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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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Drop-In COOP for Open World Games
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Description: Open world games typically have high per-player simulation, streaming and memory costs, making them exceptionally difficult to network with a traditional client/server approach. This session presents an alternative peer-to-peer networking architecture that avoids this O(n) cost while supporting seamless drop-in and drop-out play.

FAR CRY 2: Creativity and the Musical Challenge
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Description: How do you bring a non-Hollywood score to fruition for a AAA game? With every effort made to avoid a cliche-driven soundtrack, we will discuss the benefits of working from a creatively open brief - outlining the decision, compositional, recording and post-production processes used in making an engaging and credible score.

Audio Adventures on the PS3 - SOCOM Confrontation - Online Audio for 32 Players
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Description: This session will inform and entertain by describing successes and challenges faced by the dialog, music, sound effects, and audio engineering departments over the length of this 32 player, on-line only, game's development cycle. Sharp focus will be turned on the successful collaboration between a 1st party central services audio department working off-site (in a different country) and the 1st time PS3 developer.

(304) Indies: Beyond Single-Player
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Description: The creator of the critically acclaimed indie titles PASSAGE and GRAVITATION (Jury Prize, IndieCade 08) shares his thoughts on games as a new expressive form. To push games forward artistically, we may need to return to the medium's pre-digital roots: multiple players seated around a game...

(308) Mobile Gaming in India - Time to play
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Description: Ignore the Indian market at your own risk. India will be a top 5 mobile games market in two years - growing from $40-$250 million! Based on detailed proprietary research of over 500 hours across 1000 people, this presentation will give you all you need to know to make India a new and significant revenue stream.

Doing Business In The Game Music Industry In Japan 101
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Description: The session will begin with a brief introduction of Norihiko Hibino and his studio, GEM Impact, which will act as an example of one of many business models that composers in Japan have adopted to work in the increasingly competitive Japanese game music market. Hibino will explain what is commonly asked of a game audio professional by developers in Japan and throughout Asia...

Rendering Techniques in GEARS OF WAR 2
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Description: In this session, we'll discuss some of the advancements in rendering techniques used in GEARS OF WAR 2. First, we will present our approach to character lighting in environments with complex static lighting. We will also reveal several approaches used to aggressively optimize Screen Space Ambient Occlusion, which is necessary for console hardware. Finally, we will discuss gore and blood rendering techniques.

CRYSIS WARHEAD Postmortem: Blowing Up Stuff
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Description: This talk gives insight into the development of CRYSIS WARHEAD, Crytek's follow-up title in the CRYSIS franchise. It covers the creation of the initial vision for the game and shows why and how herding cats is an important skill for a producer.

(306) Game Making IS the Game: Lessons Learned From Four Distinct Casual Game Creation Communities
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Description: SHARENDIPITY, PLAYCRAFTER, GAMESALAD and MOCKINGBIRD are four popular, online game-creation communities. Each company will present a distinctly different approach to the same goal of democratizing game development. In a unique format of sequential mini-lectures, a founder from each company will explore....

The Future is Now: Dynamic Music in MERCENARIES 2
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Description: MERCENARIES 2 features a truly dynamic score using music recorded by live musicians. This session breaks down the process of creating such a score from beginning to end.

(302) Audio Boot Camp, Part 2
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Description: The Audio Boot Camp offers an introduction to the wide array of topics that comprise the burgeoning game audio industry, with an increasing focus on harnessing tools and technology to serve the artistic needs of the title.

(302) Audio Boot Camp, Part 1
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Description: The Audio Boot Camp offers an introduction to the wide array of topics that comprise the burgeoning game audio industry, with an increasing focus on harnessing tools and technology to serve the artistic needs of the title.

A Whirled Tour
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Description: Attendees will get a technical tour of Whirled, OOO's virtual world where users can create environments, avatars, toys, pets, and games with tools and APIs that scale from Moms uploading pictures of puppies to game developers making casual MMOs. We also cover interesting technical problems and solutions that allowed us to do all this without giving our system admins ulcers, breaking the bank, or building a world that immediately descended into user-created anarchy.

MBA Lessons, Applied
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Description: This lecture will summarize, and make relevant for the game industry, the key lessons that I learned when getting my MBA from the MIT Sloan School of Management. This includes takeaways from classes on marketing, strategy, finance, and organizational processes. This session will *not* be a thinly-veiled attempt to glorify business school.

Stability in Stormy Weather
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Description: Small and mid-sized game development studios are notoriously forced to rapidly shrink and expand. Demiurge Studios father-and-son management team, Bill and Albert Reed present proven strategies that can help small studios run a stable business in an unstable industry.

Building a Bug Free Team: Successfully Managing Quality Assurance Teams
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Description: Teams are just groups of people who work together. But how do great teams become great? More importantly, how can you lead your team to greatness? This session describes the journey and changes made to take a test team from a group of strangers to a tight knit and successful team.

Advanced Data Mining and Intelligence from Large-Scale Game Data
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Description: EQII's senior producer and an academic researcher share the results and best practices for large-scale data mining of MMO server logs. The focus is on project setup, data analysis and actionable results, with attention paid to the game world's economy, player grouping patterns and customer satisfaction.

When Publishers Won't Let Go: Signing Away Rights to Future Games
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Description: This session will explore the most common publisher devices so that attendees will be able to identify them, understand their true meaning and impact, and consider alternatives that better protect the developer's interest.

Hollywood and Madison Avenue Discover Massively Multiplayer Online Games (MMOG) and Virtual Worlds
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Description: Alan Friel, who represents both MMOG and virtual world developers and publishers, as well as traditional media and consumer brand companies, will discuss the wide variety of deals that are being made in this space and the deal points and important issues that each group needs to consider when forming a relationship.

Early Stage Funding for Video Game Start Ups
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Description: Funding a game company is often the last, and most crucial step in realizing the vision of an independent development studio or gaming start-up. This session focuses on how independent developers and gaming start-ups should go about the challenge of acquiring early stage funding. It involves a discussion of what works, what does not, and how companies can bridge the gap to VC funding.

Moving Targets: How Audience Demographic Shifts & Trends are Changing Gamer Attitudes
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Description: The lecture will lead through the gaming audience(s) demographic compositions and will drill into key demographic breakouts. It will examine online behavioral drivers to gaming such as genre, gaming information site content consumption and exposure to digital advertising. It will cover new opportunity for developers and publishers within in game advertising by leveraging game audience measurement. It will cover predictions into demographic market sizes in the future.

Silencing the Censors - Recent Developments in the Battle for Free Expression in Game Development
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Description: Legislators and family values groups continue their attempts to censor videogame content through legislation, taxation, and media outreach. Building on the previous years presentations, the speaker will provide an understandable and humorous look at video game censorship, and what the industry can do about it.

The Art of BRAID
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Description: BRAID'S ambiguous narrative provoked players towards adventurous interpretations. David Hellman, the graphic artist responsible for BRAID'S living watercolor landscapes, will share the intentions and thought process behind his contributions to the game. Also included will be a demonstration of the level-building tools used to create the organic-looking environments.

Behind the Scenes: The GEARS OF WAR 2 Cinematics Pipeline
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Description: This session discusses the creation of a new pipeline for completing the cinematics for GEARS OF WAR 2. The story demands were much bigger than the original GEARS OF WAR so processes had to change and adapt in order to fulfill the scope of the game's cinematics. Learn how pre-planning and locking down the timing early on in motion capture helped streamline the process in the end.

Universal Character System in SAINTS ROW 2
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Description: Attendees will learn how SAINTS ROW 2's character customization and random NPC generator work. Some things that will be discussed include the universal body mesh, character morphing, normal map blending, layered clothing, shader-based customization features, how we assemble NPCs and how all this character variation affects animation.


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