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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 2013 Category

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Game Writing Fundamentals In a Day 3
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SKU#: GDC13-22482_3JJCTOM
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Description: Game Writing Fundamentals in a Day 3 SPEAKER/S: Evan Skolnick (LucasArts) DAY / TIME / LOCATION: Monday 10:00- 6:00 Room 304, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: A perennial GDC favorite, this dynamic, engaging presentation on the fundamentals of fiction writing is designed for anyone interested in improving the narrative quality of their games. Hosted by Marvel Comics writer/editor Evan Skolnick, the comprehensive, day-long tutorial offers writers and non-writers an opportunity to learn (or re-learn) the basics of good story structure, vibrant character development, snappy dialogue writing and more. Prior attendees of this tutorial - a broad mix of writers, designers, artists, animators, engineers and producers - have called it "amazing," "wonderfully paced" and "essential knowledge to further the medium."

Game Writing Fundamentals In a Day 2
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SKU#: GDC13-22482_22DPHE
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Description: Game Writing Fundamentals in a Day 2 SPEAKER/S: Evan Skolnick (LucasArts) DAY / TIME / LOCATION: Monday 10:00- 6:00 Room 304, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: A perennial GDC favorite, this dynamic, engaging presentation on the fundamentals of fiction writing is designed for anyone interested in improving the narrative quality of their games. Hosted by Marvel Comics writer/editor Evan Skolnick, the comprehensive, day-long tutorial offers writers and non-writers an opportunity to learn (or re-learn) the basics of good story structure, vibrant character development, snappy dialogue writing and more. Prior attendees of this tutorial - a broad mix of writers, designers, artists, animators, engineers and producers - have called it "amazing," "wonderfully paced" and "essential knowledge to further the medium."

Game Writing Fundamentals In a Day 1
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SKU#: GDC13-22482_1IRLC
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Description: Game Writing Fundamentals in a Day 1 SPEAKER/S: Evan Skolnick (LucasArts) DAY / TIME / LOCATION: Monday 10:00- 6:00 Room 304, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: A perennial GDC favorite, this dynamic, engaging presentation on the fundamentals of fiction writing is designed for anyone interested in improving the narrative quality of their games. Hosted by Marvel Comics writer/editor Evan Skolnick, the comprehensive, day-long tutorial offers writers and non-writers an opportunity to learn (or re-learn) the basics of good story structure, vibrant character development, snappy dialogue writing and more. Prior attendees of this tutorial - a broad mix of writers, designers, artists, animators, engineers and producers - have called it "amazing," "wonderfully paced" and "essential knowledge to further the medium."

Mobile Game Discovery And Engagement: The Importance Of Consumer Segmentation
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SKU#: GDC13-22465_1ESPQ
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Description: Mobile Game Discovery and Engagement: The Importance of Consumer Segmentation SPEAKER/S: Patrick Walker (EEDAR) DAY / TIME / LOCATION: Wednesday 11:00-11:25 Room 130, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Business, Marketing & Management / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: The growth in the mobile games market over the past several years has created tremendous opportunity for mobile game developers. However, the increasingly high number of mobile games being released each month has also created challenges in gaining significant Digital Discovery is a data driven talk from one of the largest mobile survey ever conducted that covers how mobile gamers discover application and what motivates them to download and purchase the mobile games they discover. Data will be presented on the following topics: o Discovery Sources for Premium and Free to Play Apps o How Consumers Interact With Storefronts and Ranking Pages o Influence of Branding o Reasons for Download/Purchase o Effectiveness of Reviews o The Role of Marketing o The Future of Discovery These topics are viewed through the lens of segmenting different mobile gamers by spend (e.g. minnows, whales, etc.) to determine how these consumer seek, discover, and choose games differently across various business models, devices, operating systems, and demographic groups. Finally, the talk provides recommended practices for developers seeking to improve consumer discovery of and engagement with their mobile games. Notes: All data is from EEDAR's 2012/2013 Emerging Market Survey. As with all EEDAR public presentations, the speaker will not be soliciting or promoting the sale of EEDAR reports or services.

Skylanders SWAP Force Visual Development: A Toolkit for Artists
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SKU#: GDC13-22420_1LYDC
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Description: Skylanders SWAP Force Visual Development: A Toolkit for Artists SPEAKER/S: Michael Bukowski (Vicarious Visions an Activision Studio) and Sean Murphy (Vicarious Visions an Activision Studio) DAY / TIME / LOCATION: Wednesday 2:00- 3:00 Room 130, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts , Programming / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Creating beautiful and emotional player experiences in the Skylands requires great technology. More importantly, it requires an intimate understanding of that technology. This talk will detail the team methodology and toolset that Vicarious Visions' engineers, artists, and directors used to create the Skylanders games. It illustrates the importance of healthy artist and engineering collaboration. The talk will show how visualization plays a critical role in getting the most out of technology in less time. Lastly, it will demonstrate how effective visualization can streamline visual direction and focus testing workflows.

Physics for Game Programmers: Virtual Go
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SKU#: GDC13-22403_1TTUJVP
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Description: Physics for Game Programmers: Virtual Go SPEAKER/S: Erin Catto (Blizzard Entertainment), Oliver Strunk (Havok), Gino van den Bergen (Dtecta), Dirk Gregorius (Valve), Richard Tonge (NVIDIA) and Glenn Fiedler (Sony Santa Monica) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 130, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / Full-Day / Tutorial / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok, NVIDIA, Sony, and Valve. Topics include collision detection, continuous simulation, constraint solvers, and demos. The focus is on rigid body physics and real-time simulation in games. There will be a mix of introductory topics, recent algorithms, and practical tips. Time is reserved for Q&A. 10-10:10am - Welcome Remarks - Erin Catto (Blizzard Entertainment) 10:10-11am - The Separating Axis Test - Dirk Gregorius (Valve) 11:10am-12pm - Continuous Collision - Erin Catto (Blizzard Entertainment) 12-1:30pm - Lunch 1:30-2:20pm - Spatial Data Structures - Gino van den Bergen (Dtecta) 2:30-3:20pm - Iterative Rigid Body Solvers - Richard Tonge (NVIDIA) 3:30-4:20pm - Stop my Constraints from Blowing Up! - Oliver Strunk (Havok) 4:30-4:40pm - Coffee Break 4:50-5:40pm - Virtual Go - Glenn Fiedler (Sony Santa Monica) 5:50-6pm - Open Q&A and Closing Remarks

Physics for Game Programmers: Spatial Data Structures
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SKU#: GDC13-22403_4TTOFEO
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Description: Physics for Game Programmers: Spatial Data Structures SPEAKER/S: Erin Catto (Blizzard Entertainment), Oliver Strunk (Havok), Gino van den Bergen (Dtecta), Dirk Gregorius (Valve), Richard Tonge (NVIDIA) and Glenn Fiedler (Sony Santa Monica) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 130, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / Full-Day / Tutorial / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok, NVIDIA, Sony, and Valve. Topics include collision detection, continuous simulation, constraint solvers, and demos. The focus is on rigid body physics and real-time simulation in games. There will be a mix of introductory topics, recent algorithms, and practical tips. Time is reserved for Q&A. 10-10:10am - Welcome Remarks - Erin Catto (Blizzard Entertainment) 10:10-11am - The Separating Axis Test - Dirk Gregorius (Valve) 11:10am-12pm - Continuous Collision - Erin Catto (Blizzard Entertainment) 12-1:30pm - Lunch 1:30-2:20pm - Spatial Data Structures - Gino van den Bergen (Dtecta) 2:30-3:20pm - Iterative Rigid Body Solvers - Richard Tonge (NVIDIA) 3:30-4:20pm - Stop my Constraints from Blowing Up! - Oliver Strunk (Havok) 4:30-4:40pm - Coffee Break 4:50-5:40pm - Virtual Go - Glenn Fiedler (Sony Santa Monica) 5:50-6pm - Open Q&A and Closing Remarks

Physics for Game Programmers: Continuous Collision
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SKU#: GDC13-22403_3TTSLML
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Description: Physics for Game Programmers: Continuous Collision SPEAKER/S: Erin Catto (Blizzard Entertainment), Oliver Strunk (Havok), Gino van den Bergen (Dtecta), Dirk Gregorius (Valve), Richard Tonge (NVIDIA) and Glenn Fiedler (Sony Santa Monica) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 130, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / Full-Day / Tutorial / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok, NVIDIA, Sony, and Valve. Topics include collision detection, continuous simulation, constraint solvers, and demos. The focus is on rigid body physics and real-time simulation in games. There will be a mix of introductory topics, recent algorithms, and practical tips. Time is reserved for Q&A. 10-10:10am - Welcome Remarks - Erin Catto (Blizzard Entertainment) 10:10-11am - The Separating Axis Test - Dirk Gregorius (Valve) 11:10am-12pm - Continuous Collision - Erin Catto (Blizzard Entertainment) 12-1:30pm - Lunch 1:30-2:20pm - Spatial Data Structures - Gino van den Bergen (Dtecta) 2:30-3:20pm - Iterative Rigid Body Solvers - Richard Tonge (NVIDIA) 3:30-4:20pm - Stop my Constraints from Blowing Up! - Oliver Strunk (Havok) 4:30-4:40pm - Coffee Break 4:50-5:40pm - Virtual Go - Glenn Fiedler (Sony Santa Monica) 5:50-6pm - Open Q&A and Closing Remarks

Physics for Game Programmers
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SKU#: GDC13-22403_5TTOEMQ
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Description: Physics for Game Programmers SPEAKER/S: Erin Catto (Blizzard Entertainment), Oliver Strunk (Havok), Gino van den Bergen (Dtecta), Dirk Gregorius (Valve), Richard Tonge (NVIDIA) and Glenn Fiedler (Sony Santa Monica) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 130, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / Full-Day / Tutorial / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok, NVIDIA, Sony, and Valve. Topics include collision detection, continuous simulation, constraint solvers, and demos. The focus is on rigid body physics and real-time simulation in games. There will be a mix of introductory topics, recent algorithms, and practical tips. Time is reserved for Q&A. 10-10:10am - Welcome Remarks - Erin Catto (Blizzard Entertainment) 10:10-11am - The Separating Axis Test - Dirk Gregorius (Valve) 11:10am-12pm - Continuous Collision - Erin Catto (Blizzard Entertainment) 12-1:30pm - Lunch 1:30-2:20pm - Spatial Data Structures - Gino van den Bergen (Dtecta) 2:30-3:20pm - Iterative Rigid Body Solvers - Richard Tonge (NVIDIA) 3:30-4:20pm - Stop my Constraints from Blowing Up! - Oliver Strunk (Havok) 4:30-4:40pm - Coffee Break 4:50-5:40pm - Virtual Go - Glenn Fiedler (Sony Santa Monica) 5:50-6pm - Open Q&A and Closing Remarks

AAA Level Design in a Day Bootcamp: Kit Building
Price:$3.95

SKU#: GDC13-22397_2JJSOHX
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Description: AAA Level Design in a Day Bootcamp: Kit Building SPEAKER/S: Forrest Dowling (Irrational Games), Steve Gaynor (The Fullbright Company), Coray Seifert (Slingo), Joel Burgess (Bethesda Game Studios), Nathan Purkeypile (Bethesda Game Studios), Jim Brown (Epic Games), Neil Alphonso (Splash Damage), Seth Marinello (EA | Visceral Games), Zach Wilson (EA | Visceral Games) and Matthias Worch (LucasArts) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 304, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design , Production / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: Gain deep insights into the level design process for our industry's biggest games, including Gears of War, Bioshock, and Skyrim in this intense day-long tutorial, moderated by Coray Seifert. The most respected voices in level design weigh in on all aspects of their craft, engage with attendees via numerous Q&A sessions, and offer a once-in-a-career opportunity: a mock interview with a panel of the most veteran level designers in the business. 10-10:15am - Welcome & Opening Remarks - Coray Seifert (Slingo) 10:15-11am - Once Upon a Time: Giving Players the Freedom to Create Their Own Story - Jim Brown (Epic Games) 11-11:15am - Coffee Break11:15am-12:30pm - Modular Kit-Building For Skyrim - Joel Burgess and Nathan Purkeypile (Bethesda Game Studios) 12:30-2pm - Lunch & Mock Interviews - Forrest Dowling (Irrational Games) 2-2:45pm - Architecting a Multiverse - Cooperative Play In Dead Space 3 - Seth Marinello (EA | Visceral Games) 2:45-3:30pm - Talking to the Player - How Cultural Currents Shape Game and Level Design - Matthias Worch (LucasArts) 3:30-4pm - Narrative Technique For Games - Steve Gaynor (The Fullbright Company) 4-4:15pm - Coffee Break 4:15-5pm - Neil's Career...Now With Captain Hindsight! - Neil Alphonso (Splash Damage) 5-6pm - 50 Questions to Ask Yourself When Your Level Sucks - Zach Wilson (EA | Visceral Games) 6pm - Open Forum at the Marriott Lobby Bar!

AAA Level Design in a Day Bootcamp
Price:$3.95

SKU#: GDC13-22397_9QPZQ
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Description: AAA Level Design in a Day Bootcamp SPEAKER/S: Forrest Dowling (Irrational Games), Steve Gaynor (The Fullbright Company), Coray Seifert (Slingo), Joel Burgess (Bethesda Game Studios), Nathan Purkeypile (Bethesda Game Studios), Jim Brown (Epic Games), Neil Alphonso (Splash Damage), Seth Marinello (EA | Visceral Games), Zach Wilson (EA | Visceral Games) and Matthias Worch (LucasArts) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 304, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design , Production / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: Gain deep insights into the level design process for our industry's biggest games, including Gears of War, Bioshock, and Skyrim in this intense day-long tutorial, moderated by Coray Seifert. The most respected voices in level design weigh in on all aspects of their craft, engage with attendees via numerous Q&A sessions, and offer a once-in-a-career opportunity: a mock interview with a panel of the most veteran level designers in the business. 10-10:15am - Welcome & Opening Remarks - Coray Seifert (Slingo) 10:15-11am - Once Upon a Time: Giving Players the Freedom to Create Their Own Story - Jim Brown (Epic Games) 11-11:15am - Coffee Break11:15am-12:30pm - Modular Kit-Building For Skyrim - Joel Burgess and Nathan Purkeypile (Bethesda Game Studios) 12:30-2pm - Lunch & Mock Interviews - Forrest Dowling (Irrational Games) 2-2:45pm - Architecting a Multiverse - Cooperative Play In Dead Space 3 - Seth Marinello (EA | Visceral Games) 2:45-3:30pm - Talking to the Player - How Cultural Currents Shape Game and Level Design - Matthias Worch (LucasArts) 3:30-4pm - Narrative Technique For Games - Steve Gaynor (The Fullbright Company) 4-4:15pm - Coffee Break 4:15-5pm - Neil's Career...Now With Captain Hindsight! - Neil Alphonso (Splash Damage) 5-6pm - 50 Questions to Ask Yourself When Your Level Sucks - Zach Wilson (EA | Visceral Games) 6pm - Open Forum at the Marriott Lobby Bar!

AAA Level Design in a Day Bootcamp: 50 questions to ask yourself when your level sucks
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SKU#: GDC13-22397_8TMJO
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Description: AAA Level Design in a Day Bootcamp: 50 questions to ask yourself when your level sucks SPEAKER/S: Forrest Dowling (Irrational Games), Steve Gaynor (The Fullbright Company), Coray Seifert (Slingo), Joel Burgess (Bethesda Game Studios), Nathan Purkeypile (Bethesda Game Studios), Jim Brown (Epic Games), Neil Alphonso (Splash Damage), Seth Marinello (EA | Visceral Games), Zach Wilson (EA | Visceral Games) and Matthias Worch (LucasArts) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 304, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design , Production / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: Gain deep insights into the level design process for our industry's biggest games, including Gears of War, Bioshock, and Skyrim in this intense day-long tutorial, moderated by Coray Seifert. The most respected voices in level design weigh in on all aspects of their craft, engage with attendees via numerous Q&A sessions, and offer a once-in-a-career opportunity: a mock interview with a panel of the most veteran level designers in the business. 10-10:15am - Welcome & Opening Remarks - Coray Seifert (Slingo) 10:15-11am - Once Upon a Time: Giving Players the Freedom to Create Their Own Story - Jim Brown (Epic Games) 11-11:15am - Coffee Break11:15am-12:30pm - Modular Kit-Building For Skyrim - Joel Burgess and Nathan Purkeypile (Bethesda Game Studios) 12:30-2pm - Lunch & Mock Interviews - Forrest Dowling (Irrational Games) 2-2:45pm - Architecting a Multiverse - Cooperative Play In Dead Space 3 - Seth Marinello (EA | Visceral Games) 2:45-3:30pm - Talking to the Player - How Cultural Currents Shape Game and Level Design - Matthias Worch (LucasArts) 3:30-4pm - Narrative Technique For Games - Steve Gaynor (The Fullbright Company) 4-4:15pm - Coffee Break 4:15-5pm - Neil's Career...Now With Captain Hindsight! - Neil Alphonso (Splash Damage) 5-6pm - 50 Questions to Ask Yourself When Your Level Sucks - Zach Wilson (EA | Visceral Games) 6pm - Open Forum at the Marriott Lobby Bar!

AAA Level Design in a Day Bootcamp: Captain Hindsight Presents: Neil's Career
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SKU#: GDC13-22397_7BIHB
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Description: AAA Level Design in a Day Bootcamp: Captain Hindsight Presents: Neil's Career SPEAKER/S: Forrest Dowling (Irrational Games), Steve Gaynor (The Fullbright Company), Coray Seifert (Slingo), Joel Burgess (Bethesda Game Studios), Nathan Purkeypile (Bethesda Game Studios), Jim Brown (Epic Games), Neil Alphonso (Splash Damage), Seth Marinello (EA | Visceral Games), Zach Wilson (EA | Visceral Games) and Matthias Worch (LucasArts) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 304, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design , Production / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: Gain deep insights into the level design process for our industry's biggest games, including Gears of War, Bioshock, and Skyrim in this intense day-long tutorial, moderated by Coray Seifert. The most respected voices in level design weigh in on all aspects of their craft, engage with attendees via numerous Q&A sessions, and offer a once-in-a-career opportunity: a mock interview with a panel of the most veteran level designers in the business. 10-10:15am - Welcome & Opening Remarks - Coray Seifert (Slingo) 10:15-11am - Once Upon a Time: Giving Players the Freedom to Create Their Own Story - Jim Brown (Epic Games) 11-11:15am - Coffee Break11:15am-12:30pm - Modular Kit-Building For Skyrim - Joel Burgess and Nathan Purkeypile (Bethesda Game Studios) 12:30-2pm - Lunch & Mock Interviews - Forrest Dowling (Irrational Games) 2-2:45pm - Architecting a Multiverse - Cooperative Play In Dead Space 3 - Seth Marinello (EA | Visceral Games) 2:45-3:30pm - Talking to the Player - How Cultural Currents Shape Game and Level Design - Matthias Worch (LucasArts) 3:30-4pm - Narrative Technique For Games - Steve Gaynor (The Fullbright Company) 4-4:15pm - Coffee Break 4:15-5pm - Neil's Career...Now With Captain Hindsight! - Neil Alphonso (Splash Damage) 5-6pm - 50 Questions to Ask Yourself When Your Level Sucks - Zach Wilson (EA | Visceral Games) 6pm - Open Forum at the Marriott Lobby Bar!

AAA Level Design in a Day Bootcamp: Techniques for In-Level Storytelling
Price:$3.95

SKU#: GDC13-22397_6HFNE
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Description: AAA Level Design in a Day Bootcamp: Techniques for In-Level Storytelling SPEAKER/S: Forrest Dowling (Irrational Games), Steve Gaynor (The Fullbright Company), Coray Seifert (Slingo), Joel Burgess (Bethesda Game Studios), Nathan Purkeypile (Bethesda Game Studios), Jim Brown (Epic Games), Neil Alphonso (Splash Damage), Seth Marinello (EA | Visceral Games), Zach Wilson (EA | Visceral Games) and Matthias Worch (LucasArts) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 304, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design , Production / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: Gain deep insights into the level design process for our industry's biggest games, including Gears of War, Bioshock, and Skyrim in this intense day-long tutorial, moderated by Coray Seifert. The most respected voices in level design weigh in on all aspects of their craft, engage with attendees via numerous Q&A sessions, and offer a once-in-a-career opportunity: a mock interview with a panel of the most veteran level designers in the business. 10-10:15am - Welcome & Opening Remarks - Coray Seifert (Slingo) 10:15-11am - Once Upon a Time: Giving Players the Freedom to Create Their Own Story - Jim Brown (Epic Games) 11-11:15am - Coffee Break11:15am-12:30pm - Modular Kit-Building For Skyrim - Joel Burgess and Nathan Purkeypile (Bethesda Game Studios) 12:30-2pm - Lunch & Mock Interviews - Forrest Dowling (Irrational Games) 2-2:45pm - Architecting a Multiverse - Cooperative Play In Dead Space 3 - Seth Marinello (EA | Visceral Games) 2:45-3:30pm - Talking to the Player - How Cultural Currents Shape Game and Level Design - Matthias Worch (LucasArts) 3:30-4pm - Narrative Technique For Games - Steve Gaynor (The Fullbright Company) 4-4:15pm - Coffee Break 4:15-5pm - Neil's Career...Now With Captain Hindsight! - Neil Alphonso (Splash Damage) 5-6pm - 50 Questions to Ask Yourself When Your Level Sucks - Zach Wilson (EA | Visceral Games) 6pm - Open Forum at the Marriott Lobby Bar!

AAA Level Design in a Day Bootcamp: Talking to the Player
Price:$3.95

SKU#: GDC13-22397_5UMWM
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Description: AAA Level Design in a Day Bootcamp: Talking to the Player SPEAKER/S: Forrest Dowling (Irrational Games), Steve Gaynor (The Fullbright Company), Coray Seifert (Slingo), Joel Burgess (Bethesda Game Studios), Nathan Purkeypile (Bethesda Game Studios), Jim Brown (Epic Games), Neil Alphonso (Splash Damage), Seth Marinello (EA | Visceral Games), Zach Wilson (EA | Visceral Games) and Matthias Worch (LucasArts) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 304, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design , Production / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: Gain deep insights into the level design process for our industry's biggest games, including Gears of War, Bioshock, and Skyrim in this intense day-long tutorial, moderated by Coray Seifert. The most respected voices in level design weigh in on all aspects of their craft, engage with attendees via numerous Q&A sessions, and offer a once-in-a-career opportunity: a mock interview with a panel of the most veteran level designers in the business. 10-10:15am - Welcome & Opening Remarks - Coray Seifert (Slingo) 10:15-11am - Once Upon a Time: Giving Players the Freedom to Create Their Own Story - Jim Brown (Epic Games) 11-11:15am - Coffee Break11:15am-12:30pm - Modular Kit-Building For Skyrim - Joel Burgess and Nathan Purkeypile (Bethesda Game Studios) 12:30-2pm - Lunch & Mock Interviews - Forrest Dowling (Irrational Games) 2-2:45pm - Architecting a Multiverse - Cooperative Play In Dead Space 3 - Seth Marinello (EA | Visceral Games) 2:45-3:30pm - Talking to the Player - How Cultural Currents Shape Game and Level Design - Matthias Worch (LucasArts) 3:30-4pm - Narrative Technique For Games - Steve Gaynor (The Fullbright Company) 4-4:15pm - Coffee Break 4:15-5pm - Neil's Career...Now With Captain Hindsight! - Neil Alphonso (Splash Damage) 5-6pm - 50 Questions to Ask Yourself When Your Level Sucks - Zach Wilson (EA | Visceral Games) 6pm - Open Forum at the Marriott Lobby Bar!

AAA Level Design in a Day Bootcamp: Architecting a Multiverse - Cooperative Design in Dead Space 3
Price:$3.95

SKU#: GDC13-22397_4QPLY
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Description: AAA Level Design in a Day Bootcamp: Architecting a Multiverse - Cooperative Design in Dead Space 3 SPEAKER/S: Forrest Dowling (Irrational Games), Steve Gaynor (The Fullbright Company), Coray Seifert (Slingo), Joel Burgess (Bethesda Game Studios), Nathan Purkeypile (Bethesda Game Studios), Jim Brown (Epic Games), Neil Alphonso (Splash Damage), Seth Marinello (EA | Visceral Games), Zach Wilson (EA | Visceral Games) and Matthias Worch (LucasArts) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 304, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design , Production / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: Gain deep insights into the level design process for our industry's biggest games, including Gears of War, Bioshock, and Skyrim in this intense day-long tutorial, moderated by Coray Seifert. The most respected voices in level design weigh in on all aspects of their craft, engage with attendees via numerous Q&A sessions, and offer a once-in-a-career opportunity: a mock interview with a panel of the most veteran level designers in the business. 10-10:15am - Welcome & Opening Remarks - Coray Seifert (Slingo) 10:15-11am - Once Upon a Time: Giving Players the Freedom to Create Their Own Story - Jim Brown (Epic Games) 11-11:15am - Coffee Break11:15am-12:30pm - Modular Kit-Building For Skyrim - Joel Burgess and Nathan Purkeypile (Bethesda Game Studios) 12:30-2pm - Lunch & Mock Interviews - Forrest Dowling (Irrational Games) 2-2:45pm - Architecting a Multiverse - Cooperative Play In Dead Space 3 - Seth Marinello (EA | Visceral Games) 2:45-3:30pm - Talking to the Player - How Cultural Currents Shape Game and Level Design - Matthias Worch (LucasArts) 3:30-4pm - Narrative Technique For Games - Steve Gaynor (The Fullbright Company) 4-4:15pm - Coffee Break 4:15-5pm - Neil's Career...Now With Captain Hindsight! - Neil Alphonso (Splash Damage) 5-6pm - 50 Questions to Ask Yourself When Your Level Sucks - Zach Wilson (EA | Visceral Games) 6pm - Open Forum at the Marriott Lobby Bar!

AAA Level Design in a Day Bootcamp: The Hiring Process
Price:$3.95

SKU#: GDC13-22397_3GUYN
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Description: AAA Level Design in a Day Bootcamp: The Hiring Process SPEAKER/S: Forrest Dowling (Irrational Games), Steve Gaynor (The Fullbright Company), Coray Seifert (Slingo), Joel Burgess (Bethesda Game Studios), Nathan Purkeypile (Bethesda Game Studios), Jim Brown (Epic Games), Neil Alphonso (Splash Damage), Seth Marinello (EA | Visceral Games), Zach Wilson (EA | Visceral Games) and Matthias Worch (LucasArts) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 304, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design , Production / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: Gain deep insights into the level design process for our industry's biggest games, including Gears of War, Bioshock, and Skyrim in this intense day-long tutorial, moderated by Coray Seifert. The most respected voices in level design weigh in on all aspects of their craft, engage with attendees via numerous Q&A sessions, and offer a once-in-a-career opportunity: a mock interview with a panel of the most veteran level designers in the business. 10-10:15am - Welcome & Opening Remarks - Coray Seifert (Slingo) 10:15-11am - Once Upon a Time: Giving Players the Freedom to Create Their Own Story - Jim Brown (Epic Games) 11-11:15am - Coffee Break11:15am-12:30pm - Modular Kit-Building For Skyrim - Joel Burgess and Nathan Purkeypile (Bethesda Game Studios) 12:30-2pm - Lunch & Mock Interviews - Forrest Dowling (Irrational Games) 2-2:45pm - Architecting a Multiverse - Cooperative Play In Dead Space 3 - Seth Marinello (EA | Visceral Games) 2:45-3:30pm - Talking to the Player - How Cultural Currents Shape Game and Level Design - Matthias Worch (LucasArts) 3:30-4pm - Narrative Technique For Games - Steve Gaynor (The Fullbright Company) 4-4:15pm - Coffee Break 4:15-5pm - Neil's Career...Now With Captain Hindsight! - Neil Alphonso (Splash Damage) 5-6pm - 50 Questions to Ask Yourself When Your Level Sucks - Zach Wilson (EA | Visceral Games) 6pm - Open Forum at the Marriott Lobby Bar!

Static Lighting Tricks in Halo 4
Price:$3.95

SKU#: GDC13-22381_1KYCU
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Description: Static Lighting Tricks in Halo 4 SPEAKER/S: Mike Boulton (343 Industries) DAY / TIME / LOCATION: Wednesday 11:35-12:00 Room 307, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 25-Minute / Lecture / Advanced GDC VAULT RECORDING: Video DESCRIPTION: In this 25-minute lecture the speaker gives a brief overview of the static lighting approach used in Halo 4. He then zooms into three topics: the pros and cons of using a GPU light mapper, the details of a very fast and efficient new texture packing algorithm, and the details of a novel refinement technique used to dramatically improve light map resolution.

Augmented Imagination: Exploiting Kinect for Double Fine Happy Action Theater
Price:$3.95

SKU#: GDC13-22375_1UGDF
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Description: Augmented Imagination: Exploiting Kinect for Double Fine Happy Action Theater SPEAKER/S: Patrick Hackett (Double Fine Productions) DAY / TIME / LOCATION: Wednesday 2:00- 3:00 Room 303, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 60-Minute / Lecture / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: This session will discuss the evolution of Double Fine's data processing methods while working with Kinect. Visual refinements, such as background stabilization, player removal, normal reconstruction for deferred lighting, and image-based lighting will be explored. Additionally, gameplay techniques, such as skeleton gesture recognition, 3D optical flow, skeleton multiplexing, and frame delay will also be covered. These topics, including the basic live feed, artifact reduction, the addition of 3D CG elements, player attachments, video feed delays, and real world influenced post effect, will be isolated in several Kinect Party scenes.

Animation Bootcamp: Q&A Session
Price:$3.95

SKU#: GDC13-22362_7LBCR
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Description: Animation Bootcamp: Q&A Session SPEAKER/S: Ed Hooks (Acting for Animators), Michael Jungbluth (Zenimax Online), Tim Borrelli (5th Cell), Nate Walpole (Independent), Jalil Sadool (Dreamworks), Amy Drobeck (WB Games), Simon Unger (Independent), Jonathan Cooper (Ubisoft Montreal) and Ryan Duffin (EA/Danger Close) DAY / TIME / LOCATION: Monday 10:00- 6:00 Room 307, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Game animation is a tricky beast. Balancing the want for film style visuals against gameplay constraints is a daily occurrence. While these constraints are very real, as games grow in both technology and emotional resonance, animators must break free of the excuses and help drive this industry forward with the unique skill sets they posses. Bringing together a group of experienced and specialized animators, this bootcamp will be a daylong gathering to rally animators from all over the industry, with a focus on deeper, more specific discussions into the needs of game animation, rather than a conference with a more varied discipline set. The day will start by focusing purely on the craft of animation, such as aspects of believability, body mechanics, and facial animation. Throughout the day we will transition into how to best apply that knowledge to game development, from wrangling mocap to applying what is learned to understand game design. 10-10:15am - Intro - Mike Jungbluth (Zenimax Online), Tim Borrelli (5th Cell) and Nate Walpole (Independent) 10:15-11:15am - Making an Audience Believe - Jalil Sadool (Dreamworks) 11:15am-12:15pm - It's Alive! Developing Animal/Creature Movement - Amy Drobeck (WB Games) 12:15-1:30pm - Lunch 1:30-2:30pm - How to Get the Most Out of Your Mocap - Simon Unger (Independent) 2:30-3:30pm - Animating the 3rd Assassin - Jonathan Cooper (Ubisoft Montreal) 3:30-4:30pm - Giving Purpose to 1st Person Animation - Ryan Duffin (EA/Danger Close) 4:30-4:45pm - Break 4:45-5:45pm - Designing A Performance - Ed Hooks (Acting for Animators) & Mike Jungbluth (Zenimax Online) 5:45-6:15pm - Q & A Roundtable - Tim Borrelli (5th Cell)

Animation Bootcamp: Designing a Performance
Price:$3.95

SKU#: GDC13-22362_6BFUT
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Description: Animation Bootcamp: Designing a Performance SPEAKER/S: Ed Hooks (Acting for Animators), Michael Jungbluth (Zenimax Online), Tim Borrelli (5th Cell), Nate Walpole (Independent), Jalil Sadool (Dreamworks), Amy Drobeck (WB Games), Simon Unger (Independent), Jonathan Cooper (Ubisoft Montreal) and Ryan Duffin (EA/Danger Close) DAY / TIME / LOCATION: Monday 10:00- 6:00 Room 307, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Game animation is a tricky beast. Balancing the want for film style visuals against gameplay constraints is a daily occurrence. While these constraints are very real, as games grow in both technology and emotional resonance, animators must break free of the excuses and help drive this industry forward with the unique skill sets they posses. Bringing together a group of experienced and specialized animators, this bootcamp will be a daylong gathering to rally animators from all over the industry, with a focus on deeper, more specific discussions into the needs of game animation, rather than a conference with a more varied discipline set. The day will start by focusing purely on the craft of animation, such as aspects of believability, body mechanics, and facial animation. Throughout the day we will transition into how to best apply that knowledge to game development, from wrangling mocap to applying what is learned to understand game design. 10-10:15am - Intro - Mike Jungbluth (Zenimax Online), Tim Borrelli (5th Cell) and Nate Walpole (Independent) 10:15-11:15am - Making an Audience Believe - Jalil Sadool (Dreamworks) 11:15am-12:15pm - It's Alive! Developing Animal/Creature Movement - Amy Drobeck (WB Games) 12:15-1:30pm - Lunch 1:30-2:30pm - How to Get the Most Out of Your Mocap - Simon Unger (Independent) 2:30-3:30pm - Animating the 3rd Assassin - Jonathan Cooper (Ubisoft Montreal) 3:30-4:30pm - Giving Purpose to 1st Person Animation - Ryan Duffin (EA/Danger Close) 4:30-4:45pm - Break 4:45-5:45pm - Designing A Performance - Ed Hooks (Acting for Animators) & Mike Jungbluth (Zenimax Online) 5:45-6:15pm - Q & A Roundtable - Tim Borrelli (5th Cell)

Animation Bootcamp: Giving Purpose to First-Person Animation
Price:$3.95

SKU#: GDC13-22362_5ZRHY
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Description: Animation Bootcamp: Giving Purpose to First-Person Animation SPEAKER/S: Ed Hooks (Acting for Animators), Michael Jungbluth (Zenimax Online), Tim Borrelli (5th Cell), Nate Walpole (Independent), Jalil Sadool (Dreamworks), Amy Drobeck (WB Games), Simon Unger (Independent), Jonathan Cooper (Ubisoft Montreal) and Ryan Duffin (EA/Danger Close) DAY / TIME / LOCATION: Monday 10:00- 6:00 Room 307, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Game animation is a tricky beast. Balancing the want for film style visuals against gameplay constraints is a daily occurrence. While these constraints are very real, as games grow in both technology and emotional resonance, animators must break free of the excuses and help drive this industry forward with the unique skill sets they posses. Bringing together a group of experienced and specialized animators, this bootcamp will be a daylong gathering to rally animators from all over the industry, with a focus on deeper, more specific discussions into the needs of game animation, rather than a conference with a more varied discipline set. The day will start by focusing purely on the craft of animation, such as aspects of believability, body mechanics, and facial animation. Throughout the day we will transition into how to best apply that knowledge to game development, from wrangling mocap to applying what is learned to understand game design. 10-10:15am - Intro - Mike Jungbluth (Zenimax Online), Tim Borrelli (5th Cell) and Nate Walpole (Independent) 10:15-11:15am - Making an Audience Believe - Jalil Sadool (Dreamworks) 11:15am-12:15pm - It's Alive! Developing Animal/Creature Movement - Amy Drobeck (WB Games) 12:15-1:30pm - Lunch 1:30-2:30pm - How to Get the Most Out of Your Mocap - Simon Unger (Independent) 2:30-3:30pm - Animating the 3rd Assassin - Jonathan Cooper (Ubisoft Montreal) 3:30-4:30pm - Giving Purpose to 1st Person Animation - Ryan Duffin (EA/Danger Close) 4:30-4:45pm - Break 4:45-5:45pm - Designing A Performance - Ed Hooks (Acting for Animators) & Mike Jungbluth (Zenimax Online) 5:45-6:15pm - Q & A Roundtable - Tim Borrelli (5th Cell)

Animation Bootcamp: How to Get the Most From Your Performance Capture
Price:$3.95

SKU#: GDC13-22362_3YCBZ
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Description: Animation Bootcamp: How to Get the Most From Your Performance Capture SPEAKER/S: Ed Hooks (Acting for Animators), Michael Jungbluth (Zenimax Online), Tim Borrelli (5th Cell), Nate Walpole (Independent), Jalil Sadool (Dreamworks), Amy Drobeck (WB Games), Simon Unger (Independent), Jonathan Cooper (Ubisoft Montreal) and Ryan Duffin (EA/Danger Close) DAY / TIME / LOCATION: Monday 10:00- 6:00 Room 307, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Game animation is a tricky beast. Balancing the want for film style visuals against gameplay constraints is a daily occurrence. While these constraints are very real, as games grow in both technology and emotional resonance, animators must break free of the excuses and help drive this industry forward with the unique skill sets they posses. Bringing together a group of experienced and specialized animators, this bootcamp will be a daylong gathering to rally animators from all over the industry, with a focus on deeper, more specific discussions into the needs of game animation, rather than a conference with a more varied discipline set. The day will start by focusing purely on the craft of animation, such as aspects of believability, body mechanics, and facial animation. Throughout the day we will transition into how to best apply that knowledge to game development, from wrangling mocap to applying what is learned to understand game design. 10-10:15am - Intro - Mike Jungbluth (Zenimax Online), Tim Borrelli (5th Cell) and Nate Walpole (Independent) 10:15-11:15am - Making an Audience Believe - Jalil Sadool (Dreamworks) 11:15am-12:15pm - It's Alive! Developing Animal/Creature Movement - Amy Drobeck (WB Games) 12:15-1:30pm - Lunch 1:30-2:30pm - How to Get the Most Out of Your Mocap - Simon Unger (Independent) 2:30-3:30pm - Animating the 3rd Assassin - Jonathan Cooper (Ubisoft Montreal) 3:30-4:30pm - Giving Purpose to 1st Person Animation - Ryan Duffin (EA/Danger Close) 4:30-4:45pm - Break 4:45-5:45pm - Designing A Performance - Ed Hooks (Acting for Animators) & Mike Jungbluth (Zenimax Online) 5:45-6:15pm - Q & A Roundtable - Tim Borrelli (5th Cell)

Animation Bootcamp: It's Alive
Price:$3.95

SKU#: GDC13-22362_2VHQL
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Description: Animation Bootcamp: It's Alive SPEAKER/S: Ed Hooks (Acting for Animators), Michael Jungbluth (Zenimax Online), Tim Borrelli (5th Cell), Nate Walpole (Independent), Jalil Sadool (Dreamworks), Amy Drobeck (WB Games), Simon Unger (Independent), Jonathan Cooper (Ubisoft Montreal) and Ryan Duffin (EA/Danger Close) DAY / TIME / LOCATION: Monday 10:00- 6:00 Room 307, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Game animation is a tricky beast. Balancing the want for film style visuals against gameplay constraints is a daily occurrence. While these constraints are very real, as games grow in both technology and emotional resonance, animators must break free of the excuses and help drive this industry forward with the unique skill sets they posses. Bringing together a group of experienced and specialized animators, this bootcamp will be a daylong gathering to rally animators from all over the industry, with a focus on deeper, more specific discussions into the needs of game animation, rather than a conference with a more varied discipline set. The day will start by focusing purely on the craft of animation, such as aspects of believability, body mechanics, and facial animation. Throughout the day we will transition into how to best apply that knowledge to game development, from wrangling mocap to applying what is learned to understand game design. 10-10:15am - Intro - Mike Jungbluth (Zenimax Online), Tim Borrelli (5th Cell) and Nate Walpole (Independent) 10:15-11:15am - Making an Audience Believe - Jalil Sadool (Dreamworks) 11:15am-12:15pm - It's Alive! Developing Animal/Creature Movement - Amy Drobeck (WB Games) 12:15-1:30pm - Lunch 1:30-2:30pm - How to Get the Most Out of Your Mocap - Simon Unger (Independent) 2:30-3:30pm - Animating the 3rd Assassin - Jonathan Cooper (Ubisoft Montreal) 3:30-4:30pm - Giving Purpose to 1st Person Animation - Ryan Duffin (EA/Danger Close) 4:30-4:45pm - Break 4:45-5:45pm - Designing A Performance - Ed Hooks (Acting for Animators) & Mike Jungbluth (Zenimax Online) 5:45-6:15pm - Q & A Roundtable - Tim Borrelli (5th Cell)

Animation Bootcamp: Animating The 3rd Assassin
Price:$3.95

SKU#: GDC13-22362_4NPYV
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Description: Animation Bootcamp: Animating The 3rd Assassin SPEAKER/S: Ed Hooks (Acting for Animators), Michael Jungbluth (Zenimax Online), Tim Borrelli (5th Cell), Nate Walpole (Independent), Jalil Sadool (Dreamworks), Amy Drobeck (WB Games), Simon Unger (Independent), Jonathan Cooper (Ubisoft Montreal) and Ryan Duffin (EA/Danger Close) DAY / TIME / LOCATION: Monday 10:00- 6:00 Room 307, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Game animation is a tricky beast. Balancing the want for film style visuals against gameplay constraints is a daily occurrence. While these constraints are very real, as games grow in both technology and emotional resonance, animators must break free of the excuses and help drive this industry forward with the unique skill sets they posses. Bringing together a group of experienced and specialized animators, this bootcamp will be a daylong gathering to rally animators from all over the industry, with a focus on deeper, more specific discussions into the needs of game animation, rather than a conference with a more varied discipline set. The day will start by focusing purely on the craft of animation, such as aspects of believability, body mechanics, and facial animation. Throughout the day we will transition into how to best apply that knowledge to game development, from wrangling mocap to applying what is learned to understand game design. 10-10:15am - Intro - Mike Jungbluth (Zenimax Online), Tim Borrelli (5th Cell) and Nate Walpole (Independent) 10:15-11:15am - Making an Audience Believe - Jalil Sadool (Dreamworks) 11:15am-12:15pm - It's Alive! Developing Animal/Creature Movement - Amy Drobeck (WB Games) 12:15-1:30pm - Lunch 1:30-2:30pm - How to Get the Most Out of Your Mocap - Simon Unger (Independent) 2:30-3:30pm - Animating the 3rd Assassin - Jonathan Cooper (Ubisoft Montreal) 3:30-4:30pm - Giving Purpose to 1st Person Animation - Ryan Duffin (EA/Danger Close) 4:30-4:45pm - Break 4:45-5:45pm - Designing A Performance - Ed Hooks (Acting for Animators) & Mike Jungbluth (Zenimax Online) 5:45-6:15pm - Q & A Roundtable - Tim Borrelli (5th Cell)


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