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Why Now Is the Best Time Ever to Be a Game Developer

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GDC09 Category

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Out of Order: Making In-Order Processors Play Nicely
Price:$7.95

SKU#: gdc09_8540
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Description: Making code perform well on the in-order processors in modern consoles is tricky, and requires care and attention. This session illustrated the strategies you can employ to get great performance on in-order CPUs.

Camera Based Gaming: The Next Generation
Price:$7.95

SKU#: gdc09_8538
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Description: We examine the techniques behind camera-based games. Starting from the basics with examples of their use in existing games, we will then examine the more advanced techniques being used in as-yet unreleased games such as EYEPET. The explanations will be very visual and there will be several live demos and hand-waving.

Real-Time Water Dynamics: Practical Rendering of Fluid Simulations
Price:$7.95

SKU#: gdc09_8534
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Description: Real-time fluid simulation in games remains a challenging task. While performance of fluid simulations has greatly increased with the use of smoothed particle hydrodynamics on GPUs, the performance bottleneck for gaming now shifts to surface extraction and rendering. This presentation focuses on the limitations and benefits of current surface extraction techniques, with the introduction of novel real-time rendering methods motivated by videos of real water.

Real-Time Deformation and Fracture - Finite Element Simulation and its Use in STAR WARS: THE FORCE UNLEASHED
Price:$7.95

SKU#: gdc09_8533
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Description: In this talk, we will describe in detail the algorithms and design decisions used while developing the finite element code for STAR WARS: THE FORCE UNLEASHED. We will also discuss specifics on the numerical algorithms used and how they were tied together into a coherent working system that could then be integrated into a actual game.

Hitting 60Hz with the Unreal Engine: Inside the Tech of MORTAL KOMBAT vs DC UNIVERSE
Price:$7.95

SKU#: gdc09_8529
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Description: This session provides an in-depth look into how the Unreal Engine 3 codebase was modified by Midway Chicago to produce a 60 Hz fighting game running on both the Xbox 360 and PS3. Included is a detailed examination of performance-oriented GPU and CPU changes.

Fast GPU Histogram Analysis and Scene Post-Processing
Price:$7.95

SKU#: gdc09_8528
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Description: This talk presents a method of using a GPU sorting algorithm to quickly find levels that can drive exposure, tone mapping, depth of field, and other settings entirely on the GPU, while avoiding costly CPU synchronization that is common in other techniques.

HALO WARS: The Terrain of Next-Gen
Price:$7.95

SKU#: gdc09_8527
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Description: This session details the pros and cons of moving from a height-field terrain system to a full vector-field system that takes advantage of the Xbox 360 hardware. The lecture will include technical details of vertex and texture compression, LOD, streaming, cached texturing, and editing tools. Finally, the session will cover the strategies that didnt work, and why.

Exploiting the Full Range of Rights in Musical Copyrights
Price:$7.95

SKU#: gdc09_8525
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Description: Composers focus on composing, but they need to understand the full range of rights in their work in order to fully share in the income that may be generated. This program reverses engineers' music to its core components and explores how money can be earned (and shared by the composer), even apart from the game!

Game Audio Network Guild Panel and Annual Town Hall Meeting
Price:$7.95

SKU#: gdc09_8524
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Description: The Game Audio Network Guild launched the first global online professional Game Audio community this year with a brand new website, more networking events, and location based seminars. The officers will discuss the organization's accomplishments as well as how this new community will influence the future of game audio.

Pure Audio: Creating Dynamic and Responsive Sound
Price:$7.95

SKU#: gdc09_8523
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Description: The quality of engine sounds in racing games is often limited by the game physics. This session will discuss ways to make engine sounds more dynamic and responsive by overriding the physics values in certain cases. The use of real-time DSP to further enhance the dynamics of the engine will also be shown.

User Generated Content - LITTLEBIGPLANET's Audio Approach
Price:$7.95

SKU#: gdc09_8522
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Description: LITTLEBIGPLANET is Media Molecule's critically acclaimed, user-generated tour de force. In this session the game's audio designer reveals the thinking and methodology that lie behind its use of sound and music in the challenging landscape that is user-generated interactive entertainment.

The Art of Choral Writing
Price:$7.95

SKU#: gdc09_8521
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Description: In The Art of Choral Writing, Tom Salta and a panel of experts in the field will explore how composers can heighten the impact of their game music by utilizing a chorus in their compositions. The panel will discuss ways to avoid common pitfalls that could be obstacles to effective choral writing and techniques to enhance the communicative aspect of their soundtrack.

Adventures in Voice Acting: Raising the Bar on Voice Acting for Video Games
Price:$7.95

SKU#: gdc09_8520
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Description: In this interactive and informative session, participants will gain useful tools to increase creative communication between game producers and the creative talent in the studio to better storytelling, improve quality of performances in games, and develop a more efficient process - enhancing both the creative and financial bottom line.

What's Real About Virtual Reality Audio and What Does it Mean for Next-Gen Audio Design?
Price:$7.95

SKU#: gdc09_8519
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Description: This lecture considers how new virtual reality research can be applied to next-gen audio to greatly increase gamer engagement. The bioacoustics and perception of 3D audio and audio interactivity will be reviewed. The implications for listening in complex soundscapes and the generation of the sense of presence will be discussed.

Everything Old is New Again: Using Musical Style to Enhance Storytelling
Price:$7.95

SKU#: gdc09_8518
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Description: Lennie Moore and Garry Schyman discuss a wide range of considerations, analysis, and techniques they use in creating scores that reflect a particular style or period of history and enhance the players immersion experience within videogames.

From Script to Implementation
Price:$7.95

SKU#: gdc09_8513
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Description: The task of getting game dialog recorded need not be a stressful event. There are several things a team can do to reduce the cost of recording VO, and walk away with cinematic quality performances, which will set your project apart from the amateurs.

Recording and Mixing Music for Games: Get that Hollywood Film Score Sound!
Price:$7.95

SKU#: gdc09_8511
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Description: Effective music recording and mixing techniques can increase the impact and quality of any game music production. John Rodd will discuss maximizing game music quality, regardless of budget. Hybrid productions, virtual instruments, recording venues and 5.1 surround music mixing will be discussed. Recent game projects will illustrate key points.

The Audio of FABLE 2: Large Scale Collaboration for Next-Gen Games
Price:$7.95

SKU#: gdc09_8510
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Description: As deadlines get tighter and scope gets bigger for videogames, audio departments are finding new ways to adapt. Lionhead and Microsoft Game Studios would like to share their experience of managing large-scale collaboration and production on the title, Fable 2.

DSP: Shaders and Lighting for Audio
Price:$7.95

SKU#: gdc09_8509
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Description: If raw SFX are akin to 3D visual models, then runtime audio DSP is akin to lighting, and pixel shaders. We have the opportunity to jump-start an ecosystem of DSP middleware companies, offering our community a wide variety of high quality DSP algorithms across multiple platforms.

Game Music Contracts: Live, Licensed, and Beyond
Price:$7.95

SKU#: gdc09_8508
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Description: Game music contracts and business practices have evolved for next-generation development, and this panel will illuminate the latest developments, best practices, and current trends for engaging audio professionals in the development pipeline. Building on last year's successful AFM contract announcement, a panel of top execs, union leaders, and dynamic independents will update GDC attendees on the evolution of audio business practices.

G.A.N.G Demo Derby - Sound Design
Price:$7.95

SKU#: gdc09_8505
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Description: The G.A.N.G. Sound Design Demo Derby is a longstanding tradition at GDC, and has been a cornerstone event for audio professionals since it's inception. Attendees submit 60 seconds of their best work for a detailed critique and feedback from a team of leading audio directors and professionals, and participate in an active discussion with fellow panelists and audience members.

G.A.N.G. Demo Derby - Music
Price:$7.95

SKU#: gdc09_8504
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Description: The G.A.N.G. Music Demo Derby is a longstanding tradition at GDC, and has been a cornerstone event for emerging audio professionals. Attendees submit 60 seconds of their best work for a detailed critique and feedback from a team of leading audio directors and professionals, and participate in an active discussion with fellow panelists and audience members.

How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM
Price:$7.95

SKU#: gdc09_8503
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Description: This session presents a detailed overview of High Dynamic Range Audio as implemented in DICE's Frostbite engine and how it enabled the explosive soundscape in BATTLEFIELD: BAD COMPANY to pack a heavy punch.

Composer Challenge GDC 2009
Price:$7.95

SKU#: gdc09_8502
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Description: Panel moderator Lennie Moore presents the GDC 2009 Composer Challenge, where last year's champion, Billy Martin, takes on three new challengers of experienced and emerging videogame composers to see who can create the most interesting music under a difficult design challenge. This year, the assignment will be to design a 60-second, 2-layered cue made entirely out of human voices for a post-apocalyptic game entitled VOX HUMANA.

Experiences and Rare Insights into the Video Game Music Industry
Price:$7.95

SKU#: gdc09_8501
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Description: Hitoshi Sakimoto, a veteran music composer whose credits include five of the Final Fantasy installments, recounts his vast career experiences. Catered towards aspiring composers and professionals alike, Sakimoto offers rare insight into the videogame music industry, and comments on aspects regarding musical style, technological advancement, business dealings, attitudes of the industry, among others.


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