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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 Europe 2003
Proceedings Archive

Adapting Splinter Cell: From the Xbox to the PS2
Julien Merceron
Download PDF

A Dozen Ways to Make Your Game Better
Phil Scott
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Bigger Bang with Fewer Sprites
Tristan Lorach
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Building Long-Lasting Tools
Achim Stremplat
Download Zip

Character Rigging and Weighting Issues
Paul Steed
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Cross Media Mobile Games – SMS TV & Gaming
Ashley Smith
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Developing Expansion Products for Successful PC Franchises
Jeff Morris
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Displacment Mapping & Advanced Shading Techniques Using Spherical Harmonies for Games
Tom Forsyth
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Efficient High-Level Shader Development
Natalya Tatarchuk
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Game Design Patterns
Staffan Bjork and Jussi Holopainen
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Getting Your Getting Your Groove: Step-by-Step Performance Profiling
Juan Guardado
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Graphics Performance Optimisation
John Spitzer
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IGDA Academic Summit
Helen Kennedy
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Intelligent Resource Processing
Ben Carter
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Mobile Games: Trends from Japan
David Collier
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Optimal Shaders Using High-Level Languages
Nvidia Staff
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Practical Issues in Implementing Mobile Multiplayer Games
Aleta Ricciardi
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Real-Time Procedural Effects
John Spitzer
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Squeezing the Interactivity Out of a License
Tony Van
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The Elegance of Brute Force
Kurt Akeley
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The Way Its Meant To Be Published
Nvidia Staff
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Venus & Vulcan - Secrets of the NVIDIA Demo Team
Nvidia Staff
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