GDC Europe 2003
Slides and Papers:
GDC 2003: Designing Original Games Based On Licensed Properties by Chris Charla [03.08.03] Despite their generally bad reputation, licenses are here to stay. In this article, Charla explains some of the disadvantages and advantages of using licensed properties, and how to evaluate a potential license and licensor to determine if it's something you want to work on. He also goes over some rules for successfully designing licensed games, the potential pitfalls of licensed development, and some of the opportunities to turn a license to your advantage.
GDC 2003: Porting a PS2centric Game to the Xbox: A Case Study of State of Emergency by Peter Brace and Jonathan Dobson [03.07.03] State of Emergency (SOE) was developed as a PS2 game; the underlying rendering and animation technology consists of over 5000 lines of hand written vector unit assembly code. The biggest hurdle to overcome was the fact the entire game was built around code that was hand-tuned to derive the maximum performance from the PS2 architecture. This article describes the challenges that were encountered when porting SOE from the PlayStation 2 to the Xbox. This article shows that the approach taken was to develop a very specialized Xbox rendering engine that was optimized to perform extremely well in areas of the engine that had relied on the high-performance of specific PS2 hardware. In particular, the code that previously had utilized the vector unit processors.
GDC 2003: Building an AI Sensory System: Examining The Design of Thief: The Dark Project by Tom Leonard [03.07.03] This paper describes an approach to designing and implementing a high-fidelity sensory system for a stealth-oriented first-person AI system. The techniques described are derived from experience constructing the AI for Thief: The Dark Project, as well as familiarity with the code of Half-Life. The paper also examines the more stringent sensory requirements of a stealth game design and explores the sensory system built for Thief.
2003: The Seven Secrets of Voice-Over Production by Chris Borders
and Matt Case [03.07.03] This article focuses on the latest Hollywood
production methods being adopted by game producers to create better voice-over
assets. From getting the right start by ensuring that you have a well-polished
script (because paring the world's best actor with a poorly written script
leaves you with nothing more than bad entertainment), to securing the
ideal actors at below-market rates, dealing with the unions without dealing
with the unions, directing professional actors to capture your characters'
personalities, all the way through to systematically managing the dialogue
GDC 2003: How to Build a Better Cutscene by Adam Schnitzer [03.06.03] There are some very beautiful cutscenes out there...and there are lots of bad ones. Some suffer from confusing or unnecessary cuts, hyperactive camera work, violations of basic rules of screen direction, and shots that don't effectively express story points. Learn how you can avoid these pitfalls.
GDC 2003: Neverwinter Nights Client/Server Postmortem by Scott Greig, et al [03.06.03] Neverwinter Nights (NWN) was supposed to be the best multiplayer Dungeons and Dragons (D&D) role-playing game (RPG) ever made. Not only were we going to tell a story of our own creation, but we were going to enable others to tell their stories, on their own servers. It sounded pretty cool to us -- then we realized that we had the task of making it! This article addresses the design for user-created content, design limitations imposed by the multiplayer focus of the game, the staffing requirements required to fulfill this vision, developing the game for multiple platforms simultaneously, and reputation systems.
GDC 2003: Art Management For Artists by Doug Oglesby [03.06.03] What is a "lead artist"? How is a lead artist different from a production artist? Lead artists are less "artists who manage" than "managers who are in charge of artists". A lead artist is, first and foremost, a manager. Are you stepping into this role? Here's a head-up on what it entails.
GDC Europe 2002
Slides and Papers:
Day Materials: Papers and slides from the IGDA Academic Day held
at the GDC Europe can be found here: http://www.igda.org/academia.htm.
GDC 2002: Realistic Level Design by Aki Määttä [05.08.02]
GDC 2002:Social Activities: Implementing Wittgenstein by Richard Evans and Thomas Barnet Lamb [04.24.02]
GDC 2002: Manhattan as Muse by Duncan Brown [04.17.02]
GDC 2002: Social Activities: Implementing Wittgenstein by Richard Evans and Thomas Barnet Lamb
GDC 2002: Manhattan as Muse by Duncan Brown
GDC 2002: Incredibly Dense Meshes by David Brickhill
GDC 2002: 3D Pathfinding by Patrick Smith
GDC 2002 Video: Fun and Games by John Conway (Requires Real Video)
GDC 2002 Video: Inverse Kinematics by Chris Hecker (Requires Real Video)
GDC 2002 Video: Inside The Xbox Launch by Peter Isensee (Requires Real Video)
GDC 2002: Level Designing Rogue Leader by Albert Chen and Chris Klie
GDC 2002: Getting Data that Improves Games by Bill Fulton
GDC 2002: Intellectual Property: The Game of Swords and Shields by Stephen Rubin
GDC Europe 2001
GDCE 2001: Deep Water Animation and Rendering by Lasse Staff Jensen and Robert Golias This GDCE feature introduces a new realtime level-of-detail deep-water animation scheme, which uses many different proven water models. In addition we show how to utilities today’s latest graphic hardware for realistic rendering of oceans. Topics include FFT, surface dynamics, navier-stokes, caustics, godrays, water optics, foam and spray.
GDCE 2001: Procedural Rendering on the Playstation 2 by Robin Green This paper describes the design and coding of a program to generate instances of a procedural Lifeform, based on the work of William Latham in the late 1980’s. The sneaky thing is that this tutorial is not really about procedural rendering, it’s more about the real-world experience of designing and writing programs on PS2.
The Right Decision at the Right Time by Pascal Luban Everyone has their own pet projects, that one game which is close to their heart that they would just love to develop. Amidst all the enthusiasm, management soon finds it very difficult to take a number of contrasting suggestions and turn them into valid and ideas. The method presented in this article is designed to foster creativity and build a consensus. It is by no means a magical formula or turn-key concept, but rather a decision making aid, used to identify better choices.
Additional Slides and Papers:
The Sims, Shattered Galaxy Honored at Game Developers Choice Awards by Damon Brown [03.24.01] Hundreds gathered at the San Jose Civic Auditorium on Friday night as nearly a dozen games were honored at the Game Developers Choice Awards. The overall vibe was quite different from the semi-serious IGF event the evening before, with the Choice Awards being more akin to the Oscar's ceremony than to a game awards show, featuring a live band, flashing strobe lights and an official announcer. Also helping create the big-budget award feel were an eclectic set of award presenters, ranging from Microsoft's Channel Summers to Sega's Masaya Matsuura.
GDC 2001: Current Architecture and Potential Approaches to Level Design by Duncan Brown [03.24.01] Duncan Brown explores several examples from recent American architecture look at the unfamiliar, and indeed what many people may even consider alien. This has a two-fold purpose. Firstly to give some background to a direction that architecture is headed in terms of forms and computer applications - what is the cutting edge of architecture today? And, secondly, if you had to design alternative or even thematically linked environments, what sort of techniques could guide you?
GDC 2001: BSP Collision Detection As Used In MDK2 and NeverWinter Nights by Stan Melax [03.24.01] So how should we handle the separate problem of collision and navigating of a character in a 3D environment? In the real world this is achieved by "left foot forward", "right foot forward", and so on. In a video game the user has an avatar which is often a biped, so why not implement something analogous to how things work in the real world? This paper first discusses player control and navigation in an action oriented 3D game.
2001: Shattered Galaxy, Space Ace 2, Hardwood Spades
Win Technical Awards at IGF by Damon Brown [03.23.01] A
packed house at the San Jose Civic Auditorium watched Thursday night as
game developer Nexon received two Independent Games Festival awards, while
Silver Creek Entertainment and Space Time Foam both won one award. Nexon
received both the Game Design and the Technical Award for its online RTS/RPG
hybrid Shattered Galaxy.
2001 Video: "Consoles vs. PCs: Is the PC Really Dead?" moderated
by Trip Hawkins [03.23.01] With each advent of next generation
console technologies, the death knell sounds for the PC. Is the PC really
dead? Have all the PC developers gone console? Watch industry leaders
debate the merits of developing for consoles vs. PCs and what the future
holds. [Requires Real Player]
GDC 2001: London Wasn't Built in a Day Content Acquisition for Levels in The Getaway by Sam Coates [03.22.01] If you are expecting some technical bloke from Sony to give you the inside track on optimizing your code for the Playstation 2, then you're in the wrong place. If you think that I'm going reveal novel modeling and texturing techniques that make our game look fantastic then you're in the wrong place too because we don't have any. What you see on screen in The Getaway comes from simple hard work and a direct refusal to accept the reality of our situation and be beaten by the scale of the game we've set out to make. Simply put, this artice is about managing the creation of a mass content game. In the case of The Getaway that content is the city of London, its locations and inhabitants, but the same principles apply to any title with a huge amount of graphical resources and large number of art and design staff.
2001: 1500 Archers on a 28.8: Network Programming in Age of Empires
and Beyond by Mark Terrano and Paul Bettner [03.22.01] In Age
of Empires the time to complete each simulation step varies greatly:
the rendering time changes if the user is watching units, scrolling, or
sitting over unexplored terrain, and large paths or strategic planning
by the AI made the game turn fluctuate fairly wildly. A few quick calculations
show that passing even a small set of data about the units, and attempting
to update it in real time would severely limit the number of units and
objects interacting with the player. Just passing X and Y coordinates,
status, action, facing and damage would limit us to 250 moving units in
the game at the most. We wanted to devastate a Greek city with catapults,
archers, and warriors on one side while it was being besieged from the
sea with triremes. Clearly, another approach was needed.
Benefits of A Micro-programmable Graphics Architecture by Dominic Mallinson [02.14.01] This feature examines the benefits of a micro-programmable graphics architecture and considers the graphics pipeline and where hardware and software techniques can be applied. After looking at the pros and cons of hardwired hardware vs. CPU vs. micro-coded coprocessors, it discusses procedural vs. explicit descriptions and demonstrates some of the principles on a specific micro-programmable graphics system; Playstation 2.
GDC 2000 Programming Keynote Video: New Pioneers at the Graphics Frontier by Kurt Akeley [01.31.01] Game development pioneers are making enormous strides in bringing high-end graphics technology to volume consumer platforms. SGI co-founder Kurt Akeley looks at how the shifting importance of computer graphics pioneers affects the evolution of the graphics industry in his GDC 2000 Programming Keynote. [Real Video]
2000 Video: The Evolution of Black and White as an Example of Next
Generation Development Ethos
by Peter Molyneux [12.13.00] In
the initial design stages of Black and White it was the development
team's ambition to produce a game that was innovative in every way. This
GDC video explores the design process needed to fulfill these ambitions
and illustrates the process with examples of Black and White in
every stage of its development, including demonstrations of the integration
of advanced AI, 3D engine technology and interface breakthroughs without
GDC 2000 Video: Half-Life and Team Fortress Networking by Yahn Bernier [11.29.00] This session focuses on the ancillary backend network services and client components required to bring a state of the art action game to market in a robust and intuitive fashion. Yahn examines in-game server browsers, online master server design, mod browser design and deployment, auto update, chat clients, authentication, certificates, peer to peer validation, messaging and status infrastructure. This session also discusses the pitfalls awaiting naive solutions to providing these backend services. Single point failure, peering, failover protocols, protocol choice, load balancing, network packet size and transmission frequency and security are discussed as they apply to each component. [Real Video] [Quicktime]
From Underground to World-Renowned by Damon Brown [10.23.00] The ultimate validation of the growing independent game development scene may have occurred at the 1999 Game Developers Conference with the creation of the Independent Games Festival. Suddenly, it was publicly acknowledged that indie game development wasn't a hobby -- it was an art. Damon Brown catches up with the Indie Games class of 1999.
Pawn Captures Wyvern: How Computer Chess Can Improve Your Pathfinding by Mark Brockington [06.26.00] There have been numerous papers published recently on how to improve the A* pathfinding algorithm. Some of these papers have come from ex-computer chess practitioners, who have been dealing with optimizing different search algorithms for the last thirty years. This paper will attempt to summarize some of these enhancements to A*, and show you why you would want to consider a "computer chess"-style A* approach the next time you have to implement A*.
Internet Business Models: New Options for Game Developers by Ian MacInnes, Ph.D [06.05.00] One of the key issues in electronic commerce is how it transforms traditional relationships between different stages in the process of moving a product from its source inputs to its final customer. Unlike most products, games can be distributed digitally to end users without using a single intermediary.Ian MacInnes outlines how the growing use of the Internet is changing business models in the computer and video game industry.
2000 Video: Tips of the Programming Trade by John Bentley
from GDC 2000 [05.24.00]
Cutting to the Chase: Cinematic Construction for Gamers by Hal Barwood [05.18.00] Game developers are right in the middle of inventing an art form, and the rules are vague. Some of us assume that we must also invent our own system of dynamic visual expression, because those rules seem vague as well. This article is a primer aimed at designers and artists who need to incorporate cinematic sequences within their games in order to drive a story or heighten the impact of their title, and who have little knowledge of how to proceed.
Half-Life and Team Fortress Networking: Closing the Loop on Scalable Network Gaming Backend Services by Yahn W. Bernier [05.11.00] More and more, having an on-line component to gaming is essential to the success of a title. In addition, as games become more of a consumer entertainment experience, making things easier on gamers becomes essential. Yahn W. Bernier examines how to provision a variety of backend services to provide a seamless user experience for gamers as they go on-line.
Puzzled at GDC: A Peek into Game Design by Bernd Kreimeier [04.12.00] The GDC 2000 Design Track included lectures on a wide range of topics such as level design, character design, console game design, dramatic writing, even online casino game design. With such a variety of design issues, Bernd Kreimeier focused his coverage of game design at GDC on the role of storytelling in games.
2000 Keynote: Bill Gates from
GDC 2000 [03.29.00]
GDC Wrap-Up: Graphics at GDC by Bernd Kreimeier [03.29.00] This year's Game Developer Conference offered ten to twenty parallel tracks of keynotes, lectures, workshops and roundtables, complemented by up to six sponsored sessions, some of which covering a full day - and all that following two days of full-day tutorials. Such an abundance of offerings forces attendees to cull and prioritize, and Bernd Kreimeier, our graphics eyes at the conference, had a distinct preference for OpenGL.
GDC Recap: News, Bit Blasts, Sessions, and Events from GDC 2000 [03.10.00 - 03.12.00] The guts, the glory, the games... relive your fond GDC memories, or find out what you missed, with our archived news, bit blasts, and features from GDC 2000, as they first appeared during the show.
GDC from an Audio Guy's Perspective: Audio Track Wrap-Up by Aaron Marks [03.16.00] As the official ears of this year's Game Developers Conference, Aaron Marks took his place in game history as the obnoxious (but sometimes loveable) sound guy aimlessly wandering the show floor poking his nose into everyone's business. His mission was to find and report on all the worthwhile audio happenings, and here is his report.
2000 Keynote: Yu Suzuki: The Role of Reality in Epic Game Creation
from GDC 2000 [03.15.00]
GDC 2000 Keynote: Danny Hillis from GDC 2000 [03.15.00] In one of three RealVideo keynote addresses from this year's GDC, award-winning academician and designer Danny Hillis, VP of Research & Development for Walt Disney Imagineering, takes the long view of entertainment and technology.[28 kbps] [150 kbps]
2000 Keynote: Phil Harrison: The Future of the Playstation
from GDC 2000 [03.15.00]
GDC 1999 Production Keynote: The Secret to Consistently Delivering Hit Titles by Louis Castle [11.15.00] Westwood Studios co-founder Louis Castle draws upon personal experiences as examples of successful and not so successful approaches to product development and retaining key people in a very competitive market. This keynote address from the 1999 Game Developers Conference touches on many aspects of production including art direction, technical direction and, heaven forbid, marketing. All are equally important elements to consistently developing hit products. Or at least minimizing the misses. [Real Video] [Quicktime]
'99 Video Session: Fast Collision Detection for Interactive Games by Ming
Lin from GDC 2000 [06.12.00]
Tales From the Trenches of Coin-Op Audio by Chris Granner [11.18.99] Sound for a coin-op game has a great deal in common with sound for a home game or a console game. Regardless of target system or environment, sound takes a flat picture on a video screen and brings it to life in the player's world. Chris Granner talks about the oft-overlooked art of designing sound for the arcade.
Negotiating a Great Advance and Royalty Deal by Dean Gloster [11.16.99] Most game developers are better at making great titles than driving hard bargains. Unfortunately, in life you don't always get the deal you deserve - just the deal you negotiate. Dean Gloster covers a few negotiation basics, including techniques for maintaining your negotiating leverage, and discusses key issues in negotiating a publishing/development agreement for a console or PC game.
Teaching an Old Dog New Bits: How Console Developers are Able to Improve Performance When the Hardware Hasn't Changed by Andrew S. Gavin and Stephen White [11.12.99] In the PC world, the constant evolution of both hardware and software go hand in hand. But a video game consule doesn't change at all over the course of its lifetime, meaning that developers have to continue finding newer and better ways to develop for a given platform. As Andrew S. Gavin and Stephen White point out, in the consule world it's either evolution -- or extinction.
Manuals: They Can Be Good by Arnold Hendrick [11.11.99] Manuals are reviled as overblown, badly worded, uninformative dross that provide little or no help -- and unfortunately, this is sometimes true. But it doesn't have to be that way. Arnold Hendrick, game designer and manual writer, discusses some of the dos and don'ts of writing game manuals.
Glory and Shame: Powerful Psychology in Multiplayer Online Games by Jonathan Baron [11.10.99] Conventional interactive gaming lacks the ability to make a player feel shame or glory, because single player gaming lacks the prime ingredient to elicit these emotions -- an audence. But the rise of multi-player on-line gaming has factored the audience back into the equation. In this article, Jonathan Baron takes a look at the psychology behind multiplayer on-line games.
Creating Character Animation Assets by Jeff Hayes [11.05.99] How can developers in today's market create enjoyable games with cutting-edge graphics and still deliver on time and on budget? Jeff Hayes focuses on some of the techniques he has used over the last ten years for creating motion assets efficiently.
The Internet Sucks: Or, What I Learned Coding X-Wing vs. TIE Fighter by Peter Lincroft [09.03.99] Want to make a multiplayer space combat simulator run over the Internet? It may not be as easy as you think. Read on to find out why it's not your programmers's fault - it's that darn Internet.
Planning and Directing Motion Capture for Games by Melianthe Kines [01.19.00] Motion capture is a great tool for creating animation for certain types of games. Like any tool or piece of software, if you learn how to use it properly, it can make your life easier and produce great results, but if you try to wing it, chances are you'll end up wasting time and money and may come away with nothing useful. Melianthe Kines discusses motion capture in depth.
So You Have a Hit, Now What!?! by Scott Shannon [01.14.00] So, you have a best-selling video game. Now what? How do you turn that cute little rodent you spent the last two years modeling into the next Mickey Mouse? This article will give you an overview of what you need to "do the deal" and what you can expect once the deal is done.
Designing for Kids: Infusions of Life, Kisses of Death by Carolyn Miller [01.12.00] There is one totally inescapable problem inherent in designing projects for children: no matter how youthful we may be, either in appearance or in spirit, the harsh truth is we are no longer members of this particular demographic group. This inevitably means we are going to make some blunders. Carolyn Miller takes a good look at some of the errors made in designing games for kids, and examines some of the defense tactics we can use against them.
Yen, Marks, Kroner and Pesetas: Squeezing Every Last Penny Out of International Markets by R. Kirk Owen [01.10.00] Whether you are a game developer working in London, Berlin, Umea or San Jose, maximizing the revenue your game generates from international markets is a crucial mission that can well determine your company's ability to survive and prosper. R. Kirk Owen discusses how you can succeed in this mission.
Avoiding Disaster and Positioning for Success: Business and Legal Essentials for Building Your Game Development Company by Bruce Maximov and Dean Gloster [01.06.00] Let's say you have great skills, game ideas, and team members, along with some entrepreneurial spirit, but you don't just want to cheerfully toil for a corporate machine. You want to develop games as an independent, but with independence comes having to deal with intellectual property rights and other legal issues in forming and running your game company. Luckily, Bruce Maximov and Dean Gloster are here to guide you through these issues.
Artists and Game Design Documents: From Interpretation to Implementation by Joshua D. Gordon [01.04.00] One of the biggest problems in the design and implementation of games is the lack of interactivity amongst the various team members of a project. Noting this problem, Joshua D. Gordon focuses on the relationship and communication between artists and designers during the development process. Topics include "blue sky" meetings, the design document, methods for streamlining the production process, and other random thoughts.
Better Sound Design by James Ackley [CGDC '98 Roundtable Report]
Multiple Intelligences and Killer Game Engines Collide by James Ackley [CGDC '98 Roundtable Report]
Whither (or Wither) War Games by Mark Baldwin [CGDC '98 Roundtable Report]
Premises in Story Games by Hal Barwood [CGDC '98 Roundtable Report]
FX vs. Game Content: When is Great Technology Not Enough by James Daniel [CGDC '98 Roundtable Report]
Artificial Intelligence Moderator's Report by Eric Dybsand [CGDC '98 Roundtable Report]
Babes in Boyland: Exploding Myths About Women in the Gaming Industry by Melissa A. Farmer [CGDC '98 Roundtable Report]
Fascist Game Design by Anthony Farmer [CGDC '98 Roundtable Report]
We Have No Lives: RPGs, Players, and the Future by Tom Hall and Warren Spector [CGDC '98 Roundtable Report]
Artificial Intelligence Moderator's Report by Neil Kirby [CGDC '98 Roundtable Report]
The Relationship with the Publisher: How to Handle the Master without Becoming the Slave by Joe Minton [CGDC '98 Roundtable Report]
The Problems of Puzzle Game Design by Alexey Pajitnov [CGDC '98 Roundtable Report]
Artists vs. Programmers 1998 by Lane Roathe and Chris Fregien [CGDC '98 Roundtable Report]
The Future of Strategy Games by Phil Steinmeyer [CGDC '98 Roundtable Report]
Scalable Geometry Roundtable by John Talley [CGDC '98 Roundtable Report]
Designing Multiplayer Console Games by Steve Taylor [CGDC '98 Roundtable Report]
"The Console RPG Aftermath" by Gabriel Valencia [CGDC '98 Roundtable Report]
Artificial Intelligence Moderator's Report by Steven Woodcock [CGDC '98 Roundtable Report]
Adapting Licensed Products to the Computer Medium by Micah T. Jackson [11.23.99] Many multimedia producers find themselves working with licensed property, but while there is much advice available on how to find and negotiate licenses, there is relatively little material available to the producer or designer who would like to develop and actually ship such a product. Micah T. Jackson now lays out his advice to producers and designers of computer games on the best way to accomplish these goals.
Recovery Mode: Taking Control of an Out-of-Control Project by Evan Robinson Class notes from a very popular presentation delivered at last April's CGDC. [06.19.97]
Whither (or Wither) War Games by Mark Baldwin [CGDC '97 Roundtable Report]
Puzzles in Story Games by Hal Barwood [CGDC '97 Roundtable Report]
Producer's Forum by Bob Bates [CGDC '97 Roundtable Report]
Database Development for Real-Time 3D Games by Gjon Camaj [CGDC '97 Roundtable Report]
How to Screw Up a Perfectly Good Production by Heather Chirtea [CGDC '97 Roundtable Report]
Artificial Intelligence in Computer Games: Report #1 by Eric Dybsand [CGDC '97 Roundtable Report]
New Worlds, New Paradigms: The Frontier of Multiplayer Zero-Sum Entertainment by Sean Patrick Fannon [CGDC '97 Roundtable Report]
What Happened to RPGs? by Anthony Farmer [CGDC '97 Roundtable Report]
Geeks vs. Suits, 3.0 by Anthony Farmer [CGDC '97 Roundtable Report]
Real-Time 3D Modeling by Evan Fisher and Jordi Davis [CGDC '97 Roundtable Report]
What Do Female Game Players Really Want? by Annie Fox [CGDC '97 Roundtable Report]
"Relevant" Music Scoring of Next-Generation Games by Rich Goldman [CGDC '97 Roundtable Report]
The IA-SIG Audio Forum by Rudy Helm and Ron Hubbard [CGDC '97 Roundtable Report]
3D Accelerators, One Year After by Brian Hook [CGDC '97 Roundtable Report]
Electronic Rights by Curtis E. A. Karnow [CGDC '97 Roundtable Report]
Artificial Intelligence in Computer Games: Report #2 by Neil Kirby [CGDC '97 Roundtable Report]
Art Tools and Techniques by Denis Loubet [CGDC '97 Roundtable Report]
Environment vs. The Game: Is the Medium or the Content What Keeps Them? by Susan Manley and Jim Stern [CGDC '97 Roundtable Report]
Artists vs. Programmers by Dave Menconi [CGDC '97 Roundtable Report]
Business Models for On-Line Games by R. Kirk Owen [CGDC '97 Roundtable Report]
Getting Into the Game Industry by Darren Reid[CGDC '97 Roundtable Report]
Designing Games for 3D Audio by Brian Schmidt [CGDC '97 Roundtable Report]
"Why Won't They Tell Me What They Want?": Real World Communication Between Musician and Producer by David B. Schultz [CGDC '97 Roundtable Report]
Visceral Gaming: Should We Be Afraid? by Paul C. Schuytema [CGDC '97 Roundtable Report]
Interactive Writing Forum by Lee Sheldon [CGDC '97 Roundtable Report]
Choosing an Authoring Tool by Jamie Siglar [CGDC '97 Roundtable Report]
The Future of Strategy Games by Phil Steinmeyer [CGDC '97 Roundtable Report]
The Real Design: From Design Spec to Product by Christopher Thompson [CGDC '97 Roundtable Report]
Windows 95: Stories from the Trenches by Jack Thornton [CGDC '97 Roundtable Report]
Original Content: R&D for the Next Breakthrough Title by Larry Tuch [CGDC '97 Roundtable Report]
Multiplayer Games by Carrie Washburn [CGDC '97 Roundtable Report]
Designing for Community: How to Cope with Problem Children of the On-Line World by Dave Weinstein [CGDC '97 Roundtable Report]
Artificial Intelligence in Computer Games: Report #3 by Steven Woodcock [CGDC '97 Roundtable Report]