GDC 2011
1000s of Zombies, 1000s of Problems: The DEAD RISING 2 Multiplayer Exper...
by Dee Jay Randall
(Capcom Game Studio Vancouver)
Programming
GDC 2011
Adaptive Order Independent Transparency: A Fast and Practical Approach t...
by Marco Salvi
(Intel Corporation)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
by Markus Maki
(Remedy Entertainment)
Programming
GDC 2011
ALAN WAKE: The Writer Who Made Us Rewrite Our Engine
by Markus Maki
(Remedy Entertainment)
Programming
GDC 2011
Animating NPC's in UNCHARTED
by John Bellomy
(Naughty Dog)
Programming
GDC 2011
Animating NPC's in UNCHARTED
by John Bellomy
(Naughty Dog)
Programming
GDC 2011
Animating NPC's in UNCHARTED
by John Bellomy
(Naughty Dog)
Programming
GDC 2011
Anti-aliasing from a Different Perspective
by Dmitry Andreev
(LucasArts)
Programming
GDC 2011
Anti-aliasing from a Different Perspective
by Dmitry Andreev
(LucasArts)
Programming
GDC 2011
Approximating Translucency for a Fast, Cheap and Convincing Subsurface S...
by Colin Barre-Brisebois
(Electronic Arts Montreal)
Programming
GDC 2011
Approximating Translucency for a Fast, Cheap and Convincing Subsurface S...
by Colin Barre-Brisebois
(Electronic Arts Montreal)
Programming
GDC 2011
Approximating Translucency for a Fast, Cheap and Convincing Subsurface S...
by Colin Barre-Brisebois
(Electronic Arts Montreal)
Programming
GDC 2011
Automated Level of Detail Generation for HALO: REACH
by Xi Wang
(Bungie LLC)
Programming
GDC 2011
Automated Level of Detail Generation for HALO: REACH
by Xi Wang
(Bungie LLC)
Programming
GDC 2011
CRYSIS 2: Getting More Interactivity out of Animation-Data
by Ivo Herzeg
(Crytek)
Programming
GDC 2011
CRYSIS 2: Getting More Interactivity out of Animation-Data
by Ivo Herzeg
(Crytek)
Programming
GDC 2011
Culling the Battlefield: Data Oriented Design in Practice
by Daniel Collin
(EA DICE)
Programming
GDC 2011
Culling the Battlefield: Data Oriented Design in Practice
by Daniel Collin
(EA DICE)
Programming
GDC 2011
Culling the Battlefield: Data Oriented Design in Practice
by Daniel Collin
(EA DICE)
Programming
GDC 2011
Delivering Demand-Based Worlds with Intel SSDs (Presented by Intel)
by Dave Lang
(Iron Galaxy Studios, LLC.)
Programming
GDC 2011
Delivering Demand-Based Worlds with Intel SSDs (Presented by Intel)
by Dave Lang
(Iron Galaxy Studios, LLC.)
Programming
GDC 2011
Delivering Demand-Based Worlds with Intel SSDs (Presented by Intel)
by Dave Lang
(Iron Galaxy Studios, LLC.)
Programming
GDC 2011
Dynamic Resolution Rendering (Presented by Intel)
by Doug Binks
(Intel)
Programming
GDC 2011
Fighting Real Time
by Jacky Mallett
(CCP)
Programming
GDC 2011
Fighting Real Time
by Jacky Mallett
(CCP)
Programming
GDC 2011
Forensic Debugging: How to Autopsy, Repair, and Reanimate a
Release-bu...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2011
Forensic Debugging: How to Autopsy, Repair, and Reanimate a
Release-bu...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2011
Forensic Debugging: How to Autopsy, Repair, and Reanimate a
Release-bu...
by Elan Ruskin
(Valve Corporation)
Programming
GDC 2011
HALO: REACH Effects Tech
by Chris Tchou
(Bungie LLC)
Programming
GDC 2011
HALO: REACH Effects Tech
by Chris Tchou
(Bungie LLC)
Programming
GDC 2011
Havok Script: Efficient Lua Scripting in Game Production (Presented by H...
by Malcolm Tyrrell
(Havok)
Programming
GDC 2011
Hotspots, FLOPS, and uOps: To-The-Metal CPU Optimization (Presented by I...
by Stan Melax
(Intel)
Programming
GDC 2011
HTML5: The New UI Library for Games
by Chad Austin
(IMVU)
Programming
GDC 2011
HTML5: The New UI Library for Games
by Chad Austin
(IMVU)
Programming
GDC 2011
I Shot You First: Networking the Gameplay of HALO: REACH
by David Aldridge
(Bungie LLC)
Programming
GDC 2011
I Shot You First: Networking the Gameplay of HALO: REACH
by David Aldridge
(Bungie LLC)
Programming
GDC 2011
Increase your FPS with CPU Onload (Presented by Intel)
by Joshua Doss
(Intel)
Programming
GDC 2011
Iterating on a Dynamic Camera System
by Phil Wilkins
(SCEA Santa Monica)
Programming
GDC 2011
Iterating on a Dynamic Camera System
by Phil Wilkins
(SCEA Santa Monica)
Programming
GDC 2011
Iterating on a Dynamic Camera System
by Phil Wilkins
(SCEA Santa Monica)
Programming
GDC 2011
Iterating on a Dynamic Camera System
by Phil Wilkins
(SCEA Santa Monica)
Programming
GDC 2011
Iterating Realistic Human Rendering: Boxers in FIGHT NIGHT CHAMPION
by Vicki Ferguson
(Electronic Arts)
Programming
GDC 2011
Lighting the Apocalypse: Rendering Techniques for RED FACTION: ARMAGEDDON
by Mike Flavin
(Volition, Inc.)
Programming
GDC 2011
Lighting the Apocalypse: Rendering Techniques for RED FACTION: ARMAGEDDON
by Mike Flavin
(Volition, Inc.)
Programming
GDC 2011
Living Crowds: AI & Animation in ASSASSIN'S CREED: BROTHERHOOD
by Nicolas Barbeau
(Ubisoft)
Programming
GDC 2011
Living Crowds: AI & Animation in ASSASSIN'S CREED: BROTHERHOOD
by Nicolas Barbeau
(Ubisoft)
Programming
GDC 2011
Living in a Stressful World: Real-time Stress Calculation for Destroyabl...
by Eric Arnold
(Volition)
Programming
GDC 2011
Mega Meshes - Modeling, Rendering and Lighting a World Made of 100 Billi...
by Ben Sugden
(Lionhead Studios)
Programming
GDC 2011
Mega Meshes - Modeling, Rendering and Lighting a World Made of 100 Billi...
by Ben Sugden
(Lionhead Studios)
Programming
GDC 2011
Message Queuing on a Large Scale: IMVU's Stateful Event
Architecture
by Jon Watte
(IMVU)
Programming
GDC 2011
Message Queuing on a Large Scale: IMVU's Stateful Event
Architecture
by Jon Watte
(IMVU)
Programming
GDC 2011
Multicore Memory Management Technology in MORTAL KOMBAT
by Adisak Pochanayon
(Netherrealm Studios (WB Games Chicago))
Programming
GDC 2011
Multicore Memory Management Technology in MORTAL KOMBAT
by Adisak Pochanayon
(Netherrealm Studios (WB Games Chicago))
Programming
GDC 2011
Navigation in Insomniac Engine
by Reddy Sambavaram
(Insomniac Games Inc)
Programming
GDC 2011
Navigation in Insomniac Engine
by Reddy Sambavaram
(Insomniac Games Inc)
Programming
GDC 2011
Next Generation Portable Platform (Presented by SCEA)
by David Coombes
(SCEA)
Programming
GDC 2011
NVIDIA Parallel Nsight: Accelerating GPU Development in BioWare's DRAGON...
by Jeffrey Kiel
(NVIDIA)
Programming
GDC 2011
NVIDIA Tegra: Zooming to Bang Bang Racing & Next-Gen Mobile Gaming (Pres...
by Lars Bishop
(NVIDIA)
Programming
GDC 2011
Oh my.Maya is Qt! (Presented by Autodesk)
by Kristine Middlemiss
(Autodesk)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Physics for Game Programmers
by Jim Van Verth
(Insomniac Games)
Programming
GDC 2011
Practical Occlusion Culling on PS3
by Will Vale
(Second Intention Limited)
Programming
GDC 2011
Practical Occlusion Culling on PS3
by Will Vale
(Second Intention Limited)
Programming
GDC 2011
Practical Occlusion Culling on PS3
by Will Vale
(Second Intention Limited)
Programming
GDC 2011
Spectacular Specular: LEAN and CLEAN Specular Highlights
by Dan Baker
(Firaxis)
Programming
GDC 2011
Spectacular Specular: LEAN and CLEAN Specular Highlights
by Dan Baker
(Firaxis)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
by Christina Coffin
(DICE)
Programming
GDC 2011
Stereoscopic 3D Demystified: From Theory to Implementation in STARCRAFT ...
by Dominic Filion
(Blizzard Entertainment)
Programming
GDC 2011
The Technology Behind the DirectX 11 Unreal Engine Samaritan Demo (Prese...
by Bryan Dudash
(NVIDIA)
Programming
GDC 2011
The Technology Behind the DirectX 11 Unreal Engine Samaritan Demo (Prese...
by Bryan Dudash
(NVIDIA)
Programming
GDC 2011
ZOO KINGDOM: Building and Scaling a Facebook Game Server
by Jeffrey Kesselman
(Blue Fang Games)
Programming
GDC 2011
[SPONSORED] Efficient Scaling in a Task-Based Game Engine (Presented by ...
by Yannis Minadakis
(Intel)
Programming