Contents
Overview PDF
Bios PDF
Applications:
Acrobat Reader
Quicktime
Audio:
20/20 Design Vision / Andrew Leker
34 Ways to Create Emotions in Games / David Freeman
Bossy Behavior: Patterns and Techniques in Boss Design / Luis Barriga
Breaking the Rules of a Game / Katie Salen, Eric Zimmerman
Casual Games Panel / Steve Meretzky, Dave Rohrl, John Vechey
Creating a Cinematic Game Experience / Rick Giolitto
Creating the Worlds of Dungeon Siege / Sarah Boulian
Deathmatch: Ted Price vs. Jason Rubin / Ted Price, Jason Rubin
Designing a Ratchet & Clank Level / Brian Allgeier
Designing Original Games Based on Licensed Properties / Chris Charla
Designing Power-Ups for Action Games / Randy Smith
Dynamics for Designers / Will Wright
Episodic Content: Here, Now & Next Month Too / Chris Foster, Ken Troop
Exploring the Fringes: Interactive Entertainment for the 21st Century / Ernest W. Adams
FilmGame: Adapting Lord of the Rings / Neil Young
Game Design Patterns / Staffan Björk, Jussi Holopainen, Bernd Kreimeier
Great Game Graphics... Who Cares / Jason Rubin
Halo: Development Evolved / Jaime Griesemer, Mat Noguchi, Marty O'Donnell
How to Make Your Game Successful in Japan / Ryoichi Hasegawa, Tsurumi Roppyaku
How to Write Good Bad Dialogue: Cramming Storytelling Into an Action Game / Sean Clark, Ryan Kaufman
Making Games More Fun: Methods for Playtesting Games / Bill Fulton, Michael Medlock
Old School: Arcade Games in the Golden Age / Mark Cerny, Eugene Jarvis, Ed Logg, Tim Skelly
On All Levels / Dustin Browder, Jaime Griesemer, Tim Longo, Randy Smith, Matt Tateishi, Evan Wells
Orthogonal Unit Design / Harvey Smith
PC to Console: Bringing Star Wars Jedi Knight II: Jedi Outcast to Xbox and Gamecube / Karthik Bala, Bret Dunham
Profiling the Female Gamer: A Look at How She Buys and Plays / Mia Consalvo, Sheri Graner Ray, Clarinda Merripen, Sheri Pocilujko
Reputation Systems: Saving Your Service / Paul Sage
Sequels and Adaptations: Design Innovation in a Risk-Averse World / Warren Spector
Small Worlds: Competitive and Cooperative Structures in Online Worlds / Raph Koster, Rich Vogel
SOCOM: Bringing a Console Game Online / Dr. Bob Gutman, Seth Luisi, Glen Van Datta
Story and Gameplay Are One / Jesse Schell
Story Summit / Hal Barwood, Bob Bates, Patricia Pizer, Mike Pondsmith, Lee Sheldon
Temptation and Consequence: Dilemmas in Videogames / Steve Bocska
The Good and the Bad: A Second Chance / Peter Molyneux
The Puzzlemaker's Survival Kit: Principles, Case Studies and Design Process / Scott Kim
Three Great Mobile Games / Matthew Bellows, Jim Blackhurst, Matt Yaney, John Newcomer
Toward Massively Responsive Conversations / Sheldon Pacotti
Towards Building a Fully Realized Interactive Drama / Michael Mateas, Andrew Stern