GDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
GDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
GDC 2006
60-Minute MBA
by Scott Corley
(Red Mercury, LLC)
Audio
GDC 2006
...And Make It Snappy! Crafting Concise, Effective Dialogue for your Game
by Evan Skolnick
(Independent)
Audio
GDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
GDC 2006
Advanced Tool Writing for Character Technical
Directors (TD)
by Judd Simantov
(Naughty Dog Inc)
Visual Arts
GDC 2006
Agile Methodology in Game Development: Year 3
by Clinton Keith
(Clinton Keith Consulting)
Audio
GDC 2006
Backwards Is Forward: Making Better Games with Test-Driven Development
by Noel Llopis
(Snappy Touch)
Audio
GDC 2006
Battle Cam: A Dynamic Camera System for Real-Time Strategy Games
by Hector Yee
(Petroglyph Games)
Audio
GDC 2006
Best Practices for Game Development
by Grady Booch
(IBM)
Programming
GDC 2006
Beyond Technology: Process Issues in Next Gen Development
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2006
Bigger AND More Creative: Building a Better Developer Through M&A
by Jon Goldman
(Foundation 9 Entertainment)
Audio
GDC 2006
Bootstrapping a Game Company in the Age of Blockbuster Budgets
by Albert Reed
(Demiurge Studios)
Audio
GDC 2006
Brand Development for Video Games
by Oliver Wright
(SCEE)
Business and Management
GDC 2006
Building Community Around Pollinated Content in Spore
by Caryl Shaw
(ngmoco:))
Audio
GDC 2006
Building Project Gotham Racing 3: An Xbox 360 Postmortem
by Gareth Wilson
(Bizarre Creations)
Programming
GDC 2006
C++ on Next-Gen Consoles: Effective Code for New Architectures
by Pete Isensee
(Microsoft)
Audio
GDC 2006
Cinematic Game Design
by Marty Stoltz
(Midway Games Chicago)
Visual Arts
GDC 2006
Collada for Playstation3
by Richard Stenson
(Sony Computer Entertainment America)
Programming
GDC 2006
Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI
by Sage Sundi
(Square Enix)
Production
GDC 2006
Creating Stubbs the Zombie with the Wideload Model
by Alexander Seropian
(Wideload Games)
Audio
GDC 2006
Creating World-Class Graphics on the PSP
by Phil Trumbo
(Amaze Entertainment)
Audio
GDC 2006
Crowd Simulation on PS3
by Craig Reynolds
(Sony Computer Entertainment America)
Programming
GDC 2006
Crowds In A Polygon Soup: Next-Gen Path Planning
by David Miles
(BabelFlux LLC)
Game Design
GDC 2006
Dancing with the Wind
by Graham Rhodes
(Applied Research Associates, Inc.)
Programming
GDC 2006
Deploying 3D Games and Virtual Worlds in the Web Browser
by Jules Urbach
(Otoy)
Game Design
GDC 2006
Designing to Promote Intentional Play
by Clint Hocking
(LucasArts)
Game Design
GDC 2006
Easy Come Easy Go: True in Poker, Not True in the Costly World of Hiring...
by Malcolm Johnson
(The Entertainment Technology Source)
Business and Management
GDC 2006
Exploiting Scalable Multi-Core Performance in Large Systems
by Jason Plumb
(Intel)
Programming
GDC 2006
Extensible Rendering and Previsualization of Art
by Daniel Horowitz
(NVIDIA)
Production
GDC 2006
Extremely Practical Shadows
by Tom Forsyth
(Intel)
Audio
GDC 2006
Feeding the Monster: Advanced Data Packaging for Consoles
by Bruno Champoux
(Artificial Mind & Movement)
Programming
GDC 2006
From Design to Product: A Model for Independent Game Production
by Nick Soutter
(Aepox Games)
Audio
GDC 2006
Fun versus Offensive - Balancing the Cultural Edge of Content for Global...
by Kate Edwards
(Englobe)
Audio
GDC 2006
Fundamentals of Secure Development
by Dave Weinstein
(Microsoft)
Audio
GDC 2006
GDC Mobile 2006 Wrap-Up
by Robert Tercek
(& President of Digital Media, OWN)
Game Design
GDC 2006
Global Terrain Technology for Flight Simulation
by Adam Szofran
(Microsoft)
Audio
GDC 2006
God of War: How the Left and Right Brain Learned to Love One Another
by Tim Moss
(Sony Computer Entertainment America)
Programming
GDC 2006
Good Design for In-Game Advertising
by Ian Bogost
(The Georgia Institute of Technology)
Business and Management
GDC 2006
Granular Synthesis in Next-Generation Games
by Leonard Paul
(Lotus Audio)
Audio
GDC 2006
Half Weasel, Half Otter, All Trouble: a Postmortem of Daxter for the Son...
by Rachid El Guerrab
(Rush Tech)
Programming
GDC 2006
Harnessing Hulk: Controls, Motion, Gameplay!
by Eric Holmes
Game Design
GDC 2006
High Performance Physics Solver Design for Next Generation Consoles
by Vangelis Kokkevis
(Google)
Programming
GDC 2006
IP Jiu-jitsu: A Self-Defense Class for Developers
by Vincent Scheurer
(Sarassin LLP)
Game Design
GDC 2006
Level Building for Stealth Gameplay
by Randy Smith
(Tiger Style)
Game Design
GDC 2006
Muscle Systems for Game Production
by Jason Parks
(Sony Online Entertainment)
Audio
GDC 2006
My Publisher Says: I Owe Him How Much?
by Tim Christian
(Media Forensics)
Business and Management
GDC 2006
Next-Generation of Character Concept Art: Creating Photo-real People Who...
by Chip Sineni
(Midway Games)
Visual Arts
GDC 2006
Play Early, Play Often: Prototyping Sid Meier's Civilization IV
by Dorian Newcomb
(Firaxis Games)
Game Design
GDC 2006
Practical Parallax Occlusion Mapping for Highly Detailed Surface Rendering
by Natalya Tatarchuk
(AMD)
Programming
GDC 2006
Profitable Growth – The $ and Cents of Growing a Healthy Studio
by Karthik Bala
(VICARIOUS VISIONS)
Business and Management
GDC 2006
Reinventing Your Company Without Reinventing the Wheel
by Brian Krueger
(Trion World Network)
Audio
GDC 2006
Ritual: Next-Gen Visual Effects on Direct3D 10
by Sam Glassenberg
(MICROSOFT - DIRECTX)
Programming
GDC 2006
Scaring the Beejezus out of the Player in an FPS
by Brent Disbrow
(High Moon Studios)
Audio
GDC 2006
Security and Privacy in Games
by Dave Weinstein
(Microsoft)
Audio
GDC 2006
Shadow Mapping Tricks and Techniques
by John Isidoro
(ATI Research Inc.)
Audio
GDC 2006
Sim, Render, Repeat – An Analysis of Game Loop Architectures
by Daniel Martin
(Electronic Arts)
Programming
GDC 2006
Spore: Preproduction Through Prototyping
by Eric Todd
(Playdom)
Production
GDC 2006
Successful Outsourcing on AAA Games - A Case Study of Forza Motorsport
by John Wendl
(Microsoft Game Studios)
Visual Arts
GDC 2006
The Art of Orchestration
by Lennie Moore
(3l33t Music)
Audio
GDC 2006
The Game Studies Download: Top 10 Research Findings
by Jane McGonigal
(Social Chocolate)
Game Design
GDC 2006
The Gym: Where The Incredible Hulk Goes To Train
by Kevin Coughlan
(Radical Entertainment)
Programming
GDC 2006
The Localization of Counter Strike in Japan
by Kouichirou Taninami
(Namco LTD.)
Game Design
GDC 2006
The Make Art Button: Batches, Actions, and Scripts
by Adrian Woods
(Microsoft)
Audio
GDC 2006
The Neverwinter Nights 2 Toolset: A Case Study of Tools Development
by Erik Novales
(Obsidian Entertainment)
Audio
GDC 2006
Three States and a Plan: The AI of F.E.A.R.
by Jeff Orkin
(& Research Assistant, MIT Media Lab)
Programming
GDC 2006
Tips and Tricks for Modeling for Next-Gen Games
by Pete Hayes
(Epic Games Inc.)
Visual Arts
GDC 2006
Tomb Raider Legend - Scoring a Next-Generation Soundtrack
by Troels Folmann
(Tonehammer)
Audio
GDC 2006
Tomorrow's Military Shooter: Challenges in Next-Gen Wargaming
by Christian Allen
(WB Games)
Game Design
GDC 2006
Ultimate Spider-man DS: Creating Handheld Counterparts to Major Console ...
by Jan-Erik Steel
(Vicarious Visions)
Production
GDC 2006
Valve's Design Process for Creating Half-Life 2
by Brian Jacobson
(Valve Software)
Production
GDC 2006
VO from Start to Finnish : The Recording, Processing, and Localization ...
by Jerry Merrill
(Gaston Music Group)
Audio
GDC 2006
We Learned the Hard Way So You Don't Have To: How to Outsource Art Succe...
by Kristine Coco
(ngmoco:))
Production
GDC 2006
When Shaders and Textures Collide
by Kevin Bjorke
Visual Arts
GDC 2006
Which Patents Have You Violated Today?
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Management