Game Developers Conference 2008 - (Page 65) Tutorials Tuesday GaMe desiGn Track (201) creativity Boot camp ‘08 Paul schuytema (university of illinois), 10am-6pm • room 2005, West Hall The Creativity Boot Camp has one goal in mind: to hone your most important piece of software: your creative mind. This tutorial will lay the groundwork by exploring your mind, your creative intelligences and the “care and feeding” of your gray matter. The bulk of the day will be spent in high-energy exercises that focus on exercising your creative muscles and then applying those muscles to the all-important task of game design (utilizing a problem-solving metaphor). Participants will work through a series of game design exercises which will enable them to see how a nimble creative mind can truly enhance the design and development process. While the subject of this tutorial is creativity, the approach is practical and is focused on delivering tools and understanding to the participants so that they can leave the session with new skills that they can put to work immediately, not just abstract concepts. ProGraMMinG Track the world. This tutorial will provide a toolbox of techniques for programmers interested in creating physics engines, with references and links for those looking for more information. The focus of the course is to study various pieces of the simulation pipeline and show how problems along the way can be solved and optimized using standard 3D mathematical concepts and engineering know-how. Topics include rigid body dynamics, constraint systems and solvers, numerical robustness, relativistic frames, collision detection, and dynamic destruction. Sample code libraries and examples are provided. Business and ManaGeMenT Track and financing, will give the independent developer an essential understanding of what is critical in negotiating with publisher clients. VisuaL arTs Track (205) normal Mapping industry survey ricardo ariza (naughty dog), steve chapman (Gentle Giant), rich diamant (naughty dog), adam Myhill (Pandemic), Gio nakpil (Freedom of Teach), scott spencer (Gentle Giant studios) 10am-6pm • room 2004, West Hall This tutorial will provide a broad survey of the methods, tools and process for generating Normal Map Data. Attendees will learn: The modeling techniques for creating high resolution models using such tools as Zbrush and Mudbox; How Maya, Max and XSI generate and utilize normal map data; Additional toolsets for generating normal maps without the need for high resolution models; Techniques for modeling organic, inorganic and even landscape geometry for the use of normal map generation; Techniques for adding details to normal maps after the initial processes have been completed. All information will be presented through the use of multiple industry leaders who have specialization in each type of process discussed. ProGraMMinG Track Tutorials (203) Game development deals 2008 – critical and emerging issues in every negotiation Mike arkin (Big Boat interactive), Jim charne (Law offices James i charne), Joshua Meyer (ubisoft), Marty o’donnell (Bungie), dan o’connell offner (offner & anderson), david s rosenbaum (Law offices of david s rosenbaum), steve Taylor (Wahoo studios / ninjaBee), robert Walsh (krome studios Pty, Ltd.) 10am-6pm • room 2009, West Hall Every game development deal, no matter how large or how small, whether for consoles, handhelds, PCs, internet, casual games, wireless, or anything, revolves around certain core issues. How well the independent developer understands and handles these aspects of the negotiation will go a long way in helping get the greatest benefit out of the deal. Our panel, consisting of successful developer and publisherside business executives, game industry lawyers who regularly represent both developers and publishers, and special guests for specialized topics in the program, will present, advocate, negotiate, agree, and (and probably disagree) on these issues, and some special topics that are hot and emerging in games deals. This all day discussion in areas like IP ownership, control, future rights, developer’s and publisher’s reps and warranties, default/breach provisions, ownership/control of tech, publisher’s review, approval, and payment obligations, insurance obligations, and indemnities, and emerging issues in the areas of music in games, ratings, (202) Physics for Game Programmers erin catto (Blizzard entertainment), erwin coumans (scee), squirrel eiserloh (MumboJumbo), christer ericson (sony computer entertainment), Marq singer (red storm entertainment, inc), Gino van den Bergen (Playlogic Game Factory), Jim Van Verth (nVidia corporation) 10am-6pm • room 2007, West Hall As the visual quality of games has improved, more attention has been given to other aspects of a game to increase the feeling of reality during gameplay and distinguish it from its competitors. One of the most rapidly growing fields is physical simulation, as shown by discussion boards, the latest games, and a recent burst of articles and papers. Creating such a simulation may appear to be a daunting task, but it is possible with the right background. Doing so can also add a great deal of realism to animation systems and interactions between avatars and (206) studies of Threading successes in Popular Pc Games and engines Paul Lindberg (intel), Brad Werth (intel) 10am-1pm & 2-5pm • room 2002, West Hall In this follow-up to 2007’s popular Threading Games for Performance tutorial, Paul Lindberg and Brad Werth will present detailed case studies of successful threading practices in modern PC games. Each case study will be bookended by an explanation of the theory and a “what if” discussion of alternative approaches and further improvements. In addition to detail on specific games, major PC engines will be covered – maybe the one you are planning to use in your next game. You will learn how to maximize your game’s multi-core performance when using these engines. Each three-part section will provide ample opportunity for audience questions and participation. 65 Visit www.gdconf.com for daily coverage of GDC 2008 http://www.gdconf.com/?cid=GDC08_showguide http://www.gdconf.com/?cid=GDC08_showguide
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