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Features

GDC 2002
Proceedings Archive
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 Fundamentalsof Stealth Gameplayin 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 andImage-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 the400: 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 Programmers 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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