GDC 2004
"Port" is a Four-Letter Word: The Challenges of Redesigning The Sims fo...
by Michael Perry
(Electronic Arts, Inc.)
Game Design
GDC 2004
10 Tricks from Psychology for Making Better Characters
by Katherine Isbister
Game Design
GDC 2004
14 Ways of Drawing Players in with an Opening Cinematic
by David Freeman
Game Design
GDC 2004
Island Thunder and Raven Shield : Creating Believable Stories for R...
by Richard Dansky
(Red Storm Entertainment/Ubisoft)
Game Design
GDC 2004
A Peek Behind the Shoji: Japan's Videogame Market Today
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2004
A Peek Behind the Shoji: Japan's Videogame Market Today
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2004
A Peek Behind the Shoji: Japan's Videogame Market Today
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2004
Adventures in Character Design
by Tim Schafer
Game Design
GDC 2004
Adventures in Character Design
by Tim Schafer
Game Design
GDC 2004
Anatomy of a 2D Side-Scroller
by Michael Rasmussen
Game Design
GDC 2004
ArtModJam
by Seth Fogie
Game Design
GDC 2004
Beyond Fun: Setting Aesthetic Goals and Sticking toThem
by Tim Stellmach
(Harmonix)
Game Design
GDC 2004
Beyond Fun: Setting Aesthetic Goals and Sticking toThem
by Tim Stellmach
(Harmonix)
Game Design
GDC 2004
Creating the Right Mix of Static Versus Dynamic Content in a Massively...
by Scott Anderson
Game Design
GDC 2004
Cross Platform User Interface Development
by Tim Stellmach
(Harmonix)
Game Design
GDC 2004
Cross Platform User Interface Development
by Tim Stellmach
(Harmonix)
Game Design
GDC 2004
Designing Games for Coin-Op and Internet Gambling
Game Design
GDC 2004
Entering the World: Cognitive Dissonance and Immersion in Electronic Games
by Hal Barwood
(Finite Arts)
Game Design
GDC 2004
Entertainment Experience First, Videogame Second: The Making of The Retu...
by Scott Baker
Game Design
GDC 2004
Experimental Gameplay Workshop
by Daniel VanBelleghem
Game Design
GDC 2004
Four at a Time: Techniques for Maximizing Enemy and Object Placement
by Chris Cross
Game Design
GDC 2004
Four at a Time: Techniques for Maximizing Enemy and Object Placement
by Chris Cross
Game Design
GDC 2004
From Script to Joystick: World-Building 101
by Sharon Ruckman
Game Design
GDC 2004
Game Design Challenge: The Love Story
by David Lynas
Game Design
GDC 2004
Game Design Challenge: The Love Story
by Will Wright
(StupidFunClub)
Game Design
GDC 2004
Game Design Methods of ICO
by Eamon Neary
Game Design
GDC 2004
Game Design Methods of ICO
by Eamon Neary
Game Design
GDC 2004
Game Design: Risk and Return
by Masahiro Sakurai
(Sora Ltd.)
Game Design
GDC 2004
Game Design: Risk and Return
by Masahiro Sakurai
(Sora Ltd.)
Game Design
GDC 2004
Game Narrative: What Would Aristotle Do?
by Tim McCarthy
Game Design
GDC 2004
Great Games in 50k: Three Addictive Mobile Phone Titles
by Thomas Peltier
Game Design
GDC 2004
Open Spaces and How to Find Them in New Game Ideas
by Thomas Peltier
Game Design
GDC 2004
SciFi MMPs: Lessons from Star Wars Galaxies and Earth and Beyond
by Raph Koster
(Independent)
Game Design
GDC 2004
SOCOM II: Creating a Compelling Online Console Game
by Richard Murphy
Game Design
GDC 2004
State of the Art: Anatomy of 3D Level Design
by Herve Schmidt
Game Design
GDC 2004
Storytelling in Earth & Beyond
Game Design
GDC 2004
The Civilization Series: How to Maintain a Successful Franchise
by Soren Johnson
(Mohawk Games)
Game Design
GDC 2004
The Civilization Series: How to Maintain a Successful Franchise
by Soren Johnson
(Mohawk Games)
Game Design
GDC 2004
The Evolution of a Franchise: The Legend of Zelda
by Eiji Aonuma
(Nintendo Co., Ltd.)
Game Design
GDC 2004
The Evolution of a Franchise: The Legend of Zelda
by Eiji Aonuma
(Nintendo Co., Ltd.)
Game Design
GDC 2004
The Interesting Thing About Bishops: Simulation Boundaries in Splinter Cell
by Clint Hocking
Game Design
GDC 2004
The Interesting Thing About Bishops: Simulation Boundaries in Splinter Cell
by Clint Hocking
Game Design
GDC 2004
The Philosophical Roots of Computer Game Design
by Ernest Adams
(International Hobo)
Game Design
GDC 2004
The Secret of Pac-Man 's Success: Making Fun First
by Chris Cook
Game Design
GDC 2004
The Secret of Pac-Man 's Success: Making Fun First
by Chris Cook
Game Design
GDC 2004
Triangulation: A Schizophrenic Approach to Game Design
by Will Wright
(Stupid Fun Club)
Game Design
GDC 2004
Triangulation: A Schizophrenic Approach to Game Design
by Will Wright
(Stupid Fun Club)
Game Design
GDC 2004
What Got Left out of Battlefield 1942
by Dennis Brixius
Game Design
GDC 2004
What Lies Ahead in the Ever-evolving Interactive Entertainment Industry?
by Tim McCarthy
Game Design
GDC 2004
What Lies Ahead in the Ever-evolving Interactive Entertainment Industry?
by Tim McCarthy
Game Design
GDC 2004
Why We Play Games: The Four Keys to Player Experience
by Nicole Lazzaro
(XEODesign)
Game Design
GDC 2004
Why We Play Games: The Four Keys to Player Experience
by Nicole Lazzaro
(XEODesign)
Game Design
GDC 2004
Would the Real Emergent Gameplay Please Stand Up?
by Todd Fitzgerald
Game Design
GDC 2004
Zoological Gardens: The Science of Creature Design
by Greg Gabet
Game Design