Interesting sessions in GDC2014
Graphics
- "Assassin's Creed IV: Black Flag - Road to Next-Gen Graphics" Bartlomiej Wronski | 3D Programmer, Ubisoft Montreal
- "Moving to the Next Generation: The Rendering Technology of Ryse" Nicolas Schulz | Senior Rendering Engineer, Crytek
- http://schedule.gdconf.com/session-id/826333
- Contents
- Physically based rendering
- Ways to improve the overall image quality and reduce aliasing
- Facial rendering
- "Low-Level Shader Optimization for Next-Gen and DX11" Emil Persson | Head of Research, Avalanche Studios
- "The inFAMOUS: Second Son Particle System Architecture" Bill Rockenbeck | Coder, Sucker Punch Productions
- "Next-Gen Characters: From Facial Scans to Facial Animation" John Hable | Independent
- "Avoiding Catastrophic Performance Loss: Detecting CPU-GPU Sync Points" John McDonald | Senior Software Engineer, NVIDIA Corporation
- "Deformable Snow Rendering in Batman: Arkham Origins" Colin Barre-Brisebois, Lead Rendering Programmer, WB Games Montreal
- "Play the Cutscene: The Characters of Ryse" Abdenour Bachir | Senior Character Artist, Crytrek Christopher Evans | Art Technical Director, Crytek
- "Lighting and Materials in Forza 5" Nick Sagall | Lead Software Engineer, Turn 10, Microsoft
Game AI
- "The Last of Us: Human Enemy AI" Travis McIntosh | Lead Programmer, Naughty Dog, Inc.
- "A Context-Aware Character Dialog System" Jason Gregory | Lead Gameplay Programmer, Naughty Dog
- "Modeling AI Perception and Awareness in Splinter Cell: Blacklist" Martin Walsh | AI Lead Programmer, Ubisoft
- "Concurrent Interactions in The Sims 4" Peter Ingebretson | Senior Software Engineer, Electronic Arts (Maxis), Max Rebuschatis | Software Engineer III, Electronic Arts (Maxis)