GDC 2001 Video: Programs, Emotions & Common Sense by Marvin Minsky [04.11.01] A decade ago, our simulations were not yet capable of rendering believable animations. Today, our animations are convincing, but we still lack the ability to create compelling characters. What is lacking is the quality of what we call common sense knowledge and reasoning. To program such things, we need better ways to represent knowledge. We also need to develop ways to quickly switch between different knowledge and reasoning schemes. If we can do this well enough, our virtual worlds will become more exciting, and the characters that inhabit them will be much more attractive, lively, and engaging.
GDC 2001 Video: The Digital Distribution Revolution: Lessons Learned From Napster by Rob Glaser [04.04.01] Using the Internet as a distribution platform for games has long been considered the Holy Grail for developers and publishers, yet over the years, largely failed to materialize. The coming year promises to have this distribution medium explode with the same fury that digital music experienced from the popularization of MP3 and grass roots growth of Napster and other music client technologies. This session examines how this new platform will evolve drawing on experience and lessons learned from the music industry and how developers should prepare to capitalize on this revolution.
GDC 2001: Xbox: One Year Later by Seamus Blackley [03.23.01] One year ago, GDC attendees ravaged the San Jose Civic Auditorium to get the scoop from Bill Gates about this console thing that Microsoft was doing. Well a whole year has passed, and today Xbox technology director Seamus Blackley (or, as he put it, "the guy who gets fired if the games suck") stood on that same stage to once again spread the Xbox word to developers.
GDC 2001 Video: "Consoles vs. PCs: Is the PC Really Dead?" moderated by Trip Hawkins [03.23.01] With each advent of next generation console technologies, the death knell sounds for the PC. Is the PC really dead? Have all the PC developers gone console? Watch industry leaders debate the merits of developing for consoles vs. PCs and what the future holds. [Requires RealPlayer]
GDC 99 Video: The Quake 3 Arena Rendering Architecture by Brian Hook [02.28.01] This two part video presentation from the 1999 Game Developers Conference explores the architecture of id Software's latest first-person shooter, Quake 3 Arena. Brian Hook discusses basic research into curved surface rendering, issues dealt with in deploying an OpenGL based game, the architecture of the back-end shading pipeline, the lighting model, and LOD algorithms for models and curved surfaces. [Part One][Part Two]
GDC 2000 Video: Storytelling in Action by Bob Bates [01.03.01] The fundamentals of storytelling do not change, regardless of the medium in which the story is told. An author must deal with character, setting, and plot; and so too must a game designer. In games, this is difficult because control is ceded to the player and the designer has an obligation to keep things moving. This GDC 200 video offers tips on slipping stories into games without slowing down the action.
2000 Video: The Evolution of Black and White as an Example of Next
Generation Development Ethos
by Peter Molyneux [12.13.00] In
the initial design stages of Black and White it was the development team's
ambition to produce a game that was innovative in every way. This GDC
video explores the design process needed to fulfill these ambitions and
illustrates the process with examples of Black and White in every stage
of its development, including demonstrations of the integration of advanced
AI, 3D engine technology and interface breakthroughs without compromising
GDC 2000 Video: Half-Life and Team Fortress Networking by Yahn Bernier [11.29.00] This session focuses on the ancillary backend network services and client components required to bring a state of the art action game to market in a robust and intuitive fashion. Yahn examines in-game server browsers, online master server design, mod browser design and deployment, auto update, chat clients, authentication, certificates, peer to peer validation, messaging and status infrastructure. This session also discusses the pitfalls awaiting naive solutions to providing these backend services. Single point failure, peering, failover protocols, protocol choice, load balancing, network packet size and transmission frequency and security are discussed as they apply to each component. [Real Video]
GDC 1999 Production Keynote: The Secret to Consistently Delivering Hit Titles by Louis Castle [11.15.00] Westwood Studios co-founder Louis Castle draws upon personal experiences as examples of successful and not so successful approaches to product development and retaining key people in a very competitive market. This keynote address from the 1999 Game Developers Conference touches on many aspects of production including art direction, technical direction and, heaven forbid, marketing. All are equally important elements to consistently developing hit products. Or at least minimizing the misses. [Real Video] [Quicktime]
GDC 2000 Video: Advanced Hardware Rendering by Mark Kilgard [09.06.00] An unfortunate consequence of 3D hardware rendering is a certain "visual mediocrity" in too many of today's games. Often hardware-accelerated games just throw textured triangles at a depth buffer with uninspired results. This does not have to be the case. Today's Graphics Processing Units (GPUs) provide an amazing collection of 3D rendering features. This session explains how to use the features of today's GPUs to implement rendering techniques that will raise your game above visual mediocrity. [Real Video] [Quicktime]
GDC 2000 Video: It's Great to be Back! Fast Code, Game Programming, and Other Thoughts from 20 (Minus Two) Years in the Trenches by Michael Abrash [08.30.00] Abrash returns from a two-year sabatical from games with a new appreciation for the beauty of game progamming, adn new perspectives on some key areas. This video shares wisdom learned over nearly two decades of performace-oriented game and graphics programming. [Real Video] [Quicktime]
GDC 2000 Video: Maintaining Your Vision and Consistency through the Hell of Production by Lorne Lanning [08.23.00] Costs are rising. Teams are getting larger. Publishers are taking less risks. Marketing departments are designing games. Creativity is being smushed! If that's not enough, why does everyone and their mother need to have an opinion! Lorne Lanning, president and creative director of Oddworld Inhabitants, shares insights on surviving expert advice without killing you great idea. [Real Video] [Quicktime]
'99 Video Session: Fast Collision Detection for Interactive Games by Ming
Lin from GDC 2000 [06.12.00]
2000 Video Session: Tips of the Programming Trade by John Bentley
from GDC 2000 [05.24.00]
2000 Keynote: The Designs of Star Wars Episode One
from GDC 2000 [05.03.00]
2000 Keynote: Bill Gates from
GDC 2000 [03.29.00]
2000 Keynote: Yu Suzuki: The Role of Reality in Epic Game Creation
from GDC 2000 [03.15.00]
GDC 2000 Keynote: Danny Hillis from GDC 2000 [03.15.00] In one of three RealVideo keynote addresses from this year's GDC, award-winning academician and designer Danny Hillis, VP of Research & Development for Walt Disney Imagineering, takes the long view of entertainment and technology.[Real Video 28 kbps] [Real Video 150 kbps]
2000 Keynote: Phil Harrison: The Future of the Playstation
from GDC 2000 [03.15.00]