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Latest News -- Live From GDC:
Top Console Games For February 2002 [03.26.02]
Criterion Announces RenderWare 3.3 [03.23.02]
3DO Brings On New CFO [03.23.02]
Metrowerks Announces CodeWarrior Tools for AGB [03.22.02]
Interplay Reaches Settlement with Former CEO Brian Fargo [03.22.02]
Criterion Launches Renderware Studio [03.22.02]
Analog Devices Announces New Game Audio Development Toolkit [03.22.02]
Vector C Available for PS2 [03.22.02]
Intrinsic Graphics Releases Free Alchemy Artist Pack for 3ds Max [03.22.02]
Criterion and MathEngine Ally for Karma Distribution [03.22.02]
Right Hemisphere Announces Deep Exploration Xbox Edition [03.22.02]
2002 Game Developers Choice Awards Recipients Named [03.22.02]
Gigex Will Provide Internet and On-Demand Distribution Service [03.22.02]
2002 Independent Games Festival Winners Announced [03.22.02]
Virtools releases Virtools Dev 2.1 [03.21.02]
Lithtech Showcases Product Roadmap [03.21.02]
Surround Sound Games Debut at 2002 Game Developers Conference [03.21.02]
Dates for the 2002 Project Bar-B-Q Announced [03.21.02]
Meta Motion Announces the STT Motion Capture System [03.21.02]
Microsoft Releases DirectPlay for the PocketPC [03.21.02]
Game Theater XP 6.1 Announced [03.21.02]
Sony showcases Linux for Playstation 2 at GDC [03.21.02]
Gamespy Launches In-Game Voice Chat Toolkit [03.21.02]
Discreet’s gmax at GDC [03.21.02]
NxN introduces new extensions to Alienbrain [03.21.02]
NDL to Integrate Havok into NetImmerse Engine [03.21.02]
Dolby Introduces Pro Logic II for PlayStation 2 at GDC [03.21.02]
Viewpoint, Right Hemisphere Announce New File Integration Tool [03.21.02]
Softimage|XSI Updated With New Game Development Features [03.21.02]
Interactive Gaming Review Advisory Board Formed [03.21.02]
 

GDC 2002: Polygon Soup for the Programmer's Soul: 3D Pathfinding by Patrick Smith [04.05.02] One of the fundamental goals of an AI system is to avoid making the unit appear "dumb." At the root of this challenge lies one of the hardest problems to overcome efficiently and believably: pathfinding. Today, 3D graphics and sound technologies begin to reach a level of realism that is easily destroyed by seeing an AI unit walk face-first into a solid wall, slide along the perimeter and ultimately get stuck on an errant polygon. This session addresses the pitfalls of attempting to pathfind the arbitrary world we call "polygon soup." It also covers automatic data generation and compression, a run-time distributed algorithm, organic post-process modifiers, and solutions for tricky situations such as doors, ladders, and elevators.

GDC 2002 Video: Fun and Games (Requires Real Video) by John Conway [04.02.02]
Combinatoric Game Theory has progressed rapidly over the past 50 years, and Professor Conway is responsible for a number of key results in the field. This lectures talks about a number of these theories, and shows how they enable adults to play some well-known childish games, such as HARE-AND-HOUNDS, DOTS-AND-BOXES, PEG SOLITAIRE/HI Q, SPROUTS, etc., very well indeed. Applying these theories in computer AI is still an open problem. Professor Conway is a very entertaining speaker, and the lecture is sure to be hilarious and educational.

GDC 2002 Video: Adventures With Inverse Kinematics (Requires Real Video) by Chris Hecker [03.28.02]
The two most common inverse kinematics techniques used in games, analytically inverting the forward kinematics equations and the cyclic coordinate descent (CCD) method, fall over when you try to do anything beyond "serial-chain arm rooted at the shoulder grabs a doorknob". More advanced and convincing animation requires inverse kinematics with multiple branches and targets, a moving root, joint limits both from parent to child and between children, and more. Chris starts with analytical methods, moves to CCD, heavily modifies the CCD algorithm, and then discusses four or five other algorithms until finally chosing one that satisfies all of the constraints. This lecture covers the algorithms, their features, and their advantages and disadvantages.

GDC 2002 Video: Inside The Xbox Launch (Requires Real Video) by Peter Isensee [03.27.02] The development of Microsoft's Xbox was a massive undertaking that was completed in a very tight timeframe and included creating an entirely new hardware platform and software libraries. Design, coding, testing, user feedback: an insider's account of the birth of Microsoft's XBox.

GDC 2002: Science Imitates Nature at GDC by Daniel Sanchez-Crespo [03.23.02] For multiple reasons, this year's Game Developers Conference will be remembered for a variety of nature-related developments. Daniel Sanchez-Crespo highlights the latest nature rendering technology dusplayed at GDC.

GDC 2002: May Time Be with You: Level Designing Rogue Leader by Albert Chen and Chris Klie [03.23.02] Designing a level from concept to shipped version under a traditional 12- to 24-month period is challenging enough. Add to the mix a universally recognized license like Star Wars and a tight development cycle along with new technology for a new platform and things start to get complicated. This session focuses on how the Rogue Leader level-design team adjusted itself to an extremely tight schedule. From changes in organizational structure, work flow, and design techniques to simply doing things differently from the past, levels of uncompromising quality were delivered on time.

GDC 2002 Level Design Keynote: Super Monkey Ball Creator Toshihiro Nagoshi by Olga Zundel [03.23.02] Amusement Vision is one of Sega's premier development teams, and Toshihiro Nagoshi is the team lead. Today he offered lucid suggestions for preparing a game concepts, and offered tips for improving the design process.

Deep Thoughts By Wright, McCloud by Alex Dunne [03.22.02] What's it like to eavesdrop on a conversation between a Will Wright and comic book author Scott McCloud? These two kept the audience at rapt attention as they analyzed their respective mediums and provided glimpses at what each could achieve.

Valve Introduces "Steam" Online Distribution System by Daniel Sanchez [03.22.02] Thought Valve was just a game developer? Today Gabe Newell unveiled Valve's latest project at the GDC, an online game distribution system that promises to give developers a better cut of game sales, prevent client-side game hacking, and deliver content to players as needed.

The Medium is the Message: The Demo Scene at GDC 2002 by Everard Strong [03.22.02] Organized and introduced by Demo Scene Outreach Group's organizer Vincent Scheib, the hour-long Demo Scene Reel presentation featured works divided into different categories, including several visual-only demos compressed to 256 bits of memory or less.

GDC 2002: Intellectual Property: The Game of Swords and Shields by Stephen Rubin [03.22.02] In a companion piece to his GDC 2002 session, Steven Rubin offers a summary of general principles of patent, copyright, trademark and trade secret law. The areas of intellectual property discussed are of particular relevance to the independent game developer who seeks to enforce or defend rights encompassed in the array of ideas, storylines, audiovisual elements, characters, names, titles, logos, art, music, text, dialogue, software and products that make up a video game. This summary distills the large body of law organized under the heading of intellectual property.

GDC 2002 General Interest Keynote: Shin'ichi Okamoto on Sony Computer Entertainment Research and Development by Jennifer Olsen [03.21.02] Shin'ichi Okamoto, senior VP and CTO of Sony Computer Entertainment Inc. delivered the first keynote address of GDC 2002. In it he described Sony's R&D strategies, offered up the rationale behind the PS2's "crazy" architecture, discussed Sony's upcoming online and broadband goals, demonstrated the PS2 Linux kit, and showcased some of the intriguing game interface research Sony is conducting.

GDC 2002: The Visual Engineering of SSX by Mike Rayner [03.21.02] Mike Rayner delves into the visual world of SSX for the Playstation2 and discusses the lessons learned from developing graphics technology for SSX on the PS2. Topics covered include bi-cubic bizier terrain rendering, object and character rendering, pipeline design goals and philosophies of SSX plus future directions for second generation PS2 titles.

GDC 2002: Beyond Psychological Theory: Getting Data that Improves Games by Bill Fulton [03.21.02] While psychological theory can provide insights that may alter the design of the game, it rarely gives you concrete, detailed action items that you can use to improve your game. Collecting data through controlled psychological research methods (i.e., not through focus groups) can give you those action items to improve your game. Bill Fulton explores the role that collecting data plays in polishing games published by Microsoft.

The Case For Game Design Patterns by Bernd Kreimeier [03.13.02] Game design, like any other profession, requires a formal means to document, discuss, and plan. Over the past decades, the designer community could refer to a steadily growing body of past computer games for ideas and inspiration. Knowledge was also extracted from the analysis of board games and other classical games, and from the rigorous formal analysis found in mathematical game theory. Bernd Keimeier kicks off the discussion in advance of his GDC 2002 roundtable.






 

 

 
 
 

 

 

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