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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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(307) Toward Solving Pathfinding
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Description: Indeed, Damian Isla, Lead AI on HALO 3, recently said pathfinding will always suck. This session brings together the best developers to address his statement head on and discuss the technical challenges of solving pathfinding in a large dynamic world.

(307) AI Summit Final QA and Closing Remarks
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Description: The organizers and speakers of the AI Summit will all be on stage to answer questions from the audience. We'll also discuss how to become more involved in the game AI community and how to help contribute to next years AI Summit.

(307) Parallelism in AI: Multithreading Strategies and Opportunities for Multi-core Architectures
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Description: This lecture will look at the practical elements of multithreading AI algorithms on today's hardware with an eye toward performance and debugging, while looking toward some interesting opportunities in the future.

(307) AI Summit Introduction and Welcome
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Description: The organizers of the AI Summit will give a brief overview of the two day event, previewing highlights and what to expect from each session. In addition, the newly formed AI Game Programmers Guild will be explained, along with how to become involved in the game AI community and help contribute to next years AI Summit.

(307) #define GAME_AI
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Description: This introductory presentation sets the stage for the AI Summit by discussing what we mean by game AI, along with some highlights of game AI over the years. We'll look at where it's all headed, what challenges we should be working on, and how the presenters of the AI Summit will help inspire and challenge us all to take game AI to the next level.

PIXELJUNK EDEN - Baiyon's CMYK vision
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Description: PIXELJUNK EDEN, the third release on the PixelJunk label, has won several awards for its innovative visual and audio style. Baiyon, the multimedia artist and creative force behind the game, explains how...

STAR OCEAN 4: Flexible Shader Management and Post-Processing
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Description: This session will start with an introduction of STAR OCEAN: THE LAST HOPE and their game engine. After that, it will focus on particular technologies such as physically-based camera simulation and flexible shader management as implemented in the engine.

(204) A Client Perspective - Process Made Painless!
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Description: Making games is not rocket science. It all starts with a great team but even a great team needs a process that works. Covering all the basics means keeping it simple and focusing on proven methods...

(204) A Vendor Perspective - Process Made Painless!
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Description: Set the groundwork for a successful experience with an outsource partner with a comprehensive production process. Learn what info to provide, questions to ask, and how to leverage the strengths of the outsource provider...Click on title to read full description.

(204) Making the Most of India - A Cultural Checklist
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Description: Going to India? Got advice from online FAQs and tourist guides? Forget about it! Learn what to expect, how to impress and how to make sure your trip to India rocks from someone who understands it better than some tour guide...Make your business trip into more than just another due-diligence operation. Get great ideas for how to experience the real India and maximize your success!

(204) Creating a Training Plan That Works
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Description: Training is the most important and often overlooked aspect of any studio whether its outsourcing or development. Who has time to train?...Do you have interns? Do you know what to look for when working with a school? Who manages your training program? This talk provides solid ideas for all the above for a topic that is more relevant to outsourcing than ever before...

(304) Making Web Games: The Indie Experience
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Description: In a candid presentation, the creators of Flash-based online games including IGF finalist GAMMA BROS and DINO RUN share the many lessons learned from their ongoing journey to become self-sustaining, artistically satisfied game developers -- and how those two concepts do not always have to be mutually exclusive....

(304) Indie Games: From Buzz To Business
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Description: The rise of downloadable and indie games has created a tremendous amount of interest in IGF and other game competition finalists and winners. The panelists will discuss the impact of the buzz gained from their exposure to the public, and how it impacted their efforts to establish themselves as viable independent studios.

(304) CRAYON PHYSICS DELUXE Postmortem
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Description: After a series of critically acclaimed monthly games released on his website, Petri Purho single-handedly produced the version of innovative physics sandbox game CRAYON PHYSICS DELUXE that won him the Grand Prize at the Independent Games Festival last year. Having completed and released it, he returns to GDC to discuss the genesis of the project...

(304) 2008 IGF Finalist Overview
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Description: Steve Swink and Matthew Wegner, IGF Advisors, blaze through this year's IGF finalists in a fast-talking extravaganza of awesome games you've never heard of-- but will soon!

(303) Designing for the Blue Ocean
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Description: We close out this year's Summit with a segment on designing for the blue ocean. We start with three postmortems on games which pushed the design envelope into blue ocean territory. Finally, we have what we hope will be both an entertaining and enlightening finish to the day: the Blue Design Challenge. Three designers were recently given design criteria for a casual game....

(303) Red Ocean or Blue Ocean?
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Description: In this segment, leaders from portals, publishers, and developers explain what their company is doing to pursue blue ocean opportunities. After that, the lecturers convene for a panel in which we'lll look at emerging markets and evaluate each of their promise...

(303) Games that Connect People - Part 2
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Description: We continue our look at games that bring people together... - Multiplayer Browser Games - Building Community - Panel discussion and audience Q&A

(303) Games that Connect People - Part 1
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Description: Just a few years ago, virtually all casual games were solitary experiences. Increasingly, casual games incorporate a component of bringing people together and combining gaming with socializing. Our first blue ocean segment examines this trend through the prism of several styles of game and several platforms that are leading the movement to create games that connect people....

(303) Design Today
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Description: Our final segment on Day One takes a look at design issues in the red ocean areas of casual games. We start with a series of mini-lectures from some of the most successful designers in the industry, on the rules for designing for today's leading game genres and tips for standing out in a crowded field....

(303) Intro to Casual Games - Part 2
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Description: The smorgasbord of introductory topics continues - Overview of Tools & Engines - Audience Demographics - Major Players in the Space

Cinematic Next-Generation Action NARUTO: Ultimate Ninja STORM - In-Game Artwork and Beyond
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Description: In this session, Hiroshi Matsuyama and Seiji Shimoda will discuss the concept behind NARUTO: Ultimate Ninja STORM, which was to successfully merge anime and videogames two areas which Japan is known for around the world.

From Pipe Dream to Open World: The Terraforming of FAR CRY 2
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Description: This presentation takes a look at the various processes, techniques and philosophies that we employed in order to create the 50 square km open world of FAR CRY 2 and how the scalable approach we adopted allowed us to create a beautiful and immersive open world that required virtually no compromise on quality in order to run on multiple platforms.

(309) A Guided Tour of The Art of Game Design: A Book of Lenses
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Description: Jesse Schell has been teaching Game Design at the Carnegie Mellon University Entertainment Technology Center for seven years, and has condensed his teaching method into an unusual book. The premise of the book is that good game design happens by viewing your game through many different perspectives, or lenses. In this talk, Jesse will give a guided tour highlighting many of these lenses, and explaining how instructors can use the lens concept in their game design curricula.

Using Source Filter Synthesis
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Description: The session will show how source-filter synthesis can provide an unlimited number of sound variations using a single sound file processed efficiently in real-time.


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