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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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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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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
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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
OConnor, 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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