Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

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 Online 2012 Category

This category contains 98 products and 0 subcategories.

Sort By: with per page

26 - 50 of 98 results Results | 25 results per page

How to Build a Company to Weather Any Storm
Price:$3.95

SKU#: GDC12O-821970
Add to Cart
More Info
Description: How to Build a Company to Weather Any Storm Speaker/s: Gary Gattis (Spacetime Studios) Day / Time / Location: Thursday 10:00-11:00 Room 18 BC Track / Duration / Format / Audience Level: Business and Marketing / 60-Minute / Lecture / All GDC Vault Recording: Video Description: This lecture provides a look at the high employee retention corporate culture of mobile and desktop game developer Spacetime Studios based in Austin, Texas. Gary Gattis, CEO, provides insights into why Spacetime Studios has retained more than 90% of its employees for several years and why they keep coming back. He preaches a strong belief in "engagement and respect" that cuts deep and reflects on the game development industry as a whole.

One Game - All Platforms
Price:$3.95

SKU#: GDC12O-821969
Add to Cart
More Info
Description: One Game - All Platforms Speaker/s: Cinco Barnes (Spacetime Studios) Day / Time / Location: Wednesday 4:50- 5:50 Ballroom G Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: Games designed for specific technology platforms are relics of the past! Today's game developers must go cross-platform or risk losing out on customers and revenues. Cinco Barnes (Spacetime Studios' chief visionary officer) details his company's "One Game, All Platforms" strategy and how it has defined the successful 'Legends' MMO brand. Barnes also discusses the challenges of designing core features and gameplay for truly cross-platform games - using the real-time 3D MMO "Pocket Legends" as a use-case.

In the Shadow of Greatness - Sequels and Reboots Deconstructed
Price:$3.95

SKU#: GDC12O-821965
Add to Cart
More Info
Description: In the Shadow of Greatness - Sequels and Reboots Deconstructed Speaker/s: Mary DeMarle (Eidos Montreal), Tom Abernathy (Microsoft Studios), Chris Avellone (Obsidian Entertainment), Raphael Van Lierop (HELM Studio) and Ivan Mulkeen (Eidos Montreal) Day / Time / Location: Wednesday 10:00-11:00 Room 12 Track / Duration / Format / Audience Level: Game Narrative Summit / 60-Minute / Panel / All GDC Vault Recording: Video Description: In the era of reboots and trilogies, what are the challenges that a development team faces when it comes to how they treat beloved game IP's? This session will bring together developers from various studios who have all had their hand involved in recreating or reigniting projects that have previously struck gold. Special consideration will be given to how to follow up a successful or beloved story, including how to do right by the existing fans, while attracting the ever important larger fan-base - and how you overcome the preconception that one must play the prequel before playing the sequels.

FarmVille's Golden Goose
Price:$3.95

SKU#: GDC12O-821947
Add to Cart
More Info
Description: FarmVille's Golden Goose Speaker/s: Mike Perry (Zynga) and Abhinav Agrawal (Zynga) Day / Time / Location: Wednesday 2:00- 3:00 Room 18 A Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / All GDC Vault Recording: Video Description: FarmVille is remarkable in that a 3-year old Facebook game still reigns in the Top 10 list. Abhinav Agrawal and Mike Perry, Lead Product Manager and Executive Producer, describe how a strategy of quarterly expansions sustains and evolves the game, engages players, and supports a thriving business. Takeaway: Learn how FarmVille uses a strategy of quarterly expansions to engage players, support gameplay evolution, and drive a thriving core business.

Everything I Needed To Know About Community Management, I Learned From Goat Herders
Price:$3.95

SKU#: GDC12O-821943
Add to Cart
More Info
Description: Everything I Needed To Know About Community Management, I Learned From Goat Herders Speaker/s: Linda Carlson (Sony Online Entertainment) Day / Time / Location: Wednesday 5:35- 6:00 Room 18 BC Track / Duration / Format / Audience Level: Customer Experience / 25-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: Goat herders. Who better to learn from about the laws of human nature? We'll explore the way that communities are built, how they evolve, and how the passionate investment of thousands of people with common interests can shape the way they, and we, see the world. Attendees will learn about commonalities that apply to all human community groups, and the lessons we can learn about managing these communities for the best return on feedback, engagement and evolution of partnerships between an online game company and its players.

Take Your Companion Game to the Next Level
Price:$3.95

SKU#: GDC12O-821942
Add to Cart
More Info
Description: Take Your Companion Game to the Next Level Speaker/s: Ben Miller (Wemo Media) and Matt Griswold (Soap Creative) Day / Time / Location: Tuesday 4:50- 5:50 Room 16 A Track / Duration / Format / Audience Level: Design / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Global Resistance (GR) is an award winning and BAFTA-nominated companion game released alongside Resistance 3 that represents a unique take on the companion game genre with its focus on large-scale, real-time collaborative strategy and strong connection to the console game. This presentation highlights the unique design aspects of GR that engendered highly engaging gameplay and production lessons learned to maximize collaborative development spread across multiple companies. The presentation's unique format, led by two primary lead developers, highlights the distributed development process utilized in the creation of many companion games.

Why Erlang?
Price:$3.95

SKU#: GDC12O-821929
Add to Cart
More Info
Description: Why Erlang? Speaker/s: Henning Diedrich (Eonblast Corporation) Day / Time / Location: Wednesday 3:30- 4:30 Room 15 Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Advanced GDC Vault Recording: Video Description: Why am I hearing more and more about Erlang these days? What are EA, Blizzard, Zynga and Wooga using this functional programming language for? Is it for me, too? Faster implementation, way better maintenance, 4 times shorter code: this talk presents the case for Erlang as server language, where it shines, how it looks, what caveats there are and how to get started fast. The lecture looks at real world examples, details the differences between a Java / C# / C++ and an Erlang game server architecture, and between Erlang's Actor Model and OO. Tutorial style, a minimal Erlang program is explained to show Erlang's main features in action: microprocesses, actors, atoms, immutable variables, message passing and pattern matching. Anyone passionate about programming will be surfing the web for more before the presentation is over. The theory and advantages of each of the concepts are touched upon, a list of good matches is given, such as Redis and MySQL, and the new VoltDB driver for Erlang is presented.

Faster, Cheaper, Better: Deeply Integrated Game Mechanics
Price:$3.95

SKU#: GDC12O-821922
Add to Cart
More Info
Description: Faster, Cheaper, Better: Deeply Integrated Game Mechanics Speaker/s: Shannon Perkins (Wired.com) Day / Time / Location: Thursday 4:05- 4:30 Ballroom G Track / Duration / Format / Audience Level: Gamification Day / 25-Minute / Lecture / All GDC Vault Recording: Video Description: Shannon Perkins, editor of Interactive Technology at Wired.com, designed Cutthroat Capitalism for Wired's website and received accolades for it's ability to engage and teach. In this session, he will discuss games with educational, editorial, or persuasive objectives do not need to include leaderboards or badges, they don't need be to crassly manipulative, and they don't need to feel like an after-thought.

From Core to Casual: The Importance of Diversification
Price:$3.95

SKU#: GDC12O-821916
Add to Cart
More Info
Description: From Core to Casual: The Importance of Diversification Speaker/s: Philip Reisberger (Independent) Day / Time / Location: Wednesday 2:00- 3:00 Room 18 BC Track / Duration / Format / Audience Level: Business and Marketing / 60-Minute / Lecture / All GDC Vault Recording: Video Description: The typical casual game often loses players within weeks of its launch, while action- and strategy-oriented games can attract, retain, and grow a community of players for many years. How can casual games achieve the same success? Join Philip Reisberger, as he discusses the opportunities and challenges of enhancing casual game development with the addition of core game mechanics. Discover the importance of integrating high-quality game content in an easy way that casual gamers will engage with, and learn the advantages (and risks) of expanding a company's game portfolio beyond purely casual titles.

Bootstrapping the Infrastructure of ChefVille and Farmville 2
Price:$3.95

SKU#: GDC12O-821915
Add to Cart
More Info
Description: Bootstrapping the Infrastructure of ChefVille and Farmville 2 Speaker/s: Hao Chen (Zynga) and Jesse Willet (Zynga) Day / Time / Location: Thursday 2:00- 3:00 Room 18 A Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: Bootstrapping the Infrastructure of Hit Games Join Jesse Willett and Hao Chen of Zynga for tales from the trenches on how systems teams handle the rapid growth of overnight sensations. No need to worry about late hours, near misses and near meltdowns a hit game can bring. This session gives session attendees a blueprint they need to develop a scalable backend infrastructure approach that works in a time of crisis and exponential growth. Learn how to design for scale, gain more control, and make the right infrastructure decisions.

Building Transmedia Worlds in Halo 4
Price:$3.95

SKU#: GDC12O-821907
Add to Cart
More Info
Description: Building Transmedia Worlds in Halo 4 Speaker/s: Armando Troisi (343 Industries) and Kevin Grace (343 Industries) Day / Time / Location: Tuesday 11:30-12:30 Room 12 Track / Duration / Format / Audience Level: Game Narrative Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Description: This session will focus on the many dimensions of building a large-scale transmedia storytelling franchise. 343 Industries Narrative Director Armando Troisi and Franchise Manager Kevin Grace will entertain the audience with stories and anecdotes about how to juggle a massive story-driven franchise with a single connected narrative. Using the Halo universe as an example, we will do a deep dive across the franchise's multiple narrative platforms and discuss best practices learned while producing stories across bestselling novels, comics, episodic content, live-action, and of course the blockbuster video game.

Objects of Desire- Improving Engagement, Monetization, and Virality Through Visual Design
Price:$3.95

SKU#: GDC12O-821898
Add to Cart
More Info
Description: Objects of Desire- Improving Engagement, Monetization, and Virality Through Visual Design Speaker/s: Emmanuel Valdez (Appy Entertainment Inc.) Day / Time / Location: Wednesday 2:00- 3:00 Room 16 A Track / Duration / Format / Audience Level: Design / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: You can't touch them, taste them, or even see them outside of your device, but sales of virtual goods are booming. As much as 90% of revenue from mobile social games is driven by sale of intangible virtual goods. Many in-game purchases are motivated by the desire to save time or gain powerful advantages in a game, but the desire to own aspirational objects, real or virtual, should not be discounted. In the virtual world as in our own, style matters. Practical examples will show how the same design principles that separate Ferrari from Ford apply to game design, through the creation of unique virtual goods.

Building a Multi-Platform Game Business out of Facebook and onto Mobile
Price:$3.95

SKU#: GDC12O-821897
Add to Cart
More Info
Description: Building a Multi-Platform Game Business out of Facebook and onto Mobile Speaker/s: Tommy Palm (King.com) Day / Time / Location: Tuesday 11:30-12:30 Room 18 BC Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / All GDC Vault Recording: Video Description: In this presentation, Tommy Palm, Mobile Guru at multi-platform casual social games company King.com, will discuss how to design, market and monetize social games that run across multiple platforms. He will draw on King.com's own experience in taking original IP from its library of online games to social and eventually to mobile, case studying the good, bad and ugly lessons learned along the way. The discussion will explore consumer and market insights along with internal testing and data from King.com's hit game, Bubble Witch Saga, to evaluate the resulting best practices for providing a tried and true launch sequence, smooth user experience, high ratings, and best possible integration and cross-platform game-play.

The Other White Meat: Design Architecture for Sandbox Games
Price:$3.95

SKU#: GDC12O-821894
Add to Cart
More Info
Description: The Other White Meat: Design Architecture for Sandbox Games Speaker/s: Matthew Woodward (CCP Games) Day / Time / Location: Wednesday 2:00- 3:00 Room 17 Track / Duration / Format / Audience Level: Design / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: This session presents a design theory for online sandbox games, starting with the foundation concepts and raisons d'etre, and explaining the core structural gameplay components and the hidden plumbing that ties them together. The discussion includes social networks, emergent gameplay and self-sustaining systems, and offers practical lessons from a variety of titles alongside fundamental concepts.

Gamification: That Word Doesn't Mean What You Think...
Price:$3.95

SKU#: GDC12O-821893
Add to Cart
More Info
Description: Gamification: That Word Doesn't Mean What You Think... Speaker/s: Scott Rigby (Immersyve) Day / Time / Location: Thursday 10:00-11:00 Ballroom G Track / Duration / Format / Audience Level: Gamification Day / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Golf has famously been described as "a good walk, spoiled." Similarly, most of the existing definitions, tools, examples, and implementations of "gamification" embody how a potentially promising concept is being shredded in actual practice. The reason is simple: We are confusing a goal for a tactic. Games are not a magic bullet, nor should they even be the central point of "gamification" projects. Game mechanics are merely a means to achieve goals of greater gravitas - such as deeper learning, more sustained engagement, or enhanced customer value that can achieve non-entertainment outcomes. Drawing on behavioral science research both in and out of games, this talk will give practical advice on how to refocus on the promise of gamification, while avoiding its perils, using the lens of actionable "rules of engagement". Research on the motivational and emotional dynamics of games will be reviewed to illustrate game mechanics and concepts that can achieve the fundamental goals of sustained value, deeper learning and lasting behavior change. Examples will also be drawn from the "dark side" of gamification, highlighting the tragedy of spending money to manipulate players using badges, baubles, contests and external rewards that ultimately fail time and time again. If you want to understand the promise of gamification while avoiding its perils, this is the talk for you.

Stacking Talent: Growing the League of Legends Team
Price:$3.95

SKU#: GDC12O-821892
Add to Cart
More Info
Description: Stacking Talent: Growing the League of Legends Team Speaker/s: Travis George (Riot Games) Day / Time / Location: Thursday 2:00- 3:00 Room 18 BC Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / All GDC Vault Recording: Video Description: It's pretty easy for development teams to get bigger. It's really hard for development teams to get better at the same time. Anyone who's been at a fast-growing game company can tell you all about the pitfalls of growth. Processes implode. Communication breaks down. People struggle to grow. Culture erodes. Travis George, senior producer at Riot Games, will talk about how Riot Games has successfully balanced scaling the team while simultaneously leveling up its performance and processes - and preserving its unique culture.

Learnings from the Trenches of Social Gaming
Price:$3.95

SKU#: GDC12O-821885
Add to Cart
More Info
Description: Learnings from the Trenches of Social Gaming Speaker/s: Lisa Marino (RockYou) Day / Time / Location: Thursday 3:20- 3:45 Room 18 BC Track / Duration / Format / Audience Level: Business and Marketing / 25-Minute / Lecture / All GDC Vault Recording: Video Description: Social entertainment company, RockYou, has been around since the social gaming genre first began to take off in 2005. Since then, RockYou has evolved and shifted focus to address challenges and changes in the market. Lisa Marino, CEO of RockYou, has steered RockYou through the often unpredictable social gaming waters and will share insights from the trenches. She will discuss what did and didn't work for RockYou, how and why they evolved their business, and will advise developers looking to thrive in the next phase of social gaming.

Getting Personal: Inside the Design of a Real-World Consumer Gamification Project
Price:$3.95

SKU#: GDC12O-821884
Add to Cart
More Info
Description: Getting Personal: Inside the Design of a Real-World Consumer Gamification Project Speaker/s: Gary Chavez (Bunchball) Day / Time / Location: Thursday 11:30-11:55 Ballroom G Track / Duration / Format / Audience Level: Gamification Day / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: This session will examine the ins and outs of gamification. Bunchball founder and CPO Rajat Paharia will discuss how to create meaningful challenges and rewards based on business goals and how to best utilize game mechanics for specific needs. What goes into creating a gamification platform? What challenges should you be prepared for and how can you prevent or overcome them? Based on real-world case studies (e.g. Bunchball's work with Wall Street Survivor), this session will focus on the process of implementing consumer gamification - from actual design to business goals - and how to tackle it.

CityVille: Lessons Learned & Tools Used to Run a Large Social Game
Price:$3.95

SKU#: GDC12O-821860
Add to Cart
More Info
Description: CityVille: Lessons Learned & Tools Used to Run a Large Social Game Speaker/s: Kartik Ayyar (Zynga) Day / Time / Location: Tuesday 2:00- 3:00 Room 18 BC Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: CityVille at its peak was one of the largest social gamse of all time as measured by monthly active users. All along, the team has made multiple code pushes a day. A little known fact about CityVille: Many of our smartest engineers don't work on game itself, though instead work on parts of the product that are invisible to the user. Specifically, a lot of the work behind CityVille has been about just building the right set of tools and the on improving the performance and server efficiency of the game. This session will go behind the scenes of the tools, performance, infrastructure and scaling work that has been silently been happening behind the scenes of CityVille, and talk about what happens behind the curtains to keep the show running.

Indiana Jones Adventure World: Narrative for Social Games
Price:$3.95

SKU#: GDC12O-821859
Add to Cart
More Info
Description: Indiana Jones Adventure World: Narrative for Social Games Speaker/s: Steven Williams (Zynga) and Jonathon Myers (Zynga) Day / Time / Location: Tuesday 3:30- 4:30 Room 12 Track / Duration / Format / Audience Level: Game Narrative Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Indiana Jones Adventure World by Zynga is a unique social game with map-based gameplay and episodic storytelling. With serialized storytelling techniques from traditional Saturday matinees and Sunday comic strips like Flash Gordon, the team developed a collaborative process for providing players with weekly releases. This "writer's room" design process required the establishment of certain storytelling formulas and enabled creative discoveries. Senior Game Designer Steve Williams and Game Writer Jonathon Myers will discuss the lessons learned as members of the content team. Attendees will takeaway insights related to the pros and cons of designing interactive narrative for a social platform.

Finding Ways to Create Joy: The Quest for New IP
Price:$3.95

SKU#: GDC12O-821871
Add to Cart
More Info
Description: Finding Ways to Create Joy: The Quest for New IP Speaker/s: Vijay Thakkar (Zynga) Day / Time / Location: Wednesday 4:50- 5:50 Room 17 Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Simply put, new IP development is hard. In an industry where execution only can have significant risk, searching for new IP is often deemed unfeasible. Zynga With Friends has fully embraced the challenge of new IP development and has experimented with a variety of techniques for developing new IP. Technical Director Vijay Thakkar will take attendees through some of those experiments, identifying particular successes and failures, and will give attendees a view into some new ideas for IP development the studio is exploring next!

The Lessons I Learned from Making FarmVille and CityVille
Price:$3.95

SKU#: GDC12O-821855
Add to Cart
More Info
Description: CityVille: Lessons Learned & Tools Used to Run a Large Social Game Speaker/s: Kartik Ayyar (Zynga) Day / Time / Location: Tuesday 2:00- 3:00 Room 18 BC Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: CityVille at its peak was one of the largest social gamse of all time as measured by monthly active users. All along, the team has made multiple code pushes a day. A little known fact about CityVille: Many of our smartest engineers don't work on game itself, though instead work on parts of the product that are invisible to the user. Specifically, a lot of the work behind CityVille has been about just building the right set of tools and the on improving the performance and server efficiency of the game. This session will go behind the scenes of the tools, performance, infrastructure and scaling work that has been silently been happening behind the scenes of CityVille, and talk about what happens behind the curtains to keep the show running.

Bet on IP and Platform
Price:$3.95

SKU#: GDC12O-821840
Add to Cart
More Info
Description: Bet on IP and Platform Speaker/s: Kristian Segerstrale (Electronic Arts) Day / Time / Location: Tuesday 3:30- 4:30 Ballroom E Track / Duration / Format / Audience Level: Business and Marketing / 60-Minute / Lecture / All GDC Vault Recording: Video Description: The next year will bring back the living room as the place for gaming delivering new cross-platform experiences. But with so many players in the mix - consoles, mobile, browser and connected TVs - who will come out on top and "win" the living room? EA's EVP of Digital, Kristian Segerstrale will cover the innovations we'll see from these four areas, what experiences he sees coming out on top, and how game developers can win by putting their IP and consumers first, making the game the platform rather than the device.

Lag Sucks: Making Online Gaming Faster with NoSQL, and without Breaking the Bank
Price:$3.95

SKU#: GDC12O-821836
Add to Cart
More Info
Description: Lag Sucks: Making Online Gaming Faster with NoSQL, and without Breaking the Bank Speaker/s: RJ Lorimer (Electrotank Inc.) and Robert Greene (Versant Corporation) Day / Time / Location: Tuesday 4:50- 5:15 Room 15 Track / Duration / Format / Audience Level: Programming / 25-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: Slow performance is online gaming's kryptonite. For any MMO gaming developer, maximizing performance at web-scale routinely relies on a fast database, and the database world of late has seen the massive hype of NoSQL. And though NoSQL promises immense benefits, developers must learn an array of proprietary coding API's and design techniques to access NoSQL, creating brittleness in the application's code base, and ultimately delaying the rollout of games built on the new technologies. Wouldn't it be great if NoSQL could be accessed using standard coding skills? Oh, wait. Electrotank and Versant already figured that out. And you can, too.

Creatively Bypassing the Limitations of HTML5 as a Gaming Platform
Price:$3.95

SKU#: GDC12O-821835
Add to Cart
More Info
Description: Creatively Bypassing the Limitations of HTML5 as a Gaming Platform Speaker/s: Kevin Moot (The Nerdery) and Scott Bromander (The Nerdery) Day / Time / Location: Wednesday 2:00- 3:00 Room 15 Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: There are some obstacles in development when creating HTML5 games versus using some of the more traditional online game development. In this session we will look at some of the limitations of using HTML5 for game development and what some of the creative solutions are around these limitations. In doing so, we will also talk through practical use cases are for these work arounds and how the they were thought up.


1, 2, 3, 4

Please leave this field blank.