GDC 1998
"Holy Foley, Batman!"
Audio
GDC 1998
Abstract Design Tools: Chapter 2
by Doug Church
Design
GDC 1998
Are Adventure Games Dead?
by Steve Meretzky
(Playdom)
Game Narrative
GDC 1998
Blade Runner: Soup to Nuts!
by Louis Castle
Game Narrative
GDC 1998
Bringing Engineering Discipline to Entertainment Development
by Bill Dalton
Design
GDC 1998
Database Development for Real-Time 3D Games: A View from Both Sides
by Gjon Camaj
Programming
GDC 1998
Developing for DirectArcade
by Matt Saettler
Programming
GDC 1998
Do Online Games Still Suck?
by Dani Bunten Berry
(-)
Social / Online Games
GDC 1998
Forming Your Own Company: The Real Scoop
by Clay Dreslough
(Sports Mogul, Inc.)
Business & Marketing
GDC 1998
Games for the Rest of Us: Puzzles, Board Games and Game Shows
by Scott Kim
(Scott Kim & Associates)
Game Narrative
GDC 1998
High Performance Game Programming in C++
by Paul Pedriana
Programming
GDC 1998
Look Before You Leap - The Rise and Fall of Boffo Games
by Mike Dornbrook
(Boffo Games)
Business & Marketing
GDC 1998
Messiah: What You May or May Not Believe
by Dave Perry
Business & Marketing
GDC 1998
Picture Imperfect: Common 3D Rendering Flaws
by Tim Cain
(Carbine Studios/NCsoft)
Design
GDC 1998
Rapid Prototyping: Cheap Ways to Visualize 3D Games
by Nicole Lazzaro
Design
GDC 1998
What Game Publishers Want (Second Half) by Perkins, Walter, Lasky & Flock
by Nicole Lazzaro
Business & Marketing