GDC 2001
Aesthetics Beyond Techology: Nonphotorealistic Rendering Art Styles
by Gary Snyder
(Propaganda Games)
Visual Arts
GDC 2001
Art Creation for a PlayStation 2 Launch Title - The Ups and Downs of Sum...
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2001
Character Design, Sketching, and Painting
by Donald Seegmiller
Visual Arts
GDC 2001
Choosing, Designing and Implementing Scripting Languages: Tales from the...
by Kevin Bruner
(Telltale)
Programming
GDC 2001
Content Acquisition for Levels in The Getaway: London Wasn`t Built in a Day
by Sam Coates
Visual Arts
GDC 2001
Creating Textures for Real-Time Games
by Tamara Day
Visual Arts
GDC 2001
Creature Smarts: The Art and Architecture of a Virtual Brain
by Damian Isla
(Moonshot Games)
Programming
GDC 2001
Dealing with Artistic Limitations as a 3D Game Artist. PC vs. Consoles
by Remus Siclovan
Visual Arts
GDC 2001
Exorcising Satan's Rotoscope: Motion Capture from an Animator`s Perspective
by Joe Fleischer
Visual Arts
GDC 2001
Experiences in Programming Maya 3.0
by Dean Giberson
Programming
GDC 2001
From PC to TV
by Mike Nichols
Visual Arts
GDC 2001
FuBi: Automatic Function Exporting for Scripting and Networking
by Scott Bilas
Programming
GDC 2001
Game Boy Advance Resource Managment
by Rafael Baptista
Programming
GDC 2001
Graphical Interface Design: Design Basics
by Dana Mackenzie
Visual Arts
GDC 2001
Implementing Multicolored Volumetric Fog without Using Up Texture Stages
by Arevalo Baeza
Programming
GDC 2001
Intelligent Data Distribution for Massively Multiplayer Games
by Nate Burgess
Programming
GDC 2001
Interactive Animated Characters
by Ken Perlin
(NYU)
Programming
GDC 2001
Lessons Learned from a Year with Xbox
by John Tibbetts
Programming
GDC 2001
Level-of-Detail AI
by Brian Goetz
Programming
GDC 2001
Modeling High Poly Characters for Realtime
by Stefan Henry-Biskup
Visual Arts
GDC 2001
Optimization Techniques for Hardware Transformation and Lighting Pipelines
by John Ratcliff
(Simutronics Corporation)
Programming
GDC 2001
Practical Implementation Techniques for Multiresolution Subdivision Surf...
by David Brickhill
Programming
GDC 2001
Procedural Rendering on PlayStation 2
by Robin Green
(Microsoft)
Programming
GDC 2001
Proximity Queries and Penetration Depth Computations on 3D Game Objects
by Gino van den Bergen
Programming
GDC 2001
Questions Artists Should Ask Programmers
by Linda Lubken
Visual Arts
GDC 2001
Real-Time Artistic Nonphotorealistic Rendering
by Jeff Lander
Programming
GDC 2001
Real-Time Full Scene Antialiasing for PCs and Consoles
by Kenneth Mitchell
Programming
GDC 2001
Real-Time Photorealism via Procedural Shaders
by Brian Goetz
Programming
GDC 2001
Real-Time Photorealistic Terrain Lighting
by Kenneth Mitchell
Programming
GDC 2001
Real-Time Shadows
by Tomas Moller
Programming
GDC 2001
Realistic Inverse Kinematics: Set-Up and Techniques
by Sean Beeson
(Sean Beeson Studios)
Visual Arts
GDC 2001
Rendering the Silver Screen: Using and Creating Machinima Cutscenes in G...
by Hugh Hancock
Visual Arts
GDC 2001
Rendering with Sophisticated Reflectance Models
by Jonathan Blow
(Number None, Inc.)
Programming
GDC 2001
Scripting for Artists
by John Versluis
Visual Arts
GDC 2001
Shading Languages for Graphics Hardware
by Bill Mark
Programming
GDC 2001
Simulation Level-Of-Detail and Culling
by Stephen Chenney
Programming
GDC 2001
Stable Rigid-Body Physics
by Graham Rhodes
(.)
Programming
GDC 2001
Taking the Mental out of Environmental: Building a Beautiful World Witho...
by Dagna Gaythorpe
Visual Arts
GDC 2001
Technology Five Years from Now
by David Braben
(Frontier Developments)
Programming
GDC 2001
Terrain Reasoning for 3D Action Games
by David Braben
(Frontier Developments)
Programming
GDC 2001
That Extra Dimension: Differences in Thinking Between 2D and 3D Animators
by Jim Bradrick
Visual Arts
GDC 2001
The Architecture of Level Design
by Duncan Brown
Level Design
GDC 2001
The Basics of Team AI
by John O'Brien
(Red Storm Entertainment)
Programming
GDC 2001
The Future Of Games and Digital Entertainment
by Don Daglow
Business and Legal
GDC 2001
The Mysteries of Multiplatform: Developing on Console and PC
by David Falkner
Programming
GDC 2001
The Reality of Starting an Independent Game Studio
by Kyle Gray
Business and Legal
GDC 2001
The Social Phenomenon of Gaming: People Coming Together for the Sake of ...
by Larry Hodgson
Game Design
GDC 2001
Those Darned Sims: What Makes Them Tick?
by Jamie Doornbos
Programming
GDC 2001
Tools of the Trade: The Changing Nature of Design Tools
by Isaac Barry
Visual Arts
GDC 2001
Traditional Retail Distribution: Is it Taking a Breather or on its Last ...
by Jim Perkins
Business and Legal
GDC 2001
Unlocking the DNA of Sigma: Playing in the Sandbox?
by Alex Garden
Game Design
GDC 2001
Unwired Games! Wireless Multimedia Game Design
by Robert Tercek
Game Design
GDC 2001
Use of Realism in Level Design
by Jacob Stephens
Level Design
GDC 2001
Using Pixel and Vertex Shaders in 3D Studio Max 4
by Jeff Yates
Visual Arts
GDC 2001
Using Video Input for Games
by Richard Marks
(SCEA R&D)
Game Design
GDC 2001
Using Windows To Create Palm Games
by Carsten Magerkurth
Programming
GDC 2001
Web Audio Panel
by Jeff Essex
(Audiosyncrasy)
Audio
GDC 2001
What are the Cultural Borderlines of Games?
by Masaya Matsuura
Game Design
GDC 2001
What Does It Take to Make a Successful Persistent Online World
by Rich Vogel
Production
GDC 2001
What Does It Take to Negotiate a Good Contract?
by Jon Slager
Business and Legal
GDC 2001
What Happened to My Colors? Displaying Console Computer Graphics on a Te...
by Bruce Dawson
Programming
GDC 2001
Why are you Writing Games with a 15 year old Programming Language?
by Chris Hecker
Programming
GDC 2001
Why Cheating Matters
by Steven Davis
Business and Legal
GDC 2001
Working with Software Patents
by Casey Muratori
(Molly Rocket)
Business and Legal