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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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(308) Get Smart About Smartphones: Insight Into the Future of Mobile Gaming
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Description: As mobile gaming gains momentum with Smartphones revolutionizing the industry, game developers are looking for the best way to optimize their content and drive revenues on these new platforms. Anthony Borquez, VP Konami Mobile, will provide insight into their strategy for future Smartphone games and share his knowledge on the ever-changing industry.

The Dynamic Composing Duo: An Orctronica Case Study
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Description: Team composing is a prevalant method of producing scores for the hottest games and films of today (HALO, GOD OF WAR, THE DARK KNIGHT). Hybrid scores containing equal parts orchestral and electronic elements are a prevalant style of scores for games and films alike.

(307) AI and Designers: Mind the Gap
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Description: Game design and AI development have always been close relatives. Indeed, defining a line that separates the two is almost impossible as one cannot exist with the other - a feature that the AI cannot handle, for example, is worthless, and the behavior of the AI itself is core to a game's pacing, challenge, and feel...

(307) Breaking the Cookie-Cutter: Modeling Individual Personality, Mood, and Emotion in Characters
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Description: As game characters engage in deeper interactions with the player, subtlety of behavior becomes more important. However, in worlds that feature hundreds of characters, the homogeneous 'cookie-cutter' approach of modeling those characters becomes evident, leaving the world feeling repetitive and shallow...

(306) Make Me! Giving Players Better Avatar Creation Choices and Experiences Using Psychology
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Description: Wondering what kinds of avatar choices players want and why? Trying to design character customization and not sure where to start? Thinking about animations and modeling and not sure how to direct your team to create the best possible avatar experience for players?... Click the title for full session details.

(305) Testing our Hidden Agenda: What Happens Once Real Students and Teachers Get a Hold of our Game?
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Description: In 2003, the nonprofit Liemandt Family Foundation enlisted Lauren Davis to figure out a way that their small organization could make a difference in technology-enabled education. They were interested in developing a video game that was as fun as the current favorite titles out there, but that also taught K-12 school subject....

(306) Online Games: Europe Challenges
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Description: With the rise of the Asian markets in the online gaming industry, Europe has been given less attention recently. Many developers and publishers see it as a sub-set of the general western market. However, Europe currently represents a strongly under estimated space.

(306) Dragonslaying: Facebook Lessons Learned from DUNGEONS AND DRAGONS TINY ADVENTURES
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Description: A veteran designer from the DUNGEONS AND DRAGONS TINY ADVENTURES project discusses the trials and tribulations of a runaway successful Facebook project!

(308) Social Games for Android, iPhone, Java, C++ and Objective C? Where do you fit in?
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Description: Even as the phones start to converge our jobs as game developers remain complex trying to support multiple platforms and languages. We will address some of the similarities in the phones and the differences and discuss strategies to create social games that can go across different devices and OS's.

(306) Pack Your Bags, We're Going to Audience Acquisition & Retention Camp
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Description: Given all the competition in the Casual MMO marketplace, a well-executed audience acquisition and retention plan is crucial to any new project's success. This session will cover strategies used to ensure a steady flow of active players to the newly launched cooperative play virtual world-- CAMPFU. What were the lessons learned? What are the best practices for obtaining and retaining users? Walk away with helpful stats and examples of how to capture your audience and keep them coming back for more.

(308) The iPhone Bag Of Tricks
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Description: With the impressive arrival of the iPhone SDK, many mobile developers have flocked to this new platform, as it opened up a new distribution model unhampered by carrier restrictions. At the same time, iPhone is virgin territory for most developers. Based on Apple's OSX operating system it is quite a different platform to work on, requiring a different mindset and the use of Mac-based tools....

(303) Business in a Red Ocean: Surviving the Squeeze
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Description: The business climate has changed for the independent casual game developer over the last few years--life has gotten harder. At the low end of the market, overseas developers are churning out solid content with budgets far less than US developers can manage. At the same time, other companies are putting out games with 3-4 year development cycles and budgets in the million dollar range...

(303) The Year in Casual Game Design
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Description: Back by popular demand, Nick Fortugno of Rebel Monkey & Juan Gril of Joju Games dissect the most successful casual games of the year!

(303) Intro to Casual Games - Part 1
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Description: The Summit begins with a 2-hour introduction to the art and business of casual games. This is a crash course that will turn even the greenest casual game noob into an expert, and pave the way for the more advanced content to follow during the rest of the Summit...

(307) The Photoshop of AI: Debating the Structure vs Style Decomposition of Game AI
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Description: At GDC 2008, Chris Hecker put forth a fascinating, mind-bending theory about hard interactive problems. He claimed that solutions to such problems usually have a deep structure vs style decomposition...

(307) Animating in a Complex World: Integrating AI and Animation
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Description: As leading-edge games push the number of animations for a single agent into the thousands, significant challenges arise in allowing the AI to express themselves and give real performances in a physically constrained world. With this level of complexity, AI animation selection evolves into a new beast where AI, biomechanics, collision detection, and art become intertwined...

(307) Preparing for the Future: As a Professional Game AI Developer, What Should I Know?
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Description: What tools and techniques must a professional game AI developer know? On a multi-million dollar commercial game, what expertise will your colleagues depend on you to provide? In addition to understanding the requirements and expectations within the game industry, this panel will provide guidance for the many game AI courses that are springing up at universities throughout the world...

(305) THE SKELETON CHASE: Designing a Fun Serious ARG
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Description: In September 2008 an Alternate Reality Game called THE SKELETON CHASE was launched on the campus of Indiana University. While presenting the design of the game and the research project this talk will also focus on the first batches of data received from initial trials sharing the reactions of the players to the gameplay experience and hopefully the preliminary results of the research.

(204) Unknown Soldiers: Technical Artists
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Description: Technical artists are a crucial part of the outsource experience. Game art is really technical art. It's the implementation and realization of cool ideas and great designs into a virtual environment. The technical artist is often the 'unknown soldier' working tirelessly as they experiment, tweak, and research ways to make an art director happier...

(204) A Better Outsource Experience
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Description: We all know outsourcing is here to stay but now what? How do you set up your outsource department? How do you know where to go and who to partner with? Spend the day with professionals who can answer those questions and many more...

(304) Stardock On The PC Hardcore Scene As Indie
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Description: Stardock's Brad Wardell is the founder of an independent game developer and publisher with such titles as GALACTIC CIVILIZATIONS II, SINS OF A SOLAR EMPIRE, DEMIGOD, and ELEMENTAL. Through its choice of game projects combined with its digital distribution platform, Impulse, Stardock has been able to tap into the core PC game player, a group that has been often ignored in recent years, with the ability to create games they want and deliver those games to them. Wardell will discuss the strategy Stardock uses to design such games as well as how they deliver these games to the target audience through both retail and digital channels.

(304) The Indie Businessman
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Description: Hear from three highly successful indie game developers on their own unique indie-focused business models, and why they aren't just selling $19.95 downloads. Hear how Hampus Soderstrom (IGF nominee TORIBASH) earns money by selling in-game decals and motion trails, how Jamie Cheng (IGF winner EETS, the Nexon-published SUGAR RUSH) is pursuing free-to-play online games, and how Daniel James (PUZZLE PIRATES, BANG HOWDY!, WHIRLED) manages multiple major microtransaction-based games while staying independent.

(304) 2D Boy: Everything You Always Wanted to Know About Going Indie But Were Afraid to Ask
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Description: When Ron Carmel and his business partner Kyle Gabler formed 2D Boy and started making the IGF award-winning WORLD OF GOO, they knew a bit about game design and programming, but hardly anything about the business aspect of making a game. This session is geared towards people who are considering going indie - what are the costs involved with developing a game? What is considered a good publishing deal? What should I expect in terms of sales? How do I maintain control of my IP?...

(304) The Four-Hour Game Design by Cactus
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Description: Acclaimed indie creator Jonatan 'Cactus' Soderstrom (CLEAN ASIA, PSYCHOSOMNIUM) is renowned for the wide-ranging, eclectic multitude of freeware games that he creates. In this lecture, discusses how he creates standout, beautiful games in as little as four hours...

(304) How to Finish a Game Project You... Hate?
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Description: In their inimitable style, Infinite Ammo's Alec Holowka (IGF Grand Prize-winning AQUARIA, PAPER MOON) and Pillowfort Games' Tommy Refenes (GOO!, GREY MATTER) discuss finding and maintaining motivation on an indie game project, long after it feels natural to do so...


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