The Steam Dev Days video series contains the sessions and panels presented at the Steam Dev Days conferences.
Minden értékelés:
Nagyon pozitív (64) - E sorozat 64 felhasználói értékeléséből 89% pozitív.
Megjelenés dátuma:
2016. nov. 3.
Gyártó:
Címkék

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Steam Dev Days megnézése

 

Sorozattartalom

2016
2014
1. Welcome
2016. okt. 12.
10 perc
Welcome address for Steam Dev Days 2016
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2. Steam Business Update
2016. okt. 12.
21 perc
Provides a broad-strokes overview of the Steam platform and the ways in which it has grown and improved in recent years.
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3. Philosophy of VR
2016. okt. 12.
18 perc
The value of open platforms, and the past, present, and future of VR.
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4. The Future of VR and Games
2016. okt. 12.
42 perc
Leading-edge directions in VR including digital humans, social interaction, user-created content, photorealistic graphics, and breaking down the barriers between genres - and how these trends are contributing towards a new medium resembling the Metaverse from science fiction.
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5. Steam 101 - Getting Started with Marketing Features and Tools
2016. okt. 12.
40 perc
This talk is targeted at newer partners who are shipping their first or second game on Steam. Nothing matters more than making a great game, but Tom will cover basic nuts and bolts of Steamworks, and provide simple, actionable advice to give your game the best chance at success.
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6. Steam Controller
2016. okt. 12.
52 perc
The Steam Controller has come a long way since we first announced it at Steam Dev Days 2014. This will cover the newest improvements for the Steam Controller and will provide an in-depth walkthrough of how to integrate your games with the Steam Controller API.
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7. Steam 201 - Sound Advice from Successful Developers
2016. okt. 12.
41 perc
This talk is designed to provide some more advanced business guidance. It will highlight the Dos and Don'ts of launching a game on Steam, informed by the successes, failures, and feedback of experienced developers.
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8. Your Game's Back-End Item APIs
2016. okt. 12.
44 perc
The Steam Inventory Service allows a game to enable persistent player inventories without running special servers to manage users or items. Provides an implementation overview, explains the specific problems solved, and demonstrates how partners are already using the system to serve their customers.
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9. SteamVR Hardware
2016. okt. 12.
59 perc
Whether you're building a VR golf club or an indoor quad-copter, 3D tracking is the heart of your product. Developed in-house at Valve, SteamVR Tracking is a hardware/software solution that lets your devices know in real time where they are, within a room.
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10. UGC and Workshop in ARK: Survival Evolved
2016. okt. 12.
36 perc
How leveraging User Generated Content via Steam Workshop has helped foster long a pro-active community for ARK: Survival Evolved, and the technical & design steps we took to make it happen!
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11. Building Unity Games for SteamOS/Linux
2016. okt. 12.
41 perc
In this talk, we'll through a detailed overview of the current state of building Unity games for Linux and SteamOS.
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12. Video Content on Steam
2016. okt. 12.
57 perc
For the past few years Steam has been expanding to include software, soundtracks and now all things video. Whether feature films, shorts, documentaries, tutorials, TV or episodic content, Steam can deliver your video content to the world.
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13. Games as a Service
2016. okt. 13.
60 perc
Will discuss how to successfully run a game Steam, including how often to patch a game, how to do Betas, communication with your players, marketing updates, in-game balance, monetisation through additional content, developing patches and making games-as-a-service part of your launch strategy.
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14. Game Server Hosting
2016. okt. 13.
48 perc
Supporting dedicated servers has become a key component of providing a reliable and secure environment for online games. Expect discussion ranging from where to start, common problems you'll run into and how to keep ahead of the challenges you'll face.
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15. Unity Development for VR
2016. okt. 13.
59 perc
Corey will talk through starting a VR project in Unity and then give some tips for designing and optimizing the experience.
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16. Developing The Lab
2016. okt. 13.
50 perc
Valve released its first VR game in 2016, a free set of minigames and experiences called The Lab. In this panel, Valve developers and game designers will discuss developing, testing and shipping The Lab.
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17. The Psychology of Games
2016. okt. 13.
49 perc
This presentation provides an overview of various psychological phenomena and their general applicability to questions of interest for game designers across the industry.
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18. Vulkan Graphics Panel
2016. okt. 13.
58 perc
This panel on Vulkan pulls together graphics experts from across the industry to discuss the present and future of Vulkan. Vulkan provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms.
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19. Early Access
2016. okt. 13.
67 perc
When Valve launched Early Access in 2013, we hoped to give developers and customers a new framework for designing a game directly alongside customer feedback. But there are a bunch of risks and challenges associated with Early Access, and our panelists will address the ups and downs of Early Access.
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20. Anti-Cheat for Multiplayer Games
2016. okt. 13.
49 perc
Cheating has become rampant in today's online multiplayer gameplay. Drawing from decades of experience, the talk examines the impact of cheating and suggests both technical and community based strategies to stay in control.
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21. Delivering Great VR With Simple Graphics
2016. okt. 13.
60 perc
Delivering Quality VR experiences with simple graphics.
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22. Healthy Publisher Relationships
2016. okt. 13.
64 perc
How should you choose whether or not to work with a publisher? How do you know if a given publisher is right for you? What are the tradeoffs and benefits of working with a publisher, and what does a healthy developer-publisher relationship look like?
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23. The Art of Communication: Decoding the Creative Relationship
2016. okt. 13.
50 perc
Whether your studio has an in-house art team or external contractors, it can be incredibly difficult for programmers, game designers, and artists to communicate effectively and efficiently. This talk will give developers the tools and advice they need for better communication and better results.
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24. UE4 Development + Shipping an UE4 VR Game
2016. okt. 13.
94 perc
This is a talk in two parts, beginning with an Unreal Engine 4 overview from Wes Bunn of Epic and transitioning into a breakdown of how to successfully bring UE4 VR games to Steam.
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25. VR Developer Panel
2016. okt. 13.
61 perc
This panel will focus on lessons learned while building and shipping successful virtual reality projects. The VR space is still very new, but many developers are already reaching lots of happy customers, and turning a profit in the process.
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1. Welcome Address
2014. jan. 15.
10 perc
Gabe Newell welcomes attendees to Steam Dev Days in Seattle.
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2. Steam Machines in 2014 - Opening up the Living Room
2014. jan. 15.
45 perc
Valve and Steam Machine OEMs will jointly present on what to expect during 2014, including schedules and product release plans. We'll discuss what we've learned so far from our public beta testing, including a rundown on how people are actually using Steam Machines. We'll cover best practices in pre
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3. The Steam Controller
2014. jan. 15.
52 perc
The Steam Controller is going to be used by many Steam gamers to play your games. During this hour we'll discuss the rollout plans for the controller, how to get the most out of the Steam controller for your customers, we'll demonstrate how to integrate the Controller API into your games, and we'll
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4. In-Game Economies in Team Fortress 2 and Dota 2
2014. jan. 16.
39 perc
A look at the multi-year history and development of the in-game economies and microtransaction systems in Team Fortress and Dota, including some of the surprises we encountered and some of the lessons we've learned that we think are applicable to a wide range of products.

Speaker: Kyle Davis (Val
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5. Embracing User Generated Content
2014. jan. 16.
42 perc
Building your game with user generated content in mind can add significant ongoing value to your product and create a deeper engagement with customers. Learn from developers at Valve and other partners about integrating with the Steam Workshop and supporting user generated content.

Speaker: Tom B
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6. Getting Started with Linux Game Development
2014. jan. 15.
49 perc
This talk is targeted at Windows Steam developers that are interested in preparing their games to run on Linux. It will cover available tools, the basic porting flowchart, and common problems and their solutions.

Speaker: Ryan Gordon (Icculus)
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7. Marketing Your Game
2014. jan. 15.
45 perc
Making your game is not enough. To be a successful developer you need to get the word out about your game. This panel is composed of a group of indie developers who have used a wide variety of methods to successfully market their games. Topics will cover some of the strategies they have used, when y
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8. Music in Valve Games and Media
2014. jan. 15.
52 perc
Taking a look at the many ways Valve has used the medium of music in its games and media, what we've learned and some ways we hope to evolve going forward. Providing a historical overview, there will be a discussion on the development environment surrounding the ideas explored, the technologies deve
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9. Moving Your Games to OpenGL
2014. jan. 15.
55 perc
Stop treating OpenGL as that other 3D graphics API that you use on non-Windows platforms. Just move to OpenGL across the board! OpenGL is everywhere: from WebGL to OpenGL ES on mobile platforms to full-fledged OpenGL on SteamOS, Linux, OS X and Windows. We'll discuss the current OpenGL API landscape
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10. Community and Communication in Games-As-Services
2014. jan. 15.
47 perc
Although there has been a robust discussion in our industry about how the transition to games-as-services affects the way we build products, we feel there hasn't been enough focus on how that shift changes the ways we all should interact with customers. This talk will cover the methods, reasoning, a
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11. United We Win
2014. jan. 15.
46 perc
United We Win: Lessons Learned from Collaboration and Co-working Around the World

What secrets do the Boston, Chicago, Copenhagen, LA, London, Philadelphia, Phoenix, San Francisco, Toronto, Utrecht, Vancouver (and other!) communities have to learn from each other? This talk surveys successful ind
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12. Getting Started Debugging on Linux
2014. jan. 15.
47 perc
Debugging on Linux can be initially intimidating for a developer accustomed to Visual Studio on Windows. This talk explains how to get comfortable debugging on Linux, including which debuggers Valve has found useful, how to get symbols and source code to show up, and how to confidently investigate t
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13. Optimizing Linux games for AMD Graphics using GPU PerfStudio2
2014. jan. 15.
43 perc
GPU PerfStudio2 is AMD's optimization and debugging tool for AMD Radeon GPUs. This presentation will demonstrate the latest version of the tool focusing on support for Steam Linux Games.

Speakers: Tony Hosier (AMD), Gordon Selley (AMD)
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14. Data to Drive Decision-Making
2014. jan. 15.
50 perc
This presentation will cover Valve's approach to the acquisition, collection, and interpretation of data across our products and services. We will go over the infrastructure required to implement a data-driven approach to decision-making as well as common problems, useful analyses, and lessons learn
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15. Is Early Access Right for You?
2014. jan. 15.
50 perc
Early Access is a tool to develop your game with the community by giving them access to your title before it is officially released. The panelists will share what they have learned from being on Early Access; how it affected their development, their sales, and when does Early Access make sense?

P
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16. Performance Tuning Applications for Intel GEN Graphics for Linux
2014. jan. 15.
43 perc
The Intel Open Source 3D Graphics Driver has been included in all major desktop Linux distributions for over 7 years, as well as all Intel Architecture based Chromebooks. We will discuss the history and architecture of the driver, and how we have utilized open source practices to harness the talents
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17. Steam Business Update
2014. jan. 15.
53 perc
Join Nathaniel Blue and DJ Powers for a presentation on the business of Steam. Nathaniel and DJ will discuss the ways Steam has grown in recent years, particularly among Indie developers, along with an update on many of the new features on Steam. The goal of this presentation is to provide developer
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18. Portal 2 and Team Fortress 2 Alternate Reality Games Q&A
2014. jan. 14.
49 perc
Adam and Jeep have run several promotional ARGs that span various styles and scope. They'll be sharing best practices, anecdotes, and anything else you'd like to know about planning and operating your own ARGs.

Speakers: Jeep Barnett (Valve), Kyle Davis (Valve), Adam Foster (Valve)
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19. The Evolution of Gaming Hardware
2014. jan. 16.
34 perc
Alienware will be discussing the past, present and future of gaming hardware.

Speaker: Marc Diana (Alienware)
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20. Steamworks Features - A Technical Overview
2014. jan. 16.
37 perc
This talk is designed for partners that are new to Steamworks features and those who would like to discover what new features are available. It will cover an overview of the full feature list, from Lobbies & Matchmaking to Steam Trading Cards and Micro-Transaction integration.

Speaker: Chris Boyd
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21. Beyond Porting
2014. jan. 16.
51 perc
Beyond Porting: How Modern OpenGL Can Radically Reduce Driver Overhead

In this session, Cass Everitt and John McDonald from NVIDIA will talk about some newer extensions to OpenGL and how they can reduce (or even eliminate) driver overhead. We'll discuss where performance goes, how to effectively
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22. 100% Steam (Dovetail Games)
2014. jan. 16.
51 perc
100% Steam: How Dovetail Games Steam-only Policy has Built the Foundation for a New Type of Videogame Business

Steam technology allows us to change the 'fire-and-forget' business model that drives the release of new games. Gamers have a diverse set of interest which means that there is no 'one si
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23. Game Development with SDL 2.0
2014. jan. 16.
51 perc
This talk will offer a high-level overview of Simple Directmedia Layer 2.0. It will cover the features of the library and how it can make your game easier to build, port, improve and maintain.

Speaker: Ryan Gordon (Icculus)
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24. What VR Could, Should, and Almost Certainly Will Be in 2 Years
2014. jan. 16.
28 perc
We've figured out what affordable VR hardware will be capable of within a couple of years, and assembled a prototype that reveals that that level of VR hardware is capable of stunning VR experiences. That hardware is almost certainly going to appear in that timeframe, and it will be worth starting t
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25. Porting Games to Virtual Reality
2014. jan. 16.
22 perc
The team at Oculus has spent time helping a variety developers bring their existing content to virtual reality across multiple platforms. This talk will cover many of the best practices, technical hurdles that VR developers should be aware of, and some of the counter-intuitive approaches we've seen
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26. Wild West of VR
2014. jan. 16.
20 perc
Wild West of VR - Discovering the Rules of Oculus Rift Development

Through the development of Aaaaaculus!, one of the first commercially available Oculus Rift games, the team at Owlchemy Labs has come to the realization that 2013/2014 is truly the Wild West of VR development. Like the days of ear
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27. Virtual Reality and Steam
2014. jan. 16.
19 perc
Come and hear what Valve is working on in Steam to support and promote Virtual Reality games. This includes discussion of the Steam Overlay in VR, Steam store changes for VR, and our VR plan for Steamworks.

Speaker: Joe Ludwig (Valve)
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Steam Videó

Ez a tartalom csak online sugárzott formátumban érhető el. További információ a videók online sugárzásáról a Sugárzott videók a Steamen GYIK-ben található.

A sorozatról

This video series contains the sessions and panels presented at the Steam Dev Days conferences. Steam Dev Days is an occasionally-held conference for game developers, hardware vendors, and other members of the PC gaming and VR ecosystems.

Steam is the best place in the world for customers to play games, and for developers to build communities. The potential upside for developers has never been bigger, and Steam Dev Days is about navigating that opportunity. The business decisions, the technical hurdles, and the future - including virtual reality.

Steam has enabled game makers to be innovative, customer-focused and profitable, and we think openness and collaboration are driving that success. We believe that developers have just as much to learn from one another as they have to learn from Valve, and every developer who participates with the conference content makes it that much more valuable.

Rendszerkövetelmények

Windows
macOS
SteamOS + Linux
    Minimum:
    • Op. rendszer *: Windows 7
    • Processzor: Intel Core 2 vagy egyenértékű AMD
    • Memória: 1 GB RAM
    • Hálózat: Széles sávú internetkapcsolat
    • Tárhely: 200 MB szabad hely
    • Egyéb megjegyzések: 540p-hez 5 Mbps, 360p-hez 3 Mbps hálózati sávszélesség.
    Ajánlott:
    • Op. rendszer: Windows 10
    • Processzor: Intel Core i3+, vagy egyenértékű AMD ajánlott az 1080p-s HD lejátszáshoz.
    • Memória: 2 GB RAM
    • Hálózat: Széles sávú internetkapcsolat
    • Tárhely: 500 MB szabad hely
    • Egyéb megjegyzések: 1080p-hez 12 Mbps, 720p-hez 8 Mbps hálózati sávszélesség.
* 2024. január 1-jétől a Steam kliens csak a Windows 10 és újabb verziókat fogja támogatni.
    Minimum:
    • Op. rendszer: Mac OS X 10.7
    • Processzor: Intel Core 2 vagy egyenértékű AMD
    • Memória: 1 GB RAM
    • Hálózat: Széles sávú internetkapcsolat
    • Tárhely: 200 MB szabad hely
    • Egyéb megjegyzések: 540p-hez 5 Mbps, 360p-hez 3 Mbps hálózati sávszélesség.
    Ajánlott:
    • Op. rendszer: Mac OS X 10.10+
    • Processzor: Intel Core i3+, vagy egyenértékű AMD ajánlott az 1080p-s HD lejátszáshoz.
    • Memória: 2 GB RAM
    • Hálózat: Széles sávú internetkapcsolat
    • Tárhely: 500 MB szabad hely
    • Egyéb megjegyzések: 1080p-hez 12 Mbps, 720p-hez 8 Mbps hálózati sávszélesség.
* 2024. február 15-től a Steam kliens már nem fogja támogatni a 32 bites játékokat a macOS 10.14-es és alacsonyabb verzióin.
    Minimum:
    • Op. rendszer: Linux Ubuntu 12.04 vagy újabb, SteamOS 2.20 vagy újabb
    • Processzor: Intel Core 2 vagy egyenértékű AMD
    • Memória: 1 GB RAM
    • Hálózat: Széles sávú internetkapcsolat
    • Tárhely: 200 MB szabad hely
    • Egyéb megjegyzések: 540p-hez 5 Mbps, 360p-hez 3 Mbps hálózati sávszélesség.
    Ajánlott:
    • Op. rendszer: Linux Ubuntu 12.04 vagy újabb, SteamOS 2.20 vagy újabb
    • Processzor: Intel Core i3+, vagy egyenértékű AMD ajánlott az 1080p-s HD lejátszáshoz.
    • Memória: 2 GB RAM
    • Hálózat: Széles sávú internetkapcsolat
    • Tárhely: 500 MB szabad hely
    • Egyéb megjegyzések: 1080p-hez 12 Mbps, 720p-hez 8 Mbps hálózati sávszélesség.

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