Presentaciones del GDC2003

Aquí teneis algunos de los temas tratados, sólo algunos. Todos incluyen sus correspondientes .ppt, así q hay lectura para rato

http://www.gdconf.com/archives/2003/

Y aquí un vídeo de 65 min de Jason Rubin de su presentación del GDC, con el título de Gráficos geniales: a quién le importa?

http://as.cmpnet.com/html.ng/site=game&affiliate=gamasutra&pagepos=sky&gam_pos=articlesky&ord=88854336901567870?
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Advanced Real-Time Illumination Techniques
Naty Hoffman (Electronic Arts)

Animation Blending: Achieving Inverse Kinematics and More
Jerry Edsall (Microsoft)

Automated Testing of Massively Multi-Player Systems: Lessons Learned from The Sims Online
Larry Mellon (Maxis/EA)

Beyond Bouncing Boxes: Fast Yet Realistic Deformation and Fracture
James O'Brien (University of California, Berkeley) and Jeff Lander (Luxoflux)


Bringing 3D Gaming to Cell Phones
Neil Trevett (Khronos)

Building AI Sensory Systems: Lessons from Thief and Half-Life
Tom Leonard (Valve)

Building Object Systems - Features, Tradeoffs, and Pitfalls
Alex Duran (Ion Storm)

Client / Server Postmortem: Neverwinter Nights
Mark Brockington and Scott Greig (Bioware)

Contract Negotiation: Protecting Your Title and Your Team
Jay Powell (Octagon Entertainment)

Designing a Ratchet and Clank Level
Brian Allgier (Insomniac Games)

Design With Music In Mind
Guy Whitmore (Music Design Network)

Displacement Mapping
Michael Doggett (ATI) and Tom Forsyth (Muckyfoot Productions)
Download Acrobat File 1 / Download Acrobat File 2
Dynamics for Designers
Will Wright (EA/Maxis)

Enabling Data Driven Tuning Via Existing Tools
Jeremy Chantelaine (Argonaut)

Game Design Patterns
Jussi Holopainen (Nokia)

Going Global: Effective Strategies For Protecting Intellectual Property
Scott W. Pink, Esq. (Gray Cary)

High Dynamic Range Imagery and Image-Based Lighting
Paul Debevec (University of Southern California)

Highly Detailed Continuous Worlds: Streaming Game Resources from Slow Media
Stuart Denman (Surreal Software)

How to Bring Your Game to Japanese Carriers
Itsuro Yoshimoto (Namco)

How to Make Your Game Successful in Japan
Roppyaku Tsurumi (0600design) and Ryoichi Hasegawa (SCE Japan)

How to Write Good "Bad" Dialogue
Ryan Kaufman and Sean Clark (LucasArts)

Implementing Animation Systems: What Works and What Doesn’t
Jake Simpson (Maxis/EA)

Lessons from the Production of Dungeon Siege
Chris Taylor (Gas Powered Games)

Memory Optimization
Christer Ericson (Sony Computer Entertainment)

Mobile Games In Japan
David Collier (Gamelet.com)

My Matrix Experience: A Survival Guide to Working with Movie Licenses
Stuart Roch (Shiny Entertainment)

OpenGL Shading Language
Randi Rost (3Dlabs)

Orthogonal Unit Differentiation
Harvey Smith (Ion Storm)

Physically-Based Simulation on Graphics Hardware
Mark J. Harris (UNC Chapel Hill), Greg James (Nvidia)

Physics-Based Synthesis of Sound Effects
Perry R. Cook (Princeton Computer Science)

Porting a PS2Centric Game to the Xbox: A Case Study of State of Emergency
Jonny Dobson (Vis Entertainment)

Scaling The Software Development Process: Lessons Learned from The Sims Online
Greg Kearney, Larry Mellon, Darrin West (EA/Maxis)

The Seven Secrets of Voice-Over Production
Chris Border, Matt Case (Interplay)
Download Powerpoint

Show Me The Money! Revenue Models for Massively Multiplayer Games
Trond Arne Aas, Scott Brown, Brian Green, Sébastien Motte. Moderator: Chris Early

Spherical Harmonic Lighting: The Gritty Details
Robin Green (SCEA)

Squeezing Every Last Drop out of the PlayStation2
Matthew Scott (Escape Factory)

The Technology of Jak & Daxter
Stephen White (Naughty Dog)

Toward Massively Responsive Conversations
Sheldon J. Pacotti (Ion Storm)

When the Site Hits the Fan - Wrangling Community Fan Sites
Elonka Dunin (Simutronics Corp.), Michael Perry (Maxis/EA), Darren Futa (Maxis/EA)

Working With High Profile Licenses and Still Making a Great Game!
Karthik Bala (Vicarious Visions)





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Maaadre, no voy a ser capaz de leer todo lo que quiero¡¡¡

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Muchas gracias, la única pega es que con tanta informacón de aqui a que acabe de leer y pueda comentar algo con sentido tela.

PD: este "Working With High Profile Licenses and Still Making a Great Game!" lo necesitan consultar muchas compañias.
Y pq te crees q yo no he comentado nada???:D

Hay demasiada chicha...
2 respuestas