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July 27, 2006

GDC Radio Presents: 'Adventures in Character Design'

psychonauts.jpg Gamasutra is proud to present the latest Game Developers Conference lecture, as part of a weekly series of podcasts will alternate between two sources under the overarching GDC Radio brand - the Gamasutra podcast, a new original podcast show, and GDC Radio Archives, which will exclusively feature the best lectures, tutorials, and roundtables from this and previous years' Game Developers Conferences.

This week's edition of GDC Radio is a lecture from Game Developers Conference 2004, with Double Fine's Tim Schafer (Psychonauts, Grim Fandango, Full Throttle, Day of the Tentacle) discussing the creation of memorable game characters in 'Adventures in Character Design.'

You can now download an audio recording of the entire lecture (.MP3, 65 minutes, 15mb).

You can subscribe to GDCRadio.net podcasts using iTunes and searching the directory for GDC Radio or by clicking this link. You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: http://feeds.feedburner.com/GDCRadio.

July 12, 2006

GDC Radio Presents: 'Can Serious Games Work in 45 Minutes?'

stopwatch.jpgIn this week's edition of GDC Radio, we present a panel from the Serious Games Summit at GDC 2006, featuring University of California, Irvine's Bill Tomlinson and M.I.T.'s Eric Klopfer discussing the potential for shortening a serious game's length to accomodate a student's time in the classroom.

The introduction to this lecture explains:

"The average K-12 class is 45-minutes long. The average college class is 60-minutes. Even if there are longer sessions planned most commercial games easily outstrip the allotted time two to three class sessions provide. This begs the question of how do games and class structures adapt to one another. The options include games that work in small bites, changing the nature of class structures, building supporting tools to aide in-class use, and more.

This panel debates some of the critical issues in an attempt to outline 5-10 critical recommendations to schools, developers, and the serious games community at large, as it relates to this proverbial square peg in round hole issue."

You can now now download the 'Can Serious Games Work in 45 Minutes?' GDC Radio lecture (.MP3, 10.8 MB).

You can subscribe to GDCRadio.net podcasts using iTunes and searching the directory for GDC Radio or by clicking this link. You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: http://feeds.feedburner.com/GDCRadio.

July 5, 2006

GDC Radio Presents: 'Halo: Development Evolved'

HaloIn this week's edition of GDC Radio, we present a panel from GDC 2003, with Bungie's Jaime Griesemer and Mat Noguchi, along with Microsoft's Marty O'Donnell, discussing the iterative, creative process that went into the making of both Halo and Halo 2, from design, engineering and audio perspectives.

The introduction to this lecture explains:

"Each discipline has a unique insight into how the game should play, and discusses how the process enabled the entire team to contribute to the final product. The lecture explains how early design documents and brainstorming sessions turn into actual content and technology that worked well together and made the game fun to play, deep, and presented with high production values. The lecture looks closely at systems such as AI dialogue that require a high level of coordination between level and character design, tools and programming, and the casting and recording of actors."

You can now now download the 'Halo: Development Evolved' GDC Radio lecture (.MP3, 14.0 MB).

You can subscribe to GDCRadio.net podcasts using iTunes and searching the directory for GDC Radio or by clicking this link. You can manually subscribe to our feed in your favorite RSS reader that supports enclosures by using this URL: http://feeds.feedburner.com/GDCRadio.

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