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Casual Games Summit
Game Outsourcing Summit
IGDA
Independent Games Summit
Serious Games Summit
Worlds in Motion Summit


Hands down, the GDC is my favorite gaming related conference in the world.

- 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
Katherine Isbister (Stanford)
http://www.katherineinterface.com/isbister_gdc_2004.htm

Accurate Prediction and Other Organizational Myths
Starr Long (NCsoft)
Download Powerpoint / Download Word Document / Download PDF Part 1 / Download PDF Part 2

Adding Spherical Harmonic Lighting to the Sushi Engine
Christopher Oats (ATI Research)
Download PDF

Advanced OpenGL Tutorial
Rob Mace (ATI)
Download Powerpoint

Advanced Real-Time Reflectance
Naty Hoffman (Naughty Dog)
Download Word Document / Download PDF / Download Powerpoint

Advanced Visual Effects with Direct3D
Shawn Hargreaves (Climax)
Download PDF

AI and Design: How AI Enables Designers
Brian Reynolds (Big Huge Games)
Download Powerpoint / Download Word Document

AI in Computer Games Roundtables and Interactive Discussion
Neil Kirby (Bell Laboratories)
Download Word Document

AI in Computer Games Roundtables and Interactive Discussion
Eric Dybsand (2015, Inc.)
Download Word Document

AI Interface Standards: Open Beta
Alexander Nareyek (Cork Constraint Computation Centre)
Download Word Document

Anatomy of a 2D Side-Scroller
Luis Barriga (Vicarious Visions)
Download Powerpoint Slideshow / Download Powerpoint

A Road Map for Peace: Redefining the Publisher- Developer Relationship
Joe Minton (Cyberlore)
Download Powerpoint 1 / Download Powerpoint 2 / Download PDF / Download Word Document

Artist Management in a Small Games Company
Di Davies (Vicarious Visions)
Download Powerpoint / Download PDF

Art Management for Artists
Doug Oglesby (Red Storm)
Download Word Document

Audio Asset Management for Large Projects
David Chan (Bioware)
Download Powerpoint

Audio Concepts in Plain English: 3D and I3DL2
Scott Selfon (Microsoft)
Download Powerpoint

Beyond Finite State Machines: Managing Complex, Intermixing Behavior Hierarchies
Michael Mateas (Georgia Institute of Technology)
Download Powerpoint

Beyond Fun: Setting Aesthetic Goals and Sticking to Them
Tim Stellmach (Vicarious Visions)
Download Powerpoint

Beyond Fun: Setting Aesthetic Goals and Sticking to Them
Craig Derrick (Vicarious Visions)
Download Word Document

Building a Million Particle System
Lutz Latta (Massive Development)
Download PDF 1 / Download PDF 2

Building Big Licensed Games with Big Teams
Don Daglow (Stormfront Studios)
Download Word Document

Character Rigger's Cookbook
Stephen Theodore (Rad Game Tools)
http://www.radgametools.com/cookbook/cookbook%20final.html

Common C++ Performance Mistakes in Games
Pete Isensee (Xbox Advanced Technology Group)
Download Powerpoint

Creating Water and Fluid Effects For Video Games
Susie Green (Artist)
Download Powerpoint

Cross Platform User Interface Development
Rob Caminos (Vicarious Visions)
Download Word Document / Download Powerpoint

Deferred Shading on DX9 Class Hardware and the Xbox
Matt Pritchard (Ensemble Studios)
Download Powerpoint

Deferred Shading on DX9 Class Hardware and the Xbox
Rich Geldreich (Blank Cartridge)
Download Powerpoint

Destruction on a Diet
John Crocker (Incog Inc.)
Download Powerpoint

Developing and Mastering 36 Different SKU's of One Title Simultaneously for the PS2 & Xbox
Gavin Cheshire (Codemasters)
Download Powerpoint

Developing Wireless Location-Based Games
Jay Aguilar (Dir. of Engineering, DASC, Inc.)
Download Zip

Doing Business with Europe: A Survivor's Guide
Vincent Scheurer (Osborne Clarke)
Download Powerpoint

Everything You Need to Know to Make Money in Coin-Op
Elaine Hodgson (Incredible Technologies)
Download Word Document

Experimental Gameplay Workshop
Keita Takahashi (Namco)
Download Zip / Website / Speech Description

Fast Yet Realistic Deformation and Fracture
James O'Brien (University of California - Berkeley)
Download Powerpoint / Download PDF Part 1 / Download PDF Part 2 / Download PDF Part 3 / Download PDF Part 4

Follow The Money: Understanding Console Publishers
Bill Swartz (Mastiff Games)
Download Powerpoint

Game Mobility Requires Code Portability
Guido Henkel (G3 Studios)
Download Powerpoint / Download PDF

Game Soundtracks: Structuring Your Deal Like the Movies
Jim Charne (Lawyer, Law Offices James I Charne)
Download Powerpoint

Growing a Dedicated Tools Programming Team: From Baldur's Gate to Star Wars: Knights of the Republic
Don Moar (Bioware)
Download Word Document

High Dynamic Range Lighting
Paul Debevec (USC)
Download PDF

How to Get More Coverage for Your Company and Titles
Sue Bohle (The Bohle Company)
Download Powerpoint

Human Resources Forum: Trends and Directions
Clarinda Merripen (Cyberlore Studios)
Download Word

IGDA Quality of Life White Paper Unveiling
Scott Bonds (IGDA)
Download Powerpoint

Integrating Physics into a Modern Game Engine
Brandon Moro (Nihilistic Software)
Download Zip

Island Thunder and Raven Shield: Creating Believable Stories for Realistic Games
Richard Dansky (Red Storm)
Download Powerpoint

Learning by Design: Games as Learning Machines
James Paul Gee (University of Wisconsin-Madison)
Download Word Document / Download PDF

Less is More? Design for Mobile Games
Jim Blackhurst (Hailstorm)
Download Word Document

Long-Term Career Strategies: Advance to the Next Level!
Ellen Beeman (Monolith)
Download Word Document

Lua in the Gaming Industry
Jonathan Burns (Microsoft Game Studios)
Download Word Document

Make Better Criticism: A Mature Form of Cultural Analysis
Matteo Bittanti (European Institute of Design, Milan)
Download Powerpoint

Managing the Hydra: Successfully Running Multiple Projects in a Videogame Studio
Greg Zeschuk (Bioware)
Download Word Document / Download Powerpoint

Massively-Multiplayer Engineering
Jeff Johnson (Turbine)
Download Word Document

Master Your Game's Domain: Data-Driven Asset Management
Rick Holtrop (NCsoft)
Download Powerpoint

Minefields in Videogame Intellectual Property Protection
Steven Rubin (Law Office of Stephen Rubin)
Download Word Document

MMO Communities: Fans and Flames
Kevin O'Hara (Sony Online Entertainment)
Download Word Document

Motion Capture-driven Simulation for Characters
Victor Zordan (University of California - Riverside)
Download Zip

Motion Synthesis
Okan Arikan (Graduate Student)
Download PDF Part 1 / Download PDF Part 2

Multiplayer Tricks of the Trade
Dave Weinstein (Red Storm)
Download Word Document

Music Licensing for Videogames: How Popular Music and Artists Can Make Games Pop
Keith D'Arcy (EMI Music Publishing)
Download Word Document / Download PDF

Newbie Artists Group Gathering
Marc Mencher (GameRecruiter.com)
Download PDF

Newbie Designers Group Gathering
Marc Mencher (GameRecruiter.com)
Download PDF

Newbie Programmers Group Gathering
Marc Mencher (GameRecruiter.com)
Download PDF

Outdoor Jungle Vegetation: Battlefield Vietnam
Riccard Linde (Digital Illusions Canada)
Download Powerpoint

Practical Game Theories: Academics Fragging Developers
Gonzalo Frasca (IT University Copenhagen )
Download Word Document

Practical Implementation of High Dynamic Range Rendering
Masaki Kawase
Download Zip

Practical Physics for Articulated Characters
Vangelis Kokkevis (Sony Computer Entertainment America)
Download PDF

Practical Shadows: Out of the Demo and Into the Engine
Tom Forsyth (Muckyfoot Productions)
Download Zip

Procedural Shaders: A Feature Animation Perspective
David Hart (PDI/Dreamworks)
Download PDF

Producing Motion Capture and Animation
Jarrod Phillips (House of Moves, Motion Capture)
Download Powerpoint / Download Zip

Quality of Life: The Next Step
Francois Dominic Laramée (Freelance)
Download Word Document

Realistic and Fast Cloud Rendering in Computer Games
Niniane Wang (Google)
Download Powerpoint / Download PDF / Download Zip

Real-Time Global Illumination
Eskil Steenberg (Quel Solaar)
Download PDF

Real World Multi-Threading in PC Games
Aaron Coday (Intel)
Download Zip

Re-awakening a Classic: Prince of Persia: A Case Study
Yannis Mallat (Ubi Soft)
Download Powerpoint / Download Zip

Requirements for a Next Generation Massively Multiplayer Online Game
Gordon Walton
Download Powerpoint

Reusing Shading for Interactive Global Illumination
Bruce Walter (Cornell University)
Download Powerpoint

Revisiting the Standard Joint Hierarchy: Improving Realistic Modeling of Articulated Characters
Victor Ng-Thow-Hing (Honda Research Institute)
Download Word Document / Download Zip

Secrets of Successful Indie Developers
Steve Pavlina (Dexterity Software)
Download Word Document

Serious Games Summit
Michael Zyda (The MOVES Institute)
Download PDF

Seven Years of Max Payne
Markus Maki (Remedy Entertainment)
Download Powerpoint

Spare No Expense: Starbucks and Aeron Chairs for Everyone
Mike McShaffry (Ion Storm)
Download Zip / Download Powerpoint

The Challenge for New Ideas in Online Console Gaming
Shekhar Dhupelia (Midway)
Download Word Document

The Civilization Series: How to Maintain a Successful Franchise
Soren Johnson (Firaxis)
Download Zip

The Collection and Applications of Metrics in an MMP Game: Lessons Learned from The Sims Online
Larry Mellon (Electronic Arts - Maxis Studio)
Download Powerpoint 1 / Download Powerpoint 2

The Easy Route To Console Online
Shawn Hargreaves (Climax)
Download Powerpoint / Download PDF

The End Game: How Top Developers Sold Their Studios
Dan Rogers (BizDev, Inc.)
Download Word Document

The Full Spectrum Warrior Camera System
John Giors (Pandemic Studios, LLC)
Download Word Document / Download PDF / Download Powerpoint

The Hobbit: A Case Study
Marc Schaefgen (Inevitable Entertainment)
Download Powerpoint / Download Word Document

The Impact of Middleware Technologies on Your Game Development
Julien Merceron (Ubi Soft)
Download Powerpoint / Download PDF

The Interesting Thing About Bishops: Simulation Boundaries in Splinter Cell
Clint Hocking (Ubisoft)
Download Powerpoint / Download Word Document

The Interface: How to Create an Effective Audio Schedule
Alex Brandon (Ion Storm)
Download Powerpoint

The I-Spy Book of Developer Contract Law
Darren Jobling (Eutechnyx Limited)
Download Powerpoint

The Making of the Official Counter-Strike Bot
Michael Booth (Turtle Rock Studios)
Download Zip

The Orchestral Music Score for Games: Union Versus Non Union Costs
Michael Conway Baker (Evocation Publishing/The Pacific Philharmonic)
Download Zip

The Secret of Pac-Man's Success: Making Fun First
Toru Iwatani (Namco)
Download Powerpoint

The State of Non-Linear Audio for Interactive Media
Chris Grigg (Control-G)
Download PDF

The State of the Web and Downloadable Games Industry: A 2004 IGDA Online Games White Paper
Greg Mills (AOL Time Warner)
Download Word Document / Download PDF

The Virtual and Mixed Media Orchestra for Game Music
Doyle Donehoo (Radar Music)
Download Word Document

The Virtual and Mixed Media Orchestra for Game Music
Maarten Spruijt (Composer)
Download Zip

The Well-Fed Freelancer: A Survival Guide in 24 Easy Lessons
Francois Dominic Laramée (Freelance)
Download Powerpoint

Tips & Tricks for UV Mapping
Renier Banninga (Streamline Studios)
Download Word Document

Understanding the Elements of Employee Compensation
Peter H Friedman (CPA)
Download Word Document / Download Powerpoint

Using External Contractors Effectively
Marc Aubanel (Electronic Arts)
Download Powerpoint

Using Verlet Integration and Constraints in a Six Degree of Freedom Rigid Body Physics Simulation
Rick Baltman (Rainbow Studios)
Download PDF / Download Word Document / Download Powerpoint

What to Do When it All Goes to Hell: Lessons Learned Shutting Down a Game Studio
James Gwertzman (Sprout Games)
Download Powerpoint 1 / Download Powerpoint 2

Why We Play Games: The Four Keys to Player Experience
Nicole Lazzaro (XEODesign)
Download Word Document / Download Powerpoint

Winning the Race Against Pirates And Crackers: Next Generation Copy Protection
Erik Simon (Sunflowers Interactive Entertainment Software)
Download Powerpoint / Download PDF

Zoological Gardens: The Science of Creature Design
Ian Klimon (TimeGate Studios)
Download Powerpoint

 

GDC Mobile 2004 Speaker Slides

Audio Director to the Rescue
Andrew Boyd (Stormfront Studios)
Download Powerpoint

Game Design Case Studies: Made-for-the-Medium Original Titles
Lasse Seppänen (Sumea Interactive)
Download Powerpoint

Game Design Case Studies: Made-for-the-Medium Original Titles
Sami Lahtinen (Mr. Goodliving - Finland)
Download Zip

MIG China Limited
Xin Wang (MIG China)
Download Powerpoint

Minefields in Videogame Intellectual Property Protection
Stephen Rubin (Law Office of Stephen Rubin )
Download Powerpoint

Mobile Games in the Asia-Pacific Region
Vishal Gondal (IndiaGames)
Download Powerpoint

Mobile Games in the Asia-Pacific Region
Stefan Rust (Sun Microsystems)
Download PDF

Problems in Developing Multiplayer Mobile Games: Technical and Architecture Considerations for Superior Game Play
Aleta Ricciardi (Kayak Interactive)
Download Powerpoint

The Network is the Game: Social Trends in Mobile Entertainment
Amy Jo Kim (SocialDesigner.net)
Download Powerpoint

Tomb Raider: Game Design Case Study
Glenn Broadway (IOMO)
Download Zip (Powerpoint) / Download Zip (Word)

 

Please see below for highlighted sessions within each Track:

Audio Track

Audio Boot Camp

Scott Selfon, Microsoft
Dave Ranyard, SCEE
Creating More Original, Unique Music for Games Greg O'Connor-Read, Music4Games
Business & Management Track
How Casual Games Will Kill the Console (And Why That's a Good Thing) John Welch, PlayFirst
IP - Creating it, Using it, and Keeping It S. Gregory Boyd, Kenyon and Kenyon
Game Design Track
The Four Most Important Emotions of Game Design Nicole Lazzaro, XEODesign, Inc.
Designing Gears of War: Iteration Wins Cliff Bleszinski, Epic Games
IGDA Track
Burning Mad: Game Publishers Rant Eric Zimmerman, Gamelab
Producing Quality of Life: The Producer's Responsibility Heather Chandler, Media Sunshine
Production Track
From the Frontline of Outsourcing: The Lessons Never End Kristine Coco, Midway
Taking Control of Your Middleware Ross O'Dwyer, Havok
Programming Track
Shared Technology at Rare: Good and Bad Tom Grove, Rare Ltd.
Designing Revolutionary Controls Jesse Raymond, Vicarious Visions
Mike Chrzanowski, Vicarious Visions
Vision Track
Superfriends: Establishing a Solid Working Relationship Between Licensor and Licensee John Blakely , Sony Online Ent.
Jim Lee , DC Comics
The Metagame: A Battle of Videogame Smarts Eric Zimmerman, Gamelab
Frank Lantz, area/code
Visual Arts Track
The Creation of Saint's Row's Open World Cityscape: Stilwater Kenny Thompson, Volition
Jason Hayes, Volition
Cross Application Asset Creation for Lair: From Characters to Clouds Mark Teare, Factor 5