GDC 2003
10 Great Reasons You Don't Want to Make a Massively Multiplayer Game!
by Gordon Walton
Business and Legal
GDC 2003
20/20 Design Vision
by Andrew Leker
(Electrified Games, Inc.)
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2003
34 Ways to Create Emotions in Games: Parts 1 & 2
by David Freeman
Game Design
GDC 2003
A Review of Current and Future Animation Issues
by Paul Steed
Visual Arts
GDC 2003
A Review of Funding Models for the Independent Developer and Their Impli...
by Jeff Hilbert
(Digital Development Management)
Business and Legal
GDC 2003
Advanced Real-Time Illumination Techniques
by Nathaniel Hoffman
Programming
GDC 2003
Advanced Techniques in Creating Tile-Based Graphics for GameBoy Advance
by Karthik Bala
Visual Arts
GDC 2003
Animation Blending: Achieving Inverse Kinematics and More
Programming
GDC 2003
Animation System Implementation: What Works and What Doesn't
by Jake Simpson
Programming
GDC 2003
Applying the Lessons Learned from Korea and Lineage to Today's and Tomor...
Business and Legal
GDC 2003
Art Directors Panel: Aesthetics and the Almighty Dollar
by Cyrus Lum
Visual Arts
GDC 2003
Audio Programming for Very Large Projects
by David Ranyard
(Sony Computer Entertainment)
Audio
GDC 2003
Aural Subjectivity: A Personal Perspective
Audio
GDC 2003
Automated Testing of Massively Multiplayer Games: Lessons Learned from T...
by Larry Mellon
Programming
GDC 2003
Beyond Bouncing Boxes: The Physics of Things That Bend and Break: Parts ...
by John O'Brien
Programming
GDC 2003
Beyond Bouncing Boxes: The Physics of Things That Bend and Break: Parts ...
by John O'Brien
Programming
GDC 2003
Bossy Behavior: Patterns and Techniques in Boss Design
by Luis Barriga
Game Design
GDC 2003
Breaking the Rules of a Game
by Katie Salen
(Institute of Play; DePaul University)
Game Design
GDC 2003
Building AI Sensory Systems
by Tom Leonard
Programming
GDC 2003
Building An Object System: Features, Tradeoffs, and Pitfalls
Programming
GDC 2003
Casual Games Panel
by John Vechey
(PopCap Games)
Game Design
GDC 2003
Character Rigging and Animation: Parts 1 & 2
by Martin Coven
Visual Arts
GDC 2003
Character Rigging and Animation: Parts 1 & 2
by Martin Coven
Visual Arts
GDC 2003
Completion Bonding for Game Development Projects
Business and Legal
GDC 2003
Composing, Producing and Implementing an Interactive Music Soundtrack fo...
by Chuck Doud
Audio
GDC 2003
Control Where it Belongs: Latest Generation Audio Development for Xbox
by Scott Selfon
(Microsoft)
Audio
GDC 2003
Crack Character Creation: The Mad Puffer Fish Panel
by Scott Campbell
(Independent)
Visual Arts
GDC 2003
Creating a Cinematic Game Experience
Game Design
GDC 2003
Creating Aesthetic 3D Organic Volumes and Using the Right Tools for the ...
Visual Arts
GDC 2003
Creating Character Models: A Review of Current Techniques
by Stefan Henry-Biskup
Visual Arts
GDC 2003
Creating the Worlds of Dungeon Siege
Game Design
GDC 2003
Custom STL Memory Allocators
Programming
GDC 2003
Deathmatch: Ted Price vs. Jason Rubin
by Ted Price
(Insomniac Games)
Game Design
GDC 2003
Design With Music In Mind: Integrating an Immersive Game Score With Your...
by Guy Whitmore
(PopCap)
Audio
GDC 2003
Designing a Portable Shader Library for Current and Future APIs
by Alex Vlachos
(Valve)
Programming
GDC 2003
Designing a Ratchet & Clank Level
by Brian Allgeier
Game Design
GDC 2003
Designing Original Games Based on Licensed Properties
by Chris Charla
(Microsoft Game Studios)
Game Design
GDC 2003
Designing Power-Ups for Action Games: Parts 1 & 2
by Randy Smith
Game Design
GDC 2003
Designing Power-Ups for Action Games: Parts 1 & 2
by Randy Smith
Game Design
GDC 2003
Developing Wireless Games: From Idea to the Marketplace
by Oliver Miao
(Pixelberry Studios)
Business and Legal
GDC 2003
Displacement Mapping
by Tom Forsyth
Programming
GDC 2003
Does Melody Matter?
by Rod Abernethy
(Rednote Audio)
Audio
GDC 2003
Doing Business with the Telecom Industry: Understanding their Deal Terms...
by Dan Scherlis
(Sonamine)
Business and Legal
GDC 2003
Dynamics for Designers
by Will Wright
(Stupid Fun Club)
Game Design
GDC 2003
Enabling Data Driven Design Tuning via Existing Tools
Programming
GDC 2003
Episodic Content: Here, Now & Next Month Too
by Chris Foster
(Harmonix Music Systems)
Game Design
GDC 2003
Exploring the Fringes: Interactive Entertainment for the 21st Century
by Ernest Adams
(International Hobo)
Game Design
GDC 2003
Extreme Character Rigging: When Less is More
by Steve Theodore
(Undead Labs)
Visual Arts
GDC 2003
Facial Animation For Game Characters
Visual Arts
GDC 2003
Fast Proximity Queries for Large Game Environments: Parts 1 & 2
by Ming Lin
(UNC Chapel Hill)
Programming
GDC 2003
Fast Proximity Queries for Large Game Environments: Parts 1 & 2
by Ming Lin
(UNC Chapel Hill)
Programming
GDC 2003
FilmGame: Adapting Lord of the Rings
by Neil Young
Game Design
GDC 2003
Findings of IGDA's 2002/2003 Online Games Whitepaper
by Jeferson Valadares
(Playfish)
IGDA
GDC 2003
Five Physics Simulators for a Human Body
by Chris Hecker
Programming
GDC 2003
Fooling All of the People All of the Time
by Bill Kroyer
(Blockade Entertain...)
Visual Arts
GDC 2003
Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless): Par...
Programming
- Japanese
GDC 2003
Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless): Par...
Programming
GDC 2003
Freedom of Expression: Dealing with the Threat of Censorship
by Jason Della Rocca
(Perimeter Partners)
IGDA
GDC 2003
Game Audio : Coding Vs. Aesthetics
by Leonard Paul
Audio
GDC 2003
Game Design Patterns: Parts 1 & 2
Game Design
GDC 2003
Game Design Patterns: Parts 1 & 2
Game Design
GDC 2003
Geometric Algebra: The Framework for Geometric Computations
Programming
GDC 2003
Geometric Modeling of Sound Propagation
Audio
GDC 2003
Going Global: Effective Strategies for Protecting Intellectual Property ...
Business and Legal
GDC 2003
Great Game Graphics... Who Cares?
by Jason Rubin
(Naughty Dog)
Game Design
GDC 2003
Halo: Development Evolved
by Marty O'Donnell
(Bungie)
Game Design
GDC 2003
Hardware Shaders for the Artist
by John Versluis
Visual Arts
GDC 2003
High Dynamic Range Imagery and Image-Based Lighting
Programming
GDC 2003
Highly Detailed Continuous Worlds: Streaming Game
Resources From Slow M...
Programming
GDC 2003
How to Build a Better Cutscene
Visual Arts
GDC 2003
How to Make Your Game Successful in Japan: Parts 1 & 2
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
GDC 2003
How to Make Your Game Successful in Japan: Parts 1 & 2
by Rio Hasegawa
(Sony Computer Entertainment Japan)
Game Design
- Japanese
GDC 2003
How to Mix Discrete Surround Sound for PlayStation 2
by Jason Page
(SCEE R&D)
Audio
GDC 2003
How to Take Your Mobile Game to Market
by John Chasey
(FinBlade Ltd)
Business and Legal
GDC 2003
How to Write Good "Bad Dialogue": Cramming Storytelling Into an Action Game
by Ryan Kaufman
(Telltale Games)
Game Design
GDC 2003
Interactive Mixing
by Scott Gershin
(Soundelux Design Music Group)
Audio
GDC 2003
Korea, Where Multiplayer Gaming is King
by Won Il Sue
(NEXON CORPORATION)
Business and Legal
GDC 2003
Little to Big: What Changes?
by Frederick Brooks, Jr.
Programming
GDC 2003
Living in a Procedural World: Growing a Virtual Forest
Programming
GDC 2003
Making Games More Fun: Methods for Playtesting Games
by Bill Fulton
(Ronin User Experience)
Game Design
GDC 2003
Making Sound Designers Independent: Techniques to Integrate Audio into G...
Programming
GDC 2003
Memory Optimization
by Christer Ericson
Programming
GDC 2003
Mobile Games: Japan and the Future
by David Collier
(Pikkle KK)
Business and Legal
GDC 2003
Negotiating the Best Deal Possible
by Jay Powell
(The Powell Group)
Business and Legal
GDC 2003
Neverwinter Nights Client/Server Postmortem
by Mark Brockington
Programming
GDC 2003
Old School: Arcade Games in the Golden Age
by Mark Cerny
Game Design
GDC 2003
On All Levels
by Dustin Browder
(Blizzard Entertainment)
Game Design
GDC 2003
Optimized Stenciled Shadow Volumes
by Cass Everitt
Programming
GDC 2003
Optimized Stenciled Shadow Volumes
by Cass Everitt
Programming
GDC 2003
Orthogonal Unit Design
by Harvey Smith
Game Design
GDC 2003
Pathematics: Routing for Autonomous Agents
by Alex Champandard
(AiGameDev.com)
Programming
GDC 2003
PC to Console: Bringing Star Wars Jedi Knight II: Jedi Outcast to Xbox a...
by Karthik Bala
Game Design
GDC 2003
Physics and Animation, Blending Kinetics and Kinematics in a 3rd Person ...
by David Wu
Programming
GDC 2003
Physics-Based Synthesis of Sound Effects
Audio
GDC 2003
Porting a PlayStation 2-Centric Game to the Xbox: A Case Study of State ...
Programming
GDC 2003
Preserving the Past - The Panel
by Greg Costikyan
(self-employed)
IGDA
GDC 2003
Producing Orchestral Scores for Games
by Daniel Irish
(Threewave Software)
Audio
GDC 2003
Product Success in Online Software Distribution
by John Vechey
(PopCap Games)
Business and Legal
GDC 2003
Profiling the Female Gamer: A Look at How She Buys and Plays
by Clarinda Merripen
(Cryptic Studios)
Game Design
GDC 2003
Proven Strategies for Self-Publishing on the Internet: Real-Life Storie...
by John Vechey
(PopCap Games)
Business and Legal
GDC 2003
Real-Time Fluid Dynamics for Games
Programming
GDC 2003
Relinquishing Control: Giving Programmers Control of Your Animation Assets
by David Stripinis
Visual Arts
GDC 2003
Representational AI Planning Techniques
Programming
GDC 2003
Reputation Systems: Saving Your Service
Game Design
GDC 2003
Sandbox Strategy Learning in Sports Games
Programming
GDC 2003
Scaling the Software Development Process: Lessons Learned From The Sims ...
by Larry Mellon
Programming
GDC 2003
Sequels and Adaptations: Design Innovation in a Risk-Averse World
by Warren Spector
(Ion Storm)
Game Design
GDC 2003
Show Me The Money! Revenue Models for Massively Multiplayer Online Games
by Brian Green
Business and Legal
GDC 2003
Simulation and Animation with Hardware-Accelerated Procedural Textures
by Mark Harris
(NVIDIA Corporation)
Programming
GDC 2003
Small Worlds: Competitive and Cooperative Structures in Online Worlds
by Raph Koster
(Independent)
Game Design
GDC 2003
Smartly Define and Use Your Audio Budget
Audio
GDC 2003
SOCOM: Bringing a Console Game Online
Game Design
GDC 2003
Spherical Harmonic Lighting: The Gritty Details
by Robin Green
(Microsoft)
Programming
GDC 2003
Squeezing Every Last Drop Out of the PlayStation 2
Programming
GDC 2003
State of the Art: Building 3D Environments and Models Review Panel
by Chris Williams
(PlayFirst)
Visual Arts
GDC 2003
Stepping Away From the Pack: Resources and Methods for Developing Art St...
by David Rose
(Neversoft Entertainment)
Visual Arts
GDC 2003
Story and Gameplay Are One
by Jesse Schell
(Schell Games)
Game Design
GDC 2003
Story Summit
by Patricia Pizer
(Consultant)
Game Design
GDC 2003
Temptation and Consequence: Dilemmas in Videogames
by Steve Bocska
(Pug Pharm Productions Inc.)
Game Design
GDC 2003
The 12 Principles of Traditional Character Animation Applied to 3D Compu...
Visual Arts
GDC 2003
The Continuous World of Dungeon Siege
by Scott Bilas
Programming
GDC 2003
The Good and the Bad: A Second Chance
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC 2003
The Intellectual Property Realm: New Challenges for the Developer
by Stephen Rubin
(Law Office of Stephen Rubin)
Business and Legal
GDC 2003
The Puzzlemaker's Survival Kit: Principles, Case Studies and Design Process
by Scott Kim
Game Design
GDC 2003
The Seven Secrets of Voiceover Production
Audio
GDC 2003
The Social Significance of Games: Killing our Monsters
IGDA
GDC 2003
The Technology of Jak & Daxter: Our Techniques for Realizing a Massively...
by Stephen White
Programming
GDC 2003
Three Great Mobile Games
by Matthew Bellows
(Vivox)
Game Design
GDC 2003
Toward Massively Responsive Conversations
by Sheldon Pacotti
(.)
Game Design
GDC 2003
Towards Building a Fully Realized Interactive Drama
by Andrew Stern
(ngmoco)
Game Design
GDC 2003
U.S. Immigration Issues for Game Developers
Business and Legal
GDC 2003
What It Takes To Run a Successful Game Studio
by Todd Hollenshead
(ID SOFTWARE, INC.)
Business and Legal
GDC 2003
When the Site Hits the Fan: Wrangling Community Fansites
by Elonka Dunin
(Simutronics Corp.)
Business and Legal