Upcoming Events
Southwest Gaming Expo
11/20 - 11/22 @ Dallas, TX

Workshop on Network and Systems Support for Games (NetGames 2009)
11/23 - 11/25 @ Paris, France

ICIDS 2009 Interactive Storytelling
12/9 - 12/11 @ Guimarães, Portugal

Global Game Jam
1/29 - 1/31  

More events...


Quick Stats
9260 people currently visiting GDNet.
2341 articles in the reference section.

Help us fight cancer!
Join SETI Team GDNet!



Link to us

Link to us

  Intel sponsors gamedev.net search:   

2008 Austin GDC Coverage Part 1


In this coverage..

Page 1: Bringing the Power of YouTube to your Games

Gamers have always been passionate about sharing their gaming experiences online. Using the YouTube APIs, several games have implemented in-game capture and upload to YouTube, where their users further engage with the game and other gamers. Casual games and virtual worlds are enhancing their applications using YouTube’s video content and community data. This talk focuses on the business case, technical details and examples of API implementations. It will end with a brainstorming session on how you can use the YouTube APIs!

Page 2: Developing Games With Open Source Technologies - All-day Tutorial

Open source technologies bring cutting edge innovation, source code accessibility, rich community support, and a pricetag that can't be beat to developers in every industry - including the online game industry. In this one day mini-track you will learn first-hand from leading game developers and technology providers about open source game engines, tools, and server technologies that are changing the economics of online game development today.

Open Source Technology: Views from the big chair

With the cost of game development skyrocketing across all platforms, managing cost and leveraging communities is becoming an important part of the development process. Hear from game and tool developers how open source technologies are helping them do their jobs better and cost effectively.

3D Game Engines

Building your next big 3D game doesn't mean that you need a big commercial 3D engine to bring your game to market! Hear from lead developers in several open source 3D engine communities about the features and benefits of these engines.

Tumbling, falling and breaking: Bullet open source, professional physics engine

Bullet is used by professional game developers on PlayStation 3, XBox 360, Wii, Mac, iPhone, PC etc. It has been optimized for PlayStation 3 SPU in collaboration with Rockstar. Several commercial game companies and movie companies use it and make contributions. This talk will discuss open source combined with proprietary software development, licensing issues and collaboration with big game studios.

Developer Pipeline: Filling your tool chain

What tools do you need in your toolchain to build a complete production pipeline? Where do find these tools and how do they work together? From IDEs to graphic tools, this session explores everything you need to make sure you can complete your game, all using open source technologies!

Project Snowman: The Project Darkstar Demo

Project Snowman is an action online game that uses the open source Project Darkstar server technology. This session will demonstrate how the game was made and how easy it is to build an online game using the Project Darkstar technology.

Page 3: From Development to Launch: the Keys to Building a Successful Free-to-Play MMO

Free-to-play online games have proven to be very successful from both a community building and revenue generating perspective, and the development model behind free-to-play has become increasingly appealing for many developers. This session calls current and potential developers to a 101 session on developing and publishing a free-to-play MMO.

Page 4: Utilizing Flash® for Game UI Development

Flash expert Grant Skinner discusses the current state of UI development and the growing use of Flash as a serious development tool. Skinner describes how Flash as a language has matured; the challenges, drawbacks, and advantages of Flash for game development; and different methods of integration with game engines. In addition, Skinner and BioWare Senior Programmer Graham Wihlidal elaborate on BioWare’s use of Flash-based Scaleform GFx to create user interfaces and Flash content for their hit game Mass Effect.

Page 5: Hardcore Games for Casual Audiences

Jesse Schell has made a career out of taking hardcore videogame concepts, such as flight simulators, first person shooters, and MMORPGs, and turning them into games loved by casual players. In this talk, he will give examples from interactive theme park attractions, MMOs for kids and family (such as Toontown Online and Pixie Hollow Online), as well as serious games. In combination, these examples will show some underlying principles that can expand the audience of any game.

Page 6: Making a Web-Based MMO in Your Attic With Shockwave

Come see how a slightly insane husband and wife team made an MMO in their attic that attracts over a million unique players every month. Sherwood Dungeon is a popular web-based 3D fantasy MMO created with Adobe Director. This talk includes a technical overview of using Shockwave for web-based MMO delivery and covers the approaches we choose for Sherwood - some of which actually worked! Topics include procedural content creation, strategies for optimizing content and a short demonstration of Sherwood's island generator. Overcoming some the barriers associated with being small and independent will be covered along with the many mistakes made along the way.

Page 7: Unlocking Flash to Build the Next Great MMO

Flash is gaining popularity as a platform for MMO development due to its quick startup time, and also wide install base. This session will explore how Flash can be used to create MMOs and how to avoid common development problems.

This session will examine the feasibility of Flash as a platform, which includes details of how to effectively handle the networking demands of an MMO, and technical issues for developing content. The talk will also address possible ways to fast-load content delivery, and optimize client responsiveness. Each of these areas will be supported by experience and, in many cases, demo applications.



Page 1


Contents
  Table of Contents
  Page 1
  Page 2
  Page 3
  Page 4
  Page 5
  Page 6
  Page 7

  Printable version
  Discuss this article

The Series
  Part One
  Part Two