Game Industry Conferences

Edit on Github | Updated: 29th October 2023

Introduction to Retro Games Industry conferences

When taking a historical look at the Games Industry one of the most important sources of information are the Conferences that were held to share information before the mainstream internet.

This page will talk about the main Game-related conferences that took place over the period of time that we classify as “Retro”, they roughly fit into two distinct categories:

  • Development - Conferences for Sharing Game Development Information (SIGGRAPH, GDC, Develop)
  • Showcase - Conferences for Showing off the latest Games and Gaming Hardware (CES, E3)

This table below lists all the conferences that we are aware about taking place up until 2007:

Conference Dates Category Notes
32XPOSED November 10th 1994 Development SEGA 32X Developer’s Conference
3DO Developer Conference 1992-1994 Development  
Gamer Developers Conference (GDC) 1988-Ongoing Development  
CES 1967-Ongoing Showcase  
Develop 2006-Ongoing Development UK Game development Conference
Dreamcast Developer’s Conference 1999 Development Dreamcast Developer’s Conference - Sega Retro
Saturn Developer’s Conference May 1994 Development DTS: The SEGA Developer’s ‘Game Mag’ – SHIRO Media Group
Sega DevCon 1995-1996 Development First one in March 14-17 1995
E3 1995-Ongoing Showcase  
Digital World Conference 1990-1995? Development  
Intertainment 1988-1993? Showcase ACE Issue 40 covers the November 1990 Intertainment Conference
xFest Aug 21st-23rd 2000 Development Microsoft Xbox Developer Conference
Quakecon 1996-Ongoing Development ID Software
Unite 2007-Ongoing Development Unity Technologies

In the sections below we will try to list any audio or video recordings we can find for the sessions, but bare in mind many of the early sessions will now be regarded as lost media.


GDC - Game Developer’s Conference

GDC stands for the “Game Developers Conference,” which is an annual event held for professionals in the video game industry. GDC serves as a hub for game developers, publishers, artists, programmers, designers, and other industry experts to come together to discuss, share, and learn about the latest trends, technologies, and practices in game development. The event includes a wide range of sessions, panels, workshops, and networking opportunities.

CGDC 1988

The first Computer Game Developers Conference (CGDC) was held in 1988. It was founded by Chris Crawford, a well-known game designer and developer, and it took place in his living room in San Jose, California. This initial gathering was relatively small (27) and informal compared to the later iterations of GDC, but it marked the beginning of what would become one of the most significant annual events in the video game industry. Since that modest start, GDC has grown in size and importance, attracting game developers and industry professionals from around the world.

CGDC 2 - September 18th/19th 1988

The second Computer Game Developers Conference (CGDC) was held later in the same year, on September 18th and 19th 1988. It was sponsored by Computer Gaming World and would be the first GDC with a pre-planned agenda. It had about 150 atendees, a whole five times larger than the previous conference hosted earlier the same year.

You can find the main talks and their authors in the table below:

Title Presenter Notes
Interactive Story Making Brian Moriarty Creator of Loom
Art and Animation Panel Willie Aguilar, Paul Reiche III Star Control creator
Creativity and Game Design Chris Crawford  
Legal Issues Susan Nycum Lawyer who specialises in computer security and intellectual property issues
Playtesting and Q.A. Dan Bunten, Cem Kaner, Dave Menconi  
Developing for the Macintosh David Feldman Shadowgate programmer?
Game Idea to Game Design Kellyn Beeck Game Designer for Rocket Ranger
Sound and Music panel Chris Grigg, David Thiel, Dave Warhol  
Fantasy Role Playing Games Brian Fargo Founder of Interplay and InXile
PR for Developers Ed Niehaus  
Brining Characters to Life panel Chris Crawford, David Graves, Brenda Laurel  
Market Trends panel Bob Lindstrom, Scott Mace  
Simulations panel Ned Lerner, Gilman Loule, Gordon Walton  
From Proposal to Contract Stephen J. Friedman Worked on Impossible Mission II
Self-Publishing Pete Antoniak Templates of Doom creator? (edutainment)
Developing for MS-DOS Evan and Nicky Robinson Star Control developers
Sports and Action Games panel Jordan Mechner, Scott Orr  
New Techniques in Theft Protection Jeff Johannigman Producer on games such as Ultima Worlds

As far as we know all the content for these presentations have been lost to time, but please let us know if any slides or notes are available somewhere on the internet.

The conference did not become an annual event until a few years later.

Developing for MS-DOS

From a programming perspective the session Developing for MS-DOS would have been one of the highlights of the conference. Evan and Nicky Robinson were both programmers on hit games Star Control and Mail Order Monsters. So to hear their perspective on developing games for MS-DOS would have been incredible!


CGDC 3 - 1989

Not much is known about the third version of the Computer Game Developers Conference (CGDC) hosted in Sunnyvale California sometime in 1989 and managed to double the previous atendence from 150 to 300.

If you know of any sessions that took place in the 1989 Computer Game Developer Conference then please let us know!


CGDC 1990 - April 1st-2nd

For a brief insight into the fourth version of CGDC you can read Bill Pirkle’s observations in the June 1990 issue of Journal of Computer Game Design here: Volume 3 Number 5. June 1990

It was hosted in Le Baron Hotel in San Jose and was atendeed by over 470 people.

We only know of a few talks that took place at this conference:

  • The Artistic C by Jim Gasperini
  • Artificial Opponent by Dave Menconi
  • A Competitive Analysis of Publishers by Stephen Friedman
  • Arcade Games: Their Promise and Their Failure by Ed Rotberg
  • Contracts: An Improvised Negotiation by Stephen Friedman and Nick Le Febre

The Artistic C

The earliest known recording of a Game Developer Conference talk is called The Artistic C by Jim Gasperini. This was when he was a creative director for Maxis while working on the simulation game Sim City. He talks about Computer Games as Art and how he beleives it will evolve over time. You can listen to it online on Archive.org: CGDC 90 Jim Gasperini - GDC Jim Gasperini


CGDC 1991 - March

The Fifth CGDC was the first to have been directed by Ernest Adams just before his move to Electronic Arts where he would work on titles such as John Madden Football 1. It was again hosted in San Jose this time in the Hyatt Hotel and recieved 550 atendees.

We only know of a few talks that took place at this conference:

  • Intelligent Behavior Without AI: An Evolutionary Approach by Neil Kirby
  • Cyberspace: Lessons of Lucasfilm’s Habitat by F. Randall Farmer, Chip Morningstar (CGDC91-003) 2
  • Evolution of Taste by Chris Crawford

Only the Cyberspace talk was recorded on Audio cassete by the KNOW-IT-ALL Audiovisual Library 2.

For a review of what it was like to go to the 1991 CGDC check out Chris Crawford’s perspective: Volume 4, Number 4, March 1991 - Interactive Storytelling Tools for Writers - Chris Crawford


CGDC 1992 - April 25th-26th

Hosted in the DoubleTree Hotel in Santa Clara California, the sixth CGDC was attended by over 600 game industry professionals.

We only know of a few talks that took place at this conference:

  • Artificial Personality by Jon Freeman (CGDC92-026)
  • Making It Real: Story & Characters by Ellen Guon, Katherine Lawrence (CGDC92-014)
  • Music, Art, and the Blue Sword of Gralfarniblurt by The Fat Man
  • Lessons From Patton Strikes Back by Chris Crawford
  • Analytical history of a critical phase in the development of the cinema by Brian Moriarty (Actual title unknown)
  • Virtual Reality Update by Brenda Laurel
  • Battle of the Multimedia Platforms by Stewart Bonn, John Baker, Kelly Flock, and Bill Davis
  • Roundtable by Sid Meier

This list is incomplete, if you know of any more talks that took place at GDC 1992 then please let us know!.

For a review of what it was like to go to the 1992 CGDC check out Chris Crawford’s perspective: 1992 CGDC Report - Interactive Storytelling Tools for Writers - Chris Crawford

Chris Crawford’s Dragon Speech


CGDC 1993

Again hosted in Santa Clara California but this time reaching 900 atendees, the seventh CGDC was becoming incredibly well known within the industry.

All the talks that were recorded by The KNOW-IT-ALL Audiovisual Library are listed in the table below 3.

Note that each session was given a unique ID in the form of CGDC93-0XX which will be provided in the table if know. This is mainly useful for finding missing sessions that were not recorded.

Title Presenter Type Notes
Asset Acquisition Clarke-Willson, Shane, San Lecture CGDC93-025
Distribution Realities and Workarounds Gordon Walton Lecture CGDC93-003
Game Development for Windows Sandige & Stafford Lecture CGDC93-018
How We Almost Didn’t Make The Seventh Guest Graeme Devine Lecture Similar Article CGDC93-006
I Had A Dream Chris Crawford Lecture CGDC93-002
Imitating Life: Perception, Evolution & Complexity Wright, Rob Tow, Bergman, Brenda Laurel Lecture CGDC93-026
Interactive Entertainment Industry Report Lee Isgur Lecture CGDC93-004
Interactive Multimedia: Revolution or Crock? Baltcom & Walton Lecture CGDC93-023
Is A Picture Worth A Thousand Words? Paul Reiche Lecture CGDC93-001
ISDN Looms On The Horizon Bob Alexander Lecture CGDC93-008
Making It Real 2: Characters Katherine Lawrence Lecture CGDC93-020
The New Ergonomics: Design Beyond the Hardware Goldberg & Fox Lecture CGDC93-024
The New Jagged Edge: Multimedia & The Law Mark Radcliffe Lecture CGDC93-022
Paintbrushes to Pixels Johnson, McCaig, Michaud Lecture CGDC93-009
Please Don’t Let Me Be Misunderstood Steve Cooke Lecture CGDC93-010
Producing Music with The Fat Man George Sanger Lecture CGDC93-027
Project Artificial Intelligence Baldwin & Rakosky Lecture CGDC93-019
3DO and the Future of Interactive Entertainment Bill Duvall, Bob Faber, David Maynard Lecture CGDC93-007
The Viability of Different CD Formats Koffler & Wilmunder Lecture CGDC93-021
Where Have All the Chickens Gone? David Walker Lecture CGDC93-005
Adding Modem Play to Your Game Rakosky & Baldwin Seminar CGDC93-036
Algorithmic Music David Rosenbloom Seminar CGDC93-031
The Art of Game Balancing, Part II Roe Adams Seminar CGDC93-039
Designing Multi-Player Games Dani Bunten Seminar CGDC93-034
Designing the Puzzle: A Hands-On Seminar Bob Bates Seminar CGDC93-047
From Linear to Non-Linear: Game Scripting Christy Marx Seminar CGDC93-038
Hex, Bugs & Rock ‘n’ Roll: Powerful Debugging Dan Hite Seminar CGDC93-017
Lite Gaming and the Mass Market Jeff Johannigman Seminar CGDC93-033
Mystic Wisdom of the East Evan Robinson Seminar CGDC93-035
New Software Methods for Sound Compression Brad Stewart Seminar CGDC93-012
No C++ Required: Breaking In for Non-Techs Ellen Guon Seminar CGDC93-016
Not Just Kid Stuff: Late Learning Software Marylyn Rosenblum Seminar CGDC93-015
Object-Oriented Programming Neil Kirby, Glenn Tenney Seminar CGDC93-014
Realistic Behavior for Animated Characters David Joiner Seminar CGDC93-029
Rubbing the Lamp Robert Leyland Seminar CGDC93-011
Smart, But Not Rich? Find Out Why! Ernest Adams Seminar CGDC93-037
Stress Management for Game Designers Diane Escoffon Seminar CGDC93-028
A Technical Overview of the Sega Genesis Dan Chang Seminar CGDC93-030
13 Million Can’t Be Wrong: Windows Games Neil Kirby Seminar CGDC93-046
32-bit Programming: The Misunderstood Grail John Miles Seminar CGDC93-032
Who Designed This Cover, Anyway? Davld Kessler Seminar CGDC93-013
Adventure Game Design Roundtable R.J. Berg Roundtable CGDC93-041
Audio Issues for Game Developers Tom Rettig Roundtable CGDC93-052
Breaking In: the Wannabee Roundtable Guon & Robinson Roundtable CGDC93-050
Educational Software for Kids Under Ten Leslie Grimm Roundtable CGDC93-051
The Ethics of Game Design Corey Cole & Lori Cole Roundtable CGDC93-053
For Art’s Sake: A Roundtable Chris Crawford Roundtable CGDC93-043
From the Dustbin of Game History Noah Falstein Roundtable CGDC93-042
IBM PC & VGA Platform Issues Brengle & Robinson Roundtable CGDC93-054
RPG Design Roundtable George MacDonald Roundtable CGDC93-049
Skill & Action Game Design Roundtable Gregg Tavares Roundtable CGDC93-040
Sports Game Roundtable Richard Hilleman Roundtable CGDC93-045
Vehicle Simulations Roundtable Edward Lerner Roundtable CGDC93-048
Wargame Design Roundtable Dave Menconi Roundtable CGDC93-044
Which Company Should I Work For? Ernest Adams Roundtable CGDC93-055

Potentially not officialy recorded were the following talks:

  • Legal Trends Affecting Computer Game Development by Alisa Baker
  • No Wine Before Its Time? by Michael Crick

CGDC 1994

Another hosted in Santa Clara California but this time reaching over the 1 thousand mark with 1250 atendees, it was the eighth CGDC.

Google Books claims to have the proceesings of the Eighth Annual Computer Game Developers Conference Proceedings but it doesn’t seem to be possible to read: Eighth Annual Computer Game Developers Conference Proceedings: April 23 … - Google Books

A user over at archive.org managed to upload audio recordings of the 1994 conference, some of the titles match the above but others do not, they are available in the table below:

There were at least 130 talks at CGDC 1994 that we know about, thanks to The KNOW-IT-ALL Audiovisual Library website, they are listed in the table below:

Title Presenter Type Notes
3DO, Cable, RBOCs: Who Wins? Bob Alexander Lecture CGDC94-001
Alternative Marketing Methods Diana Gruber Lecture CGDC94-004
Approaches to Funding Games Steve Shannon Lecture CGDC94-005
Audio Community Forum Tom Rettig Lecture CGDC94-007
Believable Interactive Characters Joseph Bates Lecture CGDC94-011 Audio Slides
Business Plans for Multimedia Company Gina Frye, John Kalb, Alison Ross Lecture CGDC94-013 Audio
C++ Light: OOP is a Four- Letter Word Stephen Beeman Lecture CGDC94-028
CD-ROM Programming for the PC Mark Manyen Lecture CGDC94-014
Celluloid to Silicon: A Sermon Ernest Adams Lecture CGDC94-016 Audio Slides
Code Optimization for Intel Pentium Gary Carleton Lecture CGDC94-017
Contract Negotiations: Issues & Strategy Jeff O’Connell Lecture CGDC94-021 Audio
Distribution Realities (and Workarounds) Gordon Walton Lecture CGDC94-026
Effective Quality Assurance Tom Czarnik Lecture CGDC94-027
Fantasy to Reality and Back Again Michele Em Lecture CGDC94-030
Fine Art of Data- Wrangler Paul Reiche, Scott A. H. Ruggels Lecture CGDC94-031
Games for Megamathematics Michael Fellows Lecture CGDC94-033
Getting a Job (For Technical Wannabes) Kay Sloan Lecture CGDC94-034
Hard Lessons in Program Design John Miles Lecture CGDC94-036
How the Other Half Plays Barbara Lanza Lecture CGDC94-038 Audio
Human Animation Techniques Kendra Lammas Lecture CGDC94-041
Industry Overview for Wannabes Tim Brengle, Greg Johnson, Mark Voorsanger Lecture CGDC94-043
Interactive Directing Noah Falstein Lecture CGDC94-045 Audio
Interactive Music: Why, How and Where Donald S. Griffin Lecture CGDC94-046
Interactivity Revolution, and Pain Chris Crawford Lecture CGDC94-047 Audio
Interface is the Game William Volk Lecture CGDC94-048
Kid Friendly: Educational Games Annie Fox, Ken Goldstein, Gano Haine, Ellen Guon Lecture CGDC94-049 Audio
Live Action Role Playing Walt Freitag Lecture CGDC94-051 Audio
Making Interactive Games for Both Genders Heidi Dangelmaier Lecture CGDC94-052
Meet the Press Bob Lindstrom, Wes Nihei, Gina Smith, Johnny L. Wilson, Susan W. Lee-Merrow Lecture CGDC94-054 Audio
Multimedia Versus Game Design Chris Crawford, Sid Meier, Greg Roach Lecture CGDC94-057
Music: The Heart of Interactivity The Fat Man Lecture CGDC94-103
Online Multiplayer Games Carrie Washburn, Richard Mulligan Lecture CGDC94-059 Audio
Overview of the Jaguar Game Machine Bill Rehbock Lecture CGDC94-060
PLACEHOLDER: Real Bodies in Virtual Worlds Brenda Laurel, Rob Tow Lecture CGDC94-062 Audio
Pixel Envy Jenny Martin Lecture CGDC94-064
Practical 3D Implementation (CGDC94-066) Robert Zdybel Lecture CGDC94-066
Programming for Commercial Virtual Reality Devices (CGDC94- 069) David Whatley Lecture CGDC94-069
Programming the VESA Audio Interface (CGDC94-071) Doug Cody Lecture CGDC94-071
Protecting the Intellectual Property in your Interactive Software (CGDC94-072) Scott Pink Lecture CGDC94-072
Puzzle Games and How to Design Them (CGDC94-074) Scott Kim Lecture CGDC94-074
Rapid Prototyping (CGDC94-075) Nicole Lazzaro Lecture CGDC94-075
Real AI, Part I: Game- Tree Search (CGDC94-076) W. Bryan Stout Lecture CGDC94-076
Software Ratings John (Jack) W. Heistand, Dr. Barbara Simons, Johnny L. Wilson, Steve Peterson Lecture CGDC94-085
Speech Technology Gary Davenport Lecture CGDC94-087
Status of the Interactive Entertainment Industry, 1994 Lee S. Isgur Lecture CGDC94-089 Audio
Storybuilding: Creating Story & Character Ellen Guon Lecture CGDC94-090 Audio
Surviving a Long Distance Relationship Bobby Prince Lecture CGDC94-091
Trends in Game Software Sales Ann Stephens Lecture CGDC94-094 Audio
Tricks for Designing Game Music Rob Wallace Lecture CGDC94-095
Using Attorneys & Accountants Bruce Maximov, Paul J. Heiselmann Lecture CGDC94-096
Windows Programming: A Beginner’s View Nicky Robinson, Stephen Beeman Lecture CGDC94-092
WinG: A DLL for Graphics Chris Hecker Lecture CGDC94-101
Add Speech Recognition Dragon Systems Sponsored Session CGDC94-002
Autodesk Autodesk Sponsored Session CGDC94-009
DOS/4G: The Ideal Games Platform Rational Systems Sponsored Session CGDC94-023
Convergence, Consolidation, Confusion? Frost Capital Partners Sponsored Session CGDC94-022
Exploiting Logitech’s Cheap 3D Device Logitech Sponsored Session CGDC94-029
High-End Authoring Tools Wavefront Technologies Sponsored Session CGDC94-037
How to Get Your Program/Project Published by Ablesoft Ablesoft Sponsored Session CGDC94-039
How to Place Your Game on Shelves of 15,000 Retail Stores Expert Software Sponsored Session CGDC94-040
IBM Continuous Speech IBM Sponsored Session CGDC94-042
Intel’s New 3D Graphics Interface Intel Sponsored Session CGDC94-044
Media Vision Media Vision Sponsored Session CGDC94-053
OS/2 and the Home Market Place IBM Sponsored Session CGDC94-058
PC - The Platform of Choice for the Emerging Games Industry Intel Sponsored Session CGDC94-061
Phillips Interactive Media Philips Interactive Sponsored Session CGDC94-063 Audio
Playing on the Information Highway Microsoft Sponsored Session CGDC94-065
Shifting Trends of Music and Sound Advanced Gravis Sponsored Session CGDC94-081
Adventure Game Design George MacDonald Roundtable CGDC94-003
Art and Craft of Games Margot Comstock Roundtable CGDC94-006
Audio Technical Issues David Warhol Roundtable CGDC94-008
Board Games Hal Bogner Roundtable CGDC94-012
Casino Gaming and Wagering Lee Cannon, Kevin Furry Roundtable CGDC94-015
Coin-Op Design Mark Pierce Roundtable CGDC94-018
Computer Gaming in Russia Alex Fedorov Roundtable CGDC94-019
Computer Players Dave Menconi Roundtable CGDC94-020
Defining Music for Interactivity The Fat Man Roundtable CGDC94-024
Different Approaches to Animation Kirk Henderson Roundtable CGDC94-025
Financing Your Company/Product Goncher, Shannon Roundtable CGDC94-031
Graphic Design Susan Manley Roundtable CGDC94-035
Letter Feedback ? Roundtable CGDC94-102
Little Guys Chris Crawford Roundtable CGDC94-050
Modem Game Design Dan Hite Roundtable CGDC94-055
Multimedia Meets Game Design Eric Goldberg Roundtable CGDC94-056
Primary Education Software Jeff Haas Roundtable CGDC94-067
Process Simulation Will Wright Roundtable CGDC94-068
Puzzle Game Design Bob Bates Roundtable CGDC94-073
Role-Playing Game Design George MacDonald Roundtable CGDC94-078
Secondary Education Software Joyce Hakansson Roundtable CGDC94-079
Sexual Themes Dr. Cat Roundtable CGDC94-080
So, Ya Wannabe in the Industry MacDevitt, Nakagawa Roundtable CGDC94-083
Software Ratings: Threat or Menance Steve Peterson Roundtable CGDC94-086
Sports Games Keith Francart Roundtable CGDC94-088
Vehicle Simulation John Wheeler Roundtable CGDC94-097
Violence in Interactive Entertainment Johnny L. Wilson Roundtable CGDC94-098
Wargame Design Roger Keating Roundtable CGDC94-099
When Teams Work, When Teams Break Don Daglow Roundtable CGDC94-100

One of the most notable talks from this conference was WinG: A DLL for Graphics, this was the introduction to what would become DirectX. Microsoft finally taking Game Development seriously and allowing full screen fast graphics rendering without having to go into MS-DOS!

Reception of CGDC 1994

You can read Ross Erickson’s review of this experience at CGDC 1994 in his article published in the Game Bytes Magazine online here: THE 1994 COMPUTER GAMES DEVELOPERS CONFERENCE. he mentions his disappointment at some of the talks and where he was pleasently surprised.


CGDC 1995

There were so many talks in CGDC 1995 year that the conference was split into a number of specialist “Tracks”:

  • Audio
  • Business
  • Edutainment/Education
  • General Interest
  • Management
  • Online/Network
  • Special Interest
  • Technical
  • Visual Arts

There were at least 128 talks at CGDC 1995 that to The KNOW-IT-ALL Audiovisual Library page on the audio recordings, they are listed in the table below:

Title Presenter Track Notes
Adding a New Dimension: Moving from 2D to 3D Animation Vance Gloster Visual Arts CGDC95-001
Ages, Stages, and Living Pages: Designing for Interactivity Mark Schlichting Edutainment/Education CGDC95-002
The Answer Is Money Noah Falstein General Interest CGDC95-003
Audio Community Forum Tom Rettig, Bob Safir Audio CGDC95-004
Beyond Bootstrapping & Royalty Advances: Financing Alternatives Dean Gloster, Mark Gorenberg Business CGDC95-005
CD-ROM Multimedia: Lessons & Issues from the Performing Arts David Rosenbloom General Interest CGDC95-006
Can You Believe Families Hate Games? Fred M. Abaroa Business CGDC95-007
The Challenge of the Interactive Movie Ernest Adams General Interest CGDC95-008
Creating Interactive Drama for CD-ROM Using Outside Techniques Pamela Douglas, John Spencer General Interest CGDC95-010
Cross-Platform Development: the 10 Key Criteria for Success Sandy Montenegro, Don Rogal Technical CGDC95-011
Deal Breakers: The Most Critical Provisions in Your Contracts Jeffrey A. O’Connell (Business) CGDC95-012
Design Documents that Work: Topiary for Fun and Profit Matthew Stibbe Special Interest CGDC95-013
Designing a Space Camel: Exploring the Development of Alien Legacy Michael Moore Management CGDC95-014
Developing Children’s Educational Multimedia: Practical Tips Debra Lieberman, Lynn Rosener Edutainment/Education CGDC95-015
Developing Digital Sets and Creative Animations (3D Studio) Verin G. Lewis Visual Arts CGDC95-016
Developing Games Based on Licensed Properties David Mullich (Business) CGDC95-017
Developing for the Sony Playstation Mark Wozniak (Business) CGDC95-018
The Development Process: What Nobody Seems to Know David Walker Management CGDC95-019
Directed Improvisation: A New Paradigm for Computer Games Dr. Barbara Hayes-Roth Special Interest CGDC95-020
Educational Software Design: A Developmental Psychologist’s View C. Brannon, A.J. Lehrer Edutainment/Education CGDC95-022
Effective Software Testing v1.2 Tom MacDevitt Special Interest CGDC95-023
Family Games: Something for the Rest of Us Fabrice Florin, Peter Maresca General Interest CGDC95-024
Film & Video Production for Interactive Entertainment Mark Day Management CGDC95-025
From Zork to Zillions: How to Fund, Value, and Sell a Company Dean Frost, Ian Berman Business CGDC95-026
The Fun Factor Lori and Corey Cole General Interest CGDC95-027
Game Trademarks: A Secret Weapon Charles B. Kramer Business CGDC95-028
Gaming on the Internet Glen Tenney Online/Network CGDC95-029
Gender Ghettos Margy Hillman, Joanne Odenthal General Interest CGDC95-030
Graphics, Video, & Sound: An Overview of the Technologies Eric Klein Technical CGDC95-031
Hot Content: Dealing with Controversial Material in Games Daniel Greenberg General Interest CGDC95-032
Humor in Game Design Steve Meretzky General Interest CGDC95-033
Intelligent Tutors & the Internet Frederic Vincent Bien Online/Network CGDC95-034
The Interactive Story: Can It Work? Jonathan Knight General Interest CGDC95-035
Interactive Storytelling Chris Crawford General Interest CGDC95-036
Interfaces, Agents, and Game Design Denis Dyack General Interest CGDC95-037
Machines of Loving Grace Talin General Interest CGDC95-038
Making Music Motivate (without Sacrificing Your Soul or Sanity) Judy Munsen General Interest CGDC95-039
Manhattan Graphic Engine Eric Engstrom, Craig Eisler Technical CGDC95-040
Maximizing Windows Game Performance Chris Hecker Technical CGDC95-041
Metaphor Design: A Case Study Ken Kahn General Interest CGDC95-042
The Microsoft Speech API Mike Rozak Audio CGDC95-043
Nine Routes to Climax: the Bases of Interactive Storytelling Lawrence Schick General Interest CGDC95-045
Online vs. the Superhighway Richard Mulligan Online/Network CGDC95-046
Pencils vs. Pixels: 2D Animation for Multimedia Bridget Erdmann Visual Arts CGDC95-047
Programming the Sega 32X Jesse Taylor Technical CGDC95-048
Programming the 3DO (Opera) Al Chang Technical CGDC95-049
The Quest for Realism Ned Lerner General Interest CGDC95-050
Realtime 3D on the PC: When? Rob Glidden Technical CGDC95-051
Shoestring Marketing: Hard-Won Lessons Mike Dornbrook Business CGDC95-052
Should I Design for ITV? Sam Palahnuk General Interest CGDC95-053
Software Development Models Leo Hourvitz Management CGDC95-054
The Status of the Industry: 1995 & 1996 Lee Isgur Business CGDC95-056
3D Hardware Acceleration Standards Michael Abrash Technical CGDC95-057
Traditional Animators in Game Industry: How to Find & Use Them Pamela Kleibrink Thompson Management CGDC95-058
Treasures & Quagmires: The Internet as a Developer’s Resource Phillip King Online/Network CGDC95-059
Using DCI 2.0 for Fast Game Performance Ken Rhodes Technical CGDC95-060
Using Illusion and Deception in Game Design Walt Freitag General Interest CGDC95-061
Using the RSAC Rating System Rec. Software Advisory Council Special Interest CGDC95-062
VR Development for Head-Mounted Displays Joanna Alexander, Mark Long Technical CGDC95-063
Wannabe Seminar: Getting Inside while Staying Alive on the Outside Neil Kirby Special Interest CGDC95-064
War Stories: The Making of Shock Wave Michael Becker General Interest CGDC95-065
What the Hollywood Model Doesn’t Tell Us about Interactive Video Philip Bouchard General Interest CGDC95-066
When Teams Work, When Teams Break Don Daglow Management CGDC95-067
Working with Talent Unions Carol Contes Business CGDC95-068
The Writers’ Panel C. Marx, Michele Em, K. Lawrence General Interest CGDC95-069
Writing Great Windows 95 Games A.St. John, G.Dahl, M.Van Flandern Technical CGDC95-070
Alias PowerPlay for Game Developers Alias Technical CGDC95-071
The Battle beyond the Bits and Polygons Trip Hawkins, 3DO General Interest CGDC95-072
BRender: The Realtime 3D Rendering System for Games Jez San, Argonaut Technologies Technical CGDC95-073
BtV Multimedia Chipset from Brooktree Brooktree Corporation Technical CGDC95-074
The Business of Macintosh Games Eric Klein, Apple Business CGDC95-075
Create Windows Games under the Microsoft Home Brand Stuart Moulder, Microsoft Business CGDC95-076
Developing and Debugging with the Windows 95 Game SDK ATI Technologies Technical CGDC95-077
Developing Killer Games for PowerMacintosh Eric Klein, Apple Technical CGDC95-078
Enhancing Audio: No Longer an Afterthought Intel Corporation Audio CGDC95-079
Fast 3D Graphics on the PC Dave Clark, Intel Corporation Technical CGDC95-080
Full-Screen Video on the PC Intel Corporation Technical CGDC95-081
GamePC Consortium Meeting: the Windows 95 Game SDK ATI Technologies Special Interest CGDC95-082
Hear the Difference! ESS Technology, Inc. Audio CGDC95-083
High-End Computer Graphics Tools: Going Beyond Asset Creation Wavefront Technologies Technical CGDC95-084
IBM Speech Recognition: How Does It Work? IBM Technical CGDC95-085
IBM Speech Recognition: What Is It? IBM Audio CGDC95-086
Interfacing to Virtual Reality Devices on the PC Forte Technical CGDC95-087
An Introduction to Programming 3D Games Criterion Software Technical CGDC95-088
Multimedia Technology from Yamaha Yamaha Technical CGDC95-089
Network Gaming Catapult Entertainment Online/Network CGDC95-090
Next-Generation Game Controllers Advanced Gravis Technical CGDC95-092
Origin: Not Just Ultima and Wing Commander Origin Systems General Interest CGDC95-093
OS/2 as a Viable PC Games Platform: Part 1 IBM Business CGDC95-094
OS/2 as a Viable PC Games Platform: Part 2 IBM Technical CGDC95-095
Realtime 3D Graphics Development on Multiple Platforms Gemini Technology Corporation Technical CGDC95-096
Storytelling for the 21st Century Silicon Studio, Inc. Technical CGDC95-097
3D Studio: The Latest Developments Autodesk, Inc. Visual Arts CGDC95-099
Windows 95 and the Consumer Entertainment Market Microsoft Business CGDC95-100
Windows 95 DirectSound APIs Microsoft Audio CGDC95-101
Writing Network Games for Windows 95 Microsoft Online/Network CGDC95-102
Adventure Games Hal Barwood Special Interest CGDC95-103
Caught between Two Shores B. Bates, C. Cole, L. Cole Management CGDC95-104
Coin-Ops John Salwitz Special Interest CGDC95-105
Designing by Committee Raymond Benson Management CGDC95-106
Digitizing Video: Technical Issues Jerry L. Newton Technical CGDC95-107
Fantasy Roleplaying Games Cathryn Mataga Special Interest CGDC95-108
Geeks vs. Suits, Round 1 Anthony L. Farmer General Interest CGDC95-109
Legal Problems Charles Kramer Business CGDC95-110
MUDs (MultiUser Dungeons) Dr. Cat Online/Network CGDC95-111
Multiplayer & Family Games Danielle Berry General Interest CGDC95-112
Multiplayer Modem Games Dan Hite Special Interest CGDC95-113
On-Line Multiplayer Games Carrie Washburn Online/Network CGDC95-114
Primary Education Software Karen Crowther Edutainment/Education CGDC95-115
Programming the 3DO (Opera) Neil Cormia Technical CGDC95-116
Puzzle Games Michael Sandige Special Interest CGDC95-117
Secondary Education Software Rob Harris Edutainment/Education CGDC95-118
Sex & Violence Johnny Wilson General Interest CGDC95-119
Simulations & Simulators Gordon Walton Special Interest CGDC95-120
Social Responsibility Steve Peterson General Interest CGDC95-121
Sports Games Happy Keller Special Interest CGDC95-122
Successful Game A. I. Jon Freeman Special Interest CGDC95-123
3D Modeling Josh White Visual Arts CGDC95-124
Too Valuable to Promote? Kevin Furry Management CGDC95-125
The Wannabe Roundtable Neil Kirby Special Interest CGDC95-126
Wargames Don Griffin Special Interest CGDC95-127
The Writers’ Roundtable C. Marx, Michele Em, K. Lawrence General Interest CGDC95-128

This years show even had IBM trying to get people to write games for OS/2 with their sponsored “OS/2 as a Viable PC Games Platform” sessions, I wonder how many developers were convinced because it certainly did not become a viable PC Games Platform and was competing with Windows 95 DirectX talks. I would love to see what content was presented at that, fantastic bit of game development history, what APIs were even shown off for OS/2?

CGDC 1996

This is the last year before it was sold to Miller Freeman for about 3 million dollars, now being run by a company many developers could feel the change in the conference becoming more corporate 4. So this will be the last conference with a presentation by Chris Crawford.

Google Books claims to have the proceedings of the 1996 Computer Game Developers Conference in its library but it doesn’t seem to be possible to access its contents: Computer Game Developers’ Conference Conference Proceedings: March 30-April … - Google Books

There were at least 234 talks at CGDC 1996 that to The KNOW-IT-ALL Audiovisual Library page on the audio recordings, they are listed in the table below:

Title Presenter Notes
Don’t Flip the Bozo Bit…and other Principles of Shipping Great Software on Time Jim McCarthy CGDC96-001
“Show, Don’t Tell”: Fundamentals of Interactive Design Noah Falstein  CGDC96-002
Design Errors of the Rich and Famous and How to Fix Them Barbara A. Lanza  CGDC96-003
Real AI, the Sequel: Pathfinding Bryan Stout  CGDC96-004
Legal Basics for the Game Development Business Gene K. Landy  CGDC96-005
Modern Development Strategies for On-line Gaming James M. Turner  CGDC96-006
Mathematics: The Soul of Puzzling in Games for Education and Exploration Michael Fellows  CGDC96-007
Hardware Innovation under DirectSound Campbell Stras  CGDC96-008
Software and Compatibility Testing Megan Quattrocchi & Jeanne Collins  CGDC96-009
The Hiring Process: How to Hire or be Hired Kay Sloan  CGDC96-010
Geeks vs. Suits Anthony Farmer  CGDC96-011
3D Art Tools Josh White  CGDC96-012
Developing Multilingual Products Aric Wilmunder  CGDC96-013
Voodoo Graphics by 3Dfx Interactive: Use the Hottest 3D Technology… Andy Keane, 3Dfx  CGDC96-014
Writing Applications for the Architecture Intel  CGDC96-015
Interactive 3D Audio: Coming to a PC Near You! Tim Bratton & Bill Windsor, Spatializer  CGDC96-016
The Point Is: The Social and Ontological Ramifications of the Web Brian Moriarty  CGDC96-017
Developing for the Sony Playstation Steve Ackroyd  CGDC96-018
The Basics of Interactive Drama Ben Calica  CGDC96-019
Improvisational Puppets, Actors, and Avatars Barbara Hayes-Roth  CGDC96-020
Software Maturity: Do Game Developers Really Need It? Larry Constantine  CGDC96-021
Strategies for Truly Interactive Animation Production Mark Netter & Nicole Tostevin  CGDC96-022
Managing the Complexity of the Interactive Entertainment Design Document Jared Freedman  CGDC96-023
Designing for Social Interaction Danielle Berry  CGDC96-024
The Changing Face of 3D Programming Brian Hook  CGDC96-025
Windows 95 Debate Michael Sandige  CGDC96-026
Product Development is from Jupiter, Marketing is from Uranus Steve Peterson  CGDC96-027
AI in Strategy & Military Games Phil Steinmeyer  CGDC96-028
Music Roundtable Donald Griffin  CGDC96-029
Multiplayer Games Brian Hammerstein  CGDC96-030
3D StudioMax: The Next Generation of Modeling & Animation Tools Philp Miller, Autodesk  CGDC96-031
Writing Applications for the Intel Architecture: Audio Intel  CGDC96-032
Animation Master Jeff Bunker, Hash Inc.  CGDC96-033
Windows Programming Fundamentals   CGDC96-034
Artificial Gossip Chris Crawford  CGDC96-035
Real AI for Real Games, Part 1: Technical Tutorial and Design Practice Dr. Walter Alden Tackett  CGDC96-036
Creating Dazzling Sound Effects Rob Wallace  CGDC96-037
The Emerging Design Grammar of VR Games Mark Long & Joanna Alexander  CGDC96-038
When Teams Work, When Teams Break Don L. Daglow  CGDC96-039
Riding the Speeding Train: Controlling the Design Process Amanda Crispel  CGDC96-040
Living in a 256 World Merrill Nix  CGDC96-041
Big Brother in the 21st Century Kevin Cheung  CGDC96-042
Financing Alternatives Dean Gloster  CGDC96-043
Developing for New Technologies Theodore Beale & Andrew Lunstad  CGDC96-044
Edutainment Design Tom Guthery  CGDC96-045
Writing Workshops for Computer Games Katherine Lawrence  CGDC96-046
Story vs. Gameplay Raymond Benson  CGDC96-047
DirectPlay: Protocol Independent Multiplayer Games Donna Scott & G. Eric Engstrom, Microsoft  CGDC96-048
Analog Devices   CGDC96-049
Writing Applications for the Intel Architecture: Video Intel  CGDC96-050
Using COM to Develop Games in Delphi and Borland C++ Charles Calvert & Lar Mader, Borland Int  CGDC96-051
Diamond Developer Relations Program Gary Kinsey, Diamond Multimedia  CGDC96-052
The Making of the 11th Hour Robert Stein III & David Wheeler  CGDC96-053 Video
Current Issues in Licensing & Royalty Rates Brian Napper  CGDC96-054
Real AI for Real Games, Part 2: Design Practice and Demonstrations Dr. Walter Alden Tackett  CGDC96-055
The Nine Act Story Structure, Part 1 David Siegel  CGDC96-056
Female is a Six-letter Word Laura Groppe  CGDC96-057
Win 32 Game Development Under Win 95, Part 1 Ed Averill  CGDC96-058
Interactive Audio on the Bleeding Edge Donald S. Griffin  CGDC96-059
The Future of the Gaming Industry Eric Pinnell  CGDC96-060
Coin-Ops Mark Pierce  CGDC96-061
Strategic Business Models for Development on the Internet Christopher Dean  CGDC96-062
Adventure Building for On-line RPGs Don McClure  CGDC96-063
Pre-Production Art Prep Arlin Robins  CGDC96-064
Adventure Games Hal Barwood  CGDC96-065
DirectSound: Low-latency Sound Mixing for Windows Bob Heddle & G. Eric Engstrom, Microsoft  CGDC96-066
Writing Applications for the Intel Architecture:3D Intel  CGDC96-067
Transforming the PC Ken Comstock, Diamond Multimedia  CGDC96-068
In Praise of Sex and Violence Ernest Adams  CGDC96-069
Producing Compelling Film/Video for Interactive Products Mark W. Day  CGDC96-070
From Concept to Contract: Making A Successful Product Pitch David Mullich  CGDC96-071
The Nine Act Story Structure, Part 2 David Siegel  CGDC96-072
The Implications of Live-Action for On-line Interactive Games John O’Neil  CGDC96-073
Win 32 Game Development Under Win 95, Part 2 Ed Averill  CGDC96-074
Surviving as a Full-Time Freelancer Mike Breault  CGDC96-075
Collaborating in Game Design Noah Falstein & David Fox  CGDC96-076
Legal Problems Charles Kramer  CGDC96-077
Working with Hollywood Talent Jim Bloom  CGDC96-078
Audio Forum Dominic Milano  CGDC96-079
Managing Programmers and Game Development Evan Robinson  CGDC96-080
Authoring Tools Hits and Misses Jamie Siglar  CGDC96-081
Primary Education Ann McCormick  CGDC96-082
SoftImage for NT: Imaging Power on the Desktop PC Microsoft  CGDC96-083
GrIP - Stop Playing with Yourself John Smith, Advanced Gravis  CGDC96-084
Writing Applications for the Intel Architecture: Optmizing Apps Intel  CGDC96-085
The Mirage Universal CD Emulator Guy Carpenter, Cross Products Ltd  CGDC96-086
Developing Great Windows 95 Game with Diamond Jon Burgstrom & Panel, Diamond Multimedia  CGDC96-087
“Psychic Detective” Solves the Mystery of Making the Interactive Film into a Game Michael Kaplan, John Sanborn & Jim Simmons  CGDC96-088
Owning and Protecting Intellectual Property Bruce Maximov  CGDC96-089
General MIDI Sound Cards? OK, Let’s Talk. George Alistair Sanger  CGDC96-090
3D & Video Asset Management: Establishing and Maintaining a Digital Prop Department Mark Peasley  CGDC96-091
Writing Bug-Free Games David Thielen  CGDC96-092
Marketing Slime: What Do They Want? Rick Reynolds & Robin Harper  CGDC96-093
Focused On-line Environments: The Next Experience Hans Bukow  CGDC96-094
Click-Smart: Some Considerations for the Design of Click-Ons in Educational Games Marv Westrom & Doug Super  CGDC96-095
Story vs. Gameplay Raymond Benson  CGDC96-096
Adventure Games Hal Barwood  CGDC96-097
Coin-Ops Mark Pierce  CGDC96-098
Developing for New Technologies Theodore Beale & Andrew Lunstad  CGDC96-099
Multiplayer Games Brian Hammerstein  CGDC96-100
Developing Multilingual Products Aric Wilmunder  CGDC96-101
Apple Game SDK, Part 1 - Intro, Overview and Future Directions Ben Calica, Apple  CGDC96-102
Advanced 3D-Interaction with the Spaceball Avenger (and Avenger II!) Adam Bosnian, Spacetec IMC Corp.  CGDC96-103
How to Bring your Games to the Internet, Via TEN William Lipa, Dave King & Greg Harper  CGDC96-104
3D Graphics - The Only Game in Town Steve Mosher, Creative Labs  CGDC96-105
Floating Point Performance Programming Techniques Chris Hecker  CGDC96-106
Building an On-line Gaming Service G. Eric Engstrom  CGDC96-107
Representing Human Characters in Interactive Games Greg Pisanich & Michael Prevost  CGDC96-108
Pixel Production: Pleasure or Pain? Steve Snyder  CGDC96-109
Keep ‘em Laughin’ AND Thinkin’: How to Design Great Kids’ Games Annie Fox  CGDC96-110
The Contractor-Publisher Relationship, From Both Sides Ellen Guon & Gano Haine  CGDC96-111
Developing Immersive Interfaces: Lessons Learned Outside of Games David G. Shaw  CGDC96-112
Designing for Social Interaction Danielle Berry  CGDC96-113
Strategic Alliances Judy Lange  CGDC96-114
3D Art Tools Josh White  CGDC96-115
Music Roundtable Donald Griffin  CGDC96-116
Geeks vs. Suits Anthony Farmer  CGDC96-117
Alternative Financing Theodore Beale & Andrew Lunstad  CGDC96-118
Managing Programmers and Game Development Evan Robinson  CGDC96-119
Apple Game SDK, Part 2 - RAVE Mike Kelley, Apple  CGDC96-120
Voodoo Graphics by 3Dfx Interactive: Use the Industry’s Hottest 3D Technology… Andy Keane, 3Dfx  CGDC96-121
How to Bring your Games to the Internet, Via TEN William Lipa, Dave King & Greg Harper  CGDC96-122
PC Audio in the 90’s What to Listen For Dave Rossum & Eric Larsen, Creative Labs  CGDC96-123
The Invasion of the Hollywood Talent Pool Roger Holzberg & Howard Burkons  CGDC96-124
How to Appeal to the On-line Gamer Daniel Goldman  CGDC96-125
The Expanding Job of the Game Artist Leslie Pardew  CGDC96-126
Developing for the PC CD Guy Wright  CGDC96-127
Exploring New Worlds with QuickTime VR Peter Mackey  CGDC96-128
Successful Planning to Get Your Business Funded Gina Frye & Ann Winblad  CGDC96-129
Hard-won Lessons of a Veteran Game Marketer Michael Dornbrook  CGDC96-130
El Mariachi on the Mac: Game Development on a Shoestring Roger Kemper & Tom Kemper  CGDC96-131
Writing Workshops for Computer Games Katherine Lawrence  CGDC96-132
AI in Strategy & Military Games Phil Steinmeyer  CGDC96-133
Edutainment Design Tom Guthery  CGDC96-134
The Changing Face of 3D Programming Brian Hook  CGDC96-135
Audio Forum Dominic Milano  CGDC96-136
Authoring Tools Hits and Misses Jamie Siglar  CGDC96-137
Apple Game SDK, Part 3 - PowerPlug, PowerAmp and Speech Input Michael Evens & Dan Venolia, Apple  CGDC96-138
Building the Game of the Future ATI Technologies  CGDC96-139
Activation - Real-time 3D Graphics Software for Game Prototyping Bruce Sinclair, Coryphaeus  CGDC96-140
PowerVR: A Revolution in 3D Graphics Technology NEC Electronics  CGDC96-141
Statistics and Predictions for the Interactive Entertainment Industry Ruthann Quindlen  CGDC96-142
Writing Multiplayer Games for the Internet Jeffrey Rothschild  CGDC96-143
Choice, Control, and Consequence in Interactive Comedy Walter Freitag  CGDC96-144
Software Project Management C. Gordon Walton, Jr.  CGDC96-145
Virtual Sets: Creating High Quality Video/3D Composites Mark Giambruno  CGDC96-146
Four Ways to Play: Piaget’s Analysis of Common Childhood Games Erik Strommen  CGDC96-147
Getting the Most Out of 3D Accelerators Robert Mullis  CGDC96-148
Interactive 3D Audio: A New Dimension for Game Development Toni Schneider  CGDC96-149
The Hiring Process: How to Hire or be Hired Kay Sloan  CGDC96-150
Legal Problems Charles Kramer  CGDC96-151
Pre-Production Art Prep Arlin Robins  CGDC96-152
Financing Alternatives Dean Gloster  CGDC96-153
Software and Compatibility Testing Megan Quattrocchi & Jeanne Collins  CGDC96-154
Windows 95 Debate Michael Sandige  CGDC96-155
Apple Game SDK, Part 4 PowerPlay and PowerShow Jamie Osborne & Cary Farrier, Apple  CGDC96-156
Feel the RAGE: Experience ATI’s New Mach64-based 3D Accelerator ATI Technologies  CGDC96-157
The Quake Graphics Engine Michael Abrash  CGDC96-158
Developing for the Sega Saturn Marty Franz  CGDC96-159
The Breakthroughs and Pitfalls of Developing Interactive Drama Dexter Chow, Haney Armstrong & Ken Golfstein  CGDC96-160
Seven Ways to Avoid Getting Screwed Edward de Jong  CGDC96-161
2D Animation in 3D Worlds John Gaffey & Ray Manabe  CGDC96-162
Digital Joystick Protocols and Gaming Devices   CGDC96-163
Distribution Options for Today’s Market Bryan Neider  CGDC96-164
Some Design and Industry Pointers for Wannabe Coin-Op Developers Jeff Brown  CGDC96-165
Big Brother in the 21st Century Kevin Cheung  CGDC96-166
Adventure Building for On-line RPGs Don McClure  CGDC96-167
Product Development is from Jupiter, Marketing is from Uranus Steve Peterson  CGDC96-168
Working with Hollywood Talent Jim Bloom  CGDC96-169
Sports Games Kevin Hogan  CGDC96-170
Developing Multilingual Products Aric Wilmunder  CGDC96-171
The Business of Mac Games Mark Gavini, Apple  CGDC96-172
Firewalker Authoring System - Invent New Levels of 3D Interactivity Jeff Benrey & Sheila Ward, Silicon Studio  CGDC96-173
What Game Developers Need to Know About the New 3D Audio Paradigms Win Craft, David Bates & Dales Gulick, Spatializer  CGDC96-174
Interactive Movies Debate: Hot New Genre or Marketing Fluff? Ernest Adams & Jim Simmons  CGDC96-175
DOS Games in a Windows World David Thielen  CGDC96-176
Play & Learning: A Battle for Mindshare? Ann McCormick  CGDC96-177
Developing Windows Games for the Japanese Market James Spahn  CGDC96-178
Technical Aspects of On-line Development Kevin Cheung  CGDC96-179
Moving Mountains: Getting Animation and 3D Data into the Game Box Peter Ryce  CGDC96-180
Programming the M2 David Maynard  CGDC96-181
Audio Forum Dominic Milano  CGDC96-182
Sports Games Kevin Hogan  CGDC96-183
AI in Strategy & Military Games Phil Steinmeyer  CGDC96-184
Pre-Production Art Prep Arlin Robins  CGDC96-185
Geeks vs. Suits Anthony Farmer  CGDC96-186
Coin-Ops Mark Pierce  CGDC96-187
Voodoo Graphics by 3Dfx Interactive - Use the Industry’s Hottest 3D Technology Andy Keane, 3Dfx  CGDC96-188
Thexder Meets Win 95 or Writing Great Games in the Win 95 Environment Cheryl Makovsky  CGDC96-189
PC Network Games for Nearly Everyone Neil Kirby  CGDC96-190
Aristotle’s Dramatic Principles in the Interactive Medium Jim Simmons  CGDC96-191
Maximizing Shareware Success Karen Crowther  CGDC96-192
The Responsibility of the Author in Developing Storytelling Games Bob Bates  CGDC96-193
Breaking the Mold in Edutainment Design David Katzner  CGDC96-194
Tricks and Techniques for Sound Effect Design Bobby Prince  CGDC96-195
“Wargames Don’t Sell” or How to Actually Write Successful Wargames Mark Baldwin  CGDC96-196
Strategic Business Models for Development on the Internet Christopher Dean  CGDC96-197
3D Art Tools Josh White  CGDC96-198
Edutainment Design Tom Guthery  CGDC96-199
Managing Programmers and Game Development Evan Robinson  CGDC96-200
The Changing Face of 3D Programming Brian Hook  CGDC96-201
Legal Problems Charles Kramer  CGDC96-202
Multi-Player On-Line Gaming - Who? What? Where? Why? How? When? Konstantin Othmer, Catapult  CGDC96-203
Building Games for ATI’s 3D Rage ATI Technologies  CGDC96-204
Direct 3D: Device Independent Acceleration Servan Keondjian & G. Eric Engstrom, Microsoft  CGDC96-205
What is Interactive? A Rigorous Definition Stuart Moulder  CGDC96-206
Motion Capture: Replicating Reality Ken Kline  CGDC96-207
20th Century Scoring for Next Century Entertainment: A Call for Interactive Audio Design Dave Javelosa  CGDC96-208
Real-time 3D Modeling Josh White  CGDC96-209
The Art of the Deal Dean M. Gloster  CGDC96-210
Design Issues for On-line Virtual Communities and Playgrounds Ben Calica  CGDC96-211
A Nuts and Bolts Seminar on How To Direct and Help Actors Jeanne Hartman  CGDC96-212
Writing Workshops for Computer Games Katherine Lawrence  CGDC96-213
Adventure Building for On-line FRPGs Don McClure  CGDC96-214
Multiplayer Games Brian Hammerstein  CGDC96-215
Story vs. Gameplay Raymond Benson  CGDC96-216
Authoring Tools Hits and Misses Jamie Siglar  CGDC96-217
Working with Hollywood Talent Jim Bloom  CGDC96-218
Exporting Object and Animation Data to Multiple Platforms Dave Aronson, Nichimen Graphics  CGDC96-219
Optimizing Games for 3D Hardware 3D Labs  CGDC96-220
Five Simple Steps to the Perfect Model Jonathan Houston, Faro Technologies  CGDC96-221
DirectDraw: Highspeed BLTing in Windows Craig Eisler & G. Eric Engstrom, Microsoft  CGDC96-222
Developing a Cross-Platform Product Strategy John Kavanagh  CGDC96-223
3D Graphics and Animation for Real Time Games Gregory Hammond  CGDC96-224
The Evolving Internet: A Gaming Perspective Phillip King  CGDC96-225
A Story Wrapped Inside a Puzzle Wrapped Inside an Enigma: Designing Adventure Games Steven Meretzky  CGDC96-226
Utilizing Lawyers in Today’s Deal-making Environment Alisa Baker  CGDC96-227
How to Make Your Games Sell Overseas Juergen Egeling  CGDC96-228
Use of Voice in Interactive Products Wally Fields & Mike Bailey  CGDC96-229
Windows95 Debate Michael Sandige  CGDC96-230
Product Development is from Jupiter, Marketing is from Uranus Steve Peterson  CGDC96-231
Big Brother in the 21st Century Kevin Cheung  CGDC96-232
Adventure Games Hal Barwood  CGDC96-233
Software and Compatibility Testing Megan Quattrocchi & Jeanne Collins  CGDC96-234
Music Roundtable Donald Griffin  CGDC96-235
BRender: The Real-time 3D Rendering System for Games Jez San & Rich Seidner, Argonaut Technologies  CGDC96-236
Demystifying Motion Editing Bart Gawboy, Nichimen Graphics  CGDC96-237
Banquet Speaker Peter Bergman, Firesign Theatre  CGDC96-238

Here are the talks that have slides available online:

Making of the 11th Hour

On Archive.org a video recording of the session The Making of the 11th Hour by R. Stein and D. Weeler is availabe to watch here.

It mentioned they were in the beta program for 3D Studio 3.0 which allowed them to do dual texture maps to add dirt to the textures, the video shows footage from 3D Studio 3.0.


CGDC 1997 - April 25th-29th

The 1997 Computer Game Developers Conference was hosted in the Santa Clara Conference Center in Washington, D.C. It was much larger in scope than the previous years and in fact took five days instead of the usual two.

The first 2 days introducted two new sub-conferences:

  • Managing Game Development Conference (25th/26th)
  • Game Marketing and Distribution Conference (25th/26th)

The Classic CGDC Conference would then take the next three days (27th-29th).

The overall attendees was estimated to be over 6,300 by the July 2997 issue of Next Generation Magazine.

Two Day Tutorials

This conference introduced what they called the Two Day Tutorials which were tutorials on various software that would take up the full first two days of the conference, presumably for those uninterested in the other two sub-conferences going on at the same time.

There were four of them but no other details apart from their name remain online:

  • Softimage Game Development Tools and Techniques
  • Object Oriented Game Design in Lingo
  • 3D Studio Max
  • Creating Online Games with Java

One Day Tutorials

These tutorials only took a day to complete and were all on the 26th of April, they were:

  • Modeling, Texturing, and Animating in Alias Poweranimator for Real-Time Applications
  • The Producer’s Tutorial: Bringing it All Together
  • Programming Games Under Windows
  • Writing for an Interactive Age
  • Using DeBabilizer for Processing Video Game Graphics
  • Writing Games with OpenGL

Sadly the website didn’t list who actually presented these tutorials but if you know please submit a Pull Request or leave a comment below.

Game Marketing and Distribution Conference

The first day talks were:

  • Going Global: Worldwide Strategies for International Markets
  • Breaking Into the Chinese Market: Market Entry, Publishing and Distribution of CD-Rom Titles in China
  • Distribution Standards for the Game Industry
  • Internet Entertainment: The Profits and the Pitfalls
  • Packaging
  • Licensing
  • How To Win At Distribution
  • The State of the Post-Christmas Game Market
  • Online Marketing Strategies
  • Games for Promotional Purposes: The Business of Business Games
  • Leveraging 3D in Your Marketing Plan
  • Building on Success

The second day talks were:

  • Market Research Boot Camp
  • How to Create Branded Products That Cover Multiple Media
  • Educating the Retailer
  • Distribution Options For Today’s Market
  • Legal Issues In Online Distribution: Warnings About Unresolved Issues
  • Strategic Pricing
  • Maximizing Your Online Presence
  • Working With Developers
  • Breaking into Latin American Markets
  • Retailers Talk Back
  • Brand Management: CD Rom into Film
  • Changing the Face of Interactive Entertainment
  • Shaping the Interactive Software Market for the New Millenium

Pretty much nothing is available online about who gave these talks or what they contained.

Managing Game Development Conference

The first day talks were:

  • Team == Software
  • Lucid Ignorance
  • Bullshit Management Meetings That Don’t Suck
  • Enrapturing the Customer
  • Building That “Shared Vision Thing”

The Day 2 talks were:

  • Facing the Black Hats: Strategies for dealing with Management
  • Being the Black Hats: Managing People Who Give a Shit
  • Where Am I: Finding Yourself in Software
  • The Deeper Problem: Breaking the Loop of Failure
  • Thinking Fishbowl
  • Creativity Shop: A Kick in Your Mental Ass Leading a Quality Jihad

Pretty much nothing is available online about who gave these talks or what they contained.

Classic CGDC Conference

The Classic CGDC Conference had 200+ different sessions split up into the following four types:

  • Lectures - Typical Conference presentation format with Powerpoint Slides
  • Seminars - More hands on than Lectures
  • Roundtables - Panel of experts talking about a specific talking and maybe answering audience questions
  • Sponsored Sessions - Presumably lectures that were not voted on but instead paid to present

All the talks from the two days of the “Classic” Computer Developers Conference are in the table below. If you know of any links to videos, slides, reviews or even notes from any of the sessions please add them to the Notes column in the table.

Title Presenter Type Notes
The Creative Role of the Producer: Lessons from Linear Media David Brownstein Lecture  
Internet Based Client/Server Network Traffic Reduction Bernt Habermeier Lecture  
Listen! The Potential of Shared Hallucinations Brian Moriarty Lecture  
Making Things Fun to Learn: Principles of Edutainment Design Craig Brannon Lecture  
Opening the Box; 3D Toolkits John Gwinner Lecture  
Real AI, Part III: Planning Bryan Stout Lecture  
Strategic Pricing Phil Adam Lecture  
Understanding the Process of Art Production Phil Trumbo Seminar  
More Ways to Avoid Getting Screwed Edward de Jong Seminar  
Downloadable Sounds: The Next Wave in Multimedia Audio Delivery Tom White Seminar  
Ask the Publisher Ken Goldstein Roundtable  
Choosing an Authoring Tool Jamie Siglar Roundtable  
Designing and Building Multiplayer Action Titles for Internet Play Harald Seely Roundtable  
Designing Games to Use 3D Audio Brian Schmidt Roundtable  
How to Screw Up a Perfectly Good Production Heather Chirtea Roundtable  
Multiplayer Online Games Carrie Washburn Roundtable  
Original Content: R&D For The Breakthrough Title Larry Tuch Roundtable  
Shared Virtual Environments David Rosenbloom Roundtable  
What Do Female Game Players Really Want? Annie Fox Roundtable  
What Makes Software Educational? Channah Horst Roundtable  
Whither (or Wither) War Games Mark Baldwin Roundtable  
Windows 95: Stories from the Trenches Jack Thornton Roundtable  
A3D: Interactive 3D Audio Workshop Aureal Semiconductor Sponsored Session  
Leveraging the Voodoo Platform in Next Generation Game Development 3Dfx Interactive, Inc. Sponsored Session  
DirectPlay Microsoft Sponsored Session  
Application of Motion Capture to Interactive Entertainment Paul Lewis Lecture  
Better Audio Sells More Product James Grunke Lecture  
Coin-Op Arcade Videogames: An overview of the Coin-Op Industry Mark Pierce Lecture  
Cross Promotion and Product Placement in Video Games Rich Shane Lecture  
Event Based Design: An Action Adventure Game Approach Jared Freedman Lecture  
Interactive Playmates in Real Time or Why Online Games Suck Dani Bunten Berry Lecture  
Optimizing Direct3D Graphics Performance Miriam Sedman Lecture  
Pixel Production: Pleasure or Pain? Steve Snyder Lecture  
Surviving the Bloodbath: Perspectives on our Industry’s Cycles Michael Dornbrook Lecture  
Inside NHL Powerplay 96: What Are They Thinking? David Roberts Seminar  
When Teams Work, When Teams Break Don Daglow Seminar  
Art in Computer Games: Tools and Techniques Denis Loubet Roundtable  
Designing Online Puzzle Games Scott Kim Roundtable  
Directors Roundtable: What Do They Mean? What Do They Want? Jeanne Hartman Roundtable  
Discussion on Artificial Intelligence in Computer Games (Section 1) Steve Woodcock Roundtable  
Discussion on Artificial Intelligence in Computer Games (Section 2) Eric Dybsand Roundtable  
Discussion on Artificial Intelligence in Computer Games (Section 3) Neil Kirby Roundtable  
Environment vs. the Game: Is the Medium or the Content? What Keeps Them? Susan Manley, Jim Stern Roundtable  
The Future of Strategy Games Phil Steinmeyer Roundtable  
Geeks vs. Suits 3.0 Anthony Farmer Roundtable  
Good, Clean and Fun: How Can They All Go Together? Brad Andrews Roundtable  
New World, New Paradigms: The Frontier of Multiplayer Non Zero-Sum Entertainmen Sean Patrick Fannon Roundtable  
Puzzles in Adventure Games Hal Barwood Roundtable  
Testing Roundtable Jeanne Collins , Megan Quattrocchi Roundtable  
Visceral Gaming: Should We Be Afraid? Paul Schuytema Roundtable  
Developing Game Content for Multiple Platforms Nichimen Graphics Sponsored Session  
Leveraging the Voodoo Platform in Next Generation Game Development 3Dfx Interactive, Inc. Sponsored Session  
DirectInput Microsoft Sponsored Session  
The Art Of The Pitch Heather Chirtea , Ken Goldstein , Stefanie Henning Lecture  
Autonomous Agents: A Matter of Life and Death Peter de Bourcier Lecture  
Avatars and Chat: Improving Immersive Interfaces David Shaw Lecture  
How to Write Interactive Fiction Howard Burkons , Michelle Em , Rick Tiberi Lecture  
Interactive Soap Operas: Crafting Environments for Multiuser Interaction Reid Hoffman Lecture  
The Jack Principles: Change the Way You Think About Interactive Design Harry Gottlieb Lecture  
Optimizing Code with MMX Mike Schmit Lecture  
Real-Time 3D Animation Greg Hammond Lecture  
State of the Industry Lee Isgur Lecture  
Writing Bug-Free Games Dave Thielen Lecture  
Writing by Design: The Critical Path to Great Gameplay Roger Holzberg, Larry Tuch, Terry Borst, Howard Cushnir, Ted Elliot, Adam Wolff Lecture  
Entertainment Quality Comes of Age Diannah Morgan Seminar  
Interactive Soundworlds Daniel Bernstein Seminar  
3D Acceleration, One Year After Brian Hook Roundtable  
Business Models for Maximizing Revenue from Online Games Kirk Owen Roundtable  
Database Development for Real-Time 3D Games Gjon Camaj Roundtable  
Designing and Building Multiplayer Action Titles for Internet Play Harald Seely Roundtable  
Designing Multiplayer Games Kevin Bentley Roundtable  
Developing for New Technologies Theodore Beale , Andrew Lunstad Roundtable  
Discussion of Real-Time 3D Modeling Evan Fisher , Jordi Davis Roundtable  
The Interactive Storytelling Problem W alt Freitag Roundtable  
Multiplayer Online Games Carrie Washburn Roundtable  
The Real Design: From Design Spec to Product Christopher Thompson Roundtable  
Real-Time Audience Feedback: What Should We Do With It? Dr. Cat Roundtable  
“Relevant” Music Scoring for Next Generation Games Rich Goldman Roundtable  
Force Feedback - How to Add Another Dimension to Your Games by Microsoft Sidewinder Group Microsoft (HW) Sponsored Session  
Internet Business Opportunities for Multiplayer Games Mpath Sponsored Session  
High-End Graphics Delivered on Real-Time Platforms Alias Wavefront Sponsored Session  
Advanced Real-Time 3D Modeling Josh White Lecture  
Bringing Design to Software Terry Winograd Lecture  
Cinematic Direction in Interactive Products Lawrence Guterman Lecture  
Client/Server Design for Online Games Andrew Kirmse Lecture  
Designing the Puzzle Bob Bates Lecture  
Fair Use: Technology and Content Marc Brown, Simon Frankel Lecture  
Government Report 97: Impact on Game Developers Daniel Greenberg Lecture  
Mass Market Interactive Entertainment: The New Art Form Hal Barwood , Roger Holzberg , Kendall Lockhart, Richard Hilleman, Brett Sperry Lecture  
Multiplayer Web Games on a Shoestring James Abbott Lecture  
Music on Computers: A 5 Year Projection from the “Project Bar-B-Q” Think Tank George Alistair Sanger Lecture  
On Time and Under Budget William Volk Lecture  
Taking Maximum Advantage of 3D Hardware Accelerators Mike Newhall Lecture  
OO Is So Good Glenn Mandelkern Seminar  
Artists vs. Programmers Dave Menconi Roundtable  
Designing for Community: How to Handle the Problem Children of the Online World Dave Weinstein Roundtable  
The Future of Sports Game Development Michael Meischeid Roundtable  
Game Worlds: Slouching Toward a True Mass Audience Jeff Gomez Roundtable  
Getting Into the Game Industry Darren Reid Roundtable  
Localization Aric Wilmunder Roundtable  
What Do Female Game Players Really Want? Annie Fox Roundtable  
“Why Won’t They Tell Me What They Want!” Real World Communication Between Musician and Producer David Schultz Roundtable  
Wavetable: Ubiquitous Platform?!? Creative Labs Sponsored Session  
Creating Your Own Private Branded Online Gaming Service Around Your Content Mpath Interactive Sponsored Session  
Working with Microsoft “In The Zone” Microsoft (HW) Sponsored Session  
Total Exposure: Reaching Millions via One Company Partner The ImagiNation Network Sponsored Session  
The Best Kept Secrets of Digital Art Dale Mauk, Patricia Pearson Lecture  
Humor in Game Design Steven Meretzky Lecture  
Into the Grey Zone and Beyond: Protecting Your Legal Interests in the New Multimedia Environment Alisa Baker Lecture  
Merc 101: Sim Game Design - Features and Research Arnold Hendrick Lecture  
A Very Geeky Overview of TCP/IP Protocols Zachary Simpson Lecture  
VRML for Games? Alan Wooton Lecture  
Writing a Successful Business Plan Anne Winblad Lecture  
The Dirt on DVD Guy Wright Seminar  
Getting Started in Interactive Audio Donald S. Griffin Seminar  
How Not to do Videocompositing and Effects Mark Christiansen Seminar  
Mass Participation Games on the Web: Delivering Web Games that Support Thousands Leonard Quam Seminar  
Rules to Live By: Mantras for Software Producers Martin Streicher Seminar  
Art in Computer Games: Tools and Techniques Denis Loubet Roundtable  
Database Development for Real-Time 3D Games Gjon Camaj Roundtable  
Designing Multiplayer Games Kevin Bentley Roundtable  
Localization Aric Wilmunder Roundtable  
Getting Into the Game Industry Darren Reid Roundtable  
Puzzles in Adventure Games Hal Barwood Roundtable  
Real-Time Audience Feedback: What Should We Do With It? Dr. Cat Roundtable  
“Relevant” Music Scoring for Next Generation Games Rich Goldman Roundtable  
Programming for 3Dfx Interactive Voodoo 3Dfx Interactive, Inc. Sponsored Session  
QMixer: A Highly Efficient 3D Audio SDK for Direct X and MacOS QSound Labs Sponsored Session  
Optimizing 3D Geometry and Lighting Performance of PC’s Intel Corporation Sponsored Session  
Force Feedback - How to Add Another Dimension to Your Games by Microsoft Sidewinder Group Microsoft (HW) Sponsored Session  
c:\media\games\online\bizmodels.exe or Online Games: Multiple Business Models TEN Sponsored Session  
Metrowerks Game Programming Tools Metrowerks Corporation Sponsored Session  
Cinematic Audio for Video Tim Clarke , Christopher Stevens Lecture  
The Little Four: Panel Discussion with Low Latency Gaming Networks Dean Frost , Jack Heistand , Jeff Leibowitz , Paul Matteucci , John Taylor Lecture  
Maintaining Developer-Media Relations through the Development Cycle Mark Shander Lecture  
Merc 201: Sim Game Design - Nuts and Bolts Arnold Hendrick Lecture  
Ritual Reality: The Social Aspects of Designing an Online Gaming Environment Amy Jo Kim Lecture  
Strategic Alliances Jude Lange Lecture  
The Talkies Are Coming! William DeSmedt Lecture  
Adding Extensible Custom Languages to Game Engines Robert Huebner Seminar  
Art Direction For Games Isaac Kerlow Seminar  
Cyberlife: A Biologically Inspired Architecture for Games Toby Simpson Seminar  
Physical Animation of Humans and Other Articulated Forms Seamus Blackley Seminar  
3D Acceleration, One Year After Brian Hook Roundtable  
Ask the Publisher Ken Goldstein Roundtable  
Directors Roundtable: What Do They Mean? What Do They Want? Jeanne Hartman Roundtable  
The Integration of Cinematic Elements Into Interactive Games Jim Bloom Roundtable  
The Interactive Storytelling Problem Walt Freitag Roundtable  
The Real Design: From Design Spec to Product Christopher Thompson Roundtable  
What Do Female Game Players Really Want? Annie Fox Roundtable  
What Makes Software Educational? Channah Horst Roundtable  
Windows 95: Stories from the Trenches Jack Thornton Roundtable  
Programming for 3Dfx Interactive Voodoo 3Dfx Interactive, Inc. Sponsored Session  
Qsound 3D Audio Processing Tools Schmidt Entertainment Technologies, Inc. Sponsored Session  
Scaleable 3D Sound Using MMX Technology Intel Corporation Sponsored Session  
Working with Microsoft “In The Zone” Microsoft (HW) Sponsored Session  
Implementing Compelling 3D Audio Today and Tomorrow VLSI Technology, Inc. Sponsored Session  
Creating a Multiplayer Gaming Success HEAT Sponsored Session  
Adapting Licensed Products to the Computer Medium Micah Jackson Lecture  
Communication Models for Internet Games Jeffrey Rothschild Lecture  
Distribution Options For Today’s Market Brian Neider Lecture  
The Magic of Writing Kids’ Games Matthew Costello , Tony Perutz , Meryl Perutz , Deborah Todd Lecture  
Making 3D Work for Social Environments Rusty Dawe Lecture  
Quake: A Post-Mortem and a Glimpse Into the Future Michael Abrash Lecture  
Raising the Bar Leslie Pardew Seminar  
Women In Interactive Entertainment Deborah Cook, Annie Fox , Julie Marsh, Margo Nanny , Hilary Nation, Solange Van Der Moer Seminar  
Business Models for Maximizing Revenue from Online Games Kirk Owen Roundtable  
Designing and Building Multiplayer Action Titles for Internet Play Harald Seely Roundtable  
Designing for Community: How to Handle the Problem Children of the Online World Dave Weinstein Roundtable  
Designing Games to Use 3D Audio Brian Schmidt Roundtable  
Directors Roundtable: What Do They Mean? What Do They Want? Jeanne Hartman Roundtable  
Environment vs. the Game: Is the Medium or the Content? What Keeps Them? Susan Manley ,Jim Stern Roundtable  
Good, Clean and Fun: How Can They All Go Together? Brad Andrews Roundtable  
Multiplayer Online Games Carrie Washburn Roundtable  
Original Content: R&D For The Breakthrough Title Larry Tuch Roundtable  
Shared Virtual Environments David Rosenbloom Roundtable  
Visceral Gaming: Should We Be Afraid? Paul Schuytema Roundtable  
Whither (or Wither) War Games Mark Baldwin Roundtable  
The Benefits of 3D Graphics By Using MMX Technology Intel Corporation Sponsored Session  
Benchmarks: Do They Do Justice? 3Dfx Interactive, Inc. Sponsored Session  
DirectDraw in DX5 Microsoft Sponsored Session  
Video Reality Reality GC: Creating Navigable Feature Film Environments SouthPeak Interactive Sponsored Session  
Quicktime for Windows as a Media Delivery Engine for Games Apple Computer Sponsored Session  
Creating a Multiplayer Gaming Success HEAT Sponsored Session  
Achieving New Levels of Realism with Image Based Modeling and Rendering Paul Debevec Lecture  
The Alchemy of Addiction: Creating Games that Keep People Playing Mike Sellers Lecture  
Color Reduction TBA Lecture Did this go ahead? Who did it?
Foundations and Empires Mark Baldwin Lecture  
Recovery Mode: Taking Control of an Out of Control Project Evan Robinson Lecture  
Revenue Models for Net-Based Games Gene DeRose Lecture  
Writing First Person Engines for 3D Hardware Gary McTaggart Lecture  
Dirty Little Programs: Installing and Removing Your Product Andrew Megowan Seminar  
Music Construction for Interactive Media Donald S. Griffin Seminar  
Designing Online Puzzle Games Scott Kim Roundtable  
Developing for New Technologies Theodore Beale , Andrew Lunstad Roundtable  
Discussion of Real-Time 3D Modeling Josh White Roundtable  
Discussion on Artificial Intelligence in Computer Games (Section 1) Steve Woodcock Roundtable  
Discussion on Artificial Intelligence in Computer Games (Section 2) Eric Dybsand Roundtable  
Discussion on Artificial Intelligence in Computer Games (Section 3) Neil Kirby Roundtable  
The Future of Strategy Games Phil Steinmeyer Roundtable  
How to Screw Up a Perfectly Good Production Heather Chirtea Roundtable  
New World, New Paradigms: The Frontier of Multiplayer Non Zero-Sum Entertainment Sean Patrick Fannon Roundtable  
Testing Roundtable Jeanne Collins , Megan Quattrocchi Roundtable  
Software Interfacing Techniques for Accelerated Graphics Port Intel Corporation Sponsored Session  
Next Generation PC Platforms: How to Leverage the Transition Cirrus Logic Sponsored Session  
Direct3D Microsoft Sponsored Session  
A3D: Interactive 3D Audio Workshop Aureal Semiconductor Sponsored Session  
POW! Adding Force-Feedback to Your Applications Immersion Corp Sponsored Session  
Implementing AGP Using ATI’s RAGE PRO Graphics Chip ATI Technologies Sponsored Session  
Collaborating in Game Design Noah Falstein, David Fox Lecture  
From Spelling To Surfing: The Evolution of the Edutainment Industry Joe Durrett , Dean Frost , Steve McBeth , Kevin O’Leary , Charlotte Walker Lecture  
Grass Isn’t <0,255,0>: Better Living Through Color Theory John Edel Lecture  
A Guided Tour through Hard Core Game Physics Chris Hecker Lecture  
Negotiating a Great Game Publishing or Distribution Deal Dean Gloster Lecture  
Worldwide Licensing and Funding of Titles Jack Ghoulian Lecture  
Designing for the Universal 2nd Grader Michael Wyman Seminar  
Forcing Interactions: How to? How much Richard Aronson Seminar  
User Intention as a Design Tool Doug Church Seminar  
Artists vs. Programmers Dave Menconi Roundtable  
Choosing an Authoring Tool Jamie Siglar Roundtable  
Coin Ops Roundtable Mark Pierce Roundtable  
The Future of Sports Game Development Michael Meischeid Roundtable  
Game Worlds: Slouching Toward a True Mass Audience Jeff Gomez Roundtable  
What Ever Happened to Role-Playing Games? Anthony Farmer Roundtable  
“Why Won’t They Tell Me What They Want!” Real World Communication Between Musician and Producer David Schultz Roundtable  
How To Build Internet Hybrid Games Intel Corporation Sponsored Session  
Catering to the Sound Sense: How to Use DirectSound3D to Enhance a 2D or 3D Game Cirrus Logic Sponsored Session  
DirectSound Microsoft Sponsored Session  
Memory Efficient Color Mapping Techniques for Game Development Nichimen Graphics Sponsored Session  
ATI’s Hi-Volume RAGE PRO Graphics Chip ATI Technologies Sponsored Session  

For me some of the most interesting sessions from this day were the Sponsored Sessions presented by Industry Heavyweights that are still household gaming names today and others who have fallen by the wayside (Nichimen Graphics I am looking at you).

Microsoft DirectX Sessions

Microsoft had sessions advertising their DirectX technology (DirectPlay, DirectSound, Direct3D and DirectDraw) and even from their hardware division (Sidewinder Group).

Apple back in the games industry in 1998?

There was even a session by Apple on using Quicktime for Windows Game Development! Would love to get a hold of what was presented at that session.


GDC 1998 - May 4th-8th

The 1998 Computer Game Developers Conference was hosted in Long Beach Convention Center on Long Beach, California. This would be the last one under the CGDC name as it was now rebranded to just GDC 5.

Playstation Underground had a brief 3 minute look at CGDC 1998, it interviews Jennifer Pahlka who was a female director of the GDC, you can watch on Youtube:

The talks we know that were held at CGDC 1998 are in the table below:

Title Presenter Track Type Notes
“A Formula Is Worth a Thousand Keyframes” Mathematically Derived Real Time Character Animation Peter Akemann Programming Lecture  
3D Controllers One Year Later: What Have Learned? What Have We Earned? Tom Cmajdalka, Frank Evers, Jon Peddie, Jay Eishenlohr, Scott Sellers Programming Lecture  
Blazing Fast Code Jon Bentley Programming Keynote  
Bringing Engineering Discipline to Entertainment Development Gordon Walton Programming Seminar  
Bringing Your Code Up to Speed Ron Fosner Programming Lecture  
Building a Better Mouse: AI Lessons From Artificial Life Robert Huebner Programming Lecture  
Building Advanced Autonomous AI Systems for Large Scale Real-Time Simulations John Laird Programming Lecture  
Building Commercial Games in Java: How We Did It Garner Halloran Programming Lecture Tom Clancy’s Politika
Coding the Ideal Direct3D Game Richard Huddy Programming Sponsored  
Collecting Money on the Internet: Gameplay by the Click Russ Jones Programming Sponsored  
Collision Detection in Pacman Ghost Zone: Collision Techniques in a 3D Environment for Man and Camera Gilbert Colgate Programming Lecture  
Creating Realistic Effects with OpenGL Simon Hui Programming Lecture  
Cross Platform Development : Easier and Harder Than You Think Eric Klein Programming Lecture  
Curved Surfaces vs. Discrete Multiresolution Models Murali Sundaresan Programming Lecture  
Database Development for Real-Time 3D Games: A View From Both Sides Gjon Camaj Programming Lecture  
Development Tools: Shines & Whines David Gill Programming Sponsored  
DirectAnimation Pablo Fernicola Programming Sponsored  
DirectShow Kevin Larkin Programming Sponsored  
Display List Rendering Marc Pinter-Krainer Programming Sponsored  
Efficient System Memory Texturing Architecture for Games John Brothers, Ray Koduri Programming Sponsored  
Engine Scalability and 3D Hardware Charlie Brown, Gary McTaggart Programming Lecture  
Exploiting Parallelism in 3D Games Using a Multithreaded Game Application Framework Feng Xie Programming Sponsored  
Gaming and Multimedia Graphics on Windows CE: A Case Study David Gould Programming Sponsored  
Getting the Most Out of 3D Accelerators Greg Corson Programming Lecture  
Hardcore AI for the Computer Games of Tomorrow John Funge Programming Lecture  
High Color, High Res: Graphics Programming in a Non-Palletized World Wade Brainerd Programming Lecture  
High Performance Game Programming in C++ Paul Pedriana Programming Lecture  
How Bout Dem Bones: Creating a Bones-Based Animation System Andrew Lunstad Programming Lecture  
How Shadows of the Empire Used the Force Gary Brubaker Programming Lecture  
Improving Graphics Performance Using iPEAK Herb Marsales Programming Sponsored iPeak
Intel740 Graphics Accelerator Performance Tuning Theodore Omtzigt, Jay Sturges Sponsored    
Lies, Damn Lies, and ASR Statistics: A Voice Processing Primer Neil Kirby Programming Seminar Slides on CD
Low Cost 3D Graphics for Independent Game Developers Caligari Programming Sponsored truespace4
Making the Play: Team Cooperation in Microsoft Baseball 3D Steve Rabin Programming Lecture  
Maximizing Real-Time Game Performance Robert “Dwango Bob” Huntley Programming Sponsored  
Messiah: What You May or May Not Believe Michael “Saxs” Perrson, David Perry Programming Plenary  
Motivate - Intelligent Digital Actor System Yotto Koga Programming Sponsored Motion Factory
Multiplayer Game Development: Networking SimCity Jason Shankel Programming Lecture  
Multiresolution Meshes: A Solution for Creating Scalable 3D Games Stephen Junkins Programming Sponsored  
Natural Language Processing in 55 Minutes or Less John O’Neil Programming Lecture  
Next Generation BSP Trees Bruce Naylor Programming Lecture  
Next Generation Effects Using Multi-texture, Multi-pass Triangles David Kirk Programming Lecture Direct3D
Optimizing 3D Performance with Direct3D David Kirk Programming Sponsored  
Optimizing Games for the Real 3D Starfighter with Intel740 Hadden Hoppert, Jeff Potter, Andy Thompson Programming Sponsored Real3D
Performance Tuning for Pentium II Processors with VTune 3.0 Gary Carleton Programming Sponsored by Intel Pentium II processor tuning
Physical Modeling for Games Michael Shantz Programming Lecture  
Physics Q&A Chris Hecker, David Wu Programming Seminar  
Porting Flight Sim ‘98 to Direct3D: Dragging a 15 Year Old Graphics Engine Into the 90s Todd Laney Programming Lecture  
PowerVR II Technology Overview John Smith Programming Sponsored Dreamcast and PC GPU
Programming for PC-based Coin-Op and Arcade Games Mark Atkins Programming Sponsored  
Programming with Glide 3Dfx Interactive Programming Sponsored  
Project AI Mark Baldwin Programming Lecture Used in Games: The Perfect General, Empire Deluxe and Empire II
Quake2: A Study in Using OpenGL and Hardware Acceleration for the PC Platform Brian Hook Programming Lecture  
Real-Time Procedural Texturing Haim Barad Programming Sponsored MMX, fractional Brownian motion
State of the Art in 3D Real-Time Characters Jeff Lander Programming Lecture  
Texture Caching Jonathan Blow Programming Roundtable Artistic styles in computer games
The Art of Force Feedback: Adding Realism To Your Applications Using Force Feedback Sticks, Wheels, and Mice Dean Chang Programming Sponsored DirectInput
The Future of Coin-Op Games John Fowler, John Latta, Matt Saettler, Albert Teng, Tom Petit, Jeff Walker Programming Plenary  
The Physics of Baseball 3D Miguel Gomez Programming Lecture Microsoft Baseball 3D
Tips & Tricks of PowerVR’s First & Second Generation Kevin Kralian Programming Sponsored Gremlin, Kalisto, Ion Storm, Acclaim, and others.
Triangle Strip Generation for Real-Time 3D Games Programming Michael Rosenzweig Sponsored  
Vector Quantization Texture Compression, Hardware Bump Mapping, and Generalized Modifier Volumes Programming Mark Butler Sponsored  
VR-1 Conductor: Creating a Standard Technology Platform for Online Gaming Mark Vange Programming Sponsored VR-1 Conductor SDK
3D Character Modeling for Animation Stefan Henry-Biskup Visual Arts Lecture Spline-based modeling techniques
Art Skills to Produce Superior Figurative Game Art Don Seegmiller Visual Arts Lecture  
Artists And Game Design Documents: From Interpretation To Implementation Joshua Gordon Visual Arts Lecture  
Building Tight Real-Time Models Ocean Quigley Visual Arts Lecture  
Directing an Art Department Glen Schofield Visual Arts Lecture  
Game Developer Magazine’s Animation Confrontation Sponsored by Game Developer Visual Arts Plenary Participants include Kinetix, NewTek, and Softimage
How to Break in as an Artist Carrie Galbraith Visual Arts Seminar  
Killer Games with SOFTIMAGE3D Softimage Visual Arts Sponsored SOFTIMAGE GDK, Tantrum Entertainment
Picture Imperfect: Common 3D Rendering Flaws Brad Cain Visual Arts Lecture  
Planning and Directing Motion Capture for Games Melianthe Kines Visual Arts Seminar  
Real-Time 3D Art Ideas from Online Applications Stasia McGehee Visual Arts Lecture Web-based low-poly 3D applications
The Art of Low-Poly Paul Steed Visual Arts Lecture Quake II
The Need for Renaissance Men and Women in this Digital Age of Art Cyrus Lum Visual Arts Keynote 3D Artist scripting languages
You Want What? Scaleable Character Approaches for 3D Real-Time Paul Lewis Visual Arts Lecture  

This year had Sponsored sessions showing off how to program for the newly released Intel740 GPU and a session from 3Dfx Interactive on Programming with Glide for their Voodoo 2 hardware.

Arcade Game programming with PC Hardware

In the session Programming for PC-based Coin-Op and Arcade Games by Mark Atkins, he proposes that arcade machines of the future will be PCs connected to esoteric input devices like motion chairs and thus will allow easy porting between arcade and home computer when using technologies like DirectX.

He was not the only developer to propose a PC-based arcade as there was another session called The Future of Coin-Op Games by the Open Arcade Architecture (OAA) forum members who share their insights on what makes a great arcade game, understanding the differences in creating hit arcade games and hit home games, making money in the arcade market, and how to use arcade as a first-run theater for titles headed for the home.

Game Development in Java in 1998?!

There is even a session this year on building games in Java, which was not seen as a viable programming language for game development at the time due to it being an interpreted language with limited APIs for hardware acceleration. Garner Halloran talks about developing the game Tom Clancy’s Politika in Java which was a virtual board game similar to Risk.


GDC 1999 - March 15th-19th

The 1999 GDC had more than 9,500 attendees 6 and had Shigeru Miyamoto as a keynote speaker along with other keynotes from Sega and Sony.

GDC 1999 was split into six different tracks:

  • Audio
  • Business & Legal
  • Game Design
  • Production
  • Programming
  • Visual Arts

The sessions that we know about are listed in the table below:

Title Presenter Track Type Notes
Changing for the Better: Redefining Game and Hardware Development through Evolution (Sega’s Console Keynote) Bernie Stolar All Keynote  
The Secret to Consistently Delivering Hit Titles Louis Castle Production Keynote Westwood Studios
Surviving 15 Years on the Frontlines of the War Brian Fargo Business & Legal Keynote  
The Future of Interactive Entertainment (Sony’s Console Keynote) Phil Harrison All Keynote  
New Players, New Games Brenda Laurel Game Design Keynote Diversity
How To Render The World Andrew Glassner Programming Keynote Shading techniques, from direct illumination to ray-tracing and radiosity
Music in Video Games: The Art of the Deal (How to Make Tons of Cash Writing Video Game Music!) Tommy Tallarico Audio Keynote  
Conference Keynote: Shigeru Miyamoto Shigeru Miyamoto All Keynote  
The Reality of Fantasy Syd Mead Visual Arts Keynote  
Developing Environments for the Creation of Entertainment Software Juan Carlos Arevalo-Baeza and Edward Kilham Visual Arts Lecture 3301
Glory and Shame Jonathan Baron Programming Lecture 3205
The Freelance Life Ellen Beeman Business & Legal Lecture 5110
Using DirectMusic Daniel Bernstein, Guy Whitmore, David Yackley and Jon Laff Audio Lecture 4111
Basics of Dynamic Audio Generation Jonathan Blow Audio Lecture  
Back to Basics: Better 3D through 2D Adrian Bourne Programming Lecture 5507
Loading and Saving Game Objects: A Persistent Reusable Format Michael Braley and Sandeep Kharkar Programming Lecture 5502
Can Educational Be Fun? Amy Bruckman Game Design Lecture 3106
Advanced Multitexture Effects with Direct3D and OpenGL Jim Bushnell and Jason L. Mitchell Programming Lecture 5201
Visual Level Design: Designing Machines for Playing In Steve Chen Game Design Lecture 5404
Don’t Be a Vidiot: What Computer Game Designers Can Learn from Paper Games Greg Costikyan Game Design Lecture 5505
Win32 for Games Tony Cox Programming Lecture 4203
Schedules That Mean Something Don Daglow Business & Legal Lecture 5401
Virtual Virtuality: Cheap Tricks for Immersive Worlds Graeme Davis Visual Arts Lecture 3506
Designing Al Engines with Built-in Machine Learning Capabilities Zhimin Ding Programming Lecture 5303
Making Packages Fun Again Mike Dornbrook and Steve Meretzky Programming Lecture 3110
Building an LBE Attraction: Hercules in the Underworld, A Case Study Noah Dudley and Joe Shochet Programming Lecture 4305
Console Audio Programming Thomas Engel Audio Lecture 3402
A Grand Unified Game Theory Noah Falstein Game Design Lecture 3105
Licensing Ins and Outs For Developers Frederick U. Fierst Business & Legal Lecture 4207
How to Keep Internet Hackers Far, Far Away Andrew Finkenstadt Programming Lecture 4303
Every Byte Counts: Graphic Design for Online Games Tracy Fullerton Visual Arts Lecture 5208
Teaching an Old Dog New Bits: How Are Console Developers are Able to Improve Performance When Hardware Hasn’t Changed Andy Gavin and Stephen White Programming Lecture 3202
Painting with Light Reid Gershbein Programming Lecture 3507
Arcade Game Psychology Michael C. Getlan Game Design Lecture 5306
Tales from the Trenches of Coin-Op Audio Chris Granner Audio Lecture 5509
The Gamer’s Eye View Charles D. Gray Game Design Lecture 5305
Negotiating a Great Advance and Royalty Deal Dean Gloster Programming Lecture 3310
Networking Coin-Op Arcade Games: Technology and Economics Michael J. Hanson Programming Lecture 5109
Creating Character Animation Assets Jeff Hayes Visual Arts Lecture 4107
Manuals: They Can Be Good Arnold Hendrick Visual Arts Lecture 5304
Controlling Simulated Characters Jessica K. Hodgins and W.L. Wooten Programming Lecture 3403
Using Java as an Embedded Game Scripting Language Robert Huebner Programming Lecture 3501
What’s Love Got to Do With It? Exploring Consumers’ Emotional Attachments to Products Christopher Ireland Game Design Lecture 4310
C++ Optimization Strategies and Techniques Peter Isensee Programming Lecture 4103
Distributed Liability: Emerging Legal Issues Curtis Karnow Programming Lecture  
Creating Reflections and Shadows Using Stencil Buffers Mark Kilgard Programming Lecture 5102
The Art of Puzzle Game Design Scott Kim Game Design Lecture 4407
Directing Motion Capture Talent Melianthe Kines Visual Arts Lecture 3107
Client/Server Design For Online Games Andrew Kirmse Programming Lecture 4104
A Conversation about Alliances Stuart Kliman Business & Legal Lecture 3109
File I/O Optimization: The Hidden Win Eric Klein, John Newlin and Jason Regier Programming Lecture 4404
Developing an Artificial Intelligence Engine John Laird and Michael van Lent Programming Lecture 5503
Reinventing the Wheel: Build 3D Tools or Buy Them Jeff Lander Programming Lecture 3201
Rapid Prototyping: From The Pitch through Design to Final Sale Nicole Lazzaro Programming Lecture 3104
Fast Collision Detection for Interactive Games Ming C. Lin Programming Lecture 3102
The Internet Sucks: What I Learned Coding X-Wing vs. TIE Fighter Peter Lincroft Programming Lecture 3303
Inspiration for the Design of Game Characters and Settings Linda Lubken Game Design Lecture 5108
Don’t Starve that CPU! Making the Best of Memory Bandwidth Herbert Marselas Programming Lecture 5103
Principles of Believable 3D Character Animation Chris Mead Visual Arts Lecture 3508
Applying the Technology of Distributed Training Simulations to Gaming Larry Mellon and Jesse Aronson Programming Lecture 5504
Asset Management: Taming the Complexity Daniel Miller Visual Arts Lecture 5510
Tools for Giant Robots: An Evolution from 1994 to 1999 Tim Morten Programming Lecture 3101
What It Costs to Make a Game Dr. Ray Muzyka Business & Legal Lecture 4110
Color Theory and Designing with Color Schemes Eni Oken Visual Arts Lecture 3307 and 3408
Polygon Character Design Under Technical Constraints Walter Park Visual Arts Lecture 4109
Funding Your Next Title Set: Choices, Not Guesses Bruce Poitevin Business & Legal Lecture 4208
After the Shoot: Motion Capture Data Greg Pyros Visual Arts Lecture 3207
The “Designed for Microsoft Windows” Logo Program: What it Means to Game Developers Len Rehard Business & Legal Lecture 3410
Steering Behaviors for Autonomous Characters Craig Reynolds Programming Lecture 5101
Designing Web-Based Games Gary Rosenzweig Game Design Lecture 5506
The Game Developer’s Legal Guide To Web Commerce Ira Rothken Business & Legal Lecture 4411
Working with a Big Publisher Matt Saettler Business & Legal Lecture 3209
Outcast: Programming Towards a Design Aesthetic Franck Sauer, Olivier Masclef, Yann Robert, and Pierre Deltour Programming Lecture 4405
Empowering Constraint: Lessons from Industrial Design Phil Saunders Game Design Lecture 3108
Introduction to Parametric Surfaces Brian Sharp Programming Lecture 3103
Writing a Game Site in Java: Write Once, Test Everywhere Matt Shea and Michael Bayne Programming Lecture 5204
Fundamental Principles of Modeling and Simulation Roger Smith Programming Lecture 3203
Optimizing 3D Art: Less is Best Paul Steed Visual Arts Lecture 4408
Extreme Detail Graphics Jan Svarovsky Programming Lecture 5501
Getting Your Design Down on Paper Chris Taylor Game Design Lecture 4306
Performance Optimization, Windows 2000, and DirectX Phillip Taylor Programming Lecture 3404
How to Draw Monkeys the LucasArts Way: An Analysis of The Funny Pictures in the Curse of Monkey Island William Tiller Visual Arts Lecture 5207
Optimizing Game Applications for the MIPS RISC Architecture Michael Uhler Programming Lecture 4205
Top 10 Things Every Producer Should Know about Programming and Programmers Gordon Walton Business & Legal Lecture 3412
Human Factors Engineering for Game Interface Design Robert Warren Programming Lecture 5402
Designing Around Pitfalls of Game Al Douglas Whatley Game Design Lecture 5206
Making the Message Fun: The LBE in Theme Parks and Trade Shows. Todd Williams Game Design Lecture 4206

Shigeru Miyamoto’s 1999 GDC Keynote

Shigeru Miyamoto discusses his creation of such worldwide recognized characters as Mario, Donkey Kong, Link, and Zelda. He also shares his vision of The Legend of Zelda: Ocarina of Time, the fastest-selling game in history, and looks into what the future holds for game developers in the new millenium.

Sega’s 1999 GDC Keynote

In this speech, Bernard Stolar, president and COO of Sega of America, addresses how the company is preparing for the new marketplace with its Dreamcast video game system. Dreamcast’s unique architecture creates a machine that is up to 15 times more powerful than current consoles and can actually change and grow with the gamer. Stolar discusses the benefits of creating games for a platform that will actually evolve, not just with simple peripheral add-ons, but with significant technologies that keep the machine as fresh, current and competitive as the day it was purchased.


GDC 2000 - March 8th-12th

The 2000 GDC ticked off on March 8th with the tagline “Take your place in game history”, it was attended by ? games industry professionals.

There were so many talks that it was split into seven different tracks:

  • Programming
  • Game Design
  • Business & Legal
  • Production
  • Audio
  • Visual Arts
  • Level Design

The sessions that we know about are listed in the table below:

Title Presenter Track Notes  
Making Fun for the Masses: We’ve Just Scraped the Surface! Tom Dusenberry Business & Legal    
Mainting Your Vision and Consistency through the Hell of Production Lorne Lanning Production    
PlayStation Keynote Phil Harrison All    
Using the Evolution of Black & White As an Example of Next Generation Development Ethos Peter Molyneux Game Design    
New Pioneers at the Graphics Frontier Kurt Akeley Programming    
Conference Keynote Danny Hillis All    
The Role of Reality in Epic Game Creation Yu Suzuki Game Design    
Designing Sound for Media and Designing Media for Sound Randy Thom Audio    
The Designs of Star Wars: Episode One Doug Chiang Visual Arts    
AI in Computer Games Roundtable Eric Dybsand, Steven Woodcock and Neil Kirby Programming    
The Benefits of a Microprogramable Graphics Architecture Dominic Mallinson Programming    
BOPS: Conquering the Geometry Pipeline Marco Jacobs, Ivan Greenberg and Mike Strauss Programming Sponsored Session  
Building Control Systems for Robot Locomotion Jessica Hodgins Programming    
Digital Scent: Revolution of the Senses Jason Herskowitz, Ralph Cooksey Thomas Programming Sponsored Session  
Fast Proximity Queries for Large Game Environments Ming Lin Programming    
Half-Life and TeamFortress Networking: Closing the Loop on Scaleable Network Gaming Backend Services Yahn Bernier Programming    
The Heroes III Random Map Generator Gus Smedstad Programming    
Hidden Surface Reduction and Collision Detection Based on Oct Trees Brent Pease Programming    
How to Simulate a Ponytail: Implementing Open Loop Chains Chris Hecker Programming    
Open Architecture for Free Internet Gaming David Wright and Bryan Gibson-Winge Programming    
Interaction with Groups of Autonomous Characters Craig Reynolds Programming    
It’s Great To Be Back! Fast Code, Game Programming, and Other Thoughts From 20 (Minus 2) Years in the Trenches Mike Abrash Programming    
It’s Still Loading? Scott Bilas Programming    
Metrics for Level of Detail Dave Eberly Programming    
NetZ ­ Multiplayer Architecture for Online Games Carl Dionne, Martin Lavoie, Kenneth Trueman Programming    
Pawn Captures Wyvern: How Computer Chess Can Improve Your Pathfinding Mark Brockington Programming    
PC vs Console vs Embedded Game Development Greg Corson Programming    
Real-Time Cloth Jason Weber Programming    
Real-Time Continuous Level of Detail (LOD) for PCs and Consoles Louis Castle, Jonathan Lanier, James McNeill Programming    
Real-Time Statistics and In-Game Debugging, or How to Deal with Insubordinate Tools John Olsen Programming    
Run-Time Skin Deformation Jason Weber Programming    
Subdividing Reality: Employing Subdivision Surfaces for Real Time Scalable Photorealism Stephen Junkins Programming    
Taking Tiger Woods Java Golf Online Robert Burnett, Phil Sorger Programming    
Terrain Analysis for Realtime Strategy Games Dave Pottinger Programming    
The Tribes Engine Network Architecture Mark Frohnmayer, Tim Gift Programming    
Two Advanced Terrain Rendering Systems Jonathan Blow, Seumas McNally Programming    
Using Technology to Create Believable 3D Characters Jeff Lander Programming    
Vehicle Dynamics for Racing Games Ted Zuvich Programming    
Writing Portable Code Didier Malenfant Programming    
The Art of Empires: Lessons Learned from Age of Empires Brad Crow, Mark Terrano, Scott Winsett Visual Arts    
Cutting to the Chase: Cinematic Construction for Gamers Hal Barwood Visual Arts    
Digital Figure Painting Don Seegmiller Visual Arts    
From Aquilaris to Malastare, Making Worlds for Star Wars: Episode One Racer Duncan Brown Visual Arts    
Motion Editing: Principles and Practice Susan Van Baerle Visual Arts    
On the Future of Real-time Characters Joby Otero Visual Arts    
Pattern Reduction in Massively Tiled Scenes Jason Waskey Visual Arts    
Visual Storytelling through Lighting Sudeep Rangaswamy Visual Arts    
Advancing 3D Audio Through Acoustic Geometry Interface Edward Riegelsberger, Micah Mason, and Suneil Mishra Audio Slides  
A Roadmap: Moving Beyond the Big Audio API¹s (Interactive Audio with Configurable Components) Chris Grigg Audio    
The Future of Interactive 3d Audio Brian Schmidt and Conrad Maxwell Audio    
Implementing ZoomFX 3D Objects in 3D-space using DS3D Mike Percy Audio Slides  
Proposal for IA-SIG 3D Audio Rendering Guideline Level 3 (13DL3) Jean-Marc Jot Audio Slides  
Retained Mode 3D Audio Bo Gehring Audio    
Top Down Bottom Up Game Audio: What I Learned from Ken Griffey Baseball Michelle Sorger Audio    
Asset Management: Problems and Solutions Katy Franz Production Roundtable Production
The Brain Behind the Game: Media Asset Management For Your Project Gregor vom Scheidt and Pascal Jarry Production Sponsored Session  
Data Wizards and Wands: Making Better Games More Quickly with Tools and Tool Experts Steve Taylor Production    
Developing Leadership and Management Skills in the Game Industry Robert White Production    
The Fourth Thread: Effectively Integrating Audio and New Audio Technology into the Game Development Cycle Brett, Heather Sowards Production    
A Monster in the Making: Creating Baldur’s Gate Ray Muzyka Production    
New Tools for Task Communication Torgier Hagland Production    
Project Prototyping oster? Production Roundtable  
Prototyping for Fun and Profit Ed Nanale, Michael Wyman Production    
Quantifying QA: A Stitch in Time Patricia Pizer Production    
Rollcage: A Post-Mortem of the Porting Process Fred Gill Production    
Schedules that Mean Something Don Daglow Production    
Working With Brands: A Post-mortem of Dune 2000 and LEGO Loco Matthew Stibbe Production    
Write is Might: Making Documentation Your Friend Graeme Davis Production    
Commencing the Developer/Publisher Relationship: Experiences in Pitching Summoner Mike Kulas Business & Legal    
European Market Opportunities Torsten Oppermann Business & Legal    
Internet Business Models: New Options for Game Developers Scott Draker Business & Legal    
Localizing for Japan: Wildroid 9 Case Study Stuart Roch Business & Legal    
The New Principles of Marketing Christopher Ireland Business & Legal    
Publishers Speak! What it Really Takes to Land a Publishing Deal Dan Rogers Business & Legal    
Taking the Mystery out of Starting Your Own Company Stacy Hering Astor Business & Legal    
Working with Licensors Louis Castle Business & Legal    
Your Ass, My Foot: Management Styles for the Next Century Dave Timoney Business & Legal    
The Art and Science of Level Design Cliff Bleszinski Game Design    
Children¹s Software: Past, Present and Future Ken Kahn Game Design    
Designing Web-Based Games Gary Rosenzweig Game Design    
Developing Software For Girls Jesyca Durchin Game Design    
Eurostylin¹: An American Game Designer in Europe Ernest Adams Game Design    
Everything But the Words: A Dramatic Writing Primer for Gamers Hal Barwood Game Design    
The Future of Strategy Games Phil Steinmeyer Game Design    
Game Character Creation Paul Douglas, Toby Gard Game Design    
Heat into Light: Community Generating Conflict in Online Multiplayer Games Jonathan Baron Game Design    
The In-Game Economics of Ultima Online Zack Simpson Game Design    
Interactive Toys: The Child as Programmer Jonathon Ackley, Mike Dooley Game Design    
Level Designers Brainstorm David Chang Game Design    
The Many Face of a Winning Design Team: Which Face is Yours? Larry Hodgson Game Design    
Metagames Richard Garfield Game Design    
Mostly Armless: Grabbing the 3D World David Rees Game Design    
Myth Adventures: How Games, Myth and Movies Team Up on the Path of Heroes Christopher Vogler Game Design    
Puzzle Game Design Scott Kim, Alexey Pajitnov Game Design    
The “Rules” Of Making Massively Multiplayer Persistent Worlds Raph Koster, Rich Vogel Game Design    
Smart Toys: Benefits of Technology-Enhanced Play Amy Francetic, Helen Shwe Game Design    
Storytelling in Action Bob Bates Game Design    

Microsoft DirectX Developer Day (March 8th)

It included a “Microsoft DirectX Developer Day” on the 8th of March held by Hicrosoft who presented multiple lectures explaining how to use the new functions of the DirectX 8 SDK. The knowledge about DirectX 8 was so cutting-edge that it required a Non-Disclosure Agreement (NDA) to be signed to even attend 7! But you would walk out not just having the knowledge of DirectX8 but also an early build exclusive to atendees.

It began with a speech by Chris Jones, about the current state and future of Windows games. Next, Brian Moran, program manager of the company’s Windows Division, held a session on precautions in the production of Windows 2000 compatible game software.

The lectures prepared at Microsoft DirectX Developer Day are divided into three areas:

  • Graphics (DirectDraw, Direct3D)
  • Audio and Streaming (DirectSound, DirectShow)
  • Network and input (DirectPlay, DirectInput)

There were 5 lectures for 1 hour in each field, so a total of 15 sessions were held.

From the original website it looks like the sessions were roughly the following:

  • DirectX 8.0 Graphics Architecture - Faster and easier than ever!
  • Direct3D 8.0 Base Functionality - Where it all starts
  • Direct3D 8.0 Vertex Processing - Look what you can do with vertices now!
  • Direct3D 8.0 Pixel Processing - And you thought the vertex operations were cool…
  • High level technologies - Making things even easier to use
  • DirectX 8.0 Audio Architecture - Closer integration of DirectSound and DirectMusic for maximum flexibility
  • DirectX 8.0 Audio FX - Enrich your game audio environment
  • DirectX 8.0 Audio Scripting - Enable post-authoring of your game audio environment
  • DirectShow 8.0 - Movies, video editing, and using the new DirectX plug-in architecture
  • DirectPlay 8.0 Architecture - Designed for massive multiplayer online games
  • DirectPlay Voice - Take your online game to the next level!
  • DirectInput Mapper - Easily add device optimized support to your game
  • DirectInput Mapper CPL - How to use and customize to match your game UI
  • Application Manager - Turn your game into a drop-n-play experience!

Note that although we don’t have much details on the contents of each of the talks, there is a physical Binder available at the Museum of Play: Microsoft DirectX Developer Day binder, 2000 - The Strong

Microsoft Keynote (Xbox Unveiling)


GDC 2001

“Electric Playground” is a Canadian television show and digital media platform focused on video games, technology, and the gaming industry. They had a whole episode where they visted the 2001 Game Developer’s Conference which you can watch on youtube below:

The sessions that we know about are listed in the table below:

Title Presenter Track Notes
“1,500 Archers on a 28.8: Network Programming in Age of Empires and Beyond” Bettner, Terrano Programming  
Advanced Character Physics Jakobsen Programming  
Anybody Seen that Transform Node? Strategies to Better Link Animation Data in Games Engel Programming  
The Basics of Team AI Gibson, O’Brien Programming  
Bringing Dr. Jones to the Infernal Machine — Dealing with Memory Constraints Sauer Programming  
BSP Collision Detection As Used In MDK2 and NeverWinter Nights Melax Programming  
Camera Techniques for Complex Environments James Programming  
Creature Smarts: The Art and Architecture of a Virtual Brain Burke, Isla Programming  
Experiences in Programming Maya 3.0 Giberson Programming  
FuBi: Automatic Function Exporting for Scripting and Networking Bilas Programming  
Game Boy Advance Resource Managment Baptista Programming  
Implementing Multicolored Volumetric Fog without Using Up Texture Stages Arevalo, Baeza Programming  
Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization Bernier Programming  
Lessons Learned from a Year with Xbox Abrash Programming  
Linux in Game Development Strauss, Kreimeier, Vance, Packard, Lantinga Programming Tutorial Content
Optimization Techniques for Hardware Transformation and Lighting Pipelines Ratcliff Programming  
Practical Implementation Techniques for Multiresolution Subdivision Surfaces Brickhill Programming  
Procedural Rendering on PlayStation 2 Green Programming Content
Proximity Queries and Penetration Depth Computations on 3D Game Objects van den Bergen Programming  
Real-Time Full Scene Antialiasing for PCs and Consoles Mitchell Programming  
Real-Time Photorealism via Procedural Shaders Baker, Boyd Programming  
Real-Time Photorealistic Terrain Lighting Hoffman, Mitchell Programming  
Real-Time Shadows Haines, Moller Programming  
A Robot Soccer Simulator: A Case Study for Rigid-Body Contact Larsen Programming  
Shading Languages for Graphics Hardware Mark, Proudfoot Programming  
Simulation Level-Of-Detail and Culling Chenney Programming  
Stable Rigid-Body Physics Rhodes Programming  
Technology Five Years from Now Braben Programming  
Terrain Reasoning for 3D Action Games van der Sterren Programming  
Using Windows To Create Palm Games Magerkurth Programming Audio
What Happened to My Colors? Displaying Console Computer Graphics on a Television Dawson Programming  
Designing for the Internet Gamer Gordon Business & Legal Keynote
Financing a Game Development Company in Today’s Market Foster, Karlov, Kay, Thoma Business & Legal  
Fun and Games in the Online Medium: Insights from the World’s Largest Online Service MacLean, Mills, Opas Business & Legal Panel
Getting to the Next Level: All the Cheats on Employee Nirvana Hering Astor, Rose Business & Legal  
“How to Market in Korea: Small Country, Large Market for PC Games” Park Business & Legal  
Independent Development and Publishing: Case Study Quirk Business & Legal  
Publisher Contracts That Protect Your Title and Team Powell Business & Legal  
Publishers Speak Rogers Business & Legal  
Why Cheating Matters Davis Business & Legal  
“Baldur’s Gate II and Sequels: The Good, the Bad, and the Ugly” Muzyka Production  
Console Development Crash Course Taylor Production  
Designing Your Company Culture: Westwood Studios over 15 Years Castle Production  
Don’t Ship it Yet: Why You Need Hardcore QA Bryant Production  
Effective Project Management Angle, Dwyer Production  
How to Kill Feature Creep Without Ever Saying No Crabtree Production  
Leveraging Middleware Wofford Production  
“Maintaining Your Budget by Organizing, Defining Milestones and Staying on Schedule” Daglow Production  
“Managing 40,000 Assets per Game (Hey, Where’d it Go? It was Just Here!)” Marselas Production  
The Mysteries of Multiplatform: Developing on Console and PC Falkner, Zeschuk Production  
The Architecture of Level Design Brown, Chen Level Design  
Content Acquisition for Levels in The Getaway: London Wasn’t Built in a Day Coates Level Design  
Current Architecture and Potential Approaches to Level Design Brown Level Design  
A Better Understanding of Audio and the Technical Design Process Hubbard Audio  
Beyond the Library: Applying Film Post-Production Techniques to Game Sound Design Peck Audio  
Diablo II Case Study Uelmen Audio  
Implementing an Audio Engine Using DirectX 8 Geist Audio  
Interactive Music Sequencer Design Patterson Audio  
The 12 Principles of Classic Character Animation Kerlow Visual Arts  
Aesthetics Beyond Techology: Nonphotorealistic Rendering Art Styles Snyder Visual Arts  
Art Creation for a PlayStation 2 Launch Title - The Ups and Downs of Summoner Pletcher Visual Arts  
Art Management for Artists Oglesby Visual Arts Roundtable
Conceptual Design: Understanding and Communicating Form Saunders Visual Arts  
Dealing with Artistic Limitations as a 3D Game Artist. PC vs. Consoles Isaac Visual Arts  
Exorcising Satan’s Rotoscope: Motion Capture from an Animator’s Perspective Stripinis Visual Arts  
From PC to TV Nichols Visual Arts  
Questions Artists Should Ask Programmers Lubken Visual Arts  
Realistic Inverse Kinematics: Set-Up and Techniques Coven Visual Arts  
Scripting for Artists Versluis Visual Arts  
Taking the Mental out of Environmental: Building a Beautiful World Without Going Crazy Duvall Visual Arts  
That Extra Dimension: Differences in Thinking Between 2D and 3D Animators Bradrick Visual Arts  
Tools of the Trade: The Changing Nature of Design Tools Barry Visual Arts  
Fusing Traditional Computer Graphics with Game Development: ACM SIGGRAPH’s Outreach to the Game Developer Community Scott Owen, Theresa-Marie Rhyne, Alyn Rockwood IGDA  
“The Demo Scene, an Introduction” Foo, Vincent Scheib Special Session  
AI in Computer Games: AI for Beginners Discussion Dybsand, Kirby, Woodcock Game Design Roundtable
AI Roundtable Report Woodcock Game Design Roundtable
Analyzing and Learning from Great Games Falstein Game Design Tutorial
Applying Behavioral Psychology to Game Design Tucker Game Design  
Creating Emotional Involvement in Interactive Entertainment Barrett Game Design Roundtable
Designing Interactive Theme Park Rides: Lessons Learned Creating Disney’s Pirates of the Caribbean: Battle for the Buccaneer Gold Schell, Shochet Game Design  
Designing Mobile Games for WAP Seppanen Game Design  
Designing Web Games that Make Business Sense Kim Game Design  
Shockwave Tutorial: Building Web Games in Flash Kim Game Design Tutorial
How to Balance a Real-Time Strategy Game: Lessons from the Age of Empires Series Kidd, Petersen, Street Game Design  
Interaction Design for Immersive Public Entertainment Spaces Kaufman, Kline Game Design  
Oddfellows: Character Design the Oddworld Way O’Connor, Ulm, Varahramyan Game Design Panel
Principles for Designing Successful Games Shelley Game Design  
Story: Writing Skills for Game Developers Bates Game Design  
Using Video Input for Games Marks Game Design  

The Demo Scene, an Introduction

There was a special session that didn’t appear in the conference proceedings book which was presented by Vincent Scheib and another unknown author simply known as Foo (surname or programming joke?). It is unclear if this session actually took place, it was listen on the GDC Website: Game Developers Conference - Archives - 2001- Special Sessions Proceedings with a Word document that was never backed up the the Wayback Machine.

This may be the same session also presented by Scheib at SIGGRAPH 2002 called The Demo Scene.

If this session did take place, it is a great example of game developers reaching out to the hobbiest Demoscene for very talented graphics programmers.


GDC 2002

An American TV show called Extended Play had some brief coverage of GDC 2002 which is available to watch below:

The sessions that we know about are listed in the table below:

Title Presenter Notes
Art Direction: The Employee, the Critique and the Axe Reid  
Creating Characters with Dimension and Depth Bates  
Effective Team Communication Kelley  
Game Audio Network Guild Panel    
Hardware-Accelerated Procedural Texture Animation James  
How to Get Positive Coverage for Your Company Bohle  
My Adventures With Inverse Kinematics Hecker  
Optimizing Memory Bandwidth Wall  
Scripting for Artists: Beyond the Basics Versluis  
Why We Shouldn’t Make Games Adams  
American Mc Gee’s Alice a Postmorten: Lessons Learned Mc Gee  
Art Directors Panel Herring, Lubken, Lum, Mauk & Petty  
Battling Level Design in Hardcore Genres for a Casual Audience Longo  
Episodic Entertainment: Viva-La Evolution Young  
Hardcore Character Modeling and Animation Steed  
Mobile Phone Games: Where Are They Now and Where Are They Going? Baverstock  
Of Internet Servers and SQL Databases:Designing the Backend for Power and Performance Hallenberg  
Parappa 2 and Vib Ribbon 2: Conflicts and Problems in Creating Sequels Matsuura  
Rainbow Connection DeSimmone & Lapin  
Taming a Wild River: 3D Fluid Simulation Lander  
The Complete 5.1 Audio Experience for Video Games Panel Allen, Kirschner, Staats & Tallarico  
The Visual Engineering of SSX Rayner  
Xbox Launch: Lessons Learned Isensee  
Sony Computer Entertainment Research & Development Okamoto  
Crossing Over to Film and Back Again Chan  
Genre Specific World Building Methodology in SSX & SSX Tricky Karolic  
Global IP Protection and Anti-Piracy Techniques Chapin  
How to Manage a Large-Scale Online Gaming Community Koster, Vogel  
Maintaining an Edge in this Increasingly Competitive Field Schmidt  
Preproduction Spector  
Pros and Cons of the Organic Design Process Carter  
Real-Time Cloud Rendering for Games Harris  
Real-Time Strategy Game Balance Browder  
Social Activities: Implementing Wittgenstein Barnet-Lamb & Evans  
Using a Webcam as a Game Controller Blow  
What Worked: 10 Detailed Examples of Successful Character Action Design Cerny  
“The More Things Change…” Colcord  
Character Animation for Videogames Friedman  
Creating Great Games Within a Large Organization Goodman  
In-Game Special Effects and Lighting Arce & Wloka  
Innovation on Demand Bachus  
Quality or Death: How the Business Model and Player Psychology Collide in For-Pay Online Games Todd  
Realistic Deformation O’Brien  
The Hook(s) of the Game Perry  
The Player With a Thousand Faces: Measuring Fun and Adapting Difficulty Arey & Wells  
UI Case Study: This is Football 2002 Hamilton & Ranyard  
Virtually Limitless: Virtual Memory on Nintendo GameCube Engel  
A Data-Driven Game Object System Bilas  
Beyond Psychological Theory: Getting Data that Improves Games Fulton  
How to Organize and Run an IGDA Chapter Meretzky  
Image-Based Rendering for Computer Games Chen & Grzeszczuk  
Manhattan as Muse: New York City as a Conceptual Tool Brown  
Nintendo GameCube Programming 101 Ravanpey & Treglia  
Redefining the Business of Game Development Newell  
Rez: The Synesthesia that Games Invite Mizuguchi  
The Necessity of Character Design in Game Development Rafei  
The Power of the High Pass Filter Hajba  
Using a Live Orchestra in Game Soundtracks Giacchino, Soule, Tallarico, Thomas & Wall  
Vector Units and Quaternions VanVerth  
Academia and Video Games: How to Build and Maintain a Relationship Between Two Different Worlds Buchanan  
Incredibly Dense Meshes Brickhill  
Interviewing Techniques Baker  
Kids Communities: What Works, What Doesn’t Schell & Shochet  
Level Design in an Outdoor Environment Leonard  
Online Anarchy: Massively Multiplayer from a Design and Architectural Point of View Strand  
Stories You Can’t Tell Crawford  
The Employment Lifecycle: Your Best Investment Longoria  
The Physics that Brought Cel Damage to Life: A Case Study Wu  
The Role of Technical Director at LucasArts Brew  
Xbox Audio Selfon  
22 Secrets for Creating Realistic Dialogue and Scene Flow Freeman  
Afterthoughts - The Audio of Star Wars: Rogue Leader Engel  
Another Five Years from Now: Future Technologies Braben  
Fur Using Shells and Fins Lengyel  
Games with Collectible Components Garfield  
IGDA Whitepaper on Online Games Estanislao, Ford, Jarett, MacLean, Vechey, Walton, Welch  
In-Depth 3D Exporter Design and Implementation Muratori  
Intellectual Property: The Current Game of Swords and Shields Rubin  
Modern Techniques in Creating Tile-Based Graphics for Game Boy Advance Bala  
Next Generation Console Development and Production in the Global Market: Opportunities and Challenges Yoshida  
Systemic Level Design for Emergent Gameplay Smith  
The Making of Shrek Walker  
When Maps Collide: A Conversation with Will Wright and Scott McCloud Mcloud & Wright Adapting Cinematic Filmscores For Games Abernethy & Adams
Advancing a Franchise Through Design Yamauchi  
Defense Against Service Theft, Internet Cheating and Denial of Service Gray Digital Imagery and Level Design Maatta
Game Scripting in Python Dawson  
Modeling Lush and Expansive External Environments Dixon & Lovett  
Negotiating Contracts: Getting Developers What They Need While Giving Publishers What They Want Camps  
PlayStation 2 Geometry Transform and Clipping Using Vector Unit Microprogramming Hughes  
Rendering Outdoor Light Scattering in Real-Time Hoffman & Preetham  
Toss it in the Blender: Non Linear Animation for Games Theodore  
Tracking Assets in the Production of Final Fantasy: The Spirits Within Kawai  
Cinematic Lighting for 3D Graphics Birn  
Dynamic Range in Games: An Overview for Sound Creators Hays  
Examining the Production Process for the No One Lives Forever Franchise Ryan  
High Dynamic Range Imagery and Image-Based Lighting Debevec  
Maximizing DMA Bandwidth on the PlayStation 2 Omi  
More of the 400: Discovering Design Rules Barwood & Falstein  
Online Game Design for Mobile Phones Imai & Shimizu  
Realistic Expectations in Developer/Publisher Relations Blackman, Frisina, Goodman, Keighley, Moulder, Raffel & Wilbur  
State Based System of Animation: Artfully Blending Animation with AI Hirschmann & Thankamushy  
The Relationship Between Background and Interface Design Procedures in Video Game Development Nagoshi  
This is Not a Game: A Discussion on the Creation of the AI Web Experience Lee & Weisman  
Building a Third-Generation Online Persistant World Game Koster, Lawrence, Mulligan & Walton  
Complexity Demons: They’re All Around Us Leker  
Console Audio Panel Engel, Schmidt & Vawter  
Distributed Area Lighting Boyd  
Flight Simulator X-Plane - A Postmortem: Profiting on the Web Meyer  
Getting Cinematic Quality from In-Game Cutscenes without a Hollywood Budget Hancock  
Inverse Kinematics: Setup and Techniques Coven  
Level-of-Detail Rigid Body Physics Golding  
Sound Propagation in 3D Environments Carollo  
Startup Horror Stories Morten  
Business and Creative Aspects of Sequels Muzyka, Smith, Smith, Spector & Zeschuk  
Creating Stars and Planets in Earth and Beyond Wang  
Fundamentals of Lighting and Perception: The Rendering of Physically Accurate Images Dutre, Pattanaik & Yee  
Game Boy Advance Networking Mataga  
Multi-Scale Community Design for Games Kim  
Publishers Speak 2002: What it Really Takes to Get a Publishing Deal Rogers & Summers  
Seaman: Creating an Eccentric Title Saito  
So Many Polys, So Little Time: Modeling and Texturing Rogue Leader Hoppe,Topolos&Wagner  
Staying on Time and on Budget: Processes, Milestones and Schedules Daglow  
The Audio Production for Halo O’Donnell  
Cloth Simulation in Final Fantasy: The Spirits Within for PlayStation 2 Banel  
Design Fundamentals of Stealth Gameplay in the Thief Series Smith  
Fun and Games Conway  
Creating the Illusion of Intelligence: Where AI and Level Design Overlap in Halo’s AI Butcher & Griesemer  
Moving to Multiple Projects Muzyka & Zeschuk  
MultiStream: Design and Implementation Page  
Storytelling in the Online Medium Koster & Vogel  
The Quest for Pure Motion Capture Washburn  
Two Dozen Ways to Screw Up a Perfectly Good Project Rohrl  
Venture Capital Bootcamp for Game Startups Long  
3D Performance and Optimizations for the ARM Architecture Kolli Slides
Action-Based Discretization for AI Search Neller  
Building a Data-Driven Game Engine: A Case Study from Age of Mythology Fermier  
Creating 3D Assets that Perform Well on 3D Hardware Penttinen  
Game Audio Production: Process and Strategy Bajakian  
Know Your Audience: Writing Design Documents That Get Read Upton  
Managing Large-Volume Text Translations in Computer Games Christou & Moar  
May Time Be with You: Level Designing Rogue Leader Chen & Klie  
The Cultural Study of Games: More than Just Games Southern  
The Secret Of Psalm 46 Moriarty  
Creating Useful Technical Design Documents Taylor  
Enter the Dragon: The Chinese Game Industry Ye  
Negotiating the Best Deal Possible Powell  
Polygon Soup for the Programmer’s Soul: 3D Pathfinding Hjelstrom & Smith  
Race Against Time: How to Build a Driving Game Gabell  
Real-Time Hatching Cebenoyan, Domine & Rege  
Supporting Scalability as Artists Bradley, Burke & Seitz  
The Evolution of the Fantasy Role: Playing Genre using Project Ego as an Example Molyneux  
Why They Won’t Let You Make Great Online Games Baron  

GDC 2003

The sessions that we know about are listed in the table below:

Title Presenter Notes
10 Great Reasons You Don’t Want to Make a Massively Multiplayer Game! Gordon Walton Business and Legal
20/20 Design Vision Andrew Leker (Electrified Games, Inc.) Game Design
34 Ways to Create Emotions in Games David Freeman Game Design
A Review of Current and Future Animation Issues Paul Steed Visual Arts
A Review of Funding Models for the Independent Developer and Their Impli… Jeff Hilbert Business and Legal
Advanced Real-Time Illumination Techniques Nathaniel Hoffman Programming
Advanced Techniques in Creating Tile-Based Graphics for GameBoy Advance Karthik Bala Visual Arts
Animation Blending: Achieving Inverse Kinematics and More Programming  
Animation System Implementation: What Works and What Doesn’t Jake Simpson Programming
Applying the Lessons Learned from Korea and Lineage to Today’s and Tomorrow’s Online Games Business and Legal  
Art Directors Panel: Aesthetics and the Almighty Dollar Cyrus Lum Visual Arts
Audio Programming for Very Large Projects David Ranyard (Sony) Audio
Aural Subjectivity: A Personal Perspective   Audio
Automated Testing of Massively Multiplayer Games: Lessons Learned from The Sims Online Larry Mellon Programming
Beyond Bouncing Boxes: The Physics of Things That Bend and Break John O’Brien Programming
Bossy Behavior: Patterns and Techniques in Boss Design Luis Barriga Game Design
Breaking the Rules of a Game Katie Salen Game Design
Building AI Sensory Systems Tom Leonard Programming
Building An Object System: Features, Tradeoffs, and Pitfalls Programming  
Casual Games Panel John Vechey (PopCap Games) Game Design
Character Rigging and Animation: Parts 1 & 2 Martin Coven Visual Arts
Completion Bonding for Game Development Projects   Business and Legal
Composing, Producing and Implementing an Interactive Music Soundtrack for a Video Game Chuck Doud Audio
Control Where it Belongs: Latest Generation Audio Development for Xbox Scott Selfon (Microsoft) Audio
Crack Character Creation: The Mad Puffer Fish Panel Scott Campbell Visual Arts
Creating a Cinematic Game Experience   Game Design
Creating Aesthetic 3D Organic Volumes and Using the Right Tools for the Project   Visual Arts
Creating Character Models: A Review of Current Techniques Stefan Henry-Biskup Visual Arts
Creating the Worlds of Dungeon Siege   Game Design
Custom STL Memory Allocators   Programming
Deathmatch: Ted Price vs. Jason Rubin Ted Price (Insomniac Games) Game Design
Design With Music In Mind: Integrating an Immersive Game Score With Your… Guy Whitmore (PopCap) Audio
Designing a Portable Shader Library for Current and Future APIs Alex Vlachos (Valve) Programming
Designing a Ratchet & Clank Level Brian Allgeier Game Design
Designing Original Games Based on Licensed Properties Chris Charla (Microsoft Game Studios) Game Design
Designing Power-Ups for Action Games: Parts 1 & 2 Randy Smith Game Design
Developing Wireless Games: From Idea to the Marketplace Oliver Miao (Pixelberry Studios) Business and Legal
Displacement Mapping Tom Forsyth Programming
Does Melody Matter? Rod Abernethy (Rednote Audio) Audio
Doing Business with the Telecom Industry: Understanding their Deal Terms… Dan Scherlis (Sonamine) Business and Legal
Dynamics for Designers Will Wright (Stupid Fun Club) Game Design
Enabling Data Driven Design Tuning via Existing Tools Programming  
Episodic Content: Here, Now & Next Month Too Chris Foster (Harmonix Music Systems) Game Design
Exploring the Fringes: Interactive Entertainment for the 21st Century Ernest Adams (International Hobo) Game Design
Extreme Character Rigging: When Less is More Steve Theodore (Undead Labs) Visual Arts
Facial Animation For Game Characters   Visual Arts
Fast Proximity Queries for Large Game Environments Ming Lin Programming
FilmGame: Adapting Lord of the Rings Neil Young Game Design
Findings of IGDA’s 2002/2003 Online Games Whitepaper Jeferson Valadares (Playfish) IGDA
Five Physics Simulators for a Human Body Chris Hecker Programming
Fooling All of the People All of the Time Bill Kroyer Visual Arts
Frame Buffer Postprocessing Effects in DOUBLE-S.T.E.A.L (Wreckless): Par… Programming  
Freedom of Expression: Dealing with the Threat of Censorship Jason Della Rocca IGDA
Game Audio : Coding Vs. Aesthetics Leonard Paul Audio
Game Design Patterns   Game Design
Geometric Algebra: The Framework for Geometric Computations   Programming
Geometric Modeling of Sound Propagation   Audio
Going Global: Effective Strategies for Protecting Intellectual Property …   Business and Legal
Great Game Graphics… Who Cares? Jason Rubin (Naughty Dog) Game Design
Halo: Development Evolved Marty O’Donnell (Bungie) Game Design
Hardware Shaders for the Artist John Versluis Visual Arts
High Dynamic Range Imagery and Image-Based Lighting   Programming
Highly Detailed Continuous Worlds: Streaming Game Resources From Slow M…   Programming
How to Build a Better Cutscene   Visual Arts
How to Make Your Game Successful in Japan Rio Hasegawa (Sony) Game Design
How to Mix Discrete Surround Sound for PlayStation 2 Jason Page (SCEE R&D) Audio
How to Take Your Mobile Game to Market John Chasey (FinBlade Ltd) Business and Legal
How to Write Good “Bad Dialogue”: Cramming Storytelling Into an Action Game Ryan Kaufman (Telltale Games) Game Design
Interactive Mixing Scott Gershin (Soundelux Design Music Group) Audio
Korea, Where Multiplayer Gaming is King Won Il Sue Business and Legal
Little to Big: What Changes? Frederick Brooks, Jr. Programming
Living in a Procedural World: Growing a Virtual Forest   Programming
Making Games More Fun: Methods for Playtesting Games Bill Fulton Game Design
Making Sound Designers Independent: Techniques to Integrate Audio into G…   Programming
Memory Optimization Christer Ericson Programming
Mobile Games: Japan and the Future David Collier Business and Legal
Negotiating the Best Deal Possible Jay Powell Business and Legal
Neverwinter Nights Client/Server Postmortem Mark Brockington Programming
Old School: Arcade Games in the Golden Age Mark Cerny Game Design
On All Levels Dustin Browder (Blizzard) Game Design
Optimized Stenciled Shadow Volumes Cass Everitt Programming
Orthogonal Unit Design Harvey Smith Game Design
Pathematics: Routing for Autonomous Agents Alex Champandard (AiGameDev.com) Programming
PC to Console: Bringing Star Wars Jedi Knight II: Jedi Outcast to Xbox a… Karthik Bala Game Design
Physics and Animation, Blending Kinetics and Kinematics in a 3rd Person … David Wu Programming
Physics-Based Synthesis of Sound Effects   Audio
Porting a PlayStation 2-Centric Game to the Xbox: A Case Study of State …   Programming
Preserving the Past - The Panel Greg Costikyan IGDA
Producing Orchestral Scores for Games Daniel Irish (Threewave Software) Audio
Product Success in Online Software Distribution John Vechey (PopCap Games) Business and Legal
Profiling the Female Gamer: A Look at How She Buys and Plays Clarinda Merripen (Cryptic Studios Game Design
Proven Strategies for Self-Publishing on the Internet: Real-Life Storie… John Vechey (PopCap Games) Business and Legal
Real-Time Fluid Dynamics for Games   Programming
Relinquishing Control: Giving Programmers Control of Your Animation Assets David Stripinis Visual Arts
Representational AI Planning Techniques   Programming
Reputation Systems: Saving Your Service   Game Design
Sandbox Strategy Learning in Sports Games   Programming
Scaling the Software Development Process: Lessons Learned From The Sims … Larry Mellon Programming
Sequels and Adaptations: Design Innovation in a Risk-Averse World Warren Spector (Ion Storm) Game Design
Show Me The Money! Revenue Models for Massively Multiplayer Online Games Brian Green Business and Legal
Simulation and Animation with Hardware-Accelerated Procedural Textures Mark Harris (NVIDIA) Programming
Small Worlds: Competitive and Cooperative Structures in Online Worlds Raph Koster Game Design
Smartly Define and Use Your Audio Budget   Audio
SOCOM: Bringing a Console Game Online   Game Design
Spherical Harmonic Lighting: The Gritty Details Robin Green (Microsoft) Programming
Squeezing Every Last Drop Out of the PlayStation 2   Programming
State of the Art: Building 3D Environments and Models Review Panel Chris Williams (PlayFirst) Visual Arts
Stepping Away From the Pack: Resources and Methods for Developing Art St… David Rose (Neversoft) Visual Arts
Story and Gameplay Are One Jesse Schell Game Design
Story Summit Patricia Pizer Game Design
Temptation and Consequence: Dilemmas in Videogames Steve Bocska (Pug Pharm Productions Inc. Game Design
The 12 Principles of Traditional Character Animation Applied to 3D Compu… Visual Arts  
The Continuous World of Dungeon Siege Scott Bilas Programming
The Good and the Bad: A Second Chance Peter Molyneux (Lionhead Studios) Game Design
The Intellectual Property Realm: New Challenges for the Developer Stephen Rubin (Law Office of Stephen Rubin) Business and Legal
The Puzzlemaker’s Survival Kit: Principles, Case Studies and Design Process Scott Kim Game Design
The Seven Secrets of Voiceover Production   Audio
The Social Significance of Games: Killing our Monsters   IGDA
The Technology of Jak & Daxter: Our Techniques for Realizing a Massively… Stephen White Programming
Three Great Mobile Games Matthew Bellows Game Design
Toward Massively Responsive Conversations Sheldon Pacotti Game Design
Towards Building a Fully Realized Interactive Drama Andrew Stern Game Design
U.S. Immigration Issues for Game Developers   Business and Legal
What It Takes To Run a Successful Game Studio Todd Hollenshead (ID SOFTWARE) Business and Legal
When the Site Hits the Fan: Wrangling Community Fansites Elonka Dunin Business and Legal

GDC 2004 - Evolve

The 2004 Game Developers Conference had the theme “Evolve,” emphasizing the industry’s shift towards middleware and robust production processes. The dominance of licensed titles and sequels was noted, with Dave Perry discussing these trends in his keynote.

A session on building big licensed games highlighted the industry’s evolution from smaller teams to larger projects with 25 to 75 people and budgets ranging from $3 to $40 million. The need for well-organized processes and formal development procedures was emphasized, posing a non-technical challenge of integrating these without stifling creativity.

GDC 2004 highlights included:

  • Programming Keynote by John Carmack on bleeding-edge engine development
  • Visual Arts Keynote by John Gaeta called From Visual Anti-Establishment to Ubiquity and Back.
  • Sony showcased the PSP as a powerful, easy-to-develop-for device.
  • Microsoft unveiled XNA, a development framework for future platforms.

Many of these sessions are freely available on the GDC Vault however bare in mind some of the meta data such as presenters are incorrect on their site and we have a cleaned up version in the table below:

Title Presenter Track Notes
“Port” is a Four-Letter Word: The Challenges of Redesigning The Sims fo… Michael Perry (Electronic Arts, Inc.) Game Design  
10 Tricks from Psychology for Making Better Characters Katherine Isbister Game Design  
14 Ways of Drawing Players in with an Opening Cinematic David Freeman Game Design  
Island Thunder and Raven Shield : Creating Believable Stories for Realistic Games Richard Dansky (Red Storm Entertainment/Ubisoft) Game Design  
Republic : Lessons Learned Dave Dixon Production  
The Hobbit : A Case Study Christopher Michael Audio  
Wallace and Gromit in Project Zoo: A Postmortem of a Licensed, Cross-Platform Game Warren Kruse Production  
A Candid Look at the Issues and Rewards of Bleeding Edge Engine Development Tom Peltier Programming  
A Peek Behind the Shoji: Japan’s Videogame Market Today Rio Hasegawa (Sony Computer Entertainment Japan) Game Design  
A Road Map for Peace: Redefining the Publisher-Developer Relationship Joe Minton Business and Legal  
Accurate Prediction and Other Organizational Myths Starr Long Production  
Acting for Animators Douglas Conorich Visual Arts  
Adding Spherical Harmonic Lighting to the Sushi Engine Leander Hasty Programming  
Advanced Real-Time Reflectance Thomas Peltier Programming  
Adventures in Character Design Tim Schafer Game Design  
AI and Design: How AI Enables Designers Rishi Bhattacharya Programming  
AI: Gameplay & Design: A Marriage of Heaven or Hell? Michael Corby Programming  
Anatomy of a 2D Side-Scroller Michael Rasmussen Game Design  
Artificial Potential Fields for the Control of Navigation and Animation Paula Moore Programming  
Artist Management in a Small Games Company Production    
ArtModJam Seth Fogie Game Design  
Audio Asset Management for Large Projects David Chan (Hinterland Studios) Audio  
Audio Director to the Rescue Andrew Boyd Audio  
Audio for Mobile Panel James Doyle Audio  
Automation Recipes: Automation Ideas to Save Project Time and Money Jennifer Boespflug Production  
Behavioral Game Design John Hopson (Bungie Inc.) Audio  
Beyond Finite State Machines: Managing Complex, Intermixing Behavior Hierarchies Joseph W. Popinski III Programming  
Beyond Fun: Setting Aesthetic Goals and Sticking toThem Tim Stellmach (Harmonix) Game Design  
Building a Million Particle System Cheryl Jackson Programming  
Building Big Licensed Games with Big Teams Don Daglow (Daglow Entertainment LLC) Production  
Building Value in Your Company: One Small Studio’s Approach Business and Legal    
Character Rigger’s Cookbook Steve Theodore (Undead Labs) Visual Arts  
Common C++ Performance Mistakes in Games Pete Isensee Programming Xbox
Creating Water and Fluid Effects For Video Games Cyrus Peikari Visual Arts  
Creating a Monster RPG: The Light and the Dark Side of Development on St… William Murray Production  
Creating the Right Mix of Static Versus Dynamic Content in a Massively… Scott Anderson Game Design  
Cross Platform User Interface Development Tim Stellmach (Harmonix) Game Design  
Cross-Platform Audio Using Interactive XMF Jessica Bayliss Audio  
Deferred Shading on DX9 Class Hardware and the Xbox Matt Pritchard Programming  
Designing an Interactive Music System Jason Booth (Harmonix Music Systems) Audio  
Designing Games for Coin-Op and Internet Gambling   Game Design  
Destruction on a Diet Paul Lindberg Programming  
Developing and Mastering 36 Different Sku’s of One Title Simultaneously for the PS2 & Xbox Michael Corby Production  
Developing Wireless Location-Based Games Programming    
Digital Painting, and The Narrowing Gap between Games and Film Paula Moore Visual Arts  
Doing Business with Europe: A Survivor’s Guide Vincent Scheurer Business and Legal  
Encouraging Innovation in Game Development Rebecca Herold General Interest  
Entering the World: Cognitive Dissonance and Immersion in Electronic Games Hal Barwood (Finite Arts) Game Design  
Entertainment Experience First, Videogame Second: The Making of The Return of the King Scott Baker Game Design  
ESRB Explained: Behind the Ratings Robert Richardson IGDA  
Everything You Need to Know to Make Money in Coin-Op   Business and Legal  
Experimental Gameplay Workshop Daniel VanBelleghem Game Design  
Fast Yet Realistic Deformation and Fracture James O’Brien Programming  
Follow The Money: Understanding Console Publishers   Business and Legal  
Four at a Time: Techniques for Maximizing Enemy and Object Placement Chris Cross Game Design  
From Script to Joystick: World-Building 101 Sharon Ruckman Game Design  
From Visual Anti-Establishment to Ubiquity and Back John_Gaeta Visual Arts  
Game Design Challenge: The Love Story David Lynas Game Design  
Game Design Methods of ICO Eamon Neary Game Design  
Game Design: Risk and Return Masahiro Sakurai (Sora Ltd.) Game Design  
Game Development Modeling with 3ds Max Fred Trickey Visual Arts  
Game Mobility Requires Code Portability Guido Henkel Programming  
Game Narrative: What Would Aristotle Do? Tim McCarthy Game Design  
Game Prototyping with 3ds Max Zoe Strickland Visual Arts  
Game Soundtracks: Structuring Your Deal Like the Movies Fred Tompkins Audio  
GDC Programming Keynote: John Carmack John Carmack (iD Software) Programming  
Great Games in 50k: Three Addictive Mobile Phone Titles Thomas Peltier Game Design  
Growing a Dedicated Tools Programming Team: From Baldur’s Gate to S… Production    
Hi Res Modeling for Consoles in Maya Wendi Rafferty Visual Arts  
High Dynamic Range Lighting John O’Leary Programming  
How to Budget Audio: ‘What Am I Forgetting?’ Terry Gudaitis Audio  
How to Get More Coverage for Your Company and Titles Sue Bohle Business and Legal  
HR in the Studio   Business and Legal  
IGDA Quality of Life White Paper Unveiling Gregory Abrenio IGDA  
Immigration for Foreign Games Professionals in the Age of Homeland Sec… Kevin Kingdon Business and Legal  
Industry & Government: Working Together Rishi Bhattacharya Business and Legal  
Integrating Physics into a Modern Game Engine Rishi Bhattacharya Programming  
Interfacing With Hollywood: Challenges and Opportunities Harvey Smith Business and Legal  
Jak’s Makeover for JakII : Why the Dramatic New Look for a Sequel?   Visual Arts  
Learning by Design: Games as Learning Machines Mark O’Neill IGDA  
Lemke’s Algorithm, The Hammer In Your Math Toolbox? Chris Hecker (Formerly Technology Fellow at Maxis) Programming  
Light Scattering: Oh, that Looks Cool! Can we Have it in the Game, Real … Derek Palmer Programming  
Make Better Criticism: A Mature Form of Cultural Analysis J.R. Reagan IGDA  
Managing the Hydra: Successfully Running Multiple Projects in a Videog… Michael Corby Production  
Master Your Game’s Domain: Data-Driven Asset Management Warren Kruse Production  
Maya for Games - Tools & Pipelines in Maya Matthew Luallen Visual Arts  
Minefields in Videogame Intellectual Property Protection Stephen Rubin (Law Office of Stephen Rubin) Business and Legal  
Mixing and Mastering Music and Sound for Games Scott Gershin (Soundelux Design Music Group) Audio  
Mobile Games: Lessons from Online Games Dan Scherlis (Sonamine) Business and Legal  
Motion Capture-driven Simulation for Characters Lisa Schlosser Programming  
Motion Synthesis Terri Curran Programming  
Music Licensing for Videogames: How Popular Music and Artists Can Make … Victor Rodriguez (THQ) Business and Legal  
Music Publishing: A Primer for Game Developers and Composers Douglas Conorich Business and Legal  
Open Spaces and How to Find Them in New Game Ideas Thomas Peltier Game Design  
Outdoor Jungle Vegetation: Battlefield Vietnam Rishi Bhattacharya Visual Arts  
Pitching an Original IP: Notes from the Field Chris Charla (Microsoft Game Studios) Business and Legal  
Practical Implementation of High Dynamic Range Rendering John Williams Programming  
Practical Physics for Articulated Characters Rishi Bhattacharya Programming  
Practical Shadows: Out of the Demo and Into the Engine Tom Forsyth Programming  
Prepping for the Transition: Will You Be Ready? John Schappert (Zynga) Business and Legal  
Procedural Shaders: A Feature Animation Perspective Arcot Preetham (ATI) Programming  
Producing Motion Capture and Animation Paul Immo Production  
Producing Orchestral Scores for Games John O’Leary Audio  
Producing Programmers: Strategies for Managing Technical Staff Pierre-Luc REFALO Production  
Producing the Characters and Creatures of Ultima X Odyssey Brenda Brathwaite Visual Arts  
Through Collaboration: Escalating Demands on the Producer Dave Perry Production  
Programming the PlayStation Portable (PSP) Bryan Fletcher Programming  
Re-awakening a Classic: Prince of Persia: A Case Study   Production  
Real World Multi-Threading in PC Games Arron Coday (Intel) Programming  
Real-Time Global Illumination Eskil Steenberg Programming  
Real-Time Translucent Animated Objects Fred Trickey Programming  
Realistic and Fast Cloud Rendering in Computer Games   Programming  
Requirements for a Next Generation Massively Multiplayer Online Game Gordon Walton Production  
Reusing Shading for Interactive Global Illumination Programming    
Revisiting the Standard Joint Hierarchy: Improving Realistic Modeling of…   Programming  
SciFi MMPs: Lessons from Star Wars Galaxies and Earth and Beyond Raph Koster (Independent) Game Design  
Seven Years of Max Payne   Production  
SOCOM II: Creating a Compelling Online Console Game Richard Murphy Game Design  
Sound Design: Strategies for Success Thomas Rude Audio  
Spare No Expense: Starbucks and Aeron Chairs for Everyone Business and Legal    
Starting a New Studio John Hayes Business and Legal  
State of the Art: Anatomy of 3D Level Design Herve Schmidt Game Design  
Storytellers vs. Puzzle-Makers: New Traits of Successful Games Kevin Bachus (Nival Interactive) Business and Legal  
Storytelling in Earth & Beyond   Game Design  
The Civilization Series: How to Maintain a Successful Franchise Soren Johnson (Mohawk Games) Game Design  
The Full Spectrum Warrior Camera System Thomas Peltier Programming  
The Collection and Applications of Metrics in an MMP Game: Lessons Lea… Larry Mellon Programming  
The Easy Route To Console Online Thomas Peltier Production  
The Emotional Heart of Art Direction   Visual Arts  
The End Game: How Top Developers Sold Their Studios Dan Rogers Business and Legal  
The Evolution of a Franchise: The Legend of Zelda Eiji Aonuma (Nintendo Co., Ltd.) Game Design  
The History of Animation Paul Hormis Visual Arts  
The I-Spy Book of Developer Contract Law   Business and Legal  
The Impact of Middleware Technologies on Your Game Development Thomas Peltier Production  
The Interesting Thing About Bishops: Simulation Boundaries in Splinter Cell Clint Hocking Game Design  
The Interface: How to Create an Effective Audio Schedule Troy Larson Production  
The Making of the Official Counter-Strike Bot Michael Booth (Valve) Programming  
The Negotiation Tom Buscaglia (Dev Biz, Inc.) Business and Legal  
The Philosophical Roots of Computer Game Design Ernest Adams (International Hobo) Game Design  
The Physics-Sound System of Deus Ex: Invisible War and Thief 3 Brian Sharp (Bungie, LLC) Programming  
The Secret of Pac-Man ‘s Success: Making Fun First Chris Cook Game Design  
The Sound Design Methodology of Medal of Honor Frank Butler Audio  
The State of Non-Linear Audio for Interactive Media Pete Garza Audio  
The State of the Web and Downloadable Games Industry: A 2004 IGDA Online… Derrick Morton (FlowPlay) Business and Legal  
The Virtual and Mixed Media Orchestra for Game Music   Audio  
The Well-Fed Freelancer: A Survival Guide in 24 Easy Lessons Francois Dominic Laram’e Business and Legal  
Tips & Tricks for UV Mapping Keith Self-Ballard Visual Arts  
Tips and Tricks for 3ds max 6 in Games Phillip Hallam-Baker Visual Arts  
Towards Relevant Research: Collaboration 101 Stephen Gantz IGDA  
Triangulation: A Schizophrenic Approach to Game Design Will Wright (Stupid Fun Club) Game Design  
True Crime: Streets of L.A.-Bringing Crime to the City of Angels Rishi Bhattacharya Programming  
Turning Innovation into Impact J Allard Audio  
Understanding the Elements of Employee Compensation   Business and Legal  
User-testing in a Hostile Environment: Overcoming Apathy and Resistance … William Stackpole Production  
Using External Contractors Effectively Jessica Bayliss Production  
Using Verlet Integration and Constraints in a Six Degree of Freedom Rigi… Programming    
Visualizing Sly Cooper Brad Smith Visual Arts  
What Got Left out of Battlefield 1942 Dennis Brixius Game Design  
What Lies Ahead in the Ever-evolving Interactive Entertainment Industry? Tim McCarthy Game Design  
What to Do When it All Goes to Hell: Lessons Learned Shutting Down a G… Cody Northrop Business and Legal  
Why We Play Games: The Four Keys to Player Experience Nicole Lazzaro (XEODesign) Game Design  
Winning the Race Against Pirates And Crackers: Next Generation Copy Pr… Jeff Orkin Production  
Workflow Convergence: How Motion Picture Pipelines Are Merging With Game… Robert J. Thornberry Jr Visual Arts  
Would the Real Emergent Gameplay Please Stand Up? Todd Fitzgerald Game Design  
Zoological Gardens: The Science of Creature Design Greg Gabet Game Design  

John Carmack Keynote

In his 2004 Game Developers Conference (GDC) keynote speech, John Carmack discussed the history of video games, the progress that has been made in the industry, and his predictions for the future.

Carmack started by talking about his own experiences, recalling his first computer, a VIC-20 with 4 KB of RAM and a 1 MHz processor. He mentioned that the first commercial program he sold was developed on an Apple IIc with 128 KB of RAM and 8 KB of video memory.

Carmack noted the progress in the video game industry since he started, with a factor of a million difference in power between the VIC-20 and today’s computers. He also said that early computer games were very niche, while now we have things that can appeal to a wider audience.

For the future, Carmack said he is confident that there will be more progress and hopes that there will be a place for innovative and exciting new things in the industry. Carmack concluded his speech by saying that he is very excited about the future of video games. He believes that the industry has the potential to do great things, and he is looking forward to seeing what the future holds.


GDC 2005+

GDC 2005 was the first to be hosted in San Francisco and brought in a record 12,000 attendees 1.

Thankfully all the sessions for 2005 and onwards seems to have audio recordings (and some videos!) freely available on the GDC Vault: GDC Vault

Satoru Iwata Keynote - Heart of a Gamer

Satoru Iwata was the president of Nintendo at the time of the 2005 Keynote, his speech titled “Heart of a Gamer” was about the history of Nintendo and his own experiences as a game developer.

Iwata begins by talking about his first experience with video games, playing Pong as a child. He then talks about his early days as a game developer, creating games for the Nintendo Entertainment System (NES). He discusses the importance of creating games that are fun and challenging for all players, regardless of their skill level.

Iwata also talks about the importance of innovation in the video game industry. He discusses Nintendo’s efforts to create new and innovative gaming experiences, such as the Wii console and the Nintendo DS handheld system. He also talks about the importance of supporting third-party developers in order to create a diverse and vibrant gaming industry.

Finally, Iwata talks about his own personal philosophy as a game developer. He says that he believes that the most important thing is to create games that are fun and that bring joy to players. He also says that he believes that game developers should always be striving to create new and innovative experiences.

Overall, the video is a reflection on the history of Nintendo and the importance of innovation in the video game industry. It is also a personal story about Iwata’s own experiences as a game developer.


SIGGRAPH

SIGGRAPH stands for “Special Interest Group on Computer Graphics and Interactive Techniques.” It is an annual conference and organization that focuses on computer graphics, interactive technology, and various related fields. SIGGRAPH is highly regarded in the computer graphics and interactive technology industry and is known for its conferences and publications.

SIGGRAPH is an interdisciplinary platform that covers a wide range of topics, including computer graphics, visual effects, gaming, virtual reality, computer-aided design, art, and more.

The conference features technical paper presentations where researchers and experts share their latest findings and innovations in the field. SIGGRAPH publishes research papers, proceedings, and a variety of resources that contribute to the advancement of computer graphics and interactive techniques.

The SIGGRAPH conference has a long history, dating back to the 1970s, and it continues to be a vital forum for sharing knowledge, showcasing innovations, and connecting professionals in the field of computer graphics and interactive technology.

They are not always related to game development but many real time rendering techniques used in modern games were first presented at SIGGRAPH.

SIGGRAPH 2000

The website Gamasutra (now Game Developer) posted an article about the 2000 version of the conference from a game develoer perspective, you can read it online here: Siggraph 2000 From a Game Development Perspective.

It discusses the new hardware and software for game development shown off at SIGGRAPH 2000 such as Sony’s GScube and the Xbox. Improv Technologies also demoed their new products, Orchestrate3D and Catalyst. The conference also featured presentations on new shading languages and rendering techniques.


Develop (Brighton)

The Develop conference, which is held in Brighton, UK, had its inaugural event in 2006. The conference focuses on the video game development industry and covers various aspects of game development, including programming, design, audio, and business. Since its inception, the Develop conference has become an annual event, providing a platform for professionals in the gaming industry to exchange ideas, share knowledge, and network.

Develop 2006

The first ever Develop conference was split into the following tracks:

  • Coding
  • Design
  • Production
  • Business
  • Art
  • Audio
  • The Next Wave

The sessions from Develop 2006 that we know about are listed in the table below:

Title Presenter Track Notes
Advance Programming Techniques on PlayStation Portable Igor Makaruks, Sony Computer Entertainment Europe Coding  
Animating Emotion Ken Perlin Coding  
Connected mobile gaming on Java Matt Levy, SNAP Mobile & Markus Huttunen, SNAP Mobile Manager Coding  
Developing with PSSG, a PlayStation 3 optimised cross platform engine Richard Forster, Sony Computer Entertainment Europe Coding  
DirectX 10 for Techies Nick Thibieroz, ATI Coding  
Lost in translation: The coder’s guide to team communication Jonathan Shaw & Tak Fung, Lionhead Studios Coding  
New Techniques for Lighting: From Theory to Practical Implementation Chris Doran, Geomerics Coding  
Next Generation Games with Direct3D10 Miguel Sainz, Nvidia Coding  
Optimize Your GPU with the Latest NVIDIA Performance Tools Raúl Aguaviva, NVIDIA Developer Tools Engineer Coding  
PlayStation 3: A Parallel Universe István Fábián, Sony Computer Entertainment Europe Coding  
Profiling and Debugging Your Game with PIX on Xbox 360 Bruce Dawson, Microsoft Game Technology Group Coding  
Pros and Cons of Developing Your Own Middleware Andrew Oliver, Blitz Games Coding  
Shaders: The Sky is the Limit Sébastien Dominé, NVIDIA & Richard Stenson, Sony Computer Entertainment America Coding  
Software engineering: Games programming for large scale projects Jeremy Chatelaine, Electronic Arts Coding  
Xbox Live: Now and in the Future Jeff Sullivan, Microsoft Game Technology Group Coding  
ARG: immersive gaming for the mass market Adam Martin, MindCandy Game Design  
Design by democracy: How to keep your vision - while taking on board everyone else’s Peter Molyneux, Lionhead Studios Game Design  
Design DNA: 10 new game designs ideas from the past 12 months worth stealing Margaret Robertson, Edge magazine Game Design  
Designing new kinds of games for the masses David Amor, Paulina Bozek, Rob Kay, Michael French Game Design  
Everything you know is wrong: four new developments that will turn the MMOG world upside down Janus Anderson & Thomas Bidaux Game Design  
Games design room 101: Four designers each consign a game design horror to the dustbin Mike Goldsmit, Jonathan Smith, Simon Byron, Barringon Harvey, Peter Molyneux Game Design  
Hacking Through the Jungle: Interactive Storytelling Made Easy and Profitable Ernest Adams Game Design  
How to win battles and influence publishers Chris Deering & Jamie Macdonald Business  
Genre: dirty word or developer’s friend? Clive Fencott & Jo Clay, Strange Agency Business  
Global Directions: A Holistic View of Game Development Jason Della Rocca, IGDA Business  
I’m with the brand: Developers as the stars Alison Beasley, Miles Jacobson, Chris Lee, Mark Ward Business  
Leveling the Playing Field William Latham, Games Audit Business  
Money for Non-Suits Jonathan Smith, TT Games Publishing & Nicholas Lovell, GameShadow Business  
The Next Generation of Mobile Gaming Kay Gruenwoldt, Nokia Multimedia Business  
Sega - UK’s new Games Powerhouse Mike Simpson, The Creative Assembly, Guy Wilday, Racing Studio, Miles Jacobson, Sports Interactive Business  
Towards an industry standard publishing agreement: the TIGA Model Contract Vincent Scheurer Business  
Which Ferrari should I drive to work today? Andrew Eades, Relentless Software Business  
Why good online games go bad Frank Puranik, Director, Itheon Networks Business  
Audio Programming, Tools & Techniques For NexGen AAA Games John Broomhall, Andy Mucho, Nick Wiswell, Nick Laviers Audio  
Black: A Case Study Steve Root, Electronic Arts UK Audio  
Buy now, pay later! Dave Ranyard, Sony Computer Entertainment Europe, Sergio Pimentel, Sony Computer Entertainment Europe Audio  
The Future of Audio in Interactive Entertainment: A Personal Vision Marty O’Donnell Audio  
PS3 Audio: Meet The Team Jason Page, Oliver Hume, Nik Kennedy, Paul Scargill, Sony Computer Entertainment Europe Audio  
Recreating Reality Kenny Young, Sony Computer Entertainment Europe Audio  
Talking Sense: Raising The Bar For Speech In Games Nick Laviers, Electronic Arts UK Audio  
Creativity led production: How to bring new ideas into line Tetsuya Mizuguchi, Q Entertainment Next Wave  
Lights, Camera… Where Movies and Videogames Meet Rob Fahey, GamesIndustry.biz & Andrew McDonald, DNA Films Next Wave  
The Opinion Jam: Twelve speakers. Three minutes each. One winner. Ste Curran, Rob Kay, Ernest Adams, Ken Perlin, Dan Bardino Next Wave  
Buy now, pay later! Dave Ranyard, Sony Computer Entertainment Europe, Sergio Pimentel, Sony Computer Entertainment Europe Production  
Gotham Racing 3: A Post Mortem on developing a XBOX 360 launch title Gareth Wilson, Bizarre Creations Production  
Working with Hollywood: The Storytelling Professionals Mark Green & Katie Ellwood, Sony Computer Entertainment Europe Production    
Animating characters within Maya & showcasing the real-time workflow within MotionBuilder along with FBX Nick Jovic, Autodesk Art  
Bridging the Uncanny Valley: Style versus Realism in future games Cumron Ashtiani, Steve Boxer, Susie Green Ben Lee Art  
Masterclass: Character Animation Nick Jovic & Kevin Booth, Autodesk Art  
Motion synthesis and unique game moments Torsten Reil, NaturalMotion Art  
Showcasing the interoperability between 3ds Max, Maya and MotionBuilder Kevin Booth, Autodesk Art  

Consumer Electronics Show (CES)

CES stands for the “Consumer Electronics Show.” It is an annual trade show and convention that serves as a showcase for the latest consumer electronics and technology products. CES is one of the most significant and influential tech events globally, and it’s where many companies, including industry giants and startups, unveil and demonstrate their innovative products and technologies.

CES is known for its extensive exhibition of consumer electronics and technology products, ranging from smartphones and televisions to smart home devices, automotive technology, gaming hardware, and more.

CES attracts a large number of journalists, bloggers, and media outlets from around the world, generating extensive press coverage and reviews of the showcased products.

CES has played a crucial role in unveiling groundbreaking technologies and products that have subsequently shaped the consumer electronics and technology industries. It is a significant annual event for both industry professionals and tech enthusiasts interested in the latest advancements in the world of electronics and innovation.

The first Consumer Electronics Show (CES) took place in 1967. CES was initially held in New York City and later moved to Las Vegas, Nevada. Although it features gaming products they have always brushed the games industry aside in favour of more mainstream consumer electronics.


Electronic Entertainment Expo (E3)

E3, which stands for the “Electronic Entertainment Expo,” is one of the most prominent and anticipated events in the video game industry. It serves as a showcase for the latest video games, gaming hardware, and interactive entertainment. E3 brings together game developers, publishers, hardware manufacturers, and gamers to unveil and celebrate upcoming titles and innovations in the world of gaming.

Creation of E3

SEGA was instrumental to setting up E3, in an interview with Tom Kalinske (former CEO of SEGA America) he had this to say about the formation of E3:

In the early Nineties, CES was huge but it treated the gaming industry poorly. We were put in the back, past the new gadgets, computers and stereos and TVs. One year, we were in a tent and it was raining. Out Genesis machines got wet and I said, “That’s it, we’re not coming Back”. We set out to form our own show with favoured third-parties. It became E3. 8

E3 1995 - The First E3

E3 1995 marked the first E3 event, created as an alternative to the Consumer Electronics Show (CES) where the gaming industry was often overlooked.

At E3 1995, the gaming industry was undergoing significant changes, with the Super Nintendo still the most popular console in North America but with new hardware on the horizon, such as Sega Saturn, Sony PlayStation, and the yet-to-be-released Ultra 64 (later Nintendo 64). This event was mainly focused on the Sega-Sony rivalry, with Nintendo’s console release delayed until the following year.

E3 1995 consisted of exhibits and presentations, but unlike modern E3 events, there were no livestreams, special guest stars, or musical performances. The target audience was gaming industry professionals, retailers, developers, marketing teams, investors, and journalists, rather than gamers. As a result, these early E3 conferences were more subdued and focused on industry announcements rather than generating excitement among gamers.


QuakeCon

QuakeCon is an annual convention and gaming event that primarily focuses on the Quake series of video games, as well as other titles developed by id Software, the company behind Quake. The event has been held since 1996 and is known for its emphasis on competitive gaming, LAN parties, and the celebration of the gaming community.

QuakeCon typically features a variety of activities, including tournaments, panel discussions, exhibitor booths, and opportunities for fans to meet and interact with game developers. It has become a significant event in the gaming calendar, attracting thousands of attendees from around the world.

While QuakeCon started with a primary focus on the Quake series, it has expanded over the years to include other games, including those from Bethesda Softworks, which acquired id Software. The convention has also been a platform for showcasing new game releases, updates, and announcements, making it an exciting gathering for both fans and industry professionals.

Quakecon 2004

John Carmack gave the Keynote speech at Quakecon 2004 where he reflects on Doom 3 Engine Decisions, you can watch it on youtube below:

The key points from Keynote are as are as follows:

  1. Evaluation of Doom 3 Engine Decisions:
    • He reflects on decisions made for the Doom 3 renderer over four years ago.
    • Acknowledges some flaws, such as seams on character heads due to mirroring repeat in texturing.
  2. Specularity and Lighting Improvements:
    • Talks about limitations in skin tone realism due to a single level of specularity.
    • Introduces new technology for specular maps, allowing control over the breadth of specular highlights.
    • Addresses issues with specularity on broad surfaces and introduces reflection vector calculation for more accurate highlights.
    • Discusses the use of cubic environment maps and normalization for better quality highlights.
  3. Anti-Aliasing Challenges:
    • Highlights the aliasing challenges in surfaces with normal maps and specular highlights.
    • Mentions ongoing work to combat aliasing, considering the analysis of surface normals and specularity factors.
  4. Multi-Channel Texture Considerations:
    • Discusses the complexity introduced when combining multiple maps (normal, diffuse, specular, etc.) and the need for coordinated adjustments.
    • Notes potential challenges in scaling and rotating independent maps.
  5. Quality Improvement through Renormalization:
    • Describes the benefits of renormalization of normal maps before lighting calculations for improved surface quality.
    • Addresses the issue of denormalization in cases where normal vectors deviate significantly.
  6. General Improvements and Considerations:
    • Mentions the need for reevaluation and development of a new rendering engine based on current hardware capabilities.
    • Indicates ongoing efforts to enhance the Doom 3 graphics engine, considering issues like aliasing, specularity, and normal map quality.

Overall, he outlines the evolution of the Doom 3 graphics engine, addressing past limitations and describing efforts to improve realism, lighting, and overall graphical quality in the context of current and future hardware capabilities.


References