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 > Topic > Game Design


View larger image
 


QTY:

Play Early, Play Often: Prototyping Sid Meier’s Civilization IV
Price $5.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC-06-119
Statistics
Description
Play Early, Play Often: Prototyping Sid Meier’s Civilization IV,
2273

Game Design, Lecture

Dorian Newcomb
Artist & Animator, Firaxis Games

Soren Johnson
Designer & Programmer, Firaxis Games
This session discusses how a small team at Firaxis Games began the process of turning the SID MEIER’S CIVILIZATION series into a 3D game that would be fun as both, a single, and multiplayer experience. It also offers best practices on what the team did well, such as: the creation of a playable multiplayer game in a few months, rapid implementation of new design features, strong gameplay balance; and what was learned along the way: a realistic terrain system dead-end, missing interface widgets, and art delayed by prototype.

Learn how to quickly get a game up and running with a designer, a programmer, and an artist.

This session is intended for participants whose own games have not been playable until three months before shipping and would like to learn another way to go about things.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.