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
Republic : Lessons Learned
by Dave Dixon
Production
GDC 2004
The Hobbit : A Case Study
by Christopher Michael
Audio
GDC 2004
The Hobbit : A Case Study
by Christopher Michael
Audio
GDC 2004
Wallace and Gromit in Project Zoo : A Postmortem of a Licensed, Cross-...
by Warren Kruse
Production
GDC 2004
A Candid Look at the Issues and Rewards of Bleeding Edge Engine Development
by Tom Peltier
Programming
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
A Road Map for Peace: Redefining the Publisher- Developer Relationship
by Joe Minton
Business and Legal
GDC 2004
A Road Map for Peace: Redefining the Publisher- Developer Relationship
by Joe Minton
Business and Legal
GDC 2004
Accurate Prediction and Other Organizational Myths
by Starr Long
Production
GDC 2004
Accurate Prediction and Other Organizational Myths
by Starr Long
Production
GDC 2004
Acting for Animators
by Douglas Conorich
Visual Arts
GDC 2004
Adding Spherical Harmonic Lighting to the Sushi Engine
by Leander Hasty
Programming
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2004
Advanced Real-Time Reflectance
by Thomas Peltier
Programming
GDC 2004
Adventures in Character Design
by Tim Schafer
Game Design
GDC 2004
Adventures in Character Design
by Tim Schafer
Game Design
GDC 2004
AI and Design: How AI Enables Designers
by Rishi Bhattacharya
Programming
GDC 2004
AI and Design: How AI Enables Designers
by Rishi Bhattacharya
Programming
GDC 2004
AI: Gameplay & Design: A Marriage of Heaven or Hell?
by Michael Corby
Programming
GDC 2004
Anatomy of a 2D Side-Scroller
by Michael Rasmussen
Game Design
GDC 2004
Artificial Potential Fields for the Control of Navigation and Animation
by Paula Moore
Programming
GDC 2004
Artist Management in a Small Games Company
Production
GDC 2004
Artist Management in a Small Games Company
Production
GDC 2004
ArtModJam
by Seth Fogie
Game Design
GDC 2004
Audio Asset Management for Large Projects
by David Chan
(Hinterland Studios)
Audio
GDC 2004
Audio Asset Management for Large Projects
by David Chan
(Hinterland Studios)
Audio
GDC 2004
Audio Director to the Rescue
by Andrew Boyd
Audio
GDC 2004
Audio for Mobile Panel
by James Doyle
Audio
GDC 2004
Automation Recipes: Automation Ideas to Save Project Time and Money
by Jennifer Boespflug
Production
GDC 2004
Behavioral Game Design
by John Hopson
(Bungie Inc.)
Audio
GDC 2004
Beyond Finite State Machines: Managing Complex, Intermixing Behavior H...
by Joseph W. Popinski III
Programming
GDC 2004
Beyond Finite State Machines: Managing Complex, Intermixing Behavior H...
by Joseph W. Popinski III
Programming
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
Building a Million Particle System
by Cheryl Jackson
Programming
GDC 2004
Building a Million Particle System
by Cheryl Jackson
Programming
GDC 2004
Building Big Licensed Games with Big Teams
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2004
Building Big Licensed Games with Big Teams
by Don Daglow
(Daglow Entertainment LLC)
Production
GDC 2004
Building Value in Your Company: One Small Studio's Approach
Business and Legal
GDC 2004
Character Rigger's Cookbook
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2004
Common C++ Performance Mistakes in Games
by Pete Isensee
Audio
GDC 2004
Common C++ Performance Mistakes in Games
by Justin Peltier
Programming
GDC 2004
Creating Water and Fluid Effects For Video Games
by Cyrus Peikari
Visual Arts
GDC 2004
Creating a Monster RPG: The Light and the Dark Side of Development on St...
by William Murray
Production
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
Cross-Platform Audio Using Interactive XMF
by Jessica Bayliss
Audio
GDC 2004
Cross-Platform Audio Using Interactive XMF
by Jessica Bayliss
Audio
GDC 2004
Deferred Shading on DX9 Class Hardware and the Xbox
by Matt Pritchard
Audio
GDC 2004
Deferred Shading on DX9 Class Hardware and the Xbox
by Scott Ambler
Programming
GDC 2004
Designing an Interactive Music System
by Jason Booth
(Harmonix Music Systems)
Audio
GDC 2004
Designing Games for Coin-Op and Internet Gambling
Game Design
GDC 2004
Destruction on a Diet
by Paul Lindberg
Programming
GDC 2004
Developing and Mastering 36 Different Sku's of One Title Simultaneously ...
by Michael Corby
Production
GDC 2004
Developing Wireless Location-Based Games
Programming
GDC 2004
Digital Painting, and The Narrowing Gap between Games and Film
by Paula Moore
Visual Arts
GDC 2004
Doing Business with Europe: A Survivor's Guide
by Vincent Scheurer
Business and Legal
GDC 2004
Doing Business with Europe: A Survivor's Guide
by Vincent Scheurer
Business and Legal
GDC 2004
Encouraging Innovation in Game Development
by Rebecca Herold
General Interest
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
ESRB Explained: Behind the Ratings
by Robert Richardson
IGDA
GDC 2004
Everything You Need to Know to Make Money in Coin-Op
Business and Legal
GDC 2004
Everything You Need to Know to Make Money in Coin-Op
Business and Legal
GDC 2004
Experimental Gameplay Workshop
by Daniel VanBelleghem
Game Design
GDC 2004
Fast Yet Realistic Deformation and Fracture
by James O'Brien
Programming
GDC 2004
Fast Yet Realistic Deformation and Fracture
by James O'Brien
Programming
GDC 2004
Follow The Money: Understanding Console Publishers
Business and Legal
GDC 2004
Follow The Money: Understanding Console Publishers
Business and Legal
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
From Visual Anti-Establishment to Ubiquity and Back
by Sharon Ruckman
Audio
GDC 2004
From Visual Anti-Establishmentarianism To Ubiquity and Back
by Don Sturek
Visual Arts
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 Development Modeling with 3ds Max
by Fred Trickey
Visual Arts
GDC 2004
Game Mobility Requires Code Portability
by Guido Henkel
Programming
GDC 2004
Game Mobility Requires Code Portability
by Guido Henkel
Programming
GDC 2004
Game Narrative: What Would Aristotle Do?
by Tim McCarthy
Game Design
GDC 2004
Game Prototyping with 3ds Max
by Zoe Strickland
Visual Arts
GDC 2004
Game Soundtracks: Structuring Your Deal Like the Movies
by Fred Tompkins
Audio
GDC 2004
GDC Programming Keynote: John Carmack
by John Carmack
(iD Software)
Programming
GDC 2004
Great Games in 50k: Three Addictive Mobile Phone Titles
by Thomas Peltier
Game Design
GDC 2004
Growing a Dedicated Tools Programming Team: From Baldur's Gate to S...
Production
GDC 2004
Growing a Dedicated Tools Programming Team: From Baldur's Gate to S...
Production
GDC 2004
Hi Res Modeling for Consoles in Maya
by Wendi Rafferty
Visual Arts
GDC 2004
High Dynamic Range Lighting
by John O'Leary
Programming
GDC 2004
High Dynamic Range Lighting
by John O'Leary
Programming
GDC 2004
How to Budget Audio: 'What Am I Forgetting?'
by Terry Gudaitis
Audio
GDC 2004
How to Get More Coverage for Your Company and Titles
by Sue Bohle
Business and Legal
GDC 2004
How to Get More Coverage for Your Company and Titles
by Sue Bohle
Business and Legal
GDC 2004
HR in the Studio
Business and Legal
GDC 2004
IGDA Quality of Life White Paper Unveiling
by Gregory Abrenio
IGDA
GDC 2004
Immigration for Foreign Games Professionals in the Age of Homeland Sec...
by Kevin Kingdon
Business and Legal
GDC 2004
Industry & Government: Working Together
by Rishi Bhattacharya
Business and Legal
GDC 2004
Integrating Physics into a Modern Game Engine
by Rishi Bhattacharya
Programming
GDC 2004
Integrating Physics into a Modern Game Engine
by Rishi Bhattacharya
Programming
GDC 2004
Interfacing With Hollywood: Challenges and Opportunities
by Harvey Smith
Business and Legal
GDC 2004
Jak's Makeover for JakII : Why the Dramatic New Look for a Sequel?
Visual Arts
GDC 2004
Learning by Design: Games as Learning Machines
by Mark O'Neill
IGDA
GDC 2004
Learning by Design: Games as Learning Machines
by Mark O'Neill
IGDA
GDC 2004
Lemke's Algorithm, The Hammer In Your Math Toolbox?
by Chris Hecker
(Formerly Technology Fellow at Maxis)
Programming
GDC 2004
Light Scattering: Oh, that Looks Cool! Can we Have it in the Game, Real ...
by Derek Palmer
Programming
GDC 2004
Make Better Criticism: A Mature Form of Cultural Analysis
by J.R. Reagan
IGDA
GDC 2004
Managing the Hydra: Successfully Running Multiple Projects in a Videog...
by Michael Corby
Production
GDC 2004
Managing the Hydra: Successfully Running Multiple Projects in a Videog...
by Michael Corby
Production
GDC 2004
Master Your Game's Domain: Data-Driven Asset Management
by Warren Kruse
Production
GDC 2004
Maya for Games - Tools & Pipelines in Maya
by Matthew Luallen
Visual Arts
GDC 2004
Minefields in Videogame Intellectual Property Protection
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Legal
GDC 2004
Minefields in Videogame Intellectual Property Protection
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Legal
GDC 2004
Mixing and Mastering Music and Sound for Games
by Scott Gershin
(Soundelux Design Music Group)
Audio
GDC 2004
Mobile Games: Lessons from Online Games
by Dan Scherlis
(Sonamine)
Business and Legal
GDC 2004
Motion Capture-driven Simulation for Characters
by Lisa Schlosser
Programming
GDC 2004
Motion Capture-driven Simulation for Characters
by Lisa Schlosser
Programming
GDC 2004
Motion Synthesis
by Terri Curran
Programming
GDC 2004
Motion Synthesis
by Terri Curran
Programming
GDC 2004
Music Licensing for Videogames: How Popular Music and Artists Can Make ...
by Victor Rodriguez
(THQ)
Business and Legal
GDC 2004
Music Licensing for Videogames: How Popular Music and Artists Can Make ...
by Victor Rodriguez
(THQ)
Business and Legal
GDC 2004
Music Publishing: A Primer for Game Developers and Composers
by Douglas Conorich
Business and Legal
GDC 2004
Open Spaces and How to Find Them in New Game Ideas
by Thomas Peltier
Game Design
GDC 2004
Outdoor Jungle Vegetation: Battlefield Vietnam
by Rishi Bhattacharya
Visual Arts
GDC 2004
Outdoor Jungle Vegetation: Battlefield Vietnam
by Rishi Bhattacharya
Visual Arts
GDC 2004
Pitching an Original IP: Notes from the Field
by Chris Charla
(Microsoft Game Studios)
Business and Legal
GDC 2004
Practical Implementation of High Dynamic Range Rendering
by John Williams
Programming
GDC 2004
Practical Implementation of High Dynamic Range Rendering
by John Williams
Audio
GDC 2004
Practical Implementation of High Dynamic Range Rendering
by John Williams
Programming
GDC 2004
Practical Physics for Articulated Characters
by Rishi Bhattacharya
Programming
GDC 2004
Practical Physics for Articulated Characters
by Vangelis Kokkevis
Audio
GDC 2004
Practical Physics for Articulated Characters
by Rishi Bhattacharya
Programming
GDC 2004
Practical Shadows: Out of the Demo and Into the Engine
by Tom Forsyth
Programming
GDC 2004
Practical Shadows: Out of the Demo and Into the Engine
by Tom Forsyth
Programming
GDC 2004
Prepping for the Transition: Will You Be Ready?
by John Schappert
(Zynga)
Business and Legal
GDC 2004
Procedural Shaders: A Feature Animation Perspective
by Arcot Preetham
(ATI)
Programming
GDC 2004
Procedural Shaders: A Feature Animation Perspective
by Arcot Preetham
(ATI)
Programming
GDC 2004
Procedural Shaders: A Feature Animation Perspective
by Arcot Preetham
(ATI)
Programming
GDC 2004
Producing Motion Capture and Animation
by Paul Immo
Production
GDC 2004
Producing Motion Capture and Animation
by Paul Immo
Production
GDC 2004
Producing Orchestral Scores for Games
by John O'Leary
Audio
GDC 2004
Producing Orchestral Scores for Games
by John O'Leary
Audio
GDC 2004
Producing Programmers: Strategies for Managing Technical Staff
by Pierre-Luc REFALO
Production
GDC 2004
Producing the Characters and Creatures of Ultima X Odyssey
by Brenda Brathwaite
Visual Arts
GDC 2004
Production Through Collaboration: Escalating Demands on the Producer
by Dave Perry
Production
GDC 2004
Production Through Collaboration: Escalating Demands on the Producer
by Dave Perry
Production
GDC 2004
Programming the PlayStation Portable (PSP)
by Bryan Fletcher
Programming
GDC 2004
Re-awakening a Classic: Prince of Persia : A Case Study
Production
GDC 2004
Re-awakening a Classic: Prince of Persia : A Case Study
Production
GDC 2004
Real World Multi-Threading in PC Games
by Arron Coday
(Intel)
Programming
GDC 2004
Real World Multi-Threading in PC Games
by Arron Coday
(Intel)
Programming
GDC 2004
Real World Multi-Threading in PC Games
by Arron Coday
(Intel)
Programming
GDC 2004
Real-Time Global Illumination
by Fred Mundt
Programming
GDC 2004
Real-Time Global Illumination
by Eskil Steenberg
Audio
GDC 2004
Real-Time Global Illumination
by Fred Mundt
Programming
GDC 2004
Real-Time Translucent Animated Objects
by Fred Trickey
Programming
GDC 2004
Realistic and Fast Cloud Rendering in Computer Games
Programming
GDC 2004
Realistic and Fast Cloud Rendering in Computer Games
Programming
GDC 2004
Requirements for a Next Generation Massively Multiplayer Online Game
by Gordon Walton
Production
GDC 2004
Requirements for a Next Generation Massively Multiplayer Online Game
by Gordon Walton
Production
GDC 2004
Reusing Shading for Interactive Global Illumination
Programming
GDC 2004
Reusing Shading for Interactive Global Illumination
Programming
GDC 2004
Revisiting the Standard Joint Hierarchy: Improving Realistic Modeling of...
Programming
GDC 2004
Revisiting the Standard Joint Hierarchy: Improving Realistic Modeling of...
Programming
GDC 2004
SciFi MMPs: Lessons from Star Wars Galaxies and Earth and Beyond
by Raph Koster
(Independent)
Game Design
GDC 2004
Seven Years of Max Payne
Production
GDC 2004
Seven Years of Max Payne
Production
GDC 2004
SOCOM II: Creating a Compelling Online Console Game
by Richard Murphy
Game Design
GDC 2004
Sound Design: Strategies for Success
by Thomas Rude
Audio
GDC 2004
Spare No Expense: Starbucks and Aeron Chairs for Everyone
Business and Legal
GDC 2004
Spare No Expense: Starbucks and Aeron Chairs for Everyone
Business and Legal
GDC 2004
Starting a New Studio
by John Hayes
Business and Legal
GDC 2004
State of the Art: Anatomy of 3D Level Design
by Herve Schmidt
Game Design
GDC 2004
Storytellers vs. Puzzle-Makers: New Traits of Successful Games
by Kevin Bachus
(Nival Interactive)
Business and Legal
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 Full Spectrum Warrior Camera System
by Thomas Peltier
Programming
GDC 2004
The Full Spectrum Warrior Camera System
by Thomas Peltier
Programming
GDC 2004
The Collection and Applications of Metrics in an MMP Game: Lessons Lea...
by Larry Mellon
Programming
GDC 2004
The Collection and Applications of Metrics in an MMP Game: Lessons Lea...
by Larry Mellon
Programming
GDC 2004
The Easy Route To Console Online
by Thomas Peltier
Production
GDC 2004
The Emotional Heart of Art Direction
Visual Arts
GDC 2004
The End Game: How Top Developers Sold Their Studios
by Dan Rogers
Business and Legal
GDC 2004
The End Game: How Top Developers Sold Their Studios
by Dan Rogers
Business and Legal
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 History of Animation
by Paul Hormis
Visual Arts
GDC 2004
The I-Spy Book of Developer Contract Law
Business and Legal
GDC 2004
The I-Spy Book of Developer Contract Law
Business and Legal
GDC 2004
The Impact of Middleware Technologies on Your Game Development
by Thomas Peltier
Production
GDC 2004
The Impact of Middleware Technologies on Your Game Development
by Thomas Peltier
Production
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 Interface: How to Create an Effective Audio Schedule
by Troy Larson
Production
GDC 2004
The Making of the Official Counter-Strike Bot
by Michael Booth
(Valve)
Programming
GDC 2004
The Making of the Official Counter-Strike Bot
by Michael Booth
(Valve)
Programming
GDC 2004
The Negotiation
by Tom Buscaglia
(Dev Biz, Inc.)
Business and Legal
GDC 2004
The Philosophical Roots of Computer Game Design
by Ernest Adams
(International Hobo)
Game Design
GDC 2004
The Physics-Sound System of Deus Ex: Invisible War and Thief 3
by Brian Sharp
(Bungie, LLC)
Programming
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
The Sound Design Methodology of Medal of Honor
by Frank Butler
Audio
GDC 2004
The State of Non-Linear Audio for Interactive Media
by Pete Garza
Audio
GDC 2004
The State of the Web and Downloadable Games Industry: A 2004 IGDA Online...
by Derrick Morton
(FlowPlay)
Business and Legal
GDC 2004
The State of the Web and Downloadable Games Industry: A 2004 IGDA Online...
by Derrick Morton
(FlowPlay)
Business and Legal
GDC 2004
The Virtual and Mixed Media Orchestra for Game Music
Audio
GDC 2004
The Virtual and Mixed Media Orchestra for Game Music
Audio
GDC 2004
The Well-Fed Freelancer: A Survival Guide in 24 Easy Lessons
by Francois Dominic Laram'e
Business and Legal
GDC 2004
The Well-Fed Freelancer: A Survival Guide in 24 Easy Lessons
by Francois Dominic Laram'e
Business and Legal
GDC 2004
Tips & Tricks for UV Mapping
by Keith Self-Ballard
Visual Arts
GDC 2004
Tips and Tricks for 3ds max 6 in Games
by Phillip Hallam-Baker
Visual Arts
GDC 2004
Towards Relevant Research: Collaboration 101
by Stephen Gantz
IGDA
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
True Crime: Streets of L.A.-Bringing Crime to the City of Angels
by Rishi Bhattacharya
Programming
GDC 2004
Turning Innovation into Impact
by J Allard
Audio
GDC 2004
Understanding the Elements of Employee Compensation
Business and Legal
GDC 2004
Understanding the Elements of Employee Compensation
Business and Legal
GDC 2004
User-testing in a Hostile Environment: Overcoming Apathy and Resistance ...
by William Stackpole
Production
GDC 2004
Using External Contractors Effectively
by Jessica Bayliss
Production
GDC 2004
Using External Contractors Effectively
by Jessica Bayliss
Production
GDC 2004
Using Verlet Integration and Constraints in a Six Degree of Freedom Rigi...
Programming
GDC 2004
Visualizing Sly Cooper
by Brad Smith
Visual Arts
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
What to Do When it All Goes to Hell: Lessons Learned Shutting Down a G...
by Cody Northrop
Business and Legal
GDC 2004
What to Do When it All Goes to Hell: Lessons Learned Shutting Down a G...
by Cody Northrop
Business and Legal
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
Winning the Race Against Pirates And Crackers: Next Generation Copy Pr...
by Jeff Orkin
Production
GDC 2004
Winning the Race Against Pirates And Crackers: Next Generation Copy Pr...
by Jeff Orkin
Production
GDC 2004
Workflow Convergence: How Motion Picture Pipelines Are Merging With Game...
by Robert J. Thornberry Jr
Visual Arts
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