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Why Now Is the Best Time Ever to Be a Game Developer

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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 Europe 2012 Category

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Juice It or Loose It
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SKU#: GDC12E-201208113
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Description: Juice It or Lose It Speaker/s: Martin Jonasson (Independent) and Petri Purho (Kloonigames) Day / Time / Location: Wednesday 4:30- 5:00 Europasaal, 1st Level Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Martin and Petri will demonstrate the neat little tricks you can apply to any game to make it more satisfying to play. To do this they will be cranking a boring old game up to eleven, live on stage. There will be particles, children cheering, and you get the source code too!

Bringing Dead Trigger into Life
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SKU#: GDC12E-201208112
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Description: Bringing Dead Trigger into Life Speaker/s: Marek Rabas (Madfinger Games) and Petr Benysek (Madfinger Games) Day / Time / Location: Tuesday 11:00-12:00 Congress Saal 3, 4th Level Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Petr and Marek, friends and colleagues at Czech indie game developer Madfinger Games, approach this topic as an overall conclusion of development and management of the most recent game by Madfinger Games - Dead Trigger, appreciated especially because of its graphics quality. This session will take a step-by-step approach to describing how to develop such a game- beginning with early plans all the way through to cooperation with Unity or 3rd-party plugins. This includes talking about technology that the team used from previous projects (GOAP, player and weapon base, effects, pipelines), describing the evolution of design, story & generic gameplay and making AI behaviors, game flow and optimizations. Lastly, Marek will explain the decision making process when having to choose between freemium and paymium formats and share comments on the use of new technologies (NES, IAP, Cloud, shaders, limb dismemberment, social, GUI, tools and Unity extensions).

Galaxy on Fire 2 - from AAA Premium on iOS to Freemium on Android
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SKU#: GDC12E-201208111
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Description: Galaxy on Fire 2 - from AAA Premium on iOS to Freemium on Android Speaker/s: Michael Schade (Fishlabs Entertainment GmbH) Day / Time / Location: Tuesday 2:30- 3:30 Europasaal, 1st Level Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: At the time of its launch, Fishlabs' critically acclaimed open space shooter Galaxy on Fire 2 quickly made it into the top 10 grossing in the US, UK and Germany. Permanently featured by Apple and heavily recommended among users, the title has been an ongoing success story for AAA gaming on iOS for almost two years now and it is one of the very few games that can still sustain a $9.99 price tag after more than 18 months on the App Store. While selling DLC via IAP help to increase the ARPU and a second add-on Supernova is close to be being released, the undeniable success of F2P games made an adjustment in the monetization strategy necessary. Significant changes were made to the game on iOS, broadening the way for a fully-fledged F2P "all-Android" version of Galaxy on Fire 2 in Q4 2012. Michael Schade, CEO and Co-Founder, will talk about the sometimes painful process of implementing in-game credits via IAP into Fishlabs' flagship title including pricing strategy, carefully re-balancing the game, tweaking number and value of credit packs as well as interesting user behavior at different price points.

Studio Culture- Beyond Herding Cats
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SKU#: GDC12E-201208110
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Description: Studio Culture- Beyond Herding Cats Speaker/s: Harald Riegler (Sproing) Day / Time / Location: Wednesday 10:50-11:50 Congress Saal 2, 4th Level Track / Duration / Format / Audience Level: Business, Marketing and Management / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Why is it that studio employees often feel game studios are badly managed while managers feel they are "herding cats"? This presentation will provide an overview about what company culture actually is, which purpose it serves and which major factors influence it. We will look into typical studio cultures and deal with leadership, management and communication methodologies, providing insight over which type of studio culture works well for which type of person (both in management and team staff). Attendees should leave with a better understanding of team dynamics, as well as behavior patterns giving every one of us power to shape a studio culture towards a desired direction.

Animal Days Post-Mortem: Developing a City-Building Game That's Ready for Quick Content-Iteration
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SKU#: GDC12E-201208109
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Description: Animal Days Post-Mortem: Developing a City-Building Game That's Ready for Quick Content-Iteration Speaker/s: Hiroyuki Haga (GREE) Day / Time / Location: Tuesday 1:00- 2:00 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Game Design / Lecture / All GDC Vault Recording: Video Recorded Description: A key part of developing social games for mobile devices is the rapid iteration of content. This session shares several lessons drawn from the development of city-building social game Animal Days to help maximize the quick iteration of content, and explains how this rapid iteration affects various development processes including game design, pre-production, content-pipeline, scrum, development, QA and operations. The session will also cover how the GREE platform assisted in the development of social features in Animal Days.

Native Development for BlackBerry 10
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SKU#: GDC12E-201208105
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Description: Native Development for BlackBerry 10 (Presented by BlackBerry) Speaker/s: Sean Paul Taylor (Research In Motion) Day / Time / Location: Tuesday 5:30- 6:30 Sudliches Sitzungszimmer, 4th Level Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / All GDC Vault Recording: No Vault Recording Description: Learn about the BlackBerry 10 Native SDK and technical platform details such as APIs and tools. Explore the platform layer of ‘gameplay’ a new open-source, cross-platform C++ game development framework for 3D indie game developers.

Mobile - Social - Why BlackBerry is Perfect
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SKU#: GDC12E-201208104
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Description: Mobile – Social – Why BlackBerry is Perfect (Presented by BlackBerry) Speaker/s: Volker Hirsch (Research in Motion) Day / Time / Location: Tuesday 1:30- 2:00 Europasaal, 1st Level Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 30-Minute / Lecture / All GDC Vault Recording: No Vault Recording Description: Mobile is the ultimate social device and BlackBerry is famous for its excellence when it comes to communication. It may only recently have been perceived as a gaming platform, but BlackBerry not only provides developers with a powerful platform, it integrates its inherent strengths to provide even better leverage: BBM and Scoreloop sit at the core. Learn how to effectively leverage your game mechanics and gameplay by employing compelling features to engage with users: keep it more interesting, keep them longer, keep them engaged, create an army of fanatics that will help you spread the word!

Immersive 3D Game Development with Havok Vision Engine
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SKU#: GDC12E-201208103
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Description: Immersive 3D Game Development with Havok Vision Engine Speaker/s: Dag Frommhold (Havok) Day / Time / Location: Tuesday 9:30-10:30 Sudliches Sitzungszimmer, 4th Level Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / All GDC Vault Recording: No Vault Recording Description: There are several technological challenges that today’s developers can face in building immersive worlds. In this presentation, Havok’s Vision Engine lead, Dag Frommhold will outline how, through the use of the Havok Vision Engine and Havok’s integrated suite of game development technologies, developers can address both technical and financial barriers that are often associated with game development and unleash dynamic gameplay experiences across multiple platforms.

Unity for Artists
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SKU#: GDC12E-201208101
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Description: Unity for Artists (Presented by Unity Technologies ApS) Speaker/s: Joe Robins (Unity Technologies) Day / Time / Location: Wednesday 2:10- 3:10 Sudliches Sitzungszimmer, 4th Level Track / Duration / Format / Audience Level: Visual Arts / 60-Minute / Lecture / All GDC Vault Recording: No Vault Recording

Unity 4: Introduction and Character Animation
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SKU#: GDC12E-201208100
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Description: Unity 4: Introduction and Character Animation (Presented by Unity Technologies ApS) Speaker/s: Will Goldstone (Unity Technologies) Day / Time / Location: Wednesday 10:50-11:50 Sudliches Sitzungszimmer, 4th Level Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / All GDC Vault Recording: No Vault Recording Description: With Unity 4, it has never been simpler to bring your game characters to life. New Character Animation system ‘Mecanim’ brings an unparalleled workflow for taking a rigged character into Unity, and applying animation data to create realistic characters with minimal code, yet complete control. This session gives you an overview of this workflow and shows off the powerful state machine, blend trees, character muscle tools and input scripting.

East to West: Global Online Gaming Trends
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SKU#: GDC12E-201208099
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Description: East to West: Global Online Gaming Trends Speaker/s: Paha Schulz (Crytek GmBH) Day / Time / Location: Tuesday 5:30- 6:30 Congress Saal 3, 4th Level Track / Duration / Format / Audience Level: Business, Marketing and Management / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: With the practicalities of how games are distributed and consumed in an exciting transitional phase, Crytek's Paha Schulz looks east to examine the vibrant online gaming market in Asia and the growing influence of the publishers driving it. With those publishers now moving to extend their reach into the West, Paha will explore the reasons behind the explosive growth of freemium gaming in Asia and consider the likely effects of Eastern and Western markets becoming increasingly integrated in the near future.

Bubble Wars: A Case Study and Key Learnings from GameDuell
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SKU#: GDC12E-201208098
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Description: Bubble Wars: A Case Study and Key Learnings from GameDuell Speaker/s: Michael Kalkowski (GameDuell) Day / Time / Location: Monday 11:00-12:00 Congress Saal 2, 4th Level Track / Duration / Format / Audience Level: Business, Marketing and Management / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: This presentation is an analysis of a specific genre of social/casual game, bubble shooting games, with a special focus on GameDuell's Bubble franchise. Michael Kalkowski of GameDuell will deliver a broad view of the genre's many players, a bit of history, and success factors for that sub-genre, including a view on the competitors' games. GameDuell's Bubble Popp was launched on their site in late 2009 but over the last few years has grown and morphed with a steady stream of updates, changes, and expansions to other devices (mobile) and portals (Facebook). Now a truly cross-platform experience, Bubble Speed and Bubble Popp are examples of how GameDuell was able to take a game in a known genre and quickly adapt it to fit in today's expanding mobile market. This presentation will be a look at what GameDuell has learned in the past 3 years and offer key insights into the benefit of true cross-platform compatibility.

Abstraction and Experience: Observations on Proteus
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SKU#: GDC12E-201208097
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Description: Abstraction and Experience: Observations on Proteus Speaker/s: Ed Key (Independent) Day / Time / Location: Wednesday 2:45- 3:10 Europasaal, 1st Level Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: A trip though the creation of Proteus, a minimalistic immersive exploration game made in collaboration with David Kanaga. We look at abstraction in aesthetics and design and explore how personal experience can be the most vital input and output of game development.

You Want How Many Animations When? Getting Large Amounts of High Quality Animation Quickly
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SKU#: GDC12E-201208096
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Description: Beat the Post-Launch Blues: Your Game is Out, What Now? Speaker/s: Rob Davis (Playniac) Day / Time / Location: Wednesday 3:55- 4:20 Europasaal, 1st Level Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: With a game launched it might be tempting to lie on a beach, but a lot of the work has just started. It's time to seed it and promote it; tweet it and talk it; distribute it as far and wide as it can go; see what your players are doing and improve their experience; take it to new platforms; add new content; and weigh up options from in-game ads to publishing deals.

Beat the Post-Launch Blues: Your Game is Out, What Now?
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SKU#: GDC12E-201208095
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Description: Beat the Post-Launch Blues: Your Game is Out, What Now? Speaker/s: Rob Davis (Playniac) Day / Time / Location: Wednesday 3:55- 4:20 Europasaal, 1st Level Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: With a game launched it might be tempting to lie on a beach, but a lot of the work has just started. It's time to seed it and promote it; tweet it and talk it; distribute it as far and wide as it can go; see what your players are doing and improve their experience; take it to new platforms; add new content; and weigh up options from in-game ads to publishing deals.

Passion For Entertainment: 10 years of Battlefield/ 20 years of DICE
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SKU#: GDC12E-201208094
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Description: Passion For Entertainment: 10 years of Battlefield/ 20 years of DICE Speaker/s: Karl Magnus Troedsson (DICE) Day / Time / Location: Monday 11:00-12:00 Offenbachsaal, 1st Level Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: The gaming industry is in a period of rapid transition as social, mobile, and F2P quickly have become the fastest growing sector. The conversation has turned from what makes great games into a war between platforms, business models or distribution methods, ignoring what gaming is all about - entertainment. Instead of focusing on what device will reign supreme in the future, DICE's general manager Karl Magnus Troedsson will talk about how to develop products that gamers love. The magic of interactive entertainment is in its ability to capture the imagination of the player and create a truly immerse experience.
In this session, Troedsson will share his insights of how to innovate in a long running franchise, build and support a loyal fan base, and transform gaming from a fire-and-forget business to living, breathing entertainment entity 24/7/365. 2012 marks Battlefield's 10th anniversary and DICE's 20th anniversary. We will follow the ups and downs of the studio and learn about the passionate struggles and reward of creating great games.


Managing Growth: Mastering the Challenge of Scaling-Up
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SKU#: GDC12E-201208092
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Description: Managing Growth: Mastering the Challenge of Scaling-Up Speaker/s: Christopher Schmitz (Ubisoft Blue Byte) Day / Time / Location: Tuesday 1:00- 2:00 Congress Saal 3, 4th Level Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: The games industry is undergoing a tremendous change within recent time. Projects of AAA developers and the need to ship in shorter time frames caused project teams to become bigger and bigger. Also the strong move to online gaming, and the move to free-2-play in particular, tended to cause intensive growth for the development forces of a lot of involved organizations. The complexity caused by most projects running through their usual development cycles requiring ever changing resources figures is already hard to master for producers and studio executives. This in combination with additional studio growth, ramping-up several project teams in parallel, is causing a though management challenge that can easily be screwed up. This talk will look at the challenges of managing growth based on the example of Ubisoft Blue Byte, a studio that has fully redefined itself within the last 5 years, evolving from a pure one project PC developer to becoming a premium developer and operator of F2P browser, Next-gen Console and AAA PC games.

Trauma Making of: From University to Indie
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SKU#: GDC12E-201208091
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Description: Trauma Making of: From University to Indie Speaker/s: Krystian Majewski (Independent) Day / Time / Location: Wednesday 3:20- 3:45 Europasaal, 1st Level Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: TRAUMA is an experimental indie project reminiscent of point-and-click adventure games. It builds upon this established formula by introducing a gesture-based interface, web-based real-time 3D technology for dynamic level layouts, unique photographic visuals and a level design philosophy that focuses on creating a rich experience rather than an elaborate puzzle challenge. Combined with the unconventional story, it is aimed to be a compact and deep game for a literate and mature audience.
TRAUMA was nominated for the IGF 2010, Indiecade 2010 and it won the German Computer Games Award in 2012. This session follows the project's development history from its inception as a final thesis project at a design university to a commercially and critically successful product.


World of Free-to-Play - AAA by Wargaming.net
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SKU#: GDC12E-201208089
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Description: World of Free-to-Play - AAA by Wargaming.net Speaker/s: Victor Kislyi (Wargaming.net) Day / Time / Location: Monday 2:30- 3:30 Offenbachsaal, 1st Level Track / Duration / Format / Audience Level: Business, Marketing and Management / 60-Minute / Track Keynote / All GDC Vault Recording: Video Recorded Description: As the online free-to-play market evolves, the space continues to gain the respect and validity of influencers, players and developers throughout the industry. It also continues to grow revenue, offer job opportunities all over the world, and bring engaging, exciting and new game experiences to millions of players. Global revenues for online free-to-play games could more than double to $7.5 billion by 2016 (mostly from virtual goods purchases), compared to $3.2 billion in 2011, according to analyst firm DFC Intelligence.In this session, Victor will touch upon: the strategy behind why the company moved into the online free-to-play space and why it's a better fit for today's gamers than box games; how the company's first game in its MMO wargaming series, World of Tanks, has amassed more than 20MM players worldwide; and how it has one of the industry's strongest conversion rates of close to 25 percent from free to paying players.

How Gaming News Works: A Guided Tour
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SKU#: GDC12E-201208088
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Description: How Gaming News Works: A Guided Tour Speaker/s: Alexander Sliwinski (Joystiq), Ben Gilbert (Joystiq), Pat Garratt (VG247) and Oliver Menne (Eurogamer) Day / Time / Location: Monday 4:00- 5:00 Congress Saal 2, 4th Level Track / Duration / Format / Audience Level: Game Design / 60-Minute / Panel / All GDC Vault Recording: Video Recorded Description: As the game industry has grown over the past 25 years, so has critical writing and reporting on it. From mainstream news outlets to niche trade publications, industry insiders and general gamers alike are better equipped than ever to understand the medium they love. Panelists will discuss how news reporting evolved alongside the industry, how it works now, and where they see it going next. Will all news be boiled down to 140 characters? We'll find out!

Mobile Application Analytics & Consumer Insight: The Biggest Content Revolution of Our Lifetime
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SKU#: GDC12E-201208087
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Description: Mobile Application Analytics & Consumer Insight: The Biggest Content Revolution of Our Lifetime Speaker/s: Richard Firminger (Flurry) Day / Time / Location: Tuesday 1:00- 1:25 Europasaal, 1st Level Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 25-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Flurry Analytics has greater insight into mobile app usage than any other company. Flurry Analytics is used by over 65,000 companies inside 170,000 applications across iOS, Android, Blackberry, Windows Phone and J2ME, and tracks more than 495 million unique devices monthly. This session will draw on the very latest data and insight to show how consumers are using mobile games, what existing behavioral trends mean for mobile game usage in the future, and how developers and publishers can use analytics to boost the performance of their apps in order to drive retention and revenues.

Cross-Platform Mobile Game Development: What, Why, and How Much?
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SKU#: GDC12E-201208086
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Description: Cross-Platform Mobile Game Development: What, Why, and How Much? Speaker/s: Darya Trushkina (Game Insight) Day / Time / Location: Tuesday 5:30- 6:30 Europasaal, 1st Level Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Your choice of mobile platform is practically part of your identity. Some of us are Apple people, and others are Android people. But how is it possible to reach both audiences? What's involved in taking a cross-platform approach to bringing mobile games to multiple mobile platforms? Darya Trushkina, VP of Business Development of Game Insight--creator of smash-hit cross-platform mobile game titles such as Mystery Manor and Paradise Island--goes in-depth with case studies and explains what works, and more importantly, what doesn't.

Financing Options for Smaller Games
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SKU#: GDC12E-201208082
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Description: Financing Options for Smaller Games Speaker/s: Nicholas Lovell (GAMESbrief), Jonathan Newth (Tenshi Ventures), Patrick O'Luanaigh (nDreams) and Ciaran O'Leary (Earlybird) Day / Time / Location: Wednesday 10:50-11:50 Offenbachsaal, 1st Level Track / Duration / Format / Audience Level: Business, Marketing and Management / 60-Minute / Panel / All GDC Vault Recording: Video Recorded Description: We may be entering the Second Golden Age of Gaming, but how can you get your game funded? If you have an idea, or a part-finished game, how can you get to the finish line and release it? Is there financing for single game projects, or do you need a successful portfolio before investors will give you any attention? Join our panel of financiers and developers to discuss project financing, raising money from investors and the joys and pitfalls of crowd funding.

Epic Games' "Elemental" Unreal Engine 4 Real-Time Demonstration
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SKU#: GDC12E-201208080
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Description: Epic Games' "Elemental" Unreal Engine 4 Real-Time Demonstration (Presented by Epic Games, Inc.) Speaker/s: Alan Willard (Epic Games, Inc.) Day / Time / Location: Tuesday 2:30- 3:30 Offenbachsaal, 1st Level Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All GDC Vault Recording: No Vault Recording Description: This is the first public showing of Epic Games' "Elemental" Unreal Engine 4 real-time demonstration, which highlights rendering features utilizing DirectX 11 hardware, taking per-pixel deferred shading to the next level. Specular highlights and shadowed reflections from emissive materials create area lights with shadowing. Fully dynamic global illumination brightens both opaque and translucent materials, and glossy surfaces display accurate reflections, subsurface scattering and deferred decals. All lighting is complemented by UE4’s new GPU-accelerated particle simulation and post-processing pipeline. UE4’s brand new Kismet visual scripting system with blueprints delivers unprecedented productivity to level and object scripting, putting more power than ever before into the hands of artists and designers. UE4 enables developers to build, modify, test and simulate games, quickly edit code, and immediately see results within the Unreal Editor – all in real time and on the fly.

User-Generated Content In MMOs - From Champions Online To Neverwinter
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SKU#: GDC12E-201208079
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Description: User-Generated Content In MMOs - From Champions Online To Neverwinter Speaker/s: Craig Zinkievich (Cryptic Studios) Day / Time / Location: Monday 11:00-12:00 Europasaal, 1st Level Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Every MMO developer knows that releasing new content for your game is a vital step in maintaining a long-term and healthy player-base. Now imagine a set of tools and systems that can mobilize your entire player base to help create that content for your game - making it their game as well. Cryptic Studios and Perfect World Entertainment are attempting to do just that with our set of user generated content (UGC) tools. "The Foundry" UGC tool set has been live in Star Trek Online for over a year, and has undergone vast improvements for the upcoming release of the Action MMORPG, Neverwinter. With these powerful editors, players can author maps, dialog trees, interior layouts, character costumes and enemy groups - almost everything the Cryptic developers can do. Players can then hook their content into the MMO world of Neverwinter, making it available right beside Cryptic created content. However, making an accessible and powerful tool set is only part of the equation. To be successful, good UGC authors need to be incentivized to keep making high-quality content. Rating methods need to be developed so players can find the latest and greatest UGC content. MMO players won't necessarily play UGC content just because it's fun, so the in-game reward structure for playing UGC needs to be as good as the rest of the game or all that content will be ignored. And if players are rewarded for playing the content - all manner of new game exploits will need to be addressed. In this talk, I'll discuss the Cryptic's experiences with "The Foundry" - and detail the new developments we've made to make sure that User Generated Content is a successful and exciting part of Neverwinter.


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