You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Defining the Next Generation of Real-Time Characters
Speaker(s): Paul Steed
Company Name(s): Exigent
Track / Format: Visual Arts

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: With Xbox360, PlayStation 3 and faster more powerful PCs here instead of looming on the horizon, the promise of vastly better technology has led to a lot of speculation about the next generation of game characters. What distinguishes the so-called next generation of characters from the present one? Shaders, large numbers of polygons, large numbers of characters, and advanced AI are some of the factors. But how will implementation change? Will it be without real-time tessellation and the combination of morph targets on top of a skeletal deformation system? How can we possibly implement that 50,000-triangle hero that next-generation console and PC development promises us?

In this lecture, attendees not only gain insight into what defines a character as being next gen, but also learn how to make them stand out from the rest of the pack of upcoming games. Make sure you're taking full advantage of all that power and promise the new technologies represent.

GDC 2006

Paul Steed

Exigent

free content

Visual Arts

Visual Arts