Taming the beast: managing complexity in game build pipelines / Fernando Navarro
Game streaming: a planned approach / Jeffrey Aydelotte and Amir Ebrahimi
Workflow improvement via automatic asset tracking / Matt Greene and William Smith
Continuous integration for games / Steven Ramirez
Persistence management of asset metadata and tags / Jaewon Jung
Real-time tool communication / Alan Kimball
Robust file I/O / Alan Kimball
Real-time constructive solid geometry / Sander van Rossen and Matthew Baranowski
A COLLADA toolbox / Rémi Arnaud
Shape-preserving terrain decimation and associated tools / David Eberly
In-game audio debugging tools / Simon Franco
Pragmatic XML use in tools / Amir Ebrahimi
Low coupling command system / Gustavo A. Carrazoni
Object-oriented data / Alan Kimball
Improving remote perforce usage / Mike O'Connor
Vector displacement in the sculpting workflow / Craig Barr
Optimizing a task-based game engine / Yannis Minadakis
Efficient texture creation with Genetica / Ichiro Lambe and Atlas Roufas
Reducing video game creation effort with Eberos GML2D / Frank E. Hernandez and Francisco R. Ortega
YAML for C++: applied data-driven design / Sebastien Noury and Samuel Boivin
GPU debugging and profiling with NVIDIA Parallel Nsight / Kumar Iyer and Jeffrey Kiel
FBX games development tools / Trevor Adams and Mark Davies.