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

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


GDC 2012 Category

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Beyond Metrics: Building Deep and Sustained Analytical Capability in Your Company [SOGS Business]
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SKU#: GDC12-3493
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Description: Beyond Metrics: Building Deep and Sustained Analytical Capability in Your Company [SOGS Business]

Speaker/s: Sheridan Hitchens (Industry Consultant)
Day / Time / Location: Tuesday 3:00- 4:00 Room 130, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Many social games organizations understand the importance of looking at metrics, but few have built the sustained capabilities to be a deeply analytical organization. This session will look at the infrastructure, organization, culture, process and competencies social games companies need to build to be successful. The presentation will reference the work of the speaker across multiple companies and provide some key practical strategies and tactics that games companies can use to start building organization capability.


Good Design, Bad Design, Great Design [SOGS Design]
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SKU#: GDC12-3492
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Description: Good Design, Bad Design, Great Design [SOGS Design]

Speaker/s: Raph Koster (Playdom)
Day / Time / Location: Tuesday 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: What makes a design good or bad? And more importantly, what makes it GREAT? And even more, does greatness even matter, when the goal is to make money? In this talk, industry veteran Raph Koster will look at an assortment of guidelines and aphorisms drawn from a variety of fields ranging from marketing to art theory, and see how they hold up. Raph will pay special attention to what they mean for the brave new world of social gaming. Hopefully you'll leave inspired.


The Art of Negotiation
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SKU#: GDC12-3491
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Description: The Art of Negotiation

Speaker/s: Zack Karlsson (Capcom USA)
Day / Time / Location: Wednesday 11:00-12:00 Room 2006, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: You've created a concept. You've done the pitch. You've gotten a handshake. Now comes the hard part... negotiating a deal that sets you up for success, incentivizes your partner to work for you and creates an atmosphere of trust. Come listen and participate in a discussion on specific ways to prepare for a negotiation, ways to graciously cede ground you weren't going to win anyway and leverage that to win on items that are crucial to your success. Learn specific techniques and ask hard questions of someone who has won some battles, lost more and learned a bit along the way.


Why "Free" and Cross-Platform Is The Future of Gaming
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SKU#: GDC12-3489
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Description: Why "Free" and Cross-Platform Is The Future of Gaming

Speaker/s: John Schappert (Zynga)
Day / Time / Location: Thursday 4:00- 5:00 Room 135, North Hall
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Track Keynote / All
GDC Vault Recording: Video Recorded
Description: How do you build games that are truly for everyone, everywhere? The industry has long-mastered creating games for specific platforms, but the future lies in delivering great games that are accessible, free and across multiple platforms and audiences. During this discussion, John will talk about the importance of going cross-platform and building off of a freemium model, drawing on his 20+ years of creating and managing game development for consoles. John will discuss Zynga's free-to-play, multi-platform approach and unveil Zynga's vision for bringing play to many platforms through cloud gaming. John will discuss the challenges and opportunities that Zynga and other publishers face as they build for Facebook, Google+, mobile devices, and internationally. John has a strong history on both the publisher and the platform side, and he has a unique perspective on how the entire developer ecosystem is considering the freemium, multi-platform approach. Where will the industry be in 5 and 10 years, and what will game publishers need to consider when bringing their games to the world? These are questions that John will look to address.


Game Educators Rant!
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SKU#: GDC12-3488
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Description: Game Educators Rant!

Speaker/s: Ian Bogost (Georgia Institute of Technology), Michael Mateas (UC Santa Cruz), Brenda Laurel (.), Jesse Schell (Schell Games), Adam Russell (wallFour) and Jesper Juul (New York University)
Day / Time / Location: Tuesday 3:00- 4:00 Room 2004, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: GDC Education Summit / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: A series of enlightening rants by veteran educators and game scholars. Experience different perspectives on students, schools, pedagogy, the relationship between academia and industry, and the future of game education as presented by a cast of colleagues.


Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Joyride
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SKU#: GDC12-3487
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Description: Iterating Design and Fighting Fires: Updating Fruit Ninja and Jetpack Joyride

Speaker/s: Luke Muscat (Halfbrick Studios)
Day / Time / Location: Tuesday 3:00- 4:00 Room 134, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: In this Postmortem style talk, Fruit Ninja and Jetpack Joyride creator Luke Muscat will cover the ever evolving process at Halfbrick Studio for updating and maintaining its popular iOS releases.
From Fruit Ninja's first minor update which accidentally crippled the game, to core updates that reach millions of players per week, this talk covers the lessons learned and strategies used to keep Halfbrick's games in check with ever growing player expectations.


Creating a Sequel to a Game That Doesn't Need One
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SKU#: GDC12-3485
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Description: Creating a Sequel to a Game That Doesn't Need One

Speaker/s: Chet Faliszek (Valve) and Erik Wolpaw (Valve)
Day / Time / Location: Wednesday 5:00- 6:00 Room 3014, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Erik and Chet will discuss how Valve created Portal 2, the sequel to the beloved game nobody thought needed a sequel. The talk covers the entire process from inception to the completion and reception of the game.


From Dungeons to Downing Street - How Games are Growing Up for Good!
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SKU#: GDC12-3484
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Description: From Dungeons to Downing Street - How Games are Growing Up for Good!


Speaker/s: Ian Livingstone (Eidos)
Day / Time / Location: Tuesday 5:05- 5:30 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Games For Change / 25-Minute / Summit Keynote / All
GDC Vault Recording: Video Recorded
Description: The games industry is often portayed in a negative light in the mass media. It is seldom reported the good that games can do. Playing games can help people learn about solving puzzles, problems, choice and consequence, and intuitive learning. Games can be social and active. Games can be used as a learning tool at school. Games can also give back. Ian Livingstone, Life President of Eidos, will share his experiences in raising the profile of the industry with the UK government, most recently with the Next Gen report on skills www.nesta.org.uk, how the UK games industry gives back via the GamesAid charity, and mentoring PlayMob, a games start-up with a business model that focuses on "giving".


There is Another... Darth Vader SWTOR - Creating A True Competitor in the AAA MMO Space
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SKU#: GDC12-3483
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Description: There is Another... Darth Vader SWTOR - Creating A True Competitor in the AAA MMO Space

Speaker/s: Richard Vogel (Bioware) and Dallas Dickinson (Bioware)
Day / Time / Location: Wednesday 5:00- 6:00 Room 2016, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Production , Business and Marketing and Management / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: A discussion of how SWTOR has managed to get into a position to shake up a space that has been dominated for 7+ years by one game.
- Ensure a smooth launch at scale
- Broaden the market and bring in non-MMO gamers
- Innovate carefully
- Triage - always
- Build enough content so that there is no obvious "Content Horizon" where your high-quality content disappears.
- Test early and often
- Scale a team to meet those challenges.
We will discuss all of this with reference to SWTOR, WoW and major other MMO launches of the past 7 years.
Takeaway: Audience will come out with an understanding of what it has taken (and will take in the future) for developers to create MMO experiences on par with the current top games. There will be some broader discussion of the Online space (beyond MMO, beyond Subscription MMO, etc) as well.
Intended Audience: Anyone interested in MMO development or publishing, as well as people interested in the spectrum of Online games (from Subscription MMO all the way to F2P online game).


Games to Address National Challenges
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SKU#: GDC12-3482
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Description: Games to Address National Challenges

Speaker/s: Constance Steinkuehler Squire (White House Office of Science and Technology Policy)
Day / Time / Location: Thursday 1:00- 1:25 Room 2022, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Advocacy / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: In March 2011, President Obama issued a call to action, stating "I'm calling for investments in educational technology that will help create... educational software that's as compelling as the best videogame. I want you guys to be stuck on a videogame that's teaching you something other than just blowing something up." In response, the White House Office of Science and Technology Policy initiated a new area of policy analysis focusing specifically on games as a medium with broad potential not just for conceptual learning but also for physical health, mental well-being, job growth and scientific discovery.
This talk will explore the Federal interest in games, review trends in game-related Federal investments, detail the opportunities and challenges related to game R&D at the Federal level, possible partnerships between public and private entities (government, industry, university, small business, etc) and future trends in games that align with the Administration's current agenda.


Let the Games Be Games: Aesthetics, Instrumentalization & Game Design
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SKU#: GDC12-3481
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Description: Let the Games Be Games: Aesthetics, Instrumentalization & Game Design

Speaker/s: Eric Zimmerman (Independent)
Day / Time / Location: Wednesday 3:30- 4:30 Room 134, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Games are ancient, but the field of game design - in fact, the very idea that someone could create games professionally - is a relatively recent invention. Only a few decades after videogames began, we find ourselves at the start of a "ludic century," in which games increasingly define art, media, and culture.

This talk takes a hard look at the recent history of the still-emerging discipline of game design in order to identify a problem with how we talk about games, and how we understand what it means to design them. This problem is instrumentalization - the reduction of the ineffable quality of games to the measurable and scientific.

Instrumentalization is rampant among game developers - from the business side of games to the games for learning and social change communities, and even among mainstream game designers themselves. Instrumentalization prevents us from exploring games' full potential - it views games as efficient instruments for injecting or extracting data, rather than as an aesthetic form in all their complexity.

Getting past instrumentalization means being honest about how a design field like game design is different than other bodies of knowledge, such as a scientific field that seeks to uncover truths about nature. What are better ways of thinking about what we do as designers?

These questions may sound highly esoteric, but ultimately they come down to understanding the day-to-day, nuts and bolts practice of game design. And that is something that can benefit all of us.


Scaling and Stabilizing Large Server Side Infrastructure
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SKU#: GDC12-3480
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Description: Scaling and Stabilizing Large Server Side Infrastructure

Speaker/s: Yoshinori Matsunobu (DeNA)
Day / Time / Location: Thursday 4:00- 5:00 Room 2006, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Running popular online games requires certain level of server side skill-sets such as administering and optimizing database servers, web servers, caching servers, load balancers, operating systems, etc. Server side technologies are far different from game programming technologies, so people can learn a lot from server side experts.

In this session, the speaker will go through essentials of recent server side technologies so that audiences can run highly scalable and stable gaming servers. The following topics will be covered.

- Scaling tens to thousands of servers for handling massive reads/writes requests
- Increasing per server performance (to reduce total costs)
- Eliminating single point of failure and maintenance downtime
- Pros and cons of cloud vs real servers


Gameplay Data Analysis: Asking the Right Questions
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SKU#: GDC12-3479
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Description: Gameplay Data Analysis: Asking the Right Questions

Speaker/s: Ian Thomas (Epic Games)
Day / Time / Location: Friday 10:00-11:00 Room 2016, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Advanced
GDC Vault Recording: Video Recorded
Description: This talk presents the Gears of War 3 and Infinity Blade 2 data collection and analysis pipeline, and our strategies for deciding what data to collect, and at what frequency and granularity. We will also cover our techniques for monitoring, reporting, scalability and post-launch configuration


Empowered by Digital Distribution: From Innovative Developer to Independent Publisher
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SKU#: GDC12-3478
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Description: Empowered by Digital Distribution: From Innovative Developer to Independent Publisher

Speaker/s: Dan Connors (Telltale Games)
Day / Time / Location: Friday 4:00- 5:00 Room 2016, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: The digital distribution success that Telltale Games has experienced in the last few years has fueled their evolution from indie developer with a vision to the gaming industry's only large scale, independent multi-platform digital first publisher.

Telltale Games CEO and co-founder Dan Connors will share how the episodic, digital content vision the company was founded on in 2004 has evolved, explain how the most of the games industry has moved to episodic content distributed digitally over the past few years, discuss Telltale's perspective on current industry digital publishing trends and take the audience through the concept of Self Segregating Audiences and the success factors he believes are critical to any successful digital publishing business focused on interactive entertainment seeking high Revenue Per User (RPU) transactions.


Vault, Slide, Mantle: Building Brink's SMART System
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SKU#: GDC12-3477
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Description: Vault, Slide, Mantle: Building Brink's SMART System

Speaker/s: Arne Olav Hallingstad (Splash Damage)
Day / Time / Location: Friday 11:30-11:55 Room 2006, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This talk presents a detailed programmer-oriented overview of the freedom of movement implementation in Brink's single and multiplayer modes from initial prototype to the shipping-quality implementation three years later. We will go into detail on how generating a list of all freedom of movement possibilities via an analysis of the world geometry in a precomputation phase can drastically reduce run-time cost as well as avoid the need for manually placed hint objects by level designers. We will also look at our lightweight run-time implementation for real-time ledge detection, ensuring the player enters the correct physics states and correctly connects with world geometry.


Forza Motorsport 4 Production Pipeline Architecture
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SKU#: GDC12-3476
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Description: Forza Motorsport 4 Production Pipeline Architecture

Speaker/s: Daniel Caruso (Turn 10 Studios, Microsoft)
Day / Time / Location: Wednesday 2:00- 3:00 Room 2016, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: The task of transforming large data sets modified by hundreds of people working in geographically diverse teams 24 hours a day seven days a week into a compact and efficient game is one of the most complex problems games studios have ever faced. Turn 10 Studio's production pipeline and tools infrastructure delivers on a wide range of features required for large scale AAA title development. We support the production efforts of over 400 developers, designers, artists and producers scattered across 3 countries working with hundreds of gigabytes of data.

In this session we will take a look at the software and hardware architecture of the Forza Motorsport 4 production pipeline and describe the key processes, technologies and techniques used to bring everything together while striving to strike a balance between fast iteration, game stability, and long running, compute intense, pre-processing. Details will be given of tool chains, build systems, optimization and scalability, with an emphasis on the importance of solid engineering approaches and the fundamental need for distributed solutions to keep up with the demands of producing massively complex content.


What Really Matters: the Relevant Payment Options to Attract Local Players and Payers (Presented by Digital River)
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SKU#: GDC12-3474
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Description: What Really Matters: the Relevant Payment Options to Attract Local Players and Payers (Presented by Digital River)

Speaker/s: Joost Van Dreunen (SuperData Research)
Day / Time / Location: Wednesday 5:00- 6:00 Room 2020, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Monetization / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: Payment preference and behavior varies greatly across different geographies, game genres and player demography. Your payment strategy should be actively managed and localized to attract your specific target group requirements. It’s not a matter of accepting the largest number of different payment options, but rather accepting those that are most relevant for the specific situation. Join this session to gain insight into the latest research on payment option relevance in key markets around the world. Research analysts will share data on payment option usage as well as explore how this data can support monetization strategies and drive incremental revenue and growth.


Cross-Platform Games Monetization in Western and Emerging Markets (Presented by Digital River)
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SKU#: GDC12-3471
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Description: Cross-Platform Games Monetization in Western and Emerging Markets (Presented by Digital River)

Speaker/s: Peter Warman (Newzoo)
Day / Time / Location: Wednesday 11:00-12:00 Room 2020, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Monetization / 60-Minute / Sponsored
GDC Vault Recording: Video Recorded
Description: Where to go next? The explosive global growth of online, mobile and social gaming has dramatically increased the potential routes game companies can take to acheive success. Do I extend my successful game or IP to new platforms, or do I localize it and focus on conquering new regions? Or both? What does cross-country, cross-platform market data from 13 countries tell me about my monetization opportunities? Peter Warman, CEO and co-founder of Newzoo, a market research and consulting firm focused on the games industry, will match fresh market data and views on the future with solutions to common challenges to make your life a little easier.


Successfully Migrating to F2P (Presented by Digital River)
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SKU#: GDC12-3473
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Description: Successfully Migrating to F2P (Presented by Digital River)

Speaker/s: David Reitman (Digital River), Bjorn Book-Larsson (GamersFirst), Bill Wang (Perfect World), Tim Merel (Digi-Capital), Chris Sturr (Sony Online Entertainment), Steve Levy (NCsoft), John Young (Perfect World Entertainment) and Joseph Willmon (GamersFirst)
Day / Time / Location: Wednesday 3:30- 4:30 Room 2020, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Monetization / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: Join a panel of industry experts as they share their experiences as they navigated the transition from one-time sale and subscription monetization models to F2P. Key considerations include revenue management, game design and development, consumer acceptance, messaging, and more. This panel will be moderated by David Reitman, senior director, Digital River. He will be joined by Bjorn Book-Larsson, chief operating officer and chief technology officer, GamersFirst, and Bill Wang, vice president, Perfect World, among others.


Emerging Market Monetization - License or Self-Operate Online Games (Presented by Digital River)
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SKU#: GDC12-3472
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Description: Emerging Market Monetization – License or Self-Operate Online Games (Presented by Digital River)

Speaker/s: Jeremy Coker (Digital River), Andreas Weidenhaupt (Infernum), Victor Kislyi (Wargaming), Christian Godorr (Bigpoint GmbH), David Reid (CCP Games), James Jones (Hasbro), Jamy Nigri (Jagex Ltd), Mike Hawkins (Kabam) and Matias Recchia (Vostu)
Day / Time / Location: Wednesday 2:00- 3:00 Room 2020, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Monetization / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: Brazil? India? China? Russia? Taking your game to the next level may mean expanding to emerging territories and exploring alternative publishing options. As you evaluate new global markets to publish your game, making the decision to self-operate, license or partner is often difficult. You need to take into account revenue, advances, profitability, total cost of ownership, localization, brand equity and customer satisfaction, while evaluating what markets are right for your game. Join an experienced panel of industry experts as they explore the pitfalls and successes they have encountered in expanding to new territories. The panel will be moderated by Jeremy Coker, director, Digital River. He will be joined by Andreas Weidenhaupt, founder and chief executive officer, Infernum, and Victor Kislyi, CEO, Wargaming, among others.


Ask the Experts: Professional Programmer's Panel
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SKU#: GDC12-3464
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Description: Ask the Experts: Professional Programmer's Panel

Speaker/s: Jeff Ward (Fire Hose Games), Brett Douville (Bethesda Game Studios), Mike Acton (Insomniac Games), Noel Llopis (Snappy Touch) and Yilmaz Kiymaz (Indie)
Day / Time / Location: Friday 1:30- 2:30 Room 135, North Hall
Track / Duration / Format / Audience Level: Game Career Seminar / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: You have questions, we have answers. We've brought together programmers from all across the game industry, AAA, indie, iPhone and others, to answer your questions. From programming languages to memory managers, exporters to AI algorithms, OpenGL to DirectX, iPhone to Android. We've gathered your best questions about life as a professional game programmer from a variety of sources, and we're going to share our advice with you.But it's never too late! Do you have a question you're dying to ask? Tweet your question at #GCSPPP and we'll answer in this panel.
Takeaway: Attendees will learn about the current state of game industry programming, and what they will want to familiarize themselves with before graduating.


Crysis Management: Localization from a Developer's Perspective
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SKU#: GDC12-3463
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Description: Crysis Management: Localization from a Developer's Perspective

Speaker/s: Judith Matz (Crytek)
Day / Time / Location: Tuesday 4:30- 4:55 Room 2002, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Localization Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: If working as a developer in localization teaches you one thing, it's this: nobody knows what you actually do, other than "making it work somehow". This talk will attempt to shed some light on the localization-related tasks a developer should typically take care of before the actual localization phase takes place. During the talk, we'll try to locate and visualize critical localization risks during game production and in some cases suggest ways to minimize them.


What You Don’t Know IS Hurting You: How Aggressive User-Research Improved Resistance 3
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SKU#: GDC12-3462
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Description: What You Don’t Know IS Hurting You: How Aggressive User-Research Improved Resistance 3

Speaker/s: Drew Murray (Insomniac Games)
Day / Time / Location: Friday 4:00- 5:00 Room 130, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Watching a formal usability test of Resistance 2 was an eye-opening experience for developers at Insomniac Games. Players were struggling with FPS basics such as aiming and navigating, as well as hallmark Resistance features such as exotic weapons. The game was simply not being played the way we expected or wanted.
After this unpleasant surprise, Insomniac committed itself to ensuring that real gamers could enjoy Resistance 3 the way it was meant to be played and that doing more user-research was the best way to accomplish this. Resistance 3 Lead Designer Drew Murray will explain the methodologies and techniques Insomniac used to conduct user-research on Resistance 3, including specific examples of how core controls, weapons and pacing were improved.


Effective Art Development in Social/Mobile Gaming [SOGS Design]
Price:$3.95

SKU#: GDC12-3461
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Description: Effective Art Development in Social/Mobile Gaming [SOGS Design]

Speaker/s: James Zhang (Concept Art House)
Day / Time / Location: Monday 3:00- 4:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This session is most suited for: Artists (2D, 3D, Vector), Art directors, Art managers/producers, and Executives interested in learning more about art development in social/mobile gaming. The session is divided into 2 parts:

1. A look into recent trends and evolution of art in social and mobile gaming
- Examine the progression of art in social/mobile games both past, present and future
- How art affects retention on initial installs and improves monetization

2. Effective art management
- Common traits to look for in a good art director
- A look at effective style guides and art bibles
- Improve feedback and revision process

Additional touch points will include; Globalization, art management challenges, suggestions for low budget art development, artist motivation techniques and how to effectively deal with external art developers.


Battlestorm: Games as a Powerful Tool for Community Engagement
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SKU#: GDC12-3460
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Description: Battlestorm: Games as a Powerful Tool for Community Engagement

Speaker/s: Jessica Goldfin (Knight Foundation) and Scott Hoffer (Zynga New York)
Day / Time / Location: Tuesday 11:15-11:40 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Games For Change / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: In 2011 Knight Foundation partnered with Area/Code (now Zynga New York) to create two place-based social impact games designed to bring communities together in new ways. One of these games is Battlestorm, which combines elements of theatrical spectacle, reality game show, physical sport and online games to empower youth around hurricane preparedness in the Gulf Coast community. This session will focus on iterative design as both a method of game development as well as a potentially powerful tool for community engagement. In this postmortem presentation, we will look back at what worked, what didn't, and what we can do better next time.



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