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Game Technology and Content Creation for the Next Generation
Price $5.95
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SKU GDC-05-078
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Game Technology and Content Creation for the Next Generation,
3926

Programming, Lecture

Tim Sweeney
Programmer, Epic Games, Inc.
Each new generation of console and PC gaming hardware has spawned major new tools and development practices. Those of us who have survived through several generations remember the days of games developed by small teams with one-off tools. The transition now upon us will be one of the most turbulent ever, with radical increases in storage, computing power, and graphics power upping the technical and manpower stakes, as well as gamers' expectations -- considerably. In this new generation, you'll face competitors with $10-$20 million budgets and 50-100 person development teams, many of them working overseas at a fraction of your salary. The day they begin to develop a new game, they will start with tools and technology for content-creation, rendering, physics, networking, AI, comprising over 30 man-years of development effort. How can a lean-and-mean development team survive and even thrive in this environment? In this talk, I discuss the tools and development practices that Epic Games, a relatively small East-coast development studio, uses to develop good games effectively in this environment. I demonstrate our content-creation pipeline, showing off bits of two upcoming next-generation games powered by Unreal Engine 3; and talk about the major techical, artistic, and game development issues we've had to solve: from multithreading, streaming, and multi-platform support to content specifications, memory budgeting and asset management.

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