GDC

CONFERENCE  

|    Programming
    PROGRAMMING

As new platforms emerge and existing platforms evolve, programmers face an ever increasing challenge to produce games that capture the attention of the public and the media. The Programming Track focuses on these challenges and the opportunities presented by next and current generation development including: mature consoles, new handhelds, a highly competitive sales environment, and increased demand for very high production values in games.

Arrow View all Programming Track sessions

HIGHLIGHTED SESSIONS

inifinityBladeDungeons
TRACK KEYNOTE
Bringing AAA Graphics to Mobile Platforms
Niklas Smedberg (Epic Games)
This presentation will explain how a mobile tile-based GPU works in detail and how to modify and adapt the implementation of various graphics effects so that they become viable for this kind of GPU. Implementations from Infinity Blade 2 and Infinity Blade: Dungeons will be described, with examples such as god rays and material effects to demonstrate how to maximize the graphics potential of mobile platforms.
hitman
Crowds in Hitman: Absolution
Kasper Fauerby (IO Interactive)
A key requirement in Hitman: Absolution is to have very dense crowds which allow players to both interact with and influence the behavior of each individual character. In this presentation, Kasper Fauerby will describe the techniques and optimizations used to achieve the 1200 character crowds present in Hitman: Absolution while still running at 30fps on current-gen consoles. Fauerby will provide an overview of crowd implementation and discuss both the algorithms used as well as how gameplay considerations affected design decisions. Throughout the presentation, Fauerby will demonstrate the discussed topics using videos from a real production level in Hitman: Absolution.
IMVU
Operating a Game Site at Scale
Jon Watte (IMVU, Inc.)
Setting up a game website is complex. Once your system grows to include user registration, real-time messaging, gameplay interaction, e-commerce, micro-transactions, user generated content, metrics, analytics, and localization to different languages, it's no longer as easy as dropping in static copy pages.

A successful game needs to merge "game networking" and "web networking," which have traditionally been different disciplines. This session uses the IMVU service back-end as a case study to illustrate pros and cons of various approaches.
HTML5
Applying Retro Techniques to HTML5 Development
Russell Kay (YoYo Games Ltd.)
Current web-based technologies are securely hidden within sandboxes and behind abstractions to the point that it is difficult to give consistent performance across target platforms - particularly for mobile and lower-powered devices. This is very similar to the challenges of older platforms from the early days of gaming. In this talk, Kay will discuss how some of the tricks and techniques of days past can be adapted to current technologies while being very useful in improving the quality of your game.
Cheaters, Hackers, Script Kiddies
Cheaters, Hackers, Script Kiddies -- The Dark Side of Online Games
Stephan Payer (CipSoft GmbH)
Security issues are often overlooked when running an online service. Virtual worlds are not only threatened by monsters, but sometimes by their own players. Some players try to gain unfair advantages by exploiting a game's weaknesses, others steal virtual goods from other players by hacking their accounts, and some attempt to bring down the whole service by attacking the game servers. In his talk, Payer will detail what CipSoft has had to learn during the last 15 years by running the MMORPG Tibia -- sometimes the hard way.
Forward Rendering Pipeline for Modern GPUs
Jay McKee (AMD)
Takahiro Harada (AMD)
In this talk AMD will discuss Forward+, a forward rendering pipeline which allows for scenes with the same number of lights expected from a modern deferred renderer (on the order of thousands). Forward+ retains all the benefits of traditional forward rendering while eliminating all the downsides found with deferred rendering. After talking about the rendering pipeline, performance comparisons to deferred lighting will be shown to clarify the performance advantages. The speakers will then talk about another advantage of the pipeline: freedom to use arbitrarily complex materials and lighting models by showing a real-world example of how Forward+ is used in an AMD's Leo demo in which many lights and physically-based materials are used.

Follow Us

facebook  Facebook          twitter  Twitter
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | IndieGames

Other UBM TechWeb Networks
Business Technologies | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.