GDC 2004
The Hobbit : A Case Study
by Christopher Michael
Audio
GDC 2004
A Peek Behind the Shoji: Japan's Videogame Market Today
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2004
A Road Map for Peace: Redefining the Publisher- Developer Relationship
by Joe Minton
Business and Legal
GDC 2004
Accurate Prediction and Other Organizational Myths
by Starr Long
Production
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2004
Adventures in Character Design
by Tim Schafer
Game Design
GDC 2004
AI and Design: How AI Enables Designers
by Rishi Bhattacharya
Programming
GDC 2004
Artist Management in a Small Games Company
Production
GDC 2004
Audio Asset Management for Large Projects
by David Chan
(Hinterland Studios)
Audio
GDC 2004
Behavioral Game Design
by John Hopson
(Bungie Inc.)
Audio
GDC 2004
Beyond Finite State Machines: Managing Complex, Intermixing Behavior H...
by Joseph W. Popinski III
Programming
GDC 2004
Beyond Fun: Setting Aesthetic Goals and Sticking toThem
by Tim Stellmach
(Harmonix)
Game Design
GDC 2004
Building a Million Particle System
by Cheryl Jackson
Programming
GDC 2004
Building Big Licensed Games with Big Teams
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2004
Common C++ Performance Mistakes in Games
by Pete Isensee
Audio
GDC 2004
Cross Platform User Interface Development
by Tim Stellmach
(Harmonix)
Game Design
GDC 2004
Cross-Platform Audio Using Interactive XMF
by Jessica Bayliss
Audio
GDC 2004
Deferred Shading on DX9 Class Hardware and the Xbox
by Matt Pritchard
Audio
GDC 2004
Destruction on a Diet
by Paul Lindberg
Programming
GDC 2004
Doing Business with Europe: A Survivor's Guide
by Vincent Scheurer
Business and Legal
GDC 2004
Everything You Need to Know to Make Money in Coin-Op
Business and Legal
GDC 2004
Fast Yet Realistic Deformation and Fracture
by James O'Brien
Programming
GDC 2004
Follow The Money: Understanding Console Publishers
Business and Legal
GDC 2004
Four at a Time: Techniques for Maximizing Enemy and Object Placement
by Chris Cross
Game Design
GDC 2004
From Visual Anti-Establishment to Ubiquity and Back
by Chris Cross
Audio
GDC 2004
Game Design Challenge: The Love Story
by Will Wright
(StupidFunClub)
Game Design
GDC 2004
Game Mobility Requires Code Portability
by Guido Henkel
Programming
GDC 2004
GDC Programming Keynote: John Carmack
by John Carmack
(iD Software)
Programming
GDC 2004
Growing a Dedicated Tools Programming Team: From Baldur's Gate to S...
Production
GDC 2004
High Dynamic Range Lighting
by John O'Leary
Programming
GDC 2004
How to Get More Coverage for Your Company and Titles
by Sue Bohle
Business and Legal
GDC 2004
Integrating Physics into a Modern Game Engine
by Rishi Bhattacharya
Programming
GDC 2004
Learning by Design: Games as Learning Machines
by Mark O'Neill
IGDA
GDC 2004
Managing the Hydra: Successfully Running Multiple Projects in a Videog...
by Michael Corby
Production
GDC 2004
Minefields in Videogame Intellectual Property Protection
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Legal
GDC 2004
Motion Capture-driven Simulation for Characters
by Lisa Schlosser
Programming
GDC 2004
Motion Synthesis
by Terri Curran
Programming
GDC 2004
Music Licensing for Videogames: How Popular Music and Artists Can Make ...
by Victor Rodriguez
(THQ)
Business and Legal
GDC 2004
Outdoor Jungle Vegetation: Battlefield Vietnam
by Rishi Bhattacharya
Visual Arts
GDC 2004
Practical Implementation of High Dynamic Range Rendering
by Rishi Bhattacharya
Audio
GDC 2004
Practical Physics for Articulated Characters
by Rishi Bhattacharya
Programming
GDC 2004
Practical Physics for Articulated Characters
by Vangelis Kokkevis
Audio
GDC 2004
Practical Shadows: Out of the Demo and Into the Engine
by Tom Forsyth
Programming
GDC 2004
Procedural Shaders: A Feature Animation Perspective
by Arcot Preetham
(ATI)
Programming
GDC 2004
Procedural Shaders: A Feature Animation Perspective
by Arcot Preetham
(ATI)
Programming
GDC 2004
Producing Motion Capture and Animation
by Paul Immo
Production
GDC 2004
Producing Orchestral Scores for Games
by John O'Leary
Audio
GDC 2004
Production Through Collaboration: Escalating Demands on the Producer
by Dave Perry
Production
GDC 2004
Re-awakening a Classic: Prince of Persia : A Case Study
Production
GDC 2004
Real World Multi-Threading in PC Games
by Arron Coday
(Intel)
Programming
GDC 2004
Real World Multi-Threading in PC Games
by Arron Coday
(Intel)
Programming
GDC 2004
Real-Time Global Illumination
by Eskil Steenberg
Audio
GDC 2004
Real-Time Global Illumination
by Fred Mundt
Programming
GDC 2004
Realistic and Fast Cloud Rendering in Computer Games
Programming
GDC 2004
Requirements for a Next Generation Massively Multiplayer Online Game
by Gordon Walton
Production
GDC 2004
Reusing Shading for Interactive Global Illumination
Programming
GDC 2004
Revisiting the Standard Joint Hierarchy: Improving Realistic Modeling of...
Programming
GDC 2004
Seven Years of Max Payne
Production
GDC 2004
Spare No Expense: Starbucks and Aeron Chairs for Everyone
Business and Legal
GDC 2004
The Civilization Series: How to Maintain a Successful Franchise
by Soren Johnson
(Mohawk Games)
Game Design
GDC 2004
The Full Spectrum Warrior Camera System
by Thomas Peltier
Programming
GDC 2004
The Collection and Applications of Metrics in an MMP Game: Lessons Lea...
by Larry Mellon
Programming
GDC 2004
The End Game: How Top Developers Sold Their Studios
by Dan Rogers
Business and Legal
GDC 2004
The I-Spy Book of Developer Contract Law
Business and Legal
GDC 2004
The Impact of Middleware Technologies on Your Game Development
by Thomas Peltier
Production
GDC 2004
The Interesting Thing About Bishops: Simulation Boundaries in Splinter Cell
by Clint Hocking
Game Design
GDC 2004
The Making of the Official Counter-Strike Bot
by Michael Booth
(Valve)
Programming
GDC 2004
The State of the Web and Downloadable Games Industry: A 2004 IGDA Online...
by Derrick Morton
(FlowPlay)
Business and Legal
GDC 2004
The Virtual and Mixed Media Orchestra for Game Music
Audio
GDC 2004
The Well-Fed Freelancer: A Survival Guide in 24 Easy Lessons
by Francois Dominic Laram'e
Business and Legal
GDC 2004
Tips & Tricks for UV Mapping
by Keith Self-Ballard
Visual Arts
GDC 2004
Triangulation: A Schizophrenic Approach to Game Design
by Will Wright
(Stupid Fun Club)
Game Design
GDC 2004
Turning Innovation into Impact
by J Allard
Audio
GDC 2004
Understanding the Elements of Employee Compensation
Business and Legal
GDC 2004
Using External Contractors Effectively
by Jessica Bayliss
Production
GDC 2004
Using Verlet Integration and Constraints in a Six Degree of Freedom Rigi...
Programming
GDC 2004
What to Do When it All Goes to Hell: Lessons Learned Shutting Down a G...
by Cody Northrop
Business and Legal
GDC 2004
Why We Play Games: The Four Keys to Player Experience
by Nicole Lazzaro
(XEODesign)
Game Design
GDC 2004
Winning the Race Against Pirates And Crackers: Next Generation Copy Pr...
by Jeff Orkin
Production