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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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(303) Red Ocean or Blue Ocean?
Price:$7.95

SKU#: gdc09_8944
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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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SKU#: gdc09_8943
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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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SKU#: gdc09_8942
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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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SKU#: gdc09_8941
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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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SKU#: gdc09_8940
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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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SKU#: gdc09_8937
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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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SKU#: gdc09_8936
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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
Price:$7.95

SKU#: gdc09_8932
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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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SKU#: gdc09_8931
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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.

Inside the GEARS OF WAR 2 Character Modeling Pipeline
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SKU#: gdc09_8930
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Description: This session will provide an overview of the GEARS OF WAR 2 character modeling pipeline, lessons learned during the making of GEARS OF WAR and UNREAL TOURNAMENT 3, and an analysis of how the implementation of new techniques impacts production.

How Did the Interview Go?
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SKU#: gdc09_8928
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Description: Recently hired game developers will tell what happened in the interviews that got them their jobs and what went down in the interviews that didn't result in an offer, too! Find out from working game developers, who just recently went through real job interviews, what kinds of questions they were asked and how they answered to get the job offer.

100 Questions, 97 Answers, 56 Minutes
Price:$7.95

SKU#: gdc09_8927
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Description: Students hoping to enter the industry have a lot of questions. In this fast-paced and comedic presentation, Brathwaite answers these questions and many, many more, including the ones you didn't know to ask.

How to Start Designing Games On Your Own (and What that Really Means)
Price:$7.95

SKU#: gdc09_8926
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Description: If you want to be a game designer, you have to start designing games now. But what does that mean and how do you do it? Game designer, producer, and educator Tom Sloper (sloperama.com) has spent many years over the course of his career in the game industry helping aspiring game developers learn how to achieve their goals. In this session, he breaks down what it means to start designing games now and explains how to do it. Whether you're a game design student, an entry-level developer, or someone who is just starting out, this instructional session will give you solid information about what to do to put a game project on your resume.

The Game Design Challenge: My First Time
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SKU#: gdc09_8925
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Description: Welcome back for another year and another Game Design Challenge, where three amazing game design greats create original concepts around a very unusual game design problem. Join us as returning champ Steve Meretzky squares off against two new challengers.

(103) Localization Summit Conclusion
Price:$7.95

SKU#: gdc09_8924
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Description: To close the Summit, the organizers will present brief closing statements reflecting on the Summit's content in addition to inviting audience questions and feedback and encouraging attendees to continue their interest via the IGDA Game Localization SIG.

(103) Localization-Aware Game Development
Price:$7.95

SKU#: gdc09_8923
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Description: This lecture provides an overview on how to produce localized games from pre-production to ship, including techniques for effectively planning and executing a localization, working effectively with localization vendors, and structuring the localization pipeline. Real world examples will be used to illustrate the basic principles discussed.

He Who Ships, Wins: Producing GEARS OF WAR 2
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SKU#: gdc09_8921
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Description: This session will present an overview of some of the process and techniques utilized by the GEARS OF WAR 2 team in order to ship an AAA game on time with only two years for development, high internal and external expectations and a public release date. Examples discussed will be taken from the development of Gears of War 2 and will include topics like pre-production scoping, handling crunch, and managing the endgame.

The Beauty of Destruction
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SKU#: gdc09_8920
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Description: This presentation will cover all aspects of C++ object destruction, ranging from destructor performance to best practices. Topics will include order of destruction, implicit destructors, and details around how destructors are affected by exception handling, polymorphism, and partially constructed objects.

The Cruise Director of AZEROTH: Directed Gameplay within WORLD OF WARCRAFT
Price:$7.95

SKU#: gdc09_8919
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Description: This discussion will focus on the original development of WORLD OF WARCRAFT's quest system and how it has changed over time, with WRATH OF THE LICH KING being the latest evolution. The presentation will also include some of the guidelines and philosophies that are followed when creating WoW content.

Riding the Waves of Change: How Video Game Companies Can Flourish in an Environment of Relentless Volatility and Flux
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SKU#: gdc09_8915
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Description: The Game Industry is in constant flux and flow: to be successful in this industry one must learn to contend not just with a changing market, but technology, educational demographics, workers' skill-sets, but even changes within companies through mergers, acquisitions, and all-out take-overs. This panel will discuss how to flourish in uncertain times.

(306) Building and Sustaining Successful Free-To-Play MMOs
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SKU#: gdc09_8913
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Description: Don Choi's lecture is a detailed look at OGPlanet's free-to-play business model, describing how and why it has been successful. Choi pays special attention to how OGPlanet has tackled the challenge of maintaining balance in games...

(306) Post mortem: Game mechanics without rules in Habbo Hotel
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SKU#: gdc09_8912
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Description: Sulka Haro, the lead designer of Habbo Hotel, a 120 million registered user teen virtual world, explains the changes the product has seen during the last 12 months....

(306) How to Avoid New Legal Pitfalls in Virtual World Design and Policy
Price:$7.95

SKU#: gdc09_8911
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Description: There are always new legal pitfalls and challenges emerging in relation to virtual worlds, especially as the field continues to grow. This lecture gives attendees an opportunity to hear from a foremost legal scholar on virtual world legal issues....

(308) How do we socialize mobile games?
Price:$7.95

SKU#: gdc09_8908
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Description: The rise in popularity of social networks has driven a call for greater social activity within mobile games but has left designers with the question of how to achieve this task. If we are to explore social concepts within mobile games we must understand what types of social bond do online social networks support?

(308) Mobile Participation TV--Innovation in cross platform gaming
Price:$7.95

SKU#: gdc09_8906
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Description: Mobile Participation TV technology (MoPA-TV) offers exciting massive multi-player gaming experience via mobile by allowing home viewers to virtually appear in a live TV game show through an avatar and participate in the program via text messaging, or by visiting a Web / WAP site from their mobile phones for real-time interaction. With MoPA-TV, mobile gaming is not just limited to the cell phone....


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