GDC 2001
Character Design, Sketching, and Painting
by Donald Seegmiller
Visual Arts
GDC 2001
Consoles vs. PCs: Is the PC Really Dead?
by Bing Gordon
(Kleiner Perkins Caufield & Byers)
Game Design
GDC 2001
Creature Smarts: The Art and Architecture of a Virtual Brain
by Damian Isla
(Moonshot Games)
Programming
GDC 2001
Dealing with Artistic Limitations as a 3D Game Artist. PC vs. Consoles
by Remus Siclovan
Visual Arts
GDC 2001
Level-of-Detail AI
by Brian Goetz
Programming
GDC 2001
Real-Time Photorealism via Procedural Shaders
by Dan Baker
(Firaxis)
Audio
GDC 2001
Real-Time Photorealistic Terrain Lighting
by Kenneth Mitchell
Programming
GDC 2001
Real-Time Shadows
by Tomas Moller
Programming
GDC 2001
Simulation Level-Of-Detail and Culling
by Stephen Chenney
Programming
GDC 2001
Terrain Reasoning for 3D Action Games
by Stephen Chenney
Programming
GDC 2001
The Basics of Team AI
by John O'Brien
(Red Storm Entertainment)
Programming
GDC 2001
The Basics of Team AI
by John O'Brien
(Red Storm Entertainment)
Programming
GDC 2001
The Future Of Games and Digital Entertainment
by Don Daglow
Business and Legal
GDC 2001
Traditional Retail Distribution: Is it Taking a Breather or on its Last ...
by Jim Perkins
Business and Legal
GDC 2001
Unlocking the DNA of Sigma: Playing in the Sandbox?
by Alex Garden
Game Design
GDC 2001
Will Games Ever Become a Legitimate Art Form?
by Jacob Stephens
Audio