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	<title>Real-Time Rendering &#187; GDC 2011</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>More Free GDC 2011 Content in Vault</title>
		<link>http://www.realtimerendering.com/blog/more-free-gdc-2011-content-in-vault/</link>
		<comments>http://www.realtimerendering.com/blog/more-free-gdc-2011-content-in-vault/#comments</comments>
		<pubDate>Fri, 13 May 2011 15:51:11 +0000</pubDate>
		<dc:creator>Naty</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[GDC 2011]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2192</guid>
		<description><![CDATA[In my previous GDC links post, I briefly mentioned the free section of the GDC Vault, and listed individual links to a few of the many videos and presentation slides available there. I&#8217;ll list more links to free Vault content in this post, mostly stuff of interest to readers of this blog that isn&#8217;t otherwise [...]]]></description>
			<content:encoded><![CDATA[<p>In <a href="http://www.realtimerendering.com/blog/gdc-2011-links/">my previous GDC links post</a>, I briefly mentioned <a href="http://www.gdcvault.com/free/gdc-11">the free section of the GDC Vault</a>, and listed individual links to a few of the many videos and presentation slides available there. I&#8217;ll list more links to free Vault content in this post, mostly stuff of interest to readers of this blog that isn&#8217;t otherwise available online.</p>
<p>Videos (many of these have presentation slides available from one of the links included in <a href="http://www.realtimerendering.com/blog/gdc-2011-links/">my previous post</a>):</p>
<ul>
<li><a href="http://www.gdcvault.com/play/1014644/-SPONSORED-Efficient-Scaling-in">Efficient Scaling in a Task-Based Game Engine (Yannis Minadakis, Intel)</a></li>
<li><a href="http://www.gdcvault.com/play/1014645/-SPONSORED-Hotspots-FLOPS-and">Hotspots, FLOPS, and uOps: To-The-Metal CPU Optimization (Stan Melax &amp; Deepak Vembar, Intel)</a></li>
<li><a href="http://www.gdcvault.com/play/1014646/-SPONSORED-Dynamic-Resolution-Rendering">Dynamic Resolution Rendering (Doug Binks, Intel)</a></li>
<li><a href="http://www.gdcvault.com/play/1014647/-SPONSORED-Increase-your-FPS">Increase Your FPS with CPU Onload (Doug McNabb &amp; Joshua Doss, Intel)</a></li>
<li><a href="http://www.gdcvault.com/play/1014648/-SPONSORED-Delivering-Demand-Based">Delivering Demand-Based Worlds with Intel SSDs (Dave Lang, Iron Galaxy Studios &amp; Glen Minor, Digital Extremes)</a></li>
<li><a href="http://www.gdcvault.com/play/1014663/-SPONSORED-NVIDIA-Parallel-Nsight">NVIDIA Parallel Nsight: Accelerating GPU Development in BioWare&#8217;s Dragon Age 2 (Jeffrey Kiel, NVIDIA)</a></li>
<li><a href="http://www.gdcvault.com/play/1014664/-SPONSORED-NVIDIA-Tegra-Zooming">NVIDIA Tegra: Zooming to Bang Bang Racing &amp; Next-Gen Mobile Gaming (Lars Bishop, NVIDIA &amp; Mike Clark, Playbox Games)</a></li>
<li><a href="http://www.gdcvault.com/play/1014665/-SPONSORED-Stereoscopic-3D-Demystified">Stereoscopic 3D Demystified: From Theory to Implementation in Starcraft II (Samuel Gateau, NVIDIA &amp; Dominic Filion, Blizzard)</a></li>
<li><a href="http://www.gdcvault.com/play/1014666/-SPONSORED-The-Technology-Behind">The Technology Behind the DirectX 11 Unreal Engine &#8220;Samaritan&#8221; Demo (Martin Mittring, Epic Games &amp; Bryan Dudash, NVIDIA)</a></li>
<li><a href="http://www.gdcvault.com/play/1014667/-SPONSORED-Realistic-and-Interactive">Realistic and Interactive Clothing in Epic Games&#8217; &#8220;Samaritan&#8221; Demo Using NVIDIA APEX (Jeremy Ernst, Epic Games &amp; Dane Johnston, NVIDIA &amp; Monier Maher, NVIDIA)</a></li>
<li><a href="http://www.gdcvault.com/play/1014698/-SPONSORED-Building-Next-gen">Building Next-gen 3D Android Games with Snapdragon&#8217;s Adreno GPU (Mitri Bautista Wiberg, Polarbit &amp; Fredrik Erlandsson, Southend Interactive)</a></li>
<li><a href="http://www.gdcvault.com/play/1014742/-SPONSORED-Next-Generation-Portable">Next Generation Portable Platform (David Coombes, Sony Computer Entertainment)</a></li>
</ul>
<p>Slides (skipping any talks linked in my previous post):</p>
<ul>
<li><a href="http://www.gdcvault.com/play/1014281/Physics-for-Game">Contacts: How (Not) To Make It Stick (Gino van den Bergen, DTECTA &#8211; from &#8220;Physics for Game Programmers&#8221;)</a></li>
<li><a href="http://www.gdcvault.com/play/1014279/Physics-for-Game">Smoothed Particle Hydrodynamics (Kees van Kooten, Virtual Proteins &#8211; from &#8220;Physics for Game Programmers&#8221;)</a></li>
<li><a href="http://www.gdcvault.com/play/1014278/Physics-for-Game">Designing Physics Algorithms for GPU Architecture )(Takahiro Harada, AMD &#8211; from &#8220;Physics for Game Programmers&#8221;)</a></li>
<li><a href="http://www.gdcvault.com/play/1014344/Automated-Level-of-Detail-Generation">Automated Level of Detail Generation for HALO: REACH (Xi Wang, Bungie)</a></li>
<li><a href="http://www.gdcvault.com/play/1014348/HALO-REACH-Effects">HALO: REACH Effects Tech (Chris Tchou, Bungie)</a></li>
<li><a href="http://www.gdcvault.com/play/1014363/Cinematic-Character-Lighting-in-STAR">Cinematic Character Lighting in STAR WARS: THE OLD REPUBLIC (Aaron Otstott &amp; Ben Cloward, Bioware)</a></li>
<li><a href="http://www.gdcvault.com/play/1014367/Fast-and-Efficient-Facial-Rigging">Fast and Efficient Facial Rigging in GEARS OF WAR 3 (Jeremy Ernst, Epic Games)</a></li>
<li><a href="http://www.gdcvault.com/play/1014369/Beyond-Horror-Art-Directing-DEAD">Beyond Horror: Art Directing DEAD SPACE 2 (Ian Milham, Visceral Games)</a></li>
<li><a href="http://www.gdcvault.com/play/1014371/Ultimate-Customization-in-Character-Creation">Ultimate Customization in Character Creation &#8211; Challenges and Innovations (Brad Stokan, Cryptic Studios)</a></li>
<li><a href="http://www.gdcvault.com/play/1014373/PS3-Xbox360-NARUTO-SHIPPUDEN-ULTIMATE">PS3 &amp; Xbox360 NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 2 Exploring the &#8216;Other Side&#8217; (Hiroshi Matsuyama &amp; Isao Takeshita, CyberConnect 2)</a></li>
<li><a href="http://www.gdcvault.com/play/1014526/Lighting-the-Apocalypse-Rendering-Techniqueshttp://www.gdcvault.com/play/1014526/Lighting-the-Apocalypse-Rendering-Techniques">Lighting the Apocalypse: Rendering Techniques for RED FACTION: ARMAGEDDON (Mike Flavin, Volition)</a></li>
<li><a href="http://www.gdcvault.com/play/1014528/CRYSIS-2-Getting-More-Interactivityhttp://www.gdcvault.com/play/1014528/CRYSIS-2-Getting-More-Interactivity">CRYSIS 2: Getting More Interactivity out of Animation-Data (Ivo Herzeg, Crytek)</a></li>
<li><a href="http://www.gdcvault.com/play/1014554/Implementation-and-Application-of-the">Implementation and Application of the Real-Time Helper-Joint System (Ju Bok Kim &amp; Choong-Hyo Kim, Nexon)</a></li>
<li><a href="http://www.gdcvault.com/play/1014558/Spectacular-Specular-LEAN-and-CLEAN">Spectacular Specular: LEAN and CLEAN Specular Highlights (Dan Baker, Firaxis)</a></li>
<li><a href="http://www.gdcvault.com/play/1014602/Multicore-Memory-Management-Technology-in">Multicore Memory Management Technology in MORTAL KOMBAT (Adisak Pochanayon, Netherrealm Studios)</a></li>
<li><a href="http://www.gdcvault.com/play/1014606/Iterating-on-a-Dynamic-Camera">Iterating on a Dynamic Camera System (Phil Wilkins, SCEA Santa Monica)</a> (a movie <a href="http://www.gdcvault.com/play/1014607/Iterating-on-a-Dynamic-Camera">is also available</a>)</li>
<li><a href="http://www.gdcvault.com/play/1014819/Animating-NPC-s-in">Animating NPC&#8217;s in UNCHARTED (John Bellomy, Naughty Dog)</a></li>
<li><a href="http://www.gdcvault.com/play/1014669/ALAN-WAKE-The-Writer-Who">ALAN WAKE: The Writer Who Made Us Rewrite Our Engine (Olli Tervo &amp; Markus Maki, Remedy Entertainment)</a></li>
<li><a href="http://www.gdcvault.com/play/1014676/Living-Crowds-AI-Animation-in">Living Crowds: AI &amp; Animation in ASSASSIN&#8217;S CREED: BROTHERHOOD (Aleissia Laidacker &amp; Nicolas Barbeau, Ubisoft Montreal)</a></li>
<li><a href="http://www.gdcvault.com/play/1014724/How-Art-Was-Used-to">How Art Was Used to Create a Unique Cinematic Experience in HEAVY RAIN (Christophe Brusseaux, Quantic Dream)</a></li>
<li><a href="http://www.gdcvault.com/play/1014728/ALAN-WAKE-Light-and">ALAN WAKE: Light and Dark (Saku Lehtinen, Remedy Entertainment)</a></li>
</ul>
]]></content:encoded>
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		<item>
		<title>GDC 2011 Links</title>
		<link>http://www.realtimerendering.com/blog/gdc-2011-links/</link>
		<comments>http://www.realtimerendering.com/blog/gdc-2011-links/#comments</comments>
		<pubDate>Wed, 11 May 2011 19:14:12 +0000</pubDate>
		<dc:creator>Naty</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[GDC 2011]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2099</guid>
		<description><![CDATA[Since it&#8217;s quite a long time after GDC 2011 and I never found the time to do a proper conference report, I thought I&#8217;d at least do a link roundup. First, the GDC Vault has a Free Section with many presentation slides. Video for most talks is behind a paywall, but several notable talks have [...]]]></description>
			<content:encoded><![CDATA[<p>Since it&#8217;s quite a long time after GDC 2011 and I never found the time to do a proper conference report, I thought I&#8217;d at least do a link roundup.</p>
<p>First, the <a href="http://www.gdcvault.com/">GDC Vault</a> has a <a href="http://www.gdcvault.com/free/gdc-11">Free Section with many presentation slides</a>. Video for most talks is behind a paywall, but several notable talks have freely available video:</p>
<ul>
<li><a href="http://www.gdcvault.com/play/1014592/Video-Games-Turn-25-A">The keynote by Satoru Iwata, President of Nintendo</a></li>
<li><a href="http://www.gdcvault.com/play/1014631/Classic-Game-Postmortem-PAC">Classic Game Postmortem: PAC-MAN, by Toru Iwatani</a></li>
<li><a href="http://www.gdcvault.com/play/1014632/Classic-Game-Postmortem-PITFALL">Classic Game Postmortem: PITFALL!, by David Crane</a></li>
<li><a href="http://www.gdcvault.com/play/1014629/Classic-Game-Postmortem-MARBLE">Classic Game Postmortem: MARBLE MADNESS, by Mark Cerny</a></li>
<li><a href="http://www.gdcvault.com/play/1014628/Classic-Game-Postmortem">Classic Game Postmortem: ELITE, by David Braben</a></li>
<li><a href="http://www.gdcvault.com/play/1014635/Classic-Game-Postmortem-RAID-ON">Classic Game Postmortem: RAID ON BUNGELING BAY, by Will Wright</a></li>
<li><a href="http://www.gdcvault.com/play/1014732/Classic-Game-Postmortem-MANIAC">Classic Game Postmortem: MANIAC MANSION, by Ron Gilbert</a></li>
<li><a href="http://www.gdcvault.com/play/1014630/Classic-Game-Postmortem-OUT-OF">Classic Game Postmortem: OUT OF THIS WORLD/ANOTHER WORLD, by Eric Chahi</a></li>
<li><a href="http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem">Classic Game Postmortem: POPULOUS, by Peter Molyneux</a></li>
<li><a href="http://www.gdcvault.com/play/1014634/Classic-Game-Postmortem-PRINCE-OF">Classic Game Postmortem: PRINCE OF PERSIA, by Jordan Mechner</a></li>
<li><a href="http://www.gdcvault.com/play/1014627/Classic-Game-Postmortem">Classic Game Postmortem: DOOM, by John Romero</a></li>
<li><a href="http://www.gdcvault.com/play/1014626/Classic-Game-Postmortem">Classic Game Postmortem: BEJEWELED, by Jason Kapalka</a></li>
</ul>
<p>There are several other talks with free video, mostly sponsored by companies such as Intel and NVIDIA.</p>
<p>The rest of this post will cover talks where the authors or their companies have made materials available outside the Vault &#8211; I haven&#8217;t checked, but I suspect there is a fair bit of overlap with the free section in the Vault.</p>
<p>Presentations from the &#8220;Advanced Visual Effects with DirectX 11&#8243; tutorial day:</p>
<ul id="internal-source-marker_0.7194965183400512">
<li><a href="http://developer.amd.com/gpu_assets/GDC2011-DX11-Perf-Gems.pps">DX11 Performance Gems (Jon Jansen, NVIDIA)</a></li>
<li><a href="http://developer.amd.com/gpu_assets/Deferred Shading Optimizations.pps">Deferred Shading Optimizations (Nicolas Thibieroz, AMD)</a></li>
<li><a href="http://developer.amd.com/gpu_assets/Firaxis%20LORE.pps">Civilization 5 DX11 Technology (Dan Baker, Firaxis)</a></li>
<li><a href="http://developer.amd.com/gpu_assets/DirectX%2011%20in%20Dragon%20Age%202.pps">Dragon Age 2 DX11 Technology (Andreas Papathanasis)</a></li>
<li><a href="http://download2-developer.amd.com/amd/gpu_assets/GDC11_DX11inBF3.pps">DirectX 11 Rendering in Battlefield 3 (Johan Andersson, DICE)</a></li>
<li><a href="http://developer.amd.com/gpu_assets/DX11TechniquesInHK2207.pps">AMD&#8217;s Favorite Techniques I: DX11 Techniques in the HK2207 Demo (Takahiro Harada, AMD)</a></li>
<li><a href="http://developer.amd.com/gpu_assets/An%20Optimized%20Diffusion%20Depth%20of%20Field%20Solver.ppsx">AMD&#8217;s Favorite Techniques II: An Optimized Diffusion Depth of Field Solver (Holger Grün, AMD)</a></li>
<li><a href="http://developer.amd.com/gpu_assets/DirectCompute%20Accelerated%20Separable%20Filters.pps">AMD&#8217;s Favorite Techniques III: DirectCompute Accelerated Separable Filters (Jon Story, AMD)</a></li>
<li><a href="http://developer.amd.com/gpu_assets/Tessellation_On_Any_Budget-GDC2011.pps">Tessellation on Any Budget (John McDonald, NVIDIA)</a></li>
<li><a href="http://developer.amd.com/gpu_assets/GDC2011_HighPerformancePostProcessing.pps">High Performance Post Processing (Nathan Hoobler, NVIDIA)</a></li>
</ul>
<p>These are hosted on <a href="http://developer.amd.com/documentation/presentations/Pages/default.aspx">the AMD conference presentations page</a>, which also has a few other AMD presentations:</p>
<ul>
<li><a href="http://developer.amd.com/gpu_assets/Efficient%20Compute%20Shader%20Programming.pps">Efficient Compute Shader Programming (Bill Bilodeau, AMD)</a></li>
<li><a href="http://developer.amd.com/gpu_assets/PerfStudio2%20GDC%202011%20-%20Wide.pps">Optimizing and Debugging Graphics Applications with AMD&#8217;s GPU PerfStudio 2.5 (Gordon Selley and Peter Lohrmann, AMD)</a></li>
<li><a href="http://developer.amd.com/gpu_assets/Programming%20for%20AMD%27s%20Fusion.pps">Programming for AMD&#8217;s Fusion (Richard Huddy and Jin Ran, AMD)</a></li>
</ul>
<p>Presentations from the &#8220;Physics for Game Programmers&#8221; tutorial day (these are only some of the presentations, it looks like the rest are up on the Vault&#8217;s free section):</p>
<ul>
<li><a href="http://code.google.com/p/box2d/downloads/detail?name=GDC2011_Catto_Erin_Soft_Constraints.pdf">Soft Constraints: Reinventing the Spring (Erin Catto, Blizzard)</a></li>
<li><a href="http://www.essentialmath.com/GDC11_JMV_Integration.pdf">Numerical Integration (Jim Van Verth, Insomniac)</a></li>
<li><a href="http://code.google.com/p/netgame/downloads/detail?name=Networked%20Physics%202011.key">Networking for Physics Programmers (Glenn Fiedler, SCEA Santa Monica)</a> (Keynote file)</li>
</ul>
<p>Presentations from the Technical Artist Bootcamp <a href="http://tech-artists.org/forum/showthread.php?&amp;t=1500">can be found here</a> &#8211; links to individual presentations follow:</p>
<ul>
<li><a href="http://tech-artists.org/downloads/GDC2011/GDC2011_KeithSelf-Ballard_Advocacy.pdf">In Advocacy of Tech Art (Keith Self-Ballard, Volition)</a></li>
<li><a href="http://tech-artists.org/downloads/GDC2011/GDC2011_ScottGoffman_MakingGoodTools.pdf">Making Tools Your Artists Will Actually Use (Scott Goffman, Blizzard)</a></li>
<li><a href="http://tech-artists.org/downloads/GDC2011/GDC2011_RobGalanakis_EndingCultureWar.pdf">Ending The Culture War (Rob Galanakis, Bioware)</a></li>
<li><a href="http://tech-artists.org/downloads/GDC2011/GDC2011_SethGibson_TAPersonalityAssessment.pptx">TA Personality Assessment (Seth Gibson, Microsoft Game Studios)</a></li>
<li><a href="http://tech-artists.org/downloads/GDC2011/GDC2011_SteveTheodore_EpicFail.pdf">Epic Fail (Steve Theodore, Undead Labs)</a></li>
<li><a href="http://tech-artists.org/downloads/GDC2011/GDC2011_AdamPletcher_Databases.pdf">Tech Art and Databases (Adam Pletcher, Volition)</a></li>
<li><a href="http://tech-artists.org/downloads/GDC2011/GDC2011_BryanMoss_VideoCloth.pdf">Using Sim Data In Realtime With Video Textures (Bryan Moss, THQ)</a> (<a href="http://tech-artists.org/downloads/GDC2011/GDC2011_BryanMoss_VideoCloth_VIDEOS.zip">Videos</a>)</li>
<li><a href="http://tech-artists.org/downloads/GDC2011/GDC2011_BronwenGrimes_NonstandardTextures.pdf">Shader Techniques in Portal 2 (Bronwen Grimes, Valve)</a></li>
</ul>
<p><a href="http://www.dice.se/">DICE</a> had quite a few presentations at GDC, many related to real-time rendering. All DICE presentations can be found on <a href="http://publications.dice.se">their publications page</a>.</p>
<p>One DICE presentation of particular interest, <a href="http://zigguratvertigo.com/2011/03/07/gdc-2011-approximating-translucency-for-a-fast-cheap-and-convincing-subsurface-scattering-look/">Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look (Colin Barre-Brisebois)</a> can also be found on <a href="http://zigguratvertigo.com/">the author&#8217;s blog</a>, along <a href="http://zigguratvertigo.com/2011/04/04/approximating-translucency-part-ii-addendum-to-gdc-2011-talk-gpu-pro-2-article/">with an addendum</a>.</p>
<p><a href="http://www.nvidia.com/">NVIDIA</a> also had a good number of presentations, to be found on <a href="http://www.nvidia.com/object/gdc2011.html">their GDC 2011 page</a>. An especially notable one (jointly presented with covered the Epic &#8220;Samaritan&#8221; demo, intended both to show off the Unreal Engine&#8217;s DX11 feature set, and to set a quality bar for the makers of next-generation consoles (the demo was shown on a machine with three GeForce GTX 580 cards connected via SLI, so definitely a &#8220;futuristic&#8221; system). Online material for the Samaritan demo includes <a href="http://www.nvidia.com/content/PDF/GDC2011/Epic.pdf">the presentation slides</a>, <a href="http://www.youtube.com/watch?v=RSXyztq_0uM">video of the demo</a>, and <a href="http://udn.epicgames.com/Three/DirectX11Rendering.htmlhttp://udn.epicgames.com/Three/DirectX11Rendering.html">some additional technical details</a> on the underlying technology.</p>
<p>Intel also has a <a href="http://software.intel.com/en-us/articles/intelgdc2011/">dedicated web page for their GDC 2011 presentations</a>. Two especially interesting ones covered <a href="http://software.intel.com/en-us/articles/adaptive-transparency/">Order-Independent Transparency</a> and <a href="http://software.intel.com/en-us/blogs/2011/03/09/dynamic-resolution-rendering-gdc-2011-presentation-slides-available/">Dynamic Resolution Rendering</a>. Additional organizations with multiple talks at GDC included <a href="http://area.autodesk.com/gdc2011">AutoDesk</a> and <a href="http://www.khronos.org/developers/library/">Khronos</a>.</p>
<p>The talk <a href="http://miciwan.com/GDC2011/GDC2011_Mega_Meshes.pdf">Mega Meshes: Modeling, Rendering and Lighting a World Made of 100 Billion Polygons (Ben Sugden &amp; Michal Iwanicki, Lionhead)</a> presented some unique rendering technology they developed for the (cancelled) game, Milo &amp; Kate. Additional online materials include <a href="http://www.youtube.com/watch?v=M04SMNkTx9E">a video</a> and <a href="http://www.youtube.com/watch?v=cdcqtjlBWCE">a second video</a>.</p>
<p>Other rendering talks with online materials include <a href="http://and.intercon.ru/releases/talks/dlaagdc2011/">Anti-Aliasing From a Different Perspective (Dmitry Andreev, LucasArts)</a>, <a href="http://www.secondintention.com/news/gdc-slides-available-to-download">Practical Occlusion Culling on PS3 (Will Vale, Second Intention)</a>, <a href="http://www.dissidentlogic.com/#Normal%20Offset%20GDC%20Materials">Normal Offset Shadows (poster by Daniel Holbert, High Moon)</a>,<a href="http://www.slideshare.net/vincent_scheib/html5-and-other-modern-browser-game-tech"> HTML5 and Other Modern Browser Game Tech (Vincent Scheib, Google)</a>, and <a href="http://www.confettispecialfx.com/gdc-wrap-up">several presentations</a> that Wolfgang Engel (Confetti) gave at the Intel booth.</p>
<p>Two animation talks also have online materials: <a href="http://www.bungie.net/Inside/publications.aspx#pub30929">The Animation of Halo: Reach: Raising the Bar (Joe Spataro &amp; Tam Armstrong, Bungie)</a>, and <a href="http://adammechtley.com/2011/04/an-automated-pipeline-for-generating-run-time-rigs/">An Automated Pipeline for Generating Run-Time Rigs (Adam Mechtley, Candlelight Interactive)</a>, as well as three non-graphics engineering talks:<a href="http://assemblyrequired.crashworks.org/gdc-2011-crash-analysis-and-forensic-debugging/"> Forensic Debugging: How To Autopsy, Repair, and Reanimate a Release-built Game (Elan Ruskin, Valve)</a>, <a href="http://downloads.bungie.net/presentations/David_Aldridge_Programming_Gameplay_Networking_Halo_final_pub.pptx">I Shot You First! Gameplay Networking in Halo: Reach (David Aldridge, Bungie)</a> (there is also<a href="http://downloads.bungie.net/presentations/David_Aldridge_Programming_Gameplay_Networking_Halo_final_pub_without_video.pptx"> a much smaller file without video</a>), and<a href="http://www.slideshare.net/JonWatte/message-queuing-on-a-large-scale-imvus-stateful-realtime-message-queue"> Message Queuing on a Large Scale (Jon Watte, IMVU)</a>.</p>
<p>For the sake of completeness, I&#8217;ll also list the design, production, and business presentations and videos I found online:</p>
<ul>
<li><a href="http://www.insomniacgames.com/research_dev/articles/2011/152568379">Creating Satisfying Combat Experiences (Joel Goodsell, Insomniac)</a></li>
<li><a href="http://gdc.gamespot.com/video/6302264/">Industry Lessons Learned and Applying Them to the Road Ahead (Cliff Bleszinski, Epic)</a></li>
<li><a href="http://www.valvesoftware.com/publications/2011/ValveBiofeedback-Ambinder.pdf">Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience (Mark Ambinder, Valve)</a></li>
<li><a href="http://ludix.com/moriarty/apology.html">An Apology for Roger Ebert (Brian Moriarty, Worcester Polytechnic)</a></li>
<li><a href="http://www.worch.com/2011/03/05/identity-bubble-download/">The Identity Bubble &#8211; A Design Approach to Character and Story Creation (Matthias Worch, Visceral Games)</a></li>
<li><a href="http://www.slideshare.net/bcousins/paying-to-win">Paying to Win (Ben Cousins, EA)</a></li>
<li><a href="https://docs.google.com/leaf?id=0ByAUJbBXzPYBOTk5ZDZmZWUtYjRlOC00ZGNmLWE1ZWEtMTdkNThlMjJmMGFi&amp;hl=en">Prototype Through Production: Pro Guitar in ROCK BAND 3 (Jason Booth &amp; Sylvain Dubrofsky, Harmonix)</a></li>
<li><a href="http://bbrathwaite.wordpress.com/2011/03/01/gdc-2011-slides-for-gdc-education-vs-intuition-talk/">Intuition vs. Metrics: How Social Game Design Has Evolved (Laralyn McWilliams &amp; Brenda Brathwaite, Loot Drop)</a></li>
<li><a href="http://seriousgamesmarket.blogspot.com/2011/03/jane-mcgonigal-slides-at-gdc-2011.htmlhttp://seriousgamesmarket.blogspot.com/2011/03/jane-mcgonigal-slides-at-gdc-2011.html">We Don&#8217;t Need no Stinkin&#8217; Badges: How to Re-invent Reality Without Gamification (Jane McGonigal, Gameful)</a></li>
<li><a href="http://www.onethree.org/gdc/">Player-Driven Stories: How Do We Get There? (Kent Hudson, 2K Marin)</a></li>
<li><a href="http://www.lostgarden.com/2011/03/gdc-2011-game-of-platform-power.html">The Game of Platform Power (Daniel Cook, Spry Fox)</a></li>
<li><a href="http://www.youtube.com/watch?v=UAG6XzGah8Q">The Game Design Challenge (YouTube video)</a></li>
</ul>
<p>If you find any other presentations online, please put a link in the comments to this post.</p>
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