GDC 2005
5th Annual Game Developers Choice Awards
Special Event
GDC 2005
7th Annual Independent Games Festival Awards
Special Event
GDC 2005
A Case for Message Passing Architectures
by Dave Weinstein
(Red Storm Entertainment)
Programming
GDC 2005
A Practical Guide to the Hero's Journey
by Bob Bates
Game Design
GDC 2005
Academic Insights: What Researchers Can and Can't Tell You About Your Games
by Constance Steinkuehler
(University of Wisconsin - Madison)
IGDA
GDC 2005
Adaptive Music Jam
by Guy Whitmore
(Microsoft)
Audio
GDC 2005
Adopting Middleware: What's Holding Us Back?
by Trent Oster
(BioWare Corp.)
Production
GDC 2005
Advanced Real-Time Rendering: Beyond Reflectance
by Dan Baker
(Firaxis)
Programming
GDC 2005
Advanced Stencil Shadow and Penumbral Wedge Rendering
by Eric Lengyel
Programming
GDC 2005
Agile Methodology and Scrum in Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2005
AI For Adaptive Opponents, Teammates and NPCs
by Michael Van Lent
Programming
GDC 2005
An Orwellian approach to AI architecture
by Igor Borovikov
Programming
GDC 2005
Art Content Creation for the Next Generation Unreal Engine
by Pete Hayes
Visual Arts
GDC 2005
Attack of the Design Directors!
by Brian Allgeier
Game Design
GDC 2005
Audio Implementation Methodologies
by Marc Schaefgen
(The Sound Department, Austin)
Audio
GDC 2005
Audio Production for Halo 2
by Jay Weinland
(Bungie Studios)
Audio
GDC 2005
Befuddlement in Action: Classic Usability Problems in Games and How to A...
by Ramon Romero
(Microsoft Game Studios)
Game Design
GDC 2005
Best Practices for Game Lighting with Maya
by Rob Ormond
Visual Arts
GDC 2005
Better Games (and Quality of Life) in 40 Hours per Week
by Hank Howie
IGDA
GDC 2005
Blind Man's Bluff: Using Automated Metrics to Understand Development Pro...
by Dean Margerison
Production
GDC 2005
Bonus or Bogus: Working with Hollywood Production Companies
by Rosanna Sun
Production
GDC 2005
Breaking the Mold: Audio Innovation in Downloadable Games
by Michael Sweet
(Berklee College of Music)
Audio
GDC 2005
Building the Impossible: How to Build a Full-scale MMO for Just Over $1 ...
by Andrew Tepper
Game Design
GDC 2005
Burning Down the House: Game Developers Rant
by Greg Costikyan
IGDA
GDC 2005
Can The Cost of Product Piracy Be Measured?
by Stevan Mitchell
Business and Legal
GDC 2005
Career Development: In-house, Freelance, or Part of an Audio Production ...
by Don Veca
(Sledgehammer Games/Activision)
Audio
GDC 2005
CELL: A New Platform for Digital Entertainment
by Mark DeLoura
(Videogame Technology Consultant)
Programming
GDC 2005
Cinema Quality Face Animation Using Bones
by Nicholas Zeman
Visual Arts
GDC 2005
Concepts & Animating Sam Fisher in Splinter Cell:The Chaos Theory
by Gilles Monteil
Visual Arts
GDC 2005
Content Management for Halo 2 and Beyond
by Mat Noguchi
Programming
GDC 2005
Continuous Collision Detection of General Convex Objects Under Translation
by Gino van den Bergen
Programming
GDC 2005
Counting Women: The Dollars and Cents Behind Female Gamers
by Schelley Olhava
(IDC)
IGDA
GDC 2005
Covering Your Assets: Music Publishing Royalties
by Steve Schnur
(Electronic Arts)
Audio
GDC 2005
Creating and Deploying Real-time Shader Effects in a Games Production Pi...
by Jean Claude Alexandre
Visual Arts
GDC 2005
Data-Driven Programming Made Easy
by Eric Malafeew
(Harmonix Music Systems, Inc.)
Programming
GDC 2005
Deconstructing Sam: Narrative in the Splinter Cell Trilogy
by Clint Hocking
Game Design
GDC 2005
Designing the AAA Title: Letters from the Trenches
by E. Daniel Arey
(Big Red Button Entertainment)
Game Design
GDC 2005
Developers are from Jupiter, Marketers are from Saturn: Learn the Secret...
by Billy Cain
(Critical Mass Interactive)
Business and Legal
GDC 2005
Dissecting Interactive Design
by Cliff Bleszinski
Game Design
GDC 2005
Dynamic Waypoints, Object Grouping, and Optimal Cover Positions: Making ...
by Michael Delp
Programming
GDC 2005
Effective Quest Design in MMORPG Environment
by Gyuhwan Oh
Game Design
GDC 2005
Effective Use of OpenMP in Games
by Pete Isensee
Programming
GDC 2005
Efficient Proximity Mapping in Highly Dynamic Environments
by Andrea Pessino
Programming
GDC 2005
Entertaining AI: Using Rules from Improvisational Acting to Create Unscr...
by Brenda Bakker Harger
Game Design
GDC 2005
Everything You Need to Know About Copyright, Performance Rights, and Mus...
by Jim Charne
Audio
GDC 2005
Experimental Gameplay 2005 (Part 1)
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2005
Experimental Gameplay 2005 (Part 2)
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2005
Experimental Gameplay 2005 (Part 3)
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2005
Experimental Gameplay 2005 (Part 4)
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2005
Expert Ears for the Game Pioneer
by Zach Aikman
(Fishbeat)
Audio