Since it’s quite a long time after GDC 2011 and I never found the time to do a proper conference report, I thought I’d at least do a link roundup.
First, the GDC Vault has a Free Section with many presentation slides. Video for most talks is behind a paywall, but several notable talks have freely available video:
- The keynote by Satoru Iwata, President of Nintendo
- Classic Game Postmortem: PAC-MAN, by Toru Iwatani
- Classic Game Postmortem: PITFALL!, by David Crane
- Classic Game Postmortem: MARBLE MADNESS, by Mark Cerny
- Classic Game Postmortem: ELITE, by David Braben
- Classic Game Postmortem: RAID ON BUNGELING BAY, by Will Wright
- Classic Game Postmortem: MANIAC MANSION, by Ron Gilbert
- Classic Game Postmortem: OUT OF THIS WORLD/ANOTHER WORLD, by Eric Chahi
- Classic Game Postmortem: POPULOUS, by Peter Molyneux
- Classic Game Postmortem: PRINCE OF PERSIA, by Jordan Mechner
- Classic Game Postmortem: DOOM, by John Romero
- Classic Game Postmortem: BEJEWELED, by Jason Kapalka
There are several other talks with free video, mostly sponsored by companies such as Intel and NVIDIA.
The rest of this post will cover talks where the authors or their companies have made materials available outside the Vault – I haven’t checked, but I suspect there is a fair bit of overlap with the free section in the Vault.
Presentations from the “Advanced Visual Effects with DirectX 11” tutorial day:
- DX11 Performance Gems (Jon Jansen, NVIDIA)
- Deferred Shading Optimizations (Nicolas Thibieroz, AMD)
- Civilization 5 DX11 Technology (Dan Baker, Firaxis)
- Dragon Age 2 DX11 Technology (Andreas Papathanasis)
- DirectX 11 Rendering in Battlefield 3 (Johan Andersson, DICE)
- AMD’s Favorite Techniques I: DX11 Techniques in the HK2207 Demo (Takahiro Harada, AMD)
- AMD’s Favorite Techniques II: An Optimized Diffusion Depth of Field Solver (Holger Grün, AMD)
- AMD’s Favorite Techniques III: DirectCompute Accelerated Separable Filters (Jon Story, AMD)
- Tessellation on Any Budget (John McDonald, NVIDIA)
- High Performance Post Processing (Nathan Hoobler, NVIDIA)
These are hosted on the AMD conference presentations page, which also has a few other AMD presentations:
- Efficient Compute Shader Programming (Bill Bilodeau, AMD)
- Optimizing and Debugging Graphics Applications with AMD’s GPU PerfStudio 2.5 (Gordon Selley and Peter Lohrmann, AMD)
- Programming for AMD’s Fusion (Richard Huddy and Jin Ran, AMD)
Presentations from the “Physics for Game Programmers” tutorial day (these are only some of the presentations, it looks like the rest are up on the Vault’s free section):
- Soft Constraints: Reinventing the Spring (Erin Catto, Blizzard)
- Numerical Integration (Jim Van Verth, Insomniac)
- Networking for Physics Programmers (Glenn Fiedler, SCEA Santa Monica) (Keynote file)
Presentations from the Technical Artist Bootcamp can be found here – links to individual presentations follow:
- In Advocacy of Tech Art (Keith Self-Ballard, Volition)
- Making Tools Your Artists Will Actually Use (Scott Goffman, Blizzard)
- Ending The Culture War (Rob Galanakis, Bioware)
- TA Personality Assessment (Seth Gibson, Microsoft Game Studios)
- Epic Fail (Steve Theodore, Undead Labs)
- Tech Art and Databases (Adam Pletcher, Volition)
- Using Sim Data In Realtime With Video Textures (Bryan Moss, THQ) (Videos)
- Shader Techniques in Portal 2 (Bronwen Grimes, Valve)
DICE had quite a few presentations at GDC, many related to real-time rendering. All DICE presentations can be found on their publications page.
One DICE presentation of particular interest, Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look (Colin Barre-Brisebois) can also be found on the author’s blog, along with an addendum.
NVIDIA also had a good number of presentations, to be found on their GDC 2011 page. An especially notable one (jointly presented with covered the Epic “Samaritan” demo, intended both to show off the Unreal Engine’s DX11 feature set, and to set a quality bar for the makers of next-generation consoles (the demo was shown on a machine with three GeForce GTX 580 cards connected via SLI, so definitely a “futuristic” system). Online material for the Samaritan demo includes the presentation slides, video of the demo, and some additional technical details on the underlying technology.
Intel also has a dedicated web page for their GDC 2011 presentations. Two especially interesting ones covered Order-Independent Transparency and Dynamic Resolution Rendering. Additional organizations with multiple talks at GDC included AutoDesk and Khronos.
The talk Mega Meshes: Modeling, Rendering and Lighting a World Made of 100 Billion Polygons (Ben Sugden & Michal Iwanicki, Lionhead) presented some unique rendering technology they developed for the (cancelled) game, Milo & Kate. Additional online materials include a video and a second video.
Other rendering talks with online materials include Anti-Aliasing From a Different Perspective (Dmitry Andreev, LucasArts), Practical Occlusion Culling on PS3 (Will Vale, Second Intention), Normal Offset Shadows (poster by Daniel Holbert, High Moon), HTML5 and Other Modern Browser Game Tech (Vincent Scheib, Google), and several presentations that Wolfgang Engel (Confetti) gave at the Intel booth.
Two animation talks also have online materials: The Animation of Halo: Reach: Raising the Bar (Joe Spataro & Tam Armstrong, Bungie), and An Automated Pipeline for Generating Run-Time Rigs (Adam Mechtley, Candlelight Interactive), as well as three non-graphics engineering talks: Forensic Debugging: How To Autopsy, Repair, and Reanimate a Release-built Game (Elan Ruskin, Valve), I Shot You First! Gameplay Networking in Halo: Reach (David Aldridge, Bungie) (there is also a much smaller file without video), and Message Queuing on a Large Scale (Jon Watte, IMVU).
For the sake of completeness, I’ll also list the design, production, and business presentations and videos I found online:
- Creating Satisfying Combat Experiences (Joel Goodsell, Insomniac)
- Industry Lessons Learned and Applying Them to the Road Ahead (Cliff Bleszinski, Epic)
- Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience (Mark Ambinder, Valve)
- An Apology for Roger Ebert (Brian Moriarty, Worcester Polytechnic)
- The Identity Bubble – A Design Approach to Character and Story Creation (Matthias Worch, Visceral Games)
- Paying to Win (Ben Cousins, EA)
- Prototype Through Production: Pro Guitar in ROCK BAND 3 (Jason Booth & Sylvain Dubrofsky, Harmonix)
- Intuition vs. Metrics: How Social Game Design Has Evolved (Laralyn McWilliams & Brenda Brathwaite, Loot Drop)
- We Don’t Need no Stinkin’ Badges: How to Re-invent Reality Without Gamification (Jane McGonigal, Gameful)
- Player-Driven Stories: How Do We Get There? (Kent Hudson, 2K Marin)
- The Game of Platform Power (Daniel Cook, Spry Fox)
- The Game Design Challenge (YouTube video)
If you find any other presentations online, please put a link in the comments to this post.