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 Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
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 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 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
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
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
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
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
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
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 Better Battlestar
by Ronald Moore
Audio
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 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
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
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 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