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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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Clones: Advancing the Discussion
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SKU#: GDC12-3364
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Description: Clones: Advancing the Discussion

Speaker/s: Rami Ismail (Vlambeer) and Jan Willem Nijman (Vlambeer)
Day / Time / Location: Tuesday 11:50-12:15 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: In 2010, Vlambeer created Radical Fishing, released it as a sponsored Flash game and began work on an iOS version. As we were working, a third party suddenly released a game - which, down to the upgrades, was almost identical to Radical Fishing's design. This resulted in a lot of thinking about defining cloning, the dangers it poses to upcoming indie developers and the variety of strong opinions that keep the issue from being debated in a useful manner.


The Failure Workshop
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SKU#: GDC12-3363
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Description: Developing Imperfect Software: How to Prepare for Development Pipeline Failure
Ronald Pieket (Insomniac Games) Fri 4:00PM

The Failure Workshop

Speaker/s: Ron Carmel (2D BOY), Amir Rao (Supergiant Games), Jamie Cheng (Klei Entertainment), Steve Swink (Enemy Airship), Scott Anderson (Enemy Airship) and Colin Northway (Fantastic Contraption)
Day / Time / Location: Tuesday 10:00-11:00 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Independent Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: The popular Failure Workshop returns to GDC this year! Where last year dealt mainly with design issues, this year we'll also tackle failure across multiple fronts including business, marketing, and production. Ron Carmel of the Indie Fund will lead this lineup of notable independent developers as they showcase a project that failed and explain why they thought it was a good idea, why it failed, and what they gained from the whole experience. Scott Anderson & Steve Swink (Enemy Airship) will discuss Shadow Physics, Jamie Cheng (Klei Entertainment) Sugar Rush, Amir Rao (Super Giant Games) Bastion, Colin Northway (Fantastic Contraption) will discuss an unfinished game.


How Designing for Love Can Change the World
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SKU#: GDC12-3362
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Description: How Designing for Love Can Change the World

Speaker/s: Mitu Khandaker (The Tiniest Shark Ltd), Michael Molinari (Namco Bandai), Jane Pinckard (UC Santa Cruz), Scott Brodie (Heart Shaped Games), Jane McGonigal (Social Chocolate), Martin Hollis (Zoonami) and Chelsea Howe (Social Chocolate)
Day / Time / Location: Tuesday 10:00-11:00 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Games For Change / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: In recent years, games that illustrate social issues or educate players have explored several mechanisms for conveying their messages and some have explicitly targeted player's emotions. This session dives deeply into the relationships between game design, theme and emotions, asking questions like, "How can games stir compassion and empathy in players? What can we learn about player impact from the way game designers have approached themes of love, whether romantic of filial?" In these mini-lectures, six game designers explore how integrating love as a core mechanic can evoke new themes, impact the player in unforseen ways, and suggest new design areas of interest to Games for Change. They consider such questions as, how do we design core mechanics that support the theme of love? How do mechanics around love, romance, and affection reverberate through gameplay, and change players' perspectives, behavior, or understanding?


The Rise of Free-To-Play Core Gaming
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SKU#: GDC12-3355
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Description: The Rise of Free-To-Play Core Gaming

Speaker/s: Mitch Lasky (Benchmark Capital)
Day / Time / Location: Friday 2:30- 3:30 Room 2016, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: The impact of the free-to-play distribution models and virtual goods sales has been well documented in the social and mobile gaming spaces. These business models have also been deployed in China and Korea on core-gamer products and MMOs with great
success. But until recently, the efficacy of free-to-play core gaming had not been demonstrated in the West. Unlike social and mobile games, the relatively high production costs and high customer acceptance risks inherent in core games has limited experimentation with the new business models.

This is now changing and the commercial success of Riot Games' League of Legends and other titles has put free-to-play business models in the spotlight. However, the use of these models is an all-or-nothing decision for a new title. Simply bolting on free-to-play distribution and virtual goods monetization to a conventional packaged goods game is a recipe for failure. Succeeding at free-to-play requires a new design paradigm, a new marketing approach, and a new relationship between developers and customers that has more to do with internet commerce than the traditional games business.
This session will examine the business implications of the free-to-play models in core gaming. We will discuss the entire business life-cycle of free-to-play core games, focusing on the ways these games differ markedly from existing packaged goods models. Particular attention will be paid to production, infrastructure, team organization, distribution and marketing, virtual goods merchandising and sales, and revenue recognition.


Designing Over the Top - Saints Row: The Third Postmortem
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SKU#: GDC12-3354
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Description: Designing Over the Top - Saints Row: The Third Postmortem

Speaker/s: Scott Phillips (Volition, INC)
Day / Time / Location: Thursday 11:30-12:30 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Open world games are huge and difficult to make, especially so for Saints Row known for its boundary pushing over the top gameplay. In this session Scott Phillips, the design director of Saints Row: The Third, will walk attendees through defining the initial Tonal and Creative boundaries, defining what 'Over the Top' meant, how Scope was controlled, and the processes used to iterate and improve on this massive open world game.

Attendees will see never before seen gameplay pre-visualization videos, hear about features that didn't make it into the final game and why, see how processes were improved during the middle of development, as well as getting an inside look at how a game as ridiculously over the top as Saints Row gets made.


Premium to Freemium: Pivoting Monetization Method for Best-Selling Apps
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SKU#: GDC12-3353
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Description: Premium to Freemium: Pivoting Monetization Method for Best-Selling Apps

Speaker/s: Paul O'Connor (Appy Entertainment)
Day / Time / Location: Tuesday 10:35-11:00 Room 134, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: The tide is irresistible. The market is speaking with its wallet. The majority of downloads and profit on Apple's App Store are generated by apps with in-app purchases. Every week brings a flood of new freemium apps attempting to capitalize on this method of monetization. But what about premium apps left behind in this new App Store gold rush? Must catalog titles concede the field to this new breed of app and accept diminishing revenue outside the App Store spotlight? Appy Entertainment reveals how they converted two best-selling premium apps to freemium monetization and increased their audience, grew their revenue and made the games better in the process.


Life is a Social Game: Lessons Learned Bringing The Sims to Facebook
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SKU#: GDC12-3352
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Description: Life is a Social Game: Lessons Learned Bringing The Sims to Facebook

Speaker/s: Ray Mazza (Playfish of Electronic Arts)
Day / Time / Location: Thursday 10:00-11:00 Room 3009, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: The Sims Series has sold over 150 million games in 10 years. But in just six months, 70 million players have already played The Sims Social. This transition from a AAA franchise into a successful free-to-play social game was a major design challenge.

Drawing on this experience, this talk looks at how designers new to "social" have to adjust their approaches and design philosophies. We'll also discuss the paramount importance of clear communication in free-to-play games, building a strong ranking system, and the conflict of design and monetization.

Finally, learn how the "human element" makes The Sims Social stand out amongst its peers, why in-game relationships could be the next big trend, and how you might harness these things for your games.


Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted Way
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SKU#: GDC12-3351
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Description: Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted Way


Speaker/s: Richard Lemarchand (Naughty Dog)
Day / Time / Location: Wednesday 5:00- 6:10 Room 134, North Hall
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: We use the words "immersive" and "engaging" all the time when we're discussing the things that are most important about great videogame experiences and yet, how well do we really understand the concepts that these words point to? Richard Lemarchand, lead game designer at Naughty Dog, will use this session to try and dispel some of the confusion about how videogames keep us fascinated, by introducing the psychological concept of attention to our ongoing conversation about play and games.

Attention! The process of selectively concentrating on one perception or thought, while ignoring other things has been one of the most widely discussed concepts in the one hundred and fifty year history of modern psychology, but it is rarely, if ever, mentioned on stage at GDC. What is attention? How does it work? What is its relationship with the overlapping phenomena of entrancement, compulsion and depth in games, and how can we use our awareness of our players' attention to make our games better?

By using practical examples from his involvement in the playtesting of the Uncharted games, Richard will describe how you can use metrics data and other methods to get a handle on the elusive subjects of your players' attention, without breaking the bank on elaborate equipment.


How To Make a Wretched Social Game [SOGS Design]
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SKU#: GDC12-3350
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Description: How To Make a Wretched Social Game [SOGS Design]

Speaker/s: David Rohrl (Playdom)
Day / Time / Location: Monday 4:30- 4:55 Room 132, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Designing social games is not like designing games for other platforms. Unfortunately, that hasn't stopped many game designers from acting as if it was just the same. This presentation looks at the wide variety of ways that hardcore (and even traditional casual game designers) have turned what used to be their best design instincts into awful social game experiences and shows how they can be replaced with new and improved best practices. As an added bonus, we will also look at some of the worst game design practices of web product managers.


Virtual Actors and Emotion in Games
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SKU#: GDC12-3349
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Description: Virtual Actors and Emotion in Games

Speaker/s: David Cage (Quantic Dream)
Day / Time / Location: Wednesday 2:00- 3:00 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Visual Arts , Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: The creator of Heavy Rain talks about virtual actors, performance capture and art direction. Based on a tech demo presented to the public for the first time, he will develop how real time technologies can be used to create emotion and why he believes storytellers should be in control.


Tetris Battle: Creating Multiplayer Games for Social Platforms [SOGS Postmortem]
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SKU#: GDC12-3348
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Description: Tetris Battle: Creating Multiplayer Games for Social Platforms [SOGS Postmortem]

Speaker/s: Eui-Joon Youm (Tetris Online Inc)
Day / Time / Location: Tuesday 3:35- 4:00 Room 132, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Creating a online multi-player game is tough. But creating and launching a multi-player game in Facebook to be successful is even harder, as the expectations of social game audiences are indeed very different from traditional online gamers. Eui-Joon from Tetris Online would like to share how their team differentiated Tetris Battle for social gamers as well as the lessons learned from launching and servicing the game for over a year in Facebook.


Girls Gone Styled: A Sorority Life on Facebook Introspective [SOGS Postmortem]
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SKU#: GDC12-3347
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Description: Girls Gone Styled: A Sorority Life on Facebook Introspective [SOGS Postmortem]

Speaker/s: Martha Sapeta (Playdom)
Day / Time / Location: Monday 4:30- 4:55 Room 130, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Playdom's Sorority Life is the most successful pink game on Facebook to date. This talk will start by providing detailed information on what makes Sorority Life different from the other pink games out there, transition into facts and myths about girl gamers, as well as what these gamers tend to spend their money on, and finish up with some interesting tidbits such as the emergent gameplay from some of the game's more devoted players.


Optimization of Online Games through Telemetry and Large-Scale Experimentation [SOGS Business]
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SKU#: GDC12-3345
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Description: Optimization of Online Games through Telemetry and Large-Scale Experimentation [SOGS Business]

Speaker/s: Erik Andersen (University of Washington Center for Game Science)
Day / Time / Location: Tuesday 5:05- 5:30 Room 130, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This talk will focus on how to use telemetry, statistical analysis, A/B testing and multivariate testing to optimize player retention in online and social games. We will show how we used these methods to attract and retain 1.5 million players in three online games: Refraction, Hello Worlds, and Foldit. We will present data from 110,000 players showing that music and sound effects had no effect on player retention, that secondary objectives caused as many as 40% of players to quit prematurely, and that text tutorials were only effective in the most complex and least conventional game of the three.


Moving Audiences Across Platforms [SOGS Business]
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SKU#: GDC12-3343
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Description: Moving Audiences Across Platforms [SOGS Business]

Speaker/s: Paul LaFontaine (Sulake Oy)
Day / Time / Location: Monday 4:30- 4:55 Room 135, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 25-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: It used to be said that getting a new customer was harder than keeping an existing one. Not so with closed online social networks, mobile platforms and competing devices. Now the harder task is keeping the attention and loyalty of a customer whose interests span Facebook, smartphones, and open web. This session is for game designers faced with difficult platform marketing challenges and aims to share practical field lessons on techniques that work.

The session is broken into sections that cover the ecosystem, the marketing problem, techniques that tie games together and ways of adapting gameplay. Data will be shared regarding techniques that worked, and those that did not.


WeTopia: Game Companies & Nonprofits Creating New Business Models
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SKU#: GDC12-3342
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Description: WeTopia: Game Companies & Nonprofits Creating New Business Models

Speaker/s: Lincoln Brown (Sojo Studios) and Hilary Meserole (Sojo Studios)
Day / Time / Location: Tuesday 11:50-12:15 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Games For Change / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Social media has only scratched the surface of its potential to be a vehicle for meaningful and sustainable social good. Sojo Studios launched with the goal of creating social and fulfilling giving opportunites that fit within people's everyday lives. To do that, Sojo created a hybrid model of a for-profit with purpose, sought and won private investment and has partnered with some of the world's best-established non-profits. Lincoln Brown, Sojo Studios founder and CEO, will discuss how Sojo's first game, WeTopia, is enabling players to have fun while experiencing the joy of helping children in the real world and seeing the specific results.


What Can Game Education Learn from Architecture Education
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SKU#: GDC12-3341
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Description: What Can Game Education Learn from Architecture Education

Speaker/s: Mark Flanagan (Kangan Institute) and Helen Stuckey (Flinders University)
Day / Time / Location: Tuesday 11:15-11:40 Room 2004, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: GDC Education Summit / 25-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: This presentation examines several key issues from architectural pedagogy for their potential relevance to games education. Architectural education offers an interesting model with the benefits of a mature pedagogy. From the Beaux-Arts to the Bauhaus to the Architectural Association, the emphasis has been on learning through the act of design, supported by a wide range of subjects from the sciences and humanities. Models of pedagogy now range from scientific methods of analysis and synthesis through to highly experimental thematic approaches. Architecture graduates enter the workplace with flexible skills tuned to their core disciple but highly transferable, with many graduates working in a range of industries. We propose that games programs should aspire to similar graduate attributes.


Postmortem Microtalks
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SKU#: GDC12-3340
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Description: Postmortem Microtalks

Speaker/s: Ian Moreno (The Behemoth), Craig Adams (Superbrothers Inc.), Nathan Fouts (Mommy's Best Games, Inc.) and Brandon Sheffield (.)
Day / Time / Location: Friday 3:50- 4:50 Room 135, North Hall
Track / Duration / Format / Audience Level: Game Career Seminar / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: One of the best ways to learn from mistakes is by making them. If you'd rather avoid mistakes, you can listen to and learn from the successes and missteps of others! In this talk, the speaking developers will share what went right and what went wrong with the development of their recent games, with major takeaways for those making games for the first time, or those looking to break into wider markets.


Breaking Into Game Development: Ask the Pros
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SKU#: GDC12-3339
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Description: Breaking Into Game Development: Ask the Pros

Speaker/s: Travis George (Riot Games), Frank O'Connor (Microsoft), Brenda Garno Brathwaite (Loot Drop), Kim Swift () and Chris Charla (Microsoft Games)
Day / Time / Location: Friday 2:40- 3:40 Room 135, North Hall
Track / Duration / Format / Audience Level: Game Career Seminar / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded


The Other Side of the Table: Pitching to Publishers at the Game Career Seminar
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SKU#: GDC12-3338
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Description: Pitching to Publishers: How to Impress and What to Avoid

Speaker/s: Pete Smith (Sony XDev Studio Europe)
Day / Time / Location: Thursday 11:30-12:30 Room 3022, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This session is by an experienced executive producer at XDev - the external development arm of Sony Europe who has been pitched at hundreds of times. The presentation will outline what publishers are looking for from internal and external game developers. What they need to convince them in terms of the game idea, innovation, creativity, the market, the team etc. The talk will include actual examples including visuals and videos of successful and unsuccessful pitches. Will include practical hints on preparing and making of the pitch. 'A good idea told badly is a bad idea.'


gHarmony: Networking Your Way into Acquiring Your True Love Job Match in the Game Development Industry
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SKU#: GDC12-3336
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Description: gHarmony: Networking Your Way into Acquiring Your True Love Job Match in the Game Development Industry

Speaker/s: Lindsey McQueeney (38 Studios/Big Huge Games)
Day / Time / Location: Friday 9:00-10:00 Room 135, North Hall
Track / Duration / Format / Audience Level: Game Career Seminar / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Feeling unwanted or ignored? Having trouble forging lasting relationships with game studios and developers? Concerned that it’s your breath, your BO, or worse? Join senior games industry recruiter, Lindsey McQueeney (38 Studios/Big Huge Games) as she addresses the top 5 best and worst ways to make an impression, with a focus on appropriate networking, as well as provides actual Developer anecdotes regarding their first forays into networking their way into the industry.


Cubes All the Way Down: FEZ Technical Postmortem
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SKU#: GDC12-3332
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Description: Cubes All the Way Down: FEZ Technical Postmortem

Speaker/s: Renaud Bedard (Polytron Corporation)
Day / Time / Location: Monday 4:30- 5:30 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Independent Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: FEZ has been in development for 4 years, starting with a very small team of one programmer and one designer. Creating this game has been a challenge because of its 2D/3D nature and its retro-but-not-quite look, and required the building of a complete tool chain with custom modeling software. Renaud Bedard will provide an inside look at the techniques used and lessons learned while developing this twisted platformer.


Existential Crisis: Do We Really Need AI?
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SKU#: GDC12-3333
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Description: Existential Crisis: Do We Really Need AI?


Speaker/s: Steve Rabin (Nintendo of America), David "Rez" Graham (Electronic Arts (Sims Division)), Daniel Kline (Maxis), Chris Jurney (Double Fine Productions) and Kevin Dill (Lockheed Martin Global Training & Logistics)
Day / Time / Location: Tuesday 5:05- 5:30 Room 2006, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: AI Summit / 25-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: It's easy for AI programmers to look at games and say, "I would have added this" or "they should have fixed that". However, simply asserting that a game could have had better AI only addresses one issue. There are always other factors to consider. How much would it have cost? What were the schedule pressures? And frankly, where does AI fit in the overall vision for the game? Are there even some games that *gasp* don't need better AI? This panel will explore these questions and provide some perspective into where AI fits in this vast universe of game development.


It Stinks and I Don't Like It: Making a Better Engine Experience At Insomniac Games
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SKU#: GDC12-3322
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Description: It Stinks and I Don't Like It: Making a Better Engine Experience At Insomniac Games

Speaker/s: Sean Ahern (Insomniac Games)
Day / Time / Location: Thursday 4:00- 5:00 Room 3009, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Production , Visual Arts / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Video game development has progressed significantly over the years - from punch cards and user made tools to enterprise level applications. While the technology that we use on a daily basis has changed significantly, can we really say that the experience of creating games has improved as well?

Studios are constantly on the look-out for the next best tech, middleware, or ideas to help make their next title a reality (and success). With licensed tech and often-times even proprietary software, the User Experience is frequently viewed as a second class-citizen when efficiency and deadlines are in the fore-front. At Insomniac Games, we've decided to make the user experience of our tools a priority. By leveraging traditional engine programming with web application technology, Insomniac Games has created their new engine from the ground up with a focus on the user experience.
Takeaway: The attendee will gain insight on how Insomniac Games effectively leveraged user experience principles in the development of their new engine and how they can apply these principles to their own studios.


Faster C++: Move Construction and Perfect Forwarding
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SKU#: GDC12-3321
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Description: Faster C++: Move Construction and Perfect Forwarding

Speaker/s: Pete Isensee (Microsoft)
Day / Time / Location: Friday 11:30-12:30 Room 2016, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Advanced
GDC Vault Recording: Video Recorded
Description: For performance engineers, the most exciting new features of the C++11 Standard are move construction and perfect forwarding. Anybody who has analyzed C++ performance issues knows that the most inefficient aspect of C++ is object copying. Games often get bogged down copying objects inside frame loops. Rvalue references, a new C++ language feature, enable move semantics and perfect forwarding, completely eliminating unnecessary copies. The problem associated with the creation and destruction of temporary C++ objects goes away. The result: major performance improvements in common code. Simply recompiling with C++11 gives an automatic performance boost, but the true power comes when you add move constructors and move assignment operators to your own classes. This talk shows how to branch at compile time based on the condition that an object is moveable or not, with background on how rvalues really work, along with recommended idioms and best practices.


Runtime CPU Performance Spike Detection Using Manual and Compiler Automated Instrumentation
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SKU#: GDC12-3320
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Description: Runtime CPU Performance Spike Detection Using Manual and Compiler Automated Instrumentation

Speaker/s: Adisak Pochanayon (Netherrealm Studios)
Day / Time / Location: Thursday 2:30- 3:30 Room 2016, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Advanced
GDC Vault Recording: Video Recorded
Description: This is an advanced talk on code instrumentation which will first cover manual instrumentation, code detours and function trampolining and compiler specific options including compiler automated (or compiler assisted) instrumentation (CAI), naked functions with platform specific inline assembler, and linker function wrapping. Then, some time will be used to describe a spike detection profiler API used by MK that is implemented using both CAI and manual instrumentation on multiple platforms.
Takeaway: Developers will be shown a number of actual instrumentation methods used in MK including source handouts for advanced techniques to implement the instrumentation methods: including specifically functioning code for MIPS-based code detours and trampolines (that was used in a previous game) and functioning code for implementing cross platform Compiler Automated Instrumentation (CAI) on X86 (PC), PowerPC (XBOX 360), PS3 and the new PS VITA. I will also be sharing a high level overview of the API for our spike detection profiler that is based on CAI techniques.



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