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GDC 2001 Category

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Using Pixel and Vertex Shaders in 3D Studio Max 4
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SKU#: GDC-01-168
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Tools of the Trade: The Changing Nature of Design Tools
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SKU#: GDC-01-167
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That Extra Dimension: Differences in Thinking Between 2D and 3D Animators
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SKU#: GDC-01-166
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Taking the Mental out of Environmental: Building a Beautiful World Without Going Crazy
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SKU#: GDC-01-165
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Scripting for Artists
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SKU#: GDC-01-164
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Rendering the Silver Screen: Using and Creating Machinima Cutscenes in Games
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SKU#: GDC-01-163
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Realistic Inverse Kinematics: Set-Up and Techniques
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SKU#: GDC-01-162
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Questions Artists Should Ask Programmers
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SKU#: GDC-01-161
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Modeling High Poly Characters for Realtime
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SKU#: GDC-01-160
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Graphical Interface Design: Design Basics
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SKU#: GDC-01-159
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From PC to TV
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SKU#: GDC-01-158
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Exorcising Satan's Rotoscope: Motion Capture from an Animator`s Perspective
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SKU#: GDC-01-155
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Dealing with Artistic Limitations as a 3D Game Artist. PC vs. Consoles
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SKU#: GDC-01-154
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Creating Textures for Real-Time Games
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SKU#: GDC-01-153
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Content Acquisition for Levels in The Getaway: London Wasn`t Built in a Day
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SKU#: GDC-01-152
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Character Design, Sketching, and Painting
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SKU#: GDC-01-151
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Art Creation for a PlayStation 2 Launch Title - The Ups and Downs of Summoner
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SKU#: GDC-01-149
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Aesthetics Beyond Techology: Nonphotorealistic Rendering Art Styles
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SKU#: GDC-01-148
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Why are you Writing Games with a 15 year old Programming Language?
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SKU#: GDC-01-145
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What Happened to My Colors? Displaying Console Computer Graphics on a Television
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SKU#: GDC-01-144
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Using Windows To Create Palm Games
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SKU#: GDC-01-143
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Those Darned Sims: What Makes Them Tick?
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SKU#: GDC-01-142
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The Mysteries of Multiplatform: Developing on Console and PC
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SKU#: GDC-01-141
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The Basics of Team AI
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SKU#: GDC-01-140
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Terrain Reasoning for 3D Action Games
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SKU#: GDC-01-138
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