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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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(103) Localization Tools
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Description: The game industry has evolved with the creation of new technology and tools in order to speed up game development and streamline processes. At the same time, localization has been a neglected part of development, resulting in a lack of standardized formats, strategies, and tools at every level. Many companies struggle to reach their local audience when grappling with; the immense quantity of assets coded in different formats, the number of languages to cover, the multimedia nature of the final product, and the copyright issues involved. What are the ideal tool(s) for the job?

(103) Risks and Rewards of New Territories
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Description: Several recent studies have clearly shown that a steady and strong growth pattern for the global game industry is going to continue beyond the traditional markets, particularly North America. While some perceive that developing and/or localizing game content for new languages, markets and territories might be a risky proposition, the reality is that extending the geographic and linguistic reach of a game title can yield great short- and long-term rewards for those who are willing to make the commitment and investment. This group of distinguished panelists will examine the advantages of opening new territories and the challenges associated with localizing game content for new markets.

(103) What is Localization?
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Description: As the game industry continues to evolve and reach out to an ever-growing, more diverse audience, the role of localization has likewise continued to adapt. From developer to publisher to vendor, localization can mean different things to different roles and functions within the game development cycle, thus it's crucial to have a common understanding of what game localization entails...

(103) Welcome to the Game Localization Summit!
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Description: Welcome to the inaugural Game Localization Summit; organized by the IGDA Game Loc SIG and Think Services. We'll start by outlining the purpose of the SIG and the Summit, and provide a quick overview of the day's events.

(305) Where Were the Election Games?
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Description: This panel comprised of game developers who have experience building political games and with u.s. political campaigns will provide the audience with more details on the state of games in campaigns/politics and political media, and how the business environment could be improved in favor of games providing a new outlet for commercial development within the serious games field....

(305) Building Better Serious Games RFPs
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Description: This session will include several case studies of RFPs issued over the last year in the serious games space and the results of those RFP processes.

(204) Welcome to a Great Experience in China!
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Description: Where you might be served chicken feet, silkworms and thousand year eggs-- or Michelin stars with a view to some of the most advanced building structures of this century. China has the scent of Asian exotica with quiet hymns from the temples, and it has the flavor of the land of opportunities with a growth and energy to build, learn and develop faster than anywhere else in the world.

(304) Independent Games & Sales: Stats 101
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Description: So sure, everyone wants to make a living from independent games. But how much money can you actually make out of PC web, casual, and downloadable indie titles, iPhone games, XBLA, WiiWare, and PlayStation Network titles, to name but a few? What's the royalty and revenue split, how well have some of the highest-profile IGF award winners done, and how well might the average indie do? IGF Chairman and Gamasutra/Game Developer magazine publisher Simon Carless collates from his sources to examine the cold, hard financial realities of sustaining yourself by making an indie title in today's game market.

(309) Student Independent Game Festival (IGF) Post-Mortem
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Description: IGF student competitions are always full of exciting and inspiring new game ideas. This session will outline short postmortems where students, finalists of the IGF competition, share their ideas, process of development, and their learning process...

(309) IGDA Education Summit Industry Lunch
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Description: The Industry Lunch will feature industry professionals discussing what they require, expect, and hope for from recent graduates of game education programs. They will discuss required knowledge-base, portfolio development, internships, and job expectations...

(309) Mini Games in C++ Workshop
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Description: Please come to the session with Visual Studio on your laptop. This programming workshop focuses on the creation of mini-games using C++ and OpenGL. A mini-game is a game that can be created by an individual, in a week or less, in a single file, with simple graphics/content, a simple core mechanic, and one game level...

(309) Putting the Pieces Together: The MDA Framework
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Description: Despite the flurry of recent titles, game design literature remains a bag of scraps, containing a lot of valuable wisdom but struggling to find a coherent thread to hold it all together. The MDA (Mechanics- Dynamics-Aesthetics) framework is a loom with which we can begin to weave the pieces together...

(309) Global Game Jam Project Blasts
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Description: What happens when you take a mix of people with varying degrees of expertise (game industry professionals, students and hobbyist) remove all the marketability, production and publishing constraints, leaving only the game design constraints and group these individuals together for 48 hours to make games?...

(309) The Blender Game Engine
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Description: In educational, 3D game prototyping, the most important factors are cost, ease of use, and speed. Amazingly, all of these come together in GameBlender. As an extension to the impressive, open source Blender 3D graphics application, GameBlender adds logic to Blender's beauty, transforming scenes into interactive experiences...

(309) Game Design Improv
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Description: No code? No problem! Professional award-winning game designers and academics Ian Schreiber and Brenda Brathwaite along with game arts prof Charles Shami lead participants in this hands-on workshop designed to teach methods for teaching game design without the need for computers or programming...

Paper Prototypes of SPORE
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Description: During the development of SPORE several paper prototypes were made to rapidly test core design ideas. Prototypes from the cell, creature, and civilization phases will be shown and analyzed. Some are quick pencil sketches on index cards that were useful for one specific discussion, while others went through several iterations and became full-fledged stand-alone games. General guidelines for creating your own paper prototypes will be discussed, along with a list of Dos and Don'ts.

Profitable Development via Creative Accounting (And by Creative, we Mean Financially Sound!)
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Description: If proper financial management is such a business cornerstone, then why are so many game companies botching it? This session focuses on how and why independent developers waste money while making games - specifically focusing on financial versus production mistakes - and how to rectify the situation to increase profit through proper planning, specific account methods, and strong management.

Accessibility 101: Crash Course for Beginners
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Description: Want to increase your game's audience by including gamers with disabilities? This talk provides a list of 10 easy changes to make your games more accessible and improve game play for ALL gamers. Learn what disabled gamers and developers are doing to play your games so that you can implement these fixes right from the start!

Solid Game Design: Making the 'Impossible' Possible
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Description: Known for giving rise to the stealth action game genre with his creation of the acclaimed METAL GEAR series more than two decades ago, Mr. Kojima's keynote will focus on methods for overcoming development obstacles with creative game design. Concrete examples will be given using the driving game design philosophies behind the METAL GEAR series as reference.

Braving the Stormy Waters of Xbox Live Arcade and PSN: Smaller is NOT Easier
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Description: Diving into the raging console digital river is a dangerous gambit if you're not well prepared. Grab your best life raft and join some of the industry's most experienced downloadable games developers (STREET FIGHTER HD REMIX), as we discuss the pitfalls of downloadable game development, ways that Xbox Live Arcade and PlayStation Network could improve, and the successes that our games and yours could have in the future.

But What I Really Want to Do is Make Games
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Description: Writing about videogames is a great job; but making videogames? According to these five panelists, that's even better. This panel will focus on crossovers, a.k.a. the men and women who began their careers as writers, but who somehow, some way transitioned that experience into roles on the game development side. Food writers don't usually become chefs. Film critics don't typically make films. But in the still relatively young field of gaming, game journos apparently can become game makers.

The Inspiration Behind Nintendo DSi Development
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Description: Masato Kuwahara has played a central role in designing the Nintendo DSi hardware. In this session he will explain how the company came to develop the system with all these new features and what kind of new software development opportunities the team had in mind. He hopes the features and promise of Nintendo DSi will serve as inspiration for developers everywhere.

Real World Texture Painting Tips for Game Developers
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Description: Orpilla will demonstrate how to create custom 3D textures - from reference material to hand-painted detail for next- and current-gen games. Using MAXON BodyPaint 3D he will reveal workflows used in house to quickly generate in-game assets such as those deployed on Sims Animals and other leading game titles, attendees will also learn how BodyPaint 3D easily integrates into current Photoshop, Maya, Softimage and/or 3dsmax workflows.

Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design
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Description: What are the most important recent trends in modern game design? Where are games headed in the next few years? Drawing on their own experiences as leading names in game design, the panel will discuss their answers to these questions, and how they see them affecting the industry both in Japan and the West.

Beyond the Game (Growing Your IP With Licensed Products)
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Description: Augment your creative canvas as you take your IP's narrative past the game and into a wide world of licensed products. This session will discuss the opportunities licensed goods can bring to your fledgling or established IP and explores the pitfalls and benefits of managing your own licensing program.


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