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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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Guild Wars 2: Programming the Next Generation Online World
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SKU#: GDC12O-823200
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Description: Guild Wars 2: Programming the Next Generation Online World Speaker/s: Cameron Dunn (ArenaNet) Day / Time / Location: Tuesday 4:50- 5:50 Ballroom E Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: During this session we'll discuss some of the key technical challenges we encountered while developing Guild Wars 2. All modern MMOs uses an enormous range of technologies - from the server backend, to the client graphics engine, to the web hosting infrastructure. The gameplay innovations of Guild Wars 2 - dynamic events, World vs. World, and our agile combat system - come with their own unique technology demands, which we'll discuss. We'll also talk about Guild Wars 2's patching system, which allows us to roll out new builds in a matter of minutes without requiring downtime.

Writing The Unsung Experiences: Gender In Game Storytelling
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SKU#: GDC12O-823150
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Description: Writing The Unsung Experiences: Gender In Game Storytelling Speaker/s: Mattie Brice (San Francisco State University), Jenn Frank (Infinite Lives) and Leigh Alexander (Gamasutra) Day / Time / Location: Tuesday 3:30- 4:30 Room 11 Track / Duration / Format / Audience Level: Game Narrative Summit / 60-Minute / Panel / All GDC Vault Recording: Video Description: The knell for broader representations of gender in games grows ever louder and more insistent, but games are slow to embrace new voices on gender and sexuality. This is in part because of a lack of diversity on dev teams and the challenge of speaking from experiences outside your own. What are the factors in this challenge, and how can thoughtful interactive storytellers move forward? In this discussion-oriented session, three outspoken women in game criticism share views, experiences and ideas.

Greetings, Troubleshooter: Living in a Gameful World
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SKU#: GDC12O-823145
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Description: Greetings, Troubleshooter: Living in a Gameful World Speaker/s: Sebastian Deterding (Hans Bredow Institute for Media Research, Hamburg University) Day / Time / Location: Thursday 2:00- 2:25 Ballroom G Track / Duration / Format / Audience Level: Gamification Day / 25-Minute / Lecture / All GDC Vault Recording: Video Description: Today, we live in an algorithm-shaped, "robot-readable" world, a "code/space" where more and more of our everyday actions are tracked, stored, processed, decided upon and performed by computers on the other side of the interaction - from regulating traffic speed to alarming the nurse next door, from high-speed trading to withdrawing cash at your local ATM. So if these systems are already pervasive: Why not design them to actively steer society to the better? What sounds like the spooky premise of a 1950's sci-fi novel (or a satirical 1980's sci-fi RPG) has become a real-life experiment - pursued by people pushing the notion of "gamification". Hence, the simple question this talk asks is: Well, what does happen if we make rules, let computers execute them, and then put some humans inside?

Classic Game Postmortem: Meridian 59
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SKU#: GDC12O-823125
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Description: Classic Game Postmortem: Meridian 59 Speaker/s: Damion Schubert (Bioware Austin) Day / Time / Location: Wednesday 4:50- 5:50 Ballroom E Track / Duration / Format / Audience Level: Design / 60-Minute / Lecture / All GDC Vault Recording: Video Description: When 3D MMORPGs seemed like little more than a twinkle in gamers' eyes, and when the only kind of massively multiplayer games most people knew about were text-based, Archetype Interactive Meridian 59's promise of "the first ever internet-based 3D MUD" seemed unreal. It set the stage for MMORPGs as we know them today, making way for EverQuest, World of Warcraft, and thousands of other titles. Meridian 59's lead designer Damion Schubert, now at BioWare working on key systems for Star Wars: the Old Republic, will share how he and his team created a game that would directly and indirectly inspire decades-worth of massively multiplayer online RPGs.

Beyond the Leaderboard, an Enterprise View
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SKU#: GDC12O-823119
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Description: Beyond the Leaderboard, an Enterprise View Speaker/s: Alan O'Connor (salesforce.com) Day / Time / Location: Thursday 12:05-12:30 Ballroom G Track / Duration / Format / Audience Level: Gamification Day / 25-Minute / Lecture / All GDC Vault Recording: Video Description: In this session Alan O'Connor, a product designer at salesforce.com will discuss how gamification is changing the landscape of enterprise software. He will also discuss why we as designers and developers should focus even more on meaningful user engagement and the idea of measuring the unmeasurable.

How to Make a Movie Tie-In Game that Doesn't Suck
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SKU#: GDC12O-823118
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Description: How to Make a Movie Tie-In Game that Doesn't Suck Speaker/s: Graeme Devine (GRL Games) Day / Time / Location: Wednesday 2:00- 3:00 Ballroom G Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Description: 2-Bit Bub was an interesting and challenging project for independent studio GRL Games. Developing a tie-in game for the stop motion movie ParaNorman was extremely harrowing for the small team. On the one side you have the movie production with a hard date for its launch, so there is no missing the deadline to launch the game. On the other side, is game production which is notoriously hard to wrangle around a set schedule and hard deadline. Breaking down even further, there's the problem of making a game that's interesting for the game developer and the player, yet does the job of being fundamentally a marketing vehicle for the movie itself. GRL went through development hell making this project. They broke every single one of their golden post no-crunch rules and nearly killed themselves to deliver on time. This lecture will uncover the highlights of the process and the lessons learned. The good is getting to visit movie sets, talking to the director, writer and animators and unprecedented access to assets that lead to a great game design. The gruesome is the unprecedented access to assets that prove to be very shiny objects and the promise of crossing a certain finish line, but realizing you were running a marathon when you practiced for a 100m sprint.

Start Playing the Mobile Distribution Game on YouTube
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SKU#: GDC12O-823117
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Description: Start Playing the Mobile Distribution Game on YouTube Speaker/s: Jarek Wilkiewicz (YouTube) and Coby Cotton (YouTube) Day / Time / Location: Tuesday 11:30-12:30 Room 18 A Track / Duration / Format / Audience Level: Business and Marketing / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: YouTube has over 800M unique visitors who watch 4 billion hours of video each month. One of the top categories on YouTube is gaming. By integrating your mobile game with YouTube you can share rich and authentic game experiences that are more likely to convert viewers into gamers than any other medium. In this session, we will highlight fun and enlightening integration examples in PC, console and mobile areas. We will cover best practices from both the technical and business perspective. Last but not least, we will share our favorite gameplay videos with you!

Ultima Forever: Reimagining a Classic
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SKU#: GDC12O-823084
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Description: Ultima Forever: Reimagining a Classic Speaker/s: Paul Barnett (BioWare-Mythic) Day / Time / Location: Wednesday 3:30- 4:30 Ballroom E Track / Duration / Format / Audience Level: Design / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Revisiting one of the most beloved RPGs of all time, Ultima IV: Quest of the Avatar, with a new free-to-play and online rendition is no easy task -- especially under the scrutiny of the seminal game's fans. But senior creative director Paul Barnett and his team at BioWare-Mythic rose up to the challenge with Ultima Forever, which completely modernizes the 27-year-old game with a new look, new controls, new features, and a new business model. Barnett will deliver a talk on Ultima Forever, sharing what went right and wrong while attempting to bring the classic Western RPG into the 21st century. Art thou humble?

A Theory of Fun 10 Years Later
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SKU#: GDC12O-822387
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Description: A Theory of Fun 10 Years Later Speaker/s: Raph Koster (Playdom, San Diego) Day / Time / Location: Tuesday 10:00-11:00 Ballroom E Track / Duration / Format / Audience Level: Design / 60-Minute / Track Keynote / All GDC Vault Recording: Video Description: Ten years ago, at the very first Austin Game Conference, online gaming pioneer Raph Koster delivered an inspiring keynote on why games matter, how they teach players, and what fun is. That talk served as the foundation for his valuable book, A Theory of Fun for Game Design, challenging game makers to build entertaining, engaging, and addictive experiences. Now, for the tenth anniversary of his presentation, Koster will revisit A Theory of Fun to discuss what has changed in the science and the theory in the intervening years.

The Planet is Our Game Engine: Designing and Learning from Location-Based Games
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SKU#: GDC12O-822351
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Description: The Planet is Our Game Engine: Designing and Learning from Location-Based Games Speaker/s: Ville Vesterinen (Grey Area), Peter Hawley (Red Robot) and Caryl Shaw (Independent) Day / Time / Location: Wednesday 11:30-12:30 Ballroom G Track / Duration / Format / Audience Level: Smartphone and Tablet Games Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Already quite popular in Asia, location-based gaming is a rapidly growing segment of the game development market in the rest of the world. By using the GPS functionality that now comes standard in most smart phones, game developers are embracing the technology to add different and interesting new strategic elements to their games based around players real-world locations. This talk features two of the most well-known location-based mobile game developers: Ville Vesterinen, CEO/Founder of Grey Area, makers of Shadow Cities and Pete Hawley, Chief Product Officer of Red Robot Labs, makers of Life is Crime. -- Vesterinen will talk about how to design for location in mobile, social games and how to address issues such as: the critical mass challenge, the importance of sense of location, and the open world feel along with the challenges that it will pose in location-based social games. Additionally, he'll talk about the distinct patterns and characteristic for location-based games including how stationary the game play is, the role of geo-data and the brittle social graph. -- Hawley will discuss the future of location gaming after a year of player feedback and location gaming data. Why map tiles stifle gameplay, why exploring an alternative of the real world on a global scale is just as powerful as local places and how maps, exploration, discovery, reward - some of the core tenants of any game - work so well in location gameplay design, particularly when applied to social and competitive behavior. Both developers will share key insights based on real-world live application experience into location-based game design and be available to answer questions from the audience.

Making Games of History in NBC News' iCue
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SKU#: GDC12O-822315
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Description: Making Games of History in NBC News' iCue Speaker/s: Jason Haas (MIT Media Lab/Education Arcade) Day / Time / Location: Thursday 3:20- 3:45 Ballroom G Track / Duration / Format / Audience Level: Gamification Day / 25-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: Jason Haas of MIT's Education Arcade will share lessons learned from his work creating and studying NBC News' 2008 multimedia website, iCue. The site, now defunct, featured games among a number of activities, all based around digital "cards" made from the network's news archives. Haas will describe the Education Arcade's philosophies in creating learning games and how iCue, both successfully and not, "gamified" the investigation of history and civics. Since gamification penetrates into the education space, this session will dig into the deeper connections between learning, motivation, and games why they're crucial.

Classic Game Postmortem: Ultima Online
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SKU#: GDC12O-822208
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Description: Classic Game Postmortem: Ultima Online Speaker/s: Rich Vogel (Independent), Raph Koster (Playdom, San Diego) and Starr M. Long (The Walt Disney Company) Day / Time / Location: Thursday 3:20- 4:20 Ballroom E Track / Duration / Format / Audience Level: Design , Production / 60-Minute / Lecture / All GDC Vault Recording: Video Description: At first, it was mostly a team of newbies. For a while, the office space was a few rooms on a floor that was gutted for construction -- you could literally walk off the 5th floor of building and plunge to your death if you weren't careful. The artists sat in the hallway. And the team was out to change everything. Ultima Online was not only one of the first graphical MMORPGs, it also set the standard for player vs player combat and sandbox/emergent gameplay in online titles for many years to come. Three of the UO team's chief members -- Raph Koster, Rich Vogel, and Starr Long (all of whom went on to shape the online gaming landscape) -- will deliver a postmortem on the landmark title, reflecting on the challenges they faced from early development to maintaining the game well after its launch. Come learn how a combination of insane ambition and idealistic cluelessness can sometimes result in creating something that changes people's lives and the course of an industry.

War Stories: Worst Mistakes / Best Moves
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SKU#: GDC12O-822150
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Description: War Stories: Worst Mistakes / Best Moves Speaker/s: Rob Shillingsburg (Jetbolt Games), Dan Offner (Loeb & Loeb), David Rosenbaum (Law Offices of David S Rosenbaum), David Baszucki (ROBLOX), Bill Graner (Crater House), Don Daglow (Daglow Entertainment), Gary Gattis (Spacetime Studios), Jeffrey Lapin (WWTX, LLC), Jim Charne (Law Offices James Charne) and James Niesewand (Illyriad Games) Day / Time / Location: Tuesday 4:50- 5:50 Ballroom G Track / Duration / Format / Audience Level: Game Dev Start-Up Summit / 60-Minute / Panel / All GDC Vault Recording: Video Description: Panel members and audience each will be invited to spill the worst mistakes, horrors, nightmares, or best decisions made (or observed) in the operation of a company, and what can be learned from these experiences. Retelling tales can be therapeutic and educational - we all can learn from others. Of course, names will be changed to protect the innocent!

Exiting / Cashing Out - Strategies to be Acquired, Merge, Go Public
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SKU#: GDC12O-822149
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Description: Exiting / Cashing Out - Strategies to be Acquired, Merge, Go Public Speaker/s: Rob Shillingsburg (Jetbolt Games), Dan Offner (Loeb & Loeb), David Rosenbaum (Law Offices of David S Rosenbaum), David Baszucki (ROBLOX), Bill Graner (Crater House), Don Daglow (Daglow Entertainment), Gary Gattis (Spacetime Studios), Jeffrey Lapin (WWTX, LLC), Jim Charne (Law Offices James Charne) and James Niesewand (Illyriad Games) Day / Time / Location: Tuesday 3:30- 4:30 Ballroom G Track / Duration / Format / Audience Level: Game Dev Start-Up Summit / 60-Minute / Panel / All GDC Vault Recording: Video Description: Every business needs an end-game. The time to start thinking about this is at the formation stage. The time to start planning for it is when you begin to take outside equity financing. How you finance will have a strong influence on how and when you may look to cash-out. The panel will discuss expectations of founders, angels, venture and institutional investors; how those expectations may influence decisions made by the board of directors or managers, and what founders can expect when the time comes for the end- game.

Operating a Company - The Day to Day Routine
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SKU#: GDC12O-822148
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Description: Operating a Company - The Day to Day Routine Speaker/s: Jim Charne (Law Offices James Charne), James Niesewand (Illyriad Games), Rob Shillingsburg (Jetbolt Games), Dan Offner (Loeb & Loeb), David Rosenbaum (Law Offices of David S Rosenbaum), David Baszucki (ROBLOX), Bill Graner (Crater House), Don Daglow (Daglow Entertainment), Gary Gattis (Spacetime Studios) and Jeffrey Lapin (WWTX, LLC) Day / Time / Location: Tuesday 2:00- 3:00 Ballroom G Track / Duration / Format / Audience Level: Game Dev Start-Up Summit / 60-Minute / Panel / All GDC Vault Recording: Video Description: The back-office side of game developers. Areas to be discussed include hiring and firing employees; capturing ownership of all work product; developing an employee handbook - setting policies like vacation, leave, nondiscrimination; the importance of cementing "employment at will;" employee non-competes and moonlighting; incentive compensation - does a stock option plan make sense?; management - developing and filling out an organizational chart; insurance considerations - what do you need and when?; setting reporting structure; how your lawyer, insurance broker, and accountant can make life easier.

Formation: Legal and Accounting Issues
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SKU#: GDC12O-822102
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Description: Formation: Legal and Accounting Issues Speaker/s: James Niesewand (Illyriad Games), Rob Shillingsburg (Jetbolt Games), Dan Offner (Loeb & Loeb), David Rosenbaum (Law Offices of David S Rosenbaum), David Baszucki (ROBLOX), Bill Graner (Crater House), Don Daglow (Daglow Entertainment), Gary Gattis (Spacetime Studios), Jim Charne (Law Offices James Charne) and Jeffrey Lapin (WWTX, LLC) Day / Time / Location: Tuesday 10:00-11:00 Ballroom G Track / Duration / Format / Audience Level: Game Dev Start-Up Summit / 60-Minute / Panel / All GDC Vault Recording: Video Description: Innovation in designing and making games is not enough to assure survival for a new company. At the start-up stage, there are a host of legal and accounting issues that should be addressed. Should the company be a corporation, LLC, partnership, or "dba?" Can all your staff all be contractors? What's the difference between a contractor and an employee? Finding and leasing office space. Selecting a bookkeeper, lawyer, payroll service. Adding benefits. The value of an employee handbook. Planning for when a founder wants to leave - or is asked to leave.

Pre-launch - Preparing to Take the Plunge
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SKU#: GDC12O-822101
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Description: Pre-launch - Preparing to Take the Plunge Speaker/s: Dan Offner (Loeb & Loeb), David Rosenbaum (Law Offices of David S Rosenbaum), David Baszucki (ROBLOX), Bill Graner (Crater House), Don Daglow (Daglow Entertainment), Gary Gattis (Spacetime Studios), Jim Charne (Law Offices James Charne), Jeffrey Lapin (WWTX, LLC), James Niesewand (Illyriad Games) and Rob Shillingsburg (Jetbolt Games) Day / Time / Location: Tuesday 8:45- 9:45 Ballroom G Track / Duration / Format / Audience Level: Game Dev Start-Up Summit / 60-Minute / Panel / All GDC Vault Recording: Video Description: New companies don't just spring up by themselves. Start-ups take planning and preparation. We will discuss concrete steps necessary to provide for a smooth transition from previous employment to new start-up, and issues that need to be addressed and resolved among founders before you open your doors. Sensitive issues include: (i) who should be a founder and get founder's equity; (ii) the role of each founder in the business; (iii) start-up organizational chart; (iv) the start-up business plan: (v) how to leave your former employer without getting sued.

HTML5 Reality Check
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SKU#: GDC12O-822086
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Description: HTML5 Reality Check Speaker/s: Jiri Kupiainen (Disney Interactive) Day / Time / Location: Tuesday 11:30-12:30 Room 15 Track / Duration / Format / Audience Level: Programming / 60-Minute / Lecture / All GDC Vault Recording: Video Description: A hype-free look at HTML5 as a game development platform today. Common pitfalls and ways to avoid them, real-world adoption numbers and estimates based on long-term trends, silly anecdotes from over 2 years of only building games with HTML5. If you're considering using HTML5 for your next project, this is the session to go to.

Guild Wars 2: Finding Our Voice
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SKU#: GDC12O-822074
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Description: Guild Wars 2: Finding Our Voice Speaker/s: Bobby Stein (ArenaNet) and Angel Leigh McCoy (ArenaNet) Day / Time / Location: Wednesday 4:50- 5:50 Room 12 Track / Duration / Format / Audience Level: Game Narrative Summit / 60-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: It took five years and 2.5 million words before Guild Wars 2 was ready. Among the many challenges the writing team faced, it was the inclusion of 90-films of voice-over that caused the most complications. Join lead writer, Bobby Stein and narrative designer, Angel Leigh McCoy as they share lessons learned from writing and editing a massive game, and how they're applying new techniques in generating post-ship content.

Ear to the Ground - MMO Community Feedback & Metrics for Decision Making
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SKU#: GDC12O-822063
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Description: Ear to the Ground - MMO Community Feedback & Metrics for Decision Making Speaker/s: Petur Oskarsson (CCP) Day / Time / Location: Tuesday 2:00- 3:00 Room 15 Track / Duration / Format / Audience Level: Customer Experience , Business and Marketing / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Creating MMOs is somewhat difficult and complicated. Nurturing communities is even harder and more complicated, but one of the more complicated parts of creating MMOs and running them is incorporating community feedback and metrics into your decision making process. This session will cover a few stories, from the beginning to the end, about community metrics and feedback from CCP's MMO community, EVE Online.

Building the Scalable Platform for SWTOR
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SKU#: GDC12O-822026
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Description: Building the Scalable Platform for SWTOR Speaker/s: Dave Moore (BioWare) Day / Time / Location: Tuesday 3:30- 4:30 Room 18 BC Track / Duration / Format / Audience Level: Production / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Join Dave Moore to learn how he and his team built a robust and scalable Platform environment for Star Wars: The Old Republic. Moore will discuss the intense few months prior to launch in anticipation of massive load on launch day. What was done to prepare? Moore will share the technical details as well as technical implementation decisions that were made along the way to ensure a successful launch.

Cramming an Epic Gaming Universe into a Portable Phone
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SKU#: GDC12O-821993
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Description: Cramming an Epic Gaming Universe into a Portable Phone Speaker/s: Alexander Seropian (Industrial Toys) and John Scalzi (Science Fiction and Fantasy Writers of America) Day / Time / Location: Wednesday 2:00- 3:00 Room 12 Track / Duration / Format / Audience Level: Game Narrative Summit / 60-Minute / Lecture / Advanced GDC Vault Recording: Video Description: In this session, bestselling author John Scalzi and bestselling game producer Alex Seropian detail their approach to constructing a rich universe and telling deep stories to an audience that is always on the go. They will share details of their process, techniques and some actual content from their brand new in development collaboration.

Imagination and Empowerment with Videogame Characters
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SKU#: GDC12O-821990
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Description: Imagination and Empowerment with Videogame Characters Speaker/s: Fox Harrell (MIT) Day / Time / Location: Wednesday 2:00- 3:00 Room 11 Track / Duration / Format / Audience Level: Game Narrative Summit / 60-Minute / Lecture / All GDC Vault Recording: Video Description: Characters are central to game narratives, yet they are nowhere near as expressive as real people. This presentation proposes steps toward bridging this gap. It will focus on techniques for creating richer, more dynamic characters in terms of social categories, emotional expression, body language, and more. Examples of AI-based systems where narratives dynamically change emotional tone, character models, and metaphors used will be given. Examples will be also given of ways to analyze how prejudice and stereotyping are sometimes built into characters. The aim is to expose attendees to new approaches to creating characters that tell effective stories, empower users and combat phenomena such as sexism, racism, and stereotyping.

Building a Successful Online Customer Support Program From Scratch
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SKU#: GDC12O-821981
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Description: Building a Successful Online Customer Support Program From Scratch Speaker/s: Jason Livingston (Independent) Day / Time / Location: Thursday 10:00-11:00 Room 16 A Track / Duration / Format / Audience Level: Customer Experience / 60-Minute / Lecture / All GDC Vault Recording: Video Description: One of the often forgotten and underestimated requirements for launching a game product is the amount of thought and work necessary to deliver customer support and engagement at launch. This session will provide guidelines on how to build or improve a customer support organization for any game or studio. It will include a three-point strategy on building and improving the organization, key process and guidelines for making critical decisions, and outline of the critical pieces that go into building a successful customer support solution.

The True Value of Social Games for Social Good
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SKU#: GDC12O-821971
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Description: The True Value of Social Games for Social Good Speaker/s: Ken Weber (Zynga.org) Day / Time / Location: Thursday 2:35- 3:00 Ballroom G Track / Duration / Format / Audience Level: Gamification Day / 25-Minute / Lecture / Intermediate GDC Vault Recording: Video Description: Across social sectors, gamificaiton has emerged as an answer of first resort to a wide variety of grand challenges, from advocacy and fundraising, to education and training, to science and medicine, and beyond. But when is it the right strategy? Or the right tactic? In what instances have gamification and game mechanics been applied to produce successful, replicable outcomes? What about failures? Who really wins when games are deployed? Can we develop a common framework for evaluating opportunities for gamificaiton as a key element in addressing a complex problem? What are the success metrics we should be using? What data should we be using? See things from an insider's perspective: Case studies, data, and lesson's learned from leading game makers and their clients and partner organizations.


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