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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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(305) Making Sense of Brain Games: A Scientific Analysis of Game Design in the Brain Fitness Market
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Description: Games to exercise the brain have emerged as a specialized serious games market segment, in the form of individual games and companies specializing a coordinated suite of good-for-you cognitive workouts. Neuroscience research addresses the question of whether playing games can improve cognitive functioning. Michigan State University's brain game design research looks at whether today's brain games are good games. Using scientific methods...

(305) Naught's Had, All's Spent: ARDEN's Failure and the Challenges of Literature Videogames
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Description: ARDEN: THE WORLD OF WILLIAM SHAKESPEARE at Indiana University was perceived by its own creator, Edward Castronova, as a failure as a serious game. Yet the lessons that could have been learned from the difficult challenge of attempting to adapt a group of literary works to a videogame genre were largely ignored...

(305) SPORE's Wake: What Seriously Happened?
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Description: No matter your position in the games space there was little disagreement over the last few years that Will Wright's SPORE would have a major impact. From within the context of serious games there were many unique issues that were predicted to arise, and a lot of potential was identified. SPORE, like many of Wright's other works, seemed poised...

(305) Winning with Games
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Description: People, be they athletes, successful at business, or otherwise at the top of their field tend to have certain skills and psychological traits that help them be more successfully competitive. What if such critical self-analysis skills could be embedded in a series of casual games that taught you some of these skills? What if the same training given to help fighter pilots and top athletes...

(305) COSMOS CHAOS!: Where Gaming Meets Education and Doesn't Die
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Description: This case study focuses on the production process and hurdles that a first time team of developers had to overcome in order to put educational and gaming theory into practice. COSMOS CHAOS! is a vocabulary game developed for the Nintendo DS platform and is funded under a U.S. Department of Education Star Schools grant...

(305) Are Serious Games & Corporate Customers In Sync?
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Description: Call it conventional wisdom but the serious games space started out primarily the domain of government, military, non-government organizations, and some consumer activity collectively called edutainment. Advergaming aside (for the moment), in the last 18 months before the economic events of the fall activity in the serious games space from the corporate sector was beginning to achieve sizable momentum...

(305) Totally Cisco
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Description: This session provides a case study of CISCO MINDSHARE, a comprehensive game for Cisco's certified network associates program. Cisco Systems has been one of the more public users of games for education and training over the past few years. Their initial work involved some small casual games in their sales division and some social issues work sponsored by Cisco Foundation....

(305) Hilton ULTIMATE TEAM PLAY for the PSP
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Description: In 2008, Hilton Garden Inn developed a training game for Sony's PlayStation Portable Platform. The game called ULTIMATE TEAM PLAY puts the player in control of key Hilton Garden Inn hotel roles including front desk, housekeeping, maintenance and food service. As players roam the virtual hotel they interact with guests as they would in the real world seeking to perform their jobs in specific ways to improve customer service...

The Tech Behind the Tools of Insomniac Games
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Description: This presentation will outline the architecture and demonstrate the real-world application of Insomniac Games' tool set.

Modular Procedural Rigging
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Description: This session focuses on strategies for Character Rigging in a large production setting. It offers an in-depth look at the architecture of the Modular Procedural Rigging system developed at Bungie. These techniques allow Riggers to quickly iterate on character development while neighboring departments continue to work at full speed.

How a Game Composer Can Stretch His Orchestration, Arranging, and Music Preparation Dollar
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Description: This panel is intended for game composers, with the intention of helping the composer make the most efficient use of their time and music preparation money.

Vast Narratives and Open Worlds, Part Deux -- Big Huge Problems
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Description: An examination of the pitfalls and perils of open-world game design, with a focus on lesson learned from past projects, as well as new approaches taken on the speakers' current open-world RPG.

Breathing LIFE into an Open World
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Description: Examine the history of populating open worlds and a detailed description and post-mortem of the LIFE system developed by Volition for SAINTS ROW 2. Attendees will learn about the inspiration, organization, methodology, successes and failures of the LIFE system used to add life to the open world city of Stilwater.

Aarf! Arf Arf Arf: Talking to the Player with Barks
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Description: Your NPCs can walk the walk, but can they talk the talk? Ubisoft Montreals Patrick Redding (Far Cry 2) presents a quick review of AI dialogue barks from a variety of games and genres, and identifies both common pitfalls and practical solutions that keep NPCs sounding smart.

Creating an MSO: Viral Emotions and the Keys to Social Play
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Description: The biggest opportunity in games is an MSO, a Massively Social Online game. The Keys to Social Play are an opportunity to create new forms of engagement that create tension and motivation through social interaction. Together we will explore what it takes to make a social game truly massive.

The Human Play Machine
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Description: Every game we make or play engages a human faculty, whether its movement, make believe, or flirting. But are we, as game designers, using the full range of the human animals play capacity? What latent play faculties have the Nintendo Wii, casual games, and player authorship games (SPORE, LITTLEBIGPLANET) tapped into that makes them so novel, fun, and broadly appealing? What play faculties do we traditionally engage, and what play potentials are still out there?

Stop Wasting My Time and Your Money: Why Your Game Doesn't Need a Story to be a Hit
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Description: Stories help sell games, but they help break them, too - adding expense, frustration and inflexibility to the design process. Drawing on first-hand experience of troubleshooting a wide variety of story-based games, this session will demonstrate how you can deliver high levels of emotional engagement and strongly marketable themes without bogging your game down in cut-scene hell.

From First Date to a Committed Relationship: Designing for Engagement and Sustained Satisfaction
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Description: Based upon multiple studies with over 10,000 gamers, this session presents the Player Experience of Need Satisfaction model (PENS) which focuses specifically on those experiences that lead to sustained engagement and player value. Each of three specific intrinsic needs will be reviewed (autonomy, competence, and relatedness), alongside specific game examples, recommendations, and strategies for implementation during design, development, and testing.

Little Hands, Foul Moods, and Runny Noses 2.0: The Research You Should Know When Making Games for Kids
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Description: When developing games for children, especially preschool and elementary aged children, game designers often work in a vacuum. Far removed from the experiences of childhood, they might create games that they believe are interesting for children, but never have the opportunity to interview or watch children play the games.

HALO in the Laboratory
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Description: HALO 3 pushed the envelope of how usability, playtesting, and datamining can be used to inform game design. This session will cover the lessons of the HALO 3 user research effort: what worked, what didnt, and how it helped make a better game.

GDC Microtalks - One Hour, Ten Speakers, Unlimited Ideas
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Description: Imagine this: ten visually intense game design micro-presentations in a row, given by ten great speakers in the course of one fascinating hour! Come along to have fun, be challenged and get creatively inspired, or use the session to preview speakers who are talking elsewhere at the conference to see if you like their style!

Game Studies Download 4.0
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Description: Our panel of leading game studies researchers presents its top 10 list of academic findings uncovered in the past year. We've culled hundreds of papers and journal articles to find the 10 most surprising and relevant insights for game designers and developers. At the conclusion of the presentation, we invite feedback on topics to be addressed in the future.

Everything I Learned About Level Design I Learned from Disneyland
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Description: Scott Rogers (GOD OF WAR, MAXIMO) reveals his secret weapon for designing levels: Disneyland. Learn how to inject the genius of the Magic Kingdom into your own game designs. Topics include player's thematic goals, pathing techniques, and illusional narrative. From skeletons to trash cans, theres a lot to learn from Disneyland!

Player's Expression: The Level Design Structure Behind FAR CRY 2 and Beyond?
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Description: While designers often want to support players expression, it rarely materializes in the end. This lecture describes how this particular problem was approached on FAR CRY 2. It explores its level design structure at every level and concludes with examples on how it could be applied to other projects.

Dirty Deeds Done Dirt Cheap: Design Lessons Learned from ROCK BAND
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Description: Yearly sequels and design innovation arguably don't mix, but Harmonix's design team has pulled off both with games like ROCK BAND. Teasdale recounts some of the lessons that the Harmonix design team has learned accomplishing this as well as how they're applying these lessons to future games.


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