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GDC 2003 Category

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High Dynamic Range Imagery and Image-Based Lighting
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SKU#: GDC-03-131
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Managing Large Teams
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SKU#: GDC-03-123
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What Producers Should Know About Audio
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SKU#: GDC-03-096
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Description: Panel

Neverwinter Nights Client/Server Postmortem
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SKU#: GDC-03-011
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Great Game Graphics... Who Cares
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SKU#: GDC-03-149
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Enabling Data Driven Design Tuning via Existing Tools
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SKU#: GDC-03-148
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Control Where it Belongs: Latest Generation Audio Development for Xbox
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SKU#: GDC-03-147
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The Good and the Bad: A Second Chance
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SKU#: GDC-03-143
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Little to Big: What Changes?
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SKU#: GDC-03-141
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Interactive Mixing
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SKU#: GDC-03-140
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Aural Subjectivity: A Personal Perspective
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SKU#: GDC-03-139
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Maintaining Creative Focus and Building Blockbusters
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SKU#: GDC-03-138
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Sequels and Adaptations: Design Innovation in a Risk-Averse World
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SKU#: GDC-03-137
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Description: Keynote

Applying the Lessons Learned from Korea and Lineage to Today's and Tomorrow's Online Games
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SKU#: GDC-03-136
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Description: Keynote

Five Physics Simulators for a Human Body
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SKU#: GDC-03-134
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Designing a Portable Shader Library for Current and Future API’s
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SKU#: GDC-03-133
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Korea, Where Multiplayer Gaming is King
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SKU#: GDC-03-132
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Fast Proximity Queries for Large Game Environments
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SKU#: GDC-03-130
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The Puzzlemaker’s Survival Kit: Principles, Case Studies and Design Process
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SKU#: GDC-03-129
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Squeezing Every Last Drop Out of the PlayStation 2
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SKU#: GDC-03-126
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Temptation and Consequence: Dilemmas in Videogames
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SKU#: GDC-03-125
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Automated Testing of Massively Multiplayer Games: Lessons Learned from The Sims Online
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SKU#: GDC-03-124
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Creating a Cinematic Game Experience
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SKU#: GDC-03-122
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Scaling the Software Development Process: Lessons Learned From The Sims Online
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SKU#: GDC-03-121
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Game Audio : Coding Vs. Aesthetics
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SKU#: GDC-03-120
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