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)


GDC09 Category

This category contains 961 products and 0 subcategories.

Sort By: with per page

226 - 250 of 961 results Results | 25 results per page

Advanced Data Mining and Intelligence from Large-Scale Game Data
Price:$7.95

SKU#: gdc09_8618
Add to Cart
More Info
Description: EQII's senior producer and an academic researcher share the results and best practices for large-scale data mining of MMO server logs. The focus is on project setup, data analysis and actionable results, with attention paid to the game world's economy, player grouping patterns and customer satisfaction.

When Publishers Won't Let Go: Signing Away Rights to Future Games
Price:$7.95

SKU#: gdc09_8615
Add to Cart
More Info
Description: This session will explore the most common publisher devices so that attendees will be able to identify them, understand their true meaning and impact, and consider alternatives that better protect the developer's interest.

Hollywood and Madison Avenue Discover Massively Multiplayer Online Games (MMOG) and Virtual Worlds
Price:$7.95

SKU#: gdc09_8614
Add to Cart
More Info
Description: Alan Friel, who represents both MMOG and virtual world developers and publishers, as well as traditional media and consumer brand companies, will discuss the wide variety of deals that are being made in this space and the deal points and important issues that each group needs to consider when forming a relationship.

Early Stage Funding for Video Game Start Ups
Price:$7.95

SKU#: gdc09_8612
Add to Cart
More Info
Description: Funding a game company is often the last, and most crucial step in realizing the vision of an independent development studio or gaming start-up. This session focuses on how independent developers and gaming start-ups should go about the challenge of acquiring early stage funding. It involves a discussion of what works, what does not, and how companies can bridge the gap to VC funding.

Moving Targets: How Audience Demographic Shifts & Trends are Changing Gamer Attitudes
Price:$7.95

SKU#: gdc09_8611
Add to Cart
More Info
Description: The lecture will lead through the gaming audience(s) demographic compositions and will drill into key demographic breakouts. It will examine online behavioral drivers to gaming such as genre, gaming information site content consumption and exposure to digital advertising. It will cover new opportunity for developers and publishers within in game advertising by leveraging game audience measurement. It will cover predictions into demographic market sizes in the future.

Silencing the Censors - Recent Developments in the Battle for Free Expression in Game Development
Price:$7.95

SKU#: gdc09_8610
Add to Cart
More Info
Description: Legislators and family values groups continue their attempts to censor videogame content through legislation, taxation, and media outreach. Building on the previous years presentations, the speaker will provide an understandable and humorous look at video game censorship, and what the industry can do about it.

The Art of BRAID
Price:$7.95

SKU#: gdc09_8571
Add to Cart
More Info
Description: BRAID'S ambiguous narrative provoked players towards adventurous interpretations. David Hellman, the graphic artist responsible for BRAID'S living watercolor landscapes, will share the intentions and thought process behind his contributions to the game. Also included will be a demonstration of the level-building tools used to create the organic-looking environments.

Behind the Scenes: The GEARS OF WAR 2 Cinematics Pipeline
Price:$7.95

SKU#: gdc09_8570
Add to Cart
More Info
Description: This session discusses the creation of a new pipeline for completing the cinematics for GEARS OF WAR 2. The story demands were much bigger than the original GEARS OF WAR so processes had to change and adapt in order to fulfill the scope of the game's cinematics. Learn how pre-planning and locking down the timing early on in motion capture helped streamline the process in the end.

Universal Character System in SAINTS ROW 2
Price:$7.95

SKU#: gdc09_8567
Add to Cart
More Info
Description: Attendees will learn how SAINTS ROW 2's character customization and random NPC generator work. Some things that will be discussed include the universal body mesh, character morphing, normal map blending, layered clothing, shader-based customization features, how we assemble NPCs and how all this character variation affects animation.

Cinematic Game Design III: Action!
Price:$7.95

SKU#: gdc09_8566
Add to Cart
More Info
Description: This next installment in the popular Cinematic Game Design GDC lecture series focuses on action scenes. Many games deliver highly immersive conflict, but action films manipulate a wider range of emotions and make their conflict meaningful. A series of film clips that demonstrate different cinematic action techniques will be shown and deconstructed. Each technique will then be analyzed to see how it can be applied to gameplay to make a game more visceral and compelling.

(304) Hothead Games: Episodic Content and The Evolving Indie Landscape
Price:$7.95

SKU#: gdc09_8564
Add to Cart
More Info
Description: Three years after starting Hothead Games (PENNY ARCADE ADVENTURES, DEATHSPANK), Vlad Ceraldi and Joel DeYoung have learned a few things about the indie game development and publishing business, including some the hard way. This session will examine the market opportunities ....

(304) How Do You Manage Small Indie Teams?
Price:$7.95

SKU#: gdc09_8563
Add to Cart
More Info
Description: Managing a small start-up team can sometimes feel like steering a ship, but most of the time feels like riding a bull - you're just trying to hold on and possibly point it in the right direction. In this talk, thatgamecompany president and co-founder Kellee Santiago will discuss some of the challenges she faced, beginning with four people on abstract console title FL0W, through their growth over the course of making PlayStation Network game FLOWER....

Prototyping for Success
Price:$7.95

SKU#: gdc09_8562
Add to Cart
More Info
Description: A discussion of the prototyping process that created the Guitar Grip for GUITAR HERO ON TOUR will be presented - from the preperipheral prototypes to the refining of the Guitar Grip. See actual prototype examples while learning methodologies for success.

Pairwise Testing to Reduce the Test Cost and Increase the Quality of Your Game
Price:$7.95

SKU#: gdc09_8557
Add to Cart
More Info
Description: Modern games are extremely big and provide a large number of configurations and states that a player can be in at any point. Pair wise testing is a technique that provides a systematic way to approach testing in order to reduce the number of test cases and the time required to provide strong test coverage of a game. This session will discuss the basic concepts of pair wise testing and provide an introduction to the technique using game related sample cases.

Advanced Scrum and Agile Development
Price:$7.95

SKU#: gdc09_8556
Add to Cart
More Info
Description: This session delves into the experiences of adopting and changing Scrum and agile for game development. It will present myths, success and failure stories. It will examine advanced Scrum, XP and Lean Production methods that can help every discipline on the teamwork more effectively in production as well as preproduction.

I Say Green, You Hear Purple: Avoiding a Game of Telephone When Working with External Teams
Price:$7.95

SKU#: gdc09_8555
Add to Cart
More Info
Description: The game industry's increased reliance on distributed development adds a fundamental barrier to the standard face-to-face communication that causes misunderstandings, misdirection, wasted work and frustration. This session will provide specific details on the most communication problems, how to identify them and some practical tips to avoid them.

Building Your Airplane While Flying: Production at Bungie
Price:$7.95

SKU#: gdc09_8554
Add to Cart
More Info
Description: We will take a brutally honest look at the evolution of production at Bungie from HALOS 1 to 3 and share the failures and successes of the production staff. Using the framework of developing and sustaining HALO 3, we will look at how the discipline grew and matured while simultaneously shipping one of the largest selling Xbox 360 titles.

SPORE: Fulfilling the Massively-Single Player Promise - How'd We Do?
Price:$7.95

SKU#: gdc09_8553
Add to Cart
More Info
Description: This presentation will cover the specifics of working with the community-created content in SPORE during the first six months after ship. Topics include information on how the online systems in SPORE both met expectations and were stretched in ways that weren't anticipated, how the team adjusted their systems, and the goals created in order to meet the needs of customers while trying to foster a sense of community and an atmosphere of creativity.

Bend Microsoft Project To Your Will - Again
Price:$7.95

SKU#: gdc09_8552
Add to Cart
More Info
Description: Almost everyone agrees that scheduling game production with Microsoft Project is somewhere between difficult to impossible. This lecture will show the best tricks to make Microsoft Project work for you whether you are working on a three person downloadable game or a AAA console project with a huge team.

Shaping Ones Musical Identity
Price:$7.95

SKU#: gdc09_8551
Add to Cart
More Info
Description: British Academy Award Winning composer, Troels Folmann, takes you on a boundless journey into experimental scoring for games, trailers and commercials. The voyage provides deep insight into how composers can create highly unique type of sounds - textures and virtual instruments, which ultimately allows them to stand out and reinforce their musical identity. The session includes a variety of scoring tips and examples from upcoming TOMB RAIDER soundtracks as well as Hollywood trailers.

Lockless Programming in Games
Price:$7.95

SKU#: gdc09_8550
Add to Cart
More Info
Description: High-performance multi-threaded code sometimes requires communicating between threads without using locks. Lockless programming forces developers to consider reordering of reads and writes and subtle compiler behaviors in an area not covered by the C and C++ standards. This talk explains the pitfalls and how to dodge them for maximum performance, including real-world examples.

Momentum vs. Character Animation
Price:$7.95

SKU#: gdc09_8549
Add to Cart
More Info
Description: The session will cover a series of techniques used to incorporate animation into an interactive video game with unpredictable inputs and physical simulation. The goal is to maintain the style, believability and quality of characters in video game where the future is determined by unpredictable inputs.

State-Based Scripting in UNCHARTED: DRAKE'S FORTUNE and UNCHARTED 2: AMONG THIEVES
Price:$7.95

SKU#: gdc09_8548
Add to Cart
More Info
Description: In this talk, attendees will be taken on an in-depth tour of Naughty Dog's State Scripting system -- a highly flexible, object-oriented, finite state machine based scripting environment -- focusing on how the system was used to implement a wide variety of real gameplay features in UNCHARTED: DRAKE'S FORTUNE and our latest project, UNCHARTED 2: AMONG THIEVES.

Robotic Testing to the Rescue
Price:$7.95

SKU#: gdc09_8545
Add to Cart
More Info
Description: Brutal Legend needed more than the two testers we had so we started a small project to see how well automated testing would work. In this session, we present the result: a robot player that can test both multiplayer and the entire single-player campaign. We also discuss the uses designers and programmers found for the system.

Blowing Up the Outside World: Destruction Done the Next Gen Way
Price:$7.95

SKU#: gdc09_8541
Add to Cart
More Info
Description: This session presents an in-depth look at the tools and technologies used to make a truly destructible world for RED FACTION: GUERRILLA. The presenters will share the lessons they learned and the problems they had to overcome in order to have destruction in their game.


1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, ...LAST

Please leave this field blank.