Différences entre les versions de « Game Developers Conference »
(→2022) |
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*'''Deconstructing the Combat Dance: Designing Multiplayer Bots for 'Halo Infinite''' (Sara Stern) | *'''Deconstructing the Combat Dance: Designing Multiplayer Bots for 'Halo Infinite''' (Sara Stern) | ||
*'''Technical Artist Summit: Building 'Zeta Halo': Scaling Content Creation for the Largest 'Halo' Ever''' (Kurt Diegert et Mikael Nellfors) | *'''Technical Artist Summit: Building 'Zeta Halo': Scaling Content Creation for the Largest 'Halo' Ever''' (Kurt Diegert et Mikael Nellfors) | ||
*'''Inclusive Leadership @ Xbox Game Studios (Presented by Xbox Game Studios)''' (Bonnie Ross) | |||
*'''New Face of Gaming (Presented by Xbox)''' (Ron Brown) | |||
{{Festivals}} | {{Festivals}} |
Version actuelle datée du 22 mars 2022 à 10:33
La Game Developers Conference, ou GDC, est un salon annuel débuté en 1988 sous le nom Computer Game Developers Conference, dédié aux professionnels du marché du jeu vidéo. Se tenant généralement en mars à San Francisco, en Californie (d'autres éditions plus petites se tenant également à Cologne en Allemagne et à Shanghai en Chine), le salon propose de nombreuses conférences présentées par des professionnels de divers secteurs de l'industrie, ainsi que des annonces d'éditeurs et constructeurs orientées vers les professionnels (à l'inverse des annonces orientées vers le public comme durant l'E3), des défis de design et des tables rondes.
Les conférences données à la GDC sont trouvables sous divers formats sur le site officiel GDC Vaults et la chaîne YouTube du salon.
Halo à la GDC[modifier]
En tant que licence d'importance dans le marché du jeu vidéo, les créateurs et producteurs de Halo ont souvent fait part de leurs expériences, et d'autres acteurs ont analysé la licence lors de conférences durant la GDC. Certains documents de présentation ont été rendus publics par Bungie sur Bungie.net.
2002[modifier]
- Halo Audio (Martin O'Donnel)
2003[modifier]
- Halo: Development Evolved (Jaime Griesemer, Mat Noguchi, Marty O'Donnell)
2005[modifier]
- Recreating the LAN Party Online: The Networking and Social Infrastructure of Halo 2 (Chris Butcher)
- Managing Complexity in the Halo 2 AI System (Damian Isla)
- Content Management for Halo 2 and Beyond (Mat Noguchi)
- Audio Production for Halo 2 (Martin O'Donnell, Jay Weinland)
2007[modifier]
- Three Approaches to Halo-style Behavior Tree AI (Marc-Antoine Argenton, Max Dyckhoff, Chris Hecker, Lauren McHugh)
2008[modifier]
- Audio Post-Mortem: HALO 3 (C. Paul Johnson, Marty O'Donnell, Mike Salvatori, Jay Weinland)
- Building a Better Battle: HALO 3 AI Objectives (Damian Isla)
- E Pluribus Unum: Matchmaking in HALO 3 (Chris Butcher)
- Environment Design in HALO 3 (Mike Zak)
- HALO vs. Facebook: The Emotions that Drive Play (Nicole Lazzaro)
- Lighting and Material of HALO 3 (Hao Chen)
- Lightmap Compression in HALO 3 (Yaohua Hu)
- New Dog, Old Tricks: Running Halo 3 Without a Hard Drive (Mat Noguchi)
- The HALO 3 Cinematic Process (CJ Cowan)
2009[modifier]
- Building Your Airplane While Flying: Production at Bungie (Allen Murray)
- HALO WARS: The Terrain of Next-Gen (Colt McAnlis)
2010[modifier]
- Writing the Whirlwind: 10 Years on the Frontlines Of HALO Storytelling and Beyond (Joseph Staten)
- Building A Better Halo With Python: Production Proven Techniques (Seth Gibson)
- Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3 (Jaime Griesemer)
- Materials vs. Audio: Object Interaction Sound Design in Halo (Jay Weinland)
2011[modifier]
- HALO: REACH Effects Tech (Chris Tchou)
- The Animation of HALO: REACH: Raising the Bar (Tam Armstrong & Joe Spataro)
- Automated Level of Detail Generation for HALO: REACH (Xi Wang)
- I Shot You First: Networking the Gameplay of HALO: REACH (David Aldridge)
- From MYTH to HALO: Marty O'Donnell's Adventures with Adaptive Audio, Creative Collaboration and Geese! (Martin O’Donnell)
- Design in Detail: Tuning the Muzzle Velocity of the Plasma Rifle Bolt on Legendary Difficulty Across the HALO Franchise (Jaime Griesemer)
2012[modifier]
- Building Transmedia Worlds in Halo 4 (Kevin Grace, Armando Troisi)
2013[modifier]
- Bringing the Game to Life - Halo 4: Forward Unto Dawn Postmortem (Kevin Grace, Matt McCloskey, Frank O'Connor, Kiki Wolfkill)
- Halo Reborn: A Postmortem on the Creation of Halo 4 (Josh Holmes)
- Into the Crucible: Forging a Triple-A Game and a Triple-A Studio Simultaneously (Kiki Wolfkill)
- Relighting Forge in Halo 4: Just-In-Time Lighting of User Generated Content (Adam Gold)
- Static Lighting Tricks in Halo 4 (Mike Boulton)
- The Design of New Enemies for Halo 4 (Scott Warner)
2014[modifier]
- Evolving Bungie's Production Practices for a Brave New World (Mark Noseworthy)
- Technical Artist Bootcamp: Halo 4: Content Performance Tips & Techniques (Wes Grandmont III)
- Platform Play - The Mobile Challenge of Halo: Spartan Assault (Paul Lipson)
2015[modifier]
- Blurring Separation Between Concept and Production on Halo 2 Anniversary (Michael Pavlovich)
- Lessons from the Core Engine Architecture of Destiny (Chris Butcher)
- Technical Artist Bootcamp: Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective (Bryan Moss)
2016[modifier]
- Making "Big Data" Work for 'Halo': A Case Study (Tom Mathews)
- Making Moves: Designing Spartan Abilities for 'Halo 5: Guardians' (Ryan Darcey)
- Managing Audio Performance: Lessons Learned from the Production of Halo 5 : Guardians (Chase Thompson)
2017[modifier]
- Technical Artist Bootcamp: Building an Offline Simulation Pipeline (Ben Laidlaw)
2018[modifier]
- Significantly Improving Your Skill System with TrueSkill through Time (Josh Menke)
- 'Halo Wars 2': A UX Postmortem (Max Szlagor)
2020[modifier]
- Matchmaking for Engagement: Lessons from 'Halo 5' (Josh Menke)
- Machine Learning for Optimal Matchmaking (Josh Menke)
2022[modifier]
- One Frame in 'Halo Infinite' (Daniele Giannetti)
- Thinking Like Players: How 'Halo Infinite's' Multiplayer Bots Make Decisions (Brie Chin-Deyerle)
- Deconstructing the Combat Dance: Designing Multiplayer Bots for 'Halo Infinite (Sara Stern)
- Technical Artist Summit: Building 'Zeta Halo': Scaling Content Creation for the Largest 'Halo' Ever (Kurt Diegert et Mikael Nellfors)
- Inclusive Leadership @ Xbox Game Studios (Presented by Xbox Game Studios) (Bonnie Ross)
- New Face of Gaming (Presented by Xbox) (Ron Brown)
Festivals & salons
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Comic-Con • Electronic Entertainment Expo (E3) • Game Developers Conference (GDC) • Gamescom • Penny Arcade Expo (PAX) • Rooster Teeh Expo (RTX) • X | |||||||||||||||||||
Halo Fest • Halo : Outpost Discovery |