GDC 2005
5th Annual Game Developers Choice Awards
Special Event
GDC 2005
7th Annual Independent Games Festival Awards
Special Event
GDC 2005
A Case for Message Passing Architectures
by Dave Weinstein
(Red Storm Entertainment)
Programming
GDC 2005
A Practical Guide to the Hero's Journey
by Bob Bates
Game Design
GDC 2005
Academic Insights: What Researchers Can and Can't Tell You About Your Games
by Constance Steinkuehler
(University of Wisconsin - Madison)
IGDA
GDC 2005
Adaptive Music Jam
by Guy Whitmore
(Microsoft)
Audio
GDC 2005
Adopting Middleware: What's Holding Us Back?
by Trent Oster
(BioWare Corp.)
Production
GDC 2005
Advanced Real-Time Rendering: Beyond Reflectance
by Dan Baker
(Firaxis)
Programming
GDC 2005
Advanced Stencil Shadow and Penumbral Wedge Rendering
by Eric Lengyel
Programming
GDC 2005
Agile Methodology and Scrum in Game Development
by Clinton Keith
(Clinton Keith Consulting)
Production
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
Art Content Creation for the Next Generation Unreal Engine
by Pete Hayes
Visual Arts
GDC 2005
Attack of the Design Directors!
by Brian Allgeier
Game Design
GDC 2005
Audio Implementation Methodologies
by Marc Schaefgen
(The Sound Department, Austin)
Audio
GDC 2005
Audio Production for Halo 2
by Jay Weinland
(Bungie Studios)
Audio
GDC 2005
Befuddlement in Action: Classic Usability Problems in Games and How to A...
by Ramon Romero
(Microsoft Game Studios)
Game Design
GDC 2005
Best Practices for Game Lighting with Maya
by Rob Ormond
Visual Arts
GDC 2005
Better Games (and Quality of Life) in 40 Hours per Week
by Hank Howie
IGDA
GDC 2005
Blind Man's Bluff: Using Automated Metrics to Understand Development Pro...
by Dean Margerison
Production
GDC 2005
Bonus or Bogus: Working with Hollywood Production Companies
by Rosanna Sun
Production
GDC 2005
Breaking the Mold: Audio Innovation in Downloadable Games
by Michael Sweet
(Berklee College of Music)
Audio
GDC 2005
Building the Impossible: How to Build a Full-scale MMO for Just Over $1 ...
by Andrew Tepper
Game Design
GDC 2005
Burning Down the House: Game Developers Rant
by Greg Costikyan
IGDA
GDC 2005
Can The Cost of Product Piracy Be Measured?
by Stevan Mitchell
Business and Legal
GDC 2005
Career Development: In-house, Freelance, or Part of an Audio Production ...
by Don Veca
(Sledgehammer Games/Activision)
Audio
GDC 2005
CELL: A New Platform for Digital Entertainment
by Mark DeLoura
(Videogame Technology Consultant)
Programming
GDC 2005
Cinema Quality Face Animation Using Bones
by Nicholas Zeman
Visual Arts
GDC 2005
Concepts & Animating Sam Fisher in Splinter Cell:The Chaos Theory
by Gilles Monteil
Visual Arts
GDC 2005
Content Management for Halo 2 and Beyond
by Mat Noguchi
Programming
GDC 2005
Continuous Collision Detection of General Convex Objects Under Translation
by Gino van den Bergen
Programming
GDC 2005
Counting Women: The Dollars and Cents Behind Female Gamers
by Schelley Olhava
(IDC)
IGDA
GDC 2005
Covering Your Assets: Music Publishing Royalties
by Steve Schnur
(Electronic Arts)
Audio
GDC 2005
Creating and Deploying Real-time Shader Effects in a Games Production Pi...
by Jean Claude Alexandre
Visual Arts
GDC 2005
Data-Driven Programming Made Easy
by Eric Malafeew
(Harmonix Music Systems, Inc.)
Programming
GDC 2005
Deconstructing Sam: Narrative in the Splinter Cell Trilogy
by Clint Hocking
Game Design
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
Dissecting Interactive Design
by Cliff Bleszinski
Game Design
GDC 2005
Dynamic Waypoints, Object Grouping, and Optimal Cover Positions: Making ...
by Michael Delp
Programming
GDC 2005
Effective Quest Design in MMORPG Environment
by Gyuhwan Oh
Game Design
GDC 2005
Effective Use of OpenMP in Games
by Pete Isensee
Programming
GDC 2005
Efficient Proximity Mapping in Highly Dynamic Environments
by Andrea Pessino
Programming
GDC 2005
Entertaining AI: Using Rules from Improvisational Acting to Create Unscr...
by Brenda Bakker Harger
Game Design
GDC 2005
Everything You Need to Know About Copyright, Performance Rights, and Mus...
by Jim Charne
Audio
GDC 2005
Experimental Gameplay 2005 (Part 1)
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2005
Experimental Gameplay 2005 (Part 2)
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2005
Experimental Gameplay 2005 (Part 3)
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2005
Experimental Gameplay 2005 (Part 4)
by Jonathan Blow
(Number None, Inc.)
Game Design
GDC 2005
Expert Ears for the Game Pioneer
by Zach Aikman
(Fishbeat)
Audio
GDC 2005
EyeToy Play 2: Rapid Innovation
by Tomas Gillo
Production
GDC 2005
EyeToy: AntiGrav - Tales of Woe
by Eran Egozy
Programming
GDC 2005
Fable: Lessons Learned
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC 2005
Fable: Lessons Learned (Japanese Language, part 1)
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC 2005
Fable: Lessons Learned (Japanese Language, part 2)
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC 2005
Fast, Yet Still Realistic Deformation and Fracture Creation
by James O'Brien
(University of California, Berkeley)
Programming
GDC 2005
Feature Film Performance Animation and Digital Human Acquisition for Nex...
by Remington Scott
Visual Arts
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
Game Design Atoms: Can Game Designs Be Diagrammed?
by Raph Koster
(Playdom)
Game Design
GDC 2005
Game Design Challenge: The Emily Dickinson License
by Peter Molyneux
(Lionhead Studios)
Game Design
GDC 2005
Game Technology and Content Creation for the Next Generation
by Tim Sweeney
Programming
GDC 2005
Gameplay Moves Forward into the 21st Century
by Peter Molyneux
(Lionhead Studios)
Vision
GDC 2005
Ghost Redux: Production Challenges for Ghost Recon 2 for Xbox
by Heather Chandler
(Media Sunshine, Inc.)
Production
GDC 2005
Gripping Game Design: The Mood and Ambience of Silent Hill (English Lang...
by Akira Yamaoka
Game Design
GDC 2005
Gripping Game Design: The Mood and Ambience of Silent Hill (Japanese Lan...
by Akira Yamaoka
Game Design
GDC 2005
Heart of a Gamer
by Satoru Iwata
(Nintendo Co., Ltd.)
Other
GDC 2005
Helper Joints: Advanced Deformations on RunTime Characters
by Jason Parks
Visual Arts
GDC 2005
Hiring People from Abroad: Real World Examples and Winning Strategies
by Alex Rosen
(GREE International)
Business and Legal
GDC 2005
How Can MMOs Develop Mass Appeal in the US?
by Rich Vogel
Game Design
GDC 2005
How Developers Build a Brand for Their Company and Get More Coverage for...
by Sue Bohle
Business and Legal
GDC 2005
How To Produce and Promote a Game Soundtrack Album
by Marty O'Donnell
Audio
GDC 2005
How to Raise Venture Capital to Build a Game Company
by John Welch
Business and Legal
GDC 2005
Intelligent Game Audio Mixing and Automation
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2005
Interactive Narratives Revisited: Ten Years of Research
by Ernest Adams
(Independent)
Game Design
GDC 2005
International Game Designers Panel (English Language)
by Tetsuya Mizuguchi
Game Design
GDC 2005
Interview with the Maestro: Nobuo Uematsu (English Version)
by Nobuo Uematsu
Audio
GDC 2005
Intuition and Intellect: Deconstructing the Design of Oasis
by Marc LeBlanc
(TapZen)
Game Design
GDC 2005
IP Deal Breakers: The Five Intellectual Property Rights Developers Shoul...
by Stephen Rubin
Business and Legal
GDC 2005
Key Project Management Best Practices
by Dylan Miklashek
Production
GDC 2005
Killzone AI: Dynamic Procedural Combat Tactics
by Arjen Beij
Programming
GDC 2005
Lessons from Viewtiful Joe: Making a Creatively and Financially Successf...
by Atsushi Inaba
Production
GDC 2005
Machine Learning for Semi-Automated Gameplay Analysis
by Finnegan Southey
Game Design
GDC 2005
Making an Industry/Academic Relationship Work
by Kurt Squire
(University of Wisconsin-Madison)
IGDA
GDC 2005
Managing Complexity in the Halo 2 AI System
by Damian Isla
(Moonshot Games)
Programming
GDC 2005
Mano a Mano: A Primer on Melee Combat in Videogames
by Luis Barriga
Game Design
GDC 2005
Meeting the Challenges of Game Art Production
by Claude Comair
(Digipen Institute of Technology)
Visual Arts
GDC 2005
Methods for Motion Databases: Automated Search and Parameterization
by Lucas Kovar
(ILM)
Programming
GDC 2005
Mobile Games Development: Tricks of the Trade
by Stuart Platt
(Microsoft)
Production
GDC 2005
Mobile Phone Audio 101 for Producers
by Devin Maxwell
Audio
GDC 2005
Moving Beyond Ragdolls: Generating Versatile Human Behaviors by Combinin...
by Michael Mandel
Programming
GDC 2005
My Amp Goes Up to 11: Audio Reference Levels and Dynamics in Games
by Arvind Bhatia
Audio
GDC 2005
Navigating the Minefields: Military Accuracy in Tactical Shooters
by Christian Allen
(WB Games)
Game Design
GDC 2005
New Simulation Architectures and Algorithms For Games Physics
by Michael Lin
Programming
GDC 2005
Normal and Displacement Map, Sitting in a Tree
by Matthias Worch
(LucasArts)
Visual Arts
GDC 2005
Normal Mapping Production Techniques
by Ranjeet Singhal
Visual Arts
GDC 2005
Numerical robustness for geometric calculations
by Christer Ericson
(Sony Computer Entertainment)
Programming
GDC 2005
Online Game Architecture: Back-end Strategies
by Daniel Esbensen
Business and Legal
GDC 2005
Online Gaming in China: Getting the Chinese Consumer to Pay for Software
by Adam Lang
Business and Legal
GDC 2005
Optimized Data Design on Consoles
by Mike Acton
(Insomniac Games)
Programming
GDC 2005
Parachute Pants and Denim Dresses: Taking Real-Time Cloth Beyond Curtains
by Andrew Meggs
Programming
GDC 2005
Perform or Else! Why (and How) to Include Extroverted Play Design in you...
by Katherine Isbister
Game Design
GDC 2005
Persistent Versus Instantiated Spaces: The Great Online Game Debate
by Anthony Castoro
Game Design
GDC 2005
Physics in Parallel: Simulation on 7th Generation Hardware
by David Wu
Programming
GDC 2005
Pitfalls of the Working Lead Designer
by Michael Fitch
Game Design
GDC 2005
Practical Implementation of SH Lighting and HDR Rendering on PlayStation 2
by Yoshiharu Gotanda
Programming
GDC 2005
Production and Producers: Hollywood Joins the Game
by Philippe Erwin
Production
GDC 2005
PSP Launch Postmortem: A Tale of Two Titles
by Aaron Ondek
Programming
GDC 2005
Puzzle Pirates: Lessons From an Indie MMOG
by Daniel James
(Three Rings)
Production
GDC 2005
Raising the Bar on In-Game Animation
by Jeremy Cantor
Visual Arts
GDC 2005
Real-time 3D Movies in Resident Evil 4 (English Language)
by Yoshiaki Hirabayashi
Visual Arts
GDC 2005
Recreating the LAN Party Online: The Networking and Social Infrastructur...
by Bart House
Programming
- Japanese
GDC 2005
Rolling the Dice?The Risks and Rewards of Developing Katamari Damacy
by Keita Takahashi
Game Design
GDC 2005
SCREAM: A Users Perspective
by David Murrant
Audio
GDC 2005
Scripting and Sims2: Coding the Psychology of Little People
by Jake Simpson
Programming
GDC 2005
SingStar: Tapping the Mass Market Through Smart Licensing and Design
by Sergio Pimentel
(SCEE-Sony Computer Entertainment Europe)
Production
GDC 2005
Sixty Minute MBA
by Scott Corley
(Red Mercury, LLC)
Business and Legal
GDC 2005
Spider-man 2 DS Launch: Double the Screens! Half the Dev Cycle
by Jan-Erik Steel
(Vicarious Visions)
Programming
GDC 2005
Storytelling Across Genres: BioWare's Perspective
by Greg Zeschuk
Production
GDC 2005
Strategies and Techniques for Real-Time Shaders
by Adam Pletcher
(Volition, Inc.)
Visual Arts
GDC 2005
Strike Teams: Cross Discipline Saviors
by Starr Long
Production
GDC 2005
Talk Dirty to Me: VO for Leisure Suit Larry
by D. Chadd Portwine
Audio
GDC 2005
Techniques for Fighting Repetition in Game Audio
by Scott Selfon
(Microsoft Corporation)
Audio
GDC 2005
The Age of Empires 3 Graphics Engine
by Michael Bean
Programming
GDC 2005
The Bottom Line on Licensing
by Dan Rogers
(Interactive Studio Management)
Business and Legal
GDC 2005
The BREW Bag of Tricks
by Guido Henkel
(G3 Studios)
Programming
GDC 2005
The CTOs Talk
by Chris Satchell
(Microsoft Corporation)
Programming
GDC 2005
The Death of 3-in-a-Row: A Brave New Casual Game World
by Geoff Graber
Business and Legal
GDC 2005
The Early Months of Spider-Man 2: Using Preproduction to Invent Gameplay
by Jamie Fristrom
Production
GDC 2005
The Economics of a Next-Gen Game
by Kathy Schoback
Business and Legal
GDC 2005
The Future of Content (English Language)
by Will Wright
(Stupid Fun Club)
Game Design
GDC 2005
The Future of Content (Japanese Language)
by Will Wright
(Stupid Fun Club)
Game Design
GDC 2005
The Importance of Eyes: You Can't Mocap a Soul
by Ed Hooks
(Acting for Animators)
Visual Arts
GDC 2005
The Japanese Game Industry: Past, Present, and Future (English Language)
by Kenzo Tsujimoto
Vision
GDC 2005
The Near Future of Media Distribution (Japanese Language)
by Masaya Matsuura
(NanaOn-sha)
Business and Legal
GDC 2005
The Negotiation
by Lee Jacobson
(Midway Home Entertainment Inc.)
Business and Legal
GDC 2005
The Next Best Thing to Being There: Creating Ambience and Immersion in G...
by Julian Kwasneski
(Bay Area Sound, Inc.)
Audio
GDC 2005
The Picture Worth a Thousand Bugs: A System for Rigging Complex Game Mis...
by Bruce Oberg
Programming
GDC 2005
The Portable Revolution: How Handheld Game Developers Can Win
by Karthik Bala
(VICARIOUS VISIONS)
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
The Road to Victory: Procedural Modeling for EA Sports NASCAR Thunder
by Wesley Grandmont III
Visual Arts
GDC 2005
The State of the Mobile Games Industry
by Derrick Morton
Audio
GDC 2005
Tone Reproduction in Real-Time Rendering Environments
by Sumanta Pattanaik
Programming
GDC 2005
Top Ten Directors of Technology List
by Rich Moore
Production
GDC 2005
Under the Hood of Motionbuilder: Secrets of Maximum Performance
by Marc-Andre Guindon
Visual Arts
GDC 2005
Understanding the Player: Natural Language Processing for Games
by Andrew Stern
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 About Flash? Can You Really Make Games With It?
by Scott Bilas
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 We Play Games Together: The People Factor
by Nicole Lazzaro
Game Design
GDC 2005
Why You Should Have Paid Attention in Multivariable Calculus
by Chris Hecker
Programming
GDC 2005
Wielding Copyright: An Introduction to IP Protection for Game Developers
by S. Gregory Boyd
(Davis & Gilbert LLP)
Business and Legal
GDC 2005
Wiring Narrative into Play: a Practical Primer (English Language)
by Hal Barwood
Game Design
GDC 2005
You're Looking for What? Fuzzy Searches and Tag Databases
by Chris Carollo
Programming