GDC 2008
(103) Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(205) Normal Mapping Industry Survey
by Steve Chapman
(Gentle Giant Studios)
Visual Arts
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(206) Studies of Threading Successes in Popular PC Games and Engines
by Paul Lindberg
(Intel)
Programming
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(305) Serious Games Summit
by Roger Smith
(US Army Simulation and Training)
Business and Management
GDC 2008
(307) Independent Games Summit
by Noel Llopis
(Snappy Touch)
Business and Management
GDC 2008
10 in 20: Ten Keys to Designing for IPs
by Timothy Longo
(Crystal Dynamics)
Game Design
GDC 2008
10 Tips for a Successful Wiki
by James Everett
Game Design
GDC 2008
10th Annual Independent Games Festival Awards
Audio
GDC 2008
8th Annual Game Developers Choice Awards
Game Design
GDC 2008
A PORTAL Post-Mortem: Integrating Writing and Design
by Kim Swift
(Airtight Games)
Game Design
GDC 2008
A Survey of Font Rendering Techniques
by Cameron Egbert
(Microsoft)
Programming
GDC 2008
Adventures in Data Compilation and Scripting for UNCHARTED: DRAKE'S FORTUNE
by Dan Liebgold
(Naughty Dog, Inc.)
Programming
GDC 2008
An Agile Retrospective
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2008
Automatic Audio in Frostbite
by Stefan Strandberg
(Digital Illusions CE AB)
Audio
GDC 2008
Better Tools for Sound Designers on PlayStation 3 Through Open-Architect...
by Michael Kelly
(Sony Computer Entertain... Europe)
Audio
GDC 2008
Beyond Printf: Debugging Graphics Through Tools
by Dave Aronson
(NVidia Corporation)
Programming
GDC 2008
Censorship of Game Content - A Report from the Trenches
by Lawrence Walters
(Weston, Garrou, Walters & Mooney)
Business and Management
GDC 2008
Chills and Thrills: Undefined Behavior in C++
by Pete Isensee
(Microsoft)
Programming
GDC 2008
Collaborative Writing and Vast Narratives: Principles, Processes, and Ge...
by Mark Nelson
(Big Huge Games)
Game Design
GDC 2008
Composer Challenge GDC 2008
by Lennie Moore
(3l33t Music)
Audio
GDC 2008
Composer Challenge GDC 2008
by Lennie Moore
(3l33t Music)
Audio
GDC 2008
Creating a Character in DRAKE'S FORTUNE
by Christian Gyrling
(Naughty Dog Inc.)
Programming
GDC 2008
Creating Scalable and Dynamic Graphics for WORLD IN CONFLICT
by Rodrigo Cortes
(Massive Entertain...)
Visual Arts
GDC 2008
Creating Spielberg's BOOM BLOX
by Louis Castle
(InstantAction)
Game Design
GDC 2008
CRYSIS in the Making
by Cevat Yerli
(Crytek)
Game Design
GDC 2008
CRYSIS Next-Gen Effects
by Tiago Sousa
(Crytek)
Programming
GDC 2008
Designing and Implementing a Dynamic Camera System
by Phil Wilkins
(SCEA Santa Monica)
Programming
GDC 2008
Dialog Production for BioWare's Mass Effect: Lessons Learned and Future ...
by Simon Pressey
(BioWare Corp.)
Audio
GDC 2008
DINER DASH: HOMETOWN HERO Postmortem: Where Casual Games Meet Virtual Wo...
by Brad Edelman
(PlayFirst, Inc.)
Game Design
GDC 2008
Don't Mess with Great Gameplay! How WIPEOUT Innovated on PSP
by Clark Davies
Game Design
GDC 2008
Dynamic Performance Profiling of C++ Code
by Kim Steen Riber
(Deadline Games)
Programming
GDC 2008
Dynamic Zone Emitters: Improved Spatialization of Large Regions
by Bryan Pearson
(Treyarch)
Audio
GDC 2008
E Pluribus Unum: Matchmaking in HALO 3
by Chris Butcher
(Bungie Studios)
Game Design
GDC 2008
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
GDC 2008
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
GDC 2008
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
GDC 2008
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
GDC 2008
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
GDC 2008
FABLE 2 - The Big Three Features Revealed
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC 2008
Fast Water Simulation for Games Using Height Fields
by Matthias M'ller-Fischer
(AGEIA)
Programming
GDC 2008
Game Design Based on Micro-Transactions in Online Games
by Gyuhwan Oh
(Ajou University)
Game Design
GDC 2008
Game Studies Download 3.0
by Jane McGonigal
(Social Chocolate)
Game Design
GDC 2008
HALO vs. Facebook: The Emotions that Drive Play
by Nicole Lazzaro
(XEODesign)
Game Design
GDC 2008
How to Break All Rules and yet Make a 90+ Game
by Petter Sydow
(Massive Entertain...)
Production
GDC 2008
How to Create an Industry: The Making of the Brown Box and PONG
by Ralph H. Baer
Game Design
GDC 2008
How to Go from PC to Console Development without Shooting Yourself in th...
by Elan Ruskin
(Valve)
Programming
GDC 2008
How to Pick a Lock: Creating Intuitive, Immersive Minigames
by Kent Hudson
(LucasArts)
Game Design
GDC 2008
I-fi: Immersive Fidelity in Game Design
by Clint Hocking
(LucasArts)
Game Design
GDC 2008
Implementing Ragdoll Physics on the Nintendo DS
by Eric Brown
Programming
GDC 2008
Innovative Touch Screen Controls – SPIDER-MAN 3 DS Postmortem
by Leo Zuniga
(Vicarious Visions)
Game Design
GDC 2008
Insomniac's SPU Programming Practices
by Mike Acton
(Insomniac Games)
Programming
GDC 2008
Internal & Outsourcer Management Of Tools & Pipelines
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2008
Life on the Bungie Farm: Fun Things to Do with 180 Servers and 350 Proce...
by Luis Villegas
(BUNGIE)
Programming
GDC 2008
Lighting and Material of HALO 3
by Hao Chen
(Bungie Studios)
Programming
GDC 2008
Lightmap Compression in HALO 3
by Yaohua Hu
(Bungie Studios)
Programming
GDC 2008
Lightmap Compression in HALO 3
by Yaohua Hu
(Bungie Studios)
Programming
GDC 2008
Managing Copyright Issues in Videogames and Virtual Worlds
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
GDC 2008
Mashups, Mods & Machinima:
Who Owns the Rights to Your Blood, Sweat & T...
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
GDC 2008
Massive D: STRANGLEHOLD's Breakable Object System
by Steven Ellmore
(Midway Amusement Games, LLC)
Programming
GDC 2008
Metaplace Postmortem: Reinventing MMOs
by Raph Koster
(Playdom)
Game Design
GDC 2008
Middleware Promises: Warranties That Don't and Indemnities That Won't
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Management
GDC 2008
New Dog, Old Tricks: Running Halo 3 Without a Hard Drive
by Mat Noguchi
(Bungie Studios)
Programming
GDC 2008
Outsourcing: Best Practices at Pandemic Studios
by Carey Chico
(GlobeX Studios LA Inc)
Production
GDC 2008
Pouring Gas on the Flames: Game Designers Rant
by Eric Zimmerman
(Independent)
Game Design
GDC 2008
Python for Technical Artists
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2008
Real-Time Depth-Buffer-Based Ambient Occlusion
by Miguel Sainz
(NVIDIA)
Programming
GDC 2008
Rethinking Game Localization as Global Game Development Sponsored by Loc...
by Kate Edwards
(Englobe)
Production
GDC 2008
Self-Censoring Potential Content Risks for Global Audiences: Why, How an...
by Kate Edwards
(Englobe)
Production
GDC 2008
Small Team, Big Dreams: How to Make an MMORPG without a Massive Team or ...
by Scott Brown
(NetDevil)
Production
GDC 2008
Snakes on a Seamless Living World!: Stackless Python as a Scripting Lang...
by David Hawes
(Eutechnyx)
Programming
GDC 2008
Stories Best Played: Deconstructing the Best Interactive Storytelling
by Richard Rouse III
(Ubisoft Montreal)
Game Design
GDC 2008
Stupid Spherical Harmonics (SH) Tricks
by Peter-Pike Sloan
(Microsoft)
Programming
GDC 2008
Stylization with a Purpose: The Illustrative World of TEAM FORTRESS 2
by Jason Mitchell
(Valve Software)
Programming
GDC 2008
Taming the Mob: Creating believable crowds in ASSASSIN'S CREED
by Sylvain Bernard
(Ubisoft Montreal)
Programming
GDC 2008
Teaching Players: Tutorial and Opening Mission Design for COMPANY OF HEROES
by Neil Jones-Rodway
(Relic Entertain...)
Game Design
GDC 2008
The Art and Technology Behind Bioshock's Special Effects
by Jesse Johnson
(2K Boston)
Programming
GDC 2008
The Benefits and Challenges Associated with a Centralized Model of Art A...
by Dan Forden
(Midway)
Production
GDC 2008
The Emergent Gamer
by Rod Humble
(Electronic Arts)
Game Design
GDC 2008
The HALO 3 Cinematic Process
by CJ Cowan
(Bungie)
Visual Arts
GDC 2008
The Next 20 Years of Gaming
by Ray Kurzweil
Game Design
GDC 2008
Treat Me like a Lover
by Margaret Robertson
(Hide&Seek)
Game Design
GDC 2008
Using Wavelets on the Xbox360 for Current and Future Games
by Michael Boulton
(Rare/MGS)
Programming
GDC 2008
When the Honeymoon Ends: 12 Ways to Keep Your Publisher in Love with You
by Michael Fitch
(THQ, Inc.)
Production
GDC 2008
Your Music Is the Game: Designing PHASE, the Other Project at Harmonix
by Chris Foster
(Harmonix Music Systems)
Game Design