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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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(304) Embracing Constraints
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SKU#: gdc09_9196
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Description: Dylan Fitterer, creator of Audiosurf and BestGameEver.com, uses his Indie Games Summit talk to discuss using constraints to fuel creative output in indie game development...

(306) Metrics for a Brave New Whirled
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SKU#: gdc09_9194
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Description: Join Daniel James, CEO of Three Rings, on a journey into the mystic realm of MMO metrics: a whirlwind summary of the numbers behind an online games business...

Embracing Global Game Development: A New Look at Game Localization
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SKU#: gdc09_9152
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Description: While stressing the overall theme of reconsidering typical game localization as a new model for global game development, the speakers will touch upon issues such as localization's role in the development cycle, the best use of loc tools, and considering how expansion into new territories can help a game titles prospects. The talk will conclude with a generous question and answer session.

The Dating Game
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SKU#: gdc09_9151
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Description: This panel session offers a comparison of film and games to try to identify the challenges and possibilities that Date-centric game design may hold for the future.

iPhone Development: Exploring The New Frontier
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SKU#: gdc09_9150
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Description: Curious about the iPhone? Come to this session to learn about the culture shock of going from a 200+ person team working on AAA console games, to becoming an indie iPhone developer. Based on over six months of full-time iPhone development, the session will cover the challenges of striking on your own, what lessons apply from traditional game development, the financial realities of the Apple App Store, and what you can realistically expect starting on iPhone development.

Meaning, Aesthetics, and User-Generated Content
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SKU#: gdc09_9149
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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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SKU#: gdc09_9148
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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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SKU#: gdc09_9138
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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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SKU#: gdc09_9137
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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
Price:$7.95

SKU#: gdc09_9127
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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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SKU#: gdc09_9126
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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
Price:$7.95

SKU#: gdc09_9124
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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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SKU#: gdc09_9122
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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
Price:$7.95

SKU#: gdc09_9121
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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
Price:$7.95

SKU#: gdc09_9120
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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
Price:$7.95

SKU#: gdc09_9119
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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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SKU#: gdc09_9117
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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
Price:$7.95

SKU#: gdc09_9113
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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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SKU#: gdc09_9112
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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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SKU#: gdc09_9111
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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
Price:$7.95

SKU#: gdc09_9110
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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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SKU#: gdc09_9109
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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
Price:$7.95

SKU#: gdc09_9108
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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
Price:$7.95

SKU#: gdc09_9107
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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
Price:$7.95

SKU#: gdc09_9106
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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.


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