Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2011


View larger image
 


QTY:

ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC11-12451
Statistics
Description
ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
SPEAKER/S: Markus Maki (Remedy Entertainment) and Olli Tervo (Remedy Entertainment)
DAY / TIME / LOCATION: Thursday 4:30- 5:30 Room 3007, West Hall 3rd Fl.
TRACK / FORMAT: Programming / Lecture
DESCRIPTION: The technology of ALAN WAKE was built from the ground up with half a dozen programmers in the course of 5 years of development. We cover the reasons why we decided to build new technology instead of iterating with MAX PAYNE's tech or licensing an engine. We explore how we built the technology and what were the biggest successes and problems we encountered on the way; for example why have open world technology in a linear story driven game. We look back at concrete approaches in technical design and programming techniques, as well as end results in a post mortem style.
TAKEAWAY: Hear about specific successes and problems Remedy met while developing a new technology and code base. Attendees will learn about the possible benefits one can get by starting a game engine from scratch, but also about the pitfalls the same choice will involve.
INTENDED AUDIENCE: This session is aimed at technology-oriented programmers and technical leads who are responsible for making technology decisions in a studio, as well as for programmers who do the actual design and implementation of an in-house game engine.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.