uncovering the Musical Strings that Tie Our Hearts to Games

Speaker/s: Marty O'Donnell (Bungie) and Brandi House (Bungie)
Day / Time / Location: Wednesday 2:00- 3:00 Room 3010, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Audio / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Music provokes powerful emotions like anticipation, excitement, serenity, terror and hope from the players of our games. That means composers may be the most clever puppeteers in the carnival. Even great composers can benefit from a clearer understanding of how these strings are attached or, in some cases, freakishly broken. In this talk we'll illuminate powerful insights uncovered through user research about how people really feel in response to music in games. We will describe the methods we used and share the data we gathered using a variety of audio and video examples. Finally, you will be able to ask tough questions like "Does music make people feel heroic?" Why yes, it certainly does.


The Dynamic Audio of Vessel
Price:$3.95

SKU#: GDC12-3148
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Description: The Dynamic Audio of Vessel

Speaker/s: Leonard Paul (Lotus Audio Corp.)
Day / Time / Location: Friday 4:00- 5:00 Room 3004, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Audio / 60-Minute / Lecture / Advanced
GDC Vault Recording: Video Recorded
Description: This talk examines how the sounds were created for the independent 2D liquid physics puzzle game Vessel. All sounds were created using FMOD and Lua for the more complicated audio behaviors. Live examples will be shown from the game to show the modulation of parameters and the resulting sound. Pure Data and Open Sound Control were also utilized for rapid prototyping. Nearly all game events are physics-based triggers which require the audio design to reacts to rapid object dynamics generated by the game.

All sounds in the game were custom without the use of pre-existing sound effect libraries. Techniques of dynamic sound design will examine the methods of sequencing, layering, layered sequencing, spectral layering, effects parameter modulation, asymmetric loops and granulation. The overall goal for the audio was to create the illusion for the player where every drop of water is convincingly detailed.


The Automation Trap and How BioWare Engineers Quality
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SKU#: GDC12-3147
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Description: The Automation Trap and How BioWare Engineers Quality

Speaker/s: Alexander Lucas (Bioware)
Day / Time / Location: Wednesday 2:00- 2:25 Room 2022, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Production , Programming / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Test automation is received with great enthusiasm by many in the game industry. Yet given many of the unique challenges faced in game development, is it a useful tool for creating quality games?

Using real-world examples from the development of the Dragon Age and Mass Effect series of games, this talk examines the perceived vs. actual ROI of test automation, as well as its potential pitfalls. More specifically, this talk will show that many of our base assumptions, that manual testing can be effectively reproduced with automation and that doing so will reduce costs, aren't necessarily true.

Finally we'll look at some of the sensible approaches to automation and test-technology that BioWare has employed. This includes Tools-Assisted-Testing that augments the testing process and turns all testers into "rock stars" and applying automation at earlier stages of development to prevent defects outright, rather than just detecting them.


The Art of Non-Music: Crime Shooter Kane & Lynch 2: Dog Days and Its Industrial Terror Ambience
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SKU#: GDC12-3146
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Description: The Art of Non-Music: Crime Shooter Kane & Lynch 2: Dog Days and Its Industrial Terror Ambience

Speaker/s: Mona Mur (Mona Mur Musikproduktion)
Day / Time / Location: Wednesday 3:30- 4:30 Room 3004, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Audio / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Experimental Sound Research in a AAA project: The action title "Kane & Lynch2: Dog Days" (IO Interactive/EIDOS) features an original score of psychological 21 ambient soundscapes instead of conventional ingame music. Over 300 minutes of abstract, disturbing and complex noise and ambient layers from various unusual sources create the desired "driving but opressive" atmosphere. "Normal" music only appears when anchored in the scene. "If we are successful, the audience will perceive this as a game without music, but with a strong sense of the mood in the environment". (Karsten Lund, Game Director)
1. The background - Industrial Music in the early 80s
2. The mission - "Youtube", "Reality 2.0" : crime shooter "Kane & Lynch 2" and its "Industrial Terror Ambience"
3. The art of noise - how to create a great variety of environmental non-music
4. The workflow - how to brief your external composer well
5. Ideal and reality - Resume


The Art Direction of Saints Row: The Third
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SKU#: GDC12-3145
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Description: Designing Over the Top - Saints Row: The Third Postmortem
Scott Phillips (Volition, INC) Thurs 11:30AM

The Art Direction of Saints Row: The Third

Speaker/s: Frank Marquart (Volition, Inc.)
Day / Time / Location: Thursday 10:00-11:00 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Visual Arts / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: It all started with an internal joke and a word that inexplicably caught on...Exaggereal.

Exaggereal became the internal name and catchword of the new art style for Saints Row: The Third. In this presentation, Frank Marquart, the art director of both Saints Row 2 and Saints Row: the Third will chronicle the development and discuss the details of this new style and the visual leap made from SR2 to SR:TT. This talk will reveal large project goals and how exactly they filtered down to Exaggereal art goals and the seven art pillars. See concrete examples of how each pillar translated into style rules and how final art assets were affected across art disciplines.

In the chaotic, over the top world of Saints Row, only one word could hope to contain it...Exaggereal.


The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to Games
Price:$3.95

SKU#: GDC12-3144
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Description: The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to Games

Speaker/s: Jason VandenBerghe (Ubisoft)
Day / Time / Location: Thursday 11:30-12:30 Room 2002, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Over the last 20 years an often unobserved modern motivational psychology has coalesced around a system called "The Big 5" or OCEAN. Why should we care? Because unlike its predecessors, this one has a titanic landslide of repeatable, scientific evidence behind it. But how does it apply to games?

The speaker has been collaborating with academics and industry colleagues to try and answer that problem - and we have found that we can, without difficulty, connect specific game elements directly to measurable Big 5 personality "facets". By doing this, we have uncovered a completely new way of looking at the motivations of play.

The potential of this connection is broad: it guides the speaker's our game design decision-making, it helps explain why particular games satisfy (or otherwise), it offers a statistical framework for playtest evaluation and shows us which audiences we have been missing out on.



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