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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)


GDC09 Category

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Meaning, Aesthetics, and User-Generated Content
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Description: These days, telling somebody you're working on a game supporting UGC is a bit like saying you were working on an FPS in 1997 or an MMO in 2000. Still, buried beneath the hype surrounding UGC is something real and powerful and subtle...We'll explore that and other arty philosophical topics, and discuss some nonintuitive psychology research that's relevant to the usage of UGC in games. Also, I'll show a lot of funny SPORE creatures.

Serious Games Summit Summary
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Description: This lecture offers an overview and the top highlights resulting from the sessions, networking, and discussions that took place during GDC's Serious Games Summit held during the Monday & Tuesday of the weeklong conference.

Rasterization on Larrabee: A First Look at the Larrabee New Instructions (LRBni) in Action
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Description: This talk will provide an overview of LRBni and discusses the major instruction features - 16-wide SIMD, multiply-add, ternary instructions, predication, built-in data-format conversion, and gather/scatter.

Procedural Speech Generation: How to Achieve Open Ended Dialog in Games Using Speech Technology
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Description: In this talk we show that game dialog need not be restricted to simply playing back recordings of actors reading lines. By using modern speech algorithms, new lines can be spoken, new virtual actors can be created and the range of style and expression in a game can be greatly enhanced.

Utilizing Flash for Game UI Development
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Description: Flash expert Grant Skinner will discuss the current state of UI development and the use of Flash as a serious development tool for 3D accelerated video games. Also, BioWare senior programmer Graham Wihlidal will elaborate on the company's use of Scaleform GFx to create user interfaces and Flash content for their current and future titles.

Prize Winning Tools for Game Development Using Project Darkstar
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Description: Stepping up to the Project Darkstar Developer Challenge, the Project Darkstar Community recently created more than a dozen tools, utilities, and sample applications especially for game developers using Project Darkstar. In this session, contest winners will present their work, emphasizing how and why to apply these open source developer resources.

DEAD SPACE: How We Launched the Scariest New IP
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Description: We will be reviewing the methods, successes and stumbles we encountered in bringing a sci-fi horror IP through the pitch and green light process, all the way through production and final at EA. We will then cover the art and science of making a horror-genre title, including the lessons learned on what is and is not scary.

From Bungie to Bootstrapping: Starting an Independent Developer Studio
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Description: Find out what's involved in starting a development studio, what some of the less obvious challenges are, and how Certain Affinity has managed to overcome them while learning a few lessons along the way.

Video Game Patents - Cases & Examples: Adventures in Video Game Litigation
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Description: This presentation will explore patent lawsuits (both historical and more recent) that yield important lessons for companies desirous of using patents to protect their video game intellectual property, and to ensure that the company continues to obtain strong and enforceable software patents.

(304) Making LOVE in Your Bedroom
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Description: Programmer, artist, designer and tool developer Eskil Steenberg will discuss the process of developing the first person online adventure game LOVE totally alone...Click on session title to read the full description

(103) FABLE II Localization Case Study
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Description: FABLE II is a reference title in many aspects, including the sheer size of its dialogues, which required synchronizing the work of hundreds of people all over the world. This presentation describes how the game has been conceived, produced, localized and tested in order to make it happen in several languages at the same time.

Avatars, LIVE Party and the New Xbox Experience
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Description: The New Xbox Experience (NXE) released in November 2008 introduced a number of new features to the Xbox 360 platform including Avatars, Xbox LIVE Party, and Themes 2.0. These features provide new experiences and functionality for Xbox 360 games. Additionally, new features have been added in recent XDKs to the Avatar system, including an animation content pipeline. This talk will describe the new functionality added to the Xbox 360 platform via the NXE and recent XDKs and discuss design and implementation considerations.

(306) The Creation of a Kids' Virtual World - Real Data
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Description: RIDEMAKERZ and The Electric Sheep Company provide the most detailed presentation on how a kids' virtual world is created that has yet been given in public. This will describe the process, achievements, setbacks, and surprises that went into the design and production of the virtual world created in a collaboration...

10 Perspectives on Staying Passionate about Games
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Description: Life's Work or Laid Off Jerk? 2009 has brought with it the expectation that every week will bring another big Publisher layoff, another studio shuttering its doors.

(306) Controlling the Pace
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Description: The session is intended for developers of continually expanding virtual worlds who are interested in the way content, mechanics, and world systems affect the user experience.

(306) RMT Design
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Description: Publishers and virtual world operators' desire to personalize, extend, and enhance the experience for players is driving a global, player-to-player market for virtual goods that now generates billions of dollars in transactions each year. Andrew Schneider, Live Gamer Founder & CEO, and Erik Bethke, GoPets CEO, will present a case study on optimizing the design of a virtual world...

Making Friends is Hard: Social Mechanics in Contemporary Design
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Description: There is more to modern game design than combat focused or competitive mechanics – designing systems that allow players to express themselves by creating friendships with other characters or players can broaden the audience and create new and exciting toys for both players and designers to play with. As the market grows and broadens, so must the types of games we create.

(305) MODs for Canadian Forces
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Description: In this talk Captain Jeremy MacDonald an Armoured Reconnaissance Officer with the Canadian Forces will detail his efforts leading a small team of developers to create cutting-edge game simulations for training using a variety of game engines.

(305) Getting Serious About Alternate Reality: Designing a Different Kind of ARG
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Description: This talk will provide an insider's view of the design problems, inspirations, and creative methods involved in developing Chain Factor and an overview of the process of designing, building, and running a game of this type.

(305) Advancing Our Game Narratives and Technologies
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Description: In this session, Ed Heinbockel will discuss the evolution of Visual Purple and overall industry growth in the five years since his initial visit to the Summit...Click on session title to read the full session description.

(305) New Voices in Serious Games
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Description: This 90 minute session's four projects features four never-before-speakers at Serious Games Summit talking about up-and-running serious games they've developed over the past year...

Bringing Ambience To The Foreground: Enhancing Emotion Through Ambient Sound Design
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Description: This session brings ambience sound design from the background to the foreground as it presents an overview of different approaches to designing ambient sound. Specifically looking at mood-driven ambience as an emotional drive of a game, methods of creation and implementation will be discussed.

Raising Capital In A Recession
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Description: Raising capital in good times is hard enough, but what can you do when you find yourself in the middle of a recession? We will show you how to creatively apply a disciplined approach for funding your company, and also show you how to be more strategic when approaching potential investors.

Creating First Person Movement for MIRROR'S EDGE
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Description: Dice has taken the first person genre to new grounds with the free running first person adventure MIRROR'S EDGE. Learn what some of the challenges were and how we successfully overcame them when creating a believable first person full body experience

How Sackboy Learned to Love Physics
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Description: In developing this game (LITTLEBIGPLANET), we discovered many interesting conflicts between the physical consistency demanded by the physics engine and the players expected behaviour of the character. ...The purpose of this talk is to give an insight into the how we satisfied some of these competing requirements, using a number of concrete examples, and how Sackboy learned to love physics


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