Contents
Overview PDF
Audio:
Attack of the Design Directors! / Brian Allgeier
Befuddlement in Action: Classic Usability Problems in Games and How to Avoid Them / Ramon Romero
Building the Impossible: How to Build a Full-scale MMO for Just Over $1 Million / Andrew Tepper
Deconstructing Sam: Narrative in the Splinter Cell Trilogy / Clint Hocking
Designing the AAA Title : Letters from the Trenches / E. Daniel Arey
Dissecting Interactive Design / Cliff Bleszinski
Effective Quest Design in MMORPG Environment / Gyuhwan Oh, JuYoung Kim
Entertaining AI: Using Rules from Improvisational Acting to Create Unscripted Emotional Impact / Brenda Bakker Harger
Experimental Gameplay 2005 a / Experimental Gameplay 2005 b / Experimental Gameplay 2005 c / Experimental Gameplay 2005 d / Fable: Lessons Learned (English) / Josh Atkins, Peter Molyneux
Fable: Lessons Learned (Japanese 2) / Josh Atkins, Peter Molyneux
Fable: Lessons Learned (Japanese) / Josh Atkins, Peter Molyneux
Fundamentals of Real-Time Camera Design / Mark Haigh-Hutchinson
The Future of Content (English) / Will Wright
The Future of Content (Japanese) / Will Wright
Game Design Atoms: Can Game Designs Be Diagrammed? / Raph Koster
Game Design Challenge: The Emily Dickinson License / Clint Hocking, Eric Zimmerman, Peter Molyneux, Will Wright
Gripping Game Design: The Mood and Ambience of Silent Hill (English) / Akira Yamaoka
Gripping Game Design: The Mood and Ambience of Silent Hill (Japanese) / Akira Yamaoka
How Can MMOs Develop Mass Appeal in the US? / Rich Vogel
International Game Designers Panel (English) / Alex Rigopulos, Clint Hocking, Mark Cerny, Tetsuya Mizuguchi, Toru Iwatani
International Game Designers Panel (Japanese 2) / Alex Rigopulos, Clint Hocking, Mark Cerny, Tetsuya Mizuguchi, Toru Iwatani
International Game Designers Panel (Japanese) / Alex Rigopulos, Clint Hocking, Mark Cerny, Tetsuya Mizuguchi, Toru Iwatani
Interactive Narratives Revisited: Ten Years of Research / Ernest Adams
Intuition and Intellect: Deconstructing the Design of Oasis / Marc LeBlanc
Machine Learning for Semi-Automated Gameplay Analysis / Finnegan Southey, John Buchanan
Mano a Mano: A Primer on Melee Combat in Videogames / Luis Barriga, Rob Gallerani
Navigating the Minefields: Military Accuracy in Tactical Shooters / Christian Allen
Perform or Else! Why (and How) to Include Extroverted Play Design in your Game / Katherine Isbister
Persistent Versus Instantiated Spaces: The Great Online Game Debate / Anthony Castoro, Jack Emmert, Mark Jacobs, Raph Koster, Starr Long
Pitfalls of the Working Lead Designer / Michael Fitch
A Practical Guide to the Hero's Journey / Bob Bates
The Race to a Blockbuster Console RTS: If At First You Don't Succeed... / Tim Train / Why Isnt the Game Industry Making Interactive Stories? / Andrew Stern, Michael Mateas, Neil Young, Tim Schafer, Warren Spector
Why We Play Games Together: The People Factor / Nicole Lazzaro
Wiring Narrative into Play: a Practical Primer (English) / Hal Barwood
Wiring Narrative into Play: a Practical Primer (Japanese) / Hal Barwood
Vision:
Gameplay Moves Forward into the 21st Century / Peter Molyneux
The Japanese Game Industry: Past, Present, and Future (English) / Kenzo Tsujimoto
The Japanese Game Industry: Past, Present, and Future (Japanese) / Kenzo Tsujimoto