GDC 2008
'Do, Don't Show' ' Narrative Design in FARCRY 2
by Patrick Redding
(Ubisoft Toronto)
Game Design
GDC 2008
(303) Casual Games Summit
by John Welch
(Making Fun)
Business and Management
GDC 2008
(305) Serious Games Summit
by Roger Smith
(US Army Simulation and Training)
Business and Management
GDC 2008
(307) Independent Games Summit
by Noel Llopis
(Snappy Touch)
Business and Management
GDC 2008
10 in 20: Ten Keys to Designing for IPs
by Timothy Longo
(Crystal Dynamics)
Game Design
GDC 2008
10th Annual Independent Games Festival Awards
Audio
GDC 2008
26 Slick Tricks for Game Dialog and Other Voiced Bits
by DB Cooper
(DB-Cooper.com)
Audio
GDC 2008
8th Annual Game Developers Choice Awards
Game Design
GDC 2008
A Believable Character Postmortem: Motion Capture on the Virtual Set of ...
by Parag Havaldar
(Sony Pictures Imageworks)
Programming
GDC 2008
A PORTAL Post-Mortem: Integrating Writing and Design
by Kim Swift
(Airtight Games)
Game Design
GDC 2008
A Survey of Font Rendering Techniques
by Cameron Egbert
(Microsoft)
Programming
GDC 2008
Advanced Dialogue Techniques for Games
by David Freeman
(The Freeman Group)
Game Design
GDC 2008
Adventures in Data Compilation and Scripting for UNCHARTED: DRAKE'S FORTUNE
by Dan Liebgold
(Naughty Dog, Inc.)
Programming
GDC 2008
Advertising & Games – Opportunities, Pitfalls, and Competition
by David Edery
(Fuzbi)
Business and Management
GDC 2008
An Agile Retrospective
by Clinton Keith
(Clinton Keith Consulting)
Production
GDC 2008
Are Games Essentially Superficial? Exploring the Positive Impact Model o...
by Louis Castle
(InstantAction)
Game Design
GDC 2008
Art Outsourcing: Client Best Practices
by Paul Steed
(Exigent)
Visual Arts
GDC 2008
Art Outsourcing: Provider Best Practices
by Paul Steed
(Exigent)
Visual Arts
GDC 2008
At the Cutting Edge – Audio Production for HEAVENLY SWORD
by Garry Taylor
(Sony Computer Entertainment Europe)
Audio
GDC 2008
Audio for MMO's
by Geoff Scott
(Turbine Entertain...)
Audio
GDC 2008
Audio Post-Mortem: BioShock
by Geoff Scott
(Turbine Entertain...)
Audio
GDC 2008
Audio Post-Mortem: HALO 3
by Marty O'Donnell
(Bungie)
Audio
GDC 2008
Autodesk MotionBuilder: Cross Product Integration - Autodesk 3ds Max and...
by Justin Muir
(Midway Games)
Visual Arts
GDC 2008
Autodesk Mudbox: Integration and Use with Autodesk 3ds Max and Autodesk ...
by Louis Marcoux
(Autodesk)
Visual Arts
GDC 2008
Automatic Audio in Frostbite
by Stefan Strandberg
(Digital Illusions CE AB)
Audio
GDC 2008
Automating Regression Discovery: Finding the Wrenches in the GEARS OF WAR
by Martin Sweitzer
(Epic Games Inc)
Programming
GDC 2008
Bend Microsoft Project to Your Will - Again!
by Mike McShaffry
(Red Fly Studio)
Production
GDC 2008
Better Tools for Sound Designers on PlayStation 3 Through Open-Architect...
by Michael Kelly
(Sony Computer Entertain... Europe)
Audio
GDC 2008
Beyond Printf: Debugging Graphics Through Tools
by Dave Aronson
(NVidia Corporation)
Programming
GDC 2008
Brainstorming in Public: 52 Game Ideas in 52 Weeks
by Patrick Curry
(Midway Games)
Game Design
GDC 2008
Building a Better Battle: HALO 3 AI Objectives
by Damian Isla
(Moonshot Games)
Programming
GDC 2008
Building a Successful Production Process
by Lesley Mathieson
(High Impact Games)
Production
GDC 2008
Building and Maintaining an Art Department
by Mike Haynes
(Red Storm Entertain...)
Visual Arts
GDC 2008
Casual Game Design: A Year in Review
by Juan Gril
(Joju Games)
Game Design
GDC 2008
Chills and Thrills: Undefined Behavior in C++
by Pete Isensee
(Microsoft)
Programming
GDC 2008
Client Focused Management
by Dave Ranyard
(SCEE)
Business and Management
GDC 2008
Collaborative Writing and Vast Narratives: Principles, Processes, and Ge...
by Mark Nelson
(Big Huge Games)
Game Design
GDC 2008
Composer Challenge GDC 2008
by Lennie Moore
(3l33t Music)
Audio
GDC 2008
Composer Tips and Tricks for Creating Interactive Music
by Marty O'Donnell
(Bungie)
Audio
GDC 2008
Conquering Bane's Citadel: The Collision of Casual and Hardcore Gaming i...
by Steve Fawkner
(Infinite Interactive)
Game Design
GDC 2008
Creating a Character in DRAKE'S FORTUNE
by Christian Gyrling
(Naughty Dog Inc.)
Programming
GDC 2008
Creating Scalable and Dynamic Graphics for WORLD IN CONFLICT
by Rodrigo Cortes
(Massive Entertain...)
Visual Arts
GDC 2008
Creating Spielberg's BOOM BLOX
by Louis Castle
(InstantAction)
Game Design
GDC 2008
Creating Spielberg's BOOM BLOX
by Louis Castle
(InstantAction)
Game Design
GDC 2008
Creativity in the Form of Improvement
by Yoshiki Okamoto
(Game Republic)
Game Design
GDC 2008
CRYSIS in the Making
by Cevat Yerli
(Crytek)
Game Design
GDC 2008
CRYSIS Next-Gen Effects
by Tiago Sousa
(Crytek)
Programming
GDC 2008
DataPlay: Living Games
by Justin Hall
(GameLayers, Inc)
Game Design
GDC 2008
Defeating Designer's Block, Tools to Boost Creative Output – Part ...
by Graeme Ankers
(Sony Computer Entertain... Worldwide Studios)
Game Design
GDC 2008
Design Reboot
by Jonathan Blow
(Number None, Inc.)
Game Design