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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)

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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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Porting Games to BlackBerry PlayBook (Presented by BlackBerry)
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SKU#: GDC12-3415
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Description: Porting Games to BlackBerry PlayBook (Presented by BlackBerry)

Speaker/s: Dale Ducharme (Research in Motion), Antony White (Paw Print Games) and Steven Craft (Paw Print Games)
Day / Time / Location: Wednesday 3:30- 4:30 Room 2011, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: Interested in easily porting your titles to one of the most flexible and powerful operating systems in the world in just a few hours? Hear firsthand about the ease of doing so from Pawprint’s Anthony White and Stephan Craft and walk with us through the steps you need to do in order to quickly take your native C, C++ game and get it up and running on the Playbook.


Social Gaming using BBM and Scoreloop (Presented by BlackBerry)
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SKU#: GDC12-3414
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Description: Social Gaming using BBM and Scoreloop (Presented by BlackBerry)

Speaker/s: Volker Hirsch (Research in Motion)
Day / Time / Location: Thursday 10:00-11:00 Room 2010, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: Scoreloop adds social tools for games played by more than 110m users across various platforms. With the SDK now also being on the BlackBerry PlayBook and the upcoming BlackBerry 10 devices, learn how to effectively leverage your game mechanics and gameplay by employing compelling features to engage with users: keep it more interesting, keep them longer, keep them engaged, create an army of fanatics that will help you spread the word!


Boosting Rendering Performance with Automated High Quality 3D Asset Optimization Using Simplygon (Presented by Simplygon)
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SKU#: GDC12-3409
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Description: Boosting Rendering Performance with Automated High Quality 3D Asset Optimization Using Simplygon (Presented by Simplygon)

Speaker/s: Ulrik Lindahl (Donya Labs AB) and Gustaf Johansson (Donya Labs AB)
Day / Time / Location: Wednesday 11:00-12:00 Room 2012, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming , Visual Arts / 60-Minute / Sponsored / All
GDC Vault Recording: No Vault Recording
Description: In this session we will cover how using Level-Of-Detail meshes (LODs) to optimize the number of triangles & draw calls, as well as bone & material complexity, have a huge impact on rendering performance. We will also show a number of techniques that can be used to preserve the highest possible visual quality and to minimize visual impact when switching between LODs.

Using Simplygon by Donya, the world-leading middleware for 3D-asset optimization, your LOD-generation process can be automated, thereby saving cost; reducing time to market; and improving general workflow by making LODs available early on in a project.


Consumer Interests and Behaviors in the Virtual Goods Economy (Presented by PlaySpan, a Visa company)
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SKU#: GDC12-3407
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Description: Consumer Interests and Behaviors in the Virtual Goods Economy (Presented by PlaySpan, a Visa company)

Speaker/s: Robert M. Crawford, Ph.D. (Frank N. Magid Associates)
Day / Time / Location: Wednesday 5:00- 6:00 Room 2011, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: Gaming is expanding in all areas of a person’s life. Increasingly, virtual currencies and microtransactions are used to drive game revenue and increase gamer enjoyment. Frank N. Magid Associates examines this next step in the evolution of gaming in great depth and will present their research findings in this session. The session is sponsored by PlaySpan, a Visa company. Sample of data to be presented:
• Consumer spending on virtual games across mobile, social, and online platforms
• Planned spend for 2012 and if virtual goods/currencies continue to grow
• An in-depth look into virtual currencies/microtransactions player profiles


Winning the Mobile Graphics Optimization Game with ARM (Presented by ARM)
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SKU#: GDC12-3402
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Description: Winning the Mobile Graphics Optimization Game with ARM (Presented by ARM)

Speaker/s: Anand Patel (ARM) and Robert Catherall (ARM)
Day / Time / Location: Wednesday 2:00- 3:00 Room 2014, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: GPU performance and capabilities on mobile devices are approaching that of desktop and consoles. Learn the mobile development techniques that squeeze every last ounce of performance from ARM(R) Cortex(TM) CPU and ARM Mali(TM) GPU-based devices to create that amazing console like experience. We will show our powerful new development tools capable of giving you system visibility previously unavailable in mobile development.


Winning the Mobile Graphics Optimization Game with ARM (Presented by ARM)
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SKU#: GDC12-3402
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Description: Winning the Mobile Graphics Optimization Game with ARM (Presented by ARM)

Speaker/s: Anand Patel (ARM) and Robert Catherall (ARM)
Day / Time / Location: Wednesday 2:00- 3:00 Room 2014, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: GPU performance and capabilities on mobile devices are approaching that of desktop and consoles. Learn the mobile development techniques that squeeze every last ounce of performance from ARM(R) Cortex(TM) CPU and ARM Mali(TM) GPU-based devices to create that amazing console like experience. We will show our powerful new development tools capable of giving you system visibility previously unavailable in mobile development.


Mastering DirectX 11 with Unity (Presented by NVIDIA)
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SKU#: GDC12-3401
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Description: Mastering DirectX 11 with Unity (Presented by NVIDIA)

Speaker/s: Renaldas Zioma (Unity Technologies), Jason Nicholas (Passion Pictures) and Simon Green (NVIDIA)
Day / Time / Location: Thursday 11:30-12:30 Room 2011, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming , Game Design / 60-Minute / Sponsored / Intermediate
GDC Vault Recording: Video Recorded
Description: The new Unity engine was designed to produce amazing visuals and game effects using the latest technologies and tools. In this talk, we'll take you behind the scenes and show you how Unity can quickly create astounding visual scenes, how those technologies leverage the power of DirectX 11 compute and tessellation, and how we went about deploying them to maximum effect.


NVIDIA Parallel Nsight(TM): DirectX 11 at Warp Speed (Presented by NVIDIA)
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SKU#: GDC12-3395
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Description: NVIDIA Parallel Nsight(TM): DirectX 11 at Warp Speed (Presented by NVIDIA)

Speaker/s: Jeff Kiel (NVIDIA) and Jesse Attard (Digital Extremes)
Day / Time / Location: Thursday 10:00-11:00 Room 2011, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming , Game Design / 60-Minute / Sponsored / Intermediate
GDC Vault Recording: Video Recorded
Description: DirectX 11 opens up exciting new frontiers in the realm of real-time rendering effects. These frontiers are fraught with challenges and dangers, from programming the effects correctly to achieving the warp-speed performance required for an enjoyable gaming experience. Jeff will share the log of his journey, while working with high-profile DirectX 11 game engines, showing how key features of Parallel Nsight are instrumental in overcoming these challenges and makes it possible to create fast, and yet dazzling high-end graphics effects.


Flexible Rendering for Multiple Platforms (Presented by NVIDIA)
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SKU#: GDC12-3392
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Description: Flexible Rendering for Multiple Platforms (Presented by NVIDIA)

Speaker/s: Tobias Persson (BitSquid) and Niklas Frykholm (BitSquid AB)
Day / Time / Location: Thursday 2:30- 3:30 Room 2011, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming , Game Design / 60-Minute / Sponsored / Intermediate
GDC Vault Recording: Video Recorded
Description: Achieving the best possible visuals on a variety of different platforms demands great flexibility in your renderer. In this session we'll go through how BitSquid Tech achieves this by having a completely data-driven rendering pipe together with a minimalistic abstraction layer on top of the rendering APIs (D3D, GLES, GCM). We'll look at what that means for the game developer as well as how it is designed and implemented from a low-level perspective. A scalable runtime is not all though, you also need tools that allow quick reviewing of changes directly on the target platforms. We'll cover how we've implemented target mirroring in our tools and how you work with platform-specific assets in BitSquid Tech.


Enhancing Games with Clothing and Destruction (Presented by NVIDIA)
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SKU#: GDC12-3390
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Description: Enhancing Games with Clothing and Destruction (Presented by NVIDIA)

Speaker/s: Aron Zoellner (NVIDIA) and Kevin Newkirk (NVIDIA)
Day / Time / Location: Thursday 4:00- 5:00 Room 2011, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming , Game Design / 60-Minute / Sponsored / Intermediate
GDC Vault Recording: Video Recorded
Description: In this two-part presentation, we will first show you step by step how physically simulated clothing was added to Bruce Wayne in Batman: Arkham City - we will go through the DCC authoring pipeline, importing to UE3, running the asset in a game level and discuss how to avoid common problems when moving from static to dynamic clothing. Next we will demonstrate clothing using the lead character from Epic's Samaritan demo as a playable character in UE3. In the second part of the session we will be focusing on the APEX Destruction pipeline using PhysXLab and go through the authoring of recent destruction game examples as well as authoring the massive destruction in the UE3 Art Gallery Demo.


Android Gaming on Tegra: The Future of Gaming is Now, and it's on the Move! (Presented by NVIDIA)
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SKU#: GDC12-3387
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Description: Android Gaming on Tegra: The Future of Gaming is Now, and it's on the Move! (Presented by NVIDIA)

Speaker/s: Lars Bishop (NVIDIA) and Marek Rabas (Madfinger Games)
Day / Time / Location: Thursday 5:30- 6:30 Room 2011, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming , Game Design / 60-Minute / Sponsored / Intermediate
GDC Vault Recording: Video Recorded
Description: NVIDIA Tegra-powered devices continue to break new ground and redefine the world of mobile gaming. This year we focus on how Android and mobile development has advanced, and what that means for game developers looking to ship exciting, innovative and rock-solid titles. The breadth of topics to be covered give some insight into the wide range of opportunities and challenges facing Android game developers today: Developing for new use cases like HDMI and wireless controller gaming; Quad-core utilization for performance and power; resolution-aware effect tuning; effective use of gyros, accelerometers and cameras as input devices; and Android lifecycle in pure native games. Join us as we analyze a live, big screen, gamepad enabled, multiplayer session of Shadowgun. Movement is a certainty in the mobile gaming world, be sure to attend and catch which way it's heading.


Multiply Your Game Development Revenue with the Intel AppUp Center (Presented by Intel)
Price:$3.95

SKU#: GDC12-3386
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Description: Multiply Your Game Development Revenue with the Intel AppUp Center (Presented by Intel)

Speaker/s: Amarnath Kona (Intel Corporation) and Raghav Daris (Intel Corporation)
Day / Time / Location: Thursday 2:30- 3:30 Room 3005, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: In this session you’ll learn about the Intel AppUp developer program, explore the capabilities of in-app unlocking, federated login and more provided by our robust SDK to help with your revenue strategy. Attendees will be shown:
• How to make use of the Intel AppUp SDK APIs and its core capabilities in your existing or new apps
• The essential steps required to create, test and submit applications to the Intel AppUp center


Developing HTML5 Games for the Intel AppUp Center (Presented by Intel)
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SKU#: GDC12-3385
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Description: Developing HTML5 Games for the Intel AppUp Center (Presented by Intel)

Speaker/s: Amarnath Kona (Intel Corporation) and Raghav Daris (Intel Corporation)
Day / Time / Location: Thursday 4:00- 5:00 Room 3005, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: In this session you’ll learn about the free app development resources offered through the Intel AppUpsm developer program, which now offers HTML5 support through the Intel AppUpTM Encapsulator tool. Attendees will be shown the essential steps required to create, test and submit applications to the Intel AppUpsm center.


Android On Everything: Smooth Development of Cross-Platform Native Android Games (Presented by Intel)
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SKU#: GDC12-3384
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Description: Android On Everything: Smooth Development of Cross-Platform Native Android Games (Presented by Intel)

Speaker/s: Ian Lewis (Google) and Orion Granatir (Intel Corporation)
Day / Time / Location: Wednesday 11:00-12:00 Room 2014, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: By GDC 2012, there will already be 3 major ABIs (armeabi, armeabi-v7a, x86), several GPU architectures (PVR, Mali, Tegra), and a wide range of Android OS versions. With careful planning and a few tricks, you can avoid costly validations on this variety of hardware and software configurations. Attendees will learn how to package multiple platform specific files in a .APK, understand the memory alignment differences between ARM and x86, use processor specific SIMD intrinsics, understand the best compiler flags for different ABIs, and abstract out hardware as best as possible. Attendees should have a basic understanding of native Android development.


Transforming the Laptop Gaming Experience (Presented by Intel)
Price:$3.95

SKU#: GDC12-3382
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Description: Transforming the Laptop Gaming Experience (Presented by Intel)

Speaker/s: Leigh Davies (Intel Corporation)
Day / Time / Location: Thursday 10:00-11:00 Room 3005, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Sponsored / All
GDC Vault Recording: Video Recorded
Description: Ultrabooks are current standard bearer for a mobile PC market numbering 100’s of millions units a year. Giving the user the best possible game experience on a mobile platform has its own set of unique challenges ranging from optimizing for battery life, to keeping the user informed of the state of the system all the way to dealing with new form factors and input sensors available. So how do you tap into the potential market and ensure your game takes advantage of the platform? The aim of this session is to equip the developer with the tools needed to address these kinds of issues.


The Indie Soapbox Session
Price:$3.95

SKU#: GDC12-3377
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Description: The Indie Soapbox Session

Speaker/s: Ben Ruiz (Team Colorblind), Steph Thirion (Little Eyes), Raigan Burns (Metanet Software Inc.), Hanford Lemoore (Maquette), Matthew Wegner (Flashbang Studios), Rob Jagnow (Lazy 8 Studios), Tom Francis (Suspicious Developments), Phil Fish (Polytron Corporation), Mike Meyer (Independent), Alexander Bruce (Antichamber) and Mike Boxleiter (Mikengreg)
Day / Time / Location: Tuesday 4:30- 5:30 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Independent Games Summit / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: A stage full of prominant independent developers will step up to share what's on their mind. Expand your perspective! Individual topics will range as widely as the individuals themselves. What do these notable indies think about? What do they care about? Will someone inadvertently reveal the secret formula for success in 2012? Come and find out!


Free to Play Game Metrics for Beginners
Price:$3.95

SKU#: GDC12-3376
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Description: Free to Play Game Metrics for Beginners

Speaker/s: Dan Fiden (Signia Ventures)
Day / Time / Location: Wednesday 3:30- 4:30 Room 3007, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: ARPU, CAC, eCPI, LTV. Be honest: Have you found yourself sitting in a bunch of GDC sessions wondering what all these crazy acronyms mean? This talk is intended to provide basic information for folks moving from the packaged goods side of the game business in to online. The most frequently used web business metrics will be discussed and defined with the goal of giving attendees unfamiliar with those concepts a foundation for learning more. This talk is meant for beginners -- those with experience making social or free to play mobile game are unlikely to learn anything new. But if you're keen for a refresher, feel free to join!


Landing On Mars: Our Rocky Path to Inventing New Gameplay
Price:$3.95

SKU#: GDC12-3375
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Description: Landing On Mars: Our Rocky Path to Inventing New Gameplay

Speaker/s: Randy Smith (Tiger Style)
Day / Time / Location: Wednesday 5:00- 6:00 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / Advanced
GDC Vault Recording: Video Recorded
Description: Tiger Style, the indie studio behind this year's Waking Mars and the 2009 IGF Best Mobile Game, Spider: The Secret of Bryce Manor, is committed to creating innovative gameplay and meaningful artistic content with every project. Despite a strong background in design savvy titles such as Thief, Deus Ex, and Splinter Cell, the team learned that innovation is never easy or predictable. Numerous prototypes, several major revisions and a series of crucial revelations were survived before the concepts "action gardening" and "ecosystem gameplay" evolved from catch phrases into new interactive experiences the team was proud of. Join creative director Randy Smith through a tour of their well-documented experiments, mistakes, theories and victories to get a glimpse into what this award-winning studio has learned about the problem of inventing new gameplay.


Evolving the MOBA Genre - The League of Legends: Dominion Postmortem
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SKU#: GDC12-3374
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Description: Evolving the MOBA Genre - The League of Legends: Dominion Postmortem

Speaker/s: Travis George (Riot Games)
Day / Time / Location: Thursday 11:30-12:30 Room 135, North Hall
Track / Duration / Format / Audience Level: Production , Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This presentation will cover the complete history of League of Legends: Dominion, the largest feature yet introduced to Riot Games' hit multiplayer online battle arena (MOBA) title. As a completely new game mode, Dominion required a significant investment of time and resources - months of design work as well as new art and technology - but beyond the mere scale of the project, Dominion was arguably a high-risk proposition. The MOBA genre is steeped in a very particular legacy, and deviating from the proven fun of 'three-lane push' gameplay was uncharted territory in this fledgling genre.

Lead producer Travis George will give audience members a comprehensive, multidisciplinary overview of the many discoveries and lessons learned during the development of League of Legends: Dominion and a unique window into the innovation happening within the emerging MOBA genre.

The Riot team needed to answer a set of difficult new questions to bring Dominion from concept to reality: first and foremost, how can you take the staple features of League of Legends (a growing roster of 90+ champions, items, minions, etc.) and make them fun and cohesive in an entirely new mode of play? How do you continue to grow and support the number one game in its genre while also committing to the biggest update yet (especially given the already colossal challenge of merely supporting the rapid growth of the League of Legends playerbase)? And how do you build a team to deliver that massive update to the game with an unproven pipeline?


League of Legends: Scaling to Millions of Summoners
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SKU#: GDC12-3373
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Description: League of Legends: Scaling to Millions of Summoners

Speaker/s: Scott Delap (Riot Games)
Day / Time / Location: Thursday 5:30- 6:30 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: The sheer number of people interested in enjoying League of Legends creates a staggering set of development and scaling challenges. This talk, presented by Riot Games' seasoned scalability architect Scott Delap, will explore the technical detail behind the solutions Riot Games has implemented to overcome those challenges - as well as some of the new ones the company faces today.


Do (Say) The Right Thing: Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas
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SKU#: GDC12-3372
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Description: Do (Say) The Right Thing: Choice Architecture, Player Expression, and Narrative Design in Fallout: New Vegas

Speaker/s: Joshua Sawyer (Obsidian Entertainment)
Day / Time / Location: Thursday 2:30- 3:30 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This talk addresses what continues be a major issue for developers: how to structure branching conversations in ways that feature compelling gameplay, accomplish narrative goals, and support player agency. Despite making increasingly successful games, RPG developers have not fundamentally changed their approach to structuring conversations in over a decade. With RPGs becoming more "mainstream" in the eyes of publishers and the public, now is the perfect time to do so. By examining ten years of conversation tree evolution from the original Fallout to New Vegas - and many other RPGs along the way - this retrospective will analyze what has changed for the better, what's taken a turn for the worse, and what designers and writers need to do about it.
Takeaway: Attendees will learn a systemic approach to structuring branching conversations. This approach will ensure that designers, writers and players are all getting what they want out of the content. In turn, this means that more players will enjoy dialogues instead of viewing them as a chore or guessing game.
Intended Audience: Writers and designers working in the role-playing game genre will benefit most from this presentation. Knowledge of the basic conventions of player choice and consequence in RPGs is helpful. Familiarity with branching dialogue mechanics and dialogue tools is also helpful, but not required


Interesting Decisions
Price:$3.95

SKU#: GDC12-3370
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Description: Interesting Decisions

Speaker/s: Sid Meier (Firaxis Games)
Day / Time / Location: Wednesday 11:00-12:00 Room 3014, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Long, long ago at a GDC far, far away, I introduced the idea that a useful way of looking at gameplay is as "a series of interesting decisions". This comment has since taken on a life and identity of its own and appears irregularly in theoretical discussions of game play and game design. While I have referred to it on occasion in game design talks, I've never really drilled any deeper into this idea. I propose to examine what types/categories of decisions are inherently interesting. How to we recognize or add these types of decisions, how do we maximize their interest, how does pacing affect decisions. What types of information and feedback are essential to fully immerse the player. Using examples from widely known games we'll examine how interesting decisions can improve your game designs in a way applicable to a wide variety of game types.


Resistance is Futile: Social Will Assimilate Mobile
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SKU#: GDC12-3367
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Description: Resistance is Futile: Social Will Assimilate Mobile

Speaker/s: Jussi Laakkonen (Applifier)
Day / Time / Location: Tuesday 3:00- 3:25 Room 123, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 25-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: The reason is simple. Mobile goes social, because you need more players to your game. User acquisition is broken on iOS and Android. There are hardly any scaleable ways to buy traffic and the methods that work are getting maddeningly expensive. Facebook is dangling 350 million (and growing rapidly!) mobile users, mobile app discovery tools and a promise of virality in front of you. Can you resist the temptation?
Top grossing mobile games already look and play like social games. Social gaming companies are moving over to mobile and bringing their user acquisition tactics with them. Facebook is dead set in becoming a mobile company first and foremost. How will your game adapt to the changes?


Guidelines for Building Cross-Platform Games
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SKU#: GDC12-3366
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Description: Guidelines for Building Cross-Platform Games

Speaker/s: Perry Tam (Storm8), Mike DeLaet (Glu Mobile Inc.), Linda Tong (Tapjoy), Martin Chamrad (Craneballs Studios LLC), Kyu Lee (Gamevil USA) and Jamil Moledina (Funzio)
Day / Time / Location: Monday 10:00-11:00 Room 134, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: Should you launch your game on iOS because it's more established, or Android because it's growing faster? Or do you take a gamble and be among the first game developers on WP7? Why pick just one? Many developers are choosing to launch their their apps on multiple mobile platforms to reap the benefits of cross-platform distribution. In this session, Linda Tong, chief product officer of Tapjoy, will lead a discussion between several of the top app developers who have launched games on multiple mobile platforms so you can learn from their success and avoid their failures.


Making Cross-Platform Work: Social and Mobile Lessons From Crime City to Modern War [SOGS Business]
Price:$3.95

SKU#: GDC12-3365
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Description: Making Cross-Platform Work: Social and Mobile Lessons From Crime City to Modern War [SOGS Business]

Speaker/s: Jamil Moledina (Funzio)
Day / Time / Location: Monday 11:15-12:15 Room 130, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Dozens of companies are reading the data wrong. They are piling into the market with variations on cute and simple games, but their original target was successful because it was accessible. The traditional game industry also has lessons to share, in that it has shown which genres resonate, and how people like to play. Adjacent industries have shown that audiences like to enjoy entertainment on their own terms, on their own devices, on their own time. In this session, Jamil Moledina shares how Funzio analyzed these trends, how they designed and engineered Crime City, Modern War, and their upcoming third game for Facebook, Google+, and iOS, how they manage user acquisition across platforms, how players behave differently between platforms, how they adapted their organization to a cross-platform structure, and the biggest surprises they learned from along the way.



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