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Gamasutra
January 9, 2006

GDC Proceedings Archive 2005-2000

GDC 2005

SGS DC 2005

GDC 2004

GDC 2004 Mobile

GDC Europe 2003

GDC 2003

GDC Mobile 2003

GDC Europe 2002

GDC 2002

GDC Europe 2001

GDC 2001

GDC 2000

 


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Features

GDC 2002
Proceedings Archive

3D Graphics Optimizations for ARM* Architecture
Gopi Kolli
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Action-Based Discretization for AI Search
Todd Neller
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Another Five Years from Now: Future Technologies
David Braben
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Art Direction: The Employee, the Critique and the Axe
Steve Reid
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Big Huge Games: A Year (or Two) in the Life of a Startup
Brian Reynolds, et al.
Download Zip

Character Animation for Videogames
Ron Friedman
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Children's Software: Past, Present and Future
Ken Kahn
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Complexity Demons: They're All Around Us
Andrew Leker
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Creating Stars and Planets in Earth and Beyond
Eric Wang
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Creating a Data Driven Engine: Case Study: The Age Of Mythology
Rob Fermier
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Defense Against Service Theft, Internet Cheating
and Denial of Service

Jim Gray
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Design Fundamentals of Stealth Gameplay in the Thief Series
Randy Smith
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Effective Team Communication
Heather Kelley
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Enter the Dragon: The Chinese Game Industry and Market
Zhan Ye, John Laurence
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Game Scripting in Python
Bruce Dawson
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Games with Collectible Components
Richard Garfield
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Getting Cinematic Quality from In-Game Cutscenes
without a Hollywood Budget

Hugh Hancock
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Graphics Performance: Balancing the Rendering Pipeline
Matthias Wloka, et al.
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High Dynamic Range Imagery and Image-Based Lighting
Paul Debevec
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The Integration of AI and Level Design in Halo
Jaime Griesemer, Chris Butcher
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Kids Communities: What Works, What Doesn't
Joe Schoet, et al.
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Know Your Audience: Writing Design Documents That Get Read
Brian Upton
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Level Designers: Telling Time and Telling Stories
Albert Chen
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Massively Multiplayer Gameplay System Implementation
Justine Quimby
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Maximizing DMA Bandwidth on the PlayStation 2
Greg Omi
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More of the 400: Discovering the Rules of Design
Hal Barwood, Noah Falstein
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Next Generation Console Development and Production
in the Global Market: Opportunities and Challenges

Shu Yoshida
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Of Internet Servers and SQL Databases: Designing the Backend for Power and Performance
Pete Hallenberg
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Payneless Level Design: A Consistent Way There and Back Again
Aki Määttä
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Polygon Soup for the Programmer’s Soul: 3D Pathfinding
Patrick Smith
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Porting Your Game To Valve's Steam
Rick Ellis
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The Power of the High Pass Filter
Peter Hajba
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Producing Audio for Halo
Marty O'Donnell
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Quality or Death: How the Business Model and
Player Psychology Collide in For-Pay Online Games

Eric Todd
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Real-Time Cloud Rendering
Mark Harris
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Rendering Outdoor Light Scattering in Real-Time
Naty Hoffman, et al.
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The Role of Technical Director at LucasArts
Scott Brew
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Rookie Studios: 'Fantasy Island' or 'The Real World'?
Kent Quirk
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Sound Propagation in 3D Environments
Chris Carollo
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Startup Horror Stories
Tim Morten
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Systemic Level Design
Harvey Smith
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Testing Tools And Tips
Evan Birkby
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Two Dozen Ways to Screw Up a Perfectly Good Project
Dave Rohrl
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Venture Capital Bootcamp for Game Startups
Mark Long
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The Visual Engineering of SSX
Mike Rayner
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Xbox Launch: Lessons Learned
Peter Isansee
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