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GameDevelopers Conference
21/01/2002

March 19-23, 2002
Expo: March 21-23, 2002
San Jose, CA


Make better games
Learn directly applicable techniques in the core disciplines of game development.

Tracks:
Visual Arts
Game Design
Programming
Audio
Business & Legal
Level Design
Production

Conference highlights

• Cinematic Lighting for 3D Graphics
Jeremy Birn, render3d.com
• Episodic Entertainment: Viva La Evolution!
Neil Young, Electronic Arts
• Fur Using Shells and Fins
Jerome E. Lengyel, Microsoft Research
• The Game Design of VIB RIBBON 2
Masaya Matsuura, creator, PARAPPA THE RAPPER
• Games with Collectible Components
Richard Garfield, Wizards of the Coast
• Global IP Protection and Anti-Piracy Techniques
Chris Chapin, Electronic Arts
• High Dynamic Range Imagery and Image-Based Lighting
Paul Debevec, USC Institute for Creative Technologies
• The Making of SHREK
Nick Walker, PDI/Dreamworks
• Manhattan as Muse: New York City as a Conceptual Tool
Duncan Brown, ZenLux
• Maximizing DMA Bandwidth on the PlayStation2
Greg Omi, Naughty Dog
• Mobile Phone Games: Where Are They Now and Where Are They Going?
Ian Baverstock, Kuju Entertainment
• Patents: Are Things Getting Better?
Tim Wu, Riverstone Networks
• Quality or Death: How the Business Model and Player Psychology Collide in For-Pay Online Games
Eric Todd, Maxis
• REZ: The Synesthesia that Games Invite
Tetsuya Mizuguchi, creator, SPACE CHANNEL 5
• SEAMAN: The Case for Eccentric Title Making
Yoot Saito, Vivarium
• This Is Not a Game: A Discussion of the Creation of the AI Web Experience
Elan Lee & Jordan Weisman, Microsoft
• Toss it in the Blender: Nonlinear Animation for Games
Steve Theodore, Valve Software
• Vector Units and Quaternions
Jim Van Verth, Red Storm Entertainment
• What Worked: 10 Detailed Examples of Successful Character Action Design
Mark Cerny, Cerny Games
• When Maps Collide: A Conversation with
Will Wright and Scott McCloud
• Wireless Game Design Review
David Collier, PacketVideo

www.gdconf.com














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