Come and level up your VFX coding skills

Looking to learn learn alternative approaches to emitting particles from game environment elements, characters and various other renderable objects utilizing shaders and compute and textures to drive and animate particle emission for GPU-based particle systems?

Then you need to come to the Game Developers Conference in San Francisco next March because it’s going to be packed with practical, informative sessions, including a talk by veteran game dev Christina Coffin on just this subject.

In her Programming track talk “Beyond Emitters: Shader and Surface Driven GPU Particle FX Techniques” Coffin will share details on how particle emitting surfaces and shaders can transfer material attributes and other properties to various spawned particle types. Critically, her talk will cover technical implementation details, various optimizations, and workflow approaches.

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Parents, make sure to register for GDC 2018 childcare!

Game Developers Conference organizers are proud to continue their partnership with leading childcare provider KiddieCorp and offer GDC 2018 attendees access to an on-site children’s program.

So if you’re planning to bring kids with you when you attend GDC 2018 in San Francisco next March, please note that the advance deadline to register for the program is February 20th, 2018 — less than two months away!

You want to register early, because registration is handled on a first-come, first-served basis. It’s also possible to register on-site, but there is no guarantee KiddieCorp will be able to accommodate on-site registrations and doing so is not recommended.

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Reminder: Submit your game to the Unity 3D Game Art Challenge at GDC 2018

Hey devs, just a quick reminder: the Game Developers Conference and Unity Technologies have partnered to curate/host a 3D art contest for games using Unity, and the winners will be showcased at GDC 2018!

The contest is free to enter (you can do so via the Unity Game Art Challenge website) and the deadline to enter is this Sunday, December 31st

Judges will be rating the submitted games – which can be created for any game platform – based on the modeling, animation, and special effects of the 3D environments displayed in the videos, screenshots, and playable demos submitted.

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Make like a tree and leave time at GDC 2018 for this talk on UE4 foliage rendering

The 2018 Game Developers Conference is just a few months away, and it’s shaping up to be a smorgasbord of game industry insight — including a very cool talk from the folks at Epic Games about all the great foliage in Unreal Engine 4.

So make like a tree and leave time in your GDC 2018 schedule to see Epic’s Ryan Brucks deliver a talk (part of the Visual Arts track!) on “Realistic Foliage Imposter and Forest Rendering in UE4.”

Come learn how efficient and accurate imposters can be used to render vast forest scenes in UE4. Brucks will explain how a hybrid combination of techniques can be employed to get high quality with high performance.

Advanced features such as pixel depth offset will be shown to match shadowing and geometry intersections. In addition, this lecture will be looking at a higher quality control version that uses a more expensive ray marching approach. You won’t want to skip it!

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Learn to better critique game projects!

The end of the year is nearly here, and today Game Developers Conference organizers want to quickly let you know about one of the great talks taking place at GDC 2018 in March!

This session, part of the GDC 2018 Educators Summit, will see Carnegie Mellon’s Jessica Hammer and Broken Rules’ Martin Pichlmair explaining how you can more effectively critique games and game projects.

Their talk “Improving Critique of Game Projects with Expert and Peer Feedback” presents best practices, common challenges, and successful formats around providing critique. In addition to providing material on expert-led critique, Jessica Hammer and Martin Pichlmair will share two experimental approaches for improving peer feedback on game projects.

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Bungie to reveal the tools it uses to tell meaningful stories in Destiny 2

The Game Developers Conference in San Francisco next March is shaping up to be a fantastic show, and today organizers want to make sure you know about a great talk from Bungie about the storytelling in its 2017 hit Destiny 2.

The talk is about how the Destiny 2 team told stories in the game, but it’s on the Programming track of talks so you know it’s going to be both technical and unconventional.

The talk, “Walking, Talking, and Projectiles: Storytelling Tools in ‘Destiny 2‘”, will see Bungie senior tools engineer Evan Moran going in-depth into Bungie’s new visual scripting tool called the Scene Editor that builds stories by coordinating AI movement and behavior.

This technique for non-cinematic stories keeps players in the heart of the action; Moran plans to showcase several examples from the beginning of Destiny 2 and explore the ways this new visual language supports complex coordinated interactions while chronicling surprises and pitfalls the team encountered along the way.

Plus, we have lots more GDC 2018 announcements to make in the coming months. For more information about GDC 2018 visit the show’s official website, and subscribe to regular updates via Facebook, Twitter, or RSS.

Speaker Q&A: Prasert Prasertvithyakarn discusses character AI in Final Fantasy XV

Prasert Prasertvithyakarn is lead game designer at Square Enix Co. Ltd. and will be at GDC 2018 to present Walk Tall, My Friends: Giving Life to Ai-Buddies in ‘Final Fantasy XV’.

His Programming and Design talk will discuss the power of using characters in in-game storytelling and experience design and how to design AI structure that can support them. Here, Prasertvithyakarn gives us information about himself and what he does.

Don’t miss out! The Game Developers Conference in San Francisco next March is going to be full of interesting and informative sessions like Prasert’s. For more visit the show’s official website.

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King to reveal how it tried to implement Pixar’s ‘Brain Trust’ model – and why it went awry

The 2018 Game Developers Conference is coming up soon, so today organizers want to quickly let you know about a really interesting session taking place at the March event that’s all about how one big, successful company adopted the proven practices of another big, successful company — and why it went awry.

As part of the GDC 2018 Mobile Summit, King’s Stephen Jarrett and Rob Woodburn will be presenting an earnest talk about “Implementing Pixar’s Brain Trust Model at King, and How It All Went Wrong.”

Pixar’s Brain Trust is, of course, a small group of creative leaders at Pixar who oversee development on all movies. The group came about during the development of ‘Toy Story’ and is an open candid forum where creative leaders get together with a movie’s director to openly discuss problems and solutions.

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Come get a behind-the-scenes look at the data-driven design of Rainbow Six Siege

When you come to the Game Developers Conference next March you’re going to have your pick of a bevy of intriguing and informative expert talks to sit in on, including a very special presentation from Ubisoft.

The GDC 2018 Design track will be playing host to a cool talk from Ubisoft game director Leroy Athanassof and game intelligence analyst Geoffroy Mouret on “Intelligent Game Design on ‘Rainbow Six Siege” that promises to be fascinating. Together, the pair will explain how they managed to successfully keep their game in a healthy state by using data and shifting their design process to incorporate scientific methods.

They’ll show you how key metrics are carefully engineered to fit the issues at hand and provide the most relevant information for each problem, whether it’s been raised by data analysis or community feedback.

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Speaker Q&A: Astroneer dev Veronica Peshterianu explains how to succeed on a team without production

Veronica Peshterianu is a producer at Astroneer dev System Era Softworks and will be at GDC 2018 to present the talk “Hello, I’m Your Producer: Strategies for Succeeding On a Team without Production.”

Her Production & Team Management Track talk will discuss strategies that can be used by new producers stepping into the role for the first time, as well as introducing production methodologies for building a foundation of trust with a development team. Here, Peshterianu gives us information about herself and what she does.

Don’t miss out! The Game Developers Conference in San Francisco next March is going to be full of interesting and informative sessions like Veronica’s. For more visit the show’s official website.

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