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The following are individual reports of the various
roundtable that occurred at the Computer Game Developers' Conference in
1997 and 1998.
Better
Sound Design by James Ackley
Multiple
Intelligences and Killer Game Engines Collide by James Ackley
Whither
(or Wither) War Games by Mark Baldwin
Premises
in Story Games by Hal Barwood
FX
vs. Game Content: When is Great Technology Not Enough by James Daniel
Artificial
Intelligence Moderator's Report by Eric
Dybsand
Babes
in Boyland: Exploding Myths About Women in the Gaming Industry by
Melissa A. Farmer
Fascist
Game Design by Anthony Farmer
We
Have No Lives: RPGs, Players, and the Future by Tom Hall and Warren
Spector
Artificial
Intelligence Moderator's Report by Neil Kirby
The
Relationship with the Publisher: How to Handle the Master without Becoming
the Slave by Joe Minton
The
Problems of Puzzle Game Design by Alexey Pajitnov
Artists
vs. Programmers 1998 by Lane Roathe and Chris Fregien
The
Future of Strategy Games by Phil Steinmeyer
Scalable
Geometry Roundtable by John Talley
Designing
Multiplayer Console Games by Steve Taylor
"The
Console RPG Aftermath" by Gabriel Valencia
Artificial
Intelligence Moderator's Report by Steven Woodcock
GDC
1997
Whither
(or Wither) War Games by Mark Baldwin
Puzzles
in Story Games by Hal Barwood
Producer's
Forum by Bob Bates
Database
Development for Real-Time 3D Games by Gjon Camaj
How
to Screw Up a Perfectly Good Production by Heather Chirtea
Artificial
Intelligence in Computer Games: Report #1 by Eric Dybsand
New
Worlds, New Paradigms: The Frontier of Multiplayer Zero-Sum Entertainment
by Sean Patrick Fannon
What
Happened to RPGs? by Anthony Farmer
Geeks
vs. Suits, 3.0 by Anthony Farmer
Real-Time
3D Modeling by Evan Fisher and Jordi Davis
What
Do Female Game Players Really Want? by Annie Fox
"Relevant"
Music Scoring of Next-Generation Games by Rich Goldman
The
IA-SIG Audio Forum by Rudy Helm and Ron Hubbard
3D
Accelerators, One Year After by Brian Hook
Electronic
Rights by Curtis E. A. Karnow
Artificial
Intelligence in Computer Games: Report #2 by Neil Kirby
Art
Tools and Techniques by Denis Loubet
Environment
vs. The Game: Is the Medium or the Content What Keeps Them? by Susan
Manley and Jim Stern
Artists
vs. Programmers by Dave Menconi
Business
Models for On-Line Games by R. Kirk Owen
Getting
Into the Game Industry by Darren Reid
Designing
Games for 3D Audio by Brian Schmidt
"Why
Won't They Tell Me What They Want?": Real World Communication Between
Musician and Producer by David B. Schultz
Visceral
Gaming: Should We Be Afraid? by Paul C. Schuytema
Interactive
Writing Forum by Lee Sheldon
Choosing
an Authoring Tool by Jamie Siglar
The
Future of Strategy Games by Phil Steinmeyer
The
Real Design: From Design Spec to Product by Christopher Thompson
Windows
95: Stories from the Trenches by Jack Thornton
Original
Content: R&D for the Next Breakthrough Title by Larry Tuch
Multiplayer
Games by Carrie Washburn
Designing
for Community: How to Cope with Problem Children of the On-Line World
by Dave Weinstein
Artificial
Intelligence in Computer Games: Report #3 by Steven Woodcock
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