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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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From the Behavior Up: When the AI Is the Design
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SKU#: GDC13-24094_1OZJQ
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Description: From the Behavior Up: When the AI Is the Design SPEAKER/S: Paul Tozour (Intelligence Engine Design Systems), Damian Isla (Moonshot Games) and Christian Baekkelund (Moonshot Games) DAY / TIME / LOCATION: Tuesday 10:00-11:00 Room 2004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: AI Summit / 60-Minute Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Historically, AI has been a mechanism to serve the higher purpose of a preconceived design, or worse, it was sometimes simply an afterthought. Designers designed and AI programmers did what they were told. As AI techniques (and awareness of them) improved, AI started to take on a different role. Correspondingly, AI programmers began to move up in the food chain. But what happens when the AI programmer becomes the designer, and the AI is actually driving the design? In this two-part lecture, we will see how AI was used as a starting point for design, rather than as filler. First, Damian Isla and Christian Baekkelund will explain how they took a single compelling AI technique (occupancy maps), and built their entire game, Third Eye Crime, around it. Secondly, Paul Tozour will show how he used AI techniques to help him design, balance, tune, and test his mobile game, City Conquest.

Never Mind Small Steps: What's the Giant Leap for AI?
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SKU#: GDC13-24092_1TTWHFO
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Description: Never Mind Small Steps: What's the Giant Leap for AI? SPEAKER/S: Dave Mark (Intrinsic Algorithm), Daniel Kline (Maxis), Damian Isla (Moonshot Games), Michael Lewis (ArenaNet Inc.) and Alex Champandard (AiGameDev.com) DAY / TIME / LOCATION: Tuesday 4:30- 5:30 Room 2004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: AI Summit / 60-Minute Panel / All GDC VAULT RECORDING: Video DESCRIPTION: For many years when the industry spoke of AI in games, it usually meant some sort of decision-making or locomotion behavior. Over time AI started growing in directions that we didn't necessarily expect, spilling over the bounds of simple behavior. Recently, we have started seeing AI, or at least AI-like techniques, dabbling in the realms of dialog, dynamic narrative, lighting, sound, music, procedural level design, and content creation. But as interesting as all of these changes seem, are they just incremental, or is there something more? This panel will not only address some of the cutting edge AI techniques and how they can be used in games today, but will also discuss the new avenues that are just now opening up as potential areas where we can help further games in new and different ways. We will ask and explore the question: what's the next big thing?

Working with Designers: Scaling Your AI Both Up and Down
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SKU#: GDC13-24091_1TTDMUB
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Description: Working with Designers: Scaling Your AI Both Up and Down SPEAKER/S: Brian Schwab (Blizzard Entertainment) DAY / TIME / LOCATION: Tuesday 11:15-11:40 Room 2004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: AI Summit / 25-Minute Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: As game designs lean on AI more and more (finally!), there is an increasing need for a tighter interface between AI programmers and game designers. While much of this relationship is about communication, there are other important considerations that AI programmers can address to make their life with designers easier. The first part of this lecture will offer suggestions on how querying designers can correctly help the programmer to design an architecture that will scale up to handle the inevitable feature expansions that spill out of design throughout production. The second portion of the session will present methods to gracefully scale down AI systems as needs change. This includes "killing the baby," which is when a programmer is forced to cut out their wonderful, clever, elegant, amazing, best AI feature ever because it doesn't fit the overall design, or simply isn't fun.

A New (and Way Better) Model for Licensed Games
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SKU#: GDC13-24084_1SORP
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Description: A New (and Way Better) Model for Licensed Games SPEAKER/S: Daniel Morris (DeNA Americas & Europe) DAY / TIME / LOCATION: Wednesday 11:00-11:25 Room 307, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Production / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: In the bad old days of licensed games, an entertainment giant simply licensed an IP and then waited to make approvals. But live-service mobile games have created the opportunity - indeed, the necessity - for licensors to become full-fledged, always-on creative collaborators with developers. Learn how Disney, Hasbro, and the National Football League work with DeNA week-in and week-out in an intensive process, which results in a flow of consequential content into games. It's a radical approach that is more meaningful for licensors, more beneficial for developers, and much more delightful for gamers. TAKEAWAY: Learn the process by which Disney, Hasbro, and the NFL have partnered with DeNA to shape game content in a constant, active collaboration. See case studies of an intensive but rewarding model that has resulted in the commercial success of licensed mobile games like "Marvel: War of Heroes."

F2P Disruption in the Living Room
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SKU#: GDC13-24083_1JJHOGB
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Description: F2P Disruption in the Living Room SPEAKER/S: John Welch (Making Fun), Charles Huang (Green Throttle Games, Inc.) and Ted Woolsey (Microsoft) DAY / TIME / LOCATION: Tuesday 3:00- 4:00 Room 135, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Free to Play Design & Business Summit / 60-Minute Panel / All GDC VAULT RECORDING: Video DESCRIPTION: The battle for the living room is on! In the corner to the left we have the incumbent, Microsoft, who recently announced an installed base of 76 million Xbox 360s and 46 million members in its Xbox Live service. Clearly, this is their game to lose. In the corner to the right we have a reputable challenger, Green Throttle, who is offering a mobile console experience based on the Android phone or tablet you already own. Microsoft built its console business on the strength of a library of big-price-tag traditional games. It has taken a leadership position in no small part due to the connected experience enabled by Xbox Live, including a growing interest in free-to-play games. Will the trends toward downloadable and free games continue and even accelerate on the Microsoft living room platform? Green Throttle is riding a huge wave of consumer interest in free-to-play games, which dominate the top grossing charts in the mobile app stores. You already own the console - will you buy the controller?

Candy Crush Saga Postmortem: Luck in the Right Places
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SKU#: GDC13-24082_1IOBU
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Description: Candy Crush Saga Postmortem: Luck in the Right Places SPEAKER/S: Tommy Palm (King.com) DAY / TIME / LOCATION: Monday 3:35- 4:00 Room 132, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Free to Play Design & Business Summit / 25-Minute Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Luck. Does it exist? The question is at least as old as Aristotle, as he examined the differences between chance and luck. If he were alive today, he would agree that luck is certainly an important factor in casual games. Luck, as opposed to skill, is important in order to make casual players enjoy hundreds of levels of a game without getting too frustrated. Of equal importance, is to remove luck out of the equation of making great games. In any hit-driven business, good methods of removing risk will increase the likelihood of having long-term success. This postmortem will walk the audience through the making of "Candy Crush Saga," one of the most successful casual games in the world. The talk will describe how King.com removed luck from the game making process, while sprinkling it in balanced proportions throughout the map and levels of the game. This process led to one trillion candies being crushed in less than a year's time, with the game becoming the number one social game by DAU, and one of the top 5 monetizing games on mobile in the top 10 markets.

Performance Capture: Insights from the Edge
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SKU#: GDC13-24077_1ABRC
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Description: Performance Capture: Insights from the Edge SPEAKER/S: Remington Scott (Idependent) DAY / TIME / LOCATION: Wednesday 11:00-12:00 Room 3001, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Visual Arts / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Director Remington Scott will share his unique insight into creating successful performance captured characters. With over 25 years of experience in the interactive and feature film industries supervising digital production, directing performance capture, and developing proprietary technologies to create photorealistic digital humans, his discussion will address hot topic issues such as the importance of embracing new technologies for animation production, techniques designed for gaining precious ground in crossing the uncanny valley, preparations for realistic digital humans via performance capture, and what to expect for the future of performance capture.

Best Practices for Leveraging Worldwide Age Ratings Submissions and Geopolitical Content Reviews
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SKU#: GDC13-24074_1ZLSM
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Description: Best Practices for Leveraging Worldwide Age Ratings Submissions and Geopolitical Content Reviews SPEAKER/S: Kiki McMillan (Microsoft Studios) and Zeb Wedell (Microsoft Studios) DAY / TIME / LOCATION: Tuesday 10:00-10:25 Room 2008, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Localization Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: In today's rapidly expanding global market, the average Microsoft Studios video game is reviewed and rated by up to 11 different regional age ratings bodies before it ever reaches consumers. Even before the age rating review process kicks off, the Microsoft Studios Global Production Services team partners with key development and publishing stakeholders to proactively review each game's content. This is in order to reduce geopolitical risk, and ensure that Microsoft delivers content that is respectful to its global audience and that will be well-received in local markets worldwide. This talk will explore the Microsoft Studios Global Production Service Team's experiences and best practices for leveraging the worldwide age ratings submissions process with Geopolitical Content Reviews. Using recently shipped titles including Halo 4, Forza Horizon, and Gunpowder as case studies (games subject to change based on which ones have the most entertaining examples), these two industry veterans will share their insights into timing and schedules, prioritization of tasks, and the benefits of partnering with your project's Test Team to ensure the successful delivery of key content deliverables. This presentation will touch on why age ratings matter and will showcase the varying requirements of the 11 (and counting) major regional age ratings bodies. Kiki and Zeb will also offer battle-tested tips (and eye-opening examples) of areas of emphasis for each region.

Kickstarter Lessons for Indie Game Developers
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SKU#: GDC13-24073_1RBKM
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Description: Kickstarter Lessons for Indie Game Developers SPEAKER/S: Jeff Pobst (Hidden Path Entertainment), Douglas Wilson (Die Gute Fabrik), Greg Rice (Double Fine Productions), Charles Cecil (Revolution Software) and Colin Walsh (Celsius Game Studios) DAY / TIME / LOCATION: Wednesday 11:00-12:00 Room 2005, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Business, Marketing & Management / 60-Minute / Panel / All GDC VAULT RECORDING: Video DESCRIPTION: Kickstarter is becoming a legitimate but challenging option for indie developers to try to raise funding for game development. It isn't an easy endeavor, requiring skills that can be different than typical game development. And though the category is large, success is not a given: only 23% of video game Kickstarters launched have been successful and less than 3% of all game campaigns raised more than $100,000. Give yourself a head start and hear from those who have run successful Kickstarters to find out what they learned along the way. The panel features Greg Rice from the Double Fine Adventure campaign ($3.3 million raised), Charles Cecil from the Broken Sword: The Serpent's Curse campaign ($772,000 raised), Douglas Wilson from the Sportsfriends campaign ($152,000 raised), and Colin Walsh of the Drifter campaign ($81,000 raised). The session will be moderated by Jeff Pobst of the Defense Grid 2 campaign ($271,000 raised).

Creatrilogy: Three Talks Exploring Indie Game Creativity
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SKU#: GDC13-24072_1BYPV
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Description: Creatrilogy: Three Talks Exploring Indie Game Creativity SPEAKER/S: Andy Hull (Story Fort, LLC), James Lantz (Independent) and Davey Wreden (Galactic Cafe) DAY / TIME / LOCATION: Monday 3:00- 4:00 Room 2005, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Independent Games Summit / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: What Indies Can Learn from Wooden Toys (Andy Hull, Story Fort, LLC) Most indie games must find creative solutions to deal with the limitations imposed by having a small team, a limited budget, and short development times. In this talk, Spelunky XBLA programmer Andy Hull draws on 5 years of experience working as a wooden toy designer to examine how wooden toys seek to create immersive, engaging, and complete experiences using limited resources. Explore what design solutions game developers can borrow specifically from toy design, and see examples of games that already do. Genre and Creativity in Indie Development (James Lantz, Independent) James Lantz will discuss how to change the way you think about genre in order to make truly experimental games. His talk will incorporate interviews with creative indie developers, psychological science, and his own perspective. James will talk about how genre can hold us back from, or push us toward, being truly experimental, and how we can change this. Lessons in Creativity Learned from The Stanley Parable (Davey Wreden, Galactic Cafe) Creativity is elusive, hard to define, and harder to capture. Davey Wreden, creator of The Stanley Parable, offers a simple and concise set of rules that allow us to define creativity more precisely. Through historical examples and personal anecdotes from development of The Stanley Parable, he investigates how these rules serve as building blocks to more deeply elicit the creative spirit in any artistically-minded professional.

Classic Game Postmortem: Myst
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SKU#: GDC13-24068_1FITG
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Description: Classic Game Postmortem: Myst SPEAKER/S: Robyn Miller (Zoo Break Gun Club) DAY / TIME / LOCATION: Wednesday 3:30- 4:30 Room 2014, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: The best-selling PC game of the 1990s, Myst is also often attributed as the game that sold CD-ROM drives. Its majestic 3D world was too large for floppy disks, filled with puzzles and mysteries that unraveled in front of players' eyes in an engrossing first-person adventure. Myst's immersive atmosphere and play even gave rise to the debate of games two decades ago. Since its release in 1993, it has been remade and ported to over 10 platforms, including most recently the Nintendo 3DS and iOS. Robyn Miller, the original co-creator and sound composer, will discuss how he and his brother Rand created a game that remains relevant and commercially desirable over 20 years later.

BBC, Cross-Media and Games
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SKU#: GDC13-24062_1QAMZ
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Description: BBC, Cross-Media and Video Games SPEAKER/S: Robert Nashak (BBC Worldwide, Digital Entertainment & Games) DAY / TIME / LOCATION: Tuesday 3:00- 4:00 Room 2008, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Localization Summit / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: For big media companies with worldwide television and film distribution, what are the opportunities and challenges they face in developing truly global digital and games strategies around their content? Robert Nashak, EVP of BBC Worldwide Digital Entertainment & Games, will address BBC's global strategy for game development based on TV properties, including specific case studies for BBC brands such as Top Gear.

Localization Microtalks: Around the World in Sixty Minutes
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SKU#: GDC13-24058_1LFHE
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Description: Localization Microtalks: Around the World in Sixty Minutes SPEAKER/S: Oded Sharon (Dragonplay), Luis Wong (IGDA Peru), David Kim (Animoca), Fabio Ravetto (Binari Sonori Srl), Paul Chavez (Sony Network Entertainment) and Liesl Leary (SDL) DAY / TIME / LOCATION: Tuesday 1:45- 2:45 Room 2008, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Localization Summit / 60-Minute Panel / All GDC VAULT RECORDING: Video DESCRIPTION: Returning for a second time at the Localization Summit, this special session will present a diversity of topics pertaining to current issues in game localization in a quick-paced format. If you're seeking to gain insights across a broad range of localization topics, this is a must-attend session! The topics will include: Smack Talk, Big Data, and Localization David Ashton (SDL) Why You Should Care About Latin America Luis Wong (IGDA Peru) Windows 8 Launch Games - Localizing 40 Languages on a New Platform Paul Chavez (Independent) Stitching. A. Few. Tips. To. Achieve. Smooth. Results. Fabio Ravetto (Binari Sonori Srl) Reimagining Africa: Unlocking the Potential Africa Through Interactive Digital Innovation! Sipho Ngwenya (Afroes Transformational Multi-Media & Consulting) Localization Case Study: How Pretty Pets Became an International Franchise David Kim (Animoca)

Producer Bootcamp: Surviving Sound
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SKU#: GDC13-24056_5TTIEXT
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Description: Producer Bootcamp: Surviving Sound SPEAKER/S: Siobhan Reddy (Media Molecule), Laura Fryer (Epic Games Seattle), Rod Fergusson (Irrational Games), Jon Kimmich (Software Illuminati), Ruth Tomandl (Monolith Productions), Roger Schembri (Fireproof Studios), Caryl Shaw (KIXEYE) and Brian Schmidt (GameSoundCon) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 307, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Production / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: Making games is fun, but complicated. The complexities of games increases with each new generation of gaming, and customer expectations grow. Production roles have become even more critical, whether you ship to mobile, the web, the latest consoles, or the PC. Successful producers are much more than just schedule jockeys; they are team managers, communication facilitators, conflict mediators, risk mitigators, work enablers, and predictors of the future. The Producer Bootcamp will focus on some of the key skills that are required by both producers who are new to the role and seasoned veterans, in order to be successful in this challenging industry.

Producer Bootcamp: Production 101
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SKU#: GDC13-24056_1JVRV
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Description: Producer Bootcamp: Production 101 SPEAKER/S: Siobhan Reddy (Media Molecule), Laura Fryer (Epic Games Seattle), Rod Fergusson (Irrational Games), Jon Kimmich (Software Illuminati), Ruth Tomandl (Monolith Productions), Roger Schembri (Fireproof Studios), Caryl Shaw (KIXEYE) and Brian Schmidt (GameSoundCon) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 307, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Production / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: Making games is fun, but complicated. The complexities of games increases with each new generation of gaming, and customer expectations grow. Production roles have become even more critical, whether you ship to mobile, the web, the latest consoles, or the PC. Successful producers are much more than just schedule jockeys; they are team managers, communication facilitators, conflict mediators, risk mitigators, work enablers, and predictors of the future. The Producer Bootcamp will focus on some of the key skills that are required by both producers who are new to the role and seasoned veterans, in order to be successful in this challenging industry.

Producer Bootcamp
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SKU#: GDC13-24056_4FLAA
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Description: Producer Bootcamp SPEAKER/S: Siobhan Reddy (Media Molecule), Laura Fryer (Epic Games Seattle), Rod Fergusson (Irrational Games), Jon Kimmich (Software Illuminati), Ruth Tomandl (Monolith Productions), Roger Schembri (Fireproof Studios), Caryl Shaw (KIXEYE) and Brian Schmidt (GameSoundCon) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 307, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Production / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: Making games is fun, but complicated. The complexities of games increases with each new generation of gaming, and customer expectations grow. Production roles have become even more critical, whether you ship to mobile, the web, the latest consoles, or the PC. Successful producers are much more than just schedule jockeys; they are team managers, communication facilitators, conflict mediators, risk mitigators, work enablers, and predictors of the future. The Producer Bootcamp will focus on some of the key skills that are required by both producers who are new to the role and seasoned veterans, in order to be successful in this challenging industry.

Producer Bootcamp: Quo Vadis? 3 Questions and 3 Answers
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SKU#: GDC13-24056_2PMSI
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Description: Producer Bootcamp: Quo Vadis? 3 Questions and 3 Answers SPEAKER/S: Siobhan Reddy (Media Molecule), Laura Fryer (Epic Games Seattle), Rod Fergusson (Irrational Games), Jon Kimmich (Software Illuminati), Ruth Tomandl (Monolith Productions), Roger Schembri (Fireproof Studios), Caryl Shaw (KIXEYE) and Brian Schmidt (GameSoundCon) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 307, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Production / Full-Day / Tutorial / All GDC VAULT RECORDING: Video DESCRIPTION: Making games is fun, but complicated. The complexities of games increases with each new generation of gaming, and customer expectations grow. Production roles have become even more critical, whether you ship to mobile, the web, the latest consoles, or the PC. Successful producers are much more than just schedule jockeys; they are team managers, communication facilitators, conflict mediators, risk mitigators, work enablers, and predictors of the future. The Producer Bootcamp will focus on some of the key skills that are required by both producers who are new to the role and seasoned veterans, in order to be successful in this challenging industry.

Turing Tantrums: AI Devs Rant!
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SKU#: GDC13-24053_1TIWP
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Description: Turing Tantrums: AI Devs Rant! SPEAKER/S: Dave Mark (Intrinsic Algorithm), Brian Schwab (Blizzard Entertainment), Dino Dini (NHTV University of Applied Sciences, Breda, Netherlands), Daniel Kline (Maxis), Luke Dicken (University of Strathclyde), Steve Rabin (DigiPen Institute of Technology), Ben Sunshine-Hill (Havok) and Andrew Fray (Spry Fox) DAY / TIME / LOCATION: Monday 4:30- 5:30 Room 2004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: AI Summit / 60-Minute / Lecture / All GDC VAULT RECORDING: Video 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. In a perennial favorite AI Summit session, AI developers from all corners of the industry will deliver quick, to-the-point rants about what's on their mind.

Architecture Tricks: Managing Behaviors in Time, Space, and Depth.
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SKU#: GDC13-24052_1KHMI
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Description: Architecture Tricks: Managing Behaviors in Time, Space, and Depth SPEAKER/S: David Mark (Intrinsic Algorithm), Dino Dini (NHTV University of Applied Sciences, Breda, Netherlands) and Luke Dicken (University of Strathclyde) DAY / TIME / LOCATION: Tuesday 1:45- 2:45 Room 2004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: AI Summit / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: While the standard AI algorithms we all know (and love?) look good on paper, we often run up against barriers when we put them into practice. Usually, these barriers occur when NP-Hard problems clash with limitations on memory and processing cycles. Add in the necessity to allow for the simple, expandable creation and management of behaviors, and the scope of the problem expands significantly. This lecture will show three different tricks for helping AI solve difficult problems while staying manageable. Dino Dini will show how co-routines can help mitigate the "polling problem" in AI behavior. Luke Dicken will show how complex behavior planning can be done off-line and spliced at run-time as necessary. Dave Mark will show his "infinite axis" utility system that allows for the simple design and processing of modular reasoners. All three sections will give concrete takeaways that can be applied to a variety of AI applications.

Off the Beaten Path: Non-Traditional Uses of AI
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SKU#: GDC13-24051_1TTQSAC
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Description: Off the Beaten Path: Non-Traditional Uses of AI SPEAKER/S: Jeff Orkin (Independent), Ian Horswill (Northwestern University) and Leif Foged (Northwestern University) DAY / TIME / LOCATION: Tuesday 3:00- 4:00 Room 2004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: AI Summit / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: In the game industry, AI is typically thought of as a collection of simple tools used to make characters "do things." This lecture will show three different ways that people have leveraged more esoteric AI techniques in manners not traditionally seen in games. Jeff Orkin (MIT Media Lab) will show how he used data-capture of players from his project, The Restaurant Game, and how data-capture can be used to generate not only actions, but procedural dialog as well. Ian Horswill and Leif Foged (Northwestern) will show how constraint-based procedural level design for roguelikes can generate content, yet still satisfy designers' needs and desires. Lastly, Stephane Bura (Storybricks) will discuss using AI techniques to contextually parse the player's actions, to give him or her more control over NPCs. All three sections promise to give attendees something new and different to ponder when they approach their own projects.

The Next Vector: Improvements in AI Steering Behaviors
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SKU#: GDC13-24050_1TTTQYK
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Description: The Next Vector: Improvements in AI Steering Behaviors SPEAKER/S: Andrew Fray (Spry Fox) and Graham Pentheny (Independent) DAY / TIME / LOCATION: Monday 3:00- 4:00 Room 2004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: AI Summit / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: While not receiving as much attention as their pathfinding kin, there is little denying that steering behaviors have their place in modern games. However, as with any technology, traditional steering behaviors have their edge cases and quirks. This lecture will present examples of how steering behaviors have advanced recently, and how they can be used to provide more realistic movement in demanding situations. In one example, we will show how steering enabled the rapid coordinated movement of hundreds of agents in the mobile game Fieldrunners 2. In another example, we will present the method used in a AAA racing game, which fixed some of the common problem that occur with traditional steering algorithms.

Spaces in the Sandbox: Tactical Awareness in Open World Games
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SKU#: GDC13-24049_1MVHP
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Description: Spaces in the Sandbox: Tactical Awareness in Open World Games SPEAKER/S: Mika Vehkala (IO Interactive A/S) and Matthew Jack (Moon Collider) DAY / TIME / LOCATION: Monday 11:15-12:15 Room 2004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: AI Summit / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: The intelligent use of terrain by game agents was a turning point in modern shooter and action games. Gone were the days where the enemies simply ran straight toward the player. However, the need for spatial awareness quickly went beyond static cover points. Designers wanted to incorporate more complex spatial behaviors such as searching, running away, maneuvering for better line of sight, or even group tactics. Environments also became richer and more dynamic, which made manual markup and scripting labor-intensive and brittle, and required more sophisticated techniques for world analysis. This lecture will present two different approaches to dynamically processing spatial information to allow game agents to process their environment in believable, tactically advantageous ways, by using examples from IO Interactive's Hitman: Absolution, work developed at Crytek, and Xaviant's upcoming RPG, Lichdom.

The Unfinished Swan: From Student Prototype to Commercial Game
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SKU#: GDC13-24046_1AWRO
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Description: The Unfinished Swan: From Student Prototype to Commercial Game SPEAKER/S: Ian Dallas (Giant Sparrow) DAY / TIME / LOCATION: Monday 1:45- 2:10 Room 3022, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: GDC Education Summit / 25-Minute Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: This is the life story of our company and our first game, The Unfinished Swan, which we released in October for the PlayStation 3. We'll talk about how we took a graduate student prototype, submitted it to festivals, negotiated a publishing contract with Sony, and spent the next 3 years figuring out how to make our game and run our company, which grew from a team of 2 to 12 by the time we shipped. Many mistakes were made, some lessons were learned, all will be revealed.

The Game Attorney's Intellectual Property Primer for Educators
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SKU#: GDC13-24045_1JETI
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Description: The Game Attorney's Intellectual Property Primer for Educators SPEAKER/S: Tom Buscaglia (The Game Attorney PC) DAY / TIME / LOCATION: Monday 11:50-12:15 Room 3022, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: GDC Education Summit / 25-Minute Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: This primer will educate the educators on the different types of intellectual property rights related to games, and how they are applied in both the academic environment and the game industry. Some educators, while superbly qualified in the technical areas that they teach, lack sufficient understanding and insight into these legal and business issues when trying to prepare their students for successful careers in our industry. Today's broader range of accessible distribution platforms for smaller games make the possibility of any student embarking on a successful career via a micro studio a reality. It is not uncommon for a school project to turn into a successful game, or even a successful franchise. Being aware of the applicable intellectual property issues, and their impact early in the educational process, will make education fuller and more relevant to the students, and more rewarding for the educators. Some institutions seek to protect their students from the perils of running afoul of various intellectual property issues through the premature involvement in the commercial aspects of development, by securing the ownership rights for all student projects submitted for grades. This, and other issues related to institutional intellectual property ownership policies, and how they impact students' efforts to bring their school projects into the marketplace, can complicate or impair possible career paths for students. The way though this legal maze will be addressed, described, and explored.

Commercial Partnership - A Growing Trend?
Price:$3.95

SKU#: GDC13-24043_1TNIN
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Description: Commercial Partnership - A Growing Trend? SPEAKER/S: Michael John (GlassLab) DAY / TIME / LOCATION: Monday 3:00- 3:25 Room 3022, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: GDC Education Summit / 25-Minute Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Michael John will take this opportunity to describe GlassLab, a new partnership that involves the Gates and MacArthur Foundations, Electronic Arts, the Entertainment Software Association, and the Institute of Play (with additional partners ETS and Pearson as well) in a project to made educational software for middle school youth. It's an impressive collection of characters which just might be a harbinger of future growth. Already I have seen that the education reformers are deeply interested in the opinions and points of view from experienced commercial game designers. The session will discuss Glass - its history, construction and challenges, and suggest a path for deeper cooperation and involvement between the commercial and non-commercial game sectors.


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