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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) Post Mortem: Super Monkey Ball iPhone
Price:$7.95

SKU#: gdc09_8905
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Description: SEGA's Ethan Einhorn, who oversaw the development of this innovative product in only 4 months, will share his experience bringing Super Monkey Ball to the iPhone. Einhorn will share SEGA's philosophy on how iPhone game development has evolved in the past year...

(308) The Challenges and successes of porting games to the Apple iPhone
Price:$7.95

SKU#: gdc09_8902
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Description: What makes a great iPhone game? What are the best ways to use the multi-touch screen? Why is it going to take an almost endless amount of iterations to get the accelerometer to feel right? Mike Pagano, Producer of EA's Spore Origins and SimCity...

Failure is NOT an Option - Basic Survival Techniques for any Producer/Designer
Price:$7.95

SKU#: gdc09_8888
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Description: This session gives you important insight on why games fail and by providing these insights we learn how to survive. The speaker will provide examples and give his personal experiences fire fighting in the trenches. Expect to see lots of examples.

Negotiation 101
Price:$7.95

SKU#: gdc09_8887
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Description: Games attorney Vincent Scheurer describes his top tips for successful commercial negotiations. The session focuses on negotiating commercial contracts and covers preparation and planning, conducting the negotiation, changing strategy to deal with the unexpected, and key steps to take after the negotiation has ended.

Overview of Video Games Testing within Microsoft Game Studios
Price:$7.95

SKU#: gdc09_8886
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Description: This presentation covers Microsoft Game Studios approach to testing game software. Key areas that will be covered include teams structure, testing philosophy, types of testing and documentation used to ensure quality and compelling products are released.

Weapon Sound Design
Price:$7.95

SKU#: gdc09_8885
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Description: This session presents an overview of weapon sound design in action games, sharing design and implementation procedures as well as giving recommendations on how to achieve audio clarity in multiplayer and single player environments.

Valve's Approach to Playtesting: the Application of Empiricism
Price:$7.95

SKU#: gdc09_8884
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Description: This talk will focus on how Valve is broadening its playtest program to apply methodologies from behavioral research which should serve to both increase the stock of useful information and to decrease the collection of biased observations.

Fault Tolerance: From Intentionality to Improvisation
Price:$7.95

SKU#: gdc09_8882
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Description: As a follow-up to the second-highest rated talk of GDC 2006, this presentation looks at the specific challenges of designing game mechanics that both allow and encourage players to play expressively, while opening the door for them to accept small incremental failures and set-backs as an engaging element that adds depth and variety to dynamic play.

Master Metrics: The Science Behind the Art of Game Design
Price:$7.95

SKU#: gdc09_8878
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Description: Seven cutting-edge metrics-based game design techniques have been gathered from some of the leading game designers in the world via personal interviews. All are presented visually and in a hands-on style. Each is intended to be practical for working game designers who seek to make better play experiences.

Helping Your Players Feel Smart: Puzzles as User Interface
Price:$7.95

SKU#: gdc09_8877
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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
Price:$7.95

SKU#: gdc09_8876
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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
Price:$7.95

SKU#: gdc09_8875
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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
Price:$7.95

SKU#: gdc09_8874
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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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SKU#: gdc09_8873
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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
Price:$7.95

SKU#: gdc09_8865
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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
Price:$7.95

SKU#: gdc09_8863
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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
Price:$7.95

SKU#: gdc09_8862
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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.
Price:$7.95

SKU#: gdc09_8861
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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
Price:$7.95

SKU#: gdc09_8860
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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
Price:$7.95

SKU#: gdc09_8857
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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
Price:$7.95

SKU#: gdc09_8856
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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
Price:$7.95

SKU#: gdc09_8855
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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
Price:$7.95

SKU#: gdc09_8854
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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
Price:$7.95

SKU#: gdc09_8853
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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
Price:$7.95

SKU#: gdc09_8852
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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.


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