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Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Programming Category

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3D in 3D: Rendering Anaglyph Stereographics in Real-time
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SKU#: GDC07-3729
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Description: This presentation covers the technical details for implementing anaglyph (red/cyan) stereographic images in real-time. Besides covering the basics of stereo photography, the talk also digs deep into the myriad of small issues that can mar stereographic images that are rendered in real-time for consumer display hardware.

Dragged Kicking and Screaming: Source Multicore
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SKU#: GDC07-3728
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Description: This session examines the process of upgrading Valve's Source Engine to take advantage of multiple cores. The speaker will analyze the experiments, infrastructure, and tools involved in moving a mature code base onto contemporary PC and console hardware. The talk explores successes and failures along the way to creating an efficient and easy to use multithreaded engine from an established single threaded base.

3D Tricks: Engineering Innovation on the Nintendo DS
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SKU#: GDC07-3727
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Description: Maximize the visual impact of your Nintendo DS game! Find out how Vicarious Visions effectively utilized the Nintendo DS hardware on games such as OVER THE HEDGE and TONY HAWK'S DOWNHILL JAM, and learn tricks to overcome the constraints and create fantastic 3D graphics.

Designing Revolutionary Controls
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SKU#: GDC07-3723
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Description: The arrival of accelerometer-based controllers in gaming creates a host of new design challenges for developers. This presentation explores the challenges faced during the development of MARVEL ULTIMATE ALLIANCE for the Wii launch, and the solutions used to create the final product.

Sort-Independent Alpha Blending
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SKU#: GDC07-3721
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Description: Alpha blending has always been a fundamental problem in computer graphics. For correct alpha blending, everything needs to be sorted to render from far to near. Sorting a complex scene can be very time consuming. This paper describes a solution which overcomes this problem. Using modern graphics hardware, we can achieve correct alpha blending without the need to sort.

TR1: C++ on the Move
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SKU#: GDC07-3720
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Description: TR1 is Technical Report 1, a specification of new extensions proposed for the C++ Standard Library. If you're a game developer, there's lots of yummy goodness in TR1, including super-fast hashed containers and smart pointers. Once you throw in other tasty morsels like function objects, type traits and random number generation, TR1 is pretty hard to ignore. This talk covers the aspects of TR1 most relevant to game programming, providing examples and performance analysis.

The Shader Design Tool: Radical's Collaborative Approach to Shader Development
Price:$7.95

SKU#: GDC07-3715
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Description: This course will describe an approach to efficiently develop shaders for modern graphics hardware. The talk will focus on the Shader Design Tool, Radical's graphical shader authoring environment that enables artists and graphics programmers to collaborate on shader development.

Skinning with Dual Quaternions
Price:$7.95

SKU#: GDC07-3712
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Description: Classical quaternions are a well-established tool in game programming. This presentation reveals the potential of the more general dual quaternions. To demonstrate their power, we show how easily the infamous candy wrapper artifacts in character skinning can be solved with dual quaternions in under one hour of programming.

Shared Technology at Rare: Good and Bad
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SKU#: GDC07-3711
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Description: This session describes how shared technology has evolved at Rare. We present a brief history of game development at Rare and describe how Rare has used shared technology--not always successfully--to meet the challenges of next-gen development.

Automatic Generation of Dynamics Models
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SKU#: GDC07-3706
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Description: This lecture presents algorithms and tools to perform approximate convex decomposition, rag doll generation, automatic skeletal extraction, pre-fracture and soft-body models from raw graphics data suitable for real-time simulation.

Sphere Maps With the Near-equal Solid-angle Property
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SKU#: GDC07-3702
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Description: This lecture introduces three sphere maps with the near-equal solid-angle property. In general, they could boost storage efficiency by sampling the sphere more evenly and may enable high computational efficiency by safely ignoring solid-angles. Furthermore, the three maps allow users to quickly locate sample points due to simple computation. In this presentation, we provide the mathematical details and the hardwired implementations, and finally discuss their pros and cons.

CELL: A New Platform for Digital Entertainment
Price:$5.95

SKU#: GDC-05-145
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Description: Lecture

The Age of Empires 3 Graphics Engine
Price:$5.95

SKU#: GDC-05-143
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A Case for Message Passing Architectures
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SKU#: GDC-05-138
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Recreating the LAN Party Online: The Networking and Social Infrastructure of Halo 2
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SKU#: GDC-05-135
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Scripting and Sims2: Coding the Psychology of Little People
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SKU#: GDC-05-131
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Why You Should Have Paid Attention in Multivariable Calculus
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SKU#: GDC-05-129
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Spider-man 2 DS Launch: Double the Screens! Half the Dev Cycle
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SKU#: GDC-05-128
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Killzone’s AI : Dynamic Procedural Combat Tactics
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SKU#: GDC-05-126
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Numerical robustness for geometric calculations
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SKU#: GDC-05-117
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Moving Beyond Ragdolls: Generating Versatile Human Behaviors by Combining Motion Capture and Controlled Physical Simulation
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SKU#: GDC-05-116
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Description: Lecture

An Orwellian approach to AI architecture
Price:$5.95

SKU#: GDC-05-115
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Description: Lecture

The Picture Worth a Thousand Bugs: A System for Rigging Complex Game Missions
Price:$5.95

SKU#: GDC-05-114
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Managing Complexity in the Halo 2 AI System
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SKU#: GDC-05-112
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Gameplay Moves Forward into the 21st Century
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SKU#: GDC-05-097
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