Game Developers Conference Design Track Highlights
GDC 2005 is coming soon, March 7-11, to San Francisco's Moscone Center West. Creating compelling, immersive games requires understanding, visualizing, demonstrating, and tuning the interactions of an ever-increasing number of game tools and systems. While game designers need to understand and exploit the possibilities of new technologies such as realistic physics, facial expressions, and lighting techniques, they must also continue to master the traditional disciplines of drama, gameplay, and psychology. The Game Design Track explores the challenges and ramifications of the interaction between new technologies and established techniques.
Here are some of the Game Design Track highlights:
- Normalcy and Displacement Map, Sitting in a Tree (Matthias Worch)
- Raising the Bar on In-Game Animation (Jeremy Cantor)
- The Road to Victory: Procedural Modeling for EA Sports NASCAR Thunder (Wesley Grandmont III)
- Game Design Atoms: Can Game Designs Be Diagrammed? (Raph Koster)
- Storytelling Across Genres: BioWare's Perspective (Ray Muzyka, Greg Zeschuk)
Registration for GDC 2005 is open now. [Bill Fox]
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