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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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Programming Interactivity: Teaching a Stand-Alone CS Game Programing Class
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SKU#: GDC13-23612_1BKDL
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Description: Programming Interactivity: Teaching a Stand-Alone CS Game Programming Class SPEAKER/S: Blair MacIntyre (Georgia Institute of Technology) DAY / TIME / LOCATION: Tuesday 2:20- 2:45 Room 3022, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: GDC Education Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: This talk presents a stand-alone video game programming class. Rather than trying to cover the breadth of game design and programming, this class focuses on teaching students how to program fun, interactive prototypes that achieve a certain feel when they are played with. This focus on programming interactivity builds on the Computer Science student's technical abilities, and provides a metaphor through which diverse topics such as game engine architecture, networking, and game design can be meaningfully discussed. Programming real-time interactivity is the aspect of game programming that CS students are unlikely to have encountered before, and which is useful when building any interactive application.

Creating Immersive Narrative Games Without Big Budgets or Resources
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SKU#: GDC13-23590_1OLCD
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Description: Creating Immersive Narrative Games Without Big Budgets or Resources SPEAKER/S: Georg Backer (Hotsauce Interactive Ltd.) DAY / TIME / LOCATION: Tuesday 11:50-12:15 Room 2018, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Game Narrative Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Creating immersive, interactive story and character driven games always seems to be seen as an expensive and daunting venture, reserved for developers with deep pockets and large resources. But this doesn't need to be the case. This talk will discuss and dissect a selection of games, from small to big, and will show how they make immersive narrative experiences work with limited resources and using a variety of methods: from audio and writing, to clever game design and use of mechanics.

Narrative Generators: Sports Games and Story Engines
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SKU#: GDC13-23583_1MODK
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Description: Narrative Generators: Sports Games and Story Engines SPEAKER/S: Peter Garcin (HB Studios) DAY / TIME / LOCATION: Monday 3:00- 3:25 Room 2018, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Game Narrative Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Sports games are powerful narrative generators that create some of the most engaging stories, so how can this be applied to traditional story-driven games? This session examines the structures and techniques used in modern sports games, and how these can be applied to narrative games. We will look at how to reimagine a story as a simulation space, rather than a discrete set of events, in order to build procedural stories. We will also look at how to generate more dynamic, real-time dialog using the techniques of play-by-play commentary.

It's Not in the Writer's Manual: A Q&A Session for New Writers
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SKU#: GDC13-23576_1KYFB
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Description: It's Not in the Writer's Manual: A Q&A Session for New Writers SPEAKER/S: Toiya Kristen Finley (Schnoodle Media, LLC), Antony Johnston (Independent), Christy Marx (Zynga), Chris Avellone (Obsidian Entertainment), Tobias Heussner (Bigpoint GmbH) and Jonathon Myers (Freelance) DAY / TIME / LOCATION: Tuesday 12:30- 1:30 Room 2018, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Game Narrative Summit / 60-Minute / Panel / All GDC VAULT RECORDING: Video DESCRIPTION: How do newer writers fit into game design and narrative design teams? Are in-house jobs better than freelance gigs? Do film writers have advantages over novelists in getting game writing gigs? Made especially for individuals with little experience and for those looking to break in, this session encourages participants to ask veteran writers and narrative designers questions without definitive answers, or answers that could be found in manuals or on the Web. Anyone who works with writers is also encouraged to attend. Whether it's finding the right job, leading writers and improving team dynamics, or establishing rates, no question about the business of game writing is off limits.

Designing In-App-Purchase Without Losing Your Soul
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SKU#: GDC13-23546_1ELQS
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Description: Shellrazer - Designing In-App Purchase Without Losing Your Soul SPEAKER/S: Shane Neville (Ninja Robot Dinosaur Entertainment) DAY / TIME / LOCATION: Monday 11:50-12:15 Room 2005, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Independent Games Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Designing a successful game with In-App Purchase (IAP) does not have to be an evil, soul-sacrificing affair. Shane Neville will explain how the Shellrazer team designed an IAP system that generates 30% of the game's revenue without using any of the free-to-play tricks that have given IAP a bad reputation. The talk will cover RPG mechanics, game balance, and an analysis of the three types of players developers must consider.

Science Speaks: The Necessity of Localization
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SKU#: GDC13-23538_1KZUR
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Description: Science Speaks: The Necessity of Localization SPEAKER/S: Richard van der Giessen (U-TRAX) DAY / TIME / LOCATION: Tuesday 4:30- 4:55 Room 2008, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Localization Summit / 25-Minute Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: In the past decade, solid linguistic, scientific research has been conducted on how people understand languages other than their native tongue. As this talk will detail, this enlightening research can impact localization strategies by demonstrating how releasing a game only in English is not a solution, even for those players who supposedly speak English well enough, such as Northern Europeans. This talk emphasizes with scientific evidence that localization is necessary for playing and enjoying games, and is more than just a "nice thing to do" for non-English consumers. Consider this question as food for thought: why is virtually all content localized in every part of the world, except games?

Ahead of the Curve: The SpaceChem Postmortem
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SKU#: GDC13-23521_1TTKPZV
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Description: Ahead of the Curve: The SpaceChem Postmortem SPEAKER/S: Zach Barth (Zachtronics Industries) DAY / TIME / LOCATION: Tuesday 3:00- 3:25 Room 2005, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Independent Games Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: SpaceChem is a design-based puzzle game about fake science and cosmic horror. In this talk, designer Zach Barth explores the differences between SpaceChem and other puzzle games, provides information on how to make your own design-based puzzles, and shows how to build community features around them. The talk includes cautionary tales from the development of SpaceChem regarding appeal, difficulty, and tutorial design. The talk also covers rapid-fire, post-launch insights and sales data.

Yamove! An Experiment in Collaboration Between Researchers and Indies
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SKU#: GDC13-23517_1LZAR
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Description: Yamove! An Experiment in Collaboration Between Researchers and Indies SPEAKER/S: Katherine Isbister (NYU) and Syed Salahuddin (Babycastles) DAY / TIME / LOCATION: Monday 3:35- 4:00 Room 3022, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: GDC Education Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Can a great indie game answer fundamental research questions? What happens when you mix engineering students with cutting edge NYC indie game developers? Yamove! was an experiment in bringing these two worlds together. The resulting game was an IndieCade 2012 finalist, as well as a successful research project. In this talk, given by the lead researcher and an indie game curator/designer who worked on the project together, you'll learn about how this collaboration worked, how it came to be, and how to think about whether this might be something that fits into your own curriculum and plans for game education.

Still Kicking: The Viability of Paid Apps in the F2P Era
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SKU#: GDC13-23515_1TTQFTW
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Description: Still Kicking: The Viability of Paid Apps in the Era of F2P SPEAKER/S: Nathan Vella (Capy) DAY / TIME / LOCATION: Tuesday 3:00- 4:00 Room 134, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Smartphone & Tablet Games Summit / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Much has been made of the rise of the free-to-play model. Pundits claim that paid apps are dead, and offer stats showing large portions of App Store revenue generated by IAPs. But is the end truly nigh? This session will detail the continued viability of developing paid apps for the App Store by leveraging experience from successes like #Sworcery, World of Goo, and more. Attendees will be confronted with key issues faced when tackling the F2P shift as small developers, discuss the rationale for choosing to develop a paid app, and learn best practices for success from launch and promotion through long tail.

We Are Not Heroes: Contextualizing Violence Through Narrative
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SKU#: GDC13-23483_1AJOZ
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Description: We Are Not Heroes: Contextualizing Violence Through Narrative SPEAKER/S: Walt Williams (2K Games) DAY / TIME / LOCATION: Tuesday 2:20- 2:45 Room 2018, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Game Narrative Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: In 2012, 2K Games released the genre-bending, military shooter Spec Ops: The Line, and received critical acclaim for a provocative and mature narrative that spoke directly to the act of playing it. Join lead writer and narrative designer Walt Williams, as he discusses how crafting the game's story, themes, and choices around its most basic mechanic (shooting), led to a more immersive and emotionally impactful experience.

How to Sell Your QA Services on a Free-to-Play Project
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SKU#: GDC13-23475_1IRMQ
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Description: How to Sell Your QA Services on a Free-to-Play Project SPEAKER/S: Stephan Beier (Travian Games GmbH) DAY / TIME / LOCATION: Monday 1:45- 2:45 Room 2008, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: QA Summit / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: This lecture will point out how QA teams are usually seen, and introduce some common QA goals and areas of activities. It will proceed by showing why these goals are especially important when working on F2P games, and demonstrate the QA methods that should be used at each stage of the development cycle. The lecture will then answer the question of how to scale the QA activities for specific projects to figure out a cost-effective QA strategy. The talk will conclude with a success formula for quality in game projects.

The Arcane Art of Puzzle Dependency Diagrams
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SKU#: GDC13-23469_1XJGF
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Description: The Arcane Art of Puzzle Dependency Diagrams SPEAKER/S: Noah Falstein (The Inspiracy) DAY / TIME / LOCATION: Monday 10:35-11:00 Room 2018, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Game Narrative Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: The Puzzle Design Diagram was invented by Ron Gilbert at Lucasfilm Games to complete the design of Maniac Mansion. Since then, it has been refined, expanded, and remains a very useful, but heretofore, mysterious tool for those who craft interactive stories. It facilitates several counterintuitive techniques, including dependency-only diagramming and designing from the end to the beginning. This talk describes the PDD and how to use it, with examples both from classic graphic adventures and modern action/adventure titles.

Walled Garden Weekly: Live@GDC
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SKU#: GDC13-23462_1TTRIMQ
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Description: Walled Garden Weekly: LIVE SPEAKER/S: Arash Keshmirian (LIMBIC), Kevin Pazirandeh (Auxbrain, Inc.), Eli Hodapp (TouchArcade) and Keith Shepherd (Imangi Studios) DAY / TIME / LOCATION: Tuesday 4:30- 5:30 Room 134, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Smartphone & Tablet Games Summit / 60-Minute / Panel / All GDC VAULT RECORDING: Video DESCRIPTION: Arash Keshmirian and Kevin Pazirandeh, the duo from the highly-popular iOS developer podcast, Walled Garden Weekly, come to the GDC stage bringing with them two guests: Keith Shepherd of Temple Run, and Eli Hodapp, the editor in chief of the Internet's premiere iOS gaming site: Touch Arcade. Together, they have reached hundreds of millions of mobile gamers. They will explore the ethical and strategic challenges facing all games on the freemium-premium spectrum by examining benchmark titles such as Clash of Clans, CSR Racing, and even their own games. Attendees are invited to take part in what is certain to be an entertaining and thought provoking conversation.

Game Design Curriculum Deathmatch
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SKU#: GDC13-23443_1ZFYA
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Description: Game Design Curriculum Deathmatch SPEAKER/S: Justin Hall (DeNA), Noah Wardrip-Fruin (UC Santa Cruz), Mary Flanagan (Dartmouth College), Tracy Fullerton (USC School of Cinematic Arts) and Eric Zimmerman (Independent) DAY / TIME / LOCATION: Monday 4:30- 5:30 Room 3022, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: GDC Education Summit / 60-Minute / Panel / All GDC VAULT RECORDING: Video DESCRIPTION: Game design teaching approaches differ substantially in areas such as number and size of projects, writing components, technologies, and the inclusion of historical or other contextualizing theories. In the Game Design Curriculum Deathmatch, top game design instructors will fight three rounds by giving 3-minute presentations on aspects of their introductory, intermediate, and advanced courses. The instructors have to justify their teaching approach, and give recommendations for what sorts of institutions might want to adopt a course like theirs. After each round, the design teachers will have time for a lively debate and a vote with the audience.

Games and the Ensemble Cast
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SKU#: GDC13-23442_1LUAF
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Description: Games and the Ensemble Cast SPEAKER/S: Daniel Nagler (Large Animal Games) DAY / TIME / LOCATION: Monday 11:15-11:40 Room 2018, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Game Narrative Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Set any ragtag band of unlikely video game heroes on the trail of a storyline, and a number of patterns are likely to emerge: how they relate to one another, how they accomplish their goals, even the arsenals they carry with them. Dan Nagler, writer for Large Animal Games, will lead a theory course on building the perfect team of game characters, by drawing from the narrative archetypes detailed at the writers' resource site, TVTropes.org.

Getting A Team On Board With Narrative Design
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SKU#: GDC13-23436_1UHGC
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Description: Getting a Team on Board with Narrative Design SPEAKER/S: Matthew Weise (Harmonix Music Systems) DAY / TIME / LOCATION: Tuesday 11:15-11:40 Room 2018, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Game Narrative Summit / 25-Minute / Lecture / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: Narrative design is relatively easy. Negotiating a development process that allows for narrative design is hard. This talk will deal with the challenges a narrative designer will face at a company new to narrative design, what causes these challenges, and how to overcome them. It will focus heavily on how pipelines and approval processes built for non-narrative games make narrative design difficult, what myths of narrative cause the processes, and how to educate and negotiate through these problems toward a more narrative-friendly development process.

Play, Make, Appreciate: A Games Education Manifesto
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SKU#: GDC13-23399_1ABYL
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Description: Play, Make, Appreciate: A Games Education Manifesto SPEAKER/S: John Sharp (Parsons The New School for Design) and Colleen Macklin (Parsons The New School for Design) DAY / TIME / LOCATION: Monday 10:00-11:00 Room 3022, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: GDC Education Summit / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Over the last 20 or so years, game educators have collectively developed a game design and development education model based on engineering and studio art traditions. This has served our students well enough, and has provided the game industry with the next generation of employees. But should we be satisfied with the status quo? Macklin and Sharp suggest that we are just getting started. They propose a broader consideration of games and play in higher education--the Play, Make, Appreciate Manifesto. Join them as they question game puritanism and the fetishizing of games at the expense of play, as they ponder how we can increase enrollment and strengthen our position within academic institutions, and as they suggest ways to bring more diversity to our student populations.

Game Design Is Business Design
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SKU#: GDC13-23391_1ZUFB
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Description: Game Design Is Business Design SPEAKER/S: Ethan Levy (Quarter Spiral) DAY / TIME / LOCATION: Tuesday 11:15-12:15 Room 132, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Free to Play Design & Business Summit / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: The game industry has changed. A rapid shift is underway as we move from a packaged goods-dominated past to a digital, free-to-play dominated present. More players than ever enjoy the widest range of games of any time in our industry's history. In this new world, the designer's role has changed dramatically. The successful designers of our digital present are not only masters of fun, but also masters of business models and monetization. This lecture will talk about the changing role of game designers and present case studies of how they can successfully apply business design to their practice.

Building Scalable Cloud Tech for Mobile and Social Games
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SKU#: GDC13-23390_1OMYM
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Description: Building Scalable Cloud Tech for Mobile and Social Games SPEAKER/S: Paul Winterhalder (bitHeads) DAY / TIME / LOCATION: Tuesday 10:00-11:00 Room 134, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Smartphone & Tablet Games Summit / 60-Minute / Lecture / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: Today's most successful mobile and social games are no longer stand-alone affairs. They require sophisticated, super-scalable server infrastructures to implement the features necessary to engage and monetize players and their friends. This session will break down the best features to be pushed into the cloud, the pitfalls to avoid when implementing these features, and how to architect things so that the solution will perform well when scaling in capacity and across geographies. Finally, the talk will touch on the importance of having a proper plan ready when pitching your game to publishers, who often take responsibility for your server tech once it is live.

Avengers Initiative: Transitioning from Console to Mobile
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SKU#: GDC13-23378_1UTAK
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Description: Avengers Initiative: Transitioning from Console to Mobile SPEAKER/S: Patrick Moran (Wideload Games / Disney Interactive) DAY / TIME / LOCATION: Monday 3:00- 4:00 Room 134, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Smartphone & Tablet Games Summit / 60-Minute / Lecture / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: Studios in the games industry are making the transition from console to mobile, a goal full of risk and pitfalls. During this session, Wideload Games will serve as a case study on how to make this transition. The team transitioned from building the family Wii game, Guilty Party, to Avengers Initiative, a core-focused gesture fighting game for iOS and Android. This session will focus on the production-related challenges and pitfalls that make this transition so difficult and risky.

Writing Grant Proposals For Commercially Viable Game Products
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SKU#: GDC13-23358_1SERR
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Description: Writing Grant Proposals for Commercially Viable Game Products SPEAKER/S: Elena Bertozzi (Long Island University) DAY / TIME / LOCATION: Monday 2:20- 2:45 Room 3022, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: GDC Education Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Many people in the game development and academic worlds are unaware of the fact that the National Science Foundation is interested in funding game development. The SBIR/STTR (Small Business Innovation Research/ Small Business Technology Transfer) program exists to help entrepreneurs launch high-risk, high-reward innovations in many fields. Collaboration between academics and the business community is encouraged and supported. This program now has funds set aside specifically for games that are educational or encourage the development of high-tech and STEM initiatives in the U.S. This session will explain how the program works and walk attendees through the steps to prepare a competitive proposal.

Surviving High School: Game To Novel And Back Again
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SKU#: GDC13-23338_1JBGF
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Description: Surviving High School: Game to Novel and Back Again SPEAKER/S: Max Doty (Electronic Arts) DAY / TIME / LOCATION: Monday 2:20- 2:45 Room 2018, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Game Narrative Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Max Doty, writer of the hit iPhone game, Surviving High School, as well as a series of companion novels, describes the challenges of a weekly production schedule, massaging a narrative to make sense across mediums, and the benefits and pitfalls of working with a large writing team. Attendees will learn possible approaches to a rigorous content release schedule, as well as strategies for expanding their brands from games into books.

An In-Depth Look At The Sound Design Choices And Technical Solutions In Hitman: Absolution
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SKU#: GDC13-23332_1EIWD
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Description: An In-Depth Look at the Sound Design Choices and Technical Solutions in Hitman: Absolution SPEAKER/S: Mikkel Christiansen (IO Interactive) and Frans Galschiot Quaade (IO Interactive) DAY / TIME / LOCATION: Wednesday 3:30- 4:30 Room 3000, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Audio / 60-Minute / Lecture / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: How do you create the optimal workflow for a sound designer during pre-production, production, and the final polish period? That question was tried and answered while building Glacier 2, the new proprietary engine behind Hitman: Absolution. The aim was to stand out as a breathtaking cinematic experience, heavily driven by the refined interaction between a visual feast and state-of-the-art adaptive sound design. This session will showcase the road from rough ideas to a fully working audio engine and interface, as well as the overall approach to the aesthetics, sound design, and implementation in Hitman: Absolution. The main focus will be on the unique collaboration between gameplay events and the sound system, which allowed us to create high-level gameplay, along with relevant and dynamic sound design. We will take you on a guided tour of the making of Glacier 2 from a sound perspective, showing the creative thoughts and discussions that led to the final result: an audio tool that empowers the sound designer and greatly reduces the need for custom code.

Seven (Or So) Techniques for Writing a Moral Game
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SKU#: GDC13-23331_1ADWF
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Description: Seven (Or So) Techniques for Writing a Moral Game SPEAKER/S: Richard Rouse III (Microsoft Game Studios) DAY / TIME / LOCATION: Monday 10:00-10:25 Room 2018, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Game Narrative Summit / 25-Minute / Lecture / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: Writers have wanted a strong moral component to game stories for almost as long as digital games have existed. Yet, it is easy to veer too far to one extreme and become tedious and pedantic, or lean too far in the other direction and have players miss your moral themes entirely. This talk follows up on the inspirational GDC talk, "Seven Ways a Video Game Can Be Moral," and lays out the nuts and bolts on how to write moral stories for games. The talk will pull examples from some of the best moral storytelling games, and look at the successes and failures of the speaker's own projects.

Automation in the Technically Challenging World of Game Development
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SKU#: GDC13-23321_1ZCNZ
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Description: Automation in the Technically Challenging World of Game Development SPEAKER/S: Linda Lemieux (VMC Game Labs), Brian Buhr (Sony Computer Entertainment America), Michael Souto (LocalizeDirect), Marietta Pashayan (Disney Interactive), Dyan Jodoin (Atari Inc.) and Steve Fowler (The Walt Disney Company) DAY / TIME / LOCATION: Monday 11:15-12:15 Room 2008, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: QA Summit / 60-Minute / Panel / Advanced GDC VAULT RECORDING: Video DESCRIPTION: One of the biggest challenges facing QA in games today is test automation. Opinions on whether or not to automate range from "impossible to do well" to "automate 100% of the test" vary. Within that gamut of opinions, how do you decide on how automation fits into your test program? What should be automated, and how do you ensure quality? Join us for a panel discussion on lessons learned, as well as practical tips and techniques for game testing automation. You will hear a range of opinions from industry leaders to help you make informed decisions about automation for your game testing.


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