GDC 2003
10 Great Reasons You Don't Want to Make a Massively Multiplayer Game!
by Gordon Walton
Business and Legal
GDC 2003
20/20 Design Vision
by Andrew Leker
(Electrified Games, Inc.)
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2003
A Review of Current and Future Animation Issues
by Paul Steed
Visual Arts
GDC 2003
A Review of Funding Models for the Independent Developer and Their Impli...
by Jeff Hilbert
(Digital Development Management)
Business and Legal
GDC 2003
Advanced Real-Time Illumination Techniques
by Nathaniel Hoffman
Programming
GDC 2003
Advanced Techniques in Creating Tile-Based Graphics for GameBoy Advance
by Karthik Bala
Visual Arts
GDC 2003
Animation Blending: Achieving Inverse Kinematics and More
Programming
GDC 2003
Animation System Implementation: What Works and What Doesn't
by Jake Simpson
Programming
GDC 2003
Applying the Lessons Learned from Korea and Lineage to Today's and Tomor...
Business and Legal
GDC 2003
Art Directors Panel: Aesthetics and the Almighty Dollar
by Cyrus Lum
Visual Arts
GDC 2003
Audio Programming for Very Large Projects
by David Ranyard
(Sony Computer Entertainment)
Audio
GDC 2003
Aural Subjectivity: A Personal Perspective
Audio
GDC 2003
Automated Testing of Massively Multiplayer Games: Lessons Learned from T...
by Larry Mellon
Programming
GDC 2003
Beyond Bouncing Boxes: The Physics of Things That Bend and Break: Parts ...
by John O'Brien
Programming
GDC 2003
Beyond Bouncing Boxes: The Physics of Things That Bend and Break: Parts ...
by John O'Brien
Programming
GDC 2003
Bossy Behavior: Patterns and Techniques in Boss Design
by Luis Barriga
Game Design
GDC 2003
Breaking the Rules of a Game
by Katie Salen
(Institute of Play; DePaul University)
Game Design
GDC 2003
Building AI Sensory Systems
by Tom Leonard
Programming
GDC 2003
Building An Object System: Features, Tradeoffs, and Pitfalls
Programming
GDC 2003
Casual Games Panel
by John Vechey
(PopCap Games)
Game Design
GDC 2003
Character Rigging and Animation: Parts 1 & 2
by Martin Coven
Visual Arts
GDC 2003
Character Rigging and Animation: Parts 1 & 2
by Martin Coven
Visual Arts
GDC 2003
Completion Bonding for Game Development Projects
Business and Legal
GDC 2003
Composing, Producing and Implementing an Interactive Music Soundtrack fo...
by Chuck Doud
Audio
GDC 2003
Control Where it Belongs: Latest Generation Audio Development for Xbox
by Scott Selfon
(Microsoft)
Audio
GDC 2003
Crack Character Creation: The Mad Puffer Fish Panel
by Scott Campbell
(Independent)
Visual Arts
GDC 2003
Creating a Cinematic Game Experience
Game Design
GDC 2003
Creating Aesthetic 3D Organic Volumes and Using the Right Tools for the ...
Visual Arts
GDC 2003
Creating Character Models: A Review of Current Techniques
by Stefan Henry-Biskup
Visual Arts
GDC 2003
Creating the Worlds of Dungeon Siege
Game Design
GDC 2003
Custom STL Memory Allocators
Programming
GDC 2003
Deathmatch: Ted Price vs. Jason Rubin
by Ted Price
(Insomniac Games)
Game Design
GDC 2003
Design With Music In Mind: Integrating an Immersive Game Score With Your...
by Guy Whitmore
(PopCap)
Audio
GDC 2003
Designing a Portable Shader Library for Current and Future APIs
by Alex Vlachos
(Valve)
Programming
GDC 2003
Designing a Ratchet & Clank Level
by Brian Allgeier
Game Design
GDC 2003
Designing Original Games Based on Licensed Properties
by Chris Charla
(Microsoft Game Studios)
Game Design
GDC 2003
Designing Power-Ups for Action Games: Parts 1 & 2
by Randy Smith
Game Design
GDC 2003
Designing Power-Ups for Action Games: Parts 1 & 2
by Randy Smith
Game Design
GDC 2003
Developing Wireless Games: From Idea to the Marketplace
by Oliver Miao
(Pixelberry Studios)
Business and Legal
GDC 2003
Displacement Mapping
by Tom Forsyth
Programming
GDC 2003
Does Melody Matter?
by Rod Abernethy
(Rednote Audio)
Audio
GDC 2003
Doing Business with the Telecom Industry: Understanding their Deal Terms...
by Dan Scherlis
(Sonamine)
Business and Legal
GDC 2003
Dynamics for Designers
by Will Wright
(Stupid Fun Club)
Game Design
GDC 2003
Enabling Data Driven Design Tuning via Existing Tools
Programming
GDC 2003
Episodic Content: Here, Now & Next Month Too
by Chris Foster
(Harmonix Music Systems)
Game Design
GDC 2003
Exploring the Fringes: Interactive Entertainment for the 21st Century
by Ernest Adams
(International Hobo)
Game Design
GDC 2003
Extreme Character Rigging: When Less is More
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2003
Facial Animation For Game Characters
Visual Arts