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Gamasutra
January 9, 2006

GDC Proceedings Archive 2005-2000

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Features

GDC 2001
Proceedings Archive

Programming Proceedings

"1,500 Archers on a 28.8: Network Programming in Age of Empires and Beyond" – Lecture
Bettner, Terrano
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Advanced Character Physics – Lecture
Jakobsen
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Anybody Seen that Transform Node? Strategies to Better Link Animation Data in Games – Lecture
Engel
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The Basics of Team AI – Lecture
Gibson, O'Brien
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Bringing Dr. Jones to the Infernal Machine --- Dealing with Memory Constraints – Lecture
Sauer
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BSP Collision Detection As Used In MDK2 and NeverWinter Nights – Lecture
Melax
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Camera Techniques for Complex Environments – Lecture
James
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Creature Smarts: The Art and Architecture of a Virtual Brain – Lecture
Burke, Isla
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HTML Document

Experiences in Programming Maya 3.0 – Lecture
Giberson
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FuBi: Automatic Function Exporting for Scripting and Networking – Lecture
Bilas
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Game Boy Advance Resource Managment – Lecture
Baptista
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Implementing Multicolored Volumetric Fog without Using Up Texture Stages – Lecture
Arevalo, Baeza
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HTML Document

Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization – Lecture
Bernier
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Lessons Learned from a Year with Xbox – Lecture
Abrash
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Linux in Game Development – Tutorial
Strauss, Kreimeier, Vance, Packard, Lantinga
HTML Document

Optimization Techniques for Hardware Transformation and Lighting Pipelines – Lecture
Ratcliff
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Practical Implementation Techniques for Multiresolution Subdivision Surfaces – Lecture
Brickhill
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Procedural Rendering on PlayStation 2 – Lecture
Green
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Proximity Queries and Penetration Depth Computations on 3D Game Objects – Lecture
van den Bergen
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Real-Time Full Scene Antialiasing for PCs and Consoles – Lecture
Mitchell
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Real-Time Photorealism via Procedural Shaders – Lecture
Baker, Boyd
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Real-Time Photorealistic Terrain Lighting – Lecture
Hoffman, Mitchell
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Real-Time Shadows – Lecture
Haines, Moller
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A Robot Soccer Simulator: A Case Study for Rigid-Body Contact – Lecture
Larsen
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Shading Languages for Graphics Hardware – Lecture
Mark, Proudfoot
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Simulation Level-Of-Detail and Culling – Lecture
Chenney
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Stable Rigid-Body Physics – Lecture
Rhodes
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Technology Five Years from Now – Lecture
Braben
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Terrain Reasoning for 3D Action Games – Lecture
van der Sterren
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Using Windows To Create Palm Games – Lecture
Magerkurth
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What Happened to My Colors? Displaying Console Computer Graphics on a Television – Lecture
Dawson
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Level Design

The Architecture of Level Design – Lecture
Brown, Chen
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Content Acquisition for Levels in The Getaway: London Wasn't Built in a Day – Lecture
Coates
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Current Architecture and Potential Approaches to Level Design – Lecture
Brown
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IGDA Proceedings

Fusing Traditional Computer Graphics with Game Development: ACM SIGGRAPH's Outreach to the Game Developer Community – IGDA
Owen, Rhyne, Rockwood
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Special Sessions Proceedings

"The Demo Scene, an Introduction" – Special Session
Foo, Scheib
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Game Design Proceedings

AI in Computer Games: AI for Beginners Discussion– Roundtable
Dybsand, Kirby, Woodcock
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AI Roundtable Report – Roundtable
Woodcock
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Analyzing and Learning from Great Games – Tutorial
Falstein
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Applying Behavioral Psychology to Game Design – Lecture
Tucker
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Creating Emotional Involvement in Interactive Entertainment – Roundtable
Barrett
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Designing Interactive Theme Park Rides: Lessons Learned Creating Disney's Pirates of the Caribbean: Battle for the Buccaneer Gold– Lecture
Schell, Shochet
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Designing Mobile Games for WAP – Lecture
Seppanen
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Designing Web Games that Make Business Sense – Lecture
Kim
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Shockwave Tutorial: Building Web Games in Flash – Tutorial
Kim
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How to Balance a Real-Time Strategy Game: Lessons from the Age of Empires Series – Lecture
Kidd, Petersen, Street
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Interaction Design for Immersive Public Entertainment Spaces – Lecture
Kaufman, Kline
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Oddfellows: Character Design the Oddworld Way – Panel
O’Connor, Ulm, Varahramyan
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Principles for Designing Successful Games – Lecture
Shelley
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Story: Writing Skills for Game Developers – Lecture
Bates
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Using Video Input for Games – Lecture
Marks
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Business & Legal Proceedings

Designing for the Internet Gamer – Keynote
Gordon
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Financing a Game Development Company in Today's Market – Lecture
Foster, Karlov, Kay, Thoma
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Fun and Games in the Online Medium: Insights from the World's Largest Online Service – Panel
MacLean, Mills, Opas
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Getting to the Next Level: All the Cheats on Employee Nirvana – Lecture
Hering Astor, Rose
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"How to Market in Korea: Small Country, Large Market for PC Games" – Lecture
Park
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Independent Development and Publishing: Case Study– Lecture
Quirk
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Publisher Contracts That Protect Your Title and Team– Lecture
Powell
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Publishers Speak– Lecture
Rogers
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Why Cheating Matters– Lecture
Davis
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Visual Arts Proceedings

The 12 Principles of Classic Character Animation – Lecture
Kerlow
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Aesthetics Beyond Techology: Nonphotorealistic Rendering Art Styles – Lecture
Snyder
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Art Creation for a PlayStation 2 Launch Title - The Ups and Downs of Summoner – Lecture
Pletcher
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Art Management for Artists – Roundtable
Oglesby
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Conceptual Design: Understanding and Communicating Form – Lecture
Saunders
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Dealing with Artistic Limitations as a 3D Game Artist. PC vs. Consoles – Lecture
Isaac
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Exorcising Satan's Rotoscope: Motion Capture from an Animator's Perspective – Lecture
Stripinis
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From PC to TV – Lecture
Nichols
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Questions Artists Should Ask Programmers – Lecture
Lubken
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Realistic Inverse Kinematics: Set-Up and Techniques – Lecture
Coven
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Scripting for Artists – Lecture
Versluis
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Taking the Mental out of Environmental: Building a Beautiful World Without Going Crazy – Lecture
Duvall
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That Extra Dimension: Differences in Thinking Between 2D and 3D Animators – Lecture
Bradrick
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Tools of the Trade: The Changing Nature of Design Tools – Lecture
Barry
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Audio Proceedings

A Better Understanding of Audio and the Technical Design Process - Lecture
Hubbard
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Beyond the Library: Applying Film Post-Production Techniques to Game Sound Design - Lecture
Peck
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Diablo II Case Study- Lecture
Uelmen
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Implementing an Audio Engine Using DirectX 8– Lecture
Geist
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Interactive Music Sequencer Design – Lecture
Patterson
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