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Gamasutra
January 9, 2006

GDC Proceedings Archive 2005-2000

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GDC 2004

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GDC Europe 2003

GDC 2003

GDC Mobile 2003

GDC Europe 2002

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Features

GDC 2003
Proceedings Archive

Advanced Real-Time Illumination Techniques
Naty Hoffman (Electronic Arts)
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Advanced Techniques in creating Tile-Based Graphics for Game Boy Advance
Karthik Bala and Steve Derrick (Vicarious Visions)
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AI in Computer Games Roundtable
Eric Dybsand (Glacier Edge Technology), Neil Kirby (Lucent Technologies), and Steven Woodcock (Wyrd Wyrks Consulting)
Download Word Document 1 (Eric Dybsand) / Download Word Document 2 (Steve Woodcock) / Download Word Document 3 (Neil Kirby)

Animation Blending: Achieving Inverse Kinematics and More
Jerry Edsall (Microsoft)
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Art management for artists: GDC Roundtable
Doug Oglesby (Red Storm)
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Automated Testing of Massively Multi-Player Systems: Lessons Learned from The Sims Online
Larry Mellon (Maxis/EA)
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Beyond Bouncing Boxes: Fast Yet Realistic Deformation and Fracture
James O'Brien (University of California, Berkeley) and Jeff Lander (Luxoflux)
Download Acrobat File / Download Powerpoint

Blueprint for the Next Step: Start-up to Stability Roundtable
Clarinda Merripen (Cyberlore Studios)
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Bringing 3D Gaming to Cell Phones
Neil Trevett (Khronos)
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Building AI Sensory Systems: Lessons from Thief and Half-Life
Tom Leonard (Valve)
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Building Object Systems - Features, Tradeoffs, and Pitfalls
Alex Duran (Ion Storm)
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By the Books: Solid Software Engineering for Games Roundtable
Noel Llopis (Day 1 Studios)
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Casual Games Panel
Dave Rohrl (EA Online), John Vechey (PopCap Games), and Steve Meretzky (WorldWinner.com)
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Checklist for a New Publisher: Best Practices in Relationship Management between Developers and Publishers
Ray Muzyka (BioWare)
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Children's Software: Past, Present, and Future Roundtable
Ken Kahn (Animated Programs)
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Client / Server Postmortem: Neverwinter Nights
Mark Brockington and Scott Greig (Bioware)
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Completion Bonding Roundtable
Jason Kay (Society Capital Group), Frank Pape (Microsoft Game Studios), Steve Fayne, Esq.
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Composing, Producing and Implementing an Interactive Music Soundtrack for a Video Game
Chuck Doud (SCEA)
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Contract Negotiation: Protecting Your Title and Your Team
Jay Powell (Octagon Entertainment)
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Designing a Portable Shader Library
Alex Vlachos (ATI)
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Designing a Ratchet and Clank Level
Brian Allgier (Insomniac Games)
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Design With Music In Mind
Guy Whitmore (Music Design Network)
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Developer Focused Curriculum Feedback
James Thrush (Super X Studios)
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Developing Wireless Games: From Idea to the Marketplace
Oliver Miao (Centerscore)
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Displacement Mapping
Michael Doggett (ATI) and Tom Forsyth (Muckyfoot Productions)
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Dynamics for Designers
Will Wright (EA/Maxis)
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Enabling Data Driven Tuning Via Existing Tools
Jeremy Chatelaine (Argonaut)
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Fantastic Art - Fast: Roundtable
Walter Park (Saffire)
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Freelancers' Roundtable
Francois Dominic Laramée (Freelance)
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Game Design Patterns
Jussi Holopainen (Nokia)
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Game Architecture Roundtable
Dave Weinstein (Red Storm)
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Game Editing Tools Roundtable
Dave Weinstein (Red Storm)
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Game Object Structure Roundtable
Kyle Wilson (Day 1 Studios)
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Geometric Modeling of Sound Propagation in 3D Games
Thomas Funkhouser (Princeton University)
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Going Global: Effective Strategies For Protecting Intellectual Property
Scott W. Pink, Esq. (Gray Cary)
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Goodbye Postmortems - Hello Critical Stage Analysis
Wolfgang Hamann (Radical)
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Great Game Graphics...Who Cares?
Jason Rubin (Naughty Dog)
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High Dynamic Range Imagery and Image-Based Lighting
Paul Debevec (University of Southern California)
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Highly Detailed Continuous Worlds: Streaming Game Resources from Slow Media
Stuart Denman (Surreal Software)
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How to Bring Your Game to Japanese Carriers
Itsuro Yoshimoto (Namco)
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How to Make Your Game Successful in Japan
Roppyaku Tsurumi (0600design) and Ryoichi Hasegawa (SCE Japan)
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How to Write Good "Bad" Dialogue
Ryan Kaufman and Sean Clark (LucasArts)
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The Joys and Pains of Designing Licensed-Based Games Roundtable
Luis Barriga (Vicarious Visions)
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Implementing Animation Systems: What Works and What Doesn’t
Jake Simpson (Maxis/EA)
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Learning Goals in Sport Games
Jack van Rijswijck (University of Alberta)
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The Intellectual Property Realm: New Challenges for the Developer
Steven Rubin (Attorney)
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Lessons from the Production of Dungeon Siege
Chris Taylor (Gas Powered Games)
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Managing During Tough Times
Robert Stevenson (iROCK Games)
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Managing Overseas Developers Effectively
Tom Sloper (Sloperama Productions)
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Master Cat Juggling in Just One Hour: Managing Designers
Carly Staehlin (NCsoft)
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Memory Optimization
Christer Ericson (Sony Computer Entertainment)
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Mobile Games In Japan
David Collier (Gamelet.com)
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My Matrix Experience: A Survival Guide to Working with Movie Licenses
Stuart Roch (Shiny Entertainment)
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Online Product Development Management: Methods and Madness
Starr Long (NCsoft)
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OpenGL Shading Language
Randi Rost (3Dlabs)
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Orthogonal Unit Differentiation
Harvey Smith (Ion Storm)
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Pathematics: Routing for Autonomous Agents
Alex J. Champandard (University of Edinburgh)
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Physically-Based Simulation on Graphics Hardware
Mark J. Harris (UNC Chapel Hill), Greg James (Nvidia)
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Physics-Based Synthesis of Sound Effects
Perry R. Cook (Princeton Computer Science)
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Porting a PS2Centric Game to the Xbox: A Case Study of State of Emergency
Jonny Dobson (Vis Entertainment)
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Producing Programmers and Programmer Teams
Steve Taylor (Wahoo Studios)
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The Puzzlemaker’s Survival Kit
Scott Kim
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Scaling The Software Development Process: Lessons Learned from The Sims Online
Greg Kearney, Larry Mellon, Darrin West (EA/Maxis)
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Sequels & Adaptations: Design Innovation in a Risk-Averse World
Warren Spector (Ion Storm)
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The Seven Secrets of Voice-Over Production
Chris Border, Matt Case (Interplay)
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Show Me The Money! Revenue Models for Massively Multiplayer Games
Trond Arne Aas, Scott Brown, Brian Green, Sébastien Motte. Moderator: Chris Early
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Smartly Define and Use your Audio Budget
Eric Nunamaker (Alpine Studios)
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Spherical Harmonic Lighting: The Gritty Details
Robin Green (SCEA)
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Squeezing Every Last Drop out of the PlayStation2
Matthew Scott (Escape Factory)
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The Technology of Jak & Daxter
Stephen White (Naughty Dog)
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Temptation and Consequence: Dilemmas in Video Games
Steve Bocska (Radical Entertainment)
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Toward Massively Responsive Conversations
Sheldon J. Pacotti (Ion Storm)
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User Interface Roundtable
Garner Halloran (Red Storm)
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When the Site Hits the Fan - Wrangling Community Fan Sites
Elonka Dunin (Simutronics Corp.), Michael Perry (Maxis/EA), Darren Futa (Maxis/EA)
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Women in Game Development: 'Where to Next?' Roundtable
Heather Kelley (Ion Storm)
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Working With High Profile Licenses and Still Making a Great Game!
Karthik Bala (Vicarious Visions)
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