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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)


GDC 2010 Category

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Step Into The Future Of Gaming: A Practical Approach to Design Handheld Augmented Reality Games
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SKU#: GDC10-10369
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Description: Step Into The Future Of Gaming: A Practical Approach to Design Handheld Augmented Reality Games
Speaker: Tony Tseng (Professor, Savannah College of Art and Design)
Date/Time: Wednesday (March 10, 2010) 10:30am — 11:00am
Location (room): Room 309, South Hall
Experience Level: All
Summit: GDC Mobile/Handheld
Format: 30-minute Lecture

Session Description
Tony Tseng will discuss the design process and technology behind augmented reality games through an in-depth case study and live demo of ARHRRR, one of the most discussed and tantalizing augmented reality games in 2009. He will reveal the structure and outcome of a handheld augmented reality game design class conducted as an inter-institutional collaboration between Georgia Tech and Savannah College of Art and Design. He will analyze numerous unique elements of their class, discuss important issues regarding interdisciplinary collaboration and mobile augmented reality gaming, and share several viable design strategies for the creation of future handheld augmented reality experiences.


Postmortem: The Design & Business Behind FANTASTIC CONTRAPTION
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SKU#: GDC10-10368
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Description: Postmortem: The Design & Business Behind FANTASTIC CONTRAPTION
Speaker: Colin Northway (One Man Band, Fantastic Contraption), Andy Moore (Puppet Master, Fantastic Contraption)
Date/Time: Tuesday (March 9, 2010) 1:45pm — 2:45pm
Location (room): Room 135, North Hall
Experience Level: All
Summit: Independent Games Summit
Format: 60-minute Lecture

Session Description
Flash-based physics sandbox webgame FANTASTIC CONTRAPTION has been played by millions of people, and brought in six-figure profits for its single developer. In this detailed talk, Colin Northway, the game's creator, will explain the boons and pitfalls of the development, launch, and maintenance of a game written in Flash that asks its players for money. How did Flash affect design decisions? What marketing and promotional strategies put millions of people in front of the game? How did Colin successfully monetize based on an initially free title?


Behind the Scenes: Uncharted 2's Unique Cinematic Production Process
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SKU#: GDC10-10366
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Description: Behind the Scenes: Uncharted 2's Unique Cinematic Production Process
Speaker: Josh Scherr (Cinematics Animation Lead, Naughty Dog), Amy Hennig (Creative Director, Naughty Dog, Inc.)
Date/Time: Thursday (March 11, 2010) 3:00pm — 4:00pm
Location (room): Room 303, South Hall
Track: Production
Format: 60-minute Lecture
Experience Level: All

Session Description
The development and production process behind the acclaimed characters and cinematics in UNCHARTED 2 is labor-intensive and demands both time and flexibility. But there’s a method to our madness, and in this session, we'll be sharing what's different and unique about our approach, covering both the how, and more importantly, the why behind that process. Topics we'll cover include casting, motion capture production, writing, our animation pipeline, and how we adapted our process for an ambitious production scope and demanding schedule.


Fired and Fired-Up: Jobless Developers Rant
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SKU#: GDC10-10363
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Description: Fired and Fired-Up: Jobless Developers Rant
Speaker: Eric Zimmerman (Independent), Jason Della Rocca (Senior Consultant, Perimeter Partners), Margaret Wallace (CEO, Founder, Playmatics), Chris Hecker (definition six, inc.), Carey Chico (President / Chief Creative Officer, GlobeX Studios LA Inc), Justin Hall (CEO, GameLayers, Inc), Paul Bettner (CEO & Creative Director, Newtoy Inc.)
Date/Time: Saturday (March 13, 2010) 1:30pm — 2:30pm
Location (room): Room 134, North Hall
Track: Game Design
Secondary Track: Business and Management
Format: 60-minute Panel
Experience Level: All

Session Description
For the last five years at the GDC rant session, game developers have roared. They have trashed the industry, shocked players and fans, and expressed heartfelt passion about the industry that we all love to hate. Last year, it was game journalists that gave vent to their feelings.

This year, it's time for the laid-off to get loud. At the GDC 2010 rant session, the stage will be filled by developers who have lost their studios or their jobs since the last GDC. It's been a tough year in the global economy, and although the game industry will no doubt survive and thrive, game developers always end up at the bottom of the food chain. Now it's time to hear exactly what burns them up. They may well rant about the horrors of the game industry labor economy, but THEY choose the topics of their rants, so be prepared for the unexpected.

Cutting through the clutter of polite industry chit-chat, the rant session takes on the issues that matter to developers in a no-holds-barred format. Fasten your seat belts and prepare for strong opinions from some of the game industry's most distinguished and dissatisfied game designers. The invited panelists - from scarred veteran to hothead youngster - will be given free reign. You have been warned.

Co-hosted by Eric Zimmerman and Jason Della Roca, Pouring Gas on the Fames is about identifying solutions as well as problems. The audience will have a chance to respond to the rants and join in the discussion. Topics will address issues of concrete importance to the game industry. And we may catch a glimpse of a better future for us all.


(Japanese Version) Modeling Individual Personalities in The Sims 3
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SKU#: GDC10-10360-J
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Description: Modeling Individual Personalities in The Sims 3
Speaker: Richard Evans (Lead Simulation Engineer, Maxis)
Date/Time: Saturday (March 13, 2010) 10:30am — 11:30am
Location (room): Room 135, North Hall
Track: Programming
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
One of our design goals in The Sims 3 was to make each Sim have her own individual personality which was clearly manifest in autonomous behavior. This talk will show how we created these individual personalities. I will show live demos of the in-game visualization tools we used for testing and refining their behavior.

I will also show how our fine-grained socializing model allowed us to manifest fine-grained personalities. Because the social system was fully data-driven, non-technical producers and designers were able to specify hundreds of interactions, and thousands of production-rules. Here is one way of answering Chris Hecker's notorious photoshop challenge: to allow content authors to define flexible behavior.


(English Version) Modeling Individual Personalities in The Sims 3
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SKU#: GDC10-10360-E
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Description: Modeling Individual Personalities in The Sims 3
Speaker: Richard Evans (Lead Simulation Engineer, Maxis)
Date/Time: Saturday (March 13, 2010) 10:30am — 11:30am
Location (room): Room 135, North Hall
Track: Programming
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
One of our design goals in The Sims 3 was to make each Sim have her own individual personality which was clearly manifest in autonomous behavior. This talk will show how we created these individual personalities. I will show live demos of the in-game visualization tools we used for testing and refining their behavior.

I will also show how our fine-grained socializing model allowed us to manifest fine-grained personalities. Because the social system was fully data-driven, non-technical producers and designers were able to specify hundreds of interactions, and thousands of production-rules. Here is one way of answering Chris Hecker's notorious photoshop challenge: to allow content authors to define flexible behavior.


Little Hands, Foul Moods, Runny Noses 3: Research for Developing Kid-Friendly Social Gaming Experiences
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SKU#: GDC10-10352
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Description: Little Hands, Foul Moods, Runny Noses 3: Research for Developing Kid-Friendly Social Gaming Experiences
Speaker: Carla Engelbrecht Fisher (Children's Technology Developer/Author, Teachers College, Columbia University)
Date/Time: Thursday (March 11, 2010) 3:00pm — 4:00pm
Location (room): Room 309, South Hall
Track: Game Design
Secondary Track: Business and Management
Format: 60-minute Lecture
Experience Level: All

Session Description
Developers must understand the unique developmental needs of children in order to create engaging and successful products and games. This session explores existing research on children and technology through the lens of social gaming, with particular emphasis on child and adolescent developmental milestones. The foundation of the discussion will focus on research examining the types of social interactions in the lives of children and adolescents, the ways games incorporate into their interactions, and the challenges developers may face when making social games for kids.


Game Studies Download 5.0
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SKU#: GDC10-10351
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Description: Game Studies Download 5.0
Speaker: Mia Consalvo (Visiting Associate Professor, MIT), Ian Bogost (Associate Professor, The Georgia Institute of Technology), Jane McGonigal (Director of Games R & D, Institute for the Future), Michael Mateas (Associate Professor, University of California, Santa Cruz)
Date/Time: Saturday (March 13, 2010) 9:00am — 10:00am
Location (room): Room 134, North Hall
Track: Game Design
Format: 60-minute Lecture
Experience Level: All

Session Description
Our panel of leading game studies researchers presents its 2010 top 10 list of academic findings. We've culled through hundreds of papers and journal articles to find the 10 most surprising and relevant insights for game designers and developers. Each finding is broken down into three key components:

1)What question did the researchers decide to investigate?
2) What are the most important insights that the researchers uncovered? And finally,
3) How can these findings be applied directly to the future design and development of innovative games?

Following last year's success, we will have the audience vote in real time for the most valuable studies, and present that ordered list at the conclusion of the session. Finally, we invite the audience to provide feedback on the topics they would like to see game studies scholars address in the future.


GDC Microtalks 2010: Ten Speakers, 200 Slides, Limitless Ideas!
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SKU#: GDC10-10349
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Description: GDC Microtalks 2010: Ten Speakers, 200 Slides, Limitless Ideas!
Speaker: Richard Lemarchand (Game Designer, Naughty Dog), Ian Bogost (Associate Professor, The Georgia Institute of Technology), Chaim Gingold (levity lab), Gary Penn (Guru, Denki), Sam Roberts (Festival Director, indiecade.com), Margaret Robertson (Consultant and writer, Lookspring), Kellee Santiago (President and Co Founder, thatgamecompany), Suzanne Seggerman (President & Co-Founder, Games for Change), Jesse Schell (ETC Carnegie Mellon, Schell Games), Jane Pinckard (Business Development, Foundation 9 Entertainment)
Date/Time: Friday (March 12, 2010) 9:00am — 10:00am
Location (room): Room 134, North Hall
Track: Game Design
Format: 60-minute Lecture
Experience Level: All

Session Description
The short-format lecture style that has taken the creative world by storm returns to GDC for its second year of rapid-fire visuals, wide-ranging ideas, and fun! Building on the success of the first GDC Microtalks, nine all-new speakers will collaborate with organizer and MC Richard Lemarchand to create a fun, thought-provoking hour within this game-like format.

The concept is simple: each speaker gets 20 slides, each of which will be displayed for exactly 16 seconds before automatically advancing, giving the speaker exactly five minutes and 20 seconds to make their point and blow our minds.

United under this year's umbrella concept of 'Play with Us' - emphasizing everything from social and serious play to user-generated content and the relationship between developers and audience - ten great speakers will lead us through a garden of fresh ideas, unexpected vantage points and creativity around games and play.


The Nuovo Sessions
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SKU#: GDC10-10348
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Description: The Nuovo Sessions
Speaker: Steve Swink (Game Designer, Flashbang Studios), Matthew Wegner (Development Director, Flashbang Studios), Daniel Benmergui (Independent), Alexander Bruce, Ian Bogost (Associate Professor, The Georgia Institute of Technology), Ian Dallas (Creative Director, Giant Sparrow), Jarrad Woods (Farbs, Farbs Farbs Farbs), Jonatan (Cactus) Soderstrom (Game Creator, Cactus Software), Terry Cavanagh, Justin Smith
Date/Time: Friday (March 12, 2010) 1:30pm — 2:30pm
Location (room): Room 306, South Hall
Track: Game Design
Format: 60-minute Lecture
Experience Level: All

Session Description
'The Nuovo Sessions' is a look at some of the new, alternative games and game concepts nominated for the Independent Games Festival's Nuovo Awards, along with prototypes and productions from like-minded individuals. (It replaces the time slot originally held for the Experimental Gameplay Workshop, which will skip 2010 and return in 2011.)


Uncharted 2 Art Direction
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SKU#: GDC10-10344
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Description: Uncharted 2 Art Direction
Speaker: Erick Pangilinan (Art Director, Naughty Dog), Robh Ruppel (Art Director, Naughty Dog)
Date/Time: Friday (March 12, 2010) 4:30pm — 5:30pm
Location (room): Room 306, South Hall
Track: Visual Arts
Format: 60-minute Lecture
Experience Level: All

Session Description
This session presents an overview of Naughty Dog's art production pipeline. It will cover the visual development process of our environments, and walk you through how we apply our design principles to translate a 2d concept art to a full 3d interactive environment. Our examples will include the design thought process in creating one of our most challenging organic environments. We will discuss how we tried to differentiate it from a similar level of Uncharted 1, and the tools and tech that enable us to make it possible to run in game.


Uncharted 2 Character Pipeline: An In-depth Look at the Creation of U2's Characters
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SKU#: GDC10-10342
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Description: Uncharted 2 Character Pipeline: An In-depth Look at the Creation of U2's Characters
Speaker: Richard Diamant (Lead Character Artist, Naughty Dog Inc.), Judd Simantov (Lead Character Technical Director, Naughty Dog Inc)
Date/Time: Saturday (March 13, 2010) 10:30am — 11:30am
Location (room): Room 305, South Hall
Track: Visual Arts
Format: 60-minute Lecture
Experience Level: All

Session Description
Some of the topics covered will include how we used our propriety modeling and UV tools to deal with output a variety of meshes in an efficient manner. How we use Maya referencing to allow us to maintain one skeleton for all the different outfits. Our facial rigging setup and how we are able to use one skeleton for both male and female characters.

The process of sculpting our character, building our arbitrary meshes and sampling the hi-resolution detail down to this new mesh. Dealing with seams created by UV border. As well as all the other interesting challenges and solutions we encountered and solved during production.


Building an Open-World Game Without Hiring an Army
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SKU#: GDC10-10341
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Description: Building an Open-World Game Without Hiring an Army
Speaker: Nate Fox (Game Director, Sucker Punch Productions)
Date/Time: Thursday (March 11, 2010) 9:00am — 10:00am
Location (room): Room 131, North Hall
Track: Visual Arts
Secondary Track: Game Design
Format: 60-minute Lecture
Experience Level: All

Session Description
Creating the environment for an open-world game is difficult; doing so without hiring an army of content creators is more so. For inFamous we built a massive, realistic open-world city, at urban density levels and post-riot amounts of trash and debris. We did this with a team of roughly a dozen artists, without outsourcing any content creation. How is this possible? Come to the session and learn all the cheap tricks Sucker Punch uses to maximize our precious Artist’s time. A detailed explanation of our systems for hex bases tiling, building footprint standardization and city layout shortcuts will all be illustrated.


Building A Better Halo With Python: Production Proven Techniques
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SKU#: GDC10-10340
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Description: Building A Better Halo With Python: Production Proven Techniques
Speaker: Seth Gibson (Technical Artist, 343 Industries)
Date/Time: Saturday (March 13, 2010) 3:00pm — 4:00pm
Location (room): Room 132, North Hall
Track: Visual Arts
Secondary Track: Programming
Format: 60-minute Lecture
Experience Level: All

Session Description
Python has been making its way into many DCC packages over the last few years, and is quickly supplanting DCC scripting languages as the standard for tool development among technical artists. The aim of this session is to take a step back from the DCC app specific Python functionality that most Technical Artists are by now familiar with and explore some of the lesser known Python facilities that can be used to optimize and enhance DCC-related tasks and tools. Working examples of these concepts will be demonstrated to illustrate how the techniques can be incorporated into a production pipeline.


Rock Show VFX - The Effects That Bring Brutal Legend to Life
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SKU#: GDC10-10339
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Description: Rock Show VFX - The Effects That Bring Brutal Legend to Life
Speaker: Peter Demoreuille (Lead Platform Programmer, Double Fine Productions), Drew Skillman (Technical/VFX Artist, Double Fine Productions)
Date/Time: Saturday (March 13, 2010) 9:00am — 10:00am
Location (room): Room 305, South Hall
Track: Visual Arts
Secondary Track: Programming
Format: 60-minute Lecture
Experience Level: All

Session Description
This session presents an overview of the process and technology used to create the visual effects for Br'tal Legend. The design and most commonly relied upon features of our particle rendering, simulation, effects timeline and climate packages will be discussed, along with significant VFX challenges that motivated development of new features. Guidelines will be presented that allow rapid feature development while maintaining performance, scalability and usability, and maximize collaboration between visual effects artists and effects programmers. These key insights and techniques are integral parts of creating the uniquely stylized effects that bring our living, breathing heavy metal world to life.


Go With the Flow! Fluid and Particle Physics in PixelJunk Shooter
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SKU#: GDC10-10337
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Description: Go With the Flow! Fluid and Particle Physics in PixelJunk Shooter
Speaker: Jaymin Kessler (Programmer, Q-Games)
Date/Time: Thursday (March 11, 2010) 3:00pm — 4:00pm
Location (room): Room 306, South Hall
Track: Programming
Format: 60-minute Lecture
Experience Level: Advanced

Session Description
The presentation will focus on the technical aspects of PixelJunk 1-4 (PixelJunk Shooter) for the PlayStation 3. The game makes use of a fluid system that is generated using the PS3 SPU and the presentation will cover this in some detail, as well as the stage editor and the character animation system.

Specifically:
- Particle flow simulation on the SPU
- Parallel particle simulation algorithms
- Game design based on the mixing of dissimilar fluids
- The use of the universal collision detector
- Particle fluid rendering technology

Stage collision detection using the distance field, specifically:
- Real time SPU distance field calculator algorithm
- Real time GPU distance field calculator algorithm

The level editor, specifically:
- Topographical terrain design using templates
- Data management using Game Monkey script formats


The Asset pipeline for Just Cause 2: Lessons learned
Price:$3.95

SKU#: GDC10-10335
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Description: The Asset pipeline for Just Cause 2: Lessons learned
Speaker: Mathias Westerdahl (System Architect - Tools, Avalanche Studios)
Date/Time: Thursday (March 11, 2010) 3:00pm — 4:00pm
Location (room): Room 131, North Hall
Track: Programming
Secondary Track: Programming
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
This session presents an overview of the asset conditioning pipeline used in Just Cause 2. We describe the journey of analyzing our pipeline requirements and designing a system that would remove the key bottlenecks, provide a robust environment and increase throughput. We discuss the process of identifying key underlying systems that will allow streamlining of the pipeline. Among these systems are a platform- and language- independent data management layer, an asset dependency resolver and compiler scripting framework using Python. We also discuss a system for handling deployment of new compilers in a controlled way.

We discuss the process of rebuilding the existing compiler pipeline based on this new foundation. We reveal the immediate benefits in terms of turn-around time but also mention a number of other positive side-effects of the pipeline work, including maintainability, robustness, improved levels of feedback and the ability to monitor pipeline statistics. Attendees should leave with a picture both of the resulting pipeline and insight into the decision and design process throughout the development.


Data is a Four-Letter Word
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SKU#: GDC10-10334
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Description: Data is a Four-Letter Word
Speaker: Paul Du Bois (Senior Programmer, Double Fine), Henry Goffin (Programmer, Double Fine)
Date/Time: Thursday (March 11, 2010) 10:30am — 11:30am
Location (room): Room 131, North Hall
Track: Programming
Secondary Track: Production
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
This is the talk we wish we had seen before implementing a streaming open-world game from scratch. We present the data-packaging and -loading pipe used in Brutal Legend, with an emphasis on I/O throughput. One of its key features is the offline generation of two digraphs which represent asset-asset references, and asset-asset dependencies. These graphs allow the requirements for packing, loading, and unloading assets (dictated by programmers) to be highly decoupled from the gross structure of the data (dictated by designers and content creators).

The other key feature is a cross-platform I/O scheduler. We discuss its simple yet highly effective algorithms, and present tips and insights we believe were vital to its success. We also show some neat pictures of graphs and dispel some myths about hard drives being better than optical discs.


The Rendering Tools and Techniques of Splinter Cell: Conviction
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SKU#: GDC10-10333
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Description: The Rendering Tools and Techniques of Splinter Cell: Conviction
Speaker: Stephen Hill (3D Technical Lead, Ubisoft)
Date/Time: Saturday (March 13, 2010) 1:30pm — 2:30pm
Location (room): Room 303, South Hall
Track: Programming
Secondary Track: Production
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
This session will cover some of the challenges, advancements and lessons learned in the development of Splinter Cell: Conviction from a rendering perspective.

Together with an overview of the renderer in terms of architecture, rendering passes, optimisation strategies and tools, two aspects in particular -- dynamic ambient occlusion and visibility -- will be presented in depth.

After much trial, error and eschewing of common practice (e.g. SSAO and static PVS or hardware occlusion queries, respectively) we ended up with novel approaches in both cases, that simultaneously met more practical production requirements of artist control and fast iteration times in addition to the standard requirement of good run-time performance.


Reading the Player's Mind Through His Thumbs: Inferring Player Intent Through Controller Input
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SKU#: GDC10-10332
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Description: Reading the Player's Mind Through His Thumbs: Inferring Player Intent Through Controller Input
Speaker: Chris Zimmerman (Director of Development, Sucker Punch Productions)
Date/Time: Friday (March 12, 2010) 4:30pm — 5:30pm
Location (room): Room 304, South Hall
Track: Programming
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
A core challenge in making immersive video games is mapping the limited set of actions the player can perform with the controller onto the much broader set of possible player intents in the game world. If done successfully, the player has an immersive experience, that is the player thinks only about what they're doing in the game, not about how to manipulate the controller to get some desired result. This lecture focuses on how we approached this problem in two key areas of inFamous: the aiming/shooting system, and the jumping/climbing system. The core concept presented is to provide intelligent augmentation of the user input, slightly guiding or amending player input towards likely intents.


Engineering Scalable Social Games
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SKU#: GDC10-10331
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Description: Engineering Scalable Social Games
Speaker: Robert Zubek (Senior Software Engineer, Zynga)
Date/Time: Friday (March 12, 2010) 9:00am — 10:00am
Location (room): Room 131, North Hall
Track: Programming
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
With the advent of social networks such as Facebook, it's possible even for small developers to build massively popular games, with viral components that make them spread like wildfire through the network. Building an infrastructure that will support such growth, however, is perhaps as important and as difficult as building a compelling player experience. This session introduces best practices for building highly scalable infrastructure for social and web games. We will examine proven techniques used in some of the most popular web games and web sites, as well as some game-specific innovations.


Shears - Squeeze the Juice Out of the CPUs: Post Mortem of a Data-Driven Scheduler
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SKU#: GDC10-10330
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Description: Shears - Squeeze the Juice Out of the CPUs: Post Mortem of a Data-Driven Scheduler
Speaker: Michael Lavaire (Technical Architect, Ubisoft Entertainment), Remi Quenin (Technical Lead, Ubisoft Entertainment)
Date/Time: Saturday (March 13, 2010) 3:00pm — 4:00pm
Location (room): Room 304, South Hall
Track: Programming
Format: 60-minute Lecture
Experience Level: All

Session Description
These days concurrent programming is mandatory for game developers. Use of synchronization primitives is often a solid way to achieve the goal but it has its drawback. This talk presents an innovative way to schedule an engine loop by working around data contention in a multithreaded environment. This data-driven scheduling minimizes data races and maximizes hardware occupation including Cell's SPUs. Implemented using lock-free algorithms, it achieves better performance compared to more traditional schedulers. By the way, did you know that SPU programming can be easy?


What You Need to Know About Casual Games 2010
Price:$3.95

SKU#: GDC10-10329
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Description: What You Need to Know About Casual Games 2010
Speaker: Nick Fortugno (Co-Founder/CCO, Playmatics), Juan Gril (Studio Manager, Joju Games)
Date/Time: Friday (March 12, 2010) 9:00am — 10:00am
Location (room): Room 306, South Hall
Track: Game Design
Format: 60-minute Panel
Experience Level: All

Session Description
Juan Gril and Nick Fortugno, veterans of the casual game industry, return to take you on a tour of the current trends in casual games. By choosing and analyzing representative games on a variety of dominant themes, Juan and Nick show what's hot and what's cutting-edge across the spectrum of causal media, including web games, PC-downloadable, casual console, and social games. Along the way, attendees learn lessons of what makes a good casual game from some of the greatest examples out there, and see some predictions of where the industry as a whole is heading.


The Day Fun Became Real. Augmented Reality and its Use in Invizimals
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SKU#: GDC10-10328
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Description: The Day Fun Became Real. Augmented Reality and its Use in Invizimals
Speaker: Dani Sanchez-Crespo (Lead Designer, Novarama)
Date/Time: Saturday (March 13, 2010) 10:30am — 10:55am
Location (room): Room 130, North Hall
Track: Game Design
Secondary Track: Production
Format: 25-minute Lecture
Experience Level: All

Session Description
Augmented Reality is a new paradigm in game design that can generate new experiences with a deep sense of immersion and realism. This session shows how Augmented Reality was implemented into Invizimals, one of the first commercial AR-based titles, by Novarama and published by Sony Europe. The session focuses on identifying the key issues, decisions, risks and opportunities game designers must keep an eye on when designing Augmented Reality based experiences.


One-Page Designs
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SKU#: GDC10-10326
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Description: One-Page Designs
Speaker: Stone Librande (Creative Director, EA/Maxis)
Date/Time: Thursday (March 11, 2010) 1:30pm — 2:30pm
Location (room): Room 306, South Hall
Track: Game Design
Format: 60-minute Lecture
Experience Level: All

Session Description
In an effort to communicate more effectively and concisely, Stone has been experimenting with a style of design documentation that he calls a one page design. As the name implies, this is a document that is exactly one page long. After all, why create a document with more than one page if most people only read the first page anyway? During this talk Stone will show numerous examples of one page designs from Diablo III, The Simpsons and Spore. He'll discuss what works and what doesn't and explain how you can use similar techniques to communicate key design ideas to your team.



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