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27 May 2012

GDC Europe 2011 - day 1 - Montag

www.gdceurope.com/
(originally written in August 2011)
First day, first impressions...
  • Seeing The Light: Next-Gen Game Technology Has Arrived (Sam Martin/Geometrics)
  • Supersize Your Production Pipe! (Paul Martin/Slant Six Games)
  • An Open World Game in 60 FPS (Mike Haynes/Red Storm Entertainment)
  • Break It Down! ... Dance Central and Kinect (Dean Tate/Harmonix Music)
  • Keynote: Postmortem: Castelvania... (Enric Alvarez, Mercury Steam)
  • To the Cloud! (Chris Donahue/OnLive)
  • Efficient Scaling... (Leigh Davies/Intel)



  • Seeing The Light: Next-Gen Game Technology Has Arrived (Sam Martin/Geometrics)
This was my first lecture... and I thought I should be very good.. but unfortunately it was quite boring. They showed SDK for adding radiosity realtime lighting system into existing engines (like Unreal Engine).



  • Supersize Your Production Pipe! (Paul Martin/Slant Six Games)
Fortunately the second lecture was great! This was also not from programming but sometimes it is very valuable to get some other perspective. Paul Martin (very good speaker) presented some key topics about production pipeline in game studio working on an AAA title (around 150 people).  Of course one could choose some points and adjust to one's company size.
  • pipeline matters: content in game is so huge that it is essential to manage it effectively
  • latency: if you change something in the game (put new light) you cannot wait one day to see the effect... you need to have feedback in max 30 seconds. So game engines should provide interactive content (re)loading.
  • Analysis: spend some time on optimizing the pipeline. It cannot only naturally evolve... one need to help in that process.
  • Automate: for big companies it is very useful to have build servers that will test and generate final builds.
  • Assign budget to each of your resources: in money, in triangles per scene, etc, etc
  • Common language: you need to speak the same language with your co-workers and contractors.



  • An Open World Game in 60 FPS (Mike Haynes/Red Storm Entertainment)
Presentation about new game: Driver: San Francisco.



  • Break It Down! ... Dance Central and Kinect (Dean Tate/Harmonix Music)
Another boring presentation. This was in the Game Design and Programming category so I thought it will be interesting for me... but I was wrong. The guy talked about game Dance Central and its features, problems, etc. There was only a little about Kinect.



  • Keynote: Postmortem: Castelvania... (Enric Alvarez, Mercury Steam)
Unfortunately another boring presentation.



  • To the Cloud! (Chris Donahue/OnLive)
Fortunately it was great! :)



  • Efficient Scaling... (Leigh Davies/Intel)
Another good presentation... and in the programming category.

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