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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) Independent Games Festival Mobile Award Ceremony
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Description: The Second Annual Independent Games Festival (IGF) Mobile reaches its anticipated conclusion at the IGF Mobile Awards Ceremony, with GDC Mobile's Founding Chairman, Robert Tercek, handing out $30,000 in prizes to winners from a selection of finalists.

Characteristics of Multiplayer Games: Lessons from the World of Paper Games
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Description: A look at general principles of multiplayer gaming, with examples from board games, card games, and sports as well as computer games. Issues include politics (where multiplayer games degenerate to a kind of disguised voting) and kingmaking (a player with no hope of winning determines the game's winner arbitrarily).

Dynamic Walking with Semi-Procedural Animation
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Description: This session will present a semi-procedural approach to believably animated walking and running humans and animals while discussing how an automated system can blend multiple walk and run cycles and perform dynamic foot placement.

(305) Breaking Common Constraints of Serious Games : A New Market Approach
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Description: This talk is a challenge, a call to arms, and a story about an extraordinary new product that started life as a tech demo for the training sector, but ultimately found its true calling as a direct to consumer product, a game that can touch a global audience of millions...Click on session title to read the full description

(308) Welcome to the Next Level!
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Description: GDCM09 opens with a bold challenge to developers. Now that the platforms and networks to support great mobile game experiences are finally here, where are the games that deliver on the promise of this new and utterly unique medium? One of GDCM's top-rated speakers, veteran mobile game expert Robert Tercek, offers a surprising and inspiring glimpse of the future. don't miss this fun and enlightening talk by the conference's founding Chairman.

(306) Your Own Zombie Army - Driving User Behavior with Game Mechanics and Behavioral Economics
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Description: You have users, and they do things on your site, in your games and in your virtual worlds that bring you value. In this session we'll cover the mechanics that drive status, competition, reward and achievement around your content, as well as leverage fundamental human biases like loss aversion, anchoring, and the decoy effect. You too can have your own zombie army!

(306) Worlds in Motion 2009 Kick-off!
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Description: Industry veteran Raph Koster will kick-off the second annual the Worlds in Motion Summit at GDC with a retrospective of the year in connected games. Hell discuss the trends that are making a big impact and how they are pushing this young industry to a new maturity.

(306) Social Technologies and Virtual Worlds: Best Practices
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Description: Web 2.0 social media practices are firmly entrenched in MMOs and virtual worlds. What are some of the best practices out there that might improve your users' social experience?

Cross Platform Development with the New Infernal Engine
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Description: The Infernal Engine is the latest in commercially available game engine technology. This session will cover its advanced pipeline features, and how they will accelerate your cross platform development. Examples will include the development of GHOSTBUSTERS: THE VIDEO GAME.

Experimental Gameplay Sessions
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Description: A series of short presentations, where game developers demonstrate and talk about their new and experimental games. Independent games, academic projects, and AAA mainstream games are all represented.

(304) The Indie Advantage? A View From Both Sides
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Description: Rod Humble is head of the EA Play label, which includes THE SIMS, Hasbro and the Casual studios. Which is about non indie as you get. In this talk, the creator of art-game THE MARRIAGE discusses the advantages indie developers have and do not have, how the world looks when you can see both sides of the fence, ways to make money and more importantly create games which are true to yourself.

(308) Creating a Compelling User Experience
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Description: With the increase in devices shipped with GPS capabilities, gamers in one part of the world can connect with consumers in other parts of the world. This is made possible through play - by using functionalities of the mobile device such as the camera and microphone, engaging their external environment into the game (e.g. video footage, photo and sound) and thereby creating augmented realities. Mark Ollila at Nokia touches on all of these points and more in his lunch note. Lunch will be provided!

Illustrative Rendering of PRINCE OF PERSIA
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Description: Over the three year development of PoP, the look and feel of the game evolved significantly from the initial vision. We will discuss the creative process and the development of tools and technology that allowed us to go from the initial concept artwork to a unique visual identity unlike any other game on the market.

(308) Why the iPhone just changed everything
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Description: The most exciting innovation of the last year, iPhone has not only changed the possibilities for mobile gaming but is proving to emerge as a gaming device as compelling as existing dedicated handheld game devices. Neil Young, CEO and founder, ngmoco, will bring the classic game makers perspective to the GDC Mobile keynote and talk about why, to his own surprise, he left his role at Electronic Arts to build a new class of mobile games. He will share with the audience his learnings and draw a vision for the not-so-distant future, and the opportunities the new mobile devices present, to inspire developers to leave their day jobs too.

(308) 4 - Gaming For the Next Billion
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Description: Zeebo & Qualcomm will announce their plans to launch the world's fourth console! Their new product has been designed to provide interactive fun and learning for the next billion consumers in the world's emerging markets of Brazil, Russia, China, and India...

(204) Outsourcing Summit Speaker Q&A
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Description: During the day questions will kept to a minimum if possible and saved for the last hour of the day. This unique venue for Q & A will feature all speakers onstage to answer any of your questions. This allows more than one opinion on relevant issues in a more casual and relaxed environment. Let the ideas flow!

(204) Putting It All Together - Building the Right Outsourcing Team
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Description: This talk will focus on building, improving and running your department including due diligence, staffing, budgets, bidding, expectations, and more. Gain real advice from someone whos built outsource departments for two major publishers that set the mold for the industry. Get an advantage most outsource departments never enjoy with useful tips that work.

Casual Play, Serious Money: Casino Game Technology in 2009
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Description: Whats nifty about casino gaming technology in 2009? Alphabetically: 3D games, AI, business model evolution, cashless games, growth of market, immersive experiences, jackpots, math, middleware, more screens, multiplayer, networked games, patents, physics, psychology, SDKs, skill games, surround sound, wireless games - plus a short recruiting pitch. Were stable, and hiring.

Directing the Prince Of Persia Camera: A Sustainable Development Approach
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Description: This talk will give attendees an in-depth look at the technology behind PRINCE OF PERSIAs camera, and how the focus on flexibility, scalability and reusability allowed it to reach its artistic quality. It will present long-term, artist-driven solutions to the common problems of a videogame camera.

My Lessons Learned from Flagship Studios
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Description: The spectacular rise and fall of Flagship Studios, developers of HELLGATE: LONDON acts as a cautionary tale for all independent developers. Join this hour-long talk that focuses on lessons learned as well as recommended strategies to help developers avoid an untimely demise.

Network Marketing: Leveraging Social Networks to Grow an MMO
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Description: See how CCP is leveraging social network engineering to generate subscriber growth in the 5 year old EVE Online MMO. Learn about the strategy of segmenting the social network. See how CCP visualizes social networks in general and the tactics it uses to drive marketing projects.

Pocket Fiction: Writing for Handheld Games
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Description: This lecture -- hosted by former Marvel Comics editor/writer Evan Skolnick -- exposes special considerations of writing for handheld systems like the Nintendo DS, points out various potential pitfalls, and explores the many ways to write outside the box while staying inside the budget.

Beyond Balancing: Using Five Elements of Failure Design to Enhance Player Experiences
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Description: This 20-minute lecture presents a toolbox for improving the design of failure in video games. Based on research on player reactions and attitudes towards failure across different audiences, the lecture identifies Five Elements of Failure Design for better failure design in single player games.

Production Methodology: Past, Present and Future
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Description: Cerny will take a look at a number of strategies he has seen in his 25 years of game development, starting with the golden age of the arcade and working his way forward to the present day, and then on to the future of game development.

Data Architecture & Asset Management for Scalable Asset Production Workflows and Pipelines
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Description: The EA Sports studio in Burnaby, Canada produces more than 250,000 art assets per year for over 15 titles. This lecture presents best practices, production lessons, and challenges involved in such a large scale game art production pipeline.


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