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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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Everyone Gaming Everywhere: Social Goes Global [SOGS Business]
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SKU#: GDC12-3459
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Description: Everyone Gaming Everywhere: Social Goes Global [SOGS Business]

Speaker/s: Peter Relan (CrowdStar)
Day / Time / Location: Tuesday 11:50-12:15 Room 130, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: After CrowdStar's huge success on Facebook, they're pushing boundaries to conquer the next social gaming frontier. Peter Relan, CrowdStar's CEO, believes there is no limit to the cross-pollination potential between platforms, international markets and demographics in the sphere of social gaming. Developers need to start thinking beyond just Facebook. To stay competitive they need to reach for multiple platforms in multiple countries. With sights set on the future of web 3.0, Peter will discuss the potential for social gaming universality and explain the logic behind his theory that it's possible to draw one billion users to a single game.


From the Trenches: Developing Games for Google+ [SOGS Business]
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SKU#: GDC12-3458
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Description: From the Trenches: Developing Games for Google+ [SOGS Business]

Speaker/s: Todd Kerpelman (Google), Dan Chao (Funzio), Mike Blanchette (Playdom) and Beau Harrington (Kabam)
Day / Time / Location: Tuesday 1:45- 2:45 Room 135, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: In this series of rapid-fire postmortems, we hear from several social game developers who have launched their products on the Google+ Games platform and find out what their experiences were like. What was harder than expected? What was easier? What was different? What did they have to do from a design or technical perspective to optimize their game for Google+? How has this experience influenced future development? What's for lunch? Find out the answers to all of this and more at this informative session.


Growing "Out" of Europe: Wooga Postmortem [SOGS Postmortem]
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SKU#: GDC12-3450
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Description: Growing "Out" of Europe: Wooga Postmortem [SOGS Postmortem]

Speaker/s: Jens Begemann (Wooga)
Day / Time / Location: Tuesday 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: Jens Begemann, CEO and founder of Wooga, will reveal how he and his team put Wooga and Berlin on the social gaming map and became the third largest social games developer worldwide. Wooga's strong and constant growth is based on sustainability, a core belief which has taught Jens and those at Wooga valuable lessons in the last three years. Condensed and from a European perspective, Jens will retrace Wooga's fast race to the top and offer an outlook for 2012, illustrating how the company will continue to expand into the emerging social mobile universe.


BURN THIS MOTHERFATHER! Game Dev Parents Rant
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SKU#: GDC12-3449
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Description: BURN THIS MOTHERFATHER! Game Dev Parents Rant

Speaker/s: Eric Zimmerman (Independent), Jason Della Rocca (Perimeter Partners), Jade Raymond (Ubisoft Toronto), Tobi Saulnier (1st Playable Productions), Perrin Kaplan (Zebra Partners), Frank Lantz (Zynga New York), James Lantz (Hampshire College) and Graeme Devine (GRL Games)
Day / Time / Location: Friday 11:30-12:30 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game Design , Business and Marketing and Management / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Each year, the rant session brings together a panel of game developers to bitch about whatever the hell they want.

In the past, we've heard from angry game publishers, pissed-off game journalists, and last year's band of disgruntled social game developers. This year we take it to the next generation with a panel of game developer moms and dads. So sit back and prepare to get disciplined.

Cutting through the clutter of polite industry chit-chat, the rant session takes on the issues that matter to developers in a no-holds-barred format. Fasten your seat belts and prepare for strong opinions from some of the game industry's most distinguished and dissatisfied game developers. The invited panelists will be given free reign. You have been warned.

Co-hosted by Jason Della Roca and Eric Zimmerman, the rant session is about identifying solutions as well as problems. The audience will have a chance to respond to the rants and join in the discussion. Topics will address issues of concrete importance to the game industry. And we may catch a glimpse of a better future for us all.


Pitching Secrets Revealed
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SKU#: GDC12-3448
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Description: Pitching Secrets Revealed

Speaker/s: David Perry (Gaikai), Chris Charla (Microsoft Games), Tim Chang (Mayfield Fund), Pete Smith (Sony XDev Studio Europe) and Ian Baverstock (Tenshi Ventures)
Day / Time / Location: Thursday 5:30- 6:30 Room 134, North Hall
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: It's pretty tough to have a career in the games business and not end up pitching something to someone. Many try to read minds, but wouldn't it be great to know what they want before you pitch? What do they really want? What's worth investing into? What game ideas will people bet on? What hooks do they want to hear and see? We'll invite some key industry people that get pitched a lot and ask them.


Licensing for the Small Guy: Should You Do It, and If So, How?
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SKU#: GDC12-3447
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Description: Licensing for the Small Guy: Should You Do It, and If So, How?

Speaker/s: James Brooksby (Doublesix)
Day / Time / Location: Friday 10:35-11:00 Room 2022, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management , Production / 25-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: While Doublesix is a small publisher/developer, we have worked with some major IP – including Top Gun, South Park and Who Wants To Be A Millionaire - and have now licensed some big-name brands ourselves. Is licensing the right thing to do? What effects does it have on a studio and its market? Has this been a good thing for Doublesix? Would we do it again? Importantly: how do you go about licensing without a large dedicated team and big pockets?


Uncharted Outsourcing
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SKU#: GDC12-3445
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Description: Uncharted Outsourcing

Speaker/s: Erick Pangilinan (Naughty Dog) and Solomon Temowo (XPEC)
Day / Time / Location: Friday 10:00-11:00 Room 130, North Hall
Track / Duration / Format / Audience Level: Visual Arts , Production / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: An insight to Naughty Dog's outsourcing experience through the Uncharted series. It will be a joint presentation with Naughty Dog's first outsourcing partner, XPEC, and they will share their perspective on how they adjusted to match the quality requirements and agile working environment of Naughty Dog.
The areas to be discussed will include basic principles of outsourcing and how we built systems to fit the Naughty Dog pipeline, the vendor selection process, creating technical and art style bibles, setting up a spec sheet, giving feedback and iterating work.
Finally we will present, in context, a typical workflow by deconstructing and sharing our experiences in creating levels with outsource vendors; specifically XPEC. The success and failures we encountered along the way, and how we plan to adjust for the future projects.


From Milan to Abu Dhabi: Microtalks for Change
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SKU#: GDC12-3441
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Description: From Milan to Abu Dhabi: Microtalks for Change

Speaker/s: Colleen Macklin (Parsons The New School for Design/Local No. 12), David Mariner (Funrigger Productions ApS), Mathias Crawford (Natron Baxter Applied Gaming), Rob Davis (Playniac), John Murphy (ChicagoQuest Schools) and Nick Fortugno (Playmatics)
Day / Time / Location: Tuesday 3:00- 4:00 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Games For Change / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This jam packed session will look at cool and innovative games for change from all over the world. You'll hear from Colleen Macklin (Parsons New School of Design) discuss her Activate! project from Abu Dhabi, David Mariner (Fun Rigger) will describe his elephant safari ARG from Milan, Mathias Crawford will explore Natron Baxter's work with the American Heart Association, Rob Davis (Playniac) will talk about International Racing Squirrels, his game about financial literacy produced with Channel 4 Education. John Murphy from Quest to Learn Chicago will describe games that develop social-emotional skills of school children. Moderator Nick Fortungo from Playmatics will guide you through this hour of games making an impact on the world.


Conquering European Localization
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SKU#: GDC12-3440
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Description: Conquering European Localization

Speaker/s: Miguel A. Bernal-Merino (University of Roehampton), Patrick Sweeney (ReedSmith), Nadine Martin (Sony Computer Entertainment Europe), Danica Brinton (LocLabs) and Flor Garcia-Ruiz (Bioware)
Day / Time / Location: Tuesday 11:15-12:15 Room 2002, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Localization Summit / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: Europe is a great market for games but it is made up of many cultures, tastes and jurisdictions. How does one succeed in this fragmented territory? Localization is an enabler but not the full story. In a world where online, social and mobile games are redefining the market, how will your next game succeed? Do you go for a full assault targeting many countries and languages or be more selective? Hear reps from Sony and EA discuss their strategies on addressing the European market. Patrick Sweeney senior counsel from ReedSmith will join the discussion to give advice on negotiating the legal hurdles and how you could benefit from government aid.


Indiana Jones Adventure World: Making Core Gameplay for Everyone [SOGS Postmortem]
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SKU#: GDC12-3439
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Description: Indiana Jones Adventure World: Making Core Gameplay for Everyone [SOGS Postmortem]

Speaker/s: Seth Sivak (Zynga Boston)
Day / Time / Location: Tuesday 11:15-12:15 Room 135, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: When Zynga Boston set out to build Adventure World, they searched for a way to the bring traditional gameplay of action-adventure games to the browser. Puzzles, combat and exploration needed to be distilled so that any user could understand and navigate with only a left mouse click. In this presentation Seth Sivak, lead designer of Indiana Jones Adventure World, will present lessons learned and the challenges of bringing core game mechanics to the social genre.


Keys to the Asian Market [SOGS Business]
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SKU#: GDC12-3438
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Description: Keys to the Asian Market [SOGS Business]

Speaker/s: Dennis Ryan (PopCap Games)
Day / Time / Location: Monday 3:35- 4:00 Room 130, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Asia is a tantalizing, yet elusive market for western game companies to reach. We are titillated by tales of online mobile or social games making millions of dollars per month in China, Korea, or Japan, yet success stories of western companies entering Asia are rare. Attend this talk to survey the key Asian markets, review the mobile or social platforms that matter, learn how they differ from similar platforms in the west, and receive tips on how western game developers can tap into each.
Takeaway: A survey of key Asian mobile or social markets and tips on how western game developers can tap into each.


Build More Immersive Games with Intel SSDs (Presented by Intel)
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SKU#: GDC12-3432
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Description: Build More Immersive Games with Intel SSDs (Presented by Intel)


Speaker/s: Chris Saleski (Intel Corporation) and Jared Gerritzen (Zombie Studios)
Day / Time / Location: Thursday 5:30- 6:00 Room 3005, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Programming / 25-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: 5:30p.m.-6:00p.m. Optimizing games to exploit the capabilities of the latest platform technology allows game developers to create games featuring innovations resulting in greater immersion. Spend your engineering time making the game better instead of working around storage delays, and unleash performance for more physics and AI intensive games. With this idea in mind, Intel consulted with Zombie Studios on the creation of fundamentally new features for Blacklight: Retribution, a highly immersive AAA fps. The new features are enabled by exploiting the performance of Intel SSDs, and Blacklight: Retribution exemplifies the content quality made possible by designing for the latest platform ingredients.


Security Best Practices – Piracy, Secondary Sales, & Account Theft Solutions (Presented by Intel)
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SKU#: GDC12-3431
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Description: Security Best Practices – Piracy, Secondary Sales, & Account Theft Solutions (Presented by Intel)

Speaker/s: Matt Ployhar (Intel)
Day / Time / Location: Thursday 6:00- 6:30 Room 3005, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 25-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: 6:00p.m.-6:30p.m. The question is: how do you protect both consumers, and your content? Evolutions in gaming business models, distribution methods, and the rising sophistication of pirates has pushed the gamut of issues that plague gaming far beyond piracy. In order to better address piracy, it’s necessary to also reflect on secondary sales, and the emergence of new threats such as account and identity theft. This session will take a broader and more holistic view at the range of solutions designed to address these increasingly complex set of issues in an effort to assist game developers & publishers to be more successful.


Expand Your Customer Base! Develop for Mainstream Graphics (Presented by Intel)
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SKU#: GDC12-3430
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Description: Expand Your Customer Base! Develop for Mainstream Graphics (Presented by Intel)

Speaker/s: Ganesh Kumar (Intel Corporation)
Day / Time / Location: Thursday 11:30-12:30 Room 3005, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: Mainstream graphics hardware has come a long way in performance, while enjoying an ever-increasing market share. This session will show how a few AAA games went from not being able to play on mainstream GPUs, to providing a great out-of-the-box experience. Attendees will learn a handful of immediately applicable techniques and tool usage to optimize games for mainstream GPUs, and be able to provide a smooth gaming experience for their largest customer base.


Localization Microtalks: Around the World with Five Topics in Sixty Minutes
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SKU#: GDC12-3429
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Description: ocalization Microtalks: Around the World with Five Topics in Sixty Minutes

Speaker/s: Oded Sharon (Adventure Mob), Rahul Sandil (GamersFirst (K2 Network)), Mahmoud Khasawneh (Quirkat), Terrance Weinzierl (Monotype Imaging) and Austin Osueke (eigoMANGA (NekoNeko, Inc.))
Day / Time / Location: Tuesday 1:45- 2:45 Room 2002, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Localization Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Appearing for the first time at the Localization Summit, this special session will present a diversity of topics pertaining to current issues in game localization, in a quick-paced format. If you're seeking to gain insights across a broad range of localization topics, this is a must-attend session! The topics will include:
* How marketing and localization combined to sell more games in a changing industry (Richard van der Giessen)
* Adapting Independent Japanese Games To The US Market (Austin Osueke)
* Eight Years Young: How did a Korean Game survive and dominate the Turkish Market (Rahul Sandil)
* The Arab Video Games Spring (Mahmoud Khasawneh)
* Typographic Considerations for Localizing Your Game (Terrance Weinzierl)


Effects Techniques Used in Uncharted 3: Drake's Deception
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SKU#: GDC12-3428
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Description: Effects Techniques Used in Uncharted 3: Drake's Deception

Speaker/s: Marshall Robin (Naughty Dog)
Day / Time / Location: Thursday 2:30- 3:30 Room 3009, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: This talk will examine the technology and tools used to produce particle effects in Uncharted 3. We use a highly data driven system coupled with a node based shader editor to control particle behavior and rendering. The particle runtime is SPU based and all particle processing is done without PPU synchronization. The presentation will give an overview of the tool pipeline used to author and process particle assets, a detailed walk through of the simulation and rendering runtime, and some shader techniques used in our effects.


Game Structured Hiveminds: Organizing People & Solving Problems with Fun
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SKU#: GDC12-3427
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Description: Game Structured Hiveminds: Organizing People & Solving Problems with Fun

Speaker/s: Ben Sawyer (Digitalmill), Jerome Waldispuhl (McGill University), Evan Brown (Entertainment Technology Center) and Joe Edelman (Citizen Logistics)
Day / Time / Location: Monday 10:00-11:00 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game IT Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: The opening set of talks at Game IT focuses on the ability for games to help solve problems through organizing and engaging collaborative groups of people through gameplay and social networks. The opportunities happening here are still emergent but already several projects have exemplified the power of this opportunity. This set of talks seeks to further these discussions and offer exciting new ideas to game-based crowdsourcing, collaboration, and distributed activity and problem solving.

Phylo, a McGill University based project creating a human-based computing framework applying ``crowd sourcing'' techniques and casual style gameplay to help with comparison of the human genome with the DNA of other species essential to deciphering our genetic code and revealing the causes of various genetic disorders.

CEML (Coordinating Event Module Launguage) an innovative new scripting language for coordinating group dynamics, and civic logistics across multiple platforms and applications. Developed by Citizen's Logistics CEML can be used to create exciting new blends of human action and game interaction.

Project Augur, developed by students at Carnegie Melon University's Entertainment Technology Center for Lockheed Martin Corporation. Project Augur's goal was to explore the frontiers of artificial intelligence as a predictive mechanism. Through the use of crowd-sourcing through Amazon Mechanical Turk, and with a trio of gamelike prototypes that collect data, the team built artificial intelligence algorithms that can predict based not only on an individual's past play, but other, less obvious factors as well.


The Indie Composer Speaks
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SKU#: GDC12-3426
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Description: The Indie Composer Speaks

Speaker/s: Danny Baranowsky (Independent), Laura Shigihara (Independent) and Rich Vreeland (Independent)
Day / Time / Location: Tuesday 11:15-11:40 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Indie composers Danny "dannyBstyle" Baranowsky (Super Meat Boy, The Binding of Issac), Rich "Disasterpeace" Vreeland (Fez, Puzzle Agent, Shoot Many Robots) and Laura "Supershigi" Shigihara (Melolune, Plants vs. Zobies) speak about the inspiration, process and motivation behind their game-defining music. Attendees will come to understand the creative process behind some of the most iconic music in indie games including how was it informed by gameplay, how was it produced and how can these lessons be applied to one's own games.


Health IT! Enterprising Approaches to Combining Health and Games
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SKU#: GDC12-3424
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Description: Health IT! Enterprising Approaches to Combining Health and Games

Speaker/s: Jane McGonigal (Social Chocolate), Rajiv Kumar (ShapeUp) and Brian Krejcarek (GreenGoose)
Day / Time / Location: Monday 4:30- 5:30 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game IT Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This session looks at three projects that are doing just that, leading the way for games to become the first-line of defense for individual and organizational health. First up is an update on Jane McGonigal's SuperBetter, an online game with a mobile app designed to build SuperMario Health with four kinds of resilience: physical, mental, emotional and social. In this quickfire talk, you'll hear insights from a user-driven development process based on user-tests in both clinical and organizational settings -- from Ohio State University's hospital to Zappos Corporation. Next up is ShapeUp, an exciting startup in the field of employee wellness that uses social networking, gaming and incentives to improve health. ShapeUp’s social games promote physical activity, healthy eating, and weight loss among employees of large corporations and members of health plans. The company has expanded rapidly over 5 years, now covering 2 million people in 93 countries and working with clients like Aetna, HP, Cleveland Clinic, and Sprint who are using games to improve the health of their populations. Wrapping up, Brian Krejcarek, founder of GreenGoose will be presenting on making all of life a game -- with little wireless sensors. Taking on everyday obstacles and things we do in more playful way is a new kind of game we're exploring for all ages. What if the hours spent sedentarily playing casual games online could be extended to the real things we do around us? Maybe it's just a smile and a little humor to change our daily habits toward a healthier and happy lifestyle.
Takeaway: More and more healthcare is becoming a problem important to all organizations who are at the frontline of not only rising healthcare costs, but also the productivity disruptions and declines as affected by health issues. This session offers ideas and examples of games for health applications compatible with enterprise health approaches.


Running Supply Chains is Like a Massively Multiplayer Online Game
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SKU#: GDC12-3422
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Description: Running Supply Chains is Like a Massively Multiplayer Online Game

Speaker/s: Michael Hugos (Center for Systems Innovation)
Day / Time / Location: Monday 3:00- 3:25 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game IT Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Supply chains by definition involve many different companies each with their own interests and agendas. Yet they must find ways to work together because individual company success depends on the success of the supply chain as a whole.

In this session, business agility expert Michael Hugos presents a case study from his work where he applied gaming principles to turn the operation of a 5,000 store supply chain into a massively multiplayer online game. The surprising success this achieved fueled creation of a next-generation game-based supply chain system, SCM Globe, which he will demonstrate. How it was built and how it is compatible with the workflows and tech stacks of modern day enterprises is addressed.
Takeaway: Developing games that can be run across organizations requires taking key game design patterns and making them work for hardware, systems and work styles that are different then what games normally target. Attendees to this session will get a good look at how one project adheres to the needs of enterprise games


Making Games as Fast as You Can Think of Them
Price:$3.95

SKU#: GDC12-3421
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Description: Making Games as Fast as You Can Think of Them

Speaker/s: Ian Bogost (Georgia Institute of Technology)
Day / Time / Location: Monday 11:50-12:15 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game IT Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: One of the greatest challenges for making and using games in the enterprise is creating games in the first place. Games are not only complex and expensive, but the tools created by the "traditional" game industry for making them may not match the uses or authoring needs of other sorts of industries. In particular, current methods for making games rely on authoring behaviors and mechanics, which is still an expertise native to game development.

This talk presents a new game authoring tool that creates small, simple games in seconds based on a concept-map based authoring paradigm and a game generation artificial intelligence. The system was created to service journalists and the news media (thanks to funding from the Knight Foundation), but it can also be used in other sectors--or just as an inspiration for thinking about how to make new game authoring tools.


Writing Web Games for BlackBerry 10 and PlayBook (Presented by BlackBerry)
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SKU#: GDC12-3418
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Description: Writing Web Games for BlackBerry 10 and PlayBook (Presented by BlackBerry)

Speaker/s: Jonathan Feldstein (Research in Motion) and Ram Rajagopalan (Research In Motion)
Day / Time / Location: Thursday 2:30- 3:30 Room 2010, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Sponsored / Intermediate
GDC Vault Recording: Video Recorded
Description: This session takes a look at the HTML5 technologies - Canvas 2D and WebGL and their implementation on PlayBook and upcoming BlackBerry 10 platforms.
These technologies have been optimized to bring rich web games via WebWorks onto PlayBook and BlackBerry 10.
Additionally this talk will delve deeper into TunnelTilt, a WebGL game that was written to showcase the viability of writing WebWorks games using WebGL on the PlayBook and BlackBerry 10 platforms.


Introduction to the BlackBerry PlayBook Native SDK: Building a Sample Application (Presented by BlackBerry)
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SKU#: GDC12-3417
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Description: Introduction to the BlackBerry PlayBook Native SDK: Building a Sample Application (Presented by BlackBerry)

Speaker/s: Dimitry Tomilovskiy (Research in Motion) and Nick Landry (Research in Motion)
Day / Time / Location: Wednesday 2:00- 3:00 Room 2011, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Sponsored / Intermediate
GDC Vault Recording: Video Recorded
Description: Walk through the development of a sample application for the BlackBerry® PlayBook™ tablet using BlackBerry® Native SDK for Tablet OS. We’ll cover several important aspects of developing a rich graphics application using the Native SDK. We’ll also review APIs such as screen, navigator, BPS and the accelerometer. This is a great overall introduction to making apps for the BlackBerry PlayBook tablet.


Make Money on BlackBerry! (Presented by BlackBerry)
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SKU#: GDC12-3416
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Description: Make Money on BlackBerry! (Presented by BlackBerry)

Speaker/s: Volker Hirsch (Research in Motion) and Anders Jeppsson (Research In Motion)
Day / Time / Location: Thursday 4:00- 5:00 Room 2010, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Sponsored
GDC Vault Recording: Video Recorded
Description: Despite not being on the radar of many game developers, BlackBerry is one of the more profitable mobile platforms even today. This session will demonstrate the plethora of ways to make money for your game on BlackBerry AppWorld and show the path to get your game onto the new PlayBook OS 2.0 and BlackBerry 10 platforms.


Make Money on BlackBerry! (Presented by BlackBerry)
Price:$3.95

SKU#: GDC12-3416
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Description: Make Money on BlackBerry! (Presented by BlackBerry)

Speaker/s: Volker Hirsch (Research in Motion) and Anders Jeppsson (Research In Motion)
Day / Time / Location: Thursday 4:00- 5:00 Room 2010, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Sponsored
GDC Vault Recording: Video Recorded
Description: Despite not being on the radar of many game developers, BlackBerry is one of the more profitable mobile platforms even today. This session will demonstrate the plethora of ways to make money for your game on BlackBerry AppWorld and show the path to get your game onto the new PlayBook OS 2.0 and BlackBerry 10 platforms.



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