DGDC 2006
3ds Max - Complex Data Mapping Production Techniques
by Vincent Brisebois
(Autodesk)
Visual Arts
DGDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
DGDC 2006
3ds Max - Strategies and Techniques for Real-Time
Shaders
by Neil Hazzard
(Autodesk)
Visual Arts
DGDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
DGDC 2006
3ds Max Data Exchange Interface (previously known as IGame) and COLLADA
by Bernard Lefebvre
Game Design
DGDC 2006
60-Minute MBA
by Scott Corley
(Red Mercury, LLC)
Audio
DGDC 2006
...And Make It Snappy! Crafting Concise, Effective Dialogue for...
by Evan Skolnick
(Independent)
Audio
DGDC 2006
...And Make It Snappy! Crafting Concise, Effective Dialogue for...
by Evan Skolnick
(Independent)
Audio
DGDC 2006
What's Next Panel
by Cyrus Lum
Vision
DGDC 2006
A Corporate Learning Look at Games
by Brent Schlenker
(Intel)
SGS: Products Within Projects
DGDC 2006
A Discussion on Story and Music and the Business That Brings Them Together
by Michael Giacchino
Audio
DGDC 2006
A New Vision for Interactive Stories
by Ernest Adams
(International Hobo)
Audio
DGDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
DGDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
DGDC 2006
Advanced Prototyping
by Chris Hecker
(definition six, inc.)
Programming
DGDC 2006
Advanced Tool Writing for Character Technical
Directors (TD)
by Judd Simantov
(Naughty Dog Inc)
Visual Arts
DGDC 2006
Advanced Tool Writing for Character Technical
Directors (TD)
by Judd Simantov
(Naughty Dog Inc)
Visual Arts
DGDC 2006
Advergaming, Game-Based Messaging, and Marketing I
by Kim Gregson
(Television-Radio Department, Ithaca College)
SGS: Business & Deals
DGDC 2006
Advergaming, Game-Based Messaging, and Marketing II
by Chris Chambers
(Army Game Project)
SGS: Business & Deals
DGDC 2006
Agile Methodology in Game Development: Year 3
by Clinton Keith
(Clinton Keith Consulting)
Audio
DGDC 2006
Agile Methodology in Game Development: Year 3
by Clinton Keith
(Clinton Keith Consulting)
Audio
DGDC 2006
All About Ninety-Nine Nights: Next-Gen Character Design
by Tetsuya Mizuguchi
(Q Entertainment)
Visual Arts
DGDC 2006
An Overview of Xbox 360 Audio
by Brian Schmidt
(Brian Schmidt Studios, LLC)
Audio
DGDC 2006
Audio Production: Ideas for the Next Generation
by Tim Larkin
(Valve Software)
Audio
DGDC 2006
Autodesk MotionBuilder: 5 Things you Need to Know
by Curtis Garton
(Autodesk)
Game Design
DGDC 2006
Backwards Is Forward: Making Better Games with Test-Driven Development
by Noel Llopis
(Snappy Touch)
Audio
DGDC 2006
Backwards Is Forward: Making Better Games with Test-Driven Development
by Noel Llopis
(Snappy Touch)
Audio
DGDC 2006
Bang! Howdy: Nuggets and Rustlin' Tips
by Daniel James
(Three Rings)
Audio
DGDC 2006
Battle Cam: A Dynamic Camera System for Real-Time Strategy Games
by Hector Yee
(Petroglyph Games)
Audio
DGDC 2006
Battle Cam: A Dynamic Camera System for Real-Time Strategy Games
by Hector Yee
(Petroglyph Games)
Audio
DGDC 2006
Best Practices for Game Development
by Grady Booch
(IBM)
Programming
DGDC 2006
Better (Serious) Game Design: As Lecture and Practice
by Noah Falstein
(The Inspiracy)
SGS: Serious Game Design
DGDC 2006
Beyond Polyphony: Maximizing Audio on Mobile Platforms
by Brad Fuller
(Sonaural LLC)
GDC Mobile: Audio
DGDC 2006
Beyond Technology: Process Issues in Next Gen Development
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
DGDC 2006
Beyond Technology: Process Issues in Next Gen Development
by Don Daglow
(Don Daglow Interactive Entertainment)
Production
DGDC 2006
Big Brands, Small Screens
by Shalom Mann
(Loop)
GDC Mobile: Deals and Distribution
DGDC 2006
Big Screen to Game Console: Case Studies
by Nina Dobner
(Electronic Arts)
Business and Legal
DGDC 2006
Big Screen to Game Console: Case Studies
by Nina Dobner
(Electronic Arts)
Business and Legal
DGDC 2006
Bigger AND More Creative: Building a Better Developer Through M&A
by Jon Goldman
(Foundation 9 Entertainment)
Audio
DGDC 2006
Bootstrapping a Game Company in the Age of Blockbuster Budgets
by Albert Reed
(Demiurge Studios)
Audio
DGDC 2006
Brand Development for Video Games
by Oliver Wright
(SCEE)
Business and Management
DGDC 2006
Brand Development for Video Games
by Oliver Wright
(SCEE)
Business and Management
DGDC 2006
Bringing Console Quality To Mobile
by Tim Closs
(Ideaworks Labs)
GDC Mobile: Game Design
DGDC 2006
Broadening Our Idea of What Games Can Be
by Jesper Juul
(Singapore-MIT GAMBIT Game Lab)
SGS: Serious Game Design
DGDC 2006
Building a Better Battlestar
by Ronald Moore
Audio
DGDC 2006
Building a Flexible Game Engine: Abstraction, Indirection, and Orthogon...
by Tim Sweeney
(Epic Games, Inc.)
Audio
DGDC 2006
Building Community Around Pollinated Content in Spore
by Caryl Shaw
(ngmoco:))
Audio
DGDC 2006
Building Community Around Pollinated Content in Spore
by Caryl Shaw
(ngmoco:))
Audio
DGDC 2006
Building Project Gotham Racing 3: An Xbox 360 Postmortem
by Gareth Wilson
(Bizarre Creations)
Programming
DGDC 2006
Building Project Gotham Racing 3: An Xbox 360 Postmortem
by Gareth Wilson
(Bizarre Creations)
Programming
DGDC 2006
Burn Baby, Burn: Game Developers Rant
by Eric Zimmerman
(Independent)
IGDA
DGDC 2006
Business Geeks: How Leading Developers Use Strategic IT, HR, Finance, an...
by Clarinda Merripen
(Cryptic Studios)
Game Design
DGDC 2006
Business Model Case Study Blasts
by Ben Sawyer
(Digitalmill)
SGS: Business & Deals
DGDC 2006
C++ on Next-Gen Consoles: Effective Code for New Architectures
by Pete Isensee
(Microsoft)
Audio
DGDC 2006
C++ on Next-Gen Consoles: Effective Code for New Architectures
by Pete Isensee
(Microsoft)
Audio
DGDC 2006
Cameras and Vision: Giving Your Games Sight
by Antonio Haro
(Nokia Research)
GDC Mobile: Game Design
DGDC 2006
Can Serious Games Work in 45-Minutes?
by James Paul Gee
(University of Wisconsin)
SGS: Learning & Instructional Theory
DGDC 2006
Case Study of a Japanese Casual Game Community Portal
by Noriyoshi Murota
(NHN Japan, Corp.)
Production
DGDC 2006
Case Study: MSN Games Moves to Mobile
by David McMahon
(Microsoft)
GDC Mobile: Game Design
DGDC 2006
Character Rigging Best Practices
by David McMahon
(Microsoft)
Audio
DGDC 2006
Cinematic Game Design
by Marty Stoltz
(Midway Games Chicago)
Visual Arts
DGDC 2006
Cinematic Game Design
by Marty Stoltz
(Midway Games Chicago)
Visual Arts
DGDC 2006
Collada for Playstation3
by Richard Stenson
(Sony Computer Entertainment America)
Programming
DGDC 2006
Collada for Playstation3
by Richard Stenson
(Sony Computer Entertainment America)
Programming
DGDC 2006
Counter-intuitive Creative Direction
by Harvey Smith
(Arkane Studios)
Game Design
DGDC 2006
Covering All Dimensions: Developing a Mobile Game Title in 2D and 3D
by Jyri Ranki
(Sumea Interactive Ltd.)
GDC Mobile: Production
DGDC 2006
Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI
by Sage Sundi
(Square Enix)
Production
DGDC 2006
Creating a Global MMO: Balancing Cultures and Platforms in Final Fantasy XI
by Sage Sundi
(Square Enix)
Production
DGDC 2006
Creating Audio for Mobile Games
by Peter Drescher
(Twittering Machine)
GDC Mobile: Audio
DGDC 2006
Creating MMOGs for Mobile Phones
by Elina Koivisto
(Nokia Research Center)
GDC Mobile: Game Design
DGDC 2006
Creating Original Character-Based Brands and IP: A Postmortem on Johnny ...
by Teemu Kivikangas
(Ironstar Helsinki Ltd.)
GDC Mobile: Game Design
DGDC 2006
Creating Stubbs the Zombie with the Wideload Model
by Alexander Seropian
(Wideload Games)
Audio
DGDC 2006
Creating Stubbs the Zombie with the Wideload Model
by Alexander Seropian
(Wideload Games)
Audio
DGDC 2006
Creating Surround Sound Audio for Games (Cakewalk software)
by Brandon Ryan
(Intel)
Audio
DGDC 2006
Creating World-Class Graphics on the PSP
by Phil Trumbo
(Amaze Entertainment)
Audio
DGDC 2006
Creating World-Class Graphics on the PSP
by Phil Trumbo
(Amaze Entertainment)
Audio
DGDC 2006
Creating: Inventing Feature IP and Understanding Its Benefit
by Neil Young
(ngmoco:))
Production
DGDC 2006
Crowd Simulation on PS3
by Craig Reynolds
(Sony Computer Entertainment America)
Programming
DGDC 2006
Crowd Simulation on PS3
by Craig Reynolds
(Sony Computer Entertainment America)
Programming
DGDC 2006
Crowds In A Polygon Soup: Next-Gen Path Planning
by David Miles
(BabelFlux LLC)
Game Design
DGDC 2006
Crowds In A Polygon Soup: Next-Gen Path Planning
by David Miles
(BabelFlux LLC)
Game Design
DGDC 2006
Dancing with the Wind
by Graham Rhodes
(Applied Research Associates, Inc.)
Programming
DGDC 2006
Dancing with the Wind
by Graham Rhodes
(Applied Research Associates, Inc.)
Programming
DGDC 2006
Deal Points and Pitfalls in Mobile Game Development Contracts
by Steven Masur
(MasurLaw)
GDC Mobile: Deals and Distribution
DGDC 2006
Defining The Assassin: Designing Next-Gen Gameplay in Theory and in Prac...
by Jade Raymond
(Ubisoft Montreal)
Game Design
DGDC 2006
Defining the Next Generation of Real-Time Characters
by Paul Steed
(Exigent)
Visual Arts
DGDC 2006
Deploying 3D Games and Virtual Worlds in the Web Browser
by Jules Urbach
(Otoy)
Game Design
DGDC 2006
Deploying 3D Games and Virtual Worlds in the Web Browser
by Jules Urbach
(Otoy)
Game Design
DGDC 2006
Designing Tabula Rasa: Lessons from the World of MMOs
by Richard Garriott
(Ncsoft)
Game Design
DGDC 2006
Designing to Promote Intentional Play
by Clint Hocking
(LucasArts)
Game Design
DGDC 2006
Developer-Publisher Relationship Dynamics: From Creating to Distributing...
by Ricci Rukavina
(Walt Disney Internet Group)
GDC Mobile: Deals and Distribution
DGDC 2006
Developing Franchise Properties for Simultaneous Release in Comics, Game...
by Richard Leibowitz
(Union Entertainment)
Business and Management
DGDC 2006
Developing Games for Global Distribution
by Robert Nashak
(Glu Mobile)
GDC Mobile: Production