Final GDC notes
Okay, GDC is over, final notes from me about everything (including what I previously posted), what went right, wrong and what I would need to prepare for better
Okay, GDC is over, final notes from me about everything (including what I previously posted), what went right, wrong and what I would need to prepare for better
Me looking more moody then I felt, honest (Dave Mark’s picture)
The final AI roundtable on Friday was AI for Beginners - we were in one room again, but it wasn’t as crowded. Some varied questions asked (not all of them for beginners, but a lot was explained for those that were). Dave Mark put [...]
The left of me
So day 2 of the AI roundtables was a lot easier, although for some reason I didn’t use my laptop to take notes, sigh. This day, we did split into two rooms - I covered the “Action / FPS genre” side, while Dave Mark covered the “RTS / RPG” side. It’s tough [...]
Right side of the room
This Wednesday roundtable was meant to be in two rooms, sadly, we got only one. However, a lot of discussion was had, and I got 3 pages of notes from it. These notes are somewhat hard to follow, but are pretty much in linear order of what came up. For some [...]
I made a video of this years Game Developers Rant on my camera, and have finally uploaded it now - it’s certainly got some more visual elements you won’t get from a writeup!
Eager crowd…
So I made lots of notes on the Building a Better Battle: HALO 3 AI Objectives talk by Damian Isla, and I finally wrote them up! You can find his slides on this page (direct link), and if you don’t have Office 2007, I made a quick printout to PDF from the 2007 viewer, [...]
These are my notes from Streaming Open World Pathfinding, Quinn Dunki. Very interesting, and some unique ways to cut down the processing time to make it fast and cheap. Find the slides on her site.
The talk by Bill Dugan entitled Torpex’s Schizoid was part of the Indie Games Summit, and was done on Tueday afternoon. I took down quite a few quick notes from it, since it detailed how to make a game using XNA/C#, through the process and on a shoestring budget.
Here are my notes from the day-long workshop, Staging Workshop: Visual storytelling Masterclass. It centered around using film and actors to portray (interactive) cutscenes and being able to “prototype” changes made to the actions of the characters to portray events very differently. Interesting stuff and one of the main non-programming things I attended during the [...]
Friday - finally perhaps? The last day had a lot going on, and was really interesting.