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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 2013 Category

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Smartphone & Tablet Apps: Mobile Game Metrics
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SKU#: GDCE13-24662_PDZS
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Description: Smartphone & Tablet Apps: Mobile Game Metrics
Guillaume Larrieu | Publishers Manager EMEA, Flurry

Location: Europasaal
Date: Tuesday, August 20
Time: 9:30-9:55
Track: Smartphone & Tablet Games Summit
Format: Session
Vault Recording: Video


Leveraging usage behavior from over 1 billion mobile app gaming sessions per day, Flurry shares insights into how gender, age, engagement, retention and game mechanics are related. These metrics can and should influence how your company thinks about the audience it hopes to attract with different game designs, and how that will affect monetization and more. Flurry will also share a state of the market review of the latest general consumer behavior and business trends for iOS and Android apps.


Gamification in Software Testing and QA
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SKU#: GDCE13-24656_KUJU
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Description: Gamification in Software Testing and QA
Robert Hoischen | Producer, Camshaft Software

Location: Congress Saal 3
Date: Monday, August 19
Time: 13:35-14:00
Track: Production
Format: Session
Vault Recording: Video


Early milestone-build release models are becoming ever more popular and community engagement during game development itself is, potentially, a very valuable developer resource. Current models for closed alpha or beta testing are not very productive, and are often plagued with many passive participants. This talk focuses on a new, innovative, community-based testing/QA method named POMMS (Project-Oriented Modular Motivational System), which uses elements of gamification to maximize the productivity of community-based testing. The system's design, setup, flow, rules, advantages and pitfalls are discussed on the basis of ~1 year of experience running and tweaking the system in game production.


Creating an Emotionally Engaging Camera for Tomb Raider
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SKU#: GDCE13-24639_IDPE
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Description: Creating an Emotionally Engaging Camera for Tomb Raider
Remi Lacoste | Lead Camera Designer, Crystal Dynamics

Location: Congress Saal 1
Date: Tuesday, August 20
Time: 14:30-15:30
Tracks: Design, Visual Arts
Format: Session
Vault Recording: Video


The camera plays a prominent role, not only in the reboot of Tomb Raider, but in every video game. It can make the player more emotionally involved, and therefore more active. How exactly does a camera becomes engaging and how can we achieve it? What tools and technologies do we need to create an emotionally engaging experience? What problems do we face during the development of engaging camera systems and how do we solve them? This talk will pose answers to all of these questions, and walk you through the artistic and technical choices made during the production of Tomb Raider.


Why Education Really Matters for the Future of the Industry
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SKU#: GDCE13-24638_NAYU
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Description: Why Education Really Matters for the Future of the Industry
J M | Professor, University of Paderborn

Location: Congress Saal 1
Date: Tuesday, August 20
Time: 13:35-14:00
Tracks: Production, Business, Marketing & Management
Format: Session
Vault Recording: Video


During the last 5 years, Jorg has done a great deal of research on education in the games industry. One key learning that was observed is that in countries which are very successful in the industry, the level of education is much higher. The second important discovery is that even on a university level it is absolutely necessary to do more practical work. During Jorg's research, he also found that the acceptance as a scientific field is very low and the options to have high standards in education as well as research on the production side are bad. Based on game theory (prisoners dilemma), it will be shown that the future of the industry is directly linked to innovative education and research. Some practical work Jorg has done during the last couple of years will round up the talk, showing what he believes might be a good model to teach students in large teams.


Porting Contemporary Games to a Vintage Platform
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SKU#: GDCE13-24637_EBCE
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Description: Porting Contemporary Games to a Vintage Platform
Paul Koller | Game Developer, Independent

Location: Congress Saal 3
Date: Tuesday, August 20
Time: 16:00-16:25
Track: Independent Games Summit
Format: Session
Vault Recording: Video


With the advent of mobile and indie gaming several years ago, less technically advanced games can now have a significant impact on the gaming community. In this talk, Paul will show that with enough knowledge of the system, such contemporary games can successfully be ported to a thirty-year-old platform. He will present case studies on the Commodore64 ports of both Canabalt and SuperCrateBox. Working together with the original authors, only a few changes were necessary to make these games playable on this vintage platform.


Chasing Aurora: The Indie Console Launch Title Postmortem
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SKU#: GDCE13-24636_XIUU
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Description: Chasing Aurora: The Indie Console Launch Title Postmortem
Felix Bohatsch | Co-Founder, Broken Rules GmbH
Martin Pichlmair | Co-Founder, Broken Rules GmbH

Location: Congress Saal 3
Date: Tuesday, August 20
Time: 11:35-12:00
Track: Independent Games Summit
Format: Session
Vault Recording: Video


We stumbled across the opportunity to make a console launch title as a small indie studio without an industry background. We made it. In this talk, we will tell the story of the many challenges we faced in order to release on the Wii U on day one and we will share what we've learned.


F2P the Wrong Way: Age of Empires Online
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SKU#: GDCE13-24630_JBMW
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Description: F2P the Wrong Way: Age of Empires Online
Kevin Perry | Executive Producer, Microsoft

Location: Congress Saal 3
Date: Monday, August 19
Time: 11:00-12:00
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


In August 2011, Microsoft released the Age of Empires Online, an MMORTS using a new business model: free-to-play. The game was okay at launch, but the business model was a disaster. In this talk, Microsoft executive producer Kevin Perry will detail what went wrong with the model, and more importantly, how the team changed the model and the product into a successful game as a service while the game was still live.


PR Quest! The Adventure to Make Your Game Famous
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SKU#: GDCE13-24605_AJTQ
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Description: PR Quest! The Adventure to Make Your Game Famous
Trevor Longino | Head of Marketing and PR, GOG.com

Location: Congress Saal 3
Date: Monday, August 19
Time: 14:30-15:30
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


It's dangerous to go alone into the world of PR when you're trying to launch a new game, so level up your community relations & PR skills with this quick talk about the three things that you will need to build buzz around your title. This talk draws upon GOG.com's experience as a leading platform in game distribution to discuss three different approaches to adding a human face to your digital business (honesty, humility and delight), and how if you focus on these touchstones, you're sure to find yourself well-equipped for your own PR Quest.


Crafting the World of Crysis
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SKU#: GDCE13-24603_PAFD
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Description: Crafting the World of Crysis
Felix Leyendecker | Senior 3D Artist, Crytek GmbH

Location: Congress Saal 2
Date: Monday, August 19
Time: 11:00-12:00
Track: Visual Arts
Format: Session
Vault Recording: Video


This session will focus on the environment art of the Crysis franchise and the team behind it. It will describe the lessons learned during the series' development and how they influenced the decisions leading to Crysis 3's scenario and visual design. Technical aspects about the production pipeline and production aspects about the changing team structure throughout the years will also be discussed.


Staying in Top Eleven: Improving Retention Through the Tutorial
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Description: Staying in Top Eleven: Improving Retention Through the Tutorial
Aleksandar Markovic | Game Designer, Nordeus

Location: Congress Saal 1
Date: Tuesday, August 20
Time: 9:30-10:30
Track: Design
Format: Session
Vault Recording: Video


Markovic will present insights gained during the development of step-by-step tutorials, as a retention effort in Top Eleven. The design team found ways to make sure players skipped as few tutorial steps as possible, achieving an impressive percentage of finished tutorials. Markovic will show some neat techniques to improve your tutorial and identify potential situations where tutorials aren't as necessary as you might think.


Entering and Succeeding in China's Complex Mobile Gaming Ecosystem
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SKU#: GDCE13-24591_EREX
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Description: Entering and Succeeding in China's Complex Mobile Gaming Ecosystem
Peng Lu | VP, Tencent Games, Tencent

Location: Europasaal
Date: Tuesday, August 20
Time: 14:30-14:55
Track: Smartphone & Tablet Games Summit
Format: Session
Vault Recording: Video


This talk is a deep, sixty-minute look at the key factors and relationships that are driving success in and relevance of the Chinese mobile market today. From the unique vantage point of QQ mobile and the brand new WeChat mobile platform, Peng Lu will be sharing the challenges and actionable best practices that are emerging for Western developers entering the mobile market. Lu will also offer specific guidance for navigating the API integration, server integration, ludological and cultural localization practices, and marketing and customer service practices.


The Revolution Will Be Streamed: How Video Is Transforming Video Games
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SKU#: GDCE13-24580_TANI
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Description: The Revolution Will Be Streamed: How Video Is Transforming Video Games
Matthew DiPietro | VP of Marketing, Twitch

Location: Congress Saal 3
Date: Monday, August 19
Time: 17:30-18:30
Tracks: Business, Marketing & Management, Programming
Format: Session
Vault Recording: Video


Online video is having a profound impact on each and every corner of the video game industry. Now gameplay is not only an entertainment experience to be enjoyed alone or with a group of friends. Because of the rise of video platforms that cater to gaming content, the gameplay itself has become a major source of content in a very large video entertainment ecosystem. This has profound effects on game design, game marketing, PR, business development and more. This lecture will give a detailed overview of the state of online video in the video game industry and how it affects game developers.


Startup Funding: Indie Options, Approaches and Realities
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SKU#: GDCE13-24579_FWRD
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Description: Startup Funding: Indie Options, Approaches and Realities
Jason Della Rocca | Co-Founder, Execution Labs

Location: Congress Saal 2
Date: Tuesday, August 20
Time: 11:00-12:00
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


Just a few years ago, the only source of funding for game development was a publisher. Now that other sources of finance are entering the industry (e.g., venture capital, crowdfunding, grants, incubators), there are many more options and approaches available for indies to fund their projects and studios. This session will cover these options in detail, along with the best approach to take to raise funds given your current state. Furthermore, the pros and cons will be covered to ensure a much needed dose of reality.


The Art and Rendering of Remember Me
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SKU#: GDCE13-24576_UQWB
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Description: The Art and Rendering of Remember Me
Laurent Harduin | Lighting Artist, DONTNOD Entertainment
S Lagarde | Senior 3D/Engine Programmer, DONTNOD Entertainment

Location: Congress Saal 2
Date: Tuesday, August 20
Time: 16:00-17:00
Tracks: Programming, Visual Arts
Format: Session
Vault Recording: Video


This session will discuss the challenges, as well as the techniques used, in the game Remember Me to get the plausible sci-fi city of Paris. We will see the beginnings of the process: from concept and inspiration, how we fit our vision to our constraints, how the collaboration between art and technique allowed us to get a stylized, physically-based rendering. The technical side will detail our physically-based rendering workflow with tools and our physically-based rendering of wet surfaces. It will also show our dynamic reflection techniques and how we enhanced the image with simple rendering tricks.


Toolchain Independent Distributed Compilation
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SKU#: GDCE13-24570_RFNG
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Description: Toolchain Independent Distributed Compilation
Dietmar Hauser | Head of Console Technology, Sproing Interactive Media GmbH

Location: Congress Saal 2
Date: Monday, August 19
Time: 17:30-18:30
Track: Programming
Format: Session
Vault Recording: Video


In 2012, a crack programming team set out on a mission to speed up compile times for C++ projects, utilizing the untapped power of idle workstations. With a lot of experience in multi-platform development, the cumulative pain of years of watching compilers do their job and the aid of a government subsidiary, many expected and unexpected obstacles had to be overcome. This is their story.


Powering the Next Generation of Graphics: The AMD GCN Architecture
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SKU#: GDCE13-24564_QJBK
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Description: Powering the Next Generation of Graphics: The AMD GCN Architecture
Layla Mah | Developer Relations Engineer, AMD

Location: Congress Saal 1
Date: Monday, August 19
Time: 11:00-12:00
Track: Programming
Format: Session
Vault Recording: Video


This talk will provide a detailed tour of the hardware architecture behind AMD's NextGen GPUs - unveiling the intimate details that make AMD's Graphics Core Next (GCN) architecture so capable at both graphics and compute workloads. Special consideration will be taken to explain how the GCN architecture can best be exploited by graphics engineers working on next-gen game engines.


Building Games for the Long Term: Pragmatic F2P Guild Design
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SKU#: GDCE13-24557_ITRU
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Description: Building Games for the Long Term: Pragmatic F2P Guild Design
Anthony Pecorella | Director of Production, Kongregate

Location: Europasaal
Date: Monday, August 19
Time: 14:30-15:30
Track: Free to Play Design & Business Summit
Format: Session
Vault Recording: Video


In this design-focused talk, guilds will be deconstructed to their kernel and then built back up, feature-by-feature, with an eye on implications for retention, monetization and engagement. Examples from the industry will be used to look at best practices and missed opportunities while exploring traditional and experimental guild elements. It will also walk through the exercise of designing a guild system for a popular casual game, challenging the audience to step outside the boundaries of traditional genres when thinking about guilds in games.


Once Upon a Time: Giving Players the Freedom to Create Their Own Story
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SKU#: GDCE13-24546_OQVT
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Description: Once Upon a Time: Giving Players the Freedom to Create Their Own Story
James Brown | Lead Level Designer, Epic Games

Location: Congress Saal 1
Date: Tuesday, August 20
Time: 16:00-17:00
Track: Design
Format: Session
Vault Recording: Video


Designers spend much of their time coming up with environments, game mechanics and combat encounters that help tell their game's story. But there's a second story to each game, the one created by the individual player's moment-to-moment actions in the game. With these two conflicting stories going on (the authored storyline and the more organic player's story), which takes precedence and can they co-exist within the framework of a single video game? This talk examines the popular techniques for storytelling in games and attempts to explain how almost everybody has it wrong.


Top Eleven: Achieving Global Success via Emerging Markets
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SKU#: GDCE13-24541_GGTK
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Description: Top Eleven: Achieving Global Success via Emerging Markets
Nikola Cavic | Head of Business Development, Nordeus

Location: Congress Saal 2
Date: Tuesday, August 20
Time: 14:30-15:30
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


Top Eleven - Be a Football Manager is the most popular social sports game in the world, with over 10 million active users. In this presentation, Nikola Cavic will explain how Nordeus published and pushed Top Eleven to the #1 spot by recognizing and embracing gaming audiences in the emerging and alternative markets. He will also address the challenges Nordeus faced in attempting to monetize Top Eleven customers in these markets and will present several ways to overcome such issues.


Virtual Reality Gaming and Game Development
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SKU#: GDCE13-24537_XUQL
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Description: Virtual Reality Gaming and Game Development
Palmer Luckey | Founder, Oculus VR
Nate Mitchell | VP of Product, Oculus VR

Location: Offenbachsaal
Date: Monday, August 19
Time: 17:30-18:30
Track: Design
Format: Session
Vault Recording: Video


For years, developers have strived to make immersive virtual worlds. Software, hardware and input devices have all leapt forward, but the connection between the player and the virtual world has remained limited. We've dreamed of stepping inside of our games, but the best we've been able to do is puppet characters through a tiny window. Technological progress in a variety of fields has finally brought immersive virtual reality within reach of gamers. We'll discuss the following topics: What are the challenges around virtual reality? Why will virtual reality gaming change the way we play games? What does virtual reality mean for the gaming industry?


Platform Evolution - Implications for the Future of Mobile Games
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SKU#: GDCE13-24531_YPXP
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Description: Platform Evolution - Implications for the Future of Mobile Games
Kaya Taner | CEO and Co-Founder, AppLift

Location: Congress Saal 2
Date: Tuesday, August 20
Time: 13:35-14:00
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


As different as a new platform might be from those before it, long-term observations of different parts of the market reveal underlying parallels in their development. Being aware of the past means that the challenges which new platforms, such as iOS and Android, bring along can be faced with more confidence. Kaya Taner analyzes patterns in the development of browser and social games, and draws conclusions about what to expect for the mobile space. Kaya is CEO and co-founder of mobile games marketing platform AppLift.


Game Analytics and Data Literacy
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SKU#: GDCE13-24506_XBTD
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Description: Game Analytics and Data Literacy
Christoph Safferling | Head of Game Analytics, Ubisoft Blue Byte

Location: Congress Saal 1
Date: Monday, August 19
Time: 13:35-14:00
Track: Programming
Format: Session
Vault Recording: Video


We will use concrete examples from our online games to show how game analytics can provide game designers and managers with data and results to make their job easier. Additionally, we will present a few common statistical pitfalls to equip the audience with the necessary knowledge to challenge statistics they come across.


Russian Mobile Game Market: Not Easy but Worth It
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SKU#: GDCE13-24504_HXPA
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Description: Russian Mobile Game Market: Not Easy but Worth It
Julia Lebedeva | Business Development Director, Nevosoft

Location: Europasaal
Date: Tuesday, August 20
Time: 13:00-13:25
Track: Smartphone & Tablet Games Summit
Format: Session
Vault Recording: Video


Russian iOS and Android app markets are currently among the most lucrative. Although one rarely hears it discussed publicly, almost every analytical report on market growth rates features Russia. More and more businesses are testing the waters of the Russian market, but not many people from outside Russia have a clear idea of its opportunities. The main problem is simply that Russian mobile game markets don't receive the attention they deserve. While aware of the significant efforts market entry requires, few believe in commensurate returns. Ms. Lebedeva will talk about the market volume, common pitfalls and how to avoid them.


The Story of Casual Games - Past, Present and Future
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SKU#: GDCE13-24501_NRJP
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Description: The Story of Casual Games - Past, Present and Future
Michael Kalkowski | Managing and Creative Director, GameDuell GmbH

Location: Congress Saal 2
Date: Monday, August 19
Time: 13:35-14:00
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


In the past 10 years, casual games have experienced dramatic changes, seeing the rise and fall of distribution channels, rapid shifts of platforms, and breath-taking innovations in game design and business intelligence. However, one thing remained unchanged: the games industry's pioneering spirit, which makes it extremely agile and innovative. Where will this spirit and the lessons we have learned lead us next? Michael Kalkowski explains how the industry's winners managed to go with the flow, adapting to ever-changing circumstances. He also dusts off his crystal ball to predict the most important trends of the upcoming months for web, social, mobile and cross-platform games.


Stealing Your Heart, Eating Your Brain
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SKU#: GDCE13-24500_YZVG
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Description: Stealing Your Heart, Eating Your Brain
Timo Dries | Product Lead, Wooga

Location: Europasaal
Date: Monday, August 19
Time: 11:35-12:00
Track: Free to Play Design & Business Summit
Format: Session
Vault Recording: Video


Sometimes it only takes the mention of a single word to furrow your brow and sink your heart. 'Numbers'. Numbers aren't exciting to most people. They won't show you a good time, they won't (or shouldn't) make you laugh or cry. On their own, numbers don't make a great game experience. Mix in a little heart, a dash of emotion - and suddenly the experience comes to life. Combining the two in game development is essential, and having one without the other more often than not results in failure. In this talk, Timo Dries will look at what numbers to pay closer attention to and which ones to ignore, as well as revealing how carefully adding some heart to these numbers can pay dividends.



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