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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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Helping Your Players Feel Smart: Puzzles as User Interface
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Description: This presentation examines the predictable series of steps players take when approaching a puzzle or challenge and describes a set of principles adapted from user-centered design that can be employed to keep players on the path to discovering the solution for themselves. Examples are drawn from the presenters experience on the THIEF series and DARK MESSIAH OF MIGHT AND MAGIC and from Valves Portal.

10 Things Great Designers Exhibit
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Description: The speaker shares his condensed, 10 step version of his 25+ years experience in hiring and working with game designers, focused towards emerging challenges in game development. Expect to learn what to look for in a successful designer, and be entertained and inspired simultaneously!

Zen of Multicore Rendering
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Description: Exploitation of multiple cores and flexible rendering pipeline allow us to create technology and engine components not previously possible. In this lecture we will be explaining what these features can be, why they are worth implementing, and how to design them efficiently for multicore hardware.

The PlayStation 3's SPU's in the Real World - KILLZONE 2 Case Study
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Description: This session describes many of the SPU techniques used in the engine used to develop KILLZONE 2 for the PlayStation 3. It first focuses on individual techniques for SPU's as well as covering how these techniques work together in the game engine each frame.

The Rendering Technology of KILLZONE 2
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Description: This session presents an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.

Self-Limiting Rigging Methodology Used on GOD OF WAR
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Description: GOD OF WAR technical artists share their methods and priorities in developing Sony Santa Monica Studios rigging processes and pipeline. They will be focusing on self-imposed limitations on their processes and pipeline to achieve fast deployment, fast animator feedback, and fast runtime content.

Sell Social Networking to Your Boss and to Your Publisher
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Description: If you don't know why a publisher/investor/your boss should fund your awesome new Social/Web/Online game, you should come to this talk - whether you're a publisher looking to find some of these games soon, or a developer looking to persuade a publisher to sign off on the budget changes and unique design features.

Producing FABLE II
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Description: Lionhead Studios latest creation FABLE II was developed over 4 years with a core development team of up to 125 people and extensive outsourcing. We wrote a new engine, tools and pipelines and shipped a game to critical acclaim and an average review score of 90%. With over 500 people credited on the game, how did we do it and what wouldnt we do again? This talk aims to give an honest look into the timeline, production methodology, team structure and organization of this project, revealing what went well and what were our biggest challenges.

Next-Gen Tech, but Last-Gen Looks? Tips to Make your Game Look Better - That Don't Include Bloom and Motion Blur.
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Description: This presentation provides a wide range of practical, cheap and production-proven suggestions on how to improve the graphics of your current project (and bloom and motion blur really wont be mentioned). The focus will be on using graphics technology to achieve specific artistic goals, rather than showcasing the technology itself. High-level tips for improving surfacing and lighting, as well as practical implementation details for the shaders, vertex data, texturemaps and artist tools will be covered.

Dazed and Confused in the MMO World
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Description: Mythic Entertainment's senior creative director, Paul Barnett, talks to developers about how the Mythic team managed to take a beloved intellectual properly WARHAMMER FANTASY and convert it into to an MMO that's fun in its own right, but also appeals to lifelong fans of the IP.

Stretching Beyond Entertainment: The Role of Games in Personal and Social Change
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Description: This year we bring the discussion back with an all-star panel to look to the future of games, not in terms of technology, and not in terms of whats the next hotness, but in terms of what we can do with the creativity of design to help inspire a better world.

Read Me: Closing the Readability Gap in Immersive Games
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Description: Visual fidelity and procedural complexity have grown independently of one another. This disconnect means that game information presented to players often provides little feedback about their actions. Patrick Redding (Ubisoft Montreal) discusses why the disparity must be addressed before games can tackle more complicated problems in narrative and AI.

On the War Path: Tactical AI in DAWN OF WAR 2
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Description: This talk will cover the new features and modifications made to the tactical AI of the Essence Engine to satisfy the needs of DAWN OF WAR 2. AI preproduction, melee pathfinding, units of varying capabilities, and designer AI tools used to instill personality will be explained via in game videos with lots of explosions.

The Iterative Level Design Process of Bioware's MASS EFFECT 2
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Description: This session examines the BioWare Mass Effect teams new level-creation process, which is focused on maximizing iteration for quality while minimizing rework and cost. It shares some of the lessons learned from creating Mass Effect and evaluates how well this new process is working based on current experiences.

The Brutal Art of Brutal Legend
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Description: A behind-the-scenes look at creating the art for a highly ambitious, Heavy Metal inspired original game, this talk examines how the look of Brutal Legend was defined and realized. Details on how Double Fine met the challenge of creating a unique, stylized look while also delivering a AAA looking game on the current generation of consoles are revealed.

Five Lessons from Social Games that Matter to the Rest of the Games Industry
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Description: This presentation will go over five key learnings from developing games for social networks and explain why those matter for the future of the broader games industry. Topics covered range from design insights and process learnings to business models. Examples and play-and-distribution data are used liberally throughout.

Practical SPU Usage in GOD OF WAR 3
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Description: This talk will focus on practical SPU usage and simple, straightforward things you can do with the SPU that works naturally within an existing game engine. GOD OF WAR 3 is not yet released, but we already have several key systems in place to help with various tasks in the game. This talk will discuss systems like core rendering, file IO and collision. We will focus on simplicity and ease of use. Architectural tips for scaling and debugging will be covered as well as portability issues and compromises.

Destruction of Design
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Description: This session details the use of physical destruction and how it affected RED FACTION: GUERRILLA. Systems design and design issues that physical destruction create are the primary focus from both an abstract and a practical angle. Attendees will gain insight into how destruction drastically affects most aspects of a game and how to harnass the power it provides.

Technical Art Techniques Panel: Tools and Pipeline
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Description: As game pipelines, their tools, and content become more complex, technical artists have become the developers of choice for much of the planning, overseeing, and implementation of pipelines. Technical artists from BioWare, Bungie, Microsoft, and Volition discuss their solutions and practices for tools and pipeline.

From Evolution to Revolution: Upgrading the Graphics Engine of EVE Online
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Description: The session focuses on the many challenges overcome in upgrading the graphics technology and content of a classic MMOG, EVE Online. We will look at the evolution of the artwork over the years and the revolution brought about by the new engine. Many MMO specific issues will be investigated, for instance how we turned 12 GB of next-generation graphics content into a 700 MB download.

(305) Shifting from Entertainment to Serious Games: Breathing life into Flame-Sim
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Description: From initial client-developer interaction through the final phases of quality assurance, the development of serious games necessitates its own distinct process. While the process of serious game development draws heavily from that of entertainment games, there exist fundamental differences between the two. This session will present this key issue through the lens of the latest major game studio to undertake its first serious games project : High Voltage Studios.

(305) Making Sense of Brain Games: A Scientific Analysis of Game Design in the Brain Fitness Market
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Description: Games to exercise the brain have emerged as a specialized serious games market segment, in the form of individual games and companies specializing a coordinated suite of good-for-you cognitive workouts. Neuroscience research addresses the question of whether playing games can improve cognitive functioning. Michigan State University's brain game design research looks at whether today's brain games are good games. Using scientific methods...

(305) Naught's Had, All's Spent: ARDEN's Failure and the Challenges of Literature Videogames
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Description: ARDEN: THE WORLD OF WILLIAM SHAKESPEARE at Indiana University was perceived by its own creator, Edward Castronova, as a failure as a serious game. Yet the lessons that could have been learned from the difficult challenge of attempting to adapt a group of literary works to a videogame genre were largely ignored...

(305) SPORE's Wake: What Seriously Happened?
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Description: No matter your position in the games space there was little disagreement over the last few years that Will Wright's SPORE would have a major impact. From within the context of serious games there were many unique issues that were predicted to arise, and a lot of potential was identified. SPORE, like many of Wright's other works, seemed poised...

(305) Winning with Games
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Description: People, be they athletes, successful at business, or otherwise at the top of their field tend to have certain skills and psychological traits that help them be more successfully competitive. What if such critical self-analysis skills could be embedded in a series of casual games that taught you some of these skills? What if the same training given to help fighter pilots and top athletes...


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