3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
60-Minute MBA
by Scott Corley
Audio
...And Make It Snappy! Crafting Concise, Effective Dialogue for...
by Evan Skolnick
Audio
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
Advanced Tool Writing for Character Technical
Directors (TD)
by Judd Simantov
(Naughty Dog Inc)
Visual Arts
Agile Methodology in Game Development: Year 3
by Clinton Keith
Business and Legal
Backwards Is Forward: Making Better Games with Test-Driven Development
by Sean Houghton
Business and Legal
Battle Cam: A Dynamic Camera System for Real-Time Strategy Games
by Hector Yee
Business and Legal
Best Practices for Game Development
by Grady Booch
(IBM)
Programming
Beyond Technology: Process Issues in Next Gen Development
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
Bigger AND More Creative: Building a Better Developer Through M&A
by Jon Goldman
Game Design
Bootstrapping a Game Company in the Age of Blockbuster Budgets
by Albert Reed
Game Design
Brand Development for Video Games
by Oliver Wright
(SCEE)
Business and Management
Building a Better Battlestar
by Ronald Moore
Audio
Building Community Around Pollinated Content in Spore
by Caryl Shaw
Game Design
Building Project Gotham Racing 3: An Xbox 360 Postmortem
by Paul Kerby
(Bizarre Creations)
Programming
C++ on Next-Gen Consoles: Effective Code for New Architectures
by Pete Isensee
Game Design
Cinematic Game Design
by Richard Rouse III
(Ubisoft Montreal)
Visual Arts
Collada for Playstation3
by Richard Stenson
(Sony Computer Entertainment America)
Programming
Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI
by Sage Sundi
(Square Enix)
Production
Creating Stubbs the Zombie with the Wideload Model
by Alexander Seropian
Audio
Creating Stubbs the Zombie with the Wideload Model
by Alexander Seropian
Audio
Creating World-Class Graphics on the PSP
by Phil Trumbo
Game Design
Crowd Simulation on PS3
by Craig Reynolds
(Sony Computer Entertainment America)
Programming
Crowds In A Polygon Soup: Next-Gen Path Planning
by David Miles
Game Design
Dancing with the Wind
by Graham Rhodes
(Applied Research Associates, Inc.)
Programming
Deploying 3D Games and Virtual Worlds in the Web Browser
by Jules Urbach
(Otoy)
Game Design
Designing to Promote Intentional Play
by Clint Hocking
(LucasArts)
Game Design
Easy Come Easy Go: True in Poker, Not True in the Costly World of Hiring...
by Jeffrey Rose
(Jeffrey W. Rose, Esq.)
Business and Management
Exploiting Scalable Multi-Core Performance in Large Systems
by Jason Plumb
(Intel)
Programming
Extensible Rendering and Previsualization of Art
by Daniel Horowitz
(NVIDIA)
Production
Extremely Practical Shadows
by Tom Forsyth
Game Design
Feeding the Monster: Advanced Data Packaging for Consoles
by Nicolas Fleury
(Artificial Mind & Movement)
Programming
From Design to Product: A Model for Independent Game Production
by Nick Soutter
Game Design
Fun versus Offensive - Balancing the Cultural Edge of Content for Global...
by Tom Edwards
Game Design
Fundamentals of Secure Development
by Dave Weinstein
Game Design
GDC Mobile 2006 Wrap-Up
by Robert Tercek
(& President of Digital Media, OWN)
Game Design
Global Terrain Technology for Flight Simulation
by Adam Szofran
Game Design
God of War: How the Left and Right Brain Learned to Love One Another
by Tim Moss
(Sony Computer Entertainment America)
Programming
Good Design for In-Game Advertising
by Ian Bogost
(The Georgia Institute of Technology)
Game Design
Granular Synthesis in Next-Generation Games
by Leonard Paul
Game Design
Half Weasel, Half Otter, All Trouble: a Postmortem of Daxter for the Son...
by Rachid El Guerrab
Programming
Harnessing Hulk: Controls, Motion, Gameplay!
by Bryan Brandt
(Radical Entertainment)
Game Design
High Performance Physics Solver Design for Next Generation Consoles
by Vangelis Kokkevis
(Google)
Programming
IP Jiu-jitsu: A Self-Defense Class for Developers
by Vincent Scheurer
Game Design
Level Building for Stealth Gameplay
by Randy Smith
(Tiger Style)
Game Design
Murder, Sex and Censorship: Debating the Morals of Creative Freedom
by Leland Yee
(California State Government)
IGDA
Muscle Systems for Game Production
by Jason Parks
Game Design
My Publisher Says: I Owe Him How Much?
by Faye Sieracki
(Media Forensics Ltd)
Business and Management
Next-Generation of Character Concept Art: Creating Photo-real People Who...
by Vince Proce
(Midway Games)
Visual Arts
Play Early, Play Often: Prototyping Sid Meier's Civilization IV
by Soren Johnson
(EA2D)
Game Design
Practical Parallax Occlusion Mapping for Highly Detailed Surface Rendering
by Natalya Tatarchuk
(AMD)
Programming
Profitable Growth – The $ and Cents of Growing a Healthy Studio
by Guha Bala
(Vicarious Visions, Inc.)
Business and Management
Reinventing Your Company Without Reinventing the Wheel
by Owen Brand
General Interest
Ritual: Next-Gen Visual Effects on Direct3D 10
by Douglas Service
(Microsoft)
Programming
Rules Worth Breaking
by Noah Falstein
(The Inspiracy)
Game Design
Scaring the Beejezus out of the Player in an FPS
by Matt Tieger
IGDA
Security and Privacy in Games
by Dave Weinstein
IGDA
Shadow Mapping Tricks and Techniques
by John Isidoro
IGDA
Sim, Render, Repeat – An Analysis of Game Loop Architectures
by Michael Balfour
(Electronic Arts - Tiburon)
Programming
Spore: Preproduction Through Prototyping
by Eric Todd
IGDA
Successful Outsourcing on AAA Games - A Case Study of Forza Motorsport
by Nick Dimitrov
(Microsoft Game Studios)
Visual Arts
The Art of Orchestration
by Cris Velasco
Audio
The Game Studies Download: Top 10 Research Findings
by Mia Consalvo
(MIT, Comparative Media Studies)
Game Design
The Gym: Where The Incredible Hulk Goes To Train
by Bryan Brandt
(Radical Entertainment)
Programming
The Localization of Counter Strike in Japan
by Kouichirou Taninami
(Namco LTD.)
Game Design
The Make Art Button: Batches, Actions, and Scripts
by Adrian Woods
Level Design
The Neverwinter Nights 2 Toolset: A Case Study of Tools Development
by Erik Novales
Level Design
Three States and a Plan: The AI of F.E.A.R.
by Jeff Orkin
(& Research Assistant, MIT Media Lab)
Programming
Tips and Tricks for Modeling for Next-Gen Games
by Pete Hayes
(Epic Games Inc.)
Visual Arts