GDC 2008
'Do, Don't Show' ' Narrative Design in FARCRY 2
by Patrick Redding
(Ubisoft Toronto)
Game Design
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
(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 Tips for a Successful Wiki
by James Everett
Game Design
GDC 2008
A PORTAL Post-Mortem: Integrating Writing and Design
by Kim Swift
(Airtight Games)
Game Design
GDC 2008
A PORTAL Post-Mortem: Integrating Writing and Design
by Kim Swift
(Airtight Games)
Game Design
GDC 2008
Art Outsourcing: Client Best Practices
by Paul Steed
(Exigent)
Visual Arts
GDC 2008
At the Cutting Edge – Audio Production for HEAVENLY SWORD
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2008
Audio for MMO's
by Geoff Scott
(Turbine Entertain...)
Audio
GDC 2008
Bend Microsoft Project to Your Will - Again!
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2008
Better Tools for Sound Designers on PlayStation 3 Through Open-Architect...
by Michael Kelly
(Sony Computer Entertain... Europe)
Audio
GDC 2008
Better Tools for Sound Designers on PlayStation 3 Through Open-Architect...
by Michael Kelly
(Sony Computer Entertain... Europe)
Audio
GDC 2008
Brainstorming in Public: 52 Game Ideas in 52 Weeks
by Patrick Curry
(Midway Games)
Game Design
GDC 2008
Building a Better Battle: HALO 3 AI Objectives
by Damian Isla
(Moonshot Games)
Programming
GDC 2008
Building and Maintaining an Art Department
by Mike Haynes
(Red Storm Entertain...)
Visual Arts
GDC 2008
Chills and Thrills: Undefined Behavior in C++
by Pete Isensee
(Microsoft)
Programming
GDC 2008
Chills and Thrills: Undefined Behavior in C++
by Pete Isensee
(Microsoft)
Programming
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
Composer Challenge GDC 2008
by Lennie Moore
(3l33t Music)
Audio
GDC 2008
Composer Tips and Tricks for Creating Interactive Music
by Marty O'Donnell
(Bungie)
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 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
Creating Spielberg's BOOM BLOX
by Louis Castle
(InstantAction)
Game Design
GDC 2008
Creativity in the Form of Improvement
by Yoshiki Okamoto
(Game Republic)
Game Design
GDC 2008
Defeating Designer's Block, Tools to Boost Creative Output – Part ...
by Graeme Ankers
(Sony Computer Entertain... Worldwide Studios)
Game Design
GDC 2008
Designs on Writing: Improving the Game Writing Process
by Mac Walters
(BioWare)
Game Design
GDC 2008
Development - SUPER SMASH BROS. BRAWL
by Masahiro Sakurai
(Sora Ltd.)
Game Design
GDC 2008
Development of the Peripheral: From Inception to Release
by Mike Haigh
(SCE London Studio)
Game Design
GDC 2008
Dialog Production for BioWare's Mass Effect: Lessons Learned and Future ...
by Simon Pressey
(BioWare Corp.)
Audio
GDC 2008
Dialog Production for BioWare's Mass Effect: Lessons Learned and Future ...
by Simon Pressey
(BioWare Corp.)
Audio
GDC 2008
Dynamic Zone Emitters: Improved Spatialization of Large Regions
by Bryan Pearson
(Treyarch)
Audio
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
E Pluribus Unum: Matchmaking in HALO 3
by Chris Butcher
(Bungie Studios)
Game Design
GDC 2008
Entrepreneurship: From Zero to Pandemic
by Josh Resnick
(Pandemic Studios)
Business and Management
GDC 2008
Experimental Gameplay Sessions
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2008
From DOOM to RAGE: Pushing Boundaries
by Matt Hooper
(id Software, Inc.)
Production
GDC 2008
From Mundane to Epic: The Making of the STARCRAFT II Cinematic Teaser
by Nick Carpenter
(Blizzard)
Visual Arts
GDC 2008
Future of MMOs
by Ray Muzyka
(BioWare)
Game Design
GDC 2008
G.A.N.G. Demo Derby - Music
by Chuck Doud
(SCEA)
Audio
GDC 2008
G.A.N.G. Demo Derby - SOUND DESIGN
by Tim Larkin
(Valve Software)
Audio
GDC 2008
Game Design Based on Micro-Transactions in Online Games
by Gyuhwan Oh
(Ajou University)
Game Design
GDC 2008
Game Design Based on Micro-Transactions in Online Games
by Gyuhwan Oh
(Ajou University)
Game Design
GDC 2008
Game Music and the AFM
by Tommy Tallarico
(Tommy Tallarico Studios)
Audio
GDC 2008
GOD OF WAR: Deconstructing an Epic
by Nathan Phail-Liff
(Ready At Dawn Studios)
Visual Arts
GDC 2008
HALO vs. Facebook: The Emotions that Drive Play
by Nicole Lazzaro
(XEODesign)
Game Design
GDC 2008
HALO vs. Facebook: The Emotions that Drive Play
by Nicole Lazzaro
(XEODesign)
Game Design
GDC 2008
Hitting the Jackpot in the MMO Game Space
by Allen Partridge, Ph.D
(Adobe Systems)
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 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 Create an Industry: The Making of the Brown Box and PONG
by Ralph H. Baer
Game Design
GDC 2008
How to Create the Greatest Boss Battle (and Why Not to Do It!)
by Scott Rogers
(THQ)
Game Design
GDC 2008
How to Pick a Lock: Creating Intuitive, Immersive Minigames
by Kent Hudson
(LucasArts)
Game Design
GDC 2008
How to Pick a Lock: Creating Intuitive, Immersive Minigames
by Kent Hudson
(LucasArts)
Game Design
GDC 2008
How We Hear and Why it Matters: A Game Developer's Look at the Perceptio...
by Tom Hays
(Technicolor Interactive)
Audio
GDC 2008
I-fi: Immersive Fidelity in Game Design
by Clint Hocking
(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
Implementing Ragdoll Physics on the Nintendo DS
by Eric Brown
Programming
GDC 2008
Insomniac's SPU Programming Practices
by Mike Acton
(Insomniac Games)
Programming
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
Internal & Outsourcer Management Of Tools & Pipelines
by Adam Pletcher
(Volition, Inc.)
Visual Arts
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
Making in-Game Commerce Work for You: SINGSTAR, a Case Study
by Richard Bates
(Sony Computer Entertain... Europe)
Production
GDC 2008
Master Metrics: The Science behind the Art of Game Design
by E. Daniel Arey
(Big Red Button Entertainment)
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
Middleware Promises: Warranties That Don't and Indemnities That Won't
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Management
GDC 2008
More Tales of Audio from the Third Dimension!
by Scott Selfon
(Microsoft)
Audio
GDC 2008
Nuances of Design
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2008
Outside the Box
by David Fox
(iWin)
Game Design
GDC 2008
Outsourcing: Best Practices at Pandemic Studios
by Carey Chico
(GlobeX Studios LA Inc)
Production
GDC 2008
Outsourcing: Best Practices at Pandemic Studios
by Carey Chico
(GlobeX Studios LA Inc)
Production
GDC 2008
Perspectives for Better Game Sound
by Chance Thomas
(HUGESound)
Audio
GDC 2008
Pioneering in Episodic Games and Digital Distribution
by Kevin Bruner
(Telltale)
Business and Management
GDC 2008
Planning the Wii Menu: From Pre-Launch to WiiWare
by Takashi Aoyama
(Nintendo of America Inc.)
Game Design
GDC 2008
Playing to Lose: AI and "CIVILIZATION"
by Soren Johnson
(EA2D)
Game Design
GDC 2008
Procedural Music in SPORE
by Kent Jolly
(Electronic Arts)
Audio
GDC 2008
Production: Basics and Beyond
by Laura Fryer
(WB Games Seattle)
Production
GDC 2008
Proper Use of Episodic Content in a MMO
by Jack Emmert
(Cryptic Studios)
Game Design
GDC 2008
PROTOTYPE: Open World, Open Mind, Next Generation Thinking
by Tim Bennison
(Radical Entertain...)
Game Design
GDC 2008
PROTOTYPE: The Artistic Vision Uncensored
by Maurice Kimball
(Radical Entertain...)
Visual Arts
GDC 2008
Raising Venture Financing for your Startup: Tips, Tricks, and Hacks - St...
by Matt Mihaly
(Sparkplay Media)
Business and Management
GDC 2008
Real-Time Depth-Buffer-Based Ambient Occlusion
by Miguel Sainz
(NVIDIA)
Programming
GDC 2008
Rules of Engagement: Blizzard's Approach to Multiplayer Game Design
by Rob Pardo
(Blizzard Entertainment)
Game Design
GDC 2008
SAM AND MAX - Episodic Content Creation
by Julian Kwasneski
(Bay Area Sound, Inc.)
Production
GDC 2008
Semantic Environment Sensor System: Data-driven Interactions of Characte...
by Julien Hamaide
(Fishing Cactus)
Programming
GDC 2008
Small Team, Big Dreams: How to Make an MMORPG without a Massive Team or ...
by Scott Brown
(NetDevil)
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
Snakes on a Seamless Living World!: Stackless Python as a Scripting Lang...
by David Hawes
(Eutechnyx)
Programming
GDC 2008
SQL Considered Harmful: Databases for MMORPGs
by Shannon Posniewski
(Cryptic Studios)
Programming
GDC 2008
Standing the Test of Time: A Q&A with Sid Meier
by Noah Falstein
(The Inspiracy)
Game Design
GDC 2008
STAR WARS: THE FORCE UNLEASHED: How LucasArts is Building a Game, a Deve...
by Haden Blackman
(Lucasarts Entertain... Co)
Production
GDC 2008
Stories Best Played: Deconstructing the Best Interactive Storytelling
by Richard Rouse III
(Ubisoft Montreal)
Game Design
GDC 2008
Stories Best Played: Deconstructing the Best Interactive Storytelling
by Richard Rouse III
(Ubisoft Montreal)
Game Design
GDC 2008
Streaming Open World Pathfinding
by Quinn Dunki
(Pandemic Studios)
Programming
GDC 2008
Structure VS. Style
by Chris Hecker
(definition six, inc.)
Programming
GDC 2008
Taming the Mob: Creating believable crowds in ASSASSIN'S CREED
by Sylvain Bernard
(Ubisoft Montreal)
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
Teaching Players: Tutorial and Opening Mission Design for COMPANY OF HEROES
by Neil Jones-Rodway
(Relic Entertain...)
Game Design
GDC 2008
Technical Art Techniques: State of the Industry
by Jason Parks
(Sony Online Entertainment)
Visual Arts
GDC 2008
The 1st Annual Startup Showcase - Startup Launchpad Presented by GDC and...
by Jamil Moledina
(EA Partners)
Business and Management
GDC 2008
The Art and Science of Lighting
by Julian Davis
(Geomerics Ltd)
Visual Arts
GDC 2008
The Art of FINAL FANTASY –Interview with Isamu Kamikokuryo
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2008
The BioWare Live Team: Building Community through Technology
by Derek French
(BioWare Corp.)
Production
GDC 2008
The Changing Landscape in Composer Game Music Underscore Deals
by Jim Charne
(Law Offices James I Charne)
Audio
GDC 2008
The Focused Portfolio Approach: Building a Design-Centric Game Developme...
by Jeff Pobst
(Hidden Path Entertainment)
Business and Management
GDC 2008
The Future of Animation is Games
by Bill Kroyer
(Blockade Entertain...)
Production
GDC 2008
The Game Design Challenge: The Inter-Species Game
by Eric Zimmerman
(Independent)
Game Design
GDC 2008
The Games Industry Giving Back
by Ben Sawyer
(Digitalmill)
Business and Management
GDC 2008
The HALO 3 Cinematic Process
by CJ Cowan
(Bungie)
Visual Arts
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
The Technology of UNCHARTED: DRAKE'S FORTUNE
by P'l-Kristian Engstad
(Naughty Dog, Inc.)
Programming
GDC 2008
The World within - Building Social Environments in EVE Online's Space St...
by Torfi Frans Olafsson
(CCP Games)
Production
GDC 2008
Top Ten vs. Long Tail
by John Welch
(Making Fun)
Business and Management
GDC 2008
Training as a Productivity Multiplier
by John Nash
(Blitz Games)
Production
GDC 2008
Truer Impostors
by Eric Risser
(Columbia University)
Programming
GDC 2008
Uncharted Animation: An In-depth Look at the Character Animation Workflo...
by Judd Simantov
(Naughty Dog Inc)
Visual Arts
GDC 2008
Up Against the Wall: Game Makers Take On the Press
by N\'Gai Croal
(Hit Detection)
Business and Management
GDC 2008
Voice of an Angel: Next-Gen Audio Processing and Effects for SINGSTAR on...
by Dan Bardino
(Sony Computer Entertainment Europe)
Audio
GDC 2008
What Can Original IP's Learn from Movie Games?
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
GDC 2008
WII FIT: Creating a Brand New Interface for the Home Console
by Takao Sawano
(Nintendo of America Inc.)
Game Design
GDC 2008
WiiWare Project Lifecycle: FINAL FANTASY CRYSTAL CHRONICLES, THE LITTLE ...
by Fumiaki Shiraishi
(Square-Enix)
Game Design
GDC 2008
[SPONSORED] Lessons from the Front Lines: Startup CEOs share their insid...
by Erik Bethke
(GoPets)
Business and Management