- Eric Lamendola, Vice President of Business Development, Slingo, Inc.
Translated Sessions
To promote exchange within the worldwide development community, GDC is holding simultaneous translation sessions in the Translation Room - Room 134, Moscone North. These sessions and descriptions will be available soon!
Archives: GDC 2004 Speaker Slides
10 Tricks from Psychology for Making Better Characters Accurate Prediction and Other Organizational Myths Adding Spherical Harmonic Lighting to the Sushi Engine Advanced OpenGL Tutorial Advanced Real-Time Reflectance Advanced Visual Effects with Direct3D AI and Design: How AI Enables Designers AI in Computer Games Roundtables and Interactive Discussion AI in Computer Games Roundtables and Interactive Discussion AI Interface Standards: Open Beta Anatomy of a 2D Side-Scroller A Road Map for Peace: Redefining the Publisher- Developer Relationship Artist Management in a Small Games Company Art Management for Artists Audio Asset Management for Large Projects Audio Concepts in Plain English: 3D and I3DL2 Beyond Finite State Machines: Managing Complex, Intermixing Behavior Hierarchies Beyond Fun: Setting Aesthetic Goals and Sticking to Them Beyond Fun: Setting Aesthetic Goals and Sticking to Them Building a Million Particle System Building Big Licensed Games with Big Teams Character Rigger's Cookbook Common C++ Performance Mistakes in Games Creating Water and Fluid Effects For Video Games Cross Platform User Interface Development Deferred Shading on DX9 Class Hardware and the Xbox Deferred Shading on DX9 Class Hardware and the Xbox Destruction on a Diet Developing and Mastering 36 Different SKU's of One Title Simultaneously for the PS2 & Xbox Developing Wireless Location-Based Games Doing Business with Europe: A Survivor's Guide Everything You Need to Know to Make Money in Coin-Op Experimental Gameplay Workshop Fast Yet Realistic Deformation and Fracture Follow The Money: Understanding Console Publishers Game Mobility Requires Code Portability Game Soundtracks: Structuring Your Deal Like the Movies Growing a Dedicated Tools Programming Team: From Baldur's Gate to Star Wars: Knights of the Republic High Dynamic Range Lighting How to Get More Coverage for Your Company and Titles Human Resources Forum: Trends and Directions IGDA Quality of Life White Paper Unveiling Integrating Physics into a Modern Game Engine Island Thunder and Raven Shield: Creating Believable Stories for Realistic Games Learning by Design: Games as Learning Machines Less is More? Design for Mobile Games Long-Term Career Strategies: Advance to the Next Level! Lua in the Gaming Industry Make Better Criticism: A Mature Form of Cultural Analysis Managing the Hydra: Successfully Running Multiple Projects in a Videogame Studio Massively-Multiplayer Engineering Master Your Game's Domain: Data-Driven Asset Management Minefields in Videogame Intellectual Property Protection MMO Communities: Fans and Flames Motion Capture-driven Simulation for Characters Motion Synthesis Multiplayer Tricks of the Trade Music Licensing for Videogames: How Popular Music and Artists Can Make Games Pop Newbie Artists Group Gathering Newbie Designers Group Gathering Newbie Programmers Group Gathering Outdoor Jungle Vegetation: Battlefield Vietnam Practical Game Theories: Academics Fragging Developers Practical Implementation of High Dynamic Range Rendering Practical Physics for Articulated Characters Practical Shadows: Out of the Demo and Into the Engine Procedural Shaders: A Feature Animation Perspective Producing Motion Capture and Animation Quality of Life: The Next Step Realistic and Fast Cloud Rendering in Computer Games Real-Time Global Illumination Real World Multi-Threading in PC Games Re-awakening a Classic: Prince of Persia: A Case Study Requirements for a Next Generation Massively Multiplayer Online Game Reusing Shading for Interactive Global Illumination Revisiting the Standard Joint Hierarchy: Improving Realistic Modeling of Articulated Characters Secrets of Successful Indie Developers Serious Games Summit Seven Years of Max Payne Spare No Expense: Starbucks and Aeron Chairs for Everyone The Challenge for New Ideas in Online Console Gaming The Civilization Series: How to Maintain a Successful Franchise The Collection and Applications of Metrics in an MMP Game: Lessons Learned from The Sims Online The Easy Route To Console Online The End Game: How Top Developers Sold Their Studios The Full Spectrum Warrior Camera System The Hobbit: A Case Study The Impact of Middleware Technologies on Your Game Development The Interesting Thing About Bishops: Simulation Boundaries in Splinter Cell The Interface: How to Create an Effective Audio Schedule The I-Spy Book of Developer Contract Law The Making of the Official Counter-Strike Bot The Orchestral Music Score for Games: Union Versus Non Union Costs The Secret of Pac-Man's Success: Making Fun First The State of Non-Linear Audio for Interactive Media The State of the Web and Downloadable Games Industry: A 2004 IGDA Online Games White Paper The Virtual and Mixed Media Orchestra for Game Music The Virtual and Mixed Media Orchestra for Game Music The Well-Fed Freelancer: A Survival Guide in 24 Easy Lessons Tips & Tricks for UV Mapping Understanding the Elements of Employee Compensation Using External Contractors Effectively Using Verlet Integration and Constraints in a Six Degree of Freedom Rigid Body Physics Simulation What to Do When it All Goes to Hell: Lessons Learned Shutting Down a Game Studio Why We Play Games: The Four Keys to Player Experience Winning the Race Against Pirates And Crackers: Next Generation Copy Protection Zoological Gardens: The Science of Creature Design
GDC Mobile 2004 Speaker Slides Audio Director to the Rescue Game Design Case Studies: Made-for-the-Medium Original Titles Game Design Case Studies: Made-for-the-Medium Original Titles MIG China Limited Minefields in Videogame Intellectual Property Protection Mobile Games in the Asia-Pacific Region Mobile Games in the Asia-Pacific Region Problems in Developing Multiplayer Mobile Games: Technical and Architecture Considerations for Superior Game Play The Network is the Game: Social Trends in Mobile Entertainment Tomb Raider: Game Design Case Study
Please see below for highlighted sessions within each Track:
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