PS3 at GDC
The GDC Advisory Board and GDC Staff are busy finalizing all the sessions for GDC. But we are pleased to announce on the US PS3 Launch Day the first of many PS3 / Next Generation talks. Read on to learn more about PS3 Audio - More Than Extra Channels and Cross Application Asset Creation for LAIR: From Characters to Clouds
PS3 Audio - More Than Extra Channels
Speaker: Jason Page (Sony Computer Entertainment)
Track: Audio
Format: 60-minute Lecture
Experience Level: Intermediate
Session Description
Since June 2004, a team of engineers from the SCEE Technology Group audio department have been creating the PlayStation 3 audio SDK library: MultiStream. The features of this library show not only the capabilities of the PlayStation3, but also what "next gen" really can mean for audio. The presentation will examine the MultiStream library, explaining its features and the reasons behind some of the design decisions made during its development. It also looks at how the role of a content creator will change in the future due to the new possibilities available. How much more work is involved in a next gen product, what resources are required and what new skills must be learned to cope with these areas? Since June 2004, a team of engineers from the SCEE Technology Group audio department have been creating the PlayStation 3 audio SDK library: MultiStream. The features of this library show not only the capabilities of the PlayStation3, but also what "next gen" really can mean for audio. The presentation will examine the MultiStream library, explaining its features and the reasons behind some of the design decisions made during its development. It also looks at how the role of a content creator will change in the future due to the new possibilities available. How much more work is involved in a next gen product, what resources are required and what new skills must be learned to cope with these areas? From a producer’s point of view: The talk investigates the evolving roll of an audio programmer. What is an audio programmers roll with next-gen? Looking into the possibilities of DSP power on the PlayStation 3, the presentation will cover not only what these DSP effects can deliver to the listener, but also how they can be used to the advantage of the development process. Developers planning on writing their own audio engine will also benefit, as the presentation aims to explain the issues and problems which the development team encountered along the way when designing and programming MultiStream. The talk concludes by exploring new areas for research in audio for games, covering the design of new tools at SCEE which address the complex features introduced by next gen audio engines.
Cross Application Asset Creation for LAIR: From Characters to Clouds
Speaker: Mark Teare (Character Artist, Factor 5)
Track: Visual Arts
Format: 60-minute Lecture
Experience Level: All
Session Description
The new challenges artists face in creating next-gen graphics often require unique solutions and workflows. This lecture examines several such cases from all sections of asset creation. Assets covered will include character, creature, environment, vegetation, FX and volumetric textures. In each case this lecture will present a solution for creating all or a difficult part of the asset using a range of applications resulting in a dynamic solution. Applications will include Max, Maya, XSI, Polyboost, Bodypaint, Deep UV, Photoshop, Zbrush, and Zmapper. Ways to utilize these techniques in your own pipeline and to develop your own next-gen workflow solutions will be discussed.
Idea Takeaway
Attendees will take away an understanding of several original processes for creating next-gen assets using key features from every major 3d package, Photoshop, and a handful of useful plug-ins. They will also have a better understanding of strategies to tackle unique challenges that arise using the tools they have available.
Intended Audience
This lecture is directed towards artists looking for creative and efficient ways to solve next gen asset creation problems. Artists from all game asset departments and all skill levels will find topics of relevance to their work. This talk requires basic knowledge of 3d applications and Next Gen game art concepts.










