(103) Advanced Visual Effects with Direct3D
by Holger Gruen
(AMD GmbH)
Programming
(205) Normal Mapping Industry Survey
by Richard Diamant
(Naughty Dog Inc.)
Visual Arts
(205) Normal Mapping Industry Survey
by Richard Diamant
(Naughty Dog Inc.)
Visual Arts
(205) Normal Mapping Industry Survey
by Richard Diamant
(Naughty Dog Inc.)
Visual Arts
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(206) Studies of Threading Successes in Popular PC Games and Engines
by Brad Werth
(Intel)
Programming
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
(303) Casual Games Summit
by Steve Meretzky
(Playdom)
Business and Management
10 in 20: Ten Keys to Designing for IPs
by Timothy Longo
(Crystal Dynamics)
Game Design
10 Tips for a Successful Wiki
by James Everett
Game Design
10th Annual Independent Games Festival Awards
Audio
8th Annual Game Developers Choice Awards
Game Design
A PORTAL Post-Mortem: Integrating Writing and Design
by Erik Wolpaw
(Valve)
Game Design
A Survey of Font Rendering Techniques
by Cameron Egbert
(Microsoft)
Programming
Adventures in Data Compilation and Scripting for UNCHARTED: DRAKE'S FORTUNE
by Dan Liebgold
(Naughty Dog, Inc.)
Programming
An Agile Retrospective
by Clinton Keith
(Clinton Keith Consulting)
Production
Automatic Audio in Frostbite
by David Mollerstedt
(EA Digital Illusions CE AB)
Audio
Better Tools for Sound Designers on PlayStation 3 Through Open-Architect...
by Michael Kelly
(Sony Computer Entertain... Europe)
Audio
Beyond Printf: Debugging Graphics Through Tools
by Karen Stevens
(Microsoft Corporation)
Programming
Censorship of Game Content - A Report from the Trenches
by Lawrence Walters
(Weston, Garrou, Walters & Mooney)
Business and Management
Chills and Thrills: Undefined Behavior in C++
by Pete Isensee
(Microsoft)
Programming
Collaborative Writing and Vast Narratives: Principles, Processes, and Ge...
by Ken Rolston
(Big Huge Games)
Game Design
Composer Challenge GDC 2008
by Charlie Malone
(Supernova Sound)
Audio
Composer Challenge GDC 2008
by Charlie Malone
(Supernova Sound)
Audio
Creating a Character in DRAKE'S FORTUNE
by Christian Gyrling
(Naughty Dog Inc.)
Programming
Creating Scalable and Dynamic Graphics for WORLD IN CONFLICT
by Rodrigo Cortes
(Massive Entertain...)
Visual Arts
CRYSIS in the Making
by Bernd Diemer
(Crytek Hungary)
Game Design
CRYSIS Next-Gen Effects
by Tiago Sousa
(Crytek)
Programming
Designing and Implementing a Dynamic Camera System
by Phil Wilkins
(SCEA Santa Monica)
Programming
Development - SUPER SMASH BROS. BRAWL
by Masahiro Sakurai
(Sora Ltd.)
Game Design
Dialog Production for BioWare's Mass Effect: Lessons Learned and Future ...
by Mac Walters
(BioWare)
Audio
DINER DASH: HOMETOWN HERO Postmortem: Where Casual Games Meet Virtual Wo...
by Kenny Shea Dinkin
(Independent)
Game Design
Don't Mess with Great Gameplay! How WIPEOUT Innovated on PSP
by Clark Davies
Game Design
Dynamic Performance Profiling of C++ Code
by Kim Steen Riber
(Deadline Games)
Programming
Dynamic Zone Emitters: Improved Spatialization of Large Regions
by Bryan Pearson
(Treyarch)
Audio
E Pluribus Unum: Matchmaking in HALO 3
by Chris Butcher
(Bungie Studios)
Game Design
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
Environment Design in HALO 3
by Mike Zak
(Bungie Studios)
Visual Arts
FABLE 2 - The Big Three Features Revealed
by Peter Molyneux
(Lionhead Studios)
Game Design
Fast Water Simulation for Games Using Height Fields
by Matthias M'ller-Fischer
(AGEIA)
Programming
Game Design Based on Micro-Transactions in Online Games
by Taiyoung Ryu
(University of Southern California)
Game Design
Game Studies Download 3.0
by Mia Consalvo
(MIT, Comparative Media Studies)
Game Design
HALO vs. Facebook: The Emotions that Drive Play
by Nicole Lazzaro
(XEODesign)
Game Design
How to Break All Rules and yet Make a 90+ Game
by Petter Sydow
(Massive Entertain...)
Production
How to Create an Industry: The Making of the Brown Box and PONG
by Ralph H. Baer
Game Design
How to Go from PC to Console Development without Shooting Yourself in th...
by Elan Ruskin
(Valve)
Programming
How to Pick a Lock: Creating Intuitive, Immersive Minigames
by Kent Hudson
(LucasArts)
Game Design
I-fi: Immersive Fidelity in Game Design
by Clint Hocking
(LucasArts)
Game Design
Implementing Ragdoll Physics on the Nintendo DS
by Eric Brown
Programming
Innovative Touch Screen Controls – SPIDER-MAN 3 DS Postmortem
by Muhammad Ahmed
(Vicarious Visions)
Game Design
Insomniac's SPU Programming Practices
by Mike Acton
(Insomniac Games)
Programming
Internal & Outsourcer Management Of Tools & Pipelines
by Brendan Holloway
Visual Arts
Life on the Bungie Farm: Fun Things to Do with 180 Servers and 350 Proce...
by Sean Shypula
(Bungie Studios)
Programming
Lighting and Material of HALO 3
by Hao Chen
(Bungie Studios)
Programming
Lightmap Compression in HALO 3
by Yaohua Hu
(Bungie Studios)
Programming
Lightmap Compression in HALO 3
by Yaohua Hu
(Bungie Studios)
Programming
Managing Copyright Issues in Videogames and Virtual Worlds
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management
Mashups, Mods & Machinima:
Who Owns the Rights to Your Blood, Sweat & Tears
by Sean Kane
(Pillsbury Winthrop Shaw Pittman LLP)
Business and Management