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  1. #1
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    Sony will have largest presence at Game Developers Conference '09

    The Game Developers Conference is in less than two weeks. From the session schedules, it looks like Sony Computer Entertainment is going to have the largest presence and the only console developer discussing upcoming game development, not just already released game retrospectives and analysis. The Microsoft presence is very diminished, with only retrospectives of Fable II and GeoW 2 development.

    Hideo Kojima is the keynote speaker.

    This isn't everything, just some known scheduled highlights. There will be other announcements. There will probably be more than a few surprises. Media Molecule has said they have started on their next project. There are some rumors that Kojima may say something about what is next on his palette. Sony Santa Monica has some more projects in the works, after the awesome Flower.

    Game Developers Conference
    March 23-27, 2009
    Moscone Center, San Francisco

    GDC 2009 Keynotes
    Keynote Announced: Hideo Kojima, Head of Kojima Productions

    Hideo Kojima"Solid Game Design: Making the ‘Impossible’ Possible"
    Thursday, March 26, 10:30am-12pm

    Known for giving rise to the stealth action game genre with his creation of the acclaimed Metal Gear series more than two decades ago, Kojima’s keynote will focus on conquering various development obstacles with creative game design, using the driving game design philosophies behind the Metal Gear series as reference. The address, “Solid Game Design: Making the ‘Impossible’ Possible,” marks Kojima’s debut appearance at the GDC.

    Biography:
    Renowned as one of the world’s most influential contemporary game developers, Hideo Kojima first decided to get involved in the game development business while studying economics. Driven by the hardware limitations of the MSX personal computer, he pursued a fresh approach to the action game genre – and thus the stealth genre was born with Metal Gear. The debut title was then ported to the Famicom, known Stateside as the Nintendo Entertainment System, and received an unofficial sequel titled Snake’s Revenge.

    The global breakthrough for Kojima’s career took place in 1998 when Metal Gear Solid was released on Sony’s PlayStation platform. Before the sequel in 2002, Kojima also produced the mech action game Zone of the Enders. Kojima also created Boktai: The Sun in your Hand, a Game Boy Advance game which contained a photometric sensor in the cartridge that charged a vampire’s solar weapon, sending gamers outdoors to catch some fresh air. This type of idea is something that Kojima has become known for—breaking the “fourth wall” and forcing the player to interact with the game in ways outside of traditional gameplay.

    Conference Sessions

    All About NOBY NOBY BOY
    Speaker: Keita Takahashi (Bandai Namco)
    Date/Time: Thursday (March 26, 2009) 1:30pm — 2:30pm
    Location (room): Room 132, North Hall
    Track: Game Design
    Format: 60-minute Lecture
    Experience Level: All

    Session Description
    Takahashi will talk extensively about his new game NOBY NOBY BOY.

    Takeaway
    This class will be a refreshing change of pace.

    Intended Audience and Prerequisites
    Anyone who cares to listen.

    Guerrilla Tactics: KILLZONE’s Art Tools and Techniques
    Speaker: Jan Bart van Beek (Guerrilla Games)
    Date/Time: Wednesday (March 25, 2009) 2:30pm — 3:30pm
    Location (room): Room 2007, West Hall
    Track: Visual Arts
    Format: 60-minute Lecture
    Experience Level: All

    Session Description
    The session present an overview over the various art tools, techniques and methods that were developed during the development of KILLZONE 2. It will cover various aspects such as shader development, the asset pipeline, lighting technology, cut-scene creation, level creation and post-processing.

    Special attention will be paid to how new insights that were gained during development changed the tools and pipeline and how Guerrilla think this will change in the future.

    Takeaway
    Attendees will gain a good insight in how the art of Killzone 2 was build. It will highlight successes as well as pitfalls that attendees can take into account when setting up or changing their pipeline.

    Intended Audience and Prerequisites
    This lecture is intended for artists, art directors and art producers with a average technical background.

    How Sackboy Learned to Love Physics
    Speaker: Dave Smith (Co-Founder, Media Molecule)
    Date/Time: Thursday (March 26, 2009) 9:00am — 10:00am
    Location (room): Room 135, North Hall
    Track: Game Design
    Secondary Track: Programming
    Format: 60-minute Lecture
    Experience Level: All

    Session Description
    LITTLEBIGPLANET is a 'user created content' platform game created by Media Molecule. The platform game aspect is based on a custom 2D physics engine where the hero, Sackboy, is tightly integrated with the physicality of the world.

    In developing this game, we discovered many interesting conflicts between the physical consistency demanded by the physics engine (so as to prevent physically implausible behaviour) and the players expected behaviour of the character. As the player can make any conceivable level, Sackboy needs to deal with a huge variety of complex situations. Unfortunately, while the players expectations of the physics are largely based on an experience of the real world, the expectations of character control are largely informed by the players experience of existing platform games which routinely violate Newton's laws of motion.

    The purpose of this talk is to give an insight into the how we satisfied some of these competing requirements, using a number of concrete examples, and how Sackboy learned to love physics. Additionally, the games choice of networking model and the creative requirements of the physics engine are briefly touched upon.

    Intended Audience and Prerequisites
    This talk will be of most interest to anyone involved in at least two of the following: game design, game programming, physics.

    Media Molecule: 'Winging It' - Ups, Downs, Mistakes, Successes in the Making of LITTLEBIGPLANET
    Speaker: Alex Evans (Technical Director, Media Molecule), Mark Healey (Creative Director, Media Molecule)
    Date/Time: Wednesday (March 25, 2009) 12:00pm — 1:00pm
    Location (room): Room 135, North Hall
    Track: Game Design
    Format: 60-minute Lecture
    Experience Level: All

    Session Description
    Mark Healey and Alex Evans will discuss the processes behind the making of a game designed to bring creativity to the masses. MediaMolecule was founded around the concept of 'creative gaming', and LittleBigPlanet (LBP) is their first take on this very broad idea. They'll discuss the choices, as well as routes they rejected, in the effort to make game creation fun.

    The talk will also include some examples of the surprising ways that small creative building blocks whether delivered as DLC, or user created can be combined to create a wide variety of games. It's these building-block extensions that will hopefully keep the future of LBP as fresh as its past.

    PIXELJUNK EDEN - Baiyon's CMYK vision
    Speaker: Baiyon Tomohisa Kuramitsu (Artist/Musician, PixelJunk)
    Date/Time: Friday (March 27, 2009) 2:30pm — 3:30pm
    Location (room): Room 132, North Hall
    Track: Visual Arts
    Secondary Track: Audio
    Format: 60-minute Lecture
    Experience Level: All

    Session Description
    PIXELJUNK EDEN, the third release on the PixelJunk label, has won several awards for its innovative visual and audio style. Baiyon, the multimedia artist and creative force behind the game, explains how:

    - a unique, award-winning game was put together in less than 6 months by a team of 4 people, led by an uncompromising artist.
    - he seduced Q-Games into collaborating with him during a private concert with his MIDI player
    - there is no black and white in PIXELJUNK EDEN (and why RGB/CMYK is vital to color expression in games today)
    - the random growth element in the game mirrors his own creative process
    - his 8-track samples of high hat, snare and kick drums morphed into the sound effects of PIXELJUNK EDEN.
    Baiyon tells the story of a collaboration between a human maelstrom of visual/audio ideas and a development studio that decided to brave the storm.

    'Everything I have been touched by - artworks, music, videogames that I have played, memories, experience and my past self, RGB and CMYK - is reflected in PIXELJUNK EDEN.' -Baiyon

    Takeaway
    Attendees will leave the presentation filled with a new wonder regarding the importance of color in the HD era. Designers will contemplate working with an artist that insists on... everything.

    Intended Audience and Prerequisites
    This session is aimed at anyone interested in visual and audio expression in games. No special expertise is required. Spoilers will be shown so please have a play of PIXELJUNK EDEN prior to attending in order to get the most out of this presentation.

    Practical SPU Usage in GOD OF WAR 3
    Speaker: Jim Tilander (Game Programmer, Sony, Santa Monica), Vassily Fillipov (Lead Game Programmer, Sony, Santa Monica)
    Date/Time: Wednesday (March 25, 2009) 4:00pm — 5:00pm
    Location (room): Room 2014, West Hall
    Track: Programming
    Format: 60-minute Lecture
    Experience Level: All

    Session Description
    This talk will focus on practical SPU usage and simple, straightforward things you can do with the SPU that works naturally within an existing game engine. GOD OF WAR 3 is not yet released, but we already have several key systems in place to help with various tasks in the game.

    This talk will discuss systems like core rendering, file IO and collision. We will focus on simplicity and ease of use. Architectural tips for scaling and debugging will be covered as well as portability issues and compromises.

    Takeaway
    The takeaway from the talk will be ideas on how to make key systems SPU driven, traps and pitfalls and realistic expectations.

    Self-Limiting Rigging Methodology Used on GOD OF WAR
    Speaker: Jason Minters (Sr. Technical Artist, Sony Santa Monica), Yury Nedelin (Sr. Technical Artist, Sony Santa Monica), Giovanni Luis (Character Technical Director, Sony Computer Entertainment)
    Date/Time: Thursday (March 26, 2009) 1:30pm — 2:30pm
    Location (room): Room 2014, West Hall
    Track: Visual Arts
    Format: 60-minute Lecture
    Experience Level: Intermediate

    Session Description
    This talk will cover Santa Monica Studios methodology for setting up our character pipeline. We will cover a brief history of how we arrived at the current pipeline, the use of automation, and using self-imposed limitations throughout our decision-making processes to achieve our aesthetic and production goals.

    Takeaway
    Participants will come away with an understanding on the processes used to develop a character pipeline for a game like GOD OF WAR. The decisions made and how those decisions can impact the production and art quality.

    Intended Audience and Prerequisites
    Character technical artists, technical artists, character technical directors, animators, and character modelers. Anyone involved with characters and character pipelines who are interested in knowing how Sony Santa Monica Studios has set up their pipeline.

    State-Based Scripting in UNCHARTED: DRAKE'S FORTUNE and UNCHARTED 2: AMONG THIEVES
    Speaker: Jason Q. Gregory (Generalist Programmer, Naughty Dog Inc.)
    Date/Time: Friday (March 27, 2009) 12:00pm — 1:00pm
    Location (room): Room 2018, West Hall
    Track: Programming
    Format: 60-minute Lecture
    Experience Level: Intermediate

    Session Description
    Data-driven development and rapid prototyping are the norm in today's game industry, and a scripting language is often a key enabler of these features. In this talk, attendees will be taken on an in-depth tour of Naughty Dog's State Scripting system—a highly flexible, object-oriented, finite state machine based scripting environment, which evolved from the scripting system used on UNCHARTED: DRAKE'S FORTUNE, and is now being used for a wide range of features on our latest project, UNCHARTED 2: AMONG THIEVES.

    Attendees will leave with sufficient knowledge to start designing and implementing a similar system, and with an awareness of some of the key requirements of any game scripting system.

    Takeaway
    Attendees will learn how Naughty Dog's State Scripting system works, and how it was applied to a wide range of real gameplay programming and configuration tasks on our two projects. At the conclusion of the talk, attendees should be prepared to start designing and implementing a similar system. They will be aware of the key requirements common to virtually any game scripting system, and some of the gotchas we encountered when building the system.

    Intended Audience and Prerequisites
    The intended audience is gameplay programmers who wish to implement a game scripting system or augment an existing one, and technical designers who want to understand how Naughty Dog implemented the scripted gameplay elements in UNCHARTED: DRAKE'S FORTUNE and UNCHARTED 2: AMONG THIEVES. Attendees should be familiar with basic programming concepts, but needn't have any prior experience in any particular language.

    The Art of LITTLEBIGPLANET: From Conception Through to Finishing
    Speaker: Mark Healey (Creative Director, Media Molecule), Kareem Ettouney (Art Director, Media Molecule)
    Date/Time: Thursday (March 26, 2009) 3:00pm — 4:00pm
    Location (room): Room 3006, West Hall
    Track: Visual Arts
    Secondary Track: Game Design
    Format: 60-minute Lecture
    Experience Level: All

    Session Description
    Kareem Ettouney and Mark Healey will discuss the processes behind making the art for a game designed to bring creativity to the masses. MediaMolecule was founded around the concept of 'creative gaming', and LBP is their first take on this very broad idea.

    They will discuss the process they went through to create an art style that allowed for users the flexibility to impose their own various art styles and build unique, as yet unimagined creations, and yet retain a recognisable look and feel that is unique to LITTLEBIGPLANET. The talk will touch on a broad range of subjects, from concepting through to production.

    The LITTLEBIGPLANET Jam
    Speaker: Siobhan Reddy (Executive Producer, Media Molecule), Kareem Ettouney (Art Director, Media Molecule)
    Date/Time: Thursday (March 26, 2009) 1:30pm — 2:30pm
    Location (room): Room 3006, West Hall
    Track: Production
    Secondary Track: Visual Arts
    Format: 60-minute Lecture
    Experience Level: All

    Session Description
    LITTLEBIGPLANET was the first game by developer Media Molecule. Media Molecule has had an amazing journey building a studio and a game over the past three years. Siobhan and Kareem are going to talk through the different methods they used to build a small team of talented people and fostered the idea of jamming in the creation of LITTLEBIGPLANET. Specifically they will discuss what the jamming style is from a production and a creative angle and how this evolved during the production of LITTLEBIGPLANET.

    The PlayStation 3's SPU's in the Real World - KILLZONE 2 Case Study
    Speaker: Michiel van der Leeuw (Technical Director, Guerrilla)
    Date/Time: Wednesday (March 25, 2009) 12:00pm — 1:00pm
    Location (room): Room 2014, West Hall
    Track: Programming
    Format: 60-minute Lecture
    Experience Level: Intermediate

    Session Description
    This session gives an overview of the usage of Cell SPU’s in the engine used to develop KILLZONE 2 for the PlayStation 3. The techniques used for AI, image- based post-processing (motion blur, depth of field, bloom) and other graphical algorithms are discussed. An overview of all of the SPU usage and scheduling in KILLZONE 2 is presented to establish what SPU’s can do in the real world, in a real game. Some thoughts and lessons learned are presented to help attendees in establishing which SPU uses might help them in their next project.

    Takeaway
    Attendees get an insight into the SPU techniques used in KILLZONE 2's engine - many of which are generic and can be applied to other game engines. Based on an overview of the entire SPU usage of the Killzone 2 engine, its weak and strong spots and advice based on this use-case, they can make better decisions about their own SPU development strategy.

    Intended Audience and Prerequisites
    This lecture is intended for game, AI and technology programmers who have to write or design SPU code. A high level overview of the functioning of a game engine is required. Specific knowledge about graphics algorithms or PlayStation 3 programming is recommended, but not required.

    The Rendering Technology of KILLZONE 2
    Speaker: Michal Valient (Senior Graphics Programmer, Guerrilla)
    Date/Time: Thursday (March 26, 2009) 9:00am — 10:00am
    Location (room): Room 2014, West Hall
    Track: Programming
    Format: 60-minute Lecture
    Experience Level: Intermediate

    Session Description
    This session presents an overview of the rendering techniques used in Killzone 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.

    In the second part of the presentation we take a look at our engine from the point of view of the CPU and we describe our GPU-driven block based memory allocation system that allows us to generate resources for the GPU out-of-order on multiple SPUs.

    Takeaway
    Attendees will gain information about rendering technology used in KILLZONE 2 and they will learn about different optimization possibilities the Playstation 3 offers.

    Intended Audience and Prerequisites
    This lecture is intended for graphics programmers. Basic understanding of common rendering techniques is recommended.

    User Generated Content - LITTLEBIGPLANET's Audio Approach
    Speaker: Kenneth Young (Audio Designer, Media Molecule)
    Date/Time: Thursday (March 26, 2009) 4:30pm — 5:30pm
    Location (room): Room 3024, West Hall
    Track: Audio
    Format: 60-minute Lecture
    Experience Level: All

    Session Description
    Games typically have a controlled audio experience where the content and its implementation are defined by the developer. Some of this control must be relinquished when making a title which features user generated content. But how much control should you give to the player? In this session LittleBigPlanet's audio designer reveals the thinking and methodology that lie behind the game's use of sound and music in the challenging landscape that is user-generated interactive entertainment.

    Takeaway
    This session will give attendees insight into how LITTLEBIGPLANET attains the lofty goal of a high quality interactive audio experience irrespective of it being crafted by non audio professionals. The overall focus is on how to strike a satisfactory balance between restricting players and empowering them, covering a range of topics such as the use of voice, surround sound in a 2.5D world, a novel approach to physics audio and a simple but effective interactive music system.

    Intended Audience and Prerequisites
    This session is primarily aimed at audio personnel, so familiarity with core interactive audio concepts is assumed. However, anyone with a professional interest in user generated content would benefit from gleaning information on the higher level concepts.

    Source: http://www.gdconf.com/

  2. #2
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    Some good info. Cant wait to see what Sony has in store in the way of surprises.

  3. #3
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    what site will cover GDC? well am pretty sure information from the event will flood the forums so i guess i shouldnt worry about that

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    All About NOBY NOBY BOY
    Speaker: Keita Takahashi (Bandai Namco)
    Date/Time: Thursday (March 26, 2009) 1:30pm — 2:30pm
    Location (room): Room 132, North Hall
    Track: Game Design
    Format: 60-minute Lecture
    Experience Level: All

    Session Description
    Takahashi will talk extensively about his new game NOBY NOBY BOY.

    Takeaway
    This class will be a refreshing change of pace.

    Intended Audience and Prerequisites
    Anyone who cares to listen.

    Guerrilla Tactics: KILLZONE’s Art Tools and Techniques
    Speaker: Jan Bart van Beek (Guerrilla Games)
    Date/Time: Wednesday (March 25, 2009) 2:30pm — 3:30pm
    Location (room): Room 2007, West Hall
    Track: Visual Arts
    Format: 60-minute Lecture
    Experience Level: All

    Session Description
    The session present an overview over the various art tools, techniques and methods that were developed during the development of KILLZONE 2. It will cover various aspects such as shader development, the asset pipeline, lighting technology, cut-scene creation, level creation and post-processing.

    Special attention will be paid to how new insights that were gained during development changed the tools and pipeline and how Guerrilla think this will change in the future.

    Takeaway
    Attendees will gain a good insight in how the art of Killzone 2 was build. It will highlight successes as well as pitfalls that attendees can take into account when setting up or changing their pipeline.

    Intended Audience and Prerequisites
    This lecture is intended for artists, art directors and art producers with a average technical background.
    The PlayStation 3's SPU's in the Real World - KILLZONE 2 Case Study
    Speaker: Michiel van der Leeuw (Technical Director, Guerrilla)
    Date/Time: Wednesday (March 25, 2009) 12:00pm — 1:00pm
    Location (room): Room 2014, West Hall
    Track: Programming
    Format: 60-minute Lecture
    Experience Level: Intermediate

    Session Description
    This session gives an overview of the usage of Cell SPU’s in the engine used to develop KILLZONE 2 for the PlayStation 3. The techniques used for AI, image- based post-processing (motion blur, depth of field, bloom) and other graphical algorithms are discussed. An overview of all of the SPU usage and scheduling in KILLZONE 2 is presented to establish what SPU’s can do in the real world, in a real game. Some thoughts and lessons learned are presented to help attendees in establishing which SPU uses might help them in their next project.

    Takeaway
    Attendees get an insight into the SPU techniques used in KILLZONE 2's engine - many of which are generic and can be applied to other game engines. Based on an overview of the entire SPU usage of the Killzone 2 engine, its weak and strong spots and advice based on this use-case, they can make better decisions about their own SPU development strategy.

    Intended Audience and Prerequisites
    This lecture is intended for game, AI and technology programmers who have to write or design SPU code. A high level overview of the functioning of a game engine is required. Specific knowledge about graphics algorithms or PlayStation 3 programming is recommended, but not required.

    The Rendering Technology of KILLZONE 2
    Speaker: Michal Valient (Senior Graphics Programmer, Guerrilla)
    Date/Time: Thursday (March 26, 2009) 9:00am — 10:00am
    Location (room): Room 2014, West Hall
    Track: Programming
    Format: 60-minute Lecture
    Experience Level: Intermediate

    Session Description
    This session presents an overview of the rendering techniques used in Killzone 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.

    In the second part of the presentation we take a look at our engine from the point of view of the CPU and we describe our GPU-driven block based memory allocation system that allows us to generate resources for the GPU out-of-order on multiple SPUs.

    Takeaway
    Attendees will gain information about rendering technology used in KILLZONE 2 and they will learn about different optimization possibilities the Playstation 3 offers.

    Intended Audience and Prerequisites
    This lecture is intended for graphics programmers. Basic understanding of common rendering techniques is recommended.
    I'd really love to be there for these. I'm interested in knowing just how much extra work the SPU is doing for the RSX, and how they got the AI on the SPU's to work so well. I bet they put a kernal on top of an SPU specifically for AI but I'd love to hear it straight from the horses mouth.

  5. #5
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    It really isn't shocking that Microsoft wouldn't have much of a presence ... their first party development operation is pretty much lionhead. Sony has 20+ studios. In that respect sony is more into the development side of things.

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    They need to have the biggest presence since it means devlopers can help each other as much as they can with the PS3 tech!

    Couldnt resist saying that. You have to admit though saying you dilibertly make the technology more confusing/harder to work with probably isnt the greatest of PR.

    I'd love to go to some of these sort of converences. Especially hearing about the conceptual phases of game production. Kojima's one is probably going to be a full house!

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    Quote Originally Posted by chwisch87 View Post
    It really isn't shocking that Microsoft wouldn't have much of a presence ... their first party development operation is pretty much lionhead. Sony has 20+ studios. In that respect sony is more into the development side of things.
    you couldn't of said it better.......

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    SCE show the 3rd party re*#$ how to use Cell!!

    Panasonic TH-42PY800AZ, Onkyo TX-SR606 (black) , Polk RTi6
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    Insomniac is going to be there also. This is a full day tutorial session compared to the other 1 hour presentation sessions.
    (200) Insomniac Games's Secrets of Console and Playstation 3 Programming
    Speaker: Mike Acton (Engine Director, Insomniac Games), Eric Christensen (Principal Engine Programmer, Insomniac Games), Jonathan Garrett (Senior Engine Programmer, Insomniac Games), Mark Lee (Senior Engine Programmer, Insomniac Games), Joe Valenzuela (Engine Programmer, Insomniac Games)
    Date/Time: Tuesday (March 24, 2009) 10:00am — 6:00pm
    Location (room): Room 3006, West Hall
    Track: Programming
    Format: Full-day Tutorial
    Experience Level: All

    Session Description
    Insomniac invites you to join us in a tutorial about Playstation 3 programming. This all-day tutorial will feature members of the Insomniac Engine Programming Team who will guide you through an in-depth view of the Playstation 3 architecture as well as specific examples of what we've accomplished over the life of the console. You'll be introduced to the console and then be delivered a day's worth of technical presentations, each offering an individual perspective on the methods, tricks, and optimization strategies involved with programming the Playstation 3 console.

    Takeaway
    Attendees will learn about Insomniac's methods for developing technology on the PS3. We will offer specific examples of Cell programming techniques as well as in-depth presentations regarding select aspects of our engine technology and how it works.

    Attendees will walk away with a better understanding of the Cell processor with emphasis on SPU programming, as well as fundamental information that we've learned over the course of developing four Playstation 3 titles. During our presentation we will be revealing solutions for common stumbling blocks with respect to asynchronous code design as well as illustrating principles that will aide our audience in better understanding an optimized Cell pipeline.

    Whether an attending programmer is new to the architecture or an expert, everyone should walk away with greater knowledge of the Cell.

    Intended Audience and Prerequisites
    This session is intended for every programmer interested in learning more about the Cell processor and/or Insomniac's approaches to engine programming. Beginners and experts alike will take something away from the presentation.

    Our tutorial begins with a general introduction to the Cell and its application to Engine programming. The tutorial is designed to be accessible to all but is low-level enough to satisfy the expert engine programmers in the audience who are seeking better techniques for writing streamlined technology.

    To get the most out of the tutorial programmers must be generally familiar with writing an engine pipeline in C. Some of our presentations will cover low-level assembly language so attendees that are well versed at this level stand to gain more from particular points in them.

  10. #10
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    I'd like to hear the Killzone stuff as well as SPU usage in GOW. I'd like to hear about how much work was offloaded to the SPUs to back up the RSX for Killzone 2.

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    I am constantly amazed at how much these devs share yet people continue to say that there is no help from sony.

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    Quote Originally Posted by Staticneuron View Post
    I am constantly amazed at how much these devs share yet people continue to say that there is no help from sony.
    You're not the only one who sees this. At this point, it's laziness, lack of motivation, stupidity or all three. Two years is more than enough for developers to have learned a few things about how to develop for the Cell. Excuses are dwindling and are fast becoming irrelevant as the tools and information are released to the public.

    On another note, I'm definitely excited to see what is taken away and learned from at the conference. I only wish I could attend since this is the field I'm going to be going to college for in the next few months.

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    Wow, I didn't know Sony had so many lectures taking place. Looks like they'll be really reaching forward for more 3rd party support, and with help like this, developers would be rather foolish to turn them down.



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    Quote Originally Posted by Morganator View Post
    You're not the only one who sees this. At this point, it's laziness, lack of motivation, stupidity or all three. Two years is more than enough for developers to have learned a few things about how to develop for the Cell. Excuses are dwindling and are fast becoming irrelevant as the tools and information are released to the public.

    On another note, I'm definitely excited to see what is taken away and learned from at the conference. I only wish I could attend since this is the field I'm going to be going to college for in the next few months.
    Very true. In fact didnt Insomniac release some development tools for free to any developers who want to use them for PS3 coding?

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    Quote Originally Posted by radgamer420 View Post
    Very true. In fact didnt Insomniac release some development tools for free to any developers who want to use them for PS3 coding?
    Yeah I think it was around sometime last year they offered their code libraries and tools from Rachet and clank future and Resistance 1 to afew developers around October of last year. Don't remember the names of those dev houses though or what became of it.

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    Would be quite interesting to see what comes out of this.
    But am I the only one who would $#@! his pant if Team Ico
    was there as well?

    What they managed to do with the ps2 was impressive.

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    Quote Originally Posted by Kal View Post
    Would be quite interesting to see what comes out of this.
    But am I the only one who would $#@! his pant if Team Ico
    was there as well?

    What they managed to do with the ps2 was impressive.
    Team ICO Fumito Ueda is going to be there but don't expect any big reveal. He is just going to be part of a discussion panel. The reveal from Team ICO is rumored for E3 09.

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    Quote Originally Posted by radgamer420 View Post
    Very true. In fact didnt Insomniac release some development tools for free to any developers who want to use them for PS3 coding?
    I believe though I'm not sure what exactly became of it. I do know that they have a section on their website solely dedicated towards the sharing of knowledge. Really, the only stragglers there should be is the start-up companies that have never developed anything whatsoever for any platform.

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    man if i could curse on here i would say holy ****...

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    Quote Originally Posted by Morganator View Post
    I believe though I'm not sure what exactly became of it. I do know that they have a section on their website solely dedicated towards the sharing of knowledge. Really, the only stragglers there should be is the start-up companies that have never developed anything whatsoever for any platform.
    I agree. After 2 years on the market these developers should have a handle on the PS3 architecture. If they dont then something is wrong on the developers part.

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    holy ****


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    Excuses are dwindling and are fast becoming irrelevant as the tools and information are released to the public.
    The fact is the developers now days should know that excuses are dwindling, publishers won't accept the "hard to develop for" excuse any more. If there are 2 teams pitching a game to a publisher and one can promise a Ps3 version of their game and other can't I think I know which one the publisher would go for. The time for excuses is over.

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