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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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Advanced Procedural Rendering with DirectX 11
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SKU#: GDC12-3319
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Description: Hacking Cities: Procedural Modeling of Urban Game Environments with Esri CityEngine (Present... Thurs 4:00PM

Advanced Procedural Rendering with DirectX 11


Speaker/s: Matt Swoboda (Sony Computer Entertainment Europe)
Day / Time / Location: Thursday 4:00- 5:00 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: This session reveals the implementation details of some of the techniques developed by the PC demogroup Fairlight to render advanced visual effects that are usually only seen in offline rendering, but are possible in realtime and suitable for DirectX11 powered games. We reveal how huge dynamic procedural scenes, large and detailed fluid dynamics simulation and rendering and realtime raytraced illumination can be created on the GPU using DirectX11. The session focuses on ways to implement important building-block techniques such as efficient procedural mesh generation utilising DirectX11's feature set.


GDC Microtalks 2012: One Hour, Ten Voices, Countless Ideas
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SKU#: GDC12-3318
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Description: GDC Microtalks 2012: One Hour, Ten Voices, Countless Ideas

Speaker/s: Amy Hennig (Naughty Dog), Alice Taylor (.), Cliff Bleszinski (Epic Games), Dan Pinchbeck (thechineseroom), Heather Kelley (.), Mary Flanagan (Tiltfactor, Dartmouth College), Richard Lemarchand (Naughty Dog), Dave Sirlin (.), Erin Robinson (.) and Brandon Sheffield (.)
Day / Time / Location: Thursday 4:00- 5:00 Room 3014, West Hall, 3rd Fl
Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: The GDC Microtalks are back with another hour of short talks loaded with big ideas, presented by a host of your favorite game industry speakers! The Microtalk concept is simple: each of the session's ten speakers gets 20 slides, each of which will be displayed for exactly 16 seconds before automatically advancing. That gives each speaker exactly five minutes and 20 seconds to speak about subjects that they might not otherwise get to address on-stage at GDC.

Join Amy Hennig, Alice Taylor, Brandon Sheffield, Cliff Bleszinski, Dan Pinchbeck, David Sirlin, Erin Robinson, Heather Kelley and Mary Flanagan, along with curator and host Richard Lemarchand, Lead Game Designer at Naughty Dog, as the speakers consider this year's theme, "Playing for Time". Don't miss this thought-provoking, creativity-inspiring session that never hesitates to shine a light on the many futures of game design!


What Really Makes Social Games "Social"? Demystifying Social Mechanics in Online Multiplayer Games, from MMOs to Farming Sims
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SKU#: GDC12-3317
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Description: What Really Makes Social Games "Social"? Demystifying Social Mechanics in Online Multiplayer Games, from MMOs to Farming Sims

Speaker/s: Matthew Ricchetti (Kabam)
Day / Time / Location: Wednesday 11:00-12:00 Room 2002, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game Design , Business and Marketing and Management / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: "Social games" is an often heard buzzword, originally used to refer to casual games on Facebook. But as gaming platforms become increasingly online and mobile, multiplayer social interactions become increasingly integral to engaging and monetarily successful experiences. Understanding social mechanics and how they affect business and user goals is critical for today's game designers, producers and PMs.

This talk will explore three useful heuristics for understanding social mechanics in free-to-play online games: synchronous/asynchronous, symmetrical/asymmetrical and strong tie/weak tie interactions. Numerous examples of each will be provided to illustrate the effect of these mechanics on player acquisition, retention and monetization.

The talk will conclude with a case study analysis of the Facebook game Kingdoms of Camelot, applying these heuristics to the social mechanics featured in the game. Attendees will leave the talk with a new set of tools for analyzing and implementing great social features.


Creating the Flood Effects in Uncharted 3
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SKU#: GDC12-3316
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Description: Creating the Flood Effects in Uncharted 3

Speaker/s: Eben Cook (Naughty Dog)
Day / Time / Location: Thursday 11:30-11:55 Room 2006, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Visual Arts / 25-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: This session is a break down of one of the flood effects in Uncharted 3. It discusses how a fluid simulation was used to inspire the final look and how it was used to create an animated surface mesh that made it into the engine. It covers the particle techniques used to complete the look of the flood. Shader features for both the surface and the particles are covered, as are a couple of particle optimizations. The session concludes with the technique used to light the particles.


Social Game Design 2011: A Year in Review [SOGS Design]
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SKU#: GDC12-3312
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Description: Social Game Design 2011: A Year in Review [SOGS Design]

Speaker/s: Steve Meretzky (Playdom) and David Rohrl (Playdom)
Day / Time / Location: Monday 10:00-11:00 Room 135, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Two of the grizzliest veterans of social gaming, Dave Rohrl (creative director at Playdom) and Steve Meretzky (VP of game design at Playdom) present their entertaining and informative annual review of the field. What are the latest trends, the most interesting games, the most notable new viral and monetization techniques and the developments to watch for during the coming year? Come and get updated on one of the hottest sectors in games today.


Financing Options for Smaller Games
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SKU#: GDC12-3315
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Description: Financing Options for Smaller Games

Speaker/s: Marc Jackson (Seahorn Capital Group), Jonathan Newth (Tenshi Ventures), Jonathan Blow (Number None, Inc.), John Austin (Joystick Labs) and Nicholas Lovell (Gamesbrief)
Day / Time / Location: Thursday 2:30- 3:30 Room 130, North Hall
Track / Duration / Format / Audience Level: Business and Marketing and Management / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: Game development budgets for AAA console titles have been getting bigger year on year putting a real strain on the traditional publisher/developer commercial relationship. However over the last few years there has been an explosion of new formats and distribution mechanisms supporting viable sub $1 million developments; now geared up for massive budgets the "traditional" games publishers find financing and managing these new smaller games equally difficult for different reasons.

So if you want to get your iPhone / Android / XBLA / PSN / WiiWare / tablet / web / social or PC download game financed what are your options? This panel compares the various funding routes open for smaller developments and discusses the challenges and opportunities they offer.


Turing Tantrums: AI Developers Rant!
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SKU#: GDC12-3311
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Description: Turing Tantrums: AI Developers Rant!

Speaker/s: Stephane Bura (Storybricks), Brian Schwab (Blizzard Entertainment), Neil Kirby (Alcatel-Lucent), Michael Treanor (Expressive Intelligence Studio at UC Santa Cruz), Dave Mark (Intrinsic Algorithm), David "Rez" Graham (Electronic Arts (Sims Division)), Michael Dawe (Big Huge Games/38 Studios) and Kevin Dill (Lockheed Martin Global Training & Logistics)
Day / Time / Location: Monday 4:30- 5:30 Room 2006, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: AI Summit / 60-Minute / Panel / All
GDC Vault Recording: Video Recorded
Description: Sometimes things just need to be said. Saying them out loud in a room filled with (hopefully) like-minded people just makes it all the more interesting and cathartic. Seven AI developers - and one AI evangelist designer - from all corners of the industry will deliver quick, to-the-point and often humorous rants about what's on their mind regarding game AI.


Situational Awareness: Terrain Reasoning for Tactical Shooter AI
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SKU#: GDC12-3310
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Description: Situational Awareness: Terrain Reasoning for Tactical Shooter AI

Speaker/s: Nick Bamford (Slant Six Games)
Day / Time / Location: Tuesday 4:30- 4:55 Room 2006, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: AI Summit / 25-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Decision-making in game agents can only be as good as the underlying data used to make those decisions. If the knowledge of the situation is incomplete or erroneous, behavior may look inconsistent or even illogical. In tactical shooters, much of the information that an agent needs involves the terrain and its features. However, processing information about the battlefield can be a difficult and time-consuming process. By showing examples from the upcoming Resident Evil: Operation Raccoon City, Nick Bamford, Resident AI Expert at Slant Six Games, will show how tactical behavior can be improved by better modeling an agent's understanding of the combat space.


Online Game Design 2011: A Year in Review [SOGS Design]
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SKU#: GDC12-3309
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Description: Online Game Design 2011: A Year in Review [SOGS Design]

Speaker/s: Nick Fortugno (Playmatics) and Juan Gril (Joju Games)
Day / Time / Location: Tuesday 10:00-11:00 Room 135, North Hall
Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Nick Fortugno and Juan Gril present a rapid film-critic style analysis of some of the greatest and most innovative online games of 2011. By highlighting some of the most interesting games found on online game portals and web sites, this veteran panel will analyze the design decisions that made these games interesting and how these examples demonstrate key consideration in working for non-hardcore audiences in more casual media.


Game Localization: Using the Past to Understand the Present and Predict the Future
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SKU#: GDC12-3307
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Description: Game Localization: Using the Past to Understand the Present and Predict the Future

Speaker/s: Matt Whiting (Microsoft Studios) and Ted Woolsey (Microsoft Studios)
Day / Time / Location: Tuesday 3:00- 4:00 Room 2002, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Localization Summit / 60-Minute / Summit Keynote / All
GDC Vault Recording: Video Recorded
Description: Game localization has developed rapidly and organically over the years and continues to emerge as its own unique form of content localization. Starting with localization in the early '90s (the SNES/Genesis era), when games were sold in the toy department of major retailers, this keynote session for the 2012 Localization Summit will first look back on the evolution of game localization and reflect on how we've advanced, and then discuss the state of the art today at Microsoft Studios. As the game localization discipline looks forward, certain technologies (machine translation) and social initiatives (crowd sourcing) present alternative options for localization. How viable will these be in the future? How might they make game localization more efficient or accurate? Explore these questions and more with these industry veterans!


Rapid Prototyping: Best Practices for Education
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SKU#: GDC12-3306
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Description: Rapid Prototyping: Best Practices for Education

Speaker/s: Jeremy Gibson (University of Southern California)
Day / Time / Location: Monday 3:35- 4:00 Room 2004, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: GDC Education Summit / 25-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: At the University of Southern California, they have continually move towards rapid iterations of paper and digital prototypes to quickly explore and evaluate game ideas. This talk will explore best practices for prototyping in education and the ways that USC faculty and students have successfully incorporated rapid prototyping into everything from classes to independent student projects with a description of which are the best tools for various kinds of prototyping.


In-Game Debugging and Visualization Tools
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SKU#: GDC12-3305
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Description: In-Game Debugging and Visualization Tools

Speaker/s: David "Rez" Graham (Electronic Arts (Sims Division))
Day / Time / Location: Thursday 11:30-12:30 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: Debugging games is an incredibly difficult task. Often times, setting breakpoints and staring at code is not the most efficient way to troubleshoot complex issues. Debugging tools provide a window into your game data, allowing you to peer through the looking glass and analyze large amounts of data very quickly. In this session, you will learn techniques for presenting this data to allow developers to easily find what they're looking for and quickly solve the problem they're encountering. Other techniques covered include data history and changing game state through tools, both of which are extremely powerful ideas. You will also learn about tool integration and some common pitfalls to integrating tools into your game as well as how to make them modular to stand the test of time. Together, these concepts will enable you to take your tools to the next level!


How to Teach Game AI from Scratch
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SKU#: GDC12-3304
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Description: How to Teach Game AI from Scratch

Speaker/s: Brian Magerko (Georgia Institute of Technology)
Day / Time / Location: Monday 3:00- 3:25 Room 2004, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: GDC Education Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: What resources are appropriate for teaching a Game AI course? Is requiring previous AI classes a must? What are suitable projects for coursework? These questions will be addressed within the context of presenting the design of the Georgia Tech Game AI course that serves both undergraduate and graduate students. It will present the resources used for lecture and reading materials, a sample syllabus, and the freely available resources employed in project assignments. A particular focus will be on how to serve student interests in AI and design along with the expected focus of AI algorithms and practices.


An Innovative Math Course for Undergraduate Game Programming Majors
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SKU#: GDC12-3303
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Description: An Innovative Math Course for Undergraduate Game Programming Majors

Speaker/s: Scott Stevens (Champlain College)
Day / Time / Location: Monday 2:20- 2:45 Room 2004, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: GDC Education Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Striking a balance of industry-relevant coursework and general education requirements is a difficult task for any institution granting undergraduate degrees in Game Programming. At Champlain College we have developed a math course that helps attain this balance. Matrices, Vectors and 3D Math presents standard topics of Calculus III and Linear Algebra within the context of Game Programming applications and projects. This carefully constructed 3-credit course can have a game programming major performing moderately sophisticated mathematics by the end of the first year of classes. Scott Stevens, Associate Professor of Mathematics, will present the content/structure of the course, some student projects, and solicit suggestions from attendees.


A 'Mod'est Approach to Teaching Game Development
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SKU#: GDC12-3302
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Description: A 'Mod'est Approach to Teaching Game Development

Speaker/s: Jesper Juul (New York University)
Day / Time / Location: Monday 1:45- 2:10 Room 2004, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: GDC Education Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Game development is typically taught as a semester-long project course. While we offer such a course at the NYU Game Center, key limitations of this format led us to develop a modding-based game development class as an additional option. Modding the base code of several simple games in a range of genres allows students more breadth of experience and iteration, and creates interesting team and class-level dynamics that support learning. In this session attendees will get an overview of the modding approach, with examples of projects students have created, and advice for how to use modding in their own curriculum.


Hit Reset: Release is Day One of Development Cycle
Price:$3.95

SKU#: GDC12-3301
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Description: Hit Reset: Release is Day One of Development Cycle

Speaker/s: Ben Liu (Pocket Gems)
Day / Time / Location: Tuesday 10:00-10:25 Room 134, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Creating a successful mobile game doesn't just happen in the months before launch. What happens post launch is just as important. The mobile platform presents its own set of unique challenges and opportunities so release day is merely the first step in building a successful long-lasting hit. Learn from Pocket Gems' experience managing Tap Zoo and Tap Pet Hotel which have spent over 52 weeks collectively in Apple's top 10 grossing app chart

In this session we will examine how to develop a live game on mobile so it last for months and years- consistently improving engagement, retention and monetization.


Winning Behavior-Change Game Design & Engagement
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SKU#: GDC12-3300
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Description: Winning Behavior-Change Game Design & Engagement

Speaker/s: Michael Kim (Kairos Labs) and Nicole Lazzaro (XEODesign)
Day / Time / Location: Tuesday 2:20- 2:45 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Games For Change / 25-Minute / Lecture / Intermediate
GDC Vault Recording: Video Recorded
Description: This session, following last year's highly popular panel on the same topic, will provide updated case studies, research and practical design takeaways from compelling behavior-change games. This is a new gaming genre that integrates behavior-change psychology methods and techniques for the purposes of affecting sustainable personal development that endures beyond just episodic play.

- Mitigating chronic illnesses with NHL12, Final Fantasy, Suikoden, and Mass Effect
- Lit2Quit mobile game for smoking cessation
- Livn'it multiplayer mobile social game for mastering daily positive habits
- Entrepreneurship-training game (currently in development by XEO)


Game Mods as an IT Resource for Getting Things Done
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SKU#: GDC12-3299
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Description: Game Mods as an IT Resource for Getting Things Done

Speaker/s: Walt Scacchi (Center for Computer Games and Virtual Worlds, UC Irvine)
Day / Time / Location: Monday 3:35- 4:00 Room 2009, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Game IT Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: What makes modding a critical enterprise resource? The fact that it can lower costs, and get jobs done fast. This talk discusses a specific project where a modding process was used to improve the training of workers in complex fabrication service processes, and in diagnosis of operational production problems in a major U.S. semiconductor manufacturer.

Drawing on the case study specifically, this talk discusses the pros and cons of using moddable game software engines and products to achieve critical enterprise software development goals. Looking at the larger role of mods for enterprise software development we'll also explore some similar projects focused on customer order management, and military command and control.


Middleware vs Build Your Own - Debate!
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SKU#: GDC12-3298
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Description: Middleware vs Build Your Own - Debate!

Speaker/s: John Edwards (thatgamecompany, LLC), Alexander Bruce (Antichamber) and Kellee Santiago (thatgamecompany, LLC)
Day / Time / Location: Tuesday 3:00- 3:25 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 this talk, one of the most oft-asked question of independent game development will be discussed- should I build my own engine for my game, or use an existing middleware? John Edwards (thatgamecompany -Journey) will represent the opinion of building your own and Alexander Bruce (Demruth-Antichamber) represent the middleware-using perspective. Through prepared statements and a moderated debate, the audience will gain a deeper understand of the pros and cons of each. Come to learn, or have your existing preconceptions challenged!


Designing for Friendship: Shaping Player Relationships with Rules and Freedom
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SKU#: GDC12-3297
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Description: Designing for Friendship: Shaping Player Relationships with Rules and Freedom

Speaker/s: Chris Bell (thatgamecompany)
Day / Time / Location: Tuesday 2:20- 2:45 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Designing for Friendship explores how friendships are created, maintained and influenced by design at a time when multiplayer is an ever-increasing necessity. The talk draws from Chris Bell's most personal, heartfelt anecdotes gathered from a variety of life experiences: creating the international collaboration game "Way" (2011 IndieCade Developer's Choice Winner, 2012 IGF Nuovo Finalist), designing and playtesting "Journey" with thatgamecompany, playing games, participating in communal art, fateful stories traveling abroad, as well as calculable research from scholarship like Brene Brown's PhD studies of Vulnerability.


Galcon: A Quest for the Perfect Triangle
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SKU#: GDC12-3296
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Description: Galcon: A Quest for the Perfect Triangle

Speaker/s: Phil Hassey (Hassey Enterprises, Inc.)
Day / Time / Location: Tuesday 1:45- 2:10 Room 2003, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Phil Hassey presents a personal retrospective on the twenty-year development of the IGF award winning game Galcon. His talk includes detailed sales and play stats during the five year commercial run of the game. He will also dive into an analysis of clones, freemium games and indie culture as they have related to the development of Galcon. Finally he will answer the question of why he continues to be passionate about working on the same game after so many years.


Learning to QWOPerate
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SKU#: GDC12-3295
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Description: Learning to QWOPerate

Speaker/s: Bennett Foddy (foddy.net)
Day / Time / Location: Monday 10:00-10:25 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 this lecture, Bennet Foddy will provide a whirlwind tour of the various lessons he learned making games like QWOP and GIRP and in his academic career. His experience of making indie games has been unusual, and he will attempt to explain the choices he made: why self-publish on the web, why make games that are mostly about sports, why (and how) target a mass-market audience? Foddy will discuss what he avoids in designing control schemes and why respecting players often involves being hostile to players, or humiliating them.


Pick and Roll: When Game Design and Learning Collide
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SKU#: GDC12-3294
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Description: Pick and Roll: When Game Design and Learning Collide

Speaker/s: Katie Salen (Institute of Play; DePaul University)
Day / Time / Location: Tuesday 4:30- 5:30 Room 2004, West Hall, 2nd Fl
Track / Duration / Format / Audience Level: GDC Education Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: When the Institute of Play set about creating a new public school in New York City in 2009, its focus was on using the intrinsic qualities of game design and play to reimagine what learning in the 21st century might look like for young people. Three years and another new school later, all parties remain standing, despite the high number of collisions that occurred between vision and reality along the way. This talk will explore the art of the pick and roll as a metaphor for what happens when game design and learning collide.


Building Passionate Communities Through Social Music-Making Games
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SKU#: GDC12-3293
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Description: Building Passionate Communities Through Social Music-Making Games

Speaker/s: Ge Wang (Smule)
Day / Time / Location: Tuesday 4:30- 5:30 Room 134, North Hall
Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All
GDC Vault Recording: Video Recorded
Description: Ge Wang of Smule, the creator of the popular MadPad, I Am T-Pain, Ocarina, Glee Karaoke and Magic Piano apps will discuss how to create rich community through social music games. Smule's platform has created organic musical and social collaborations between groups of people from around the world, fostering communities for users with a passion for music and even supporting causes and people in distress. In a plea to support those affected by the Japanese tsunami, a Glee Karaoke user sang "Lean on Me" and had more than 2,500 people join the song in solidarity. During this presentation, Ge would discuss creating compelling social experiences while sharing several case studies.


Community Commodity [SOGS Business]
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SKU#: GDC12-3292
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Description: Community Commodity [SOGS Business]

Speaker/s: Stephanie Bayer (PopCap Games)
Day / Time / Location: Tuesday 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: If you build it, they will come. This seems to the be the mantra for all social and casual game developers. The secret is that it's what you do with those players that counts. This talk is all about how to take those players and build them into a thriving game community. Just because the eco-system has to live on Facebook doesn't mean you can't establish deep roots with your fans. Casual/social gamers are just as hardcore as a "regular" gamer. I will share my secrets if only to show just how important all those players really are.



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