SIGGRAPH 2005 Quick Take

SIGGRAPH 2005 Quick Take

The SIGGRAPH conference continues to evolve with the times. Ten or fifteen years ago, it was very academically driven, solving problems that nobody had solved before just for the sake of doing something different or more realistic. Today, SIGGRAPH has a much more pragmatic character. Most solutions and techniques presented have been developed out of a need for movie rendering, model authoring and manipulation, or even real-time graphics applications. At the same time, SIGGRAPH has retained the same rigorous background that it always had, making it quite a change from what we’re used to in game development. ...

GDC 2005: Generation Wrap-Up in San Francisco

GDC 2005: Generation Wrap-Up in San Francisco

This year’s GDC, for a change of pace, was held in San Francisco. It was also the last GDC dealing mostly with the current generation of consoles. Yet again, GDC managed to live up to all expectations. I walked away totally exhausted, but at the same time energized and inspired and full of new ideas. ...

So Much to See, So Much to Do: Getting the Most out of GDC

So Much to See, So Much to Do: Getting the Most out of GDC

It’s that time of the year again: days are getting longer, the weather is slowly getting warmer, and a hint of change is in the air. That can only mean one thing: the Game Developers Conference is approaching again! This article will help you navigate your way around GDC more successfully and help you get the most out of this year’s conference. ...

2004 GameTech Report: Game Tech Leadership Summit

2004 GameTech Report: Game Tech Leadership Summit

The GameTech Leadership Summit was the second part of this year’s Game Tech Seminars. Underneath a somewhat confusing name, it really was an analysis of the tools and technology in games today. The first day is where the real meat of this second part was. It was a postmortem/analysis of the tech involved in some of the most successful games today (Halo 2, Half Life 2, The Sims 2, and Stranger) done by the tech lead (or someone close to that position) for each of the teams. Each of the talks was packed with information and some of them are freely available online, so I’m not even going to try to summarize the talks. Instead, this is going to be more of a highlight of things that caught my eye or I thought were particularly important. ...

2004 GameTech Report: Creating Believable Characters

2004 GameTech Report: Creating Believable Characters

They say good things come in small packages. That was certainly true of this year’s Game Tech Seminars. It was a four-day intensive conference dealing with very specific topics (realistic characters and engine/tools technology) with a very impressive list of speakers. The best part though, was the attendees. There were only about 80 people total in the conference (due in no small part to the hefty price tag attached to the conference, I’m sure), and they were mostly tech leads or directors of technology of their companies. It was great to see lots of familiar faces, but also a lot of new ones I only knew through the Internet or not at all before. The great discussions following each session, or even over lunch or dinner were worth the price of admission alone. ...

2004 Montréal Game Summit Report

2004 Montréal Game Summit Report

What do Neverwinter Nights, Splinter Cell, and Prince of Persia have in common? They were all developed in Canada. The latter two right in Montréal. Some of the giants of the game industry either originate, or have large studios in Canada as well: Ubi Soft, Electronic Arts, Microïds, Softimage, and ATI among others. People might not realize it, but our friendly cousins in the North are quite influential in the games industry. ...

My Take on GDC 2004

My Take on GDC 2004

The days immediately following GDC are always decidedly hectic. Not only do you need to play catch up with the life you left behind for a week, but you also try to get back all the hours of lost sleep between parties and red-eye flights, email all the people that you met (or missed seeing) at the conference, prepare roundtable summaries or put up session slides, and deal with all the emergencies that happened at the office while you were gone. With all that now safely behind me, it’s time to look back on this year’s GDC. What was hot and what was not? What were the underlying themes and trends of the conference? ...

GDC 2004: Software Engineering Roundtable Summary - Session 1

GDC 2004: Software Engineering Roundtable Summary - Session 1

This is the summary of the first session of my GDC 2004 roundtable: By the Books: Software Engineering in the Games Industry. Unlike other years, each session focused on different topics. This one starts with a general discussion of what we need software engineering for in the games industry and then looks into specific techniques that teams can adopt as part of their development process right away. ...

GDC 2004: Software Engineering Roundtable Summary - Session 2

GDC 2004: Software Engineering Roundtable Summary - Session 2

The second session of the GDC 2004 roundtable “By The Books: Software Engineering in the Games Industry” concentrated on processes and methodologies. In particular, we had a good look at agile development and how it can be applied to game development. ...

GDC 2004: Software Engineering Roundtable Summary - Session 3

GDC 2004: Software Engineering Roundtable Summary - Session 3

It is true that no tools are necessary to apply good software engineering techniques, but they can often be a big help. The third and last session of “By the Books: Software Engineering in the Games Industry” concentrated exclusively on languages and tools, and participants shared their favorite tools and warned others about potential duds. ...