GDC 2006
3ds Max - Complex Data Mapping Production Techniques
by Vincent Brisebois
(Autodesk)
Visual Arts
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
GDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
GDC 2006
60-Minute MBA
by Scott Corley
(Red Mercury, LLC)
Audio
GDC 2006
...And Make It Snappy! Crafting Concise, Effective Dialogue for your Game
by Evan Skolnick
(Independent)
Audio
GDC 2006
...And Make It Snappy! Crafting Concise, Effective Dialogue for your Game
by Evan Skolnick
(Independent)
Audio
GDC 2006
What's Next Panel
by Cyrus Lum
Vision
GDC 2006
A Corporate Learning Look at Games
by Brent Schlenker
(Intel)
SGS: Products Within Projects
GDC 2006
A Discussion on Story and Music and the Business That Brings Them Together
by Michael Giacchino
Audio
GDC 2006
A New Vision for Interactive Stories
by Ernest Adams
(International Hobo)
Audio
GDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
GDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
GDC 2006
Advanced Prototyping
by Chris Hecker
(definition six, inc.)
Programming
GDC 2006
Advanced Tool Writing for Character Technical
Directors (TD)
by Judd Simantov
(Naughty Dog Inc)
Visual Arts
GDC 2006
Advanced Tool Writing for Character Technical
Directors (TD)
by Judd Simantov
(Naughty Dog Inc)
Visual Arts
GDC 2006
Advergaming, Game-Based Messaging, and Marketing I
by Kim Gregson
(Television-Radio Department, Ithaca College)
SGS: Business & Deals
GDC 2006
Advergaming, Game-Based Messaging, and Marketing II
by Chris Chambers
(Army Game Project)
SGS: Business & Deals
GDC 2006
Agile Methodology in Game Development: Year 3
by Clinton Keith
(Clinton Keith Consulting)
Audio
GDC 2006
Agile Methodology in Game Development: Year 3
by Clinton Keith
(Clinton Keith Consulting)
Audio
GDC 2006
All About Ninety-Nine Nights: Next-Gen Character Design
by Tetsuya Mizuguchi
(Q Entertainment)
Visual Arts
GDC 2006
An Overview of Xbox 360 Audio
by Brian Schmidt
(Brian Schmidt Studios, LLC)
Audio
GDC 2006
Audio Production: Ideas for the Next Generation
by Tim Larkin
(Valve Software)
Audio
GDC 2006
Autodesk MotionBuilder: 5 Things you Need to Know
by Curtis Garton
(Autodesk)
Game Design
GDC 2006
Backwards Is Forward: Making Better Games with Test-Driven Development
by Noel Llopis
(Snappy Touch)
Audio
GDC 2006
Backwards Is Forward: Making Better Games with Test-Driven Development
by Noel Llopis
(Snappy Touch)
Audio
GDC 2006
Bang! Howdy: Nuggets and Rustlin' Tips
by Daniel James
(Three Rings)
Audio
GDC 2006
Battle Cam: A Dynamic Camera System for Real-Time Strategy Games
by Hector Yee
(Petroglyph Games)
Audio
GDC 2006
Battle Cam: A Dynamic Camera System for Real-Time Strategy Games
by Hector Yee
(Petroglyph Games)
Audio
GDC 2006
Best Practices for Game Development
by Grady Booch
(IBM)
Programming
GDC 2006
Better (Serious) Game Design: As Lecture and Practice
by Noah Falstein
(The Inspiracy)
SGS: Serious Game Design
GDC 2006
Beyond Polyphony: Maximizing Audio on Mobile Platforms
by Brad Fuller
(Sonaural LLC)
GDC Mobile: Audio
GDC 2006
Beyond Technology: Process Issues in Next Gen Development
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2006
Beyond Technology: Process Issues in Next Gen Development
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2006
Big Brands, Small Screens
by Shalom Mann
(Loop)
GDC Mobile: Deals and Distribution
GDC 2006
Big Screen to Game Console: Case Studies
by Nina Dobner
(Electronic Arts)
Business and Legal
GDC 2006
Big Screen to Game Console: Case Studies
by Nina Dobner
(Electronic Arts)
Business and Legal
GDC 2006
Bigger AND More Creative: Building a Better Developer Through M&A
by Jon Goldman
(Foundation 9 Entertainment)
Audio
GDC 2006
Bootstrapping a Game Company in the Age of Blockbuster Budgets
by Albert Reed
(Demiurge Studios)
Audio
GDC 2006
Brand Development for Video Games
by Oliver Wright
(SCEE)
Business and Management
GDC 2006
Brand Development for Video Games
by Oliver Wright
(SCEE)
Business and Management
GDC 2006
Bringing Console Quality To Mobile
by Tim Closs
(Ideaworks Labs)
GDC Mobile: Game Design
GDC 2006
Broadening Our Idea of What Games Can Be
by Jesper Juul
(Singapore-MIT GAMBIT Game Lab)
SGS: Serious Game Design
GDC 2006
Building a Flexible Game Engine: Abstraction, Indirection, and Orthogon...
by Tim Sweeney
(Epic Games, Inc.)
Audio
GDC 2006
Building Community Around Pollinated Content in Spore
by Caryl Shaw
(ngmoco:))
Audio
GDC 2006
Building Community Around Pollinated Content in Spore
by Caryl Shaw
(ngmoco:))
Audio
GDC 2006
Building Project Gotham Racing 3: An Xbox 360 Postmortem
by Gareth Wilson
(Bizarre Creations)
Programming
GDC 2006
Building Project Gotham Racing 3: An Xbox 360 Postmortem
by Gareth Wilson
(Bizarre Creations)
Programming
GDC 2006
Burn Baby, Burn: Game Developers Rant
by Eric Zimmerman
(Independent)
IGDA
GDC 2006
Business Geeks: How Leading Developers Use Strategic IT, HR, Finance, an...
by Clarinda Merripen
(Cryptic Studios)
Game Design
GDC 2006
Business Model Case Study Blasts
by Ben Sawyer
(Digitalmill)
SGS: Business & Deals
GDC 2006
C++ on Next-Gen Consoles: Effective Code for New Architectures
by Pete Isensee
(Microsoft)
Audio
GDC 2006
C++ on Next-Gen Consoles: Effective Code for New Architectures
by Pete Isensee
(Microsoft)
Audio
GDC 2006
Cameras and Vision: Giving Your Games Sight
by Antonio Haro
(Nokia Research)
GDC Mobile: Game Design
GDC 2006
Can Serious Games Work in 45-Minutes?
by James Paul Gee
(University of Wisconsin)
SGS: Learning & Instructional Theory
GDC 2006
Case Study of a Japanese Casual Game Community Portal
by Noriyoshi Murota
(NHN Japan, Corp.)
Production
GDC 2006
Case Study: MSN Games Moves to Mobile
by David McMahon
(Microsoft)
GDC Mobile: Game Design
GDC 2006
Character Rigging Best Practices
by David McMahon
(Microsoft)
Audio
GDC 2006
Cinematic Game Design
by Marty Stoltz
(Midway Games Chicago)
Visual Arts
GDC 2006
Cinematic Game Design
by Marty Stoltz
(Midway Games Chicago)
Visual Arts
GDC 2006
Collada for Playstation3
by Richard Stenson
(Sony Computer Entertainment America)
Programming
GDC 2006
Collada for Playstation3
by Richard Stenson
(Sony Computer Entertainment America)
Programming
GDC 2006
Counter-intuitive Creative Direction
by Harvey Smith
(Arkane Studios)
Game Design
GDC 2006
Covering All Dimensions: Developing a Mobile Game Title in 2D and 3D
by Jyri Ranki
(Sumea Interactive Ltd.)
GDC Mobile: Production
GDC 2006
Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI
by Sage Sundi
(Square Enix)
Production
GDC 2006
Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI
by Sage Sundi
(Square Enix)
Production
GDC 2006
Creating Audio for Mobile Games
by Peter Drescher
(Twittering Machine)
GDC Mobile: Audio
GDC 2006
Creating MMOGs for Mobile Phones
by Elina Koivisto
(Nokia Research Center)
GDC Mobile: Game Design
GDC 2006
Creating Original Character-Based Brands and IP: A Postmortem on Johnny ...
by Teemu Kivikangas
(Ironstar Helsinki Ltd.)
GDC Mobile: Game Design
GDC 2006
Creating Stubbs the Zombie with the Wideload Model
by Alexander Seropian
(Wideload Games)
Audio
GDC 2006
Creating Stubbs the Zombie with the Wideload Model
by Alexander Seropian
(Wideload Games)
Audio
GDC 2006
Creating Surround Sound Audio for Games (Cakewalk software)
by Brandon Ryan
(Intel)
Audio
GDC 2006
Creating World-Class Graphics on the PSP
by Phil Trumbo
(Amaze Entertainment)
Audio
GDC 2006
Creating World-Class Graphics on the PSP
by Phil Trumbo
(Amaze Entertainment)
Audio
GDC 2006
Creating: Inventing Feature IP and Understanding Its Benefit
by Neil Young
(ngmoco:))
Production
GDC 2006
Crowd Simulation on PS3
by Craig Reynolds
(Sony Computer Entertainment America)
Programming
GDC 2006
Crowd Simulation on PS3
by Craig Reynolds
(Sony Computer Entertainment America)
Programming
GDC 2006
Crowds In A Polygon Soup: Next-Gen Path Planning
by David Miles
(BabelFlux LLC)
Game Design
GDC 2006
Crowds In A Polygon Soup: Next-Gen Path Planning
by David Miles
(BabelFlux LLC)
Game Design
GDC 2006
Dancing with the Wind
by Graham Rhodes
(Applied Research Associates, Inc.)
Programming
GDC 2006
Dancing with the Wind
by Graham Rhodes
(Applied Research Associates, Inc.)
Programming
GDC 2006
Deal Points and Pitfalls in Mobile Game Development Contracts
by Steven Masur
(MasurLaw)
GDC Mobile: Deals and Distribution
GDC 2006
Defining The Assassin: Designing Next-Gen Gameplay in Theory and in Prac...
by Jade Raymond
(Ubisoft Montreal)
Game Design
GDC 2006
Defining the Next Generation of Real-Time Characters
by Paul Steed
(Exigent)
Visual Arts
GDC 2006
Deploying 3D Games and Virtual Worlds in the Web Browser
by Jules Urbach
(Otoy)
Game Design
GDC 2006
Deploying 3D Games and Virtual Worlds in the Web Browser
by Jules Urbach
(Otoy)
Game Design
GDC 2006
Designing Tabula Rasa: Lessons from the World of MMOs
by Richard Garriott
(Ncsoft)
Game Design
GDC 2006
Designing to Promote Intentional Play
by Clint Hocking
(LucasArts)
Game Design
GDC 2006
Developer-Publisher Relationship Dynamics: From Creating to Distributing...
by Ricci Rukavina
(Walt Disney Internet Group)
GDC Mobile: Deals and Distribution
GDC 2006
Developing Franchise Properties for Simultaneous Release in Comics, Game...
by Richard Leibowitz
(Union Entertainment)
Business and Management
GDC 2006
Developing Games for Global Distribution
by Robert Nashak
(Glu Mobile)
GDC Mobile: Production
GDC 2006
Disrupting Development
by Satoru Iwata
(Nintendo Co., Ltd.)
Vision
GDC 2006
Dynamic Sound Positioning: Tales of Audio in the Third Dimension
by Scott Selfon
(Microsoft)
Game Design
GDC 2006
Easy Come Easy Go: True in Poker, Not True in the Costly World of Hiring...
by Malcolm Johnson
(The Entertainment Technology Source)
Business and Management
GDC 2006
Easy Come Easy Go: True in Poker, Not True in the Costly World of Hiring...
by Malcolm Johnson
(The Entertainment Technology Source)
Business and Management
GDC 2006
Emerging Business Trends in Casual Games
by Brian Poel
(Oberon Media, Inc.)
Business and Management
GDC 2006
Emerging Business Trends in Casual Games
by Brian Poel
(Oberon Media, Inc.)
Business and Management
GDC 2006
Entering the Chinese MMO Market
by Monte Singman
(Radiance Digital Entertainment)
Business and Management
GDC 2006
Experimental Gameplay Sessions
by Jonathan Blow
(Number None, Inc.)
Audio
GDC 2006
Exploiting Scalable Multi-Core Performance in Large Systems
by Jason Plumb
(Intel)
Programming
GDC 2006
Exploiting Scalable Multi-Core Performance in Large Systems
by Jason Plumb
(Intel)
Programming
GDC 2006
Extensible Rendering and Previsualization of Art
by Daniel Horowitz
(NVIDIA)
Production
GDC 2006
Extensible Rendering and Previsualization of Art
by Daniel Horowitz
(NVIDIA)
Production
GDC 2006
Extreme Memory Optimization for Path-Finding and Spatial Partitioning Sy...
by Andy Taylor
(Vicarious Visions)
Programming
GDC 2006
Extremely Practical Shadows
by Tom Forsyth
(Intel)
Audio
GDC 2006
Extremely Practical Shadows
by Tom Forsyth
(Intel)
Audio
GDC 2006
Feeding the Monster: Advanced Data Packaging for Consoles
by Bruno Champoux
(Artificial Mind & Movement)
Programming
GDC 2006
Feeding the Monster: Advanced Data Packaging for Consoles
by Bruno Champoux
(Artificial Mind & Movement)
Programming
GDC 2006
Field Recording For Games
by Chuck Russom
(Chuck Russom FX)
Audio
GDC 2006
Film and Game Sound Panel: Design Choices
by Mark Mangini
(Technicolor Sound Services / Weddington)
Audio
GDC 2006
From Design to Product: A Model for Independent Game Production
by Nick Soutter
(Aepox Games)
Audio
GDC 2006
From Design to Product: A Model for Independent Game Production
by Nick Soutter
(Aepox Games)
Audio
GDC 2006
Fun versus Offensive - Balancing the Cultural Edge of Content for Global...
by Kate Edwards
(Englobe)
Audio
GDC 2006
Fun versus Offensive - Balancing the Cultural Edge of Content for Global...
by Kate Edwards
(Englobe)
Audio
GDC 2006
Fundamentals of Secure Development
by Dave Weinstein
(Microsoft)
Audio
GDC 2006
Fundamentals of Secure Development
by Dave Weinstein
(Microsoft)
Audio
GDC 2006
Future Character Design: Out of the Lab and Into Your Game
by Katherine Isbister
(NYU's Polytechnic Institute)
Game Design
GDC 2006
G.A.N.G. Demo Derby
by Chuck Doud
(SCEA)
Audio
GDC 2006
Game Design Considerations for Alternate Controllers
by Ryan Lesser
(Harmonix Music Systems)
Audio
GDC 2006
Game Environments and Post Traumatic Stress Disorder
by Ari Hollander
(Firsthand Technology Inc.)
SGS: Serious Game Design
GDC 2006
Game Testing to Ensure Compliance and Market Success
by Duri Price
(VMC)
Game Design
GDC 2006
Games in the Digital Home & Intel's Viiv Platform
by Paul Lindberg
(Intel)
Programming
GDC 2006
GDC Mobile 2006 Wrap-Up
by Robert Tercek
(& President of Digital Media, OWN)
Game Design
GDC 2006
GDC Mobile 2006 Wrap-Up
by Robert Tercek
(& President of Digital Media, OWN)
Game Design
GDC 2006
Global Terrain Technology for Flight Simulation
by Adam Szofran
(Microsoft)
Audio
GDC 2006
Global Terrain Technology for Flight Simulation
by Adam Szofran
(Microsoft)
Audio
GDC 2006
God of War: How the Left and Right Brain Learned to Love One Another
by Tim Moss
(Sony Computer Entertainment America)
Programming
GDC 2006
God of War: How the Left and Right Brain Learned to Love One Another
by Tim Moss
(Sony Computer Entertainment America)
Programming
GDC 2006
God of War: Sound and Music Production
by Chuck Doud
(SCEA)
Audio
GDC 2006
Good Design for In-Game Advertising
by Ian Bogost
(The Georgia Institute of Technology)
Game Design
GDC 2006
Good Design for In-Game Advertising
by Ian Bogost
(The Georgia Institute of Technology)
Game Design
GDC 2006
Granular Synthesis in Next-Generation Games
by Leonard Paul
(Lotus Audio)
Audio
GDC 2006
Granular Synthesis in Next-Generation Games
by Leonard Paul
(Lotus Audio)
Audio
GDC 2006
Half Weasel, Half Otter, All Trouble: a Postmortem of Daxter for the Son...
by Rachid El Guerrab
(Rush Tech)
Programming
GDC 2006
Half Weasel, Half Otter, All Trouble: a Postmortem of Daxter for the Son...
by Rachid El Guerrab
(Rush Tech)
Programming
GDC 2006
Harnessing Hulk: Controls, Motion, Gameplay!
by Eric Holmes
Game Design
GDC 2006
Harnessing Hulk: Controls, Motion, Gameplay!
by Eric Holmes
Game Design
GDC 2006
High Performance Physics Solver Design for Next Generation Consoles
by Vangelis Kokkevis
(Google)
Programming
GDC 2006
High Performance Physics Solver Design for Next Generation Consoles
by Vangelis Kokkevis
(Google)
Programming
GDC 2006
How GamerMetrics is Changing the Industry
by David Tokheim
(IGN Entertainment Inc.)
Business and Management
GDC 2006
How to Budget your Orchestra Recording Session
by Garry Schyman
(GSP)
Audio
GDC 2006
How to Generate PR for your Games and Build a Franchise for Company Skills
by Sue Bohle
(The Bohle Company)
Business and Management
GDC 2006
How to Get the Perfect Music for Your Game
by Chuck Doud
(SCEA)
Game Design
GDC 2006
How to Prototype a Game in Under 7 Days
by Kyle Gabler
(2D Boy)
Game Design
GDC 2006
How to Put the Fun Element In Mobile Games
by Mark Stephen Pierce
(Super Happy Fun Fun, Inc.)
GDC Mobile: Game Design
GDC 2006
Human to Virtual Human
by Nigel Papworth
(Interactive Institute of Sweden)
SGS: Behind the Game
GDC 2006
Implementing an Adaptive, Live Orchestral Soundtrack
by Andrew Boyd
(Stormfront Studios)
Audio
GDC 2006
Improving the QA Process
by Chuck McFadden
(Sony Computer Entertainment America)
Production
GDC 2006
Innovation, Accessibility & Diversity: How Karaoke Revolution and Guitar...
by Tracy Rosenthal-Newsom
(Harmonix Music Systems, Inc.)
Business and Management
GDC 2006
Interchange for the masses: The FBX SDK - A Technical Introduction
by Gordon Bradley
(Autodesk)
Programming
GDC 2006
IP Jiu-jitsu: A Self-Defense Class for Developers
by Vincent Scheurer
(Sarassin LLP)
Game Design
GDC 2006
IP Jiu-jitsu: A Self-Defense Class for Developers
by Vincent Scheurer
(Sarassin LLP)
Game Design
GDC 2006
Is That a Franchise in Your Pocket? An Animal Crossing: Wild World Case...
by Katsuya Eguchi
(Nintendo)
Game Design
GDC 2006
Khronos: Creating the Embedded Media Processing Ecosystem
by Neil Trevett
(Khronos Group)
GDC Mobile: 3D
GDC 2006
Level Building for Stealth Gameplay
by Randy Smith
(Tiger Style)
Game Design
GDC 2006
Level Building for Stealth Gameplay
by Randy Smith
(Tiger Style)
Game Design
GDC 2006
Licensing Without Tears: 10 Steps to Success in Content and Brand Licensing
by Vincent Scheurer
(Sarassin LLP)
GDC Mobile: Deals and Distribution
GDC 2006
Look Ma, No Hands (Wires): The Beginning of Physical Retail Disruption?
by Mike Yuen
(QUALCOMM)
GDC Mobile: Planning Ahead
GDC 2006
Loudness & Dynamic Range: From Theory to Reality
by Keith Arem
(PCB Productions)
Audio
GDC 2006
LucasArts and ILM: a Case Study of the Convergence of Games and Film
by Chris Williams
(LucasArts Entertainment)
Programming
GDC 2006
Mass Audience Issues for Serious Games
by Katie Salen
(Parsons School of Design)
SGS: Behind the Game
GDC 2006
Middle-earth is Burning - Fire as a Gameplay Element in BfME2
by Martin Hoffesommer
(Electronic Arts Los Angeles)
Programming
GDC 2006
Mobile 3D Development and COLLADA
by Stephen Wilkinson
(Soarion Studios LLC)
GDC Mobile: 3D
GDC 2006
Mobile DLS: Creating Customized Game Sounds with Downloadable Sound Tech...
by Haruko Kurata
(Moderati, Inc.)
GDC Mobile: Audio
GDC 2006
Mobile Musical Instruments: Bringing Music Creation to the Masses
by Jennifer Hruska
(SONiVOX (formerly Sonic Network))
GDC Mobile: Audio
GDC 2006
Mobile Operator Spotlight Panel
by Jason Ford
(Namco Networks America Inc)
GDC Mobile: Deals and Distribution
GDC 2006
Modeling Next-Gen Characters: From Concept to Game
by Kevin Lanning
(Epic Games Inc.)
Audio
GDC 2006
Multiplayer Cheating: Dispatches from the Front
by Jeff Morris
(N/A)
Production
GDC 2006
Multiple Site Game Development
by Jonathan Newth
(Kuju Entertainment)
Production
GDC 2006
Murder, Sex and Censorship: Debating the Morals of Creative Freedom
by James Paul Gee
(University of Wisconsin)
IGDA
GDC 2006
Muscle Systems for Game Production
by Jason Parks
(Sony Online Entertainment)
Audio
GDC 2006
Muscle Systems for Game Production
by Jason Parks
(Sony Online Entertainment)
Audio
GDC 2006
Music & Mobile Games
by Robert Tercek
(& President of Digital Media, OWN)
GDC Mobile: Audio
GDC 2006
Music Implementation: Making Games Sound Like Interactive Movies
by Chuck Doud
(SCEA)
Audio
GDC 2006
Music Publishing in the Video Game Industry
by Jim Charne
(Law Offices James I Charne)
Audio
GDC 2006
My Publisher Says: I Owe Him How Much?
by Tim Christian
(Media Forensics)
Business and Management
GDC 2006
My Publisher Says: I Owe Him How Much?
by Tim Christian
(Media Forensics)
Business and Management
GDC 2006
New Interfaces for Serious Games: Case Study Blasts
by Nigel Papworth
(Interactive Institute of Sweden)
SGS: Products Within Projects
GDC 2006
New Ways to Assess in Game Actions and Guide in Game Communication
by Elaine Raybourn
(Sandia National Laboratory)
SGS: Serious Game Design
GDC 2006
Next-Gen Storytellers: How Professional Writers Enhance Game Design
by Tim Langdell
(CEO, EDGE Games)
Game Design
GDC 2006
Next-Generation of Character Concept Art: Creating Photo-real People Who...
by Chip Sineni
(Midway Games)
Visual Arts
GDC 2006
Next-Generation of Character Concept Art: Creating Photo-real People Who...
by Chip Sineni
(Midway Games)
Visual Arts
GDC 2006
Odd vs. God: An Interview with David Jaffe by Lorne Lanning
by David Jaffe
(Eat Sleep Play)
Vision
GDC 2006
One Button to Rule Them All: Extending Real Time Strategy Beyond the PC
by Louis Castle
(InstantAction)
Game Design
GDC 2006
OpenGL ES 2.0: Shaders Go Mobile
by Dan Ginsburg
(AMD)
GDC Mobile: 3D
GDC 2006
Optimizing Games for Laptops
by Cody Northrop
(Intel)
Programming
GDC 2006
Pedagogy Case Study Blasts
by William Crosbie
(Raritan VAlley CC / Columbia University)
SGS: Learning & Instructional Theory
GDC 2006
Physical Gameplay in Half-Life 2
by Jay Stelly
(Valve Corp)
Programming
GDC 2006
PlastiCity: A Game for Urban Planning
by Mathias Fuchs
(University of Salford)
SGS: Serious Game Design
GDC 2006
Platform Keynote: PlayStation 3: Beyond the Box
by Phil Harrison
(Sony Computer Entertainment)
Vision
GDC 2006
Play Early, Play Often: Prototyping Sid Meier's Civilization IV
by Dorian Newcomb
(Firaxis Games)
Game Design
GDC 2006
Play Early, Play Often: Prototyping Sid Meier's Civilization IV
by Dorian Newcomb
(Firaxis Games)
Game Design
GDC 2006
Playing 4 Keeps: Teenagers Making Games in a Youth Development Context
by Seung-Taek Lee
(gameLab)
SGS: Learning & Instructional Theory
GDC 2006
Politics, Religion, and Ideology: New Approaches to Biased Games
by Ian Bogost
(The Georgia Institute of Technology)
SGS: Serious Game Design
GDC 2006
Porting 700 Versions of Splinter Cell Chaos Theory for Simultaneous Launch
by Eric Albert
(Gameloft)
GDC Mobile: Production
GDC 2006
Postmortem: The Emotional Character Control of Shadow of the Colossus
by Hajime Sugiyama
(Sony Computer Entertainment Inc)
Game Design
GDC 2006
Practical Parallax Occlusion Mapping for Highly Detailed Surface Rendering
by Natalya Tatarchuk
(AMD)
Programming
GDC 2006
Practical Parallax Occlusion Mapping for Highly Detailed Surface Rendering
by Natalya Tatarchuk
(AMD)
Programming
GDC 2006
Profitable Growth – The $ and Cents of Growing a Healthy Studio
by Karthik Bala
(VICARIOUS VISIONS)
Business and Management
GDC 2006
Profitable Growth – The $ and Cents of Growing a Healthy Studio
by Karthik Bala
(VICARIOUS VISIONS)
Business and Management
GDC 2006
Putting Games to Work
by Byron Reeves
(Stanford University)
SGS: Serious Game Design
GDC 2006
Putting the Fun in Functional
by Scott Kim
(Scott Kim & Associates)
GDC Mobile: Game Design
GDC 2006
Re-forging a Legend: Postmortem for King Kong the Official Mobile Game o...
by Eric Albert
(Gameloft)
GDC Mobile: Game Design
GDC 2006
Real Teachers: Real Games
by Kurt Squire
(University of Wisconsin-Madison)
SGS: Learning & Instructional Theory
GDC 2006
Reinventing Your Company Without Reinventing the Wheel
by Brian Krueger
(Trion World Network)
Audio
GDC 2006
Reinventing Your Company Without Reinventing the Wheel
by Brian Krueger
(Trion World Network)
Audio
GDC 2006
Rigging Beautiful and Believable Organic Characters
by Paul Hormis
(HYPERbolic Enterprises)
Visual Arts
GDC 2006
Rigging Beautiful and Believable Organic Characters
by Paul Hormis
(HYPERbolic Enterprises)
Visual Arts
GDC 2006
Ritual: Next-Gen Visual Effects on Direct3D 10
by Sam Glassenberg
(MICROSOFT - DIRECTX)
Programming
GDC 2006
Ritual: Next-Gen Visual Effects on Direct3D 10
by Sam Glassenberg
(MICROSOFT - DIRECTX)
Programming
GDC 2006
Ritual: Next-Gen Visual Effects on Direct3D 10
by Sam Glassenberg
(MICROSOFT - DIRECTX)
Programming
GDC 2006
Rules Worth Breaking
by Hal Barwood
(Finite Arts)
Game Design
GDC 2006
Scaring the Beejezus out of the Player in an FPS
by Brent Disbrow
(High Moon Studios)
Audio
GDC 2006
Scaring the Beejezus out of the Player in an FPS
by Brent Disbrow
(High Moon Studios)
Audio
GDC 2006
Security and Privacy in Games
by Dave Weinstein
(Microsoft)
Audio
GDC 2006
Serious Games Case Study Blasts
by Swen Vincke
(Larian Studios)
SGS: Assessment & Results
GDC 2006
Serious Games Tutorial: Core Approaches for Serious Game Project Success
by Ben Sawyer
(Digitalmill)
SGS: Assessment & Results
GDC 2006
Serious Play: At The Edge of Education Gaming
by Ian Bogost
(The Georgia Institute of Technology)
SGS: Serious Game Design
GDC 2006
Sex in Games: Hardcore
by Brenda Brathwaite
(Loot Drop)
IGDA
GDC 2006
Sex in Games: The Exciting Evolution of Adult Content
by Brenda Brathwaite
(Loot Drop)
IGDA
GDC 2006
Shadow Mapping Tricks and Techniques
by John Isidoro
(ATI Research Inc.)
Audio
GDC 2006
Shadow Mapping Tricks and Techniques
by John Isidoro
(ATI Research Inc.)
Audio
GDC 2006
Show Me the Money -- Using Movie and Records Templates to Improve Compos...
by Jim Charne
(Law Offices James I Charne)
IGDA
GDC 2006
Sim, Render, Repeat – An Analysis of Game Loop Architectures
by Daniel Martin
(Electronic Arts)
Programming
GDC 2006
Sim, Render, Repeat – An Analysis of Game Loop Architectures
by Daniel Martin
(Electronic Arts)
Programming
GDC 2006
Six Million Dollar Tester: Making QA Better/Stronger/Faster Through Auto...
by Leander Hasty
(1st Playable Productions, LLC)
Programming
GDC 2006
So You've Done Multiplayer, Now What? Taking Online Gameplay to the Next...
by Karthik Bala
(VICARIOUS VISIONS)
Game Design
GDC 2006
Sonic Sculpture: Practical Audio DSP for Games
by Scott Selfon
(Microsoft)
IGDA
GDC 2006
Spore: Preproduction Through Prototyping
by Eric Todd
(Playdom)
IGDA
GDC 2006
Spore: Preproduction Through Prototyping
by Eric Todd
(Playdom)
IGDA
GDC 2006
Strategies for Maximizing Mobile Game Distribution
by Paul Maglione
(Vivendi Universal Games Mobile)
GDC Mobile: Deals and Distribution
GDC 2006
Success Factors of One Button Casual Mobile Games
by Kyu C. Lee
(GAMEVIL USA, Inc.)
GDC Mobile: Planning Ahead
GDC 2006
Successful Outsourcing on AAA Games - A Case Study of Forza Motorsport
by John Wendl
(Microsoft Game Studios)
Visual Arts
GDC 2006
Successful Outsourcing on AAA Games - A Case Study of Forza Motorsport
by John Wendl
(Microsoft Game Studios)
Visual Arts
GDC 2006
Taking Emotional Gameplay to the Next Level
by David Freeman
(The Freeman Group)
IGDA
GDC 2006
Ten Strategies to Reduce Costs on Large Scale MMP Development
by Rich Vogel
(BioWare)
Production
GDC 2006
The 7 Deadly Sins of Music Licensing
by Sergio Pimentel
(SCEE-Sony Computer Entertainment Europe)
Audio
GDC 2006
The Art & Craft of Lighting
by Justin Evans
(Abalone Studios)
Visual Arts
GDC 2006
The Art & Craft of Lighting
by Justin Evans
(Abalone Studios)
Visual Arts
GDC 2006
The Art of Munging AI
by Tom Leonard
(Valve Software)
Programming
GDC 2006
The Art of Munging AI
by Tom Leonard
(Valve Software)
Programming
GDC 2006
The Art of Orchestration
by Lennie Moore
(3l33t Music)
Audio
GDC 2006
The Art of Orchestration
by Lennie Moore
(3l33t Music)
Audio
GDC 2006
The Axis of Gaming: Canada, U.K. and Australia
by Luke Carruthers
(Imaginary Numbers)
Business and Management
GDC 2006
The BREW Bag of Tricks
by Guido Henkel
(G3 Studios)
GDC Mobile: Programming
GDC 2006
The Future of Mobile Gaming and Its Enemies
by Mitch Lasky
(Benchmark Capital)
GDC Mobile: Planning Ahead
GDC 2006
The Game Design Challenge: The Nobel Peace Prize
by Eric Zimmerman
(Independent)
Level Design
GDC 2006
The Game Studies Download: Top 10 Research Findings
by Jane McGonigal
(Social Chocolate)
Game Design
GDC 2006
The Game Studies Download: Top 10 Research Findings
by Jane McGonigal
(Social Chocolate)
Game Design
GDC 2006
The Game Studies Download: Top 10 Research Findings
by Jane McGonigal
(Social Chocolate)
Game Design
GDC 2006
The Gym: Where The Incredible Hulk Goes To Train
by Kevin Coughlan
(Radical Entertainment)
Programming
GDC 2006
The Gym: Where The Incredible Hulk Goes To Train
by Kevin Coughlan
(Radical Entertainment)
Programming
GDC 2006
The Life Cycle of a Successful Small Game Development Studio
by Michael Sellers
(Online Alchemy, Inc.)
Business and Management
GDC 2006
The Localization of Counter Strike in Japan
by Kouichirou Taninami
(Namco LTD.)
Game Design
GDC 2006
The Localization of Counter Strike in Japan
by Kouichirou Taninami
(Namco LTD.)
Game Design
GDC 2006
The Make Art Button: Batches, Actions, and Scripts
by Adrian Woods
(Microsoft)
Audio
GDC 2006
The Make Art Button: Batches, Actions, and Scripts
by Adrian Woods
(Microsoft)
Audio
GDC 2006
The Mobile 3D Programmers Cookbook
by Henrik Enqvist
(Remedy)
GDC Mobile: 3D
GDC 2006
The Most Important Skill
by Jesse Schell
(Schell Games)
SGS: Serious Game Design
GDC 2006
The Neverwinter Nights 2 Toolset: A Case Study of Tools Development
by Erik Novales
(Obsidian Entertainment)
Audio
GDC 2006
The Neverwinter Nights 2 Toolset: A Case Study of Tools Development
by Erik Novales
(Obsidian Entertainment)
Audio
GDC 2006
The New Era of Mobile Gaming: Casual Multiplayer Games
by John Chasey
(FinBlade Ltd)
GDC Mobile: Game Design
GDC 2006
The Next Generation Animation Panel
by Okan Arikan
(Animate Me)
Programming
GDC 2006
The Next Generation of Mobile Gaming by Nokia
by Gregg Sauter
(Nokia)
GDC Mobile: Programming
GDC 2006
The Outspoken Speak Out: Where is My $10 Billion Dollar Mobile Games Ind...
by John Szeder
(Mofactor)
GDC Mobile: Planning Ahead
GDC 2006
The Role and Impact of Visual Art Director for "Next Gen" Games
by Stephan Martiniere
(Midway Games)
Visual Arts
GDC 2006
The State of Cognitive Exercise with Digital Gameplay
by Darius Kazemi
(Orbus Gameworks)
SGS: Assessment & Results
GDC 2006
The Unlimited Potential of Advanced Game Physics
by Tom Lassanske
Game Design
GDC 2006
The Zen of Wi-Fi: A Postmortem of the Wireless Features of Nintendo DS
by Takao Ohara
(Nintendo)
Programming
GDC 2006
Three States and a Plan: The AI of F.E.A.R.
by Jeff Orkin
(& Research Assistant, MIT Media Lab)
Programming
GDC 2006
Three States and a Plan: The AI of F.E.A.R.
by Jeff Orkin
(& Research Assistant, MIT Media Lab)
Programming
GDC 2006
Three States and a Plan: The AI of F.E.A.R.
by Jeff Orkin
(& Research Assistant, MIT Media Lab)
Programming
GDC 2006
Tips and Tricks for Modeling for Next-Gen Games
by Pete Hayes
(Epic Games Inc.)
Visual Arts
GDC 2006
Tips and Tricks for Modeling for Next-Gen Games
by Pete Hayes
(Epic Games Inc.)
Visual Arts
GDC 2006
Tomb Raider Legend - Scoring a Next-Generation Soundtrack
by Troels Folmann
(Tonehammer)
Audio
GDC 2006
Tomb Raider Legend - Scoring a Next-Generation Soundtrack
by Troels Folmann
(Tonehammer)
Audio
GDC 2006
Tomorrow's Military Shooter: Challenges in Next-Gen Wargaming
by Christian Allen
(WB Games)
Game Design
GDC 2006
Tomorrow's Military Shooter: Challenges in Next-Gen Wargaming
by Christian Allen
(WB Games)
Game Design
GDC 2006
Tools and Workflows for Next Generation
by Marq Singer
(Red Storm Entertainment, Inc)
Audio
GDC 2006
Two Approaches for Learning Within Games
by Robert Clegg
(Tabula Digita, Inc.)
SGS: Learning & Instructional Theory
GDC 2006
Ultimate Spider-man DS: Creating Handheld Counterparts to Major Console ...
by Jan-Erik Steel
(Vicarious Visions)
Production
GDC 2006
Ultimate Spider-man DS: Creating Handheld Counterparts to Major Console ...
by Jan-Erik Steel
(Vicarious Visions)
Production
GDC 2006
Valve's Design Process for Creating Half-Life 2
by Brian Jacobson
(Valve Software)
Production
GDC 2006
Valve's Design Process for Creating Half-Life 2
by Brian Jacobson
(Valve Software)
Production
GDC 2006
Virtual Worlds in Instruction: How Real is Too Real?
by Edd Schneider
(State University of NY at Potsdam)
SGS: Serious Game Design
GDC 2006
VO from Start to Finnish : The Recording, Processing, and Localization ...
by Jerry Merrill
(Gaston Music Group)
Audio
GDC 2006
VO from Start to Finnish : The Recording, Processing, and Localization ...
by Jerry Merrill
(Gaston Music Group)
Audio
GDC 2006
We Learned the Hard Way So You Don't Have To: How to Outsource Art Succe...
by Kristine Coco
(ngmoco:))
Production
GDC 2006
We Learned the Hard Way So You Don't Have To: How to Outsource Art Succe...
by Kristine Coco
(ngmoco:))
Production
GDC 2006
What Mobile Publishers Are Looking For In Developers
by Dan Offner
(Loeb & Loeb LLP)
GDC Mobile: Deals and Distribution
GDC 2006
What's Next for Japan: An Interview with Daishiro Okada by Dan Scherlis
by Dan Scherlis
(Funzooks)
GDC Mobile: Planning Ahead
GDC 2006
What's Next in Design
by Will Wright
(Maxis)
Vision
GDC 2006
What's Next in Digital Distribution & Mainstream Games
by Ray Muzyka
(BioWare)
Business and Management
GDC 2006
What's Wrong With Serious Games?
by Ben Sawyer
(Digitalmill)
SGS: Behind the Game
GDC 2006
When Shaders and Textures Collide
by Kevin Bjorke
Visual Arts
GDC 2006
Which Patents Have You Violated Today?
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Management
GDC 2006
Which Patents Have You Violated Today?
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Management
GDC 2006
Will the Real HD Please Stand Up
by Mark Tuffy
(Interactive Media, DTS, Inc.)
Visual Arts
GDC 2006
Workforce Diversity, Tacit Knowledge and Profitable Games
by Clarinda Merripen
(Cryptic Studios)
IGDA
GDC 2006
World Tour of Mobile Innovations 2006
by David Collier
(Pikkle KK)
GDC Mobile: Game Design
GDC 2006
Xbox 360: A Postmortem on the Design and Production of a Next-Gen Console
by Russ Glaser
(Xbox Platform Experience, Microsoft)
Game Design
GDC 2006
Xbox 360: A Postmortem on the Design and Production of a Next-Gen Console
by Russ Glaser
(Xbox Platform Experience, Microsoft)
Game Design
GDC 2006
You Can (Not) Be Serious!
by Philip Rosedale
(Linden Lab)
SGS: Assessment & Results