Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

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)


Storefront > GDC Vault Store - Audio Recordings > GDC 2007


View larger image
 


QTY:

Outsiders in the Entertainment Industry
Price $7.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC07-4208
Statistics
Description

Outsiders in the Entertainment Industry

Speakers: David Braben

Track: Vision

Format: Lecture

Experience Level: All

Description: This talk looks at the changes we all have to address in the next few years: changes to the business model and funding, to how we regard IP, risk, creative credits, how we work as an industry. We need to stop studying our collective navels and realise we are part of a wider entertainment community and work together. We need to do this to become truly part of the 'mass market' rather than nibbling at the edges. It uses "The Outsider" as an example of how we are trying to address each of these issues; funding, risk, creating game and film IP together, creating technology to span multiple games, realising the problems with 'real' people, putting together large, detailed worlds in a cost-effective way. It also touches on the talk "Five years from now," given at GDC 2001--even then we were talking about 'next-gen gaming'--and will follow up with a few suggestions of where we might be five years hence.

Idea Takeaway: tbd

Intended Audience: tbd

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.