Gamasutra
January 9, 2006
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Features

GDC 2000
Proceedings Archive
AI in Computer Games Roundtable
Eric Dybsand, Steven Woodcock and Neil Kirby
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The Benefits of a Microprogramable Graphics Architecture
Dominic Mallinson
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Sponsored Session:
BOPS: Conquering the Geometry Pipeline
Marco Jacobs, Ivan Greenberg and Mike Strauss
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Building Control Systems for Robot Locomotion
Jessica Hodgins
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Sponsored Session:
Digital Scent: Revolution of the Senses
Jason Herskowitz, Ralph Cooksey Thomas
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Fast Proximity Queries for Large Game Environments
Ming Lin
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Half-Life and TeamFortress Networking: Closing the Loop on Scaleable Network Gaming Backend Services
Yahn Bernier
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The Heroes III Random Map Generator
Gus Smedstad
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Hidden Surface Reduction and Collision Detection Based on Oct Trees
Brent Pease
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How to Simulate a Ponytail: Implementing Open Loop Chains
Chris Hecker
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David Wright and Bryan Gibson-Winge
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Interaction with Groups of Autonomous Characters
Craig Reynolds
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It's Great To Be Back! Fast Code, Game Programming, and Other Thoughts From 20 (Minus 2) Years in the Trenches
Mike Abrash
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It's Still Loading?
Scott Bilas
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Metrics for Level of Detail
Dave Eberly
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NetZ Multiplayer Architecture for Online Games
Carl Dionne, Martin Lavoie, Kenneth Trueman
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Pawn Captures Wyvern: How Computer Chess Can Improve Your Pathfinding
Mark Brockington
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PC vs Console vs Embedded Game Development
Greg Corson
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Real-Time Cloth
Jason Weber
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Real-Time Continuous Level of Detail (LOD) for PCs and Consoles
Louis Castle, Jonathan Lanier, James McNeill
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Real-Time Statistics and In-Game Debugging, or How to Deal with Insubordinate Tools
John Olsen
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Run-Time Skin Deformation
Jason Weber
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Subdividing Reality: Employing Subdivision Surfaces for Real Time Scalable Photorealism
Stephen Junkins
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Taking Tiger Woods Java Golf Online
Robert Burnett, Phil Sorger
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Terrain Analysis for Realtime Strategy Games
Dave Pottinger
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The Tribes Engine Network Architecture
Mark Frohnmayer, Tim Gift
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Two Advanced Terrain Rendering Systems
Jonathan Blow, Seumas McNally
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Using Technology to Create Believable 3D Characters
Jeff Lander
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Vehicle Dynamics for Racing Games
Ted Zuvich
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Writing Portable Code
Didier Malenfant
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Roundtable:
Asset Management: Problems and Solutions
Katy Franz
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Sponsored Session:
The Brain Behind the Game: Media Asset Management For Your Project
Gregor vom Scheidt and Pascal Jarry
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Data Wizards and Wands: Making Better Games More Quickly with Tools and Tool Experts
Steve Taylor
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Developing Leadership and Management Skills in the Game Industry
Robert White
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The Fourth Thread: Effectively Integrating Audio and New Audio Technology into the Game Development
Cycle Brett, Heather Sowards
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A Monster in the Making: Creating Baldur¹s Gate
Ray Muzyka
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New Tools for Task Communication
Torgier Hagland
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Project Prototyping
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Prototyping for Fun and Profit
Ed Nanale, Michael Wyman
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Quantifying QA: A Stitch in Time
Patricia Pizer
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Rollcage: A Post-Mortem of the Porting Process
Fred Gill
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Schedules that Mean Something
Don Daglow
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Working With Brands: A Post-mortem of Dune 2000 and LEGO Loco
Matthew Stibbe
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Write is Might: Making Documentation Your Friend
Graeme Davis
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The Art and Science of Level Design
Cliff Bleszinski
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Children¹s Software: Past, Present and Future
Ken Kahn
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Designing Web-Based Games
Gary Rosenzweig
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Developing Software For Girls
Jesyca Durchin
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Eurostylin¹: An American Game Designer in Europe
Ernest Adams
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Everything But the Words: A Dramatic Writing Primer for Gamers
Hal Barwood
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The Future of Strategy Games
Phil Steinmeyer
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Game Character Creation
Paul Douglas, Toby Gard
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Heat into Light: Community Generating Conflict in Online Multiplayer Games
Jonathan Baron
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The In-Game Economics of Ultima Online
Zack Simpson
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Interactive Toys: The Child as Programmer
Jonathon Ackley, Mike Dooley
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Level Designers Brainstorm
David Chang
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The Many Face of a Winning Design Team: Which Face is Yours?
Larry Hodgson
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Metagames
Richard Garfield
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Mostly Armless: Grabbing the 3D World
David Rees
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Myth Adventures: How Games, Myth and Movies Team Up on the Path of Heroes
Christopher Vogler
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Puzzle Game Design
Scott Kim, Alexey Pajitnov
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The "Rules" Of Making Massively Multiplayer Persistent Worlds
Raph Koster, Rich Vogel
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Smart Toys: Benefits of Technology-Enhanced Play
Amy Francetic, Helen Shwe
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Storytelling in Action
Bob Bates
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The Art of Empires: Lessons Learned from Age of Empires
Brad Crow, Mark Terrano, Scott Winsett
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Cutting to the Chase: Cinematic Construction for Gamers
Hal Barwood
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Digital Figure Painting
Don Seegmiller
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From Aquilaris to Malastare, Making Worlds for Star Wars: Episode One Racer
Duncan Brown
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Motion Editing: Principles and Practice
Susan Van Baerle
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On the Future of Real-time Characters
Joby Otero
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Pattern Reduction in Massively Tiled Scenes
Jason Waskey
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Visual Storytelling through Lighting
Sudeep Rangaswamy
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Commencing the Developer/Publisher Relationship: Experiences in Pitching Summoner
Mike Kulas
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European Market Opportunities
Torsten Oppermann
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Internet Business Models: New Options for Game Developers
Scott Draker
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Localizing for Japan: Wildroid 9 Case Study
Stuart Roch
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The New Principles of Marketing
Christopher Ireland
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Publishers Speak! What it Really Takes to Land a Publishing Deal
Dan Rogers
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Taking the Mystery out of Starting Your Own Company
Stacy Hering Astor
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Working with Licensors
Louis Castle
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Your Ass, My Foot: Management Styles for the Next Century
Dave Timoney
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Advancing 3D Audio Through Acoustic Geometry Interface
Edward Riegelsberger, Micah Mason, and Suneil Mishra
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A Roadmap: Moving Beyond the Big Audio API¹s (Interactive Audio with Configurable Components)
Chris Grigg
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The Future of Interactive 3d Audio
Brian Schmidt and Conrad Maxwell
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Implementing ZoomFX 3D Objects in 3D-space using DS3D
Mike Percy
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Proposal for IA-SIG 3D Audio Rendering Guideline Level 3 (13DL3)
Jean-Marc Jot
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Retained Mode 3D Audio
Bo Gehring
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Top Down Bottom Up Game Audio: What I Learned from Ken Griffey Baseball
Michelle Sorger
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