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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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How We Created Mark of the Ninja Without (Totally) Losing Our Minds
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SKU#: GDC13-23283_1KDID
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Description: How We Created Mark of the Ninja Without (Totally) Losing Our Minds SPEAKER/S: Jeff Agala (Klei Entertainment) and Jamie Cheng (Klei Entertainment) DAY / TIME / LOCATION: Monday 1:45- 2:10 Room 2005, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Independent Games Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Mark of the Ninja was, without question, Klei Entertainment's most ambitious game. Art, technology, design, and audio domains were challenged in ways they had never been challenged before. We managed to build the game in 16 months, without significant overtime, to a level of quality we're immensely proud of. Creative director Jeff Agala will discuss how the team grew and arose to meet these challenges, delivered a great game, and did it without destroying themselves.

Obsessive-Compulsive Development: Retro/Grade Postmortem
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SKU#: GDC13-23280_1RNDQ
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Description: Obsessive-Compulsive Development: Retro/Grade Postmortem SPEAKER/S: Matt Gilgenbach (24 Caret Games) DAY / TIME / LOCATION: Monday 5:05- 5:30 Room 2005, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Independent Games Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Retro/Grade was featured in the 2009 IGF, with nominations in Excellence in Design and Excellence in Audio. After almost four years of grueling crunch, the game was finally released to positive reviews. Although 24 Caret Games was silent during development, Matt Gilgenbach will now talk about what went wrong on the project and in his personal life, as his obsessive-compulsive disorder caused development to spiral out of control. He will also discuss what he learned from the mistakes on Retro/Grade, and his new and healthier approach to indie game development.

Supercharging Word-of-Mouth: Best Practices in Virality
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SKU#: GDC13-23228_1HQXV
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Description: Supercharging Word-of-Mouth: Best Practices in Virality SPEAKER/S: Jussi Laakkonen (Applifier) DAY / TIME / LOCATION: Monday 4:30- 5:30 Room 134, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Smartphone & Tablet Games Summit / 60-Minute / Lecture / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: Studies have shown that word-of-mouth is the most powerful factor in mobile game discovery. But what exactly does this mean? Asking a friend, seeing them play a new game, reading about it on Facebook, watching a fan-made video or something else? What do players want to share from your game? Achievements, high scores, screenshots, or video replays? Can these elements compete with the power of paid advertisement or promotion within an app store?

Developing for a Moving Target: Free-to-Play in an Evolving Marketplace
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SKU#: GDC13-23183_1OWKX
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Description: Developing for a Moving Target: Free-to-Play in an Evolving Marketplace SPEAKER/S: Arthur Humphrey (Last Day of Work) DAY / TIME / LOCATION: Monday 3:00- 3:25 Room 132, North Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Free to Play Design & Business Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Making a freemium iOS game? Who isn't? Last Day of Work decided to adapt their hit indie game, Virtual Families, to a freemium model, but along the way the rules kept changing. One currency or two? Ads or no ads? Tune for early monetization, or allow more free play at the start? Learn how freemium models and best practices have rapidly evolved over the last year, from Farmville to Jetpack Joyride to Dragonvale. Watch as the 'best way to do it' is defined, thrown out, redefined, and redefined yet again - sometimes faster than you can finish your own indie title for release. Strategies to cope with a very dynamic and competitive marketplace will be discussed, as well as farm fresh metrics on LDW's first ground-up freemium launch.

Taking The Leap From Student To Studio: The Story About Making FRACT
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SKU#: GDC13-23181_1YEHA
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Description: Taking the Leap from Student to Studio: The Story About Making FRACT SPEAKER/S: Richard Flanagan (Phosfiend Systems) DAY / TIME / LOCATION: Monday 10:00-10:25 Room 2005, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Independent Games Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Winning the IGF for Best Student Game was a dream come true - but then what? This talk details the ups and downs, circuitous paths, and the lessons learned along the way while developing the student game FRACT into a commercial release. Learning on the job is challenging enough, and the talk shares what happens when life throws something unexpected your way. It discusses the reality of taking risks, running an indie studio out of your home with a pregnant wife as your producer, and putting out your first game in the midst of juggling big decisions, deadlines, and diapers.

Biff! Boom! Pow! Introducing Students to Sound for Games
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SKU#: GDC13-23174_1HEGP
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Description: Biff! Boom! Pow! Introducing Students to Sound for Games SPEAKER/S: Karen Collins (University of Waterloo) DAY / TIME / LOCATION: Tuesday 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: How do you teach students about sound design for games when they only get a few classes on the subject? How can game instructors learn enough about sound design to be able to teach it? What kinds of exercises can help a student to rapidly develop skills in sound for games? Designed for a full, 12-week course, but adaptable for shorter courses, the exercises and examples introduced in this lecture teach students about the functions of sound in games through hands-on, creative practice. The exercises teach listening, spotting, recording, editing, creative design, mixing, Foley, and more!

Audio Bootcamp: Audio Development In Live Service: Assembly Line Thinking
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SKU#: GDC13-23135_3BDNWR
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Description: Audio Bootcamp: Audio Development In Live Service: Assembly Line Thinking SPEAKER/S: Scott Selfon (Microsoft Corporation), Garry Taylor (Sony Europe), Troels Folmann (8Dio), Tomas Neumann (Blizzard Entertainment), Kristofor Mellroth (Microsoft Game Studio), Clint Bajakian (Sony Computer Entertainment America), Damian Kastbauer (Lost Chocolate Lab) and Mo Jen (Playfish UK) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 3004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Audio / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Audio for games and other interactive entertainment has grown far beyond simple mash-ups of technical concepts with linear audio design techniques. Today's games require responsive, dynamic musical scores, and soundscapes that immerse players. They need ambiance, sound effects, and dialog that responds to a player's actions, not to mention AI driven dynamic control of the overall mix. The audio bootcamp offers an introduction to the wide array of topics that comprise the burgeoning game audio industry. The talk will cover technical, aesthetic, logistical, and business-oriented topics for the new interactive entertainment audio content creator, implementer, or programmer. The talk will be relevant for a wide range of members from other game disciplines who want to learn more about how sound is uniquely made and played for games. The tutorial's speakers represent decades of experience, with some of the most prolific and successful composers, sound designers, and audio directors sharing their knowledge. These speakers will be answering questions in both group lectures and small-scale lunchtime conversations. 10-10:10am - Introduction/Welcome - Garry Taylor (Sony Computer Entertainment Europe and Scott Selfon (Microsoft Advanced Technology Group) 10:10-11am - How to Fail - And Prevail - As a Composer - Troels Folmann (8Dio) 11-11:15am - Break 11:15am-12:15pm - Bring Me Problems, Not Solutions! - Tomas Neumann (Blizzard Entertainment) 12:15-1:45pm - Lunchtime surgeries 1:45-2:45pm - What to Do While You're Waiting - Building a Sound Library - Kristofor Mellroth (Microsoft Corporation) 2:45-3pm - Break 3-4pm - Producing Musical Soundtracks for AAA Games - Clint Bajakian (Sony Computer Entertainment America) 4-4:30pm - For the Love of Spreadsheets: Sound Design's Secret Weapon - Damian Kastbauer (Lost Chocolate Lab) 4:30-4:45pm - Break 4:45-5:15pm - Loudness and Mixing/Post - Garry Taylor (Sony Computer Entertainment Europe) 5:15-6pm - Audio Development in Live Service: Assembly Line Thinking - MoJen (Playfish UK)

Audio Bootcamp: Loudness and How to Measure It
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SKU#: GDC13-23135_3ADNWR
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Description: Audio Bootcamp: Loudness and How to Measure It SPEAKER/S: Scott Selfon (Microsoft Corporation), Garry Taylor (Sony Europe), Troels Folmann (8Dio), Tomas Neumann (Blizzard Entertainment), Kristofor Mellroth (Microsoft Game Studio), Clint Bajakian (Sony Computer Entertainment America), Damian Kastbauer (Lost Chocolate Lab) and Mo Jen (Playfish UK) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 3004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Audio / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Audio for games and other interactive entertainment has grown far beyond simple mash-ups of technical concepts with linear audio design techniques. Today's games require responsive, dynamic musical scores, and soundscapes that immerse players. They need ambiance, sound effects, and dialog that responds to a player's actions, not to mention AI driven dynamic control of the overall mix. The audio bootcamp offers an introduction to the wide array of topics that comprise the burgeoning game audio industry. The talk will cover technical, aesthetic, logistical, and business-oriented topics for the new interactive entertainment audio content creator, implementer, or programmer. The talk will be relevant for a wide range of members from other game disciplines who want to learn more about how sound is uniquely made and played for games. The tutorial's speakers represent decades of experience, with some of the most prolific and successful composers, sound designers, and audio directors sharing their knowledge. These speakers will be answering questions in both group lectures and small-scale lunchtime conversations. 10-10:10am - Introduction/Welcome - Garry Taylor (Sony Computer Entertainment Europe and Scott Selfon (Microsoft Advanced Technology Group) 10:10-11am - How to Fail - And Prevail - As a Composer - Troels Folmann (8Dio) 11-11:15am - Break 11:15am-12:15pm - Bring Me Problems, Not Solutions! - Tomas Neumann (Blizzard Entertainment) 12:15-1:45pm - Lunchtime surgeries 1:45-2:45pm - What to Do While You're Waiting - Building a Sound Library - Kristofor Mellroth (Microsoft Corporation) 2:45-3pm - Break 3-4pm - Producing Musical Soundtracks for AAA Games - Clint Bajakian (Sony Computer Entertainment America) 4-4:30pm - For the Love of Spreadsheets: Sound Design's Secret Weapon - Damian Kastbauer (Lost Chocolate Lab) 4:30-4:45pm - Break 4:45-5:15pm - Loudness and Mixing/Post - Garry Taylor (Sony Computer Entertainment Europe) 5:15-6pm - Audio Development in Live Service: Assembly Line Thinking - MoJen (Playfish UK)

Audio Bootcamp: For the Love of Spreadsheets: Sound Designs Secret Weapon
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SKU#: GDC13-23135_2CJUMF
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Description: Audio Bootcamp: For the Love of Spreadsheets: Sound Designs Secret Weapon SPEAKER/S: Scott Selfon (Microsoft Corporation), Garry Taylor (Sony Europe), Troels Folmann (8Dio), Tomas Neumann (Blizzard Entertainment), Kristofor Mellroth (Microsoft Game Studio), Clint Bajakian (Sony Computer Entertainment America), Damian Kastbauer (Lost Chocolate Lab) and Mo Jen (Playfish UK) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 3004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Audio / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Audio for games and other interactive entertainment has grown far beyond simple mash-ups of technical concepts with linear audio design techniques. Today's games require responsive, dynamic musical scores, and soundscapes that immerse players. They need ambiance, sound effects, and dialog that responds to a player's actions, not to mention AI driven dynamic control of the overall mix. The audio bootcamp offers an introduction to the wide array of topics that comprise the burgeoning game audio industry. The talk will cover technical, aesthetic, logistical, and business-oriented topics for the new interactive entertainment audio content creator, implementer, or programmer. The talk will be relevant for a wide range of members from other game disciplines who want to learn more about how sound is uniquely made and played for games. The tutorial's speakers represent decades of experience, with some of the most prolific and successful composers, sound designers, and audio directors sharing their knowledge. These speakers will be answering questions in both group lectures and small-scale lunchtime conversations. 10-10:10am - Introduction/Welcome - Garry Taylor (Sony Computer Entertainment Europe and Scott Selfon (Microsoft Advanced Technology Group) 10:10-11am - How to Fail - And Prevail - As a Composer - Troels Folmann (8Dio) 11-11:15am - Break 11:15am-12:15pm - Bring Me Problems, Not Solutions! - Tomas Neumann (Blizzard Entertainment) 12:15-1:45pm - Lunchtime surgeries 1:45-2:45pm - What to Do While You're Waiting - Building a Sound Library - Kristofor Mellroth (Microsoft Corporation) 2:45-3pm - Break 3-4pm - Producing Musical Soundtracks for AAA Games - Clint Bajakian (Sony Computer Entertainment America) 4-4:30pm - For the Love of Spreadsheets: Sound Design's Secret Weapon - Damian Kastbauer (Lost Chocolate Lab) 4:30-4:45pm - Break 4:45-5:15pm - Loudness and Mixing/Post - Garry Taylor (Sony Computer Entertainment Europe) 5:15-6pm - Audio Development in Live Service: Assembly Line Thinking - MoJen (Playfish UK)

Audio Bootcamp: What to Do While You're Waiting
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SKU#: GDC13-23135_2AJUMF
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Description: Audio Bootcamp: What to Do While You're Waiting SPEAKER/S: Scott Selfon (Microsoft Corporation), Garry Taylor (Sony Europe), Troels Folmann (8Dio), Tomas Neumann (Blizzard Entertainment), Kristofor Mellroth (Microsoft Game Studio), Clint Bajakian (Sony Computer Entertainment America), Damian Kastbauer (Lost Chocolate Lab) and Mo Jen (Playfish UK) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 3004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Audio / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Audio for games and other interactive entertainment has grown far beyond simple mash-ups of technical concepts with linear audio design techniques. Today's games require responsive, dynamic musical scores, and soundscapes that immerse players. They need ambiance, sound effects, and dialog that responds to a player's actions, not to mention AI driven dynamic control of the overall mix. The audio bootcamp offers an introduction to the wide array of topics that comprise the burgeoning game audio industry. The talk will cover technical, aesthetic, logistical, and business-oriented topics for the new interactive entertainment audio content creator, implementer, or programmer. The talk will be relevant for a wide range of members from other game disciplines who want to learn more about how sound is uniquely made and played for games. The tutorial's speakers represent decades of experience, with some of the most prolific and successful composers, sound designers, and audio directors sharing their knowledge. These speakers will be answering questions in both group lectures and small-scale lunchtime conversations. 10-10:10am - Introduction/Welcome - Garry Taylor (Sony Computer Entertainment Europe and Scott Selfon (Microsoft Advanced Technology Group) 10:10-11am - How to Fail - And Prevail - As a Composer - Troels Folmann (8Dio) 11-11:15am - Break 11:15am-12:15pm - Bring Me Problems, Not Solutions! - Tomas Neumann (Blizzard Entertainment) 12:15-1:45pm - Lunchtime surgeries 1:45-2:45pm - What to Do While You're Waiting - Building a Sound Library - Kristofor Mellroth (Microsoft Corporation) 2:45-3pm - Break 3-4pm - Producing Musical Soundtracks for AAA Games - Clint Bajakian (Sony Computer Entertainment America) 4-4:30pm - For the Love of Spreadsheets: Sound Design's Secret Weapon - Damian Kastbauer (Lost Chocolate Lab) 4:30-4:45pm - Break 4:45-5:15pm - Loudness and Mixing/Post - Garry Taylor (Sony Computer Entertainment Europe) 5:15-6pm - Audio Development in Live Service: Assembly Line Thinking - MoJen (Playfish UK)

Audio Bootcamp: Dynamic Game Factors
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SKU#: GDC13-23135_1BCWMW
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Description: Audio Bootcamp: Dynamic Game Factors SPEAKER/S: Scott Selfon (Microsoft Corporation), Garry Taylor (Sony Europe), Troels Folmann (8Dio), Tomas Neumann (Blizzard Entertainment), Kristofor Mellroth (Microsoft Game Studio), Clint Bajakian (Sony Computer Entertainment America), Damian Kastbauer (Lost Chocolate Lab) and Mo Jen (Playfish UK) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 3004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Audio / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Audio for games and other interactive entertainment has grown far beyond simple mash-ups of technical concepts with linear audio design techniques. Today's games require responsive, dynamic musical scores, and soundscapes that immerse players. They need ambiance, sound effects, and dialog that responds to a player's actions, not to mention AI driven dynamic control of the overall mix. The audio bootcamp offers an introduction to the wide array of topics that comprise the burgeoning game audio industry. The talk will cover technical, aesthetic, logistical, and business-oriented topics for the new interactive entertainment audio content creator, implementer, or programmer. The talk will be relevant for a wide range of members from other game disciplines who want to learn more about how sound is uniquely made and played for games. The tutorial's speakers represent decades of experience, with some of the most prolific and successful composers, sound designers, and audio directors sharing their knowledge. These speakers will be answering questions in both group lectures and small-scale lunchtime conversations. 10-10:10am - Introduction/Welcome - Garry Taylor (Sony Computer Entertainment Europe and Scott Selfon (Microsoft Advanced Technology Group) 10:10-11am - How to Fail - And Prevail - As a Composer - Troels Folmann (8Dio) 11-11:15am - Break 11:15am-12:15pm - Bring Me Problems, Not Solutions! - Tomas Neumann (Blizzard Entertainment) 12:15-1:45pm - Lunchtime surgeries 1:45-2:45pm - What to Do While You're Waiting - Building a Sound Library - Kristofor Mellroth (Microsoft Corporation) 2:45-3pm - Break 3-4pm - Producing Musical Soundtracks for AAA Games - Clint Bajakian (Sony Computer Entertainment America) 4-4:30pm - For the Love of Spreadsheets: Sound Design's Secret Weapon - Damian Kastbauer (Lost Chocolate Lab) 4:30-4:45pm - Break 4:45-5:15pm - Loudness and Mixing/Post - Garry Taylor (Sony Computer Entertainment Europe) 5:15-6pm - Audio Development in Live Service: Assembly Line Thinking - MoJen (Playfish UK)

Audio Bootcamp: Producing Music for AAA Video Games
Price:$3.95

SKU#: GDC13-23135_2BJUMF
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Description: Audio Bootcamp: Producing Music for AAA Video Games SPEAKER/S: Scott Selfon (Microsoft Corporation), Garry Taylor (Sony Europe), Troels Folmann (8Dio), Tomas Neumann (Blizzard Entertainment), Kristofor Mellroth (Microsoft Game Studio), Clint Bajakian (Sony Computer Entertainment America), Damian Kastbauer (Lost Chocolate Lab) and Mo Jen (Playfish UK) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 3004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Audio / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Audio for games and other interactive entertainment has grown far beyond simple mash-ups of technical concepts with linear audio design techniques. Today's games require responsive, dynamic musical scores, and soundscapes that immerse players. They need ambiance, sound effects, and dialog that responds to a player's actions, not to mention AI driven dynamic control of the overall mix. The audio bootcamp offers an introduction to the wide array of topics that comprise the burgeoning game audio industry. The talk will cover technical, aesthetic, logistical, and business-oriented topics for the new interactive entertainment audio content creator, implementer, or programmer. The talk will be relevant for a wide range of members from other game disciplines who want to learn more about how sound is uniquely made and played for games. The tutorial's speakers represent decades of experience, with some of the most prolific and successful composers, sound designers, and audio directors sharing their knowledge. These speakers will be answering questions in both group lectures and small-scale lunchtime conversations. 10-10:10am - Introduction/Welcome - Garry Taylor (Sony Computer Entertainment Europe and Scott Selfon (Microsoft Advanced Technology Group) 10:10-11am - How to Fail - And Prevail - As a Composer - Troels Folmann (8Dio) 11-11:15am - Break 11:15am-12:15pm - Bring Me Problems, Not Solutions! - Tomas Neumann (Blizzard Entertainment) 12:15-1:45pm - Lunchtime surgeries 1:45-2:45pm - What to Do While You're Waiting - Building a Sound Library - Kristofor Mellroth (Microsoft Corporation) 2:45-3pm - Break 3-4pm - Producing Musical Soundtracks for AAA Games - Clint Bajakian (Sony Computer Entertainment America) 4-4:30pm - For the Love of Spreadsheets: Sound Design's Secret Weapon - Damian Kastbauer (Lost Chocolate Lab) 4:30-4:45pm - Break 4:45-5:15pm - Loudness and Mixing/Post - Garry Taylor (Sony Computer Entertainment Europe) 5:15-6pm - Audio Development in Live Service: Assembly Line Thinking - MoJen (Playfish UK)

Audio Bootcamp: How to Fail and Prevail as a Composer
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SKU#: GDC13-23135_1ACWMW
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Description: Audio Bootcamp: How to Fail and Prevail as a Composer SPEAKER/S: Scott Selfon (Microsoft Corporation), Garry Taylor (Sony Europe), Troels Folmann (8Dio), Tomas Neumann (Blizzard Entertainment), Kristofor Mellroth (Microsoft Game Studio), Clint Bajakian (Sony Computer Entertainment America), Damian Kastbauer (Lost Chocolate Lab) and Mo Jen (Playfish UK) DAY / TIME / LOCATION: Tuesday 10:00- 6:00 Room 3004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Audio / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: Audio for games and other interactive entertainment has grown far beyond simple mash-ups of technical concepts with linear audio design techniques. Today's games require responsive, dynamic musical scores, and soundscapes that immerse players. They need ambiance, sound effects, and dialog that responds to a player's actions, not to mention AI driven dynamic control of the overall mix. The audio bootcamp offers an introduction to the wide array of topics that comprise the burgeoning game audio industry. The talk will cover technical, aesthetic, logistical, and business-oriented topics for the new interactive entertainment audio content creator, implementer, or programmer. The talk will be relevant for a wide range of members from other game disciplines who want to learn more about how sound is uniquely made and played for games. The tutorial's speakers represent decades of experience, with some of the most prolific and successful composers, sound designers, and audio directors sharing their knowledge. These speakers will be answering questions in both group lectures and small-scale lunchtime conversations. 10-10:10am - Introduction/Welcome - Garry Taylor (Sony Computer Entertainment Europe and Scott Selfon (Microsoft Advanced Technology Group) 10:10-11am - How to Fail - And Prevail - As a Composer - Troels Folmann (8Dio) 11-11:15am - Break 11:15am-12:15pm - Bring Me Problems, Not Solutions! - Tomas Neumann (Blizzard Entertainment) 12:15-1:45pm - Lunchtime surgeries 1:45-2:45pm - What to Do While You're Waiting - Building a Sound Library - Kristofor Mellroth (Microsoft Corporation) 2:45-3pm - Break 3-4pm - Producing Musical Soundtracks for AAA Games - Clint Bajakian (Sony Computer Entertainment America) 4-4:30pm - For the Love of Spreadsheets: Sound Design's Secret Weapon - Damian Kastbauer (Lost Chocolate Lab) 4:30-4:45pm - Break 4:45-5:15pm - Loudness and Mixing/Post - Garry Taylor (Sony Computer Entertainment Europe) 5:15-6pm - Audio Development in Live Service: Assembly Line Thinking - MoJen (Playfish UK)

Assassin's Creed III Music Score: Redefining Musical Standards for the AC Brand
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SKU#: GDC13-23127_1KGKM
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Description: Assassin's Creed III Music Score: Redefining Musical Standards for the AC Brand SPEAKER/S: Benedicte Ouimet (Ubisoft) and Jerome Angelot (Ubisoft) DAY / TIME / LOCATION: Wednesday 2:00- 3:00 Room 3000, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Audio , Production / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Assassin's Creed III is the fifth game of the AC franchise, but the first opus of a new story. We leave behind the tales of the beloved Ezio and Altair to discover Connor, a fascinating hero of the new world. Underscoring this change required the successful union of contrasting priorities: be true to the brand, but create something fresh for a new beginning. Produce a cinematic score, but make it relevant to gameplay. Through practical examples and anecdotes, this presentation will take the audience through all the steps, missteps, intuitive guesses, and passionate work that went into making the music count.

Three Years of Collaboration on Assassin's Creed III
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SKU#: GDC13-23051_1YOCI
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Description: Three Years of Collaboration on Assassin's Creed III SPEAKER/S: Damien Kieken (Ubisoft), Marc-Alexis Cote (Ubisoft Quebec), Hugues Ricour (Ubisoft Singapore), Francois Pelland (Ubisoft Montreal) and Alexander Hutchinson (Ubisoft) DAY / TIME / LOCATION: Wednesday 5:00- 6:00 Room 3001, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Production / 60-Minute / Panel / All GDC VAULT RECORDING: Video DESCRIPTION: Building the Assassin's Creed experience requires the creativity of hundreds of people. Ubisoft has leveraged the power of its studio network in the hopes of improving the quality of its games, and to create new ideas and distribute risk. This session will feature a panel formed by the five studio leads of Assassin's Creed III. The panel will aim to brief the audience on the challenges of distributing the creation of the game, and on the different models that were tried over time. Each panelist will share his experience of working in such a way, as well as the advantages and hardships it can bring.

Usability Is Not Random
Price:$3.95

SKU#: GDC13-23037_1AJLM
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Description: Usability Is Not Random SPEAKER/S: Mike Acton (Insomniac Games) DAY / TIME / LOCATION: Wednesday 3:30- 4:30 Room 2008, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Production , Design / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Usability can be broken down into several key elements. These elements help provide a straightforward and measurable approach that can be used immediately to help define and break down usability and iteration problems in games and tools development. Usability problems can be defined as optimization problems and approached using simple, well-understood techniques and models rooted in information theory, compression, and psychology. This session does not provide a novel approach to usability, but rather seeks to ground it with a high-level understanding of the data and analysis of some commonly encountered examples.

Bass in Your Face
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SKU#: GDC13-23030_1TTRNNU
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Description: Bass in Your Face SPEAKER/S: Mark Yeend (Microsoft) DAY / TIME / LOCATION: Wednesday 3:30- 3:55 Room 3004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Audio / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: How rockin' is your game's subwoofer? How rockin' is too rockin'? Mark Yeend shows some LFE/subwoofer basics, from defining what's good to .wav creation to the the end-user's living room experience.

Intelligent Cinematic Systems: The Next Step
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SKU#: GDC13-22974_1DMIK
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Description: Intelligent Cinematic Systems: The Next Step SPEAKER/S: James Ricker (Slant Six Games) DAY / TIME / LOCATION: Wednesday 2:00- 3:00 Room 3005, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / 60-Minute / Lecture / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: An "Intelligent Cinematic System" is exactly what the Slant Six team created in 2012 for Microsoft's upcoming turn-based strategy game, Galactic Reign. With the push of a button, the engine procedurally generates dynamic and communicative videos for any possible combination of battle events. Lead designer and cinematic director James Ricker will unveil the unique design process, and what it takes to transform text-based game data into Hollywood-style cinematics. This lecture will explore initial theory through to final structure, and how classic story foundation gives the procedural system its shape.

Maximize Your Score Production Budget - Efficiency Strategies and Cost Breakdowns
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SKU#: GDC13-22969_1SAXY
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Description: Maximize Your Score Production Budget - Efficiency Strategies and Cost Breakdowns SPEAKER/S: Penka Kouneva (Kouneva Studios) DAY / TIME / LOCATION: Wednesday 5:00- 6:00 Room 3000, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Audio , Production / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: This lecture will examine the production of game scores, and suggest strategies for maximizing the production budget. The speaker aims to instill strategic thinking and result oriented approaches by applying the formula: identify, prioritize, strategize. First, identify the needs of your game score. Second, prioritize the score assets. Third, strategize by asking the right questions and knowing your options. The composer's creative fee will be separated from the production cost. We will focus solely on production budgets at three levels: small production budgets (up to $10k), medium production budgets ($10k to $60k), and big production budgets (over $60k). Within each level of budgets we will apply the identify, prioritize, strategize motto, and look at case studies.

Beyond Cha-Ching! Music for Slot Machines
Price:$3.95

SKU#: GDC13-22924_1RNXG
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Description: Beyond Cha-Ching! Music for Slot Machines SPEAKER/S: Peter Inouye (Bally Technologies) DAY / TIME / LOCATION: Wednesday 4:05- 4:30 Room 3004, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Audio / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: Slot machines have gone beyond the simple dinging sounds of old. With new 3D engines, surround sound systems, and new ways to interact with the games, new video slots don't even drop coins any more. In this next generation of casino games it is up to the music and sound design to help keep players interested and feeling rewarded. Peter Inouye will give a brief update on the world of slot machines and its parallels to the video game industry, while sharing examples of music and his problem solving experiences when dealing with interactive music.

Exploring SimCity: A Conscious Process of Discovery
Price:$3.95

SKU#: GDC13-22905_1TTEUUM
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Description: Exploring SimCity: A Conscious Process of Discovery SPEAKER/S: Dan Moskowitz (Maxis / Electronic Arts) DAY / TIME / LOCATION: Wednesday 5:00- 6:00 Room 304, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 60-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: At their core, Maxis games are tools that let players delight in their own discoveries of how a system works. As developers of sandbox-style games, we have the unique challenge of simultaneously creating an underlying system and then discovering the fun hidden inside, before we can package it up and present it to players. In this session, Dan will outline a methodology for building sandbox games, giving specific examples from SimCity's simulation, player tools, and feedback mechanisms. He'll also outline advantages and drawbacks to this type of "discovery-based" methodology.

Games User Research Bootcamp: Running a Study
Price:$3.95

SKU#: GDC13-22882_2CTTBCNQ
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Description: Games User Research Bootcamp: Running a Study SPEAKER/S: Veronica Zammitto (Electronic Arts), Paul Newton (Electronic Arts), Tom Lorusso (Microsoft), Kristie Fisher (Microsoft) and John Davis (Microsoft) DAY / TIME / LOCATION: Monday 10:00- 6:00 Room 308, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: This full-day bootcamp focuses on one of the most critical components of game development: the applied practice of games user experience, which can make the difference between a failed project and a successful game. Attendees will be introduced to the foundations of the games user research discipline, and then dive into how to run usability tests, including designing, recruiting, setting up for the test, running a session, and analyzing the collected data into actionable recommendations. This user testing process is applicable to the full array of video games ranging from AAA titles, to indie projects, to social games. This bootcamp will consist of a series of short lectures, critical analyses of games, hands-on exercises, and group discussions. 10-10:10am - Welcome and Introduction 10:10-10:40am - Games User Research: Overview 10:40-11:10am - How to Design a Study 11:10am-12pm - How to Design a Study part 2 12-1:30pm - Lunch 1:30- 2:30pm - Recruitment Practices 2:30- 3:30pm - How to Run a Study 3:30- 4:30pm - How to Run a Study part 2 4:30-4:50pm - Coffee Break 4:50-5:50pm - Data Analysis 5:50-6pm - Wrap Up

Games User Research Bootcamp: Data Analysis
Price:$3.95

SKU#: GDC13-22882_3VFBY
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Description: Games User Research Bootcamp: Data Analysis SPEAKER/S: Veronica Zammitto (Electronic Arts), Paul Newton (Electronic Arts), Tom Lorusso (Microsoft), Kristie Fisher (Microsoft) and John Davis (Microsoft) DAY / TIME / LOCATION: Monday 10:00- 6:00 Room 308, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Design / Full-Day / Bootcamp / All GDC VAULT RECORDING: Video DESCRIPTION: This full-day bootcamp focuses on one of the most critical components of game development: the applied practice of games user experience, which can make the difference between a failed project and a successful game. Attendees will be introduced to the foundations of the games user research discipline, and then dive into how to run usability tests, including designing, recruiting, setting up for the test, running a session, and analyzing the collected data into actionable recommendations. This user testing process is applicable to the full array of video games ranging from AAA titles, to indie projects, to social games. This bootcamp will consist of a series of short lectures, critical analyses of games, hands-on exercises, and group discussions. 10-10:10am - Welcome and Introduction 10:10-10:40am - Games User Research: Overview 10:40-11:10am - How to Design a Study 11:10am-12pm - How to Design a Study part 2 12-1:30pm - Lunch 1:30- 2:30pm - Recruitment Practices 2:30- 3:30pm - How to Run a Study 3:30- 4:30pm - How to Run a Study part 2 4:30-4:50pm - Coffee Break 4:50-5:50pm - Data Analysis 5:50-6pm - Wrap Up

CREST: An Account of Deploying a RESTful Interface to an Established MMO
Price:$3.95

SKU#: GDC13-22873_1CUZJ
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Description: CREST: An Account of Deploying a RESTful Interface to an Established MMO SPEAKER/S: Nicolas Tittley (CCP Games) DAY / TIME / LOCATION: Wednesday 11:00-11:25 Room 308, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: This talk will introduce and discuss CREST, CCP games' new REST-style network interface for the EVE Online universe. Designed from the ground up to be cross-platform, easy to use, and scalable, it now enables multiple 3rd party applications and CCP's new PS3 shooter, DUST 514.

Under the Hood of Blizzard's Internal Build System
Price:$3.95

SKU#: GDC13-22853_1XKME
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Description: Under the Hood of Blizzard's Internal Build System SPEAKER/S: Blaine Whittle (Blizzard Entertainment) DAY / TIME / LOCATION: Wednesday 3:30- 4:30 Room 303, South Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Programming / 60-Minute / Lecture / Intermediate GDC VAULT RECORDING: Video DESCRIPTION: Game sizes at Blizzard and other game companies have grown significantly over the years. This has led to a situation where most game build systems are I/O bound, making it difficult to maintain fast build times. This session will present Blizzard's in-house distributed, multi-platform build system, which was designed from the ground up to minimize disk and network IO, and to maximize scalability. Blizzard used this framework to reduce Starcraft II's build time from 6 hours to 30 minutes. This session will cover the technical architecture of the build framework, and present a number of the scheduling algorithms involved.


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