差分表示
- 最後の更新で追加された行はこのように表示します。
- 最後の更新で削除された行は
このように表示します。
*見やすいリスト [#u81aaec3]
http://www.gdconf.com/schedule/user/676/
優先1位の講義のリスト。これに従って動く予定。
2位以下も部屋番号はメモっておいたほうがいいか…
*見にくいリスト [#ue617cc0]
興味が沸いたものをかたっぱしから列挙。
同じ時間枠なら、上にあるほど優先。
schedule builderに優先順位機能ほしいなぁ
講義以外のイベントも時系列順に挿入済み。
**月曜 [#y5684483]
+Core Techniques and Algorithms in Shader Programming (105)
**火曜 [#kf2fad72]
+Physics for Games Programmers (203)
--------------------------------------------------------------------------------
7:00 PM 7:30 PM
Japanese Orientation
--------------------------------------------------------------------------------
8:00 PM 10:00 PM
East Meets West Reception
Jillian's, 101 Fourth St @ Mission Street
**水曜 [#m0e3111f]
Wed 9:00 AM 10:00 AM
+TR1: C++ on the Move
--------------------------------------------------------------------------------
Wed 10:30 AM 11:30 AM いまひとつな枠
+Bridging the Creative Void: Composing Character Performances With the Havok Behavior Tool (Sponsored by Havok)
+Massive Multi-core CPUs & Gaming
--------------------------------------------------------------------------------
Wed 12:00 PM 1:00 PM
+Challenging Everyone: Dynamic Difficulty Deconstructed
--動的な難易度調整
+Embodied Agents in Dynamic Worlds
--動的に変化する世界でのルート探索
+Athletic Performance: Intelligent Believable Characters
+Casual Games and Windows Vista: The Real Story on What It Means For Casual Games (Sponsored by Microsoft)
+D3D10 Unleashed: New Features and Effects (Sponsored by Microsoft)
--------------------------------------------------------------------------------
Wed 1:00 PM 2:00 PM
+True Imposters
--ディスプレースメントマッピングを使った、ものすごいビルボード
--------------------------------------------------------------------------------
Wed 2:30 PM 5:00 PM
+Experimental Gameplay Sessions
--実験的なゲームの展覧会っぽい。プレゼンターにValveの中の人が
Wed 2:30 PM 3:30 PM
+Frostbite Rendering Architecture and Real-Time Procedural Shading and Texturing Techniques (Sponsored by AMD)
--graph-based visual shader authoring, procedural shading and texturing techniques
--3Dの最先端な話をひとつくらい聞いておこう
+Blindtesting
--開発プロセスの話。ただのプレイテスト以上の何か
+Writing For The Hero with a Thousand Faces - Storytelling Challenges and Gears of War
--ストーリーとプレーヤーの関係(player connection)の話。ストーリーの作り方
+Feud No More: Learning to Love the Hybrid Web/Download Casual Game
--C++で書かれたゲームとWebサービスの統合
+Building High Performance Games using Visual C++ 2005
--VC2005の機能の話が主みたい
Wed 4:00 PM 5:00 PM
+Painting an Interactive Musical Landscape
--任天堂の近藤さんの話。音楽わからなくても聞く価値ありそう
+Designing Revolutionary Controls
--海外のローンチタイトルでのWiiコンの話。audience analysisとかもあるのでよさそうだ
+Using BitTorrent for Something Other Than Piracy
--コンテンツ配布システムとしてのP2Pの使い方っぽい
--------------------------------------------------------------------------------
GDC Expo
North Hall 9AM-6PM
West Hall 10AM-6PM
--------------------------------------------------------------------------------
Game Developers Choice & IGF Awards
6:30-8:30PM
**木曜 [#s755fed9]
Thu 9:00 AM 10:00 AM
+The Look of Viva Pinata: A Detailed Tour Of The Graphics Engine
--あつまれ!ピニャータのグラフィックスエンジン
+Designing GEARS OF WAR: Iteration Wins
--GEARS OF WARのゲームデザインの話
+Saints Row Multiprocessing Architecture
--ロードバランシングの話も
+Novint Falcon: Adding realistic 3D touch into your games (Sponsored by Novint)
--フォースフィードバックつき3Dマウス。単純に面白そう
+Building Blocks for Multi-Threaded Games (Sponsored by Intel)
+The Ups and Downs of Downloadable Content: Developing Content for GRAW 360
--ダウンロードコンテンツの話。ゲームへの統合から宣伝まで
+The Four Most Important Emotions of Game Design
+LucasArts: True Next Generation Gameplay in Service of Story & Character
--よくわからん。creating better stories and charactersとか、全般的な話?
--------------------------------------------------------------------------------
Thu 10:30 AM 11:30 AM
+Keynote: A Creative Vision - Shigeru Miyamoto (Nintendo)
+Deep Integration: Havok Physics in Next Generation Ubisoft Games (Sponsored by Havok)
+Debugging and Tuning Multi-Threaded Games (Sponsored by Intel)
--インテルのツールが出てくるものの、一般的な落とし穴なども聞けそう
--------------------------------------------------------------------------------
Thu 12:00 PM 1:00 PM
+Next Generation Destruction in the UE3 Engine
--今のところ説明なし
+MotoGP'06 for Xbox 360: A Post-Mortem of our Next-Gen Tool Chain
--自前のモデリング・テクスチャリングツールを作ることの長所と短所
+Final Fantasy XII Postmortem
--GDCの話に似てる感じがする
--------------------------------------------------------------------------------
Thu 1:00 PM 2:00 PM
+Easy Multi-language Development and Cheat Detection With Google Web Toolkit
--------------------------------------------------------------------------------
Thu 2:30 PM 3:30 PM
+Creating Innovative Launch Titles for the Nintendo Wii and Its Unique Controller
--すばやいプロトタイピング、うまいチュートリアルの方法など
+Testing Techniques, Tools, and Tips
--効率よくカバレッジも高いテスト。さらにマルチプレーヤー時の問題も
+The Game Design Challenge: The Needle and Thread Interface
--針と糸と布切れでゲームを作る!
+NVIDIA Demo Team Secrets - Cascades (Sponsored by NVIDIA)
--realistic shading and displacement mapping techniques
--GPU water particle system
+Is There Anything Comparable to Spherical Harmonics But Simpler?
--球面調和関数に近い効果を簡単に得る方法
+Turbulence and Integration PhysX in the Source Engine and Advance Functionality of PhysX SDK (Sponsored by AGEIA)
--------------------------------------------------------------------------------
Thu 4:00 PM 6:00 PM
+Evolve: Character Pipeline Advances for Next-gen Titles
--キャラクターモデリングの効率よい方法?
Thu 4:00 PM 5:00 PM
+A LocoRoco Postmortem: Making Happiness into Gameplay
--Can you make a game that is pure happiness?
+Designing Games for Everyone: Harmonix Design in Practice
--誰もを楽しませるゲームの作り方
--"easy to pick up and hard to master"
--Guitar HeroとKaraoke Revolutionの会社らしい
+Exploration: From Systems to Spaces to Self
--ゲーム内の「探索」をユーザーに楽しませる方法
+4D in Zero Space: Living Games with Procedural Textures
--時間とともに変化するテクスチャの生成
Thu 5:30 PM 6:30 PM
+3D Tricks: Engineering Innovation on the Nintendo DS
--DSハードの使いこなしの話
+Reflections of Zelda
--ゼルダの歴史
+How To Animate a Character You've Never Seen Before
--ユーザの作ったキャラクターをどうアニメーションさせるか
--------------------------------------------------------------------------------
Thu 7:00 PM 8:00 PM
+The Programmers Challenge
**金曜 [#b06ef5c8]
Fri 9:00 AM 10:00 AM
+Skinning with Dual Quaternions
+Cross Application Asset Creation for LAIR: From Characters to Clouds
--あらゆるデータ作成の話
+Game Design in Agile Development
--------------------------------------------------------------------------------
Fri 10:00 AM 10:50 AM
+Inside Cryptic Studios: Art, Programming, and Design
--各職種の役割とコラボレーション
Fri 10:30 AM 11:30 AM
+Rethinking the Development Timeline
--脳トレの短期間開発の話
--よいツール・ライブラリが開発を加速する
+Meeting Players Halfway: Using Adaptive Systems to Prevent Player Frustration
--Adaptive Training and Adaptive Difficulty.
+Dealing with Destruction: AI From the Trenches of Company of Heroes
--------------------------------------------------------------------------------
Fri 12:00 PM 1:00 PM
+Three Approaches to Halo-style Behavior Tree AI
+Applied Physics: MotorStorm
+Classroom to the Console: The Autobiography of flOw
+Light and Darkness of 2D Gaming
Fri 12:00 PM 12:20 PM
+Hair Styling: A Teenager's Dream, An Artist's Nightmare
+Sphere Maps With the Near-equal Solid-angle Property
+3D in 3D: Rendering Anaglyph Stereographics in Real-time
Fri 12:20 PM 12:40 PM
+Sort-Independent Alpha Blending
+Projection Matrix Tricks
--投影行列を使ってシェーダーなしでエフェクトを実現。具体的なことは書いてない
+Pre-computed Light Carving into Meshes
--事前計算したライトや影の情報を、テクスチャではなく頂点に埋め込む
Fri 12:40 PM 1:00 PM
+Game Sketching
+Realtime Physically Based Sound Synthesis for Games
--------------------------------------------------------------------------------
GDC Expo
North Hall 9AM-3PM
West Hall 10AM-3PM
IGF Pavilion
9AM -3PM
--------------------------------------------------------------------------------
Fri 2:30 PM 3:30 PM
+SPORE's Magic Crayons
--プレイヤー自身が創造力を発揮するようなゲームをどう作っていくかという話?
--可能性空間という考え方がキーらしい
+Advanced Audio Techniques in UnrealEngine3 (Sponsored by Creative Labs)
Fri 2:30 PM 5:00 PM
+8 Bit: A Documentary about Art and Video Games
Fri 4:00 PM 5:00 PM
+Shared Technology at Rare: Good and Bad
--技術共有について。社内ミドルウェアの役割や、それを開発するチームの働きの話も。
+Automatic Generation of Dynamics Models
--物理演算用モデルを描画用モデルから自動生成する話
+Narrative Landscapes: Shaping Player Experience through World Geometry
--レベルデザインの話。適切なプレイヤーのナビゲーションの仕方や、感情のコントロールなど。
--------------------------------------------------------------------------------
日本人参加者打ち上げ
開始日時 2007年 3月 9日 (金曜日) 17時00分 (GMT+09:00)
終了日時 2007年 3月 9日 (金曜日) 19時00分 (GMT+09:00)
最終日のセッション終了後に、モスコーニセンター入り口周辺に集まって、近くのどこかで打ち上げ会をやります。
--------------------------------------------------------------------------------
8:00PM
Video Games Live
Nob Hill Masonic Auditorium
*Expo詳細 [#ibe247f3]
空いた時間に見に行こう
http://www.gdconf.com/expo/index.htm
West Hall - The place where companies reveal their latest tools and technologies critical to game development.
West Hall Expo Hours:
Wednesday, March 7 - 10:00am-6:00pm
Thursday, March 8 - 10:00am-6:00pm
Friday, March 9 - 10:00am-3:00pm
North Hall - The community-centric hall where you can explore new offerings from both established and emerging companies.
North Hall Expo Hours:
Wednesday, March 7 - 9:00am-6:00pm
Thursday, March 8 - 9:00am-6:00pm
Friday, March 9 - 9:00am-3:00pm
*見やすいリスト [#u81aaec3]
http://www.gdconf.com/schedule/user/676/
優先1位の講義のリスト。これに従って動く予定。
2位以下も部屋番号はメモっておいたほうがいいか…
*見にくいリスト [#ue617cc0]
興味が沸いたものをかたっぱしから列挙。
同じ時間枠なら、上にあるほど優先。
schedule builderに優先順位機能ほしいなぁ
講義以外のイベントも時系列順に挿入済み。
**月曜 [#y5684483]
Mon 10:00 AM 6:00 PM
+Core Techniques and Algorithms in Shader Programming (105) / Room 3010, West Hall
**火曜 [#kf2fad72]
Tue 10:00 AM 6:00 PM
+Physics for Games Programmers (203) / Room 3011, West Hall
--------------------------------------------------------------------------------
7:00 PM 7:30 PM
Japanese Orientation
--------------------------------------------------------------------------------
8:00 PM 10:00 PM
East Meets West Reception / Jillian's, 101 Fourth St @ Mission Street
**水曜 [#m0e3111f]
Wed 9:00 AM 10:00 AM
+TR1: C++ on the Move / Room 2007, West Hall
--------------------------------------------------------------------------------
Wed 10:30 AM 11:30 AM いまひとつな枠
+Bridging the Creative Void: Composing Character Performances With the Havok Behavior Tool (Sponsored by Havok) / Room 3011, West Hall
+Massive Multi-core CPUs & Gaming / Room 3002, West Hall
--------------------------------------------------------------------------------
Wed 12:00 PM 1:00 PM
+Challenging Everyone: Dynamic Difficulty Deconstructed / Room 2009, West Hall
--動的な難易度調整
+Embodied Agents in Dynamic Worlds / Room 3000, West Hall
--動的に変化する世界でのルート探索
+Athletic Performance: Intelligent Believable Characters / Room 3010, West Hall
+Casual Games and Windows Vista: The Real Story on What It Means For Casual Games (Sponsored by Microsoft) / Room 2010, West Hall
+D3D10 Unleashed: New Features and Effects (Sponsored by Microsoft) / Room 3004, West Hall
--------------------------------------------------------------------------------
Wed 1:00 PM 2:00 PM
+True Imposters / Poster Session Area
--ディスプレースメントマッピングを使った、ものすごいビルボード
--------------------------------------------------------------------------------
Wed 2:30 PM 5:00 PM
+Experimental Gameplay Sessions / Room 134, North Hall
--実験的なゲームの展覧会っぽい。プレゼンターにValveの中の人が
Wed 2:30 PM 3:30 PM
+Frostbite Rendering Architecture and Real-Time Procedural Shading and Texturing Techniques (Sponsored by AMD) / Room 3002, West Hall
--graph-based visual shader authoring, procedural shading and texturing techniques
--3Dの最先端な話をひとつくらい聞いておこう
+Blindtesting / Room 3016, West Hall
--開発プロセスの話。ただのプレイテスト以上の何か
+Writing For The Hero with a Thousand Faces - Storytelling Challenges and Gears of War / Room 2009, West Hall
--ストーリーとプレーヤーの関係(player connection)の話。ストーリーの作り方
+Feud No More: Learning to Love the Hybrid Web/Download Casual Game / Room 2007, West Hall
--C++で書かれたゲームとWebサービスの統合
+Building High Performance Games using Visual C++ 2005 / Room 3004, West Hall
--VC2005の機能の話が主みたい
Wed 4:00 PM 5:00 PM
+Painting an Interactive Musical Landscape / Room 135, North Hall
--任天堂の近藤さんの話。音楽わからなくても聞く価値ありそう
+Designing Revolutionary Controls / Room 3010, West Hall
--海外のローンチタイトルでのWiiコンの話。audience analysisとかもあるのでよさそうだ
+Using BitTorrent for Something Other Than Piracy / Room 3018, West Hall
--コンテンツ配布システムとしてのP2Pの使い方っぽい
--------------------------------------------------------------------------------
GDC Expo
North Hall 9AM-6PM
West Hall 10AM-6PM
--------------------------------------------------------------------------------
Game Developers Choice & Independent Games Festival Awards
6:30-8:30PM
**木曜 [#s755fed9]
Thu 9:00 AM 10:00 AM
+The Look of Viva Pinata: A Detailed Tour Of The Graphics Engine / Room 131, North Hall
--あつまれ!ピニャータのグラフィックスエンジン
+Designing GEARS OF WAR: Iteration Wins / Room 135, North Hall
--GEARS OF WARのゲームデザインの話
+Saints Row Multiprocessing Architecture / Room 2009, West Hall
--ロードバランシングの話も
+Novint Falcon: Adding realistic 3D touch into your games (Sponsored by Novint) / Room 3011, West Hall
--フォースフィードバックつき3Dマウス。単純に面白そう
+Building Blocks for Multi-Threaded Games (Sponsored by Intel) / Room 3002, West Hall
+The Ups and Downs of Downloadable Content: Developing Content for GRAW 360 / Room 2007, West Hall
--ダウンロードコンテンツの話。ゲームへの統合から宣伝まで
+The Four Most Important Emotions of Game Design / Room 2024, West Hall
+LucasArts: True Next Generation Gameplay in Service of Story & Character / Room 3020, West Hall
--よくわからん。creating better stories and charactersとか、全般的な話?
--------------------------------------------------------------------------------
Thu 10:30 AM 11:30 AM
+Keynote: A Creative Vision - Shigeru Miyamoto (Nintendo) / Esplanade, South
+Deep Integration: Havok Physics in Next Generation Ubisoft Games (Sponsored by Havok) / Room 3011, West Hall
+Debugging and Tuning Multi-Threaded Games (Sponsored by Intel) / Room 2012, West Hall
--インテルのツールが出てくるものの、一般的な落とし穴なども聞けそう
--------------------------------------------------------------------------------
Thu 12:00 PM 1:00 PM
+Next Generation Destruction in the UE3 Engine / Room 3011, West Hall
--今のところ説明なし
+MotoGP'06 for Xbox 360: A Post-Mortem of our Next-Gen Tool Chain / Room 131, North Hall
--自前のモデリング・テクスチャリングツールを作ることの長所と短所
+Final Fantasy XII Postmortem / Room 135, North Hall
--GDCの話に似てる感じがする
--------------------------------------------------------------------------------
Thu 1:00 PM 2:00 PM
+Easy Multi-language Development and Cheat Detection With Google Web Toolkit / Poster Session Area
--------------------------------------------------------------------------------
Thu 2:30 PM 3:30 PM
+Creating Innovative Launch Titles for the Nintendo Wii and Its Unique Controller / Room 2024, West Hall
--すばやいプロトタイピング、うまいチュートリアルの方法など
+Testing Techniques, Tools, and Tips / Room 2007, West Hall
--効率よくカバレッジも高いテスト。さらにマルチプレーヤー時の問題も
+The Game Design Challenge: The Needle and Thread Interface / Room 3020, West Hall
--針と糸と布切れでゲームを作る!
+Next Generation Game Development: All Machine Or Man? / Room 135, North Hall
--ロックマン・デッドライジング・ロストプラネットで有名らしい稲船敬二さん
--マシンパワーとゲームデザインの兼ね合いの話らしい
+NVIDIA Demo Team Secrets - Cascades (Sponsored by NVIDIA) / Room 3018, West Hall
--realistic shading and displacement mapping techniques
--GPU water particle system
+Is There Anything Comparable to Spherical Harmonics But Simpler? / Room 3000, West Hall
--球面調和関数に近い効果を簡単に得る方法
+Turbulence and Integration PhysX in the Source Engine and Advance Functionality of PhysX SDK (Sponsored by AGEIA)
--------------------------------------------------------------------------------
Thu 4:00 PM 6:00 PM
+Evolve: Character Pipeline Advances for Next-gen Titles / Room 2024, West Hall
--キャラクターモデリングの効率よい方法?
Thu 4:00 PM 5:00 PM
+A LocoRoco Postmortem: Making Happiness into Gameplay / Room 135, North Hall
--Can you make a game that is pure happiness?
+Designing Games for Everyone: Harmonix Design in Practice / Room 3001, West Hall
--誰もを楽しませるゲームの作り方
--"easy to pick up and hard to master"
--Guitar HeroとKaraoke Revolutionの会社らしい
+Exploration: From Systems to Spaces to Self / Room 3020, West Hall
--ゲーム内の「探索」をユーザーに楽しませる方法
+4D in Zero Space: Living Games with Procedural Textures / Room 3007, West Hall
--時間とともに変化するテクスチャの生成
Thu 5:30 PM 6:30 PM
+3D Tricks: Engineering Innovation on the Nintendo DS / Room 2007, West Hall
--DSハードの使いこなしの話
+Reflections of Zelda / Room 135, North Hall
--ゼルダの歴史
+How To Animate a Character You've Never Seen Before / Room 3001, West Hall
--ユーザの作ったキャラクターをどうアニメーションさせるか
--------------------------------------------------------------------------------
Thu 7:00 PM 8:00 PM
+The Programmers Challenge / Room 132, North Hall
**金曜 [#b06ef5c8]
Fri 9:00 AM 10:00 AM
+Skinning with Dual Quaternions / Room 2009, West Hall
+Cross Application Asset Creation for LAIR: From Characters to Clouds / Room 135, North Hall
--あらゆるデータ作成の話
+Game Design in Agile Development / Room 2024, West Hall
--------------------------------------------------------------------------------
Fri 10:00 AM 10:50 AM
+Inside Cryptic Studios: Art, Programming, and Design / Room 2020, West Hall
--各職種の役割とコラボレーション
Fri 10:30 AM 11:30 AM
+Rethinking the Development Timeline / Room 135, North Hall
--脳トレの短期間開発の話
--よいツール・ライブラリが開発を加速する
+Meeting Players Halfway: Using Adaptive Systems to Prevent Player Frustration / Room 2007, West Hall
--Adaptive Training and Adaptive Difficulty.
+Dealing with Destruction: AI From the Trenches of Company of Heroes / Room 131, North Hall
--------------------------------------------------------------------------------
Fri 12:00 PM 1:00 PM
+Three Approaches to Halo-style Behavior Tree AI / Room 3000, West Hall
+Applied Physics: MotorStorm / Room 3001, West Hall
+Classroom to the Console: The Autobiography of flOw / Room 125, North Hall
+Light and Darkness of 2D Gaming / Room 135, North Hall
Fri 12:00 PM 12:20 PM
+Hair Styling: A Teenager's Dream, An Artist's Nightmare / Room 3016, West Hall
+Sphere Maps With the Near-equal Solid-angle Property / Room 2009, West Hall
+3D in 3D: Rendering Anaglyph Stereographics in Real-time / Room 2024, West Hall
Fri 12:20 PM 12:40 PM
+Sort-Independent Alpha Blending / Room 2024, West Hall
+Projection Matrix Tricks / Room 2009, West Hall
--投影行列を使ってシェーダーなしでエフェクトを実現。具体的なことは書いてない
+Pre-computed Light Carving into Meshes / Room 3016, West Hall
--事前計算したライトや影の情報を、テクスチャではなく頂点に埋め込む
Fri 12:40 PM 1:00 PM
+Game Sketching / Room 2024, West Hall
+Realtime Physically Based Sound Synthesis for Games / Room 3006, West Hall
--------------------------------------------------------------------------------
GDC Expo
North Hall 9AM-3PM
West Hall 10AM-3PM
IGF Pavilion
9AM -3PM
--------------------------------------------------------------------------------
Fri 2:30 PM 3:30 PM
+SPORE's Magic Crayons / Room 3001, West Hall
--プレイヤー自身が創造力を発揮するようなゲームをどう作っていくかという話?
--可能性空間という考え方がキーらしい
+Advanced Audio Techniques in UnrealEngine3 (Sponsored by Creative Labs) / Room 3004, West Hall
Fri 2:30 PM 5:00 PM
+8 Bit: A Documentary about Art and Video Games / Room 132, North Hall
Fri 4:00 PM 5:00 PM
+Shared Technology at Rare: Good and Bad / Room 135, North Hall
--技術共有について。社内ミドルウェアの役割や、それを開発するチームの働きの話も。
+Automatic Generation of Dynamics Models / Room 3016, West Hall
--物理演算用モデルを描画用モデルから自動生成する話
+Narrative Landscapes: Shaping Player Experience through World Geometry / Room 3000, West Hall
--レベルデザインの話。適切なプレイヤーのナビゲーションの仕方や、感情のコントロールなど。
--------------------------------------------------------------------------------
日本人参加者打ち上げ
開始日時 2007年 3月 9日 (金曜日) 17時00分 (GMT+09:00)
終了日時 2007年 3月 9日 (金曜日) 19時00分 (GMT+09:00)
最終日のセッション終了後に、モスコーニセンター入り口周辺に集まって、近くのどこかで打ち上げ会をやります。
--------------------------------------------------------------------------------
8:00PM
7:30 PM 10:00 PM
Video Games Live
Nob Hill Masonic Auditorium
*Expo詳細 [#ibe247f3]
空いた時間に見に行こう
http://www.gdconf.com/expo/index.htm
West Hall - The place where companies reveal their latest tools and technologies critical to game development.
West Hall Expo Hours:
Wednesday, March 7 - 10:00am-6:00pm
Thursday, March 8 - 10:00am-6:00pm
Friday, March 9 - 10:00am-3:00pm
North Hall - The community-centric hall where you can explore new offerings from both established and emerging companies.
North Hall Expo Hours:
Wednesday, March 7 - 9:00am-6:00pm
Thursday, March 8 - 9:00am-6:00pm
Friday, March 9 - 9:00am-3:00pm