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A partir do dia 18 teremos bastante novidades a respeito daquilo que todos nós nesse fórum gostamos: videogames. A GDC é uma feira centrada PRINCIPALMENTE nos desenvolvimento dos jogos e aprendizado para developers, mas todos os anos grandes novidades são mostradas nessa feira, como a HOME e LBP, que foram mostrados pela primeira vez na GDC do ano passado. Esse ano não deve ser diferente: Provavelmente teremos novidades a respeito de todos os consoles.
Conteúdo - GDC
Conferência da Microsoft: dia 20, às 10:30 AM (PST) - 15:30 (Horário de Brasília)
Insomniac's SPU Programming Practices
Speaker: Mike Acton (Engine Director, Insomniac Games)
Date/Time: TBD
Track: Programming
Experience Level: Advanced
Session Description
Insomniac is now on its third generation PlayStation 3 game and technology. Mike Acton, engine director, and Eric Christensen, principal engine programmer, will describe in detail the state of Insomniac's proprietary engine from RESISTANCE: FALL OF MAN and RATCHET AND CLANK FUTURE: TOOLS OF DESTRUCTION to our current project. This talk will describe the steps taken to understand the SPU, fit more code and data on the SPU, and the steady progression toward a state where the SPUs dominate our game update. Developing an engine from the ground up on any platform is a difficult task. This talk will cover what went wrong, what went right, and what steps are being taken to continue in a direction that we keep Insomniac on the competitive edge and prepare the studio for future platforms. This presentation will include concrete examples of some of key systems and how they've been improved over time. Step by step code examples will be used to answer common questions related to SPU programming methods, including Insomniac's techniques for breaking the 256k barrier. Details on Insomniac's use of "SPU Shaders" and the benefits of that system will also be covered.
Making in-Game Commerce Work for You: SINGSTAR, a Case Study
Speaker: Richard Bates - Lead Programmer, Sony Computer Entertainment Europe
Track: Production
Game consoles now have always-on network connections, and consumers are ever more comfortable with making purchases online. SINGSTAR on PlayStation 3 responds to this with an innovative in-game store, with a sophisticated, user friendly interface. This case study looks at how commerce can be of benefit to a game, and explores methods for building it in to a title. The session deals with many issues that will arise during production, from concerns such as parental control and testing, to technical considerations including server configuration and the page delivery model.
Home Tools and Support: Creating Content for PlayStation Home Sponsored by Sony
Speaker: James Cox (Senior Producer, Sony Computer Entertainment Europe),Warren Keyes (Lead Tools Programmer, Sony Computer Entertainment Europe)
Date/Time: Thursday (February 21, 2008) 12:00pm — 1:00pm
Session Description
This presentation will cover an overview of the current Home Tools features and the feature roadmaps for the future. Additionally we shall walk through the process of creating a space for Home and show a guide to creating 3D mini-games within the Home environments. Wrapping up we shall take a sneak peak at Home Interactive Item creation.
At the Cutting Edge – Audio Production for HEAVENLY SWORD
Speaker: Garry Taylor (Audio/Video Manager, Sony Computer Entertainment Europe)
Date/Time: TBD
Track: Audio
Secondary Track: Production
Experience Level: All
Session Description
"With production values rivalling a Hollywood blockbuster, 'HEAVENLY SWORD' is game development on a truly global scale." When audio assets for a project are coming from 3 continents, separated over 20 time zones, managing the production effectively is a constant challenge. Outsourcing to production companies such as WETA (Lord of the Rings/King Kong) and audio teams responsible for films such as Crouching Tiger, Hidden Dragon and The Departed, Garry Taylor takes you on a whistle-stop tour of the globe, looking at the lessons learnt, and examining the hurdles that were overcome to achieve the state of the art, 'Next-Gen' audio quality of Ninja Theory and Sony's 'HEAVENLY SWORD' title for PS3.
Idea Takeaway
This session will examine the HEAVENLY SWORD audio production process from start to finish, highlighting the highs and lows of the audio production and looking at some of the key issues that arise when managing large scale audio projects. It will also offer pointers on what to keep in-house and what to outsource in terms of audio production.
Intended Audience
This session is aimed primarily at audio professionals, game directors, producers and anyone involved in audio production for large or medium sized projects.
Somente por essa lista podemos ver que teremos bastante a respeito do PS3 e principalmente, que o que foi aprendido de bom em programação para o console será passado pra frente para que outras empresas possam fazer trabalhos mais competentes com o console.Creating a Character in DRAKE'S FORTUNE
Speaker: Christian Gyrling (AI and Animation Programmer, Naughty Dog Inc.)
Date/Time: TBD
Track: Programming
Secondary Track: Visual Arts
Experience Level: Advanced
Session Description
This talk will show how we developed the characters in DRAKE'S FORTUNE, praised for its animation. It will show how we reduced the complexity of organizing hundreds of animations by working with abstract animation states. The talk will also describe how we solved the AI/Animation integration as well as how we decoupled character orientation and movement from joint animation. Finally it will describe the extensive use of additive animations used to enrich the game experience.
Idea Takeaway
Attendees will learn to organize animations based on abstract animation states to reduce complexity, the importance of having the AI work closely with animation without tightly coupling them as well as the advantages to using additive animation to solve common problems where the animator has a lot of creative control.
Intended Audience
This lecture is targeting gameplay programmers and technical animators interested in techniques used to reduce the complexity in creating realistic looking characters.
Futuras Atualizações
Aqui serão colocadas noticias sobre games anunciados ou novidades sobre games ja existentes.
14/02 - Playstation Blog reportará diretamente da GDC; atualizações em tempo real - http://blog.us.playstation.com/2008/02/14/playstationblog-gdc/
14/02 - Microsoft disponibilizando ao vivo conteúdo da GDC pela Live!
14/02 - Nova foto do que parece ser uma nova fase de LBP, apresentada no fórum oficial da Sony.Xbox LIVE Members Get a Virtual Front Seat at GDC
Milano, 13th February, 2008 - Xbox 360 enthusiasts everywhere can get VIP access to this year’s Game Developers Conference (GDC) from the comfort of their living room starting 20th February.
Microsoft is bringing GDC home to the more than 10 million Xbox LIVE members across the globe by allowing them to download breaking Xbox 360 news directly from the event to their TV. The free high-definition content will also include footage from the keynote address by John Schappert, Corporate Vice President LIVE, Software and Services for the Interactive Entertainment Business.
Schappert’s keynote address, “A Future Wide Open: Unleashing the Creative Community,” will provide an exciting view into this year’s plans for Microsoft’s Interactive Entertainment Business. His keynote address is scheduled from 6.30pm (UK) to 7.30pm (UK) and 7.30pm to 8.30pm (Europe) on 20th February. Highlights of the keynote will be available on Xbox LIVE Marketplace.
Additionally, footage will include never-before-seen gameplay, demos, screenshots, game trailers and interviews from the GDC show floor. These additions will enhance Xbox LIVE Marketplace’s growing library of premium entertainment, which already equals more than 3,600 hours of total downloadable content (HD and SD). Xbox LIVE Marketplace is the leading destination for downloadable HD movies and television content.
Don’t miss any of the surprises Microsoft has in store for its Xbox 360 fans by gathering everyone together in the living room to enjoy the GDC experience with GDC: Bringing It Home. To download GDC content, go to Xbox LIVE Marketplace or see the latest news at www.xbox.com/LIVE.
GDC will be held at the Moscone Convention Center in San Francisco from February 18-22, 2008.