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GDC Extras Archive

The GDC (Game Developers Conference), previously the Computer Game Developers Conference, is a series of events held worldwide to bring together developers, marketers, management, artists, and others involved in the creation of electronic entertainment. Besides the main events, GDC also maintains an archive of presentations and recordings at The GDC Vault.



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Game physics engines are used to create games like Portal, Titanfall, Smash Hit, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Respawn, Mediocre, and Valve. Topics include numerical...
Topic: GDC
GDC Extras Archive
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March 4-8 2003 San Jose, CA
 
Topic: GDC
Telltale's The Walking Dead should be, by most historical measures, a failure as an apocalyptic zombie video game. It has no dedicated combat button, the main character has no exceptional skills or abilities, and it explores issues of race and gender under a mechanical and thematic milieu of "choice." By focusing completely on characters and "designing with empathy," we were able to create a story-driven game experience that has become both a commercial and critical success....
Topic: GDC
GDC Extras Archive
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March 20-24, 2001
GDC Extras Archive
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This presentation introduces Motion Matching, an innovative new approach for creating high quality, fluid and complex character movement. The team adopted a declarative animation philosophy, where instead of placing small animations in a big structure, they place small structured markup on top of long animations. This manual markup is necessary for logical information that can't be inferred automatically, like attack types and defense stances. For navigation, they don't have to manually...
Topic: GDC
GDC Extras Archive
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March 22-26, 2004 San Jose, CA
GDC Extras Archive
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Stealth gameplay poses unique challenges to the level builder, and a poorly-designed level will frustrate players as surely as a well-designed level will please them. The challenges are exacerbated when stealth is an auxiliary element rather than the core gameplay. We've all wanted to quit in disgust when we got to the one badly integrated stealth level in an otherwise well-designed game, right? Whether your game is all about stealth or just includes some stealth gameplay, this presentation...
Topic: GDC
Hideaki Itsuno pulls back the curtain for a candid look at the creation of Dragon's Dogma through untold development stories, humor and inspiring ideas. This session will focus primarily on the game's original vision and genesis, while also touching on aspects of marketing and post-release product support strategy.
Topic: GDC
GDC Extras Archive
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What goes into making a cult hit? Taro Yoko, director of games like Nier and the Drakengard series, talks about the process he uses to create worlds and stories that get noticed and foster dedicated fans. Recounting his experiences on those games and others, Yoko-san will explain his personal development methods, such as backwards scriptwriting (where the ending defines the entire setting), and what he calls "photo thinking" -- thinking photographically to maintain a cohesive setting.
Topic: GDC
GDC Extras Archive
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What goes into making a cult hit? Taro Yoko, director of games like Nier and the Drakengard series, talks about the process he uses to create worlds and stories that get noticed and foster dedicated fans. Recounting his experiences on those games and others, Yoko-san will explain his personal development methods, such as backwards scriptwriting (where the ending defines the entire setting), and what he calls "photo thinking" -- thinking photographically to maintain a cohesive setting.
Topic: GDC
GDC Extras Archive
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Creating compelling characters is a challenging process. Creating compelling characters that address the needs of different game genres is even more challenging. This live demo will explore the conceptual stage of character creation, and explain what to consider when designing for different genres like fighting games, MMOS and shooters. Arn plans to share some of his knowledge and he will design a character of your choice! Will it be a pirate swordsman for a fighting game? Or perhaps an alien...
Topic: GDC
For a relatively small team of environment artists to create the huge open world of Sunset Overdrive, we needed new ways to streamline the production of art assets while still pushing the visual quality to the next level. The Ultimate Trim became our name for a texturing technique, utilizing a certain trim layout and normal map structure that solved a lot of the problems we knew we were facing with production speed, memory usage and performance. During the early phases of development we spent...
Topic: GDC
GDC Extras Archive
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Conference: May 4-8, 1998
This lecture focuses on the interactive simulation of water surfaces such as puddles, lakes, rivers or oceans. While simple particle systems are well suited for blood or splashing effects, the simulation of larger bodies of water requires more sophisticated techniques. Full 3d fluid simulations are too computationally expensive to be used in games today. However, simulating the water surface alone as a 2d heighfield reduces that cost significantly and can still capture most visual effects of 3d...
Topic: GDC
Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok,...
Topic: GDC
This talk is a detailed walkthrough of the game engine modifications needed to make The Last of Us Remastered run at 60 fps on PlayStation 4. Topics covered will include the fiber-based job system Naughty Dog adopted for the game, the overall frame-centric engine design, the memory allocation patterns used in the title, and our strategies for dealing with locks.
Topic: GDC
Below is a procedural terrarium filled with life, mystery and death. In this session, Capy creative director Kris Piotrowski will delve into the ongoing process of creating The Isle, the mysterious setting for Below. This talk will attempt to shed light on the process, and share some of challenges involved in attempting to create a game world that resonate with history, narrative and thematic meaning - all without relying on text or dialogue. Elements covered include the impact of art direction...
Topic: EU
As programmable shading has grown increasingly sophisticated, an industry-wide problem is happening: shader authors are losing touch with the underlying hardware. This lecture argues that low-level thinking is still a relevant practice, and shows examples of why this is the case. The connection between high-level shading constructs and the resulting hardware instructions that are generated will be discussed, as well as what the compiler is able to optimize and what the shader author must...
Topic: GDC
GDC Extras Archive
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Discover the artistic journey that Ninja Theory embarked on in re-imagining and rebooting Devil May Cry and its iconic protagonist Dante. See the beginnings of the process, from concept and inspiration, through to the 3D realization of the game's bright and bold art style. Visual Art Director, Alessandro "Talexi" Taini, discusses how fashion, music, architecture and art influenced Ninja Theory's decision's when they explored how to bring Dante and Devil May Cry into the here and now....
Topic: GDC
GDC Extras Archive
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Game worlds expand in size and complexity, thus requiring developers to fill hundreds of square kilometers with content - some of the most tedious and time consuming tasks being terrain and vegetation editing. This talk will describe CD Projekt Red's approach to highly automatize the process. By moving away from the conventional terrain material layers and linear material blends, visual quality can be improved while greatly reducing the amount of work. Vegetation coverage can be procedurally...
Topic: GDC
WARNING: Content of this presentation features nudity and graphic computerized sexual scenes. Please do not come if you are offended by such images or are under the age of 18. Before Hot Coffee, before Playboy: The Mansion, even before the 1980's Leisure Suit Larry series, there was sex in video games... and lots of it. From flirting in MUDs to hardcore sexual simulators to the emerging field of teledildonics, sex in games is nearly as old as the medium itself. Sex isn't limited to the games...
Topic: GDC
GDC Extras Archive
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The Imago Effect: Avatar Psychology Creating an in-game representation often holds a strange fascination for players; for some games, we spend more time crafting our avatars than we do playing. How should writers share character creation, one of the sacred pillars of fiction? On the surface, player-driven character creation seems simple. This session explores the notion that there's much more going on in the player's mind, taking a look into the ways we let our audience engage in...
Topic: GDC
GDC Extras Archive
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In this talk, Insomniac will present their SPU best practices. Insomniac is hard at work on their third-generation PlayStation 3 title and will discuss in detail problems encounted and the practical concrete solutions that worked for them. Insomniac's techniques for fitting large codebase and systems of data on to SPUs will also be presented. In addition, this talk will present methods for developing traditionally SPU-unfriendly systems in an optimizable way.
Topic: GDC
GDC Extras Archive
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Games have reached the point where realistic portrayals of sex and adult relationships are possible, but what does this mean to us as developers? How much responsibility do we have in addressing issues of sexism and sexuality, and are we inadvertently making statements about what is acceptable, even when we don't mean to say anything at all? Our industry is struggling with a conflict between the desire to be taken seriously as an art form, and the desire to avoid addressing social issues...
Topic: GDC
GDC Extras Archive
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The European Innovative Games Showcase (EIGS) at GDC Europe's Independent Games Summit returns for its third edition, showcasing the most intriguing and different independent games from all over Europe. Each selected game is going to showcase what's unique and special about their in-development or already released game in a series of fascinating mini-talks. Come and get inspired! The winning games and studios of 2016 (in no specific order): A Normal Lost Phone (Accidental Queens), La Petite...
Topic: EU
GDC Extras Archive
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This workshop provides a platform for designers to showcase their risky new work. Each designer gives a dense 15 minute presentation, illustrating how their new game design is different from what has come before, and explaining what they hope to achieve through this experimentation. This video segment features Keita Takahashi discussing Katamari Damacy. Speakers: Jonathan Blow, Keita Takahashi
Topics: gdc, experimental gameplay, Keita Takahashi, Jonathan Blow, Katamari Damacy, 2004
GDC Extras Archive
by Nintendo of America, Inc.
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Footage of Super Mario Galaxy from Shigeru Miyamoto's GDC 2007 Keynote speech o.
Topic: nintendo, wii, super mario galaxy
Isamu is the art director for FINAL FANTASY XIII. He also worked on FINAL FANTASY X (background art director) and FINAL FANTASY XII (art director). He will touch upon the secret of FINAL FANTASY art, how he gets inspiration, how he was trained, how his concept art influence the game development, etc.
Topic: GDC
GDC Extras Archive
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Technical art is evolving rapidly. In many studios TAs play key roles in developing efficient tools pipelines, and ensuring art content is visually striking and optimized for performance. TAs bridge content and engineering, helping make both more successful. However, many studios have still not fully embraced the TA role. Their TAs are smart and eager to make an impact, but are not sure how to best prove their value, and be given key roles in development. A group of experienced, respected...
Topic: GDC
THIS TUTORIAL IS SOLD OUT . The session presents many of the techniques that leading games are using. It covers the most important local and global lighting models, multi-frustum shadow mapping techniques offering high resolution shadows, methods for efficient compression of geometry, and error-tolerant calculation of triangle mesh tangent space. Focusing on the wider engine scope are sections on the design of an efficient particle system, the implementation of a post-processing pipeline and an...
Topic: GDC
In 2012, 2K Games released the genre-bending, military shooter Spec Ops: The Line, and received critical acclaim for a provocative and mature narrative that spoke directly to the act of playing it. Join lead writer and narrative designer Walt Williams, as he discusses how crafting the game's story, themes, and choices around its most basic mechanic (shooting), led to a more immersive and emotionally impactful experience.
Topic: GDC
GDC Extras Archive
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This video presentation from the 1999 Game Developers Conference explores the architecture of id Software's latest first-person shooter, Quake 3 Arena. Brian Hook discusses basic research into curved surface rendering, issues dealt with in deploying an OpenGL based game, the architecture of the back-end shading pipeline, the lighting model, and LOD algorithms for models and curved surfaces.
Topics: Brian Hook, Quake 3
The enigma of the YouTuber unraveled! YouTube personality Alex "Baer" Larrabee breaks down the barriers between developer and broadcaster, detailing the process YouTubers go through in choosing which games to play and promote. This talk will teach you how to better interact with YouTube personalities, and share both resources and insight regarding YouTubers as a marketing aide.
Topic: GDC
1999 GDC 03 17 1999 SEGA 9am Keynote Dreamcast Bernard Stolar Slideshow.avi
GDC Extras Archive
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Topic: GDC
As consoles grow in power and popularity, many PC-exclusive studios are expanding to simultaneous console development to reach the widest audience. Significant technological differences between PCs and consoles can make this transition as challenging as it is rewarding, and presents unique production issues not present on the PC. This session discusses how Valve met these challenges in its first Xbox 360 title THE ORANGE BOX; explores proactive approaches to cross-platform software design and...
Topic: GDC
GDC Extras Archive
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In this animation presentation, we'll be discussing the scope of our latest game Destiny, the challenges our team faced, and the solutions we discovered. We'll break down what it means to animate an immersive character performance, with a focus on efficiency, and Bungie's high quality bar. We'll describe how we rig, create, and solve animation playback in Maya, and in our game engine. We'll demonstrate our process and our findings by giving you a behind the scenes look at our secret Bungie...
Topic: GDC
This talk will explore the motivations behind and the results of partaking in the long term "Game a Week" challenge, which was formalized by Rami Ismail and executed by Adriel Wallick for the previous 38 weeks (the project is still ongoing). This project was originally conceived as a way to gain experience while simultaneously battling a creativity block, and resulted in learning a multitude of lessons, both on the technical side of making games as well as in the emotional impact of...
Topic: EU
The Nintendo DS is a flexible platform that offers engineers a chance for innovation. In this session, Vicarious Visions engineers explore the tricks and techniques used to maximize visual impact. Inherent restrictions, such as polygon count and VRAM limitations, and additional hardware and software constraints are explained. Examples from Vicarious Visions' DS titles are presented, including how the team used texture streaming, resource balancing, and proper budgeting to overcome hardware...
Topic: GDC
Skylanders: Superchargers leveraged mixed resolution rendering to help optimize the fill heavy effects that established the feeling of the skylands such as clouds and localized atmospherics. This lecture will cover the improvements in quality and performance that were developed to make this possible for the wide range platforms that needed to be supported. The topics will include best practices for depth downsampling, bilateral filter weighting improvements, and a performant branchless upsample...
Topic: GDC
How do you build a sequel to a game that never ends? What happens when you introduce 3D graphics and deeper levels of gameplay to one of the most casual game audiences in the world? When Zynga San Francisco set out to build FarmVille 2, they searched for a way to re-imagine what FarmVille could mean for the current generation of social game players. Join Wright Bagwell, design director, and Mike McCarthy, creative director on FarmVille 2, as they present the challenges and key creative/design...
Topic: GDC
This session will be a deep dive into several real-world code snippets. With each sample, an analysis will be presented, with a focus on data design, performance, and compiler and linker transformation details. Several iterations of each code snippet and analysis will be demonstrated, each leading further down the rabbit hole. The presentation will be limited to x64 CPUs.
Topic: GDC
This session is designed for online game developers looking to maximize their global revenue. Julie Craft, VP of Business Development at Rixty, a MOL company, will share exclusive global industry data and monetization trends from MOL (Money Online), one of the largest game and digital content payment providers in the world. This data focuses on hot emerging markets for online games and includes spending user profiles, top in-game payment trends, effective promotional strategies and more. The...
Topic: GDC
Before LittleBigPlanet and Trials Evolution allowed users a way to create and share levels online, players could trade personalized content via floppy disk. In 1983, Electronic Arts published Pinball Construction Set with an abstract cover to match an equally experimental game that was one of the first to engender user generated content. The game's editor allowed players to construct their own virtual pinball tables, and players could save these tables to disk and trade them with friends. The...
Topic: GDC
GDC Extras Archive
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This session analyzes how specific films use sophisticated cinematic techniques to tell stories, then gives concrete examples of how these same techniques can be applied to gameplay.
Topic: GDC
The future offers new challenges, where the balance between code and data-driven implementation, along with our tools, will make or break AAA titles. Our approach when designing increasingly complex systems and features will determine if large scope games, like Assassin's Creed III, actually have a place in the future of gaming. We will take a look back at the making of the Assassin's Creed III's Homestead, the lessons that were learned from our mistakes, and show how our views on tools have...
Topic: GDC
Most games and therefore, game AI are developed with certain assumptions of how the world works. One assumption that is fairly universal is that time moves forward and what is done cannot be undone. But what if that assumption is violated? How do you write an AI when the player can freely edit the timeline of actions? In this lecture, Marq Singer and Dr. Chris Hazard talk in detail about creating the AI for their upcoming game, Plosh: Time Bomb. The game turns fast-paced crate-and-bomb game...
Topic: GDC
In the past 10 years, casual games have experienced dramatic changes, seeing the rise and fall of distribution channels, rapid shifts of platforms, and breath-taking innovations in game design and business intelligence. However, one thing remained unchanged: the games industry's pioneering spirit, which makes it extremely agile and innovative. Where will this spirit and the lessons we have learned lead us next? Michael Kalkowski explains how the industry's winners managed to go with the flow,...
Topic: EU
 
Topic: GDC
WGA New Media Writers Caucus member Tim Langdell chairs this Hollywood Writers panel in which Bruce Feirstein, writer of EA's JAMES BOND: EVERYTHING OR NOTHING; Dean Orion, writer of Vivendi Universal's VAN HELSING; Suzanne Oshry, writer of Legacy Interactives LAW AND ORDER: DEAD ON THE MONEY; and Flint Dille, and John Zurr Platten, writers of Vivendi Universal's THE CHRONICLES OF RIDDICK, discuss how their skills as storytellers translate to the language of games. Topics include story-gameplay...
Topic: GDC
The lecture outlines Cryptic Studio's struggles with using a SQL database for CITY OF HEROES and CITY OF VILLAINS, the decision to move to a different database technology for future MMORPGs, and the architecture of that new technology. The reasoning behind this decision and the internal workings of Cryptic's database system will be discussed. Scalability, reliability, operational simplicity, and lessons learned from years of live operation are presented.
Topic: GDC
How did first time game developer, Barking Mouse Studio, decide to take on 3D for their award-winning game, Lost Toys? Two-person team, Danielle Swank and Jim Fleming, will talk about how they built Lost Toys, what they would do differently, and how creating a 3D game can be a smart choice for indie studios.
Topic: GDC
With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform efficient "just-in-time" optimization of geometry, and opens the way for per-primitive filtering kernels and procedural geometry...
Topic: GDC
Pillars of Eternity was a crowfunded game inspired by A/D&D classics like Baldur's Gate, Icewind Dale, and Planescape: Torment. To stay true to backers' expectations, one of their early constraints was a classic six attribute spread - a constraint that doesn't always play well with different classes and character concepts. In the classic games, it was easy to build a non-viable character - even if the player didn't realize it until they were 10 hours deep. Conversely, in Pillars of...
Topic: GDC
GDC Extras Archive
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IK Rig is a technology created to share any animations between any characters, and change base animations to produce new actions and motion types for characters. So we turn humans into octopuses; male walk into female crouch; create uneven terrain navigation, weapon carrying and interaction with other characters; all of this at runtime with full artistic control over any aspect. This tech can be applied to video games or to feature films; for main characters or for crowd simulations; for...
Topic: GDC
This talk will discuss lessons learned from the processes of a studio fundamentally dedicated to the creation of premium games, in a market dominated by freemium and F2P. It will share what the developers at Square Enix Montral ('HITMAN GO', 'HITMAN: Sniper and Lara Croft GO') learned the hard way while developing their awards winning games and why the Premium business model is a very viable option for mobile developers.
Topic: EU
This session will describe how Infinity Ward leveraged hardware tessellation in Call of Duty: Ghosts to improve image quality and artist efficiency on PCs and next generation consoles, while maintaining the games trademark high-frame rate. Catmull-Clark subdivision surfaces are an artist friendly, efficient representation for next-generation models. Recent research, including feature adaptive subdivision surfaces by Matthias Niessner and Charles Loop, has made it possible to efficiently render...
Topic: GDC
The match 3 puzzle genre is almost as old as it gets. Scour the App Store and you'll find hundreds of different varieties out there. Very few of these succeed however, and even less manage to hit the number one spot on the U.S. Apple App Store top download chart. Wooga's Jelly Splash managed to do just that, and in this session Florian Steinhoff, the creator of Jelly Splash, will give a detailed account on how his team managed that and what he learned throughout the development process.
Topic: GDC
What does it mean to provide a game service in a freemium world? GAMEVIL was the king of the paid app world and then everything changed - the era of freemium game service dawned and GAMEVIL was less than ready. This talk will describe GAMEVIL's strategic and organizational changes as it decided to provide games-as-service in the freemium market, the challenges and pitfalls during the transition, and the results of the change. This session will include actual data from GAMEVIL games like Monster...
Topic: GDC
World of Tanks is MMOG with peak registered simultaneously online players of 1,114,337. This is the detailed look into engineering decisions that made this possible from technical point of view: scalable cluster, building cluster-of-clusters, dealing with large amounts of data near real-time, building platform infrastructure around the game.
Topic: GDC
This talk will present a new method that Bungie developed for HALO 3 to allow designers to script large encounters with lots of characters and moving parts.
Topic: GDC
GDC Extras Archive
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Have you ever wanted to make an urban open world super hero game? Push boundaries on emotive cutscenes? Render awesome particle effects? Or maybe you just want to make your game really cool on the PS4? In this talk, we'll describe how Sucker Punch designed the inFAMOUS Second Son engine to take advantage of the power of the PS4. We'll cover our threading approach, its pros and cons, how we made content easier to tweak and create, and how we utilized compute and the PS4's GPU to achieve new...
Topic: GDC
The process of coming up with an art style that is unique is daunting, especially when it has to communicate a whole country's rich culture. Developing Guacamelee! and its art style was a lot of fun, and incredibly challenging. But how does one turn a country's heritage into a game world? With this talk, Augusto hopes to give insight into the development process and how we created a Mexico that feels authentic. However, this process is never done in a straight line, so the talk will show some...
Topic: GDC
Idle games, or incremental games, have slowly become an incredibly popular genre despite requiring relatively little effort to develop and, at least at first glance, seeming like games that play themselves. This talk will examine the core and metagame loops to understand what's so compelling, why the retention is so insanely high, and why they are even very viable free-to-play revenue generators. It will look at examples across the space, as well as share specific metrics collected from the...
Topic: GDC
Every game studio's senior staff have a way of addressing their employees. After getting some experience, most of us realize that there is no single style that would fit the various weird and uneasy situations we encounter while making a game. Sometimes you are happy to involve as many people as you can and sometimes you just need something done quickly, your way. So, we adopt, we try and we make mistakes. This session is aimed at helping out in such situations by showing which approaches tend...
Topic: EU
In 2005, Damian Isla presented a talk at GDC and published an article on Gamasutra titled "Handling Complexity in the Halo 2 AI", a description of how Halo 2 's AI system was designed. Since then, there has been a lot of interest in the technique, and many developers have implemented it and extended it in various ways. This talk consists of three 20 minute lectures on approaches to the Behavior Tree AI technique, one from Bungie updating us on where they've taken the technique, one...
Topic: GDC
GDC Extras Archive
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In honor of GDC's 30th edition, please join us in a session that looks back at the last 30 years of video game development. This series of microtalks begins with GDC's founder, Chris Crawford, in 1988 and progresses through to present day. The Flash Backward takes a look back at significant trends through the eyes of the people who helped shape them. Delivering talks on topics from the age of adventure games to the promise of virtual reality, this retrospective will open GDC with a wonderful...
Topic: GDC
With so many indie games doing the rounds these days, it's so much more difficult to get noticed than it used to be. Gamasutra editor Mike Rose has watched the indie scene evolve over the last several years, and offers ideas and inspiration for how devs in 2013 can go about standing out from the crowd. The talk involves analysis of the sorts of titles that are currently covered by the mainstream media, including why they are picked up and how a relatively new studio can aim to get in on the...
Topic: EU
Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok,...
Topic: GDC
This talk will present an overview of the systems and techniques used to create the aiming controls for Insomniac Games' Resistance 3. The talk will cover basic camera movement topics like camera acceleration and deadzoning, as well as aim assist systems such as magnetism, centering, and friction. The talk will include how these systems interacted with the mission structure and first-person shooter gameplay.
Topic: GDC
Modern console architectures have heterogeneous, multi-core computation architectures that differ vastly in performance and memory characteristics. As a result, game engine architectures have moved away from thread-level parallelism to use 'job systems' for fine-grained task and data parallelism. To optimally take advantage of all available resources, a game engine must be designed from the ground up for job-based multithreading. In this talk we will delve into the renderer that Bungie...
Topic: GDC
This talk makes a strong case for the importance of lecturing game theory and criticism in a game curriculum through a concrete example: the making of Posthuman, a board game, made and successfully Kickstarted by the speaker earlier this year. This talk also outlines the benefits of board game making for game lecturers and researchers.
Topic: GDC
GDC Extras Archive
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Come Make Monsters! Iain McCaig will reveal the tricks of the trade of being a creative designer, and give you the chance to join him in creating a new universe of creatures live on stage. Speaker: Iain McCaig.
Topics: gdc, Iain McCaig, concept art, 2001
 
Topic: GDC