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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)


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Relevancy: 2.90%
ALAN WAKE: Light and Dark
Price:$3.95

SKU#: GDC11-11421
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Description: ALAN WAKE: Light and Dark
Saku Lehtinen (Remedy Entertainment)
Thurs 3:00PM
ALAN WAKE: Light and Dark
SPEAKER/S: Saku Lehtinen (Remedy Entertainment)
DAY / TIME / LOCATION: Thursday 3:00- 4:00 Room 308, South Hall
TRACK / FORMAT: Visual Arts / Lecture
DESCRIPTION: Remedy spent 5+ years in creating a new game and franchise ALAN WAKE after MAX PAYNE. Art Director, Saku Lehtinen, speaks about the light and dark of ALAN WAKE from the metaphorical level to practicalities. We will learn about the multiple techniques behind the acclaimed atmosphere. What methods were used to convey the feeling of something more under the surface? How did the games basic themes echo in the design, technology and visuals in order to support the story and create a memorable gaming experience that would go under your skin?



Relevancy: 2.90%
ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
Price:$3.95

SKU#: GDC11-12451
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Description: ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
SPEAKER/S: Markus Maki (Remedy Entertainment) and Olli Tervo (Remedy Entertainment)
DAY / TIME / LOCATION: Thursday 4:30- 5:30 Room 3007, West Hall 3rd Fl.
TRACK / FORMAT: Programming / Lecture
DESCRIPTION: The technology of ALAN WAKE was built from the ground up with half a dozen programmers in the course of 5 years of development. We cover the reasons why we decided to build new technology instead of iterating with MAX PAYNE's tech or licensing an engine. We explore how we built the technology and what were the biggest successes and problems we encountered on the way; for example why have open world technology in a linear story driven game. We look back at concrete approaches in technical design and programming techniques, as well as end results in a post mortem style.
TAKEAWAY: Hear about specific successes and problems Remedy met while developing a new technology and code base. Attendees will learn about the possible benefits one can get by starting a game engine from scratch, but also about the pitfalls the same choice will involve.
INTENDED AUDIENCE: This session is aimed at technology-oriented programmers and technical leads who are responsible for making technology decisions in a studio, as well as for programmers who do the actual design and implementation of an in-house game engine.



Relevancy: 2.90%
The Future of Innovative Studios: Team and Tools Behind Alan Wake
Price:$7.95

SKU#: GDC07-4696
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Description: This session discusses how Remedy's team structure, every-day tools, and processes are tailored to meet the challenge of Alan Wake - a project that is simultaneously breaking new ground in fresh game design, cinematic storytelling, and incredible technology. How do you manage a project like that, and still manage to sleep at night?


Relevancy: 2.90%
Balancing Multiplayer Competitive Games
Price:$7.95

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Description: Ill define what balance is, show how good games designed balance into their systems, and explain the concepts I used to balance Street Fighter HD Remix and the Kongai and Yomi card games. Finally, Ill make the case that only intuitive decision-making can solve this kind of problem.


Relevancy: 2.90%
Balancing Multiplayer Competitive Games
Price:$7.95

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Description: Ill define what balance is, show how good games designed balance into their systems, and explain the concepts I used to balance Street Fighter HD Remix and the Kongai and Yomi card games. Finally, Ill make the case that only intuitive decision-making can solve this kind of problem.


Relevancy: 2.90%
Balancing Multiplayer Competitive Games
Price:$7.95

SKU#: gdc09_9352
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Description: Ill define what balance is, show how good games designed balance into their systems, and explain the concepts I used to balance Street Fighter HD Remix and the Kongai and Yomi card games. Finally, Ill make the case that only intuitive decision-making can solve this kind of problem.


Relevancy: 2.90%
Real-Time Strategy Game Balance
Price:$5.95

SKU#: GDC-02-126
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Description: Lecture


Relevancy: 2.90%
Real-Time Strategy Design and Balancing
Price:$5.95

SKU#: GDC-01-086
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Description: Lecture


Relevancy: 2.90%
Magic Lessons: Designing and Balancing Game Objects
Price:$7.95

SKU#: GDC07-3709
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Description: An overview of methods used in the paper game industry for designing and balancing very complex games. The focus is on techniques that would be useful for any complex game, paper or electronic, and especially for games with a large pool of interacting objects that players can choose from, such as MMOGs or RTS games. A basic model of how to approach such designs is given, followed by some more detailed tools and methods for tuning, costing, and balancing gameplay.


Relevancy: 2.90%
(305) SPORE's Wake: What Seriously Happened?
Price:$7.95

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Description: No matter your position in the games space there was little disagreement over the last few years that Will Wright's SPORE would have a major impact. From within the context of serious games there were many unique issues that were predicted to arise, and a lot of potential was identified. SPORE, like many of Wright's other works, seemed poised...


Relevancy: 2.90%
(305) SPORE's Wake: What Seriously Happened?
Price:$7.95

SKU#: gdc09_8688
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Description: No matter your position in the games space there was little disagreement over the last few years that Will Wright's SPORE would have a major impact. From within the context of serious games there were many unique issues that were predicted to arise, and a lot of potential was identified. SPORE, like many of Wright's other works, seemed poised...


Relevancy: 2.90%
(305) SPORE's Wake: What Seriously Happened?
Price:$7.95

SKU#:
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Description: No matter your position in the games space there was little disagreement over the last few years that Will Wright's SPORE would have a major impact. From within the context of serious games there were many unique issues that were predicted to arise, and a lot of potential was identified. SPORE, like many of Wright's other works, seemed poised...


Relevancy: 2.90%
Balancing Revenue vs. User Experience in Mobile Games
Price:$3.95

SKU#: GDCE13-24839_RLTK
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Description: Balancing Revenue vs. User Experience in Mobile Games
Ilja Goossens | Director, Chartboost

Location: Congress Saal 2
Date: Monday, August 19
Time: 13:00-13:25
Tracks: Business, Marketing & Management
Format: Session
Vault Recording: Video


Mobile developers have more tools than ever to help them market their mobile games and build a profitable business. However, developers need to carefully balance the business need to acquire new users and monetize them in a way that's conducive to their overall user experience. Chartboost's Ilja Goossens will discuss how mobile game marketing is evolving and what developers can do to capitalize on it. He will also share how developers can use data and analytics improve performance and share specific strategies used by successful developers around the world.



Relevancy: 2.90%
Balancing Monetization to Succeed in the F2P MMO Space
Price:$3.95

SKU#: GDCE13-25658_XIQF
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Description: Balancing Monetization to Succeed in the F2P MMO Space
Gabriel Hacker | General Manager and Head of European Operations, Perfect World

Location: Offenbachsaal
Date: Monday, August 19
Time: 13:35-14:00
Track: Free to Play Design & Business Summit
Format: Session
Vault Recording: Video


In the exploding free-to-play MMO environment, monetization balance is extremely important. What types of content should be paid for? How do you prevent players from being able to simply 'pay to win', thus diminishing the play experience of non-paying players? And what is too expensive? What is too cheap? The general manager of Perfect World, Gabriel Hacker, will address these issues, which directly concern the new F2P MMO, by walking through theory and examples of best and worst practices.



Relevancy: 2.90%
Balancing Act: The Art and Science of Dynamic Difficulty Adjustment
Price:$5.95

SKU#: GDC-01-033
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Description: Lecture


Relevancy: 2.90%
Balancing Act: Narrative And Mission Design In Assassin's Creed III
Price:$3.95

SKU#: GDC13-23744_1NMAI
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Description: Balancing Act: Narrative and Mission Design in Assassin's Creed III SPEAKER/S: Corey May (Ubisoft Montreal) and Philippe Bergeron (Ubisoft) DAY / TIME / LOCATION: Monday 3:35- 4:00 Room 2018, West Hall TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Game Narrative Summit / 25-Minute / Lecture / All GDC VAULT RECORDING: Video DESCRIPTION: In this talk, Corey May (lead writer) and Philippe Bergeron (mission director) will chart the evolution of narrative design across the Assassin's Creed franchise. From initial concept to final interaction, they will walk attendees through the team's narrative and design pipelines, highlighting the various tools and processes they've developed over the years. In addition, they will explore the ways in which their collaboration has evolved over the course of the franchise's life.


Relevancy: 2.90%
Re-awakening a Classic: Prince of Persia: A Case Study
Price:$5.95

SKU#: GDC-04-144
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Description: Lecture


Relevancy: 2.90%
How to Balance a Real-Time Strategy Game: Lessons from the Age of Empires Series
Price:$5.95

SKU#: GDC-01-050
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Description: Lecture


Relevancy: 2.90%
Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI
Price:$5.95

SKU#: GDC-06-163
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Description: Overview to follow.


Relevancy: 2.90%
Fun versus Offensive - Balancing the Cultural Edge of Content for Global Games
Price:$5.95

SKU#: GDC-06-048
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Description: A unique lecture on the importance of considering the cultural and political aspects of content with games and how such content affects global distribution, local market perception and bottom-line revenue. Engaging examples and practical action items are clearly employed.


Relevancy: 2.90%
Wake Up and Smell the Metrics! A Rant on Metrics-Driven Development in Online Games
Price:$7.95

SKU#: GDCA08-7885
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Description:

Wake Up and Smell the Metrics! A Rant on Metrics-Driven Development in Online Games
Speaker: Larry Mellon (Virtual Worlds Consultant), Darius Kazemi (President, Orbus Gameworks)
Date/Time: Wednesday (September 17, 2008) 9:30am — 10:30am
Location (room): Room 4
Track: Online Games - Technology and Services
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
We live in Darwinian times as the traditions of the old boxed goods industry shift online, investigating entirely new ways of reaching and retaining customers. But in many ways we have retained the old mentalities of guessing and hacking our way to success or failure. Running an online game is a service, and we have unprecedented access to customer and operational data. This session presents a business case on applying metrics to lower recurring costs and make games stickier based on measured data, not risky guesses. Some basic implementation plans are given to jumpstart your game into the world of metrics-driven development.




Relevancy: 2.90%
Beyond Balancing: Using Five Elements of Failure Design to Enhance Player Experiences
Price:$7.95

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Description: This 20-minute lecture presents a toolbox for improving the design of failure in video games. Based on research on player reactions and attitudes towards failure across different audiences, the lecture identifies Five Elements of Failure Design for better failure design in single player games.


Relevancy: 2.90%
Beyond Balancing: Using Five Elements of Failure Design to Enhance Player Experiences
Price:$7.95

SKU#: gdc09_8972
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Description: This 20-minute lecture presents a toolbox for improving the design of failure in video games. Based on research on player reactions and attitudes towards failure across different audiences, the lecture identifies Five Elements of Failure Design for better failure design in single player games.


Relevancy: 2.90%
Beyond Balancing: Using Five Elements of Failure Design to Enhance Player Experiences
Price:$7.95

SKU#:
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Description: This 20-minute lecture presents a toolbox for improving the design of failure in video games. Based on research on player reactions and attitudes towards failure across different audiences, the lecture identifies Five Elements of Failure Design for better failure design in single player games.


Relevancy: 2.90%
Wake up! Your Team is on Fire! Why Your Real Problems Are Cultural and How to Change Them
Price:$3.95

SKU#: GDC10-10311
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Description: Wake up! Your Team is on Fire! Why Your Real Problems Are Cultural and How to Change Them
Speaker: Michael Saladino (Senior Producer, Electronic Arts - Pandemic)
Date/Time: Thursday (March 11, 2010) 3:00pm — 4:00pm
Location (room): Room 305, South Hall
Track: Production
Secondary Track: Business and Management
Format: 60-minute Lecture
Experience Level: Advanced

Session Description
What's the difference between a manager and a leader? One key separator is the ability to drive a cultural shift on a team, in a studio or across a global organization. It's being able to identify a systemic problem and methodically refocus the lens that everyone is using until each person understands the change they must embody. But this sounds like a job for the GM or VP of Organizational Effectiveness. Not at all: any leader at any level can drive change from the grassroots as I've done inside Electronic Arts.



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