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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 Europe 2012 Category

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Developing Games for Android Running on x86
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SKU#: GDC12E-201208078
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Description: Developing Games for Android Running on x86 (Presented by Intel Corp.) Speaker/s: Stephen Hughes (Intel Corporation) Day / Time / Location: Tuesday 11:00-12:00 Sudliches Sitzungszimmer, 4th Level Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / All GDC Vault Recording: No Vault Recording Description: Android has a new abi – x86. We show the key differences between x86 and Arm , allowing you to produce optimized code using processor specific features and how to provide a single apk for both architectures. Attendees will also be introduced to the Intel® Graphics Performance Analyzers (Intel® GPA) suite for Android. We will demonstrate the set of powerful graphics and gaming analysis tools within GPA which can save valuable optimization time by quickly providing actionable data to help developers find performance opportunities on their games running on x86 architecture from the system level down to the individual draw call.

Bringing Gaming to the Next Generation of Ultrabooks
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SKU#: GDC12E-201208076
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Description: Bringing ‘AAA’ Gaming to the Next Generation of Ultrabooks TM. (Presented by Intel Corp.) Speaker/s: Leigh Davies (Intel Corporation) Day / Time / Location: Tuesday 4:00- 5:00 Sudliches Sitzungszimmer, 4th Level Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / All GDC Vault Recording: No Vault Recording Description: Giving the user the best possible game experience on thin and light mobile platforms such as an Ultrabook TM has its own set of unique challenges ranging from optimizing for battery life to dealing with the new form factors and input sensors available. So how do you tap into the potential market and take advantage of the platform? The aim of this session is to equip the developer with an overview of some of the newer API’s targeting mobile devices and the tools to diagnose and address potential issues.

The Witcher 2: Between Dreams and Deadlines: AAA RPG Design and Pre-Production
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SKU#: GDC12E-201208075
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Description: The Witcher 2: Between Dreams and Deadlines: AAA RPG Design and Pre-Production Speaker/s: Maciej Szczesnik (CD Project RED) and Marek Ziemak (CD Projekt RED) Day / Time / Location: Tuesday 2:30- 3:30 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Game Design , Production / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Not so long ago, we finished working on 'The Witcher 2: Assassins of Kings'. The game was extremely successful on both platforms, but obviously, we weren't able to avoid making some mistakes on the way. We have just started our new, still secret, project and its scale exceeds the previous two combined. We would like to tell how our approach to design and game production changed, how we have used our past experience and how we are dealing with the never ending conflict between dreams and deadlines.

Postmortem: Bringing Diamond Dash to iOS
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SKU#: GDC12E-201208074
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Description: Postmortem: Bringing Diamond Dash to iOS Speaker/s: Christopher Parschat (Wooga) Day / Time / Location: Tuesday 4:00- 5:00 Europasaal, 1st Level Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: In this session, Wooga's lead product manager, Christopher Parschat will share his experience adapting the +16 million MAU arcade game Diamond Dash from Facebook to iOS. A fully synced user experience from day one and triple optimization for Facebook, iPhone and iPad, have turned this arcade hit into a stellar example for cross-platform gameplay and Facebook integration. Christopher will take the audience on a detailed journey of first-hand insights, ranging from the pre-launch phase of the ambitious project, to the most important post-launch improvements to Wooga's first iOS title.

Love Engine Postmortem: Lean and Mean C Engine Design
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SKU#: GDC12E-201208073
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Description: Love Engine Postmortem: Lean and Mean C Engine Design Speaker/s: Eskil Steenberg (Independent) Day / Time / Location: Tuesday 4:00- 5:00 Offenbachsaal, 1st Level Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Advanced GDC Vault Recording: Video Recorded Description: How does a single developer write an engine for an online, procedural, first person game? In this postmortem we will get an insight in to the design and implementation of networking, graphics, world generation and other subsystems of the engine used for the indie game "LOVE". We will discuss the different architectural decisions and how they impact the game. The Love engine was written using some reused code, and also produced reusable code but the engine it self is not intended to be reused. We will discuss the benefits and thoughts around this unconventional approach. Given that the engine is written entirely in C we will talk about how to structure large C projects and some lesser know C techniques like how to make inheriting classes and fool proof APIs. In the later part of the session the speaker will provide a bunch of smaller tips and tricks to make your engine run better and to simplify your development. The session will feature a wide range of live demos and examples.

Indie Level Design: Adventures in Negative Space
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SKU#: GDC12E-201208072
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Description: Indie Level Design: Adventures in Negative Space Speaker/s: Rudolf Kremers (Omni Systems) Day / Time / Location: Wednesday 10:50-11:15 Europasaal, 1st Level Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: A 30 minute talk that explores strategies for creating game levels, and engage in world building, within the often tight constraints of indie game development. Subjects range from utilizing procedural content, applying modular design, using negative space, understanding the principle of "closure", employing user generated content, and more. The discussion will cover underlying psychological and design principles, as well as focus on practical examples. Rudolf's own game Eufloria HD will often be used as a test case.

Ask the Publishers - Adapting and Succeeding in a Changing Games Industry
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SKU#: GDC12E-201208071
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Description: Ask the Publishers - Adapting and Succeeding in a Changing Games Industry Speaker/s: Matias Myllyrinne (Remedy Games), Careen Yapp (Konami), Zack Karlsson (Capcom), Noah Musler (Microsoft Studios) and Dan Sherman (CFC Capital) Day / Time / Location: Tuesday 2:30- 3:30 Congress Saal 2, 4th Level Track / Duration / Format / Audience Level: Business, Marketing and Management / 60-Minute / Panel / All GDC Vault Recording: Video Recorded Description: This industry is undergoing dramatic change. How do the publishers adapt and succeed in such a landscape? On one hand, what do they see as the lasting trends? On the other, how have their thinking and actions evolved to take these into account? The traditional market of AAA console publishing is a space where publishers have placed fewer and fewer bets as the budgets of AAA console games have escalated to new heights. Are these bets they continue to make - if so, how? The value chain is being redefined as digital distribution gains on retail and new business models are disrupting the industry with free to play. How does a publisher role change to add value to developers on platforms such as the ipad or services such as Steam, PSN or XBLA? How do publishers view the new forms of financing keep emerging - from Kickstarters, to completion bonding and investment funds. Are these competitors or substitutes for traditional publishers? The panel will go through these and other shifts in our industry and how they see one can best seize these opportunities and avoid the threats.

Surviving Social Media - Experimentation Leads to Innovation
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SKU#: GDC12E-201208069
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Description: Surviving Social Media - Experimentation Leads to Innovation Speaker/s: Linda Carlson (Sony Online Entertainment) Day / Time / Location: Tuesday 9:30-10:30 Congress Saal 3, 4th Level Track / Duration / Format / Audience Level: Business, Marketing and Management / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: SOE has been driving hard to continually improve our social media efforts. There are a dozen gurus on every street corner, each offering "the way," but we have found our finest results lead from constant experimentation, being willing to be wrong and abandoning tactics that do not work while constantly seeking out and embracing new ideas and initiatives. Let's face it - social media is constantly changing and no one can predict exactly where it is heading. Not even the gurus.

The Long Journey
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SKU#: GDC12E-201208068
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Description: The Long Journey Speaker/s: Robin Hunicke (Tiny Speck) Day / Time / Location: Tuesday 5:30- 6:30 Offenbachsaal, 1st Level Track / Duration / Format / Audience Level: Game Design , Production / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: This talk is a post-mortem for Journey; PSN's fastest-selling downloadable title ever. It will discuss the team's struggle to create meaningful social gameplay on a console, without relying on traditional co-op mechanics, voice or text chat. Our thesis during development was that a commitment to "the feeling" throughout production, while sometimes frustrating and occasionally costly, would be worth it in the end. We believed that our willingness to embrace the unknown would positively shape the game - even though it might create chaos in our schedule. Journey took 3 years to make - double the original goal. Were we right to keep pushing? Is "the feeling" really there? This talk will take an honest inventory of feedback on the game (positive and negative), evaluate our approach and share lessons learned as a result of Journey's creation.

Small Teams, Big Problems - How to Produce Sustainable Agile Development for Growing Teams
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SKU#: GDC12E-201208067
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Description: Small Teams, Big Problems - How to Produce Sustainable Agile Development for Growing Teams Speaker/s: Mary Casey (Mediatonic) Day / Time / Location: Monday 1:00- 1:25 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Production / 25-Minute / Lecture / Intermediate GDC Vault Recording: Video Recorded Description: Over the last five years our industry has changed immensely, with a palatable power shift from tightly produced, large budget console games, over to the rapid, agile, self organised, small team development of social/mobile titles. Far from finding themselves out in the cold with these small teams, more and more producers are seemingly drawn into the rapidly changing digital landscape of casual, mobile, social gaming and away from the juggernaught of AAA development. Many will find that a background of AAA large studio development may not fully prepare them for the unique challenges that this new fast paced frontier will hold. Conversely some studios may struggle with culture shock when introducing experienced producers and their processes from traditional games to their teams. During this session Mary will discuss the professional & personal journey that needs to be taken in order to make a successful leap from AAA to indie development and how this should be reflected in your choice of project management techniques and process design as you take your new team on a journey towards flexible, sustainable Agile production, for any sized development.

Building A Multi-Platform Game Business Out of Facebook and Onto Mobile & Tablet
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SKU#: GDC12E-201208066
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Description: Building A Multi-Platform Game Business Out of Facebook and Onto Mobile & Tablet Speaker/s: Riccardo Zacconi (King.com) Day / Time / Location: Monday 5:30- 6:30 Europasaal, 1st Level Track / Duration / Format / Audience Level: Social and Online Games Summit / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Recorded Description: King.com offers games on the web, on Facebook and on mobile platforms. It is the fourth largest games developer on Facebook and has the leading skill-games site worldwide. In this presentation, King.com will take a case study approach on how to design, market and then monetize social games that run across multiple platforms. Creating a true "play-anywhere" experience requires progress and virtual goods to be synchronised between devices, appropriate optimisation of the game for each device and an ability to attract and retain the audience across all devices. King.com will draw on its own experience in this area and also highlight a range of industry best practises.

Postmortem of Unorthodox Games: Renga & Rocket Bullet Storm
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SKU#: GDC12E-201208065
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Description: Postmortem of Unorthodox Games: Renga & Rocket Bullet Storm Speaker/s: John Sear (wallFour), Adam Russell (wallFour) and Zach Zebrowski (Nemesys Games) Day / Time / Location: Wednesday 12:50- 1:15 Europasaal, 1st Level Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Over 40% of demos at this year's GDC Experimental Gameplay Workshop were about social gaming at live events. The hugely popular J.S.Joust recently won the Innovation award at the Choice Awards. Does this trend require different approaches to game design? The 100-player co-operative crowd game Renga recently premiered at the SXSW film festival. While Rocket Bullet Storm has its debut projected onto 250 square metres of LED screen. This session discusses the unique game design challenges when creating such unorthodox games.

Classic Postmortem: GoldenEye 007
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SKU#: GDC12E-201208064
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Description: Classic Postmortem: GoldenEye 007 Speaker/s: Martin Hollis (Zoonami) Day / Time / Location: Tuesday 11:00-12:00 Offenbachsaal, 1st Level Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Considered by many to be one of the best and most addictive multiplayer gaming experiences on the Nintendo 64 -- or on any platform in the '90s really -- Rare's GoldenEye 007 set the standard for what a first-person shooter on a console could accomplish. Its single-player campaign was also much better than any movie tie-in deserved to have. 15 years after GoldenEye 007 first hit stores, its director Martin Hollis shares how his team created the biggest release for the N64 without Mario in its title, and how what started as a Virtua Cop-style on-rails project became the legendary FPS that paved the way for console shooters like Halo and countless others.

Facebook Developer Day: Turning Players into Payers: Best Practices for Monetization
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SKU#: GDC12E-201208120
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Description: Facebook Developer Day: Turning Players into Payers: Best Practices for Monetization (Presented by Facebook) Speaker/s: Colin Creitz (Facebook) Day / Time / Location: Tuesday 4:30- 5:00 Track / Duration / Format / Audience Level: Game Design / Lecture / All GDC Vault Recording: Video Recorded Description: The most successful games on Facebook aren't always the ones with the most users. Developers like KIXEYE are outside of the top 10, 20, and 50, and are making millions of dollars a year by finding a meaningful and engaged audience. Colin Creitz, Facebook Partner Engineer for games & payments, takes you through best practices of how to monetize your game using features like subscriptions, displaying a user's local currency, promotions for converting players into payers, and other techniques that game developers have used to grow their businesses with Facebook.

Facebook Developer Day: Advanced Features for Getting the Most Out of Facebook
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SKU#: GDC12E-201208119
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Description: Facebook Developer Day: Advanced Features for Getting the Most Out of Facebook (Presented by Facebook) Speaker/s: Gareth Morris (Facebook) and Namita Gupta (Facebook) Day / Time / Location: Tuesday 3:15- 4:30 Track / Duration / Format / Audience Level: Game Design / Lecture / All GDC Vault Recording: Video Recorded Description: Games that use Facebook features intelligently to reach their audience get more users and keep them engaged longer. In this talk, Gareth Morris and Namita Gupta, Facebook Partner Engineers for games, dive deep into advanced features that can accelerate your growth with Facebook. They will cover best practices for leveraging Facebook's social channels, customizing experiences for different devices or platforms, engaging users with compelling notifications, and how and when to use ads to amplify your growth, among other topics and new features.

Facebook Developer Day: Driving Installs and Re-Engagement with Open Graph
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SKU#: GDC12E-201208118
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Description: Facebook Developer Day: Driving Installs and Re-Engagement with Open Graph (Presented by Facebook) Speaker/s: Gareth Morris (Facebook) Day / Time / Location: Tuesday 2:00- 3:00 Track / Duration / Format / Audience Level: Game Design / Lecture / All GDC Vault Recording: Video Recorded Description: Open Graph has driven installs for fast-growing mobile games like SongPop and has been a source of significant re-engagement traffic for popular games like Marvel's Avenger's Alliance. In this talk, Gareth Morris, Facebook Partner Engineer for games, shows you techniques and best practices for using Open Graph to acquire new users and keep existing users coming back to your game. Learn how to differentiate your game by creating meaningful custom stories for news feed and Timeline.

Facebook Developer Day: How Mobile Games Can Plug into Facebook for Massive Growth
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SKU#: GDC12E-201208117
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Description: Facebook Developer Day: How Mobile Games Can Plug into Facebook for Massive Growth (Presented by Facebook) Speaker/s: Ali Parr (Facebook) Day / Time / Location: Tuesday 1:00- 2:00 Track / Duration / Format / Audience Level: Game Design / Lecture / All GDC Vault Recording: Video Recorded Description: Facebook has helped many mobile apps grow and acquire new users. This May alone, Facebook drove people to the Apple App Store over 83 million times. In this talk, Ali Parr, Facebook Partner Engineer for games, will take you through the basics of how to integrate Facebook into your native iOS or Android game, including using Facebook for login, reaching users via news feed, inviting and re-engaging users with requests, using notifications, and optimizing for cross-platform. Ali will share code samples that are quick and easy to integrate, so you can get started making your mobile game social right away.

Facebook Developer Day: Simple Steps to Build & Grow a Social Game on Facebook.com
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SKU#: GDC12E-201208115
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Description: Facebook Developer Day: Simple Steps to Build & Grow a Social Game on Facebook.com (Presented by Facebook) Speaker/s: Colin Creitz (Facebook) Day / Time / Location: Tuesday 11:00-12:00 Track / Duration / Format / Audience Level: Game Design / Lecture / All GDC Vault Recording: Video Recorded Description: With over 230M users playing games on Facebook.com, developers of all sizes are finding big audiences on Facebook. In this technical talk, Colin Creitz, Facebook Partner Engineer for games, walks through the essential steps to build and grow a social game on Facebook.com. Topics covered will include setting up the Developer App, implementing authorization, using social channels such as news feed and requests to drive growth, keeping people engaged with scores, leader boards, and achievements. This is an essential talk for anyone new to building onFacebook.com and current developers looking for the best ways to grow.

Facebook Developer Day: Building Your Next Generation Social Game with Facebook
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SKU#: GDC12E-201208114
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Description: Facebook Developer Day: Building Your Next Generation Social Game with Facebook (Presented by Facebook) Speaker/s: Matt Wyndowe (Facebook) Day / Time / Location: Tuesday 10:15-11:00 Track / Duration / Format / Audience Level: Game Design / Lecture / All GDC Vault Recording: Video Recorded Description: Facebook has become a next generation games platform and connects people across devices and around the world. Developers building mobile games for iOS and Android can grow installs and engagement using the same channels and tools that web developers have used for years. Now with App Center, high quality games have another way to reach the people who will enjoy them the most. In this full-day session, Facebook Platform engineers will deep dive into the fundamentals of building successful mobile and web games with Facebook and share best practices for acquiring users, bringing people back, and deeply integrating with Open Graph. Building Your Next Generation Social Game with Facebook Features like the App Center and Open Graph are serving as the growth engine for social games. New genres of high quality games, such as core, are coming to Facebook.com, as a growing number of developers of all sizes are building games for Facebook.com and mobile. In fact, Facebook is driving tremendous growth for social mobile games on the top grossing charts of the Apple App Store and Google Play. Matt Wyndowe, Facebook Product Manager for Games & Apps, shares his vision for the social games experience on Facebook and how you can grow your games across Facebook.com and mobile.

Facebook Developer Day: Growing Social Games with Facebook: Lessons from European Partners
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SKU#: GDC12E-201208063
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Description: Facebook Developer Day: Growing Social Games with Facebook: Lessons from European Partners (Presented by Facebook) Speaker/s: Julien Codorniou (Facebook) Day / Time / Location: Tuesday 10:00-10:15 Rheinsaal West, 1st Level Track / Duration / Format / Audience Level: Game Design / Lecture / All GDC Vault Recording: Video Recorded Description: Facebook has become a next generation games platform and connects people across devices and around the world. Developers building mobile games for iOS and Android can grow installs and engagement using the same channels and tools that web developers have used for years. Now with App Center, high quality games have another way to reach the people who will enjoy them the most. In this full-day session, Facebook Platform engineers will deep dive into the fundamentals of building successful mobile and web games with Facebook and share best practices for acquiring users, bringing people back, and deeply integrating with Open Graph. Growing Social Games with Facebook: Lessons from European Partners European games developers have become some of the most successful on Facebook. In fact, 5 out of the top 10 Facebook game developers worldwide are from Europe (versus 1 out of 10 a year ago). Julien Codorniou, head of games partnerships in the region, highlights European developers who have seen tremendous growth with Facebook on mobile and web and gives his outlook on what’s to come.

This Town Ain't Big Enough for Both of Us - Trend Compendium for the F2P Online Games Industry
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SKU#: GDC12E-201208062
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Description: This Town Ain't Big Enough for Both of Us - Trend Compendium for the F2P Online Games Industry Speaker/s: Heiko Hubertz (Bigpoint) Day / Time / Location: Wednesday 2:10- 3:10 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Business, Marketing and Management / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: After years of thriving in the booming online-games industry, with reports of new success stories from individual companies left and right, the market has finally reached a mature but also saturated state. The competition in F2P online games is growing and gaming is getting highly competitive. More and more games are vying for the same amount of users. Traffic is getting expensive for the entire online-gaming market. In addition, we can see even in the midst of change the online-videogame market increasingly sets higher standards for state-of-the-art graphics, original storytelling, advanced game design, innovative technology and user experience. Even though the market for online games will further expand the overcapacity will pose major challenges for the industry.

Machinations: A New Way to Design Game Mechanics
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SKU#: GDC12E-201208061
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Description: Machinations: A New Way to Design Game Mechanics Speaker/s: Ernest Adams (Independent) and Joris Dormans (Independent) Day / Time / Location: Wednesday 10:50-11:50 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Game Design / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Game mechanics are among the hardest parts of a game to design because they are difficult to visualize and inconvenient to simulate quickly. In this lecture, Ernest Adams and Joris Dormans introduce a new visual framework and tool called Machinations that allows designers with no programming experience to diagram mechanics in a tool like Visio and simulate them in real time. In addition the session will present a library of design patterns that participants can use. Machinations is available free; this is not a product demo.

Games Happen: Design Lessons from MirrorMoon & Fotonica
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SKU#: GDC12E-201208060
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Description: Games Happen: Design Lessons from MirrorMoon & Fotonica Speaker/s: Pietro Righi Riva (Santa Ragione) Day / Time / Location: Wednesday 11:25-11:50 Europasaal, 1st Level Track / Duration / Format / Audience Level: Independent Games Summit / 25-Minute / Lecture / Intermediate GDC Vault Recording: Video Recorded Description: In this lecture Pietro Righi Riva will provide an insight on the design concepts and philosophies he discovered making games that focus on the player's freedom to enact and interpret them. These games include the experimental puzzle-adventure MirrorMoon, the hidden-object game about books, the Dustjacket, the interpretation-based board game Escape from the Aliens in Outer Space and the award-winning arcade game Fotonica. The session will end with the reveal of a new game based on the described design process and philosophy.

Concept Art Learnings From Game Of Thrones To... Games!
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SKU#: GDC12E-201208059
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Description: Concept Art Learnings From Game Of Thrones To... Games! Speaker/s: Tobias Mannewitz (Karakter) Day / Time / Location: Tuesday 1:00- 2:00 Congress Saal 2, 4th Level Track / Duration / Format / Audience Level: Visual Arts / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: Using his work for HBO’s Game of Thrones TV series as an example, Karakter's Tobias Mannewitz (a longtime game concept artist for titles like Anno 1404, Gothic 4, and Killzone 3) points out differences between games and films with regards to concept art creation. What methods from filmmaking could be transferred back to the world of AAA game-making that would help to further raise the quality bar?

The Wonderful World of UX: How We Can Make Games that Resonate Better and Learn from Approaches to Music
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SKU#: GDC12E-201208058
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Description: The Wonderful World of UX: How We Can Make Games that Resonate Better and Learn from Approaches to Music Speaker/s: Simon Davis (Ubisoft Blue Byte) Day / Time / Location: Monday 4:00- 5:00 Congress Saal 1, 4th Level Track / Duration / Format / Audience Level: Game Design , Production / 60-Minute / Lecture / All GDC Vault Recording: Video Recorded Description: UX (User Experience): Though established in web and product development, UX is often overlooked and usually misunderstood by games developers. Through the different creative approaches used in Blues and Jazz music, this session aims to demystify what UX really is, and analyses the different approaches to UX and the wildly differing results these generate in games.


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