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February 27, 2007

Sony Previews PlayStation® Edge PS3 Toolkit at GDC

Presenting PlayStation® Edge: Advanced Graphics Tools and Technologies for PlayStation 3 Development
Speakesr: Mark Cerny (Cerny Games), Jon Olick (Lead Programmer, Naughty Dog), Vince Diesi (Principal Programmer, SCE Worldwide Studios)
Wednesday 2:30pm — 3:30pm
Room 135, North Hall

Three first party technology teams within Sony -- the WWS Europe Advanced Technology Group, WWS America ICE team, and WWS America Tools and Technology group -- have combined to create PlayStation® Edge, a set of cutting edge technologies for imminent release to all PlayStation 3 developers. Rather than an overarching engine, these teams have chosen to create specialized systems that demonstrate best practices of SPU and RSX utilization. A unique tool for RSX performance analysis, extensively used in the tuning of first party titles, will also be presented.

Idea Takeaway
This session is intended for programmers creating PlayStation 3 content.

Intended Audience
Attendees will learn about the new PlayStation® Edge tools and technologies for PlayStation 3.

https://www.cmpevents.com/GD07/a.asp?option=C&V=11&SessID=5133

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January 03, 2007

Preview Build: Sony Shares First Party PS3 Secrets

Jamil Hi, this is Jamil Moledina, the executive director of the Game Developers Conference. I'll be blogging weekly under the heading "Preview Build" to alert you to some of the latest news on GDC, along with the context as to how they fit into emerging trends in game development.

Today, we posted two new talks to the site, Real-World SPU Usage and RSX Best Practices, that expose publicly for the first time the tools and techniques that Sony's first party developers used to create their launch titles.

These intermediate level talks go beyond the simple architecture descriptions previously disclosed to describe the real-world lessons of building for the PlayStation 3. Furthermore, these sessions aim to simplify the complexity cited by some developers in creating games for the platform. Anyone considering or who is already knee-deep in programming for the next gen platform must attend these sessions.

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December 05, 2006

Dragged Kicking and Screaming: Source Multicore

Today's highlighted session is "Dragged Kicking and Screaming: Source Multicore", a talk by Tom Leonard, Senior Engineer at Valve. What's cool about this session is that Valve is pretty close-mouthed about some of their processes, so it's exciting to be able to hear frank talk about what they do and how they do it. Valve is, after all, a well-respected developer with some great ideas churning away in their games. Here's what our content advisory board had to say about this talk:

While almost certainly just for PC, this is exactly the kind of talk I'm looking for. Modern, from a reputable developer, etc. Sign me up!

Sounds awesome, exactly what we need, talks about failure...we should see if he'd do two hours and go into excruciating detail!

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November 22, 2006

Session of the Week

MarvelThe highlighted session this week is from the Programming track and selected to help celebrate the Wii selling out. "Designing Revolutionary Controls" will be given by Jesse Raymond and Mike Chrzanowski of Vicarious Visions. The session covers the challenges of bringing a title from a standard controller to the Wii controller.

Read on to learn more about this session...

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November 10, 2006

Session of the Week

RareOur highlighted session this week is from the programming track. "Shared Technology at Rare: Good and Bad" will be given by Tom Grove, a Senior Software Engineer at Rare. Grove will discuss the shared technology used at Rare for the production of Xbox 360 and earlier titles and the role of internal shared technology in the context of sophisticated middleware. Read on to learn more about his session.

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