GDC 2005
A Case for Message Passing Architectures
by Dave Weinstein
(Red Storm Entertainment)
Programming
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
CELL: A New Platform for Digital Entertainment
by Mark DeLoura
(Videogame Technology Consultant)
Programming
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
Entertaining AI: Using Rules from Improvisational Acting to Create Unscr...
by Brenda Bakker Harger
Game Design
GDC 2005
Expert Ears for the Game Pioneer
by Zach Aikman
(Fishbeat)
Audio
GDC 2005
Fundamentals of Real-Time Camera Design
by Mark Haigh-Hutchinson
Game Design
GDC 2005
Gaining Ground on the Development of a God-Sized Design
by Chris Millar
Production
GDC 2005
Heart of a Gamer
by Satoru Iwata
(Nintendo Co., Ltd.)
Other
GDC 2005
How to Raise Venture Capital to Build a Game Company
by John Welch
Business and Legal
GDC 2005
IP Deal Breakers: The Five Intellectual Property Rights Developers Shoul...
by Stephen Rubin
Business and Legal
GDC 2005
Killzone AI: Dynamic Procedural Combat Tactics
by Arjen Beij
Programming
GDC 2005
Managing Complexity in the Halo 2 AI System
by Damian Isla
(Moonshot Games)
Programming
GDC 2005
Meeting the Challenges of Game Art Production
by Claude Comair
(Digipen Institute of Technology)
Visual Arts
GDC 2005
Numerical robustness for geometric calculations
by Christer Ericson
(Sony Computer Entertainment)
Programming
GDC 2005
Parachute Pants and Denim Dresses: Taking Real-Time Cloth Beyond Curtains
by Andrew Meggs
Programming
GDC 2005
Raising the Bar on In-Game Animation
by Jeremy Cantor
Visual Arts
GDC 2005
SingStar: Tapping the Mass Market Through Smart Licensing and Design
by Sergio Pimentel
(SCEE-Sony Computer Entertainment Europe)
Production
GDC 2005
The Negotiation
by Lee Jacobson
(Midway Home Entertainment Inc.)
Business and Legal
GDC 2005
The Race to a Blockbuster Console RTS: If At First You Don't Succeed...
by Tim Train
Game Design
GDC 2005
Tone Reproduction in Real-Time Rendering Environments
by Sumanta Pattanaik
Programming
GDC 2005
Using a Goal/Action Architecture to Support Modularity and Long-Term Mem...
by Marc Atkin
Programming
GDC 2005
Virtual Humans: Using Advanced AI to Create Characters that Think, Talk ...
by Patrick Kenny
Programming
GDC 2005
What Makes Music for Games "Music for Games"?
by Peter McConnell
Audio
GDC 2005
Why Isn?t the Game Industry Making Interactive Stories?
by Neil Young
Game Design
GDC 2005
Why You Should Have Paid Attention in Multivariable Calculus
by Chris Hecker
Programming