Game Developers Confererence 2007 goes next-gen

GDC 2006 - Image 1 GDC 2006 - Image 2 

The 2007 Game Developers Conference (GDC) will tackle the impact of next-gen consoles on developers, and it will provide information on adapting and creating dynamic next-gen games. The GDC is the biggest international event dedicated to game creation attracting over 12,500 visitors every year. The conference aims to provide educational, networking, and business opportunities for game development professionals.

The GDC will be held on March 5 to 9 in San Francisco. It features over 300 lectures, panels, tutorials and round-table discussions on various topics about game development. The topics include game development for computer, console, mobile, arcade, and online games. Some of the topics this year include:

  • Console Wars: Issues for the First Two Years of Next-gen by Don Daglow (President & CEO, Stormfront Studios, Inc.): Daglow attempts to answer many tough issues involved in the war between three innovative new next-gen consoles. What platforms to support? What kinds of games to develop, and which to avoid? How do I prevent disaster if I take a wrong turn?
  • Physics on Next Gen Platforms by David Wu (Director of Technology, Pseudo Interactive Inc): The current (Next?) generation of hardware has a tremendous amount of computational power that is well suited for physics. This round table provides an opportunity for programmers interested in physics and designers with a high tolerance for technical jargon to discuss new ideas, trends, effective algorithms, API design, and Middleware for the parallel nature Xbox360, Cell and high end PCs. (Rumor has it if Wu can’t make it Stephen Hawking will take over – just kidding!)
  • Designing Revolutionary Controls by Jesse Raymond (Programmer, Vicarious Visions) and Mike Chrzanowski (Vicarious Visions): This session delves into the challenges of bringing a title from a standard controller to the Wii controller using Vicarious Visions’ development of Marvel Ultimate Alliance for the Nintendo Wii as case study. The session also illustrates general techniques and pitfalls of controls development. Vicarious Visions presents topics including extensive testing, audience analysis, gesture development, and player instruction. (While you’re at it could you add Wii strap re-design?)

Photos courtesy of the Game Developers Conference. For more details, please visit the GDC’s official website.

GDC 2006 - Image 1 GDC 2006 - Image 2 

The 2007 Game Developers Conference (GDC) will tackle the impact of next-gen consoles on developers, and it will provide information on adapting and creating dynamic next-gen games. The GDC is the biggest international event dedicated to game creation attracting over 12,500 visitors every year. The conference aims to provide educational, networking, and business opportunities for game development professionals.

The GDC will be held on March 5 to 9 in San Francisco. It features over 300 lectures, panels, tutorials and round-table discussions on various topics about game development. The topics include game development for computer, console, mobile, arcade, and online games. Some of the topics this year include:

  • Console Wars: Issues for the First Two Years of Next-gen by Don Daglow (President & CEO, Stormfront Studios, Inc.): Daglow attempts to answer many tough issues involved in the war between three innovative new next-gen consoles. What platforms to support? What kinds of games to develop, and which to avoid? How do I prevent disaster if I take a wrong turn?
  • Physics on Next Gen Platforms by David Wu (Director of Technology, Pseudo Interactive Inc): The current (Next?) generation of hardware has a tremendous amount of computational power that is well suited for physics. This round table provides an opportunity for programmers interested in physics and designers with a high tolerance for technical jargon to discuss new ideas, trends, effective algorithms, API design, and Middleware for the parallel nature Xbox360, Cell and high end PCs. (Rumor has it if Wu can’t make it Stephen Hawking will take over – just kidding!)
  • Designing Revolutionary Controls by Jesse Raymond (Programmer, Vicarious Visions) and Mike Chrzanowski (Vicarious Visions): This session delves into the challenges of bringing a title from a standard controller to the Wii controller using Vicarious Visions’ development of Marvel Ultimate Alliance for the Nintendo Wii as case study. The session also illustrates general techniques and pitfalls of controls development. Vicarious Visions presents topics including extensive testing, audience analysis, gesture development, and player instruction. (While you’re at it could you add Wii strap re-design?)

Photos courtesy of the Game Developers Conference. For more details, please visit the GDC’s official website.

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