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.
Go With the Flow! Fluid and Particle Physics in PixelJunk Shooter
Speaker: Jaymin Kessler (Programmer, Q-Games)
The Implementation of Rewind in Braid
Speaker: Jonathan Blow (Game Existentialist, Number None, Inc.)
Designing for Performance, Scalability & Reliability: StarCraft II's Approach
Speaker: Dominic Filion (Senior Software Engineer II, Blizzard Entertainment)
Uncharted 2: HDR Lighting
Speaker: John Hable (Programmer, Naughty Dog)
God of War III: Shadows
Speaker: Ben Diamand (Senior Programmer, Sony Santa Monica)
Modeling Individual Personalities in The Sims 3
Speaker: Richard Evans (Lead Simulation Engineer, Maxis)
Practical Techniques in the Physics and Animation for Next Generation Fighting Games
Speaker: Hiroki Ueno (Senior Technical Director, Yukes Co., Ltd)
Physics Meets Animation : Character Stunts in Just Cause 2
Speakers: John Fuller (System Architect, Avalanche Studios), Andreas Nilsson (Lead Game-play Programmer, Avalanche Studios)
The Rendering Tools and Techniques of Splinter Cell: Conviction
Speaker: Stephen Hill (3D Technical Lead, Ubisoft)
Shears - Squeeze the Juice Out of the CPUs - Post Mortem of a Data-Driven Scheduler
Speakers: Michael Lavaire (Technical Architect, Ubisoft Entertainment), Remi Quenin (Technical Lead, Ubisoft Entertainment)
Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3
Speaker: Jaime Griesemer (Gameplay Designer, Bungie Studios)
Engineering Scalable Social Games
Speaker: Robert Zubek (Senior Software Engineer, Zynga)