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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 Online 2012 Category

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Playdom's Blackwood & Bell Mysteries: The Nutshell Narrative Case
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SKU#: GDC12O-821829
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Description: Playdom's Blackwood & Bell Mysteries: The Nutshell Narrative Case Speaker/s: Martha Sapeta (Playdom) Day / Time / Location: Wednesday 11:30-12:30 Room 12 Track / Duration / Format / Audience Level: Game Narrative Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Hear the story of how this team was given the task of creating a hidden object game similar to Gardens of Time, but with a mystery theme. Not as straightforward as it sounds! You can't have a mystery game without an elaborate story, and elaborate stories have no place in social games, where players frequently skip through dialogue. Quite the pickle! In this session, playdom game designer, Martha Sapeta, will reveal how her team created a complex story in a simplified game space, and how they structured all of the game elements and mechanics around the game's narrative.

It's Not Your Game, It's Me: How a Woman's Taste in Games May Change As She Ages
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SKU#: GDC12O-821825
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Description: It's Not Your Game, It's Me: How a Woman's Taste in Games May Change As She Ages Speaker/s: Terry Redfield (Real Life Plus) Day / Time / Location: Thursday 10:00-11:00 Room 18 A Track / Duration / Format / Audience Level: Design / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Traditional games targeted at men have proven to appeal to a wide variety of ages and are often grouped by genre. However, casual games have proven that what may appeal to a woman in her 20's may change drastically as she enters her 40's. Using the latest research on female hormone and neuroscience studies, this session will examine popular mechanics in the casual game market and examine how and why these appeal to three distinct female age groups, including adolescent, middle aged and menopausal.

The Challenges (and Promise!) of Multiplatform Production
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SKU#: GDC12O-821822
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Description: The Challenges (and Promise!) of Multiplatform Production Speaker/s: Adam Gutterman (Unity Technologies) Day / Time / Location: Tuesday 2:00- 3:00 Room 17 Track / Duration / Format / Audience Level: Production , Programming / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: Multiplatform games, where players can start a game on mobile device and seamlessly pick it up later on a PC, are beginning to gain traction. Though multiplatform development is fraught with technical, design, and publishing challenges, all of which increase development costs, huge payoffs exist via increased potential for distribution and engagement. This session will review current trends in multiplatform development including challenges, upsides, general business strategy, and a brief forecast for the future.

Age of Empires Online: Radical Transparency Clearly Works
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SKU#: GDC12O-821819
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Description: Age of Empires Online: Radical Transparency Clearly Works Speaker/s: Kevin Perry (Microsoft) Day / Time / Location: Tuesday 5:35- 6:00 Room 15 Track / Duration / Format / Audience Level: Customer Experience / 25-Minute / Lecture / All GDC Vault Recording: Video Description: A live game suffers a poor launch: bad business model, confounded expectations, angry player base. How can you reengage with the remaining players during the lengthy time necessary to refactor the game experience? Hiding behind a wall of silence will not stop the ragequits. While re-architecting Age of Empires Online, the team chose a radical step: Transparency. The AOEO community team announced that it would tell the community everything that it knew about the changes to the game, including that it didn't know some things. This energized the player base and completely changed the tenor of the community. Find out more about the hard data and soft gains earned by the AOEO team.

Choice and Character: Lessons from Writing Multiplayer Narrative Games
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SKU#: GDC12O-821817
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Description: Choice and Character: Lessons from Writing Multiplayer Narrative Games Speaker/s: Emily Short (Linden Lab) Day / Time / Location: Tuesday 11:30-12:30 Room 11 Track / Duration / Format / Audience Level: Game Narrative Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Drawing on her experience in interactive narrative and especially on a new interactive storytelling platform developed for Linden Lab, Emily Short will speak about different types and scales of player choice, writing choice-rich stories for multiple players, as well as about methods of paying off significant choices by designing character crises that can be triggered automatically at dramatically appropriate moments. The techniques outlined in this talk will interest anyone creating game narratives with a strong simulation element; creators working on multiplayer narrative and people interested in strategies for simulating complex, nuanced characters.

Community Management on Mobile
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SKU#: GDC12O-821808
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Description: Community Management on Mobile Speaker/s: Paul O'Connor (Appy Entertainment) Day / Time / Location: Wednesday 10:00-11:00 Room 18 BC Track / Duration / Format / Audience Level: Customer Experience / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Mobile game development puts game players and game creators closer together than ever before. In today's mobile games market, post-release support ensures the developer's job is just starting when a game is released. The relationship between developer and player is central. How do you keep players happy? How do you collect player feedback, analyze it, and act on requests in the form of game updates? How do you decide which requests to honor, and which to set aside? Join Paul O'Connor, brand director of Appy Entertainment describes how analytics are important, while learning how the player support process begins and ends with player communications- the one-to-millions conversation.

Marketing Casual and Social Games on iOS
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SKU#: GDC12O-821798
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Description: Marketing Casual and Social Games on iOS Speaker/s: William Volk (PlayScreen, LLC) Day / Time / Location: Wednesday 4:05- 4:30 Ballroom G Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 25-Minute / Lecture / Advanced GDC Vault Recording: Video Description: There are over 20,000 apps released for iOS every week. To put that into perspective, there were less than 800 carts in total released for the NES in the USA. How can you effectively market your iOS game and not go broke doing so? This session will cover the specific channels and provide real world data on what works and the tactics used to get into top ranking and drive downloads. William Volk, CCO of PlayScreen, will cover revenue models (paid and freemium) as well as how to improve your chances in design and development.

Psychology vs Structure: The Power of Numbers in Game Design
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SKU#: GDC12O-821797
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Description: Psychology vs Structure: The Power of Numbers in Game Design Speaker/s: Dave Mark (Intrinsic Algorithm) Day / Time / Location: Thursday 11:30-12:30 Room 17 Track / Duration / Format / Audience Level: Design / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Numbers, visible or not, are often at the core of game design. They are the expression of the designer's vision of "how the world works." There are considerations that go beyond simply balancing an equation, however. Through the selection of numbers such as scores, abilities, damage ranges, and even prices, we are often crafting what a player perceives, believes, and even feels. Through extensive use of (often amusing) examples, this lecture will demonstrate what our numbers may be conveying and explore ways that we can leverage the psychology of numbers to build more engaging games.

Short Attention Span Theatre - Writing for Child Gamers
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SKU#: GDC12O-821795
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Description: Short Attention Span Theatre - Writing for Child Gamers Speaker/s: Elizabeth McLaren (1st Playable Productions) Day / Time / Location: Tuesday 5:35- 6:00 Room 12 Track / Duration / Format / Audience Level: Game Narrative Summit / 25-Minute / Lecture / All GDC Vault Recording: Video Description: This session covers story themes that appeal to young gamers at different ages. Drawing on the knowledge of the book publishing industry, this talk looks at what interests the developing minds of children, and discusses how these themes can be integrated into video game writing.

Leveraging Segmented Data in Social Games: IsCool Case Study
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SKU#: GDC12O-821784
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Description: Leveraging Segmented Data in Social Games: IsCool Case Study Speaker/s: Olivier Mathieu (IsCool Entertainment) Day / Time / Location: Wednesday 4:50- 5:15 Room 18 BC Track / Duration / Format / Audience Level: Business and Marketing / 25-Minute / Lecture / Advanced GDC Vault Recording: Video Description: This session will take attendees through a step-by-step case study of a multimillion dollar Facebook application. it will explain how looking at segmented data as opposed to high level metrics, enabled IsCool to get significant results on KPI by setting a clear and actionable agenda for its game design team.

Monetizing Economy Based Free-to-Play Games
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SKU#: GDC12O-821775
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Description: Monetizing Economy Based Free-to-Play Games Speaker/s: Teut Weidemann (Ubisoft Blue Byte) Day / Time / Location: Thursday 10:00-11:00 Room 17 Track / Duration / Format / Audience Level: Design / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: Using the highly awarded "The Settlers Online" by Ubisoft as an example senior online game specialist Teut Weidemann will explain how in game economies in free to play games can be monetized. He will talk about the attributes of these in game economies as well as prerequisites, limits and potential dangers. The presentation will cover how to setup those economies, how monetization can be implemented and optimized and how pricing can be decided on individual items. Some reference will also be given to client based MMO's economies like World of Warcraft, Eve Online, Diablo III or Guild Wars II.

7 Learnings from Making AION Europe Free-to-Play
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SKU#: GDC12O-821771
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Description: 7 Learnings from Making AION Europe Free-to-Play Speaker/s: Carsten van Husen (Gameforge 4D) Day / Time / Location: Tuesday 10:00-11:00 Room 17 Track / Duration / Format / Audience Level: Business and Marketing / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Carsten van Husen will provide a closer look at the process and lessons learned behind the migration of the critically acclaimed premium MMORPG AION from a subscription based pay-to-play system into free-to-play business model, that was done at Gameforge for the European market. Lifting the curtains from the secret box of what makes a major free-to-play MMORPG tick, he will deliver a variety of insightful learnings and practical advice derived from this challenging project. Ranging from how an effective monetization system based on microtransactions is developed up to the intricacies of preparing and executing such a major technical endeavor, the audience will be able to learn about the MMORPG business from the perspective of the leading free-to-play online-games publisher of the Western hemisphere.

Guilds, Councils and Community: Monetizing Cooperation in Free-to-Play Games
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SKU#: GDC12O-821741
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Description: Guilds, Councils and Community: Monetizing Cooperation in Free-to-Play Games Speaker/s: Robert Winkler (5th Planet Games) Day / Time / Location: Thursday 3:20- 3:45 Room 15 Track / Duration / Format / Audience Level: Customer Experience / 25-Minute / Lecture / All GDC Vault Recording: Video Description: Monetizing revenge has become a common theme in many hardcore and free-to-play games that feature Player vs Player competitions, but what about monetizing camaraderie instead? Many gamers are more willing to spend a few dollars helping out a friend than the same amount to destroy a stranger. How can game developers tap into this sense of teamwork and community to create games that monetize effectively? 5th Planet Games CEO Robert Winkler explains how his company has built a successful ecosystem by nurturing passions that bring people together rather than tearing them apart.

Dynamic Resolution Rendering for OpenGL ES 2.0 and WebGL
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SKU#: GDC12O-821739
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Description: Dynamic Resolution Rendering for OpenGL ES 2.0 and WebGL Speaker/s: Omar Rodriguez (Intel) Day / Time / Location: Wednesday 4:50- 5:15 Room 18 A Track / Duration / Format / Audience Level: Programming / 25-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: Pixel shading work is one of the most expensive stages in games' rendering pipelines due to lighting, post processing, and other image space effects. Omar Rodriguez, a graphics software engineer from Intel, will discuss a technique to reduce pixel shader load by dynamically modifying the rendering resolution. This technique, common in the console and PC games space, is especially useful and well suited for mobile and web platforms.

Rebooting the Web Presence of an Established Online Game
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SKU#: GDC12O-821737
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Description: Rebooting the Web Presence of an Established Online Game Speaker/s: Anne Walsh (CCP Games) Day / Time / Location: Wednesday 3:30- 4:30 Room 16 A Track / Duration / Format / Audience Level: Customer Experience / 60-Minute / Lecture / All GDC Vault Recording: Video Description: In the fast paced world of evolving internet standards and consumer expectation, online games face many challenges: established games strive to improve their game's web presence and new games wish to initiate a web presence that will provide long term success. Join web architect Anne Walsh as she gives you valuable insight into how CCP Games are improving their web products and services, whilst continuing to add new websites and features that attract and retain customers.

Separating Signal from Noise: Leveraging Creative Analytics for Game Design
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SKU#: GDC12O-821733
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Description: Separating Signal from Noise: Leveraging Creative Analytics for Game Design Speaker/s: Christian Godorr (Bigpoint) and Stefanie Hels (Bigpoint) Day / Time / Location: Tuesday 3:30- 4:30 Room 17 Track / Duration / Format / Audience Level: Design / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Today, Daily Active Users (DAU), Monthly Active Users (MAU), and Lifetime Value (LTV) have become cliched buzzwords in the gaming industry. Free-to-Play analytics, however, require a keen understanding of diverse metrics and methodologies to empower game designers with practical, timely insight. Join Bigpoint's director of analytics, Stefanie Hels, and creative director, Christian Godorr, as they illuminate how to leverage methods of analytical creativity with game design, to extend the potential of a project's lifetime and user engagement. Explore multiple, mixed approaches, and learn to separate signal from noise with a plethora of data types.

Getting Storefront Placement for Discoverability
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SKU#: GDC12O-821536
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Description: Getting Storefront Placement for Discoverability Speaker/s: Jason Ing (Microsoft) Day / Time / Location: Thursday 3:20- 4:20 Room 17 Track / Duration / Format / Audience Level: Business and Marketing / 60-Minute / Lecture / All GDC Vault Recording: Video Description: In the digital space, it's never been easier than ever to distribute games, but it's also never been harder to make them standout. A great game needs to win over its customers and one of the most important customers you may not be thinking of, are the platform marketers. Its these folks who make decisions behind closed doors on what content receives the most favorable 'real estate' within the marketplace, and curating content for marketing programs like Ipad's Game of the Week or XBLA's Summer of Arcade. As the Head of Marketing on Xbox LIVE Marketplace, Jason will reveal the approach he uses to identify high potential titles, and general principles to position your title to maximize discoverability through curation.

Compiling C++ and C# Games for the Web
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SKU#: GDC12O-821500
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Description: Compiling C++ and C# Games for the Web Speaker/s: Alon Zakai (Mozilla) and Kevin Gadd (Squared Interactive) Day / Time / Location: Wednesday 11:30-12:30 Room 15 Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: You don't have to rewrite your code or abandon your favorite libraries to run your game on the web! The authors of Emscripten and JSIL - two open source compilers to JavaScript, from C/C++ and C#, respectively - describe how they compiled real games to the web, and give you the knowledge you need to make your games available to the hundreds of millions of players with modern web browsers. Issues with workflow, performance and maintainability are addressed as part of an in-depth look at the process behind porting several games.

Fun Makes Fun: The Brain Science of Happy Game Teams
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SKU#: GDC12O-821487
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Description: Fun Makes Fun: The Brain Science of Happy Game Teams Speaker/s: Scott Crabtree (Happy Brain Science) Day / Time / Location: Wednesday 11:30-12:30 Room 18 BC Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / All GDC Vault Recording: Video Description: It takes a fun team to build a fun game. As awesome as our game industry is, we have much to learn from neuroscience and psychology about how to effectively build happy teams that do great work. The great news from science is that happy teams produce happy brains, which work better to produce fun games. Learn the science of great teamwork. How can trust-the foundation of great teamwork-be built more quickly across a diverse set of personalities? How can we manage the social stress that is so common in game development? How can we learn to truly be happy at work?

Concept to Reality: Creating and Growing PopCap's Solitaire Blitz
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SKU#: GDC12O-821271
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Description: Concept to Reality: Creating and Growing PopCap's Solitaire Blitz Speaker/s: Jason Mai (PopCap Games) and Jared Neuss (PopCap Games) Day / Time / Location: Thursday 2:00- 3:00 Room 15 Track / Duration / Format / Audience Level: Business and Marketing / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Ever wonder how PopCap Games creates a new game? Join the lead designer and producer for Solitaire Blitz, PopCap's first brand-new IP in years, to learn how this new franchise went from a game jam concept to a successful social game, and the company's next big bet.

Immersive Storytelling for a Misunderstood Audience
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SKU#: GDC12O-821269
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Description: Immersive Storytelling for a Misunderstood Audience Speaker/s: Lisa Brunette (Big Fish Games) Day / Time / Location: Wednesday 3:30- 4:30 Room 12 Track / Duration / Format / Audience Level: Game Narrative Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Description: With more than 1.5 billion downloads to date, Big Fish Games is a big deal. This company made its mark in the casual space by delivering the right games to an often ignored, often misunderstood segment of gamers: women over 35. Attendees will learn how to write game stories for an audience whose tastes are polar opposite of those in hardcore gaming.

For Women, by... Men?
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SKU#: GDC12O-821268
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Description: For Women, by... Men? Speaker/s: Jill Schneiderman (SGN) Day / Time / Location: Tuesday 4:50- 5:15 Room 17 Track / Duration / Format / Audience Level: Design / 25-Minute / Lecture / All GDC Vault Recording: Video Description: An astounding 69% of Facebook gamers and 53% of mobile gamers are women, yet only a fraction of the developers making these games are female. With such a heavily female-dominated player base, the insight that women bring to the table in the development process is invaluable. Things that seem like minor details - color choices, character outfits and facial expressions, fonts - add up to determine whether or not a woman will connect with, and ultimately spend money in, your games. In this 25-minute lecture, VP of Games at SGN, Jill Schneiderman, will discuss how "40-year-old women" became the new "13-year-old boys", and why having women involved in your development process will significantly increase your chances of appealing to this new gaming majority.

Environmental Storytelling: Indices and the Art of Leaving Traces
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SKU#: GDC12O-821267
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Description: Environmental Storytelling: Indices and the Art of Leaving Traces Speaker/s: Clara Fernandez Vara (MIT) Day / Time / Location: Tuesday 2:00- 3:00 Room 12 Track / Duration / Format / Audience Level: Game Narrative Summit / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: Environmental storytelling encompasses a wide set of narrative design practices, and usually focuses on how to tell the story of the game without having to stop playing. There are still numerous opportunities for narrative gameplay that are generally overlooked, though. This presentation will focus on practices of what is called "indexical storytelling", which is narrative based on traces and other indications, and on the different types of story-driven gameplay that it can encourage. Indexical storytelling helps us transform our players into thieves, detectives, spies, as well as pioneers who are first to leave an imprint in new territory. Some games are already doing this; by using indexical storytelling, narrative design can lead gameplay.

Maximizing Monetization in Core Games: Pricing, Promotions and Big Spenders
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SKU#: GDC12O-821261
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Description: Maximizing Monetization in Core Games: Pricing, Promotions and Big Spenders Speaker/s: Emily Greer (Kongregate) Day / Time / Location: Thursday 11:30-12:30 Room 18 BC Track / Duration / Format / Audience Level: Business and Marketing / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Kongregate is a distributor of more than 150 virtual-goods games, developed by developers small and large, Eastern and Western, both casual and hardcore. As such it has a unique perspective on what types of mechanics and characteristics drive successful monetization. This talk will use examples and numbers from many different games to drill down into the psychology and economics at play in item pricing, promotions and the creation of big spenders, all crucial areas that many developers fail to maximize.

From Web to Mobile with Stage 3D
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SKU#: GDC12O-821260
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Description: From Web to Mobile with Stage 3D Speaker/s: Luc Beaulieu (Frima Studio) and Jean-Philippe Doiron (Frima Studio) Day / Time / Location: Thursday 10:00-11:00 Room 15 Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: How can we take a Flash Stage 3D Web game and extend it to a multiplayer game on multiple devices using the same codebase? This session will detail the challenges encountered when attempting to maintain high performance specifications on mobile devices and the innovations used to succeed. Techniques like batching, change in render target, overdraw, use of alchemy or native extensions will be discussed. We will also provide tips for deploying and debugging on iOS and Android using "Flash develop" and Monocle (Adobe MAX 2011 Sneaks) to give an overview of the process, from start to finish.


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