GDC 1998
"Holy Foley, Batman!"
Audio
GDC 1998
Abstract Design Tools: Chapter 2
by Doug Church
Design
GDC 1998
Are Adventure Games Dead?
by Steve Meretzky
(Playdom)
Game Narrative
GDC 1998
Blade Runner: Soup to Nuts!
by Louis Castle
Game Narrative
GDC 1998
Blazing Fast Code
by Jon Bentley
Programming
GDC 1998
Bringing Engineering Discipline to Entertainment Development
by Bill Dalton
Design
GDC 1998
Collision Detection in Pac-Man Ghost Zone: Collision Techniques in a 3D ...
by Gilbert Colgate
Programming
GDC 1998
Database Development for Real-Time 3D Games: A View from Both Sides
by Gjon Camaj
Programming
GDC 1998
Developing for DirectArcade
by Matt Saettler
Programming
GDC 1998
Do Online Games Still Suck?
by Dani Bunten Berry
(-)
Social / Online Games
GDC 1998
Forming Your Own Company: The Real Scoop
by Clay Dreslough
(Sports Mogul, Inc.)
Business & Marketing
GDC 1998
Games for the Rest of Us: Puzzles, Board Games and Game Shows
by Scott Kim
(Scott Kim & Associates)
Game Narrative
GDC 1998
Herding Cats: How to Build, Manage and Sustain Successful Teams
by Richard Honeywood
(Independent)
Production
GDC 1998
High Performance Game Programming in C++
by Paul Pedriana
Programming
GDC 1998
High Performance Game Programming in C++
by Paul Pedriana
Programming
GDC 1998
Look Before You Leap - The Rise and Fall of Boffo Games
by Mike Dornbrook
(Boffo Games)
Business & Marketing
GDC 1998
Messiah: What You May or May Not Believe
by Dave Perry
Business & Marketing
GDC 1998
Messiah: What You May or May Not Believe
by Dave Perry
Business & Marketing
GDC 1998
Picture Imperfect: Common 3D Rendering Flaws
by Tim Cain
(Carbine Studios/NCsoft)
Design
GDC 1998
Rapid Prototyping: Cheap Ways to Visualize 3D Games
by Nicole Lazzaro
Design
GDC 1998
What Game Publishers Want (Second Half) by Perkins, Walter, Lasky & Flock
by Nicole Lazzaro
Business & Marketing