GDC 2008
'Do, Don't Show' ' Narrative Design in FARCRY 2
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2008
(103) Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
10 in 20: Ten Keys to Designing for IPs
by Timothy Longo
(Crystal Dynamics)
Game Design
GDC 2008
10 in 20: Ten Keys to Designing for IPs
by Timothy Longo
(Crystal Dynamics)
Game Design
GDC 2008
10 Tips for a Successful Wiki
by James Everett
Game Design
GDC 2008
26 Slick Tricks for Game Dialog and Other Voiced Bits
by DB Cooper
(DB-Cooper.com)
Audio
GDC 2008
A Believable Character Postmortem: Motion Capture on the Virtual Set of ...
by Parag Havaldar
(Sony Pictures Imageworks)
Programming
GDC 2008
A PORTAL Post-Mortem: Integrating Writing and Design
by Kim Swift
(Airtight Games)
Game Design
GDC 2008
A PORTAL Post-Mortem: Integrating Writing and Design
by Kim Swift
(Airtight Games)
Game Design
GDC 2008
A Survey of Font Rendering Techniques
by Cameron Egbert
(Microsoft)
Programming
GDC 2008
A Survey of Font Rendering Techniques
by Cameron Egbert
(Microsoft)
Programming
GDC 2008
Advanced Dialogue Techniques for Games
by David Freeman
(The Freeman Group)
Game Design
GDC 2008
Adventures in Data Compilation and Scripting for UNCHARTED: DRAKE'S FORTUNE
by Dan Liebgold
(Naughty Dog, Inc.)
Programming
GDC 2008
Adventures in Data Compilation and Scripting for UNCHARTED: DRAKE'S FORTUNE
by Dan Liebgold
(Naughty Dog, Inc.)
Programming
GDC 2008
Advertising & Games – Opportunities, Pitfalls, and Competition
by David Edery
(Fuzbi)
Business and Management
GDC 2008
An Agile Retrospective
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2008
An Agile Retrospective
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2008
Are Games Essentially Superficial? Exploring the Positive Impact Model o...
by Louis Castle
(InstantAction)
Game Design
GDC 2008
Art Outsourcing: Client Best Practices
by Paul Steed
(Exigent)
Visual Arts
GDC 2008
Art Outsourcing: Provider Best Practices
by Paul Steed
(Exigent)
Visual Arts
GDC 2008
At the Cutting Edge – Audio Production for HEAVENLY SWORD
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2008
Audio for MMO's
by Geoff Scott
(Turbine Entertain...)
Audio
GDC 2008
Audio Post-Mortem: BioShock
by Geoff Scott
(Turbine Entertain...)
Audio
GDC 2008
Audio Post-Mortem: HALO 3
by Marty O'Donnell
(Bungie)
Audio
GDC 2008
Autodesk MotionBuilder: Cross Product Integration - Autodesk 3ds Max and...
by Justin Muir
(Midway Games)
Visual Arts
GDC 2008
Autodesk Mudbox: Integration and Use with Autodesk 3ds Max and Autodesk ...
by Louis Marcoux
(Autodesk)
Visual Arts
GDC 2008
Automatic Audio in Frostbite
by Stefan Strandberg
(Digital Illusions CE AB)
Audio
GDC 2008
Automatic Audio in Frostbite
by Stefan Strandberg
(Digital Illusions CE AB)
Audio
GDC 2008
Automating Regression Discovery: Finding the Wrenches in the GEARS OF WAR
by Martin Sweitzer
(Epic Games Inc)
Programming
GDC 2008
Bend Microsoft Project to Your Will - Again!
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2008
Better Tools for Sound Designers on PlayStation 3 Through Open-Architect...
by Michael Kelly
(Sony Computer Entertain... Europe)
Audio
GDC 2008
Better Tools for Sound Designers on PlayStation 3 Through Open-Architect...
by Michael Kelly
(Sony Computer Entertain... Europe)
Audio
GDC 2008
Beyond Printf: Debugging Graphics Through Tools
by Dave Aronson
(NVidia Corporation)
Programming
GDC 2008
Beyond Printf: Debugging Graphics Through Tools
by Dave Aronson
(NVidia Corporation)
Programming
GDC 2008
Brainstorming in Public: 52 Game Ideas in 52 Weeks
by Patrick Curry
(Midway Games)
Game Design
GDC 2008
Building a Better Battle: HALO 3 AI Objectives
by Damian Isla
(Moonshot Games)
Programming
GDC 2008
Building a Successful Production Process
by Lesley Mathieson
(High Impact Games)
Production
GDC 2008
Building and Maintaining an Art Department
by Mike Haynes
(Red Storm Entertain...)
Visual Arts
GDC 2008
Casual Game Design: A Year in Review
by Juan Gril
(Joju Games)
Game Design
GDC 2008
Censorship of Game Content - A Report from the Trenches
by Lawrence Walters
(Weston, Garrou, Walters & Mooney)
Business and Management
GDC 2008
Chills and Thrills: Undefined Behavior in C++
by Pete Isensee
(Microsoft)
Programming
GDC 2008
Chills and Thrills: Undefined Behavior in C++
by Pete Isensee
(Microsoft)
Programming
GDC 2008
Client Focused Management
by Dave Ranyard
(SCEE)
Business and Management
GDC 2008
Collaborative Writing and Vast Narratives: Principles, Processes, and Ge...
by Mark Nelson
(Big Huge Games)
Game Design
GDC 2008
Collaborative Writing and Vast Narratives: Principles, Processes, and Ge...
by Mark Nelson
(Big Huge Games)
Game Design
GDC 2008
Composer Challenge GDC 2008
by Lennie Moore
(3l33t Music)
Audio
GDC 2008
Composer Challenge GDC 2008
by Lennie Moore
(3l33t Music)
Audio
GDC 2008
Composer Challenge GDC 2008
by Lennie Moore
(3l33t Music)
Audio
GDC 2008
Composer Tips and Tricks for Creating Interactive Music
by Marty O'Donnell
(Bungie)
Audio
GDC 2008
Conquering Bane's Citadel: The Collision of Casual and Hardcore Gaming i...
by Steve Fawkner
(Infinite Interactive)
Game Design
GDC 2008
Creating a Character in DRAKE'S FORTUNE
by Christian Gyrling
(Naughty Dog Inc.)
Programming
GDC 2008
Creating a Character in DRAKE'S FORTUNE
by Christian Gyrling
(Naughty Dog Inc.)
Programming
GDC 2008
Creating Scalable and Dynamic Graphics for WORLD IN CONFLICT
by Rodrigo Cortes
(Massive Entertain...)
Visual Arts
GDC 2008
Creating Scalable and Dynamic Graphics for WORLD IN CONFLICT
by Rodrigo Cortes
(Massive Entertain...)
Visual Arts
GDC 2008
Creating Spielberg's BOOM BLOX
by Louis Castle
(InstantAction)
Game Design
GDC 2008
Creativity in the Form of Improvement
by Yoshiki Okamoto
(Game Republic)
Game Design
GDC 2008
CRYSIS in the Making
by Cevat Yerli
(Crytek)
Game Design
GDC 2008
CRYSIS in the Making
by Cevat Yerli
(Crytek)
Game Design
GDC 2008
CRYSIS Next-Gen Effects
by Tiago Sousa
(Crytek)
Programming
GDC 2008
CRYSIS Next-Gen Effects
by Tiago Sousa
(Crytek)
Programming
GDC 2008
DataPlay: Living Games
by Justin Hall
(GameLayers, Inc)
Game Design
GDC 2008
Defeating Designer's Block, Tools to Boost Creative Output – Part ...
by Graeme Ankers
(Sony Computer Entertain... Worldwide Studios)
Game Design
GDC 2008
Design Reboot
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2008
Designing and Implementing a Dynamic Camera System
by Phil Wilkins
(SCEA Santa Monica)
Programming
GDC 2008
Designing and Implementing a Dynamic Camera System
by Phil Wilkins
(SCEA Santa Monica)
Programming
GDC 2008
Designs on Writing: Improving the Game Writing Process
by Mac Walters
(BioWare)
Game Design
GDC 2008
Development - SUPER SMASH BROS. BRAWL
by Masahiro Sakurai
(Sora Ltd.)
Game Design
GDC 2008
Development of the Peripheral: From Inception to Release
by Mike Haigh
(SCE London Studio)
Game Design
GDC 2008
Dialog Production for BioWare's Mass Effect: Lessons Learned and Future ...
by Simon Pressey
(BioWare Corp.)
Audio
GDC 2008
Dialog Production for BioWare's Mass Effect: Lessons Learned and Future ...
by Simon Pressey
(BioWare Corp.)
Audio
GDC 2008
DINER DASH: HOMETOWN HERO Postmortem: Where Casual Games Meet Virtual Wo...
by Brad Edelman
(PlayFirst, Inc.)
Game Design
GDC 2008
DINER DASH: HOMETOWN HERO Postmortem: Where Casual Games Meet Virtual Wo...
by Brad Edelman
(PlayFirst, Inc.)
Game Design
GDC 2008
Don't Mess with Great Gameplay! How WIPEOUT Innovated on PSP
by Clark Davies
Game Design
GDC 2008
Don't Mess with Great Gameplay! How WIPEOUT Innovated on PSP
by Clark Davies
Game Design
GDC 2008
Drawing the Line in the Sand - Which Contract Issues to Fight For?
by Jim Charne
(Law Offices James I Charne)
Business and Management
GDC 2008
Dynamic Cinematic Gameplay: Creating STRANGLEHOLD's "Tequila Bombs"
by Jim Charne
(Law Offices James I Charne)
Game Design
GDC 2008
Dynamic Performance Profiling of C++ Code
by Kim Steen Riber
(Deadline Games)
Programming
GDC 2008
Dynamic Zone Emitters: Improved Spatialization of Large Regions
by Bryan Pearson
(Treyarch)
Audio
GDC 2008
Dynamic Zone Emitters: Improved Spatialization of Large Regions
by Bryan Pearson
(Treyarch)
Audio
GDC 2008
E Pluribus Unum: Matchmaking in HALO 3
by Chris Butcher
(Bungie Studios)
Game Design
GDC 2008
E Pluribus Unum: Matchmaking in HALO 3
by Chris Butcher
(Bungie Studios)
Game Design
GDC 2008
Early Stage Funding for Gaming Start Ups
by Matthew Le Merle
(Keiretsu Capital, Concept Art House)
Business and Management
GDC 2008
Engaging the User
by Ernesto Perez
(Midway Games)
Visual Arts
GDC 2008
Entrepreneurship: From Zero to Pandemic
by Josh Resnick
(Pandemic Studios)
Business and Management
GDC 2008
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
GDC 2008
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
GDC 2008
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
GDC 2008
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
GDC 2008
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
GDC 2008
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
GDC 2008
Experimental Gameplay Sessions
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2008
FABLE 2 - The Big Three Features Revealed
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC 2008
Fast Water Simulation for Games Using Height Fields
by Matthias M'ller-Fischer
(AGEIA)
Programming
GDC 2008
Fast Water Simulation for Games Using Height Fields
by Matthias M'ller-Fischer
(AGEIA)
Programming
GDC 2008
From DOOM to RAGE: Pushing Boundaries
by Matt Hooper
(id Software, Inc.)
Production
GDC 2008
From Mundane to Epic: The Making of the STARCRAFT II Cinematic Teaser
by Nick Carpenter
(Blizzard)
Visual Arts
GDC 2008
Future of MMOs
by Ray Muzyka
(BioWare)
Game Design
GDC 2008
G.A.N.G. Demo Derby - Music
by Chuck Doud
(SCEA)
Audio
GDC 2008
G.A.N.G. Demo Derby - SOUND DESIGN
by Tim Larkin
(Valve Software)
Audio
GDC 2008
Game Design Based on Micro-Transactions in Online Games
by Gyuhwan Oh
(Ajou University)
Game Design
GDC 2008
Game Design Based on Micro-Transactions in Online Games
by Gyuhwan Oh
(Ajou University)
Game Design
GDC 2008
Game Music and the AFM
by Tommy Tallarico
(Tommy Tallarico Studios)
Audio
GDC 2008
Game Studies Download 3.0
by Jane McGonigal
(Social Chocolate)
Game Design
GDC 2008
Game Studies Download 3.0
by Jane McGonigal
(Social Chocolate)
Game Design
GDC 2008
GOD OF WAR: Deconstructing an Epic
by Nathan Phail-Liff
(Ready At Dawn Studios)
Visual Arts
GDC 2008
HALO vs. Facebook: The Emotions that Drive Play
by Nicole Lazzaro
(XEODesign)
Game Design
GDC 2008
HALO vs. Facebook: The Emotions that Drive Play
by Nicole Lazzaro
(XEODesign)
Game Design
GDC 2008
Hitting the Jackpot in the MMO Game Space
by Allen Partridge, Ph.D
(Adobe Systems)
Game Design
GDC 2008
How to Break All Rules and yet Make a 90+ Game
by Petter Sydow
(Massive Entertain...)
Production
GDC 2008
How to Break All Rules and yet Make a 90+ Game
by Petter Sydow
(Massive Entertain...)
Production
GDC 2008
How to Create an Industry: The Making of the Brown Box and PONG
by Ralph H. Baer
Game Design
GDC 2008
How to Create the Greatest Boss Battle (and Why Not to Do It!)
by Scott Rogers
(THQ)
Game Design
GDC 2008
How to Go from PC to Console Development without Shooting Yourself in th...
by Elan Ruskin
(Valve)
Programming
GDC 2008
How to Go from PC to Console Development without Shooting Yourself in th...
by Elan Ruskin
(Valve)
Programming
GDC 2008
How to Pick a Lock: Creating Intuitive, Immersive Minigames
by Kent Hudson
(LucasArts)
Game Design
GDC 2008
How to Pick a Lock: Creating Intuitive, Immersive Minigames
by Kent Hudson
(LucasArts)
Game Design
GDC 2008
How to Score Your Video Game with an Orchestra
by Tommy Tallarico
(Tommy Tallarico Studios)
Audio
GDC 2008
How We Hear and Why it Matters: A Game Developer's Look at the Perceptio...
by Tom Hays
(Technicolor Interactive)
Audio
GDC 2008
How Wikipedia is Like a Multiplayer Game
by Elonka Dunin
(Simutronics Corp.)
Game Design
GDC 2008
I-fi: Immersive Fidelity in Game Design
by Clint Hocking
(LucasArts)
Game Design
GDC 2008
I-fi: Immersive Fidelity in Game Design
by Clint Hocking
(LucasArts)
Game Design
GDC 2008
Implementing Ragdoll Physics on the Nintendo DS
by Eric Brown
Programming
GDC 2008
Implementing Ragdoll Physics on the Nintendo DS
by Eric Brown
Programming
GDC 2008
Innovative Touch Screen Controls – SPIDER-MAN 3 DS Postmortem
by Leo Zuniga
(Vicarious Visions)
Game Design
GDC 2008
Innovative Touch Screen Controls – SPIDER-MAN 3 DS Postmortem
by Leo Zuniga
(Vicarious Visions)
Game Design
GDC 2008
Insomniac's SPU Programming Practices
by Mike Acton
(Insomniac Games)
Programming
GDC 2008
Insomniac's SPU Programming Practices
by Mike Acton
(Insomniac Games)
Programming
GDC 2008
Interactive Music Systems: Planning, Producing and Executing an Adaptive...
by Jonathan Mayer
(SCEA)
Audio
GDC 2008
Internal & Outsourcer Management Of Tools & Pipelines
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2008
Internal & Outsourcer Management Of Tools & Pipelines
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2008
Invasion of the Prefabricated Communities!
by Joel Gonzales
(1st Playable Productions)
Game Design
GDC 2008
Life on the Bungie Farm: Fun Things to Do with 180 Servers and 350 Proce...
by Luis Villegas
(BUNGIE)
Programming
GDC 2008
Life on the Bungie Farm: Fun Things to Do with 180 Servers and 350 Proce...
by Luis Villegas
(BUNGIE)
Programming
GDC 2008
Lighting and Material of HALO 3
by Hao Chen
(Bungie Studios)
Programming
GDC 2008
Lightmap Compression in HALO 3
by Yaohua Hu
(Bungie Studios)
Programming
GDC 2008
Lightmap Compression in HALO 3
by Yaohua Hu
(Bungie Studios)
Programming
GDC 2008
Little Hands, Foul Moods, and Runny Noses: Researching Games with Kids
by Carla Engelbrecht Fisher
(Teachers College, Columbia University)
Game Design
GDC 2008
Living with Madden: The Drive for Consistent Excellence
by Phillip Holt
(EA Tiburon)
Production
GDC 2008
Looking Back at LOST ODYSSEY - The Challenge of Cross Cultural Development
by Ray Nakazato
(FeelPlus Inc.)
Game Design
GDC 2008
Making in-Game Commerce Work for You: SINGSTAR, a Case Study
by Richard Bates
(Sony Computer Entertain... Europe)
Production
GDC 2008
Managing Copyright Issues in Videogames and Virtual Worlds
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
GDC 2008
Managing Copyright Issues in Videogames and Virtual Worlds
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
GDC 2008
Mashups, Mods & Machinima:
Who Owns the Rights to Your Blood, Sweat & T...
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
GDC 2008
Mashups, Mods & Machinima:
Who Owns the Rights to Your Blood, Sweat & T...
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
GDC 2008
Massive D: STRANGLEHOLD's Breakable Object System
by Steven Ellmore
(Midway Amusement Games, LLC)
Programming
GDC 2008
Massive D: STRANGLEHOLD's Breakable Object System
by Steven Ellmore
(Midway Amusement Games, LLC)
Programming
GDC 2008
Master Metrics: The Science behind the Art of Game Design
by E. Daniel Arey
(Big Red Button Entertainment)
Game Design
GDC 2008
MERCENARIES 2: Networked Physics in a Large Streaming World
by Glenn Fiedler
(Sony Santa Monica)
Programming
GDC 2008
Metaplace Postmortem: Reinventing MMOs
by Raph Koster
(Playdom)
Game Design
GDC 2008
Middleware Promises: Warranties That Don't and Indemnities That Won't
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Management
GDC 2008
Middleware Promises: Warranties That Don't and Indemnities That Won't
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Management
GDC 2008
More Tales of Audio from the Third Dimension!
by Scott Selfon
(Microsoft)
Audio
GDC 2008
My First MMO
by Dave Jones
(Realtime Worlds)
Game Design
GDC 2008
New Dog, Old Tricks: Running Halo 3 Without a Hard Drive
by Mat Noguchi
(Bungie Studios)
Programming
GDC 2008
New Dog, Old Tricks: Running Halo 3 Without a Hard Drive
by Mat Noguchi
(Bungie Studios)
Programming
GDC 2008
Nuances of Design
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2008
Outside the Box
by David Fox
(iWin)
Game Design
GDC 2008
Outsourcing: Best Practices at Pandemic Studios
by Carey Chico
(GlobeX Studios LA Inc)
Production
GDC 2008
Outsourcing: Best Practices at Pandemic Studios
by Carey Chico
(GlobeX Studios LA Inc)
Production
GDC 2008
Perspectives for Better Game Sound
by Chance Thomas
(HUGESound)
Audio
GDC 2008
Pioneering in Episodic Games and Digital Distribution
by Kevin Bruner
(Telltale)
Business and Management
GDC 2008
Planning the Wii Menu: From Pre-Launch to WiiWare
by Takashi Aoyama
(Nintendo of America Inc.)
Game Design
GDC 2008
Player-Generated Content in Casual Games
by Wade Tinney
(Large Animal Games)
Game Design
GDC 2008
Playing to Lose: AI and "CIVILIZATION"
by Soren Johnson
(EA2D)
Game Design
GDC 2008
Pollinating the Universe: User-generated Content in SPORE
by Caryl Shaw
(ngmoco:))
Production
GDC 2008
Pouring Gas on the Flames: Game Designers Rant
by Eric Zimmerman
(Independent)
Game Design
GDC 2008
Pouring Gas on the Flames: Game Designers Rant
by Eric Zimmerman
(Independent)
Game Design
GDC 2008
Practical Light and Color
by Jeremy Vickery
(Pixar Animation Studios)
Visual Arts
GDC 2008
Predictability in Games: How to Avoid Pre-Conceived Experiences in Design?
by Jonathan Morin
(Ubisoft)
Game Design
GDC 2008
Procedural Data Generation in FAR CRY 2
by Dominic Guay
(Ubisoft)
Programming
GDC 2008
Procedural Music in SPORE
by Kent Jolly
(Electronic Arts)
Audio
GDC 2008
Producing Award Winning Audio for Games: A Producer's Guide to Sounding ...
by Jonathan Mayer
(SCEA)
Production
GDC 2008
Production: Basics and Beyond
by Laura Fryer
(WB Games Seattle)
Production
GDC 2008
Proper Use of Episodic Content in a MMO
by Jack Emmert
(Cryptic Studios)
Game Design
GDC 2008
PROTOTYPE: Open World, Open Mind, Next Generation Thinking
by Tim Bennison
(Radical Entertain...)
Game Design
GDC 2008
PROTOTYPE: The Artistic Vision Uncensored
by Maurice Kimball
(Radical Entertain...)
Visual Arts
GDC 2008
Python for Technical Artists
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2008
Python for Technical Artists
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2008
Raising Venture Financing for your Startup: Tips, Tricks, and Hacks - St...
by Matt Mihaly
(Sparkplay Media)
Business and Management
GDC 2008
Real-Time Depth-Buffer-Based Ambient Occlusion
by Miguel Sainz
(NVIDIA)
Programming
GDC 2008
Realize Your Vision: Essential Music Production Techniques
by Rod Abernethy
(Rednote Audio)
Audio
GDC 2008
Rethinking Game Localization as Global Game Development Sponsored by Loc...
by Kate Edwards
(Englobe)
Production
GDC 2008
Rules of Engagement: Blizzard's Approach to Multiplayer Game Design
by Rob Pardo
(Blizzard Entertainment)
Game Design
GDC 2008
SAM AND MAX - Episodic Content Creation
by Julian Kwasneski
(Bay Area Sound, Inc.)
Production
GDC 2008
Self-Censoring Potential Content Risks for Global Audiences: Why, How an...
by Kate Edwards
(Englobe)
Production
GDC 2008
Self-Censoring Potential Content Risks for Global Audiences: Why, How an...
by Kate Edwards
(Englobe)
Production
GDC 2008
Semantic Environment Sensor System: Data-driven Interactions of Characte...
by Julien Hamaide
(Fishing Cactus)
Programming
GDC 2008
Semantic Interactivity – Virtual Coherence Using Next Generation H...
by Randy Breen
(Emotiv Systems Inc.)
Game Design
GDC 2008
Small Team, Big Dreams: How to Make an MMORPG without a Massive Team or ...
by Scott Brown
(NetDevil)
Production
GDC 2008
Small Team, Big Dreams: How to Make an MMORPG without a Massive Team or ...
by Scott Brown
(NetDevil)
Production
GDC 2008
Snakes on a Seamless Living World!: Stackless Python as a Scripting Lang...
by David Hawes
(Eutechnyx)
Programming
GDC 2008
Snakes on a Seamless Living World!: Stackless Python as a Scripting Lang...
by David Hawes
(Eutechnyx)
Programming
GDC 2008
Sparse Virtual Texture Memory
by Sean Barrett
(Silver Spaceship Software)
Programming
GDC 2008
Splash Damage: From Amateur to Triple-A in Five Years
by Paul Wedgwood
(Splash Damage Ltd)
Business and Management
GDC 2008
SQL Considered Harmful: Databases for MMORPGs
by Shannon Posniewski
(Cryptic Studios)
Programming
GDC 2008
Standing the Test of Time: A Q&A with Sid Meier
by Noah Falstein
(The Inspiracy)
Game Design
GDC 2008
STAR WARS: THE FORCE UNLEASHED: How LucasArts is Building a Game, a Deve...
by Haden Blackman
(Lucasarts Entertain... Co)
Production
GDC 2008
Stories Best Played: Deconstructing the Best Interactive Storytelling
by Richard Rouse III
(Ubisoft Montreal)
Game Design
GDC 2008
Stories Best Played: Deconstructing the Best Interactive Storytelling
by Richard Rouse III
(Ubisoft Montreal)
Game Design
GDC 2008
Stories from the Road: How to Achieve Your Audio Goals and Avoid Nightmares
by Caesar Filori
(Microsoft)
Audio
GDC 2008
Storytelling in BIOSHOCK: Empowering Players to Care about Your Stupid S...
by Kenneth Levine
(2KBoston/...)
Game Design
GDC 2008
Streaming Open World Pathfinding
by Quinn Dunki
(Pandemic Studios)
Programming
GDC 2008
Structure VS. Style
by Chris Hecker
(definition six, inc.)
Programming
GDC 2008
Stupid Spherical Harmonics (SH) Tricks
by Peter-Pike Sloan
(Microsoft)
Programming
GDC 2008
Stupid Spherical Harmonics (SH) Tricks
by Peter-Pike Sloan
(Microsoft)
Programming
GDC 2008
Stylization with a Purpose: The Illustrative World of TEAM FORTRESS 2
by Jason Mitchell
(Valve Software)
Programming
GDC 2008
Stylization with a Purpose: The Illustrative World of TEAM FORTRESS 2
by Jason Mitchell
(Valve Software)
Programming
GDC 2008
Successful Instrumentation: Tracking Attitudes and Behaviors to Improve ...
by Ramon Romero
(Microsoft Game Studios)
Game Design
GDC 2008
Tamarin: A Free, Fast, Open Scripting Runtime
by Ben Garney
(PushButton Labs)
Programming
GDC 2008
Taming the Mob: Creating believable crowds in ASSASSIN'S CREED
by Sylvain Bernard
(Ubisoft Montreal)
Programming
GDC 2008
Taming the Mob: Creating believable crowds in ASSASSIN'S CREED
by Sylvain Bernard
(Ubisoft Montreal)
Programming
GDC 2008
Teaching Players: Tutorial and Opening Mission Design for COMPANY OF HEROES
by Neil Jones-Rodway
(Relic Entertain...)
Game Design
GDC 2008
Teaching Players: Tutorial and Opening Mission Design for COMPANY OF HEROES
by Neil Jones-Rodway
(Relic Entertain...)
Game Design
GDC 2008
Technical Art Techniques: State of the Industry
by Jason Parks
(Sony Online Entertainment)
Visual Arts
GDC 2008
The 1st Annual Startup Showcase - Startup Launchpad Presented by GDC and...
by Jamil Moledina
(EA Partners)
Business and Management
GDC 2008
The Art and Science of Creating Your Own Instrument Samples
by Troels Folmann
(Tonehammer)
Audio
GDC 2008
The Art and Science of Lighting
by Julian Davis
(Geomerics Ltd)
Visual Arts
GDC 2008
The Art and Technology Behind Bioshock's Special Effects
by Jesse Johnson
(2K Boston)
Programming
GDC 2008
The Art and Technology Behind Bioshock's Special Effects
by Jesse Johnson
(2K Boston)
Programming
GDC 2008
The Art of FINAL FANTASY –Interview with Isamu Kamikokuryo
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2008
The Benefits and Challenges Associated with a Centralized Model of Art A...
by Dan Forden
(Midway)
Production
GDC 2008
The Benefits and Challenges Associated with a Centralized Model of Art A...
by Dan Forden
(Midway)
Production
GDC 2008
The BioWare Live Team: Building Community through Technology
by Derek French
(BioWare Corp.)
Production
GDC 2008
The Blur – Creating in the Eye of the Storm
by Flint Dille
(Ground Zero Productions)
Game Design
GDC 2008
The Changing Landscape in Composer Game Music Underscore Deals
by Jim Charne
(Law Offices James I Charne)
Audio
GDC 2008
The CRYSIS of Audio
by Inon Zur
Audio
GDC 2008
The Emergent Gamer
by Rod Humble
(Electronic Arts)
Game Design
GDC 2008
The Focused Portfolio Approach: Building a Design-Centric Game Developme...
by Jeff Pobst
(Hidden Path Entertainment)
Business and Management
GDC 2008
The Future of Animation is Games
by Bill Kroyer
(Blockade Entertain...)
Production
GDC 2008
The Game Design Challenge: The Inter-Species Game
by Eric Zimmerman
(Independent)
Game Design
GDC 2008
The Games Industry Giving Back
by Ben Sawyer
(Digitalmill)
Business and Management
GDC 2008
The HALO 3 Cinematic Process
by CJ Cowan
(Bungie)
Visual Arts
GDC 2008
The HALO 3 Cinematic Process
by CJ Cowan
(Bungie)
Visual Arts
GDC 2008
The Music of KILLER7, GOD HAND, RESIDENT EVIL: THE UMBRELLA CHRONICLES, ...
by Masafumi Takada
(Grasshopper Manufacture Inc.)
Audio
GDC 2008
The Next 20 Years of Gaming
by Ray Kurzweil
Game Design
GDC 2008
The Real Story on Characters and Emotion: Taking it 'to the Streets'
by Katherine Isbister
(NYU's Polytechnic Institute)
Game Design
GDC 2008
The State of the Hotel - What Makes Teens Tick at HABBO
by Sulka Haro
(Sulake)
Game Design
GDC 2008
The Technology of FINAL FANTASY
by Taku Murata
(Square Enix Co.,Ltd)
Programming
GDC 2008
The Technology of UNCHARTED: DRAKE'S FORTUNE
by P'l-Kristian Engstad
(Naughty Dog, Inc.)
Programming
GDC 2008
The Virtual Arts Studio: A Partnership for Development
by Paul Steed
(Exigent)
Production
GDC 2008
The World within - Building Social Environments in EVE Online's Space St...
by Torfi Frans Olafsson
(CCP Games)
Production
GDC 2008
Top Ten vs. Long Tail
by John Welch
(Making Fun)
Business and Management
GDC 2008
Training as a Productivity Multiplier
by John Nash
(Blitz Games)
Production
GDC 2008
Transition to Scrum Midway through a AAA Development Cycle: Lessons Learned
by Asbjoern Soendergaard
(Crytek GmbH)
Production
GDC 2008
Treat Me like a Lover
by Margaret Robertson
(Hide&Seek)
Game Design
GDC 2008
Treat Me like a Lover
by Margaret Robertson
(Hide&Seek)
Game Design
GDC 2008
Truer Impostors
by Eric Risser
(Columbia University)
Programming
GDC 2008
Uncharted Animation: An In-depth Look at the Character Animation Workflo...
by Judd Simantov
(Naughty Dog Inc)
Visual Arts
GDC 2008
UNCHARTED: DRAKE'S FORTUNE Post-Mortem: Amazing Feats of Daring
by Richard Lemarchand
(Naughty Dog)
Production
GDC 2008
UNREAL TOURNAMENT 3 Postmortem: ULTRA KILL!
by Jeff Morris
(N/A)
Production
GDC 2008
Up Against the Wall: Game Makers Take On the Press
by N\'Gai Croal
(Hit Detection)
Business and Management
GDC 2008
Using Wavelets on the Xbox360 for Current and Future Games
by Michael Boulton
(Rare/MGS)
Programming
GDC 2008
Using Wavelets on the Xbox360 for Current and Future Games
by Michael Boulton
(Rare/MGS)
Programming
GDC 2008
Virtual Greenspans - Running an MMOG Economy
by Eyjolfur Gudmundsson
(CCP)
Game Design
GDC 2008
Voice of an Angel: Next-Gen Audio Processing and Effects for SINGSTAR on...
by Dan Bardino
(Sony Computer Entertainment Europe)
Audio
GDC 2008
What Can Original IP's Learn from Movie Games?
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2008
When the Honeymoon Ends: 12 Ways to Keep Your Publisher in Love with You
by Michael Fitch
(THQ, Inc.)
Production
GDC 2008
When the Honeymoon Ends: 12 Ways to Keep Your Publisher in Love with You
by Michael Fitch
(THQ, Inc.)
Production
GDC 2008
WII FIT: Creating a Brand New Interface for the Home Console
by Takao Sawano
(Nintendo of America Inc.)
Game Design
GDC 2008
WiiWare Project Lifecycle: FINAL FANTASY CRYSTAL CHRONICLES, THE LITTLE ...
by Fumiaki Shiraishi
(Square-Enix)
Game Design
GDC 2008
Writing Great Design Documents
by Damion Schubert
(Bioware Austin)
Game Design
GDC 2008
Your Music Is the Game: Designing PHASE, the Other Project at Harmonix
by Chris Foster
(Harmonix Music Systems)
Game Design
GDC 2008
Your Music Is the Game: Designing PHASE, the Other Project at Harmonix
by Chris Foster
(Harmonix Music Systems)
Game Design
GDC 2008
Your Shameful Secret Addiction to Crunch
by David Amor
(Relentless Software)
Business and Management
GDC 2008
[SPONSORED] Lessons from the Front Lines: Startup CEOs share their insid...
by Erik Bethke
(GoPets)
Business and Management