見やすいリスト

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

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

Mon 10:00 AM 6:00 PM

  1. Core Techniques and Algorithms in Shader Programming (105) / Room 3010, West Hall

火曜

Tue 10:00 AM 6:00 PM

  1. 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

Wed 9:00 AM 10:00 AM

  1. TR1: C++ on the Move / Room 2007, West Hall


Wed 10:30 AM 11:30 AM いまひとつな枠

  1. Bridging the Creative Void: Composing Character Performances With the Havok Behavior Tool (Sponsored by Havok) / Room 3011, West Hall
  2. Massive Multi-core CPUs & Gaming / Room 3002, West Hall


Wed 12:00 PM 1:00 PM

  1. Challenging Everyone: Dynamic Difficulty Deconstructed / Room 2009, West Hall
    • 動的な難易度調整
  1. 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
  1. Athletic Performance: Intelligent Believable Characters / Room 3010, West Hall
  2. Casual Games and Windows Vista: The Real Story on What It Means For Casual Games (Sponsored by Microsoft) / Room 2010, West Hall
  3. D3D10 Unleashed: New Features and Effects (Sponsored by Microsoft) / Room 3004, West Hall


Wed 1:00 PM 2:00 PM

  1. 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

  1. 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

  1. 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
  1. 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
  1. 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
  1. 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
  1. 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

  1. 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
  1. 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
  1. 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

Thu 9:00 AM 10:00 AM

  1. 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
  1. Designing GEARS OF WAR: Iteration Wins / Room 135, North Hall
    • GEARS OF WARのゲームデザインの話
  1. Saints Row Multiprocessing Architecture / Room 2009, West Hall
    • ロードバランシングの話も
  1. 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
  1. Building Blocks for Multi-Threaded Games (Sponsored by Intel) / Room 3002, West Hall
  2. 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
  1. The Four Most Important Emotions of Game Design / Room 2024, West Hall
  2. 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

  1. Keynote: A Creative Vision - Shigeru Miyamoto (Nintendo) / Esplanade, South
  2. Deep Integration: Havok Physics in Next Generation Ubisoft Games (Sponsored by Havok) / Room 3011, West Hall
  3. 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

  1. Next Generation Destruction in the UE3 Engine / Room 3011, West Hall
    • 今のところ説明なし
  1. 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
  1. 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

  1. Easy Multi-language Development and Cheat Detection With Google Web Toolkit / Poster Session Area


Thu 2:30 PM 3:30 PM

  1. 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
  1. 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
  1. 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!
  1. 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
  1. NVIDIA Demo Team Secrets - Cascades (Sponsored by NVIDIA) / Room 3018, West Hall
    • realistic shading and displacement mapping techniques
    • GPU water particle system
  1. 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
  1. Turbulence and Integration PhysX in the Source Engine and Advance Functionality of PhysX SDK (Sponsored by AGEIA)


Thu 4:00 PM 6:00 PM

  1. 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

  1. A LocoRoco Postmortem: Making Happiness into Gameplay / Room 135, North Hall
    • Can you make a game that is pure happiness?
  1. 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
  1. 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
  1. 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

  1. 3D Tricks: Engineering Innovation on the Nintendo DS / Room 2007, West Hall
    • DSハードの使いこなしの話
  1. Reflections of Zelda / Room 135, North Hall
    • ゼルダの歴史
  1. 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

  1. The Programmers Challenge / Room 132, North Hall

金曜

Fri 9:00 AM 10:00 AM

  1. Skinning with Dual Quaternions / Room 2009, West Hall
  2. 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
  1. Game Design in Agile Development / Room 2024, West Hall


Fri 10:00 AM 10:50 AM

  1. 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

  1. 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
  1. Meeting Players Halfway: Using Adaptive Systems to Prevent Player Frustration / Room 2007, West Hall
    • Adaptive Training and Adaptive Difficulty.
  1. Dealing with Destruction: AI From the Trenches of Company of Heroes / Room 131, North Hall


Fri 12:00 PM 1:00 PM

  1. Three Approaches to Halo-style Behavior Tree AI / Room 3000, West Hall
  2. Applied Physics: MotorStorm / Room 3001, West Hall
  3. Classroom to the Console: The Autobiography of flOw / Room 125, North Hall
  4. Light and Darkness of 2D Gaming / Room 135, North Hall

Fri 12:00 PM 12:20 PM

  1. Hair Styling: A Teenager's Dream, An Artist's Nightmare / Room 3016, West Hall
  2. Sphere Maps With the Near-equal Solid-angle Property / Room 2009, West Hall
  3. 3D in 3D: Rendering Anaglyph Stereographics in Real-time / Room 2024, West Hall

Fri 12:20 PM 12:40 PM

  1. Sort-Independent Alpha Blending / Room 2024, West Hall
  2. 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
  1. 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

  1. Game Sketching / Room 2024, West Hall
  2. 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

  1. 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
  1. Advanced Audio Techniques in UnrealEngine3 (Sponsored by Creative Labs) / Room 3004, West Hall

Fri 2:30 PM 5:00 PM

  1. 8 Bit: A Documentary about Art and Video Games / Room 132, North Hall

Fri 4:00 PM 5:00 PM

  1. 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。
  1. 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
  1. 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

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