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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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Facebook Developer Day: Monetizing Your Game on Facebook
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SKU#: GDC13-24252_2BXLLD
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Description: Facebook Developer Day: Monetizing Your Game on Facebook SPEAKER/S: Sara Brooks (Facebook), Sean Ryan (Facebook), George Lee (Facebook), Gareth Morris (Facebook), Peter Chang (Facebook), Namita Gupta (Facebook), Colin Creitz (Facebook), Amir Naor (Facebook) and Daniel Schultz (Facebook) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 2002, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / Full-Day / Sponsored Dev Day / All GDC VAULT RECORDING: Video DESCRIPTION: The Facebook global games ecosystem is growing across mobile and web. In this all-day event, the Facebook Games team will present ecosystem trends, discuss new products, and how game developers can be successful. Developers will learn how to grow their games on Facebook and across platforms, build core and mid-core games, optimize revenue, and hear from other developers who build with Facebook Platform. AGENDA: 10-10:15am Facebook Games Ecosystem Overview Sean Ryan, Facebook Sean will kick off the day with an overview of the games ecosystem on Facebook. Hear developer success stories and learn how game companies are growing using Facebook as a cross platform tool. Sean will review trends from 2012 and give his projections for growth in 2013. 10:15-10:45am Facebook Games Product Update George Lee, Facebook The Facebook games ecosystem is at an all-time high with more games and gamers than ever before. The Facebook games team will share new metrics, provide product updates, and explain how game developers can be part of the momentum on Facebook. 10:45am-12:15pm Growing Your Game with Facebook Gareth Morris, Facebook; Peter Chang, Facebook Millions of people are playing games on Facebook on desktop and mobile devices. Learn how to get your game discovered by the right audience and grow distribution with Facebook's social channels. Get insights on leveraging cross-platform distribution to accelerate your game's growth. 12:15-12:45pm Lunch 12:45-1:45pm Building Core and Mid-Core Games on Facebook Namita Gupta, Facebook; Colin Creitz, Facebook There are more gamers on Facebook than ever before who play a diverse set of games. Learn how Facebook is becoming a better platform for core games with Unity. The team will cover advanced features and social channels that are optimized for core games on Facebook. 1:45-2:45pm Mastering Facebook Channels on Mobile Amir Naor, Facebook Discovery is the biggest challenge mobile developers face today. Learn best practices on how to optimize your Facebook integration on mobile and how to amplify your reach with mobile app install ads. 2:45-3pm Break 3-4pm Monetizing Your Game on Facebook Daniel Schultz, Facebook; Sara Brooks, Facebook The team will provide the latest updates on Facebook Payments and cover ways to optimize your revenue on Facebook. 4-5pm Panel: Facebook Game Developers Moderator, Sean Ryan, Facebook Hear from game developers on how they use Facebook, the challenges they face in a growing and diverse games ecosystem, and what they think will be the next big thing for social games. 5-6pm Q&A with Facebook Games Team Facebook Games Team Socialize with the Facebook Games team in an interactive Q&A session.

Developing a Second Screen Experience with Xbox SmartGlass (Presented by Microsoft)
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SKU#: GDC13-24248_1GSRT
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Description: Developing a Second Screen Experience with Xbox SmartGlass (Presented by Microsoft) SPEAKER/S: Rosa Thomas (Microsoft) DAY / TIME / LOCATION: Wednesday 9:30-10:30 Room 2022, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 60-Minute / Sponsored / All GDC VAULT RECORDING: Video DESCRIPTION: Xbox SmartGlass is a cross-platform (Windows 8, Windows Phone, iOS, and Android) application that allows for easy connection to an Xbox 360 console, discovery of content, and control of the Xbox. This session will cover how to create a SmartGlass-enabled title on the Xbox as well as use the Xbox SmartGlass SDK to develop a corresponding second screen experience. Learn the details of how you can use the SmartGlass platform to reach a large audience, drive more engagement with your application, and tap into a broad ecosystem.

Game Development With Google Cloud Platform (Presented By Google)
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SKU#: GDC13-24244_1ALMQB
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Description: Game Development with Google Cloud Platform (Presented by Google) SPEAKER/S: Momchil Kyurkchiev (Leanplum), Luca Martinetti (Staq Inc.), Michael Manoochehri (Google), Chris Elliott (Google), Dan Holevoet (Google), Ryan Boyd (Google) and Yanick Belanger (Electronic Arts) DAY / TIME / LOCATION: Tuesday 10:00- 5:30 Room 301, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / Full-Day / Sponsored Dev Day / All GDC VAULT RECORDING: Video DESCRIPTION: Google Cloud Platform provides everything you need to build, run, and scale social, mobile, and online games. Already, tens of thousands of popular applications like SongPop, Angry Birds, SnapChat, and Legend of Monsters are benefiting from the power of running on top of Google Infrastructure. Come join Google as we go deep on how to best leverage our technology to build your next masterpiece. See just how easy it can be to get started, see real code, and hear stories from our customers. Of course, get started today for free at http://cloud.google.com. AGENDA: 10-11am Intro to the Google Cloud Platform - PaaS, IaaS, Storage, Analytics Ryan Boyd, Google; Momchil Kyurkchiev, Leanplum Google Cloud Platform has everything needed to build highly scalable applications. Launch an app without system administrators, while having the ultimate flexibility of root on a virtual machine. Get high performance asset hosting, and analyze terabyte-sized data to optimize games. 11:15am-12:15am Connect Mobile Apps to the Cloud Without Breaking a Sweat Dan Holevoet, Google Google Cloud Endpoints makes it easy to build OAuth 2-protected, RESTful APIs and instantly generate client libraries for Android, iOS, and JavaScript. See how you can use this feature to connect your Android, iOS, and mobile browser applications to powerful backends built on App Engine. 12:30-1:30pm Lunch 1:45-2:45pm Create Amazingly Scalable Games on the Google Cloud Platform Chris Elliott, Google Quickly deliver compelling game experiences by leveraging the scalability of Google App Engine combined with the unlimited flexibility of virtual machines on Google Compute Engine. From 1 to 100,000 cores, learn how to unleash your next great game on the Google Cloud Platform. 3-4pm Understanding Your Players Using Near Real-time Data Analytics Michael Manoochehri, Google; Luca Martinetti, Staq Inc. The volume of data generated by games can be immense and the insights invaluable. Learn how to analyse player behavior, virality, segment users, and understand retention in near real-time using //staq and Google BigQuery. 4:30-5:30pm How EA Builds Mobile Game Servers on Google App Engine Yanick Belanger, Electronic Arts Electronic Arts presents an overview of how the Google App Engine platform propels the production of back-end servers required for connected, social games on mobile, with real-world applications of the platform's services and built-in automatic scaling.

Copy of: Game Development With Google Cloud Platform (Presented By Google): Connect Mobile Apps to the Cloud Without Breaking a Sweat
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SKU#: GDC13-24244_1BLMQB
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Description: Game Development with Google Cloud Platform (Presented by Google): Connect Mobile Apps to the Cloud Without Breaking a Sweat SPEAKER/S: Momchil Kyurkchiev (Leanplum), Luca Martinetti (Staq Inc.), Michael Manoochehri (Google), Chris Elliott (Google), Dan Holevoet (Google), Ryan Boyd (Google) and Yanick Belanger (Electronic Arts) DAY / TIME / LOCATION: Tuesday 10:00- 5:30 Room 301, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / Full-Day / Sponsored Dev Day / All GDC VAULT RECORDING: Video DESCRIPTION: Google Cloud Platform provides everything you need to build, run, and scale social, mobile, and online games. Already, tens of thousands of popular applications like SongPop, Angry Birds, SnapChat, and Legend of Monsters are benefiting from the power of running on top of Google Infrastructure. Come join Google as we go deep on how to best leverage our technology to build your next masterpiece. See just how easy it can be to get started, see real code, and hear stories from our customers. Of course, get started today for free at http://cloud.google.com. AGENDA: 10-11am Intro to the Google Cloud Platform - PaaS, IaaS, Storage, Analytics Ryan Boyd, Google; Momchil Kyurkchiev, Leanplum Google Cloud Platform has everything needed to build highly scalable applications. Launch an app without system administrators, while having the ultimate flexibility of root on a virtual machine. Get high performance asset hosting, and analyze terabyte-sized data to optimize games. 11:15am-12:15am Connect Mobile Apps to the Cloud Without Breaking a Sweat Dan Holevoet, Google Google Cloud Endpoints makes it easy to build OAuth 2-protected, RESTful APIs and instantly generate client libraries for Android, iOS, and JavaScript. See how you can use this feature to connect your Android, iOS, and mobile browser applications to powerful backends built on App Engine. 12:30-1:30pm Lunch 1:45-2:45pm Create Amazingly Scalable Games on the Google Cloud Platform Chris Elliott, Google Quickly deliver compelling game experiences by leveraging the scalability of Google App Engine combined with the unlimited flexibility of virtual machines on Google Compute Engine. From 1 to 100,000 cores, learn how to unleash your next great game on the Google Cloud Platform. 3-4pm Understanding Your Players Using Near Real-time Data Analytics Michael Manoochehri, Google; Luca Martinetti, Staq Inc. The volume of data generated by games can be immense and the insights invaluable. Learn how to analyse player behavior, virality, segment users, and understand retention in near real-time using //staq and Google BigQuery. 4:30-5:30pm How EA Builds Mobile Game Servers on Google App Engine Yanick Belanger, Electronic Arts Electronic Arts presents an overview of how the Google App Engine platform propels the production of back-end servers required for connected, social games on mobile, with real-world applications of the platform's services and built-in automatic scaling.

Game Development With Google Cloud Platform (Presented By Google)
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SKU#: GDC13-24244_1ALMQB
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Description: Game Development with Google Cloud Platform (Presented by Google) SPEAKER/S: Momchil Kyurkchiev (Leanplum), Luca Martinetti (Staq Inc.), Michael Manoochehri (Google), Chris Elliott (Google), Dan Holevoet (Google), Ryan Boyd (Google) and Yanick Belanger (Electronic Arts) DAY / TIME / LOCATION: Tuesday 10:00- 5:30 Room 301, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / Full-Day / Sponsored Dev Day / All GDC VAULT RECORDING: Video DESCRIPTION: Google Cloud Platform provides everything you need to build, run, and scale social, mobile, and online games. Already, tens of thousands of popular applications like SongPop, Angry Birds, SnapChat, and Legend of Monsters are benefiting from the power of running on top of Google Infrastructure. Come join Google as we go deep on how to best leverage our technology to build your next masterpiece. See just how easy it can be to get started, see real code, and hear stories from our customers. Of course, get started today for free at http://cloud.google.com. AGENDA: 10-11am Intro to the Google Cloud Platform - PaaS, IaaS, Storage, Analytics Ryan Boyd, Google; Momchil Kyurkchiev, Leanplum Google Cloud Platform has everything needed to build highly scalable applications. Launch an app without system administrators, while having the ultimate flexibility of root on a virtual machine. Get high performance asset hosting, and analyze terabyte-sized data to optimize games. 11:15am-12:15am Connect Mobile Apps to the Cloud Without Breaking a Sweat Dan Holevoet, Google Google Cloud Endpoints makes it easy to build OAuth 2-protected, RESTful APIs and instantly generate client libraries for Android, iOS, and JavaScript. See how you can use this feature to connect your Android, iOS, and mobile browser applications to powerful backends built on App Engine. 12:30-1:30pm Lunch 1:45-2:45pm Create Amazingly Scalable Games on the Google Cloud Platform Chris Elliott, Google Quickly deliver compelling game experiences by leveraging the scalability of Google App Engine combined with the unlimited flexibility of virtual machines on Google Compute Engine. From 1 to 100,000 cores, learn how to unleash your next great game on the Google Cloud Platform. 3-4pm Understanding Your Players Using Near Real-time Data Analytics Michael Manoochehri, Google; Luca Martinetti, Staq Inc. The volume of data generated by games can be immense and the insights invaluable. Learn how to analyse player behavior, virality, segment users, and understand retention in near real-time using //staq and Google BigQuery. 4:30-5:30pm How EA Builds Mobile Game Servers on Google App Engine Yanick Belanger, Electronic Arts Electronic Arts presents an overview of how the Google App Engine platform propels the production of back-end servers required for connected, social games on mobile, with real-world applications of the platform's services and built-in automatic scaling.

Game Development With Google Cloud Platform (Presented By Google)
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SKU#: GDC13-24244_3TTCWDO
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Description: Game Development with Google Cloud Platform (Presented by Google) SPEAKER/S: Momchil Kyurkchiev (Leanplum), Luca Martinetti (Staq Inc.), Michael Manoochehri (Google), Chris Elliott (Google), Dan Holevoet (Google), Ryan Boyd (Google) and Yanick Belanger (Electronic Arts) DAY / TIME / LOCATION: Tuesday 10:00- 5:30 Room 301, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / Full-Day / Sponsored Dev Day / All GDC VAULT RECORDING: Video DESCRIPTION: Google Cloud Platform provides everything you need to build, run, and scale social, mobile, and online games. Already, tens of thousands of popular applications like SongPop, Angry Birds, SnapChat, and Legend of Monsters are benefiting from the power of running on top of Google Infrastructure. Come join Google as we go deep on how to best leverage our technology to build your next masterpiece. See just how easy it can be to get started, see real code, and hear stories from our customers. Of course, get started today for free at http://cloud.google.com. AGENDA: 10-11am Intro to the Google Cloud Platform - PaaS, IaaS, Storage, Analytics Ryan Boyd, Google; Momchil Kyurkchiev, Leanplum Google Cloud Platform has everything needed to build highly scalable applications. Launch an app without system administrators, while having the ultimate flexibility of root on a virtual machine. Get high performance asset hosting, and analyze terabyte-sized data to optimize games. 11:15am-12:15am Connect Mobile Apps to the Cloud Without Breaking a Sweat Dan Holevoet, Google Google Cloud Endpoints makes it easy to build OAuth 2-protected, RESTful APIs and instantly generate client libraries for Android, iOS, and JavaScript. See how you can use this feature to connect your Android, iOS, and mobile browser applications to powerful backends built on App Engine. 12:30-1:30pm Lunch 1:45-2:45pm Create Amazingly Scalable Games on the Google Cloud Platform Chris Elliott, Google Quickly deliver compelling game experiences by leveraging the scalability of Google App Engine combined with the unlimited flexibility of virtual machines on Google Compute Engine. From 1 to 100,000 cores, learn how to unleash your next great game on the Google Cloud Platform. 3-4pm Understanding Your Players Using Near Real-time Data Analytics Michael Manoochehri, Google; Luca Martinetti, Staq Inc. The volume of data generated by games can be immense and the insights invaluable. Learn how to analyse player behavior, virality, segment users, and understand retention in near real-time using //staq and Google BigQuery. 4:30-5:30pm How EA Builds Mobile Game Servers on Google App Engine Yanick Belanger, Electronic Arts Electronic Arts presents an overview of how the Google App Engine platform propels the production of back-end servers required for connected, social games on mobile, with real-world applications of the platform's services and built-in automatic scaling.

Game Development With Google Cloud Platform (Presented By Google): Create Amazingly Scalable Games on Google Cloud Platform
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SKU#: GDC13-24244_2TTVUQM
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Description: Game Development with Google Cloud Platform (Presented by Google): Create Amazingly Scalable Games on Google Cloud Platform SPEAKER/S: Momchil Kyurkchiev (Leanplum), Luca Martinetti (Staq Inc.), Michael Manoochehri (Google), Chris Elliott (Google), Dan Holevoet (Google), Ryan Boyd (Google) and Yanick Belanger (Electronic Arts) DAY / TIME / LOCATION: Tuesday 10:00- 5:30 Room 301, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / Full-Day / Sponsored Dev Day / All GDC VAULT RECORDING: Video DESCRIPTION: Google Cloud Platform provides everything you need to build, run, and scale social, mobile, and online games. Already, tens of thousands of popular applications like SongPop, Angry Birds, SnapChat, and Legend of Monsters are benefiting from the power of running on top of Google Infrastructure. Come join Google as we go deep on how to best leverage our technology to build your next masterpiece. See just how easy it can be to get started, see real code, and hear stories from our customers. Of course, get started today for free at http://cloud.google.com. AGENDA: 10-11am Intro to the Google Cloud Platform - PaaS, IaaS, Storage, Analytics Ryan Boyd, Google; Momchil Kyurkchiev, Leanplum Google Cloud Platform has everything needed to build highly scalable applications. Launch an app without system administrators, while having the ultimate flexibility of root on a virtual machine. Get high performance asset hosting, and analyze terabyte-sized data to optimize games. 11:15am-12:15am Connect Mobile Apps to the Cloud Without Breaking a Sweat Dan Holevoet, Google Google Cloud Endpoints makes it easy to build OAuth 2-protected, RESTful APIs and instantly generate client libraries for Android, iOS, and JavaScript. See how you can use this feature to connect your Android, iOS, and mobile browser applications to powerful backends built on App Engine. 12:30-1:30pm Lunch 1:45-2:45pm Create Amazingly Scalable Games on the Google Cloud Platform Chris Elliott, Google Quickly deliver compelling game experiences by leveraging the scalability of Google App Engine combined with the unlimited flexibility of virtual machines on Google Compute Engine. From 1 to 100,000 cores, learn how to unleash your next great game on the Google Cloud Platform. 3-4pm Understanding Your Players Using Near Real-time Data Analytics Michael Manoochehri, Google; Luca Martinetti, Staq Inc. The volume of data generated by games can be immense and the insights invaluable. Learn how to analyse player behavior, virality, segment users, and understand retention in near real-time using //staq and Google BigQuery. 4:30-5:30pm How EA Builds Mobile Game Servers on Google App Engine Yanick Belanger, Electronic Arts Electronic Arts presents an overview of how the Google App Engine platform propels the production of back-end servers required for connected, social games on mobile, with real-world applications of the platform's services and built-in automatic scaling.

Game Development With Google Cloud Platform (Presented By Google): How EA Builds Mobile Game Servers On Google App Engine
Price:$3.95

SKU#: GDC13-24244_4EHBV
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Description: Game Development with Google Cloud Platform (Presented by Google): How EA Builds Mobile Game Servers On Google App Engine SPEAKER/S: Momchil Kyurkchiev (Leanplum), Luca Martinetti (Staq Inc.), Michael Manoochehri (Google), Chris Elliott (Google), Dan Holevoet (Google), Ryan Boyd (Google) and Yanick Belanger (Electronic Arts) DAY / TIME / LOCATION: Tuesday 10:00- 5:30 Room 301, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / Full-Day / Sponsored Dev Day / All GDC VAULT RECORDING: Video DESCRIPTION: Google Cloud Platform provides everything you need to build, run, and scale social, mobile, and online games. Already, tens of thousands of popular applications like SongPop, Angry Birds, SnapChat, and Legend of Monsters are benefiting from the power of running on top of Google Infrastructure. Come join Google as we go deep on how to best leverage our technology to build your next masterpiece. See just how easy it can be to get started, see real code, and hear stories from our customers. Of course, get started today for free at http://cloud.google.com. AGENDA: 10-11am Intro to the Google Cloud Platform - PaaS, IaaS, Storage, Analytics Ryan Boyd, Google; Momchil Kyurkchiev, Leanplum Google Cloud Platform has everything needed to build highly scalable applications. Launch an app without system administrators, while having the ultimate flexibility of root on a virtual machine. Get high performance asset hosting, and analyze terabyte-sized data to optimize games. 11:15am-12:15am Connect Mobile Apps to the Cloud Without Breaking a Sweat Dan Holevoet, Google Google Cloud Endpoints makes it easy to build OAuth 2-protected, RESTful APIs and instantly generate client libraries for Android, iOS, and JavaScript. See how you can use this feature to connect your Android, iOS, and mobile browser applications to powerful backends built on App Engine. 12:30-1:30pm Lunch 1:45-2:45pm Create Amazingly Scalable Games on the Google Cloud Platform Chris Elliott, Google Quickly deliver compelling game experiences by leveraging the scalability of Google App Engine combined with the unlimited flexibility of virtual machines on Google Compute Engine. From 1 to 100,000 cores, learn how to unleash your next great game on the Google Cloud Platform. 3-4pm Understanding Your Players Using Near Real-time Data Analytics Michael Manoochehri, Google; Luca Martinetti, Staq Inc. The volume of data generated by games can be immense and the insights invaluable. Learn how to analyse player behavior, virality, segment users, and understand retention in near real-time using //staq and Google BigQuery. 4:30-5:30pm How EA Builds Mobile Game Servers on Google App Engine Yanick Belanger, Electronic Arts Electronic Arts presents an overview of how the Google App Engine platform propels the production of back-end servers required for connected, social games on mobile, with real-world applications of the platform's services and built-in automatic scaling.

RPG Development Inspiration and Prespiration (Japanese Audio)
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SKU#: GDC13-24239_1JPBXFN
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Description: RPG Development: Inspiration and Perspiration SPEAKER/S: Yoshifumi Hashimoto (Marvelous AQL Inc.) DAY / TIME / LOCATION: Wednesday 11:00-12:00 Room 132, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Mr. Hashimoto will draw on over 15 years of experience helping to create RPGs such as "Rune Factory" and "Muramasa: The Demon Blade," to discuss best practices for developing and innovating in the genre.

RPG Development Inspiration and Prespiration (English Audio)
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SKU#: GDC13-24239_1ENAEZO
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Description: RPG Development: Inspiration and Perspiration SPEAKER/S: Yoshifumi Hashimoto (Marvelous AQL Inc.) DAY / TIME / LOCATION: Wednesday 11:00-12:00 Room 132, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Mr. Hashimoto will draw on over 15 years of experience helping to create RPGs such as "Rune Factory" and "Muramasa: The Demon Blade," to discuss best practices for developing and innovating in the genre.

Tokyo Jungle and Japan's Gaming Potential (Japanese Audio)
Price:$3.95

SKU#: GDC13-24238_1ENVWCZ
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Description: Tokyo Jungle and Japan's Gaming Potential SPEAKER/S: Yohei Kataoka (Crispy's Inc.) DAY / TIME / LOCATION: Wednesday 5:00- 6:00 Room 132, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / 60-Minute / Lecture GDC VAULT RECORDING: Video DESCRIPTION: Crispy's Inc., the development outfit behind Tokyo Jungle, was founded by a team of aspiring creators with zero previous game development experience. How could an inexperienced company like this end up releasing a first-party title for the PlayStation 3 as their debut game? In this session, Yohei Kataoka, president of Crispy's and director of Tokyo Jungle, will answer this question and talk about Japan's future game-making potential.

Tokyo Jungle and Japan's Gaming Potential (English Audio)
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SKU#: GDC13-24238_1JPEMTS
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Description: Tokyo Jungle and Japan's Gaming Potential SPEAKER/S: Yohei Kataoka (Crispy's Inc.) DAY / TIME / LOCATION: Wednesday 5:00- 6:00 Room 132, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / 60-Minute / Lecture GDC VAULT RECORDING: Video DESCRIPTION: Crispy's Inc., the development outfit behind Tokyo Jungle, was founded by a team of aspiring creators with zero previous game development experience. How could an inexperienced company like this end up releasing a first-party title for the PlayStation 3 as their debut game? In this session, Yohei Kataoka, president of Crispy's and director of Tokyo Jungle, will answer this question and talk about Japan's future game-making potential.

Gaming With NoSQL: Building Available, Fast Services With Riak (Presented By Basho Technologies)
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SKU#: GDC13-24213_1LGFJ
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Description: Gaming with NoSQL: Riak and Rovio - building highly available, scalable, distributed systems in production. SPEAKER/S: Andy Gross (Basho Technologies) DAY / TIME / LOCATION: Wednesday 11:00-12:00 Room 3022, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming , Production / 60-Minute / Sponsored / All GDC VAULT RECORDING: Video DESCRIPTION: With the explosion of data, growing importance of mobile, and increasingly social nature of games, many developers are moving off relational databases like MySQL and onto new infrastructure that can better accommodate their rapid growth, peak loads and changing applications. Riak is an open source, NoSQL database designed for high availability, low latency, and ops-friendliness. In this session, learn how to use Riak as your backend for session storage, gamer data and profiles, social information, mobile apps and more. We'll cover architectural principles for fault-tolerance and high availability, cluster operations, how to structure applications with Riak and what you need to know when switching from a relational database. You'll also hear stories from Riak users in the gaming industry including Mochi Media, Kiip and Hibernum.

The 3 Most Important Ingredients to Making Great Games: Motivation, Motivation, and Motivation!
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SKU#: GDC13-24203_1TVYR
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Description: The 3 Most Important Ingredients to Making Great Games: Motivation, Motivation, and Motivation! SPEAKER/S: Dave Ranyard (SCE London Studio), Rod Fergusson (Irrational Games), Ben Cousins (Scattered Entertainment), Laura Fryer (Epic Games Seattle), Dominic Robilliard (Lucas Arts), Greg Rice (Double Fine Productions) and Siobhan Reddy (Media Molecule) DAY / TIME / LOCATION: Wednesday 2:00- 3:00 Room 2004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Production / 60-Minute / Panel GDC VAULT RECORDING: Video DESCRIPTION: Motivating your staff is never a simple task, maybe everyone is super busy (we are making games after all), and there's simply no time to organize and execute those warm and fluffy team trips to the art museum or a night out on the town. Maybe you're reinventing your studio and there's time but no money. A lack of team motivation can have a catastrophic effect on your game! And of course, no two studios are alike - what works well for your team may have the opposite effect on another. The list of factors that come into play when considering team motivation is practically endless: communication, messaging, company profile, personalities, and of course deadlines, deadlines, and more deadlines. This panel of industry experts takes a look at different strategies and techniques to keep staff motivated. From AAA "big" teams to small agile app devs, you should leave with a veritable smorgasbord of ideas to help when you get back to your team.

Strange Love: Game Theory vs. Game Design
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SKU#: GDC13-24202_1TTVXJR
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Description: Strange Love: Game Theory vs. Game Design SPEAKER/S: Frank Lantz (NYU Game Center) DAY / TIME / LOCATION: Wednesday 5:00- 6:00 Room 3005, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Game theory, the mathematical analysis of conflict and decision making, is a field of study with important applications in economics, politics, law, and biology. But does it have anything to contribute to the creative discipline of game design? This talk will examine game theory from historical, conceptual, and philosophical perspectives to reveal the points of contact between the abstract equations and rational actors of game theory and the mysterious pleasures and elusive meanings of game design as a creative form.

Professional Game Engines for BlackBerry 10 (Presented by BlackBerry)
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SKU#: GDC13-24199_1PDOG
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Description: Professional Game Engines for BlackBerry 10 (Presented by BlackBerry) SPEAKER/S: Ramprasad Madhavan (BlackBerry) and Scott Flynn (Unity Technologies) DAY / TIME / LOCATION: Wednesday 5:00- 6:00 Room 2002, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 60-Minute / Sponsored / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: In this session, find out how to easily bring your games to BlackBerry 10 using new SDKs from major game engines such as Unity 4 SDK.

World of Dishonored: Raising Dunwall
Price:$3.95

SKU#: GDC13-24194_1TTJEPY
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Description: World of Dishonored: Raising Dunwall SPEAKER/S: Sebastien Mitton (Arkane Studios) DAY / TIME / LOCATION: Wednesday 5:00- 6:00 Room 2005, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts / 60-Minute / Lecture GDC VAULT RECORDING: Video DESCRIPTION: Viktor Antonov and Sebastien Mitton discuss the inspirations and challenges behind building Dishonored's new game world, and creating fiction through back-story and visual design. The pre-production process included high concept design work, visiting locations, studying urban experiences and European architecture design, and researching similar time periods. All elements are detailed in their process of adding Dunwall to the map of fantastic game worlds.

Designing Compelling Achievements Microtalks
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SKU#: GDC13-24193_1TTBWSK
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Description: Designing Compelling Achievements Microtalks SPEAKER/S: Cory Stockton (Blizzard Entertainment, Inc), David Vonderhaar (Treyarch), Greg McClanahan (Kongregate.com), Rod Fergusson (Irrational Games) and Michael Capps (Formerly of Epic Games) DAY / TIME / LOCATION: Wednesday 3:30- 5:30 Room 134, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / 2 Hour / Panel GDC VAULT RECORDING: Video DESCRIPTION: Hear from the Masters of design. Coray Stockton on the World of Warcraft Achievement Design, David Vonderhaar on the Challenge of Achievements for Call of Duty, Greg McClanahan on the Badges on Kongregate: Trying Not to Ruin Other People's Games and from Rod Fergusson on Achievements in Bioshock and Gears of War.

Developing Cross Platform Mobile Games (Presented by BlackBerry)
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SKU#: GDC13-24182_1JEWE
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Description: Developing Cross Platform Mobile Games (Presented by BlackBerry) SPEAKER/S: Steve Grenier (BlackBerry) and Sean Paul Taylor (BlackBerry) DAY / TIME / LOCATION: Wednesday 3:30- 4:30 Room 3022, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 60-Minute / Sponsored / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: In this session, BlackBerry Gaming R&D experts Sean Paul Taylor and Steve Grenier will discuss some of the challenges and solutions when developing and distributing cross platform mobile games. Topics will include open-source options, with a focus on design and implementation details when developing your own cross platform game or engine. GamePlay3D, BlackBerry's open-source, cross platform game framework will be used as a case study. Platforms discussed will include BlackBerry, Android, iOS, Windows, MacOS X and Linux.

The Velveteen Marine - The Power of Belief in Natural Selection 2
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SKU#: GDC13-24181_1TNDK
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Description: The Velveteen Marine - The Power of Belief in Natural Selection 2 SPEAKER/S: Charlie Cleveland (Unknown Worlds) DAY / TIME / LOCATION: Tuesday 11:15-11:40 Room 2005, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Independent Games Summit / 25-Minute Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: How did we build an engine and a game with the scope of Natural Selection 2 with very limited funds? Using the metaphor of the Velveteen Rabbit, this is the story of how our community believed so much in our game that they literally brought it to life.

Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Presented by Kojima Productions)
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SKU#: GDC13-24166_1IVOZ
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Description: Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes (Presented by Kojima Productions) SPEAKER/S: Hideo Kojima (Konami Digital Entertainment Co., Ltd.), Hideki Sasaki (Konami Digital Entertainment Co., Ltd.), Junji Tago (Konami Digital Entertainment Co., Ltd.) and Masayuki Suzuki (Konami Digital Entertainment Co., Ltd.) DAY / TIME / LOCATION: Wednesday 11:00-12:30 Room 2014, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design , Visual Arts / 90-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Join Hideo Kojima and the Kojima Productions staff as they demonstrate and explain the workflow and development process of Metal Gear Solid: Ground Zeroes on the Fox Engine. This session will mainly cover the key components and unique methods Kojima Productions utilizes in the graphics arena to create visuals seen in METAL GEAR SOLID GROUND ZEROES. Participants can expect an overview of topics such as asset creation and rendering techniques used in the next METAL GEAR SOLID. Enjoy the session as Kojima Productions unveils the FOX Engine for the first time.

LOD Techniques for Boosting Rendering Performance (Presented by Simplygon)
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SKU#: GDC13-24163_1TPOJ
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Description: LOD Techniques for Boosting Rendering Performance (Presented by Simplygon) SPEAKER/S: Ulrik Lindahl (Simplygon) and Gustaf Johansson (Simplygon) DAY / TIME / LOCATION: Wednesday 2:00- 3:00 Room 3016, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming , Visual Arts / 60-Minute / Sponsored / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: In this session we will cover how using Level-Of-Detail (LODs) techniques to optimize the number of triangles & draw calls, as well as reducing skinning & material complexity, have a huge impact on rendering performance. We will also show a number of techniques that can be used to preserve the highest possible visual quality of the scene, while minimizing visual impact when switching between LODs. We will demonstrate these techniques with LODs created using Simplygon(tm).

Nimble Do's & Don'ts
Price:$3.95

SKU#: GDC13-24162_1TTYHSA
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Description: NimbleDo's & Don'ts SPEAKER/S: Ian Marsh (NimbleBit) DAY / TIME / LOCATION: Monday 2:20- 2:45 Room 134, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Smartphone & Tablet Games Summit / 25-Minute Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Hear Ian Marsh, co-founder of NimbleBit, rattle off the most important things NimbleBit has learned in their adventures since the dawn of the App Store. From practical business advice to questionable lifestyle tips, attendees will walk away with a checklist of the decisions that made NimbleBit into was it is (and what it isn't) today.

Creating Amazing Characters
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SKU#: GDC13-24154_1TTROJC
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Description: Creating Amazing Characters SPEAKER/S: Scott Campbell (Independent) DAY / TIME / LOCATION: Wednesday 11:00-12:00 Room 3005, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: How do you create memorable and distinctive characters? In this presentation, production designer, art director, and illustrator Scott Campbell will share his creative process for creating amazing characters. Scott will begin by describing his approach and showing past works, then move into a live demonstration where he will develop a new character design, sharing his thoughts during the process.

Clone Wars: The All Out Assault On Innovation In Games (Presented By IGDA)
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SKU#: GDC13-24150_1TTCXHC
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Description: Clone Wars: The All Out Assault on Innovation in Games (Presented by IGDA) SPEAKER/S: Tom Buscaglia (The Game Attorney PC), David Edery (Spry Fox) and Ian Marsh (NimbleBit) DAY / TIME / LOCATION: Wednesday 11:00-12:00 Room 2008, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Advocacy / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: The advent of digital distribution and the many new platforms associated with it -- most notably iOS and Android -- has mainly been a blessing for game developers. Indie game development has blossomed and original innovative games now have a way to market. Unfortunately, as digital distribution has taken off, the prevalence of cloning has exploded as well. Too often, not merely games inspired by these originals, but blatant copies across multiple platforms that pop up with blinding speed. In two highly publicized instances, prominent Indie developers David Edery from Spry Fox and Ian Marsh from Nimblebit have dealt with this problem. They will discuss the very different approaches each used to take on copycats. The third presenter, game industry attorney Tom Buscaglia, will lay out some of the options available that developers can consider to better protect their original games. The presenters will then explore the thorny issue of sensitizing distribution partners to the damage rampant copying has on the future of our industry without alienating them in the process.


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