GDC 2002
A Data-Driven Object System
Programming
GDC 2002
Action-Based Discretization for AI Search
Programming
GDC 2002
Afterthoughts: Audio of Rogue Leader
Audio
GDC 2002
American Mc Gee's Alice - a Postmortem: Lessons Learned
by American McGee
(Spicy Horse)
Audio
GDC 2002
Another Five Years from Now: Future Technologies
Programming
GDC 2002
Battling Level Design in Hardcore Genres for Casual Gamers
Level Design
GDC 2002
Beyond Psychological Theory: Getting Data that Improves Games
Game Design
GDC 2002
Character Animation for Video Games
Visual Arts
GDC 2002
Cinematic Lighting for 3D
Visual Arts
GDC 2002
Complexity Demons: They`re All Around Us
Game Design
GDC 2002
Console Audio Panel
Audio
GDC 2002
Creating Games within a Large Organization
Production
GDC 2002
Creating Stars and Planets in Earth and Beyond
Programming
GDC 2002
Creating the Illusion of Intelligence: Where AI and Level Design Overlap...
Programming
GDC 2002
Crossing over to film and back again (visual arts keynote)
Visual Arts
GDC 2002
Enter the Dragon
Business and Legal
GDC 2002
Episodic Content: Viva La Evolution!
Game Design
GDC 2002
Examining the Production Process for the No One Lives Forever Franchise
Production
GDC 2002
Flight Simulator X-Plane -A Postmortem: Profiting on the Web
Business and Legal
GDC 2002
Fun and Games
Programming
GDC 2002
Fundamentals of Lighting and Perception
Programming
GDC 2002
Games with Collectable Elements
Game Design
GDC 2002
Genre Specific World Building in SSX
Visual Arts
GDC 2002
Global IP Protection and Anti-Piracy Techniques
Business and Legal
GDC 2002
Halo Audio
Audio
GDC 2002
Hardcore Character Modeling and Animation
Visual Arts
GDC 2002
IGDA White Paper on Online Gaming
Game Design
GDC 2002
Image Based Rendering for Games
Programming
GDC 2002
In Depth 3D Exporter Design+ Implementation
Programming
GDC 2002
Incredibly Dense Meshes
Programming
GDC 2002
Innovation on Demand
Business and Legal
GDC 2002
Intellectual Property: The Current Game of Swords and Shields
Business and Legal
GDC 2002
Interviewing Techniques
Production
GDC 2002
Level of Detail Rigid Body Physics
Programming
GDC 2002
Maintaining an Edge in an Increasingly Competitive Field
Audio
GDC 2002
Managing Large Online Communities
Production
GDC 2002
Managing large Voume Text Translations in Computer Games
Programming
GDC 2002
Manhattan as a Muse: NYC as a Concept Tool
Level Design
GDC 2002
May Time Be with You: Level Designing Rogue Leader
Level Design
GDC 2002
Mobile Phone Games: Where Are They Now and Where Are They Going?
Business and Legal
GDC 2002
Modern Techniques in Creating Tile-Based Graphics for Game Boy Advance
Game Design
GDC 2002
More of the 400: Discovering Design Rules
Game Design
GDC 2002
Multi Scale Communities
Game Design
GDC 2002
Negotiating the Best Deals
Business and Legal
GDC 2002
Next Generation Console Development and Production in the Global Market:...
Production
GDC 2002
Nintendo GameCube Programming 101
Programming
GDC 2002
Of Internet Servers and SQL Databases: Designing the Backend for Power a...
Programming
GDC 2002
Parappa 2 and Vib Ribbon 2: Conflicts and Problems in Creating Sequels
Game Design
GDC 2002
Payneless Level Design
Level Design
GDC 2002
PlayStation 2 Geometry Transform and Clipping Using Vector Unit Micropro...
Programming
GDC 2002
Polygon soup for programmer soul
Programming
GDC 2002
Preproduction
Production
GDC 2002
Quality or Death: How the Business Model and Player Psychology Collide i...
Production
GDC 2002
Race against Time
Visual Arts
GDC 2002
Rainbow Connection
Production
GDC 2002
Real-Time Hatching
Programming
GDC 2002
Real-Time Strategy Game Balance
Programming
GDC 2002
Realistic Expectations in Developer/Publisher Relations
Business and Legal
GDC 2002
Realistic Modeling of Sound and Deformation
Programming
GDC 2002
Redefining the Business of Game Development
Business and Legal
GDC 2002
Rendering Outdoor Light Scatter
Programming
GDC 2002
REZ: The Synesthesia that Games Invite
Game Design
GDC 2002
Seamen
Game Design
GDC 2002
So Many Polys, So Little Time: Modeling and Texturing Rogue Leader
Visual Arts
GDC 2002
Social Activities: Implementing Wittgenstein
Programming
GDC 2002
Sony Entertainment R&D Keynote
Programming
GDC 2002
Staying on time and on budget
Production
GDC 2002
Taming A Wild River: 3d Fluid Simulation
Programming
GDC 2002
The Complete 5.1 Audio Experience for Video Games Panel
Audio
GDC 2002
The Employment Lifecycle: Your Best Investment
Business and Legal
GDC 2002
The Evolution of the Fantasy Role Playing Genre
Game Design
GDC 2002
The Hook(s) of the Game
Game Design
GDC 2002
The Making of Shrek
Visual Arts
GDC 2002
The More Things Change'
Audio
GDC 2002
The Necessity of Character Design in Game Development
Game Design
GDC 2002
The Physics that Brought Cel Damage to Life: A Case Study
Programming
GDC 2002
The Player With a Thousand Faces: Measuring Fun and Adapting Difficulty
Game Design
GDC 2002
The Quest for Pure Motion Capture
Visual Arts
GDC 2002
The Role of Technical Director at LucasArts
Production
GDC 2002
The Secret of Psalm 46
Game Design
GDC 2002
The Visual Engineering of SSX
Programming
GDC 2002
This is Not a Game: A Discussion on the Creation of the AI Web Experience
Game Design
GDC 2002
Toss it in the Blender: Non Linear Animation for Games
Visual Arts
GDC 2002
Tracking Assets in the Production of Final Fantasy: The Spirits Within
Production
GDC 2002
Two Dozen Ways to Screw up a Perfectly good Project
Production
GDC 2002
UI Case Study: This is Football 2002
Visual Arts
GDC 2002
Using a Live Orchestra in Game Soundtracks
Audio
GDC 2002
Using a Webcam as a Game Controller
by Jonathan Blow
(Number None, Inc.)
Audio
GDC 2002
Vector Units and Quaternions
Programming
GDC 2002
Virtually Limitless: Virtual Memory on Gamecube
Programming
GDC 2002
What Worked: 10 Detailed Examples of Successful Character Action Design
Game Design
GDC 2002
When Maps Collide: A Conversation with Will Wright and Scott McCloud
Game Design
GDC 2002
Writing Design Documents
Game Design
GDC 2002
Xbox Launch: Lessons Learned
Production