Entries for tag "events", ordered from most recent. Entry count: 137.
# Links to GDC 2020 Talks and More
March is an important time of year for game developers, as that's when Game Developers Conference (GDC) takes place - the most important conference of the industry. This year's edition has been cancelled because of coronavirus pandemic, just like all other events, or rather postponed to a later date. But many companies prepared their talks anyway. Surely, they had to submit their talks long time ago, plus any preparation, internal technical and legal reviews... The time spent on this shouldn't be wasted. That's why many of them shared their talks online as videos and/or slides. Below, I try to gather links to these materials with a full list of titles, with special focus on programming talks.
They organized multi-day "Virtual Talks" event presented on Twitch, with replays now available to watch and slides accessible on their website.
Monday, March 16
The 'Kine' Postmortem
Storytelling with Verbs: Integrating Gameplay and Narrative
Intrinsically Motivated Teams: The Manager's Toolbox
From 'Assassin's Creed' to 'The Dark Eye': The Importance of Themes
Representing LGBT+ Characters in Games: Two Case Studies
The Sound of Anthem
Is Your Game Cross-Platform Ready?
Forgiveness Mechanics: Reading Minds for Responsive Gameplay
Experimental AI Lightning Talk: Hyper Realistic Artificial Voices for Games
Tuesday, March 17
What to Write So People Buy: Selling Your Game Without Feeling Sleazy
Failure Workshop: FutureGrind: How To Make A 6-Month Game In Only 4.5 Years
Stress-Free Game Development: Powering Up Your Studio With DevOps
Baked in Accessibility: How Features Were Approached in 'Borderlands 3'
Matchmaking for Engagement: Lessons from 'Halo 5'
Forget CPI: Dynamic Mobile Marketing
Integrating Sound Healing Methodologies Into Your Workflow
From 0-1000: A Test Driven Approach to Tools Development
Overcoming Creative Block on 'Super Crush KO'
When Film, Games, and Theatre Collide
Wednesday, March 18
Bringing Replays to 'World of Tanks: Mercenaries'
Developing and Running Neural Audio in Constrained Environments
Mental Health State of the Industry: Past, Present & Future
Empathizing with Steam: How People Shop for Your Game
Scaling to 10 Concurrent Users: Online Infrastructure as an Indie
Crafting A Tiny Open World: 'A Short Hike' Postmortem
Indie Soapbox: UI design is fun!
Don't Ship a Product, Ship Value: Start Your Minimum Viable Product With a Solution
Day of the Devs: GDC Edition Direct
Independent Games Festival & Game Developers Choice Awards
Thursday, March 19
Machine Learning for Optimal Matchmaking
Skill Progression, Visual Attention, and Efficiently Getting Good at Esports
Making Your Game Influencer Ready: A Marketing Wishlist for Developers
How to Run Your Own Career Fair on a Tiny Budget
Making a Healthy Social Impact in Commercial Games
'Forza' Monthly: Live Streaming a Franchise
Aesthetic Driven Development: Choosing Your Art Before Making a Game
Reading the Rules of 'Baba Is You'
Friday, March 20
Beyond Games as a Service with Live Ops
Kill the Hero, Save the (Narrative) World
'Void Bastards' Art Style Origin Story
Writing Tools Faster: Design Decisions to Accelerate Tool Development
Face-to-Parameter Translation via Neural Network Renderer
The Forest Paths Method for Accessible Narrative Design
'Gears 5' Real-Time Character Dynamics
Stop & Think: Teaching Players About Media Manipulation in 'Headliner'
They organized "DirectX Developer Day" where they announced DirectX 12 Ultimate - a fancy name for the updated Direc3D 12_2 with new major features including DXR (Ray Tracing), Variable Rate Shading, and Mesh Shaders.
DXR 1.1 Inline Raytracing
Advanced Mesh Shaders
Reinventing the Geometry Pipeline: Mesh Shaders in DirectX 12
DirectX 12 Sampler Feedback
PIX on Windows
That's actually GPU Technology Conference (GTC) - a separate event. Their biggest announcement this month was probably DLSS 2.0.
RTX-Accelerated Hair Brought to Life with NVIDIA Iray
Material Interoperability Using MaterialX, Standard Surface, and MDL
The Future of GPU Raytracing
Visuals as a Service (VaaS): How Amazon and Others Create and Use Photoreal On-Demand Product Visuals with RTX Real-Time Raytracing and the Cloud
Next-Gen Rendering Technology at Pixar
New Features in OptiX 7
Production-Quality, Final-Frame Rendering on the GPU
Latest Advancements for Production Rendering with V-Ray GPU and Real-Time Raytracing with Project Lavina
Accelerated Light-Transport Simulation using Neural Networks
Bringing the Arnold Renderer to the GPU
Supercharging Adobe Dimension with RTX-Enabled GPU Raytracing
Sharing Physically Based Materials Between Renderers with MDL
Real-Time Ray-Traced Ambient Occlusion of Complex Scenes using Spatial Hashing
I also found some other videos on Google:
DLSS - Image Reconstruction for Real-time Rendering with Deep Learning
NVIDIA Vulkan Features Update – including Vulkan 1.2 and Ray Tracing
3D Deep Learning in Function Space
Unleash Computer Vision at the Edge with Jetson Nano and Always AI
Optimized Image Classification on the Cheap
Cisco and Patriot One Technologies Bring Machine Learning Projects from Imagination to Realization (Presented by Cisco)
AI @ The Network Edge
Animation, Segmentation, and Statistical Modeling of Biological Cells Using Microscopy Imaging and GPU Compute
Improving CNN Performance with Spatial Context
Weakly Supervised Training to Achieve 99% Accuracy for Retail Asset Protection
Combating Problems Like Asteroid Detection, Climate Change, Security, and Disaster Recovery with GPU-Accelerated AI
Condensa: A Programming System for DNN Model Compression
AI/ML with vGPU on Openstack or RHV Using Kubernetes
CTR Inference Optimization on GPU
NVIDIA Tools to Train, Build, and Deploy Intelligent Vision Applications at the Edge
Leveraging NVIDIA’s Technology for the Ultimate Industrial Autonomous Transport Robot
How to Create Generalizable AI?
Isaac Sim 2020 Deep Dive
But somehow I can't find their full list with links to them anywhere on their website. More talks are accessible after free registration on the event website.
Multi-Adapter with Integrated and Discrete GPUs
Optimizing World of Tanks*: from Laptops to High-End PCs
Intel® oneAPI Rendering Toolkit and its Application to Games
Intel® ISPC in Unreal Engine 4: A Peek Behind the Curtain
Variable Rate Shading with Depth of Field
For the Alliance! World of Warcraft and Intel discuss an Optimized Azeroth
Intel® Open Image Denoise in Blender - GDC 2020
Variable Rate Shading Tier 1 with Microsoft DirectX* 12 from Theory to Practice
Does Your Game's Performance Spark Joy? Profiling with Intel® Graphics Performance Analyzers
Boost CPU performance with Intel® VTune Profiler
DeepMotion | Optimize CPU Performance with Intel VTune Profiler
Google for Games Developer Summit 2020 @ YouTube (a collection of playlists)
Google for Games Developer Summit Keynote
What's new in Android game development tools
What's new in Android graphics optimization tools
Android memory tools and best practices
Deliver higher quality games on more devices
Google Play Asset Delivery for games: Product deep dive and case studies
Protect your game's integrity on Google Play
Accelerate your business growth with leading ad strategies
Firebase games SDK news
Cloud Firestore for Game Developers
Google for Games Developer Summit Keynote
Scaling globally with Game Servers and Agones (Google Games Dev Summit)
How to make multiplayer matchmaking easier and scalable with Open Match (Google Games Dev Summit)
Unity Game Simulation: Find the perfect balance with Unity and GCP (Google Games Dev Summit)
How Dragon Quest Walk handled millions of players using Cloud Spanner (Google Games Dev Summit)
Building gaming analytics online services with Google Cloud and Improbable (Google Games Dev Summit)
Google for Games Developer Summit Keynote
Bringing Destiny to Stadia: A postmortem (Google Games Dev Summit)
Stadia Games & Entertainment presents: Creating for content creators (Google Games Dev Summit)
Empowering game developers with Stadia R&D (Google Games Dev Summit)
Stadia Games & Entertainment presents: Keys to a great game pitch (Google Games Dev Summit)
Supercharging discoverability with Stadia (Google Games Dev Summit)
Online Game Technology Summit: Start-And-Discard: A Unified Workflow for Development and Live
Finding Space for Sound: Environmental Acoustics
Game Server Performance
NPC Voice Design
Machine Learning Summit: Ragdoll Motion Matching
Machine Learning, Physics Simulation, Kolmogorov Complexity, and Squishy Bunnies
AMD: No information.
Sony: No information.
Consoles: Last but not least, March 2020 was also the time when the details of the upcoming new generation of consoles have been announced - Xbox Series S and PlayStation 5. You can easily find information about them by searching the Internet, so I won't recommend any links.
If you know about any more GDC 2020 or other important talks related to programming that have been released recently, please contact me or leave a comment below and I will add them!
Maybe there a positive side of this pandemic? With GDC taking place, developers had to pay $1000+ entrance fee for the event. They had to book a flight to California and a hotel in San Francisco, which was prohibitively expensive for many. They had to apply for ESTA or a vista to the US, which not everyone could get. And the talks eventually landed behind a paywall, scoring even more money to the organizers. Now we can educate ourselves for free from the safety and convenience of our offices and homes.
# Slavic Game Jam 2019 and our project
Over the last weekend I took part in Slavic Game Jam 2019 in Warsaw, Poland. (See website, Facebook event, games at itch.io). It was a big one - over 200 participants, many of them coming from different countries all around Europe. The event started on Thursday with a session of talks in 2 parallel tracks. In the evening there was a pre-party in VooDoo club, with electronic music played from GameBoys and live visuals. The jam started on Friday with the announcement of the theme which was "growth". As always, this was just an inspiration, so participants were free to make any kinds of games.
During the event there was food provided, as well as fruits and vegetables, coffee, and ice cream - all for free, included in the ticket price. Also during the event there was "HydePark" organized in a separate room - something like a small Slot Art Festival where people could reserve time slots to organize their events of any kind - like a talk, a workshop, playing video games, or playing some instruments. It made me wonder if people could come to SGJ, not make any game and still enjoy themselves all the time!
The official communication between the organizers and participants happened on a designated Discord server. Organizers kept us informed about everything what's important by posting announcements to @everyone. And there was a lot happening. For example, they asked us to deliver an exactly 3-second video from our games, from which they later assembled this showreel. They were also making quality photos and posting them during the jam on the Facebook event.
The deadline for games was on Sunday midday. What's interesting is that SGJ was non competitive this time. There were no presentations of the games on stage, no voting or judging by any jury, no winners or prizes. Instead of that, everyone needed to prepare their game to be played by others at their desk. I liked that. I think it might even feel somewhat like preparing a booth at some game expo if taken seriously. Finally, as every good party has a before- and after-party, so in the evening we went to a bar :)
To summarize, I think that in some way it's quite easy to organize a (normal) game jam. You need not invite speakers like for a conference. You need not provide any hardware, as people will bring their own laptops. All you need to do is to have some venue booked for a weekend, and some marketing to invite people to come. Possibly that's why there are so many of such events. My friend once said that taking part in game jams can become a lifestyle - you can go to one almost every week. But SGJ was different. There was so much happening and it was so well organized that I'm sure it required enormous work from everyone involved. Congratulations to the entire crew, KNTG Polygon group from Warsaw University of Technology, volunteers and others!
Regarding the games created during the jam, I could see most of them were developed using Unity. Other technologies were used as well. There were few mobile games, few board games... I couldn't see many VR games. I was developing a game in a team of two, together with my friend Thomas Pendragon - just two programmers. We were planning to use Unreal but we eventually used Unity. We ended up making this game: see entry at itch.io (including binary download for Windows and MacOS).
In our game, you need to "grow" your city by creating a balanced number of places of 5 types (red for building, green for park, blue for water, yellow for airport, gray for road). The city visualization on the left is just eye-candy. You play a tile-matching game like Candy Crush Saga, but with one twist. In the bottom-center there is a Tetris-like indicator that goes up every time you make a match of some color. When all colors are matched, the bottom row is cleared - like in Tetris. If any color goes all the way to the top, you lose, so you need to consider which colors do you match to keep a good balance. That makes the game more strategic. Points are calculated for every match - more if you match 4 or 5 in a row or if something else is matched in the same move. How many points can you reach? The record during the jam was above 1000.
Thomas gave initial idea and designed the game. He did some coding (like the city building on the left), composed the music, added sound effects, made some graphics in Blender, and assembled the rest from some assets. I coded the core logic of the matching game, the whole UI, and juicing, like particle effects and animations.
As a post-mortem of this little project, here is the list of what went right:
What went wrong?
# Global Game Jam 2019 - my impressions
Last weekend the 2019 edition of Global Game Jam took place - a worldwide event where teams od developers gather in different sites all around the world to make games during two days and two nights. There was a large site in my city (Warsaw) - PolyJam, but I decided to go to Gdańsk to participate it their local site called Hackerspace Game Jam together with my friends.
Theme this year was "what home means to you". As always, participants interpreted it very differently. Those who have families associated home with all kinds of troubles caused by the other residents. Pooplers - the game I liked the most - is about babies crawling around the house and pooping competitively to cover as much surface as possible with their specific color, while avoiding the mother :) Home Alone: Cat edition is about a cat that can destroy and drop stuff from the shelves, all in first person perspective. Kapeć Defender is about a man who throws slipper (pol. "kapeć") at the wife and other people to be able to just sit and watch TV. There were more sci-fi settings as well. I liked the game Gwiezdni Somsiedzi a lot. It is the only one with multiplayer over network. Players have to control satellites flying in space, catch asteroids and throw them at the other players. Another space game was Glop where players have to cooperatively control various devices on the surface of a planet to make it fly, as well as shoot at incoming obstacles.
Our team was a group of friends from the demoscene - 2 ex-Intel C++ developers and 2 DevOps currently working in a bank. Unfortunately we had no graphics artists. Although I would prefer to use Unity or Unreal Engine these days, we eventually decided to go the hard way and code in C++ using dxfw - the old framework developed by Krzysiek K., based on Direct3D 9. I had to remind myself this old technology before the jam, including all these
D3DRS_ fixed-function pipeline states and D3DX math library. By the way: If the last version of DirectX SDK for DX9 was released in June 2010, can we already consider it a retro platform, along with Atari and Amiga? ;)
We used FMOD library for playing sound and music and Gainput for handling input from gamepads. We started from having a ray-traced sphere, so we had to code all the game logic and rendering from scratch, including displaying characters, UI, collisions, etc. We've developed some of the logic in C++ and some in Squirrel, because we had this scripting language already integrated with the framework. I had no previous experience with Squirrel, so I had to learn it very quickly. After going through the documentation, I concluded that I love it! It looks like a great scripting language for simple applications. It's not perfect, e.g. it lacks vector and matrix types so necessary in game development (just like pretty much every other programming language except HLSL/GLSL), but I like its simplicity and syntax. It is very similar to Lua in its overall philosophy - dynamically typed, object oriented, and based on key-value arrays. The syntax is not that weird though. It seems to follow the "principle of least astonishment" - it's very similar to C++, arrays are indexed from 0, plus ending statements with a semicolon is optional - end of line also works.
Participating in an event such as GGJ is always an adventure and an opportunity for many new experiences - much better than just sitting on the Internet at home. During this jam I not only learned Squirrel as a new programming language, but I've also heard what is it like to work as a programmer at a bank, I've registered on Asana (a web service for organizing TODO lists, just like Trello which I used before), and of course I had an opportunity to practice quick and dirty programming, as opposed to code carefully thought out and tested, like it has to be done in a regular job.
Finally, the game we've made is here: LazerBugz. It is a twin-stick shooter happening on a spherical surface of a planet. The "home" is the cosmic base that you have to defend while shooting at alien bugs and going out to gather randomly placed gems. It supports local co-op for any number of players using Xbox gamepads or keyboard and mouse. Some screenshots and a photo of people playing our game:
There was a competition on our site. We didn't take any of the first 3 places. We just got mention among the games who received a good number of votes. The game that won was Clash of T-Rexes - kind of Pong with two dinosaurs standing on two planets.
Official photo gallery from the event: Hackerspace Game Jam 2019
# "Co działa szybko, a co wolno w grafice 3D?" - talk at Collegium da Vinci
(EN) This post will be in Polish because it's an invitation for my talk, which will happen 7th December 2018 in Collegium da Vinci in Poznań, and it will be in Polish.
(PL) Wszystkich zainteresowanych tworzeniem gier (także w Unity czy Unreal Engine, niekoniecznie zaawansowanym programowaniem grafiki w C++) mam przyjemność zaprosić na mój wykład pt. „Co działa szybko, a co wolno w grafice 3D?”, który odbędzie się 7 grudnia 2018 na uczelni Collegium Da Vinci w Poznaniu, w ramach cyklu spotkań „INTERAKCJE”.
Opis: Grafika 3D jest istotną częścią współczesnych gier video, a jej wydajne renderowanie jest niezbędne do płynnego działania gier w czasie rzeczywistym. Znajomość podstaw tej dziedziny jest przydatna niezależnie od wybranej technologii (np. Unity, Unreal Engine czy własny silnik pisany w C++). Wykład stanowi przegląd technik stosowanych w grafice renderowanej z użyciem współczesnych GPU z podkreśleniem, które z nich mogą stanowić problem wydajnościowy oraz jakimi sposobami można uzyskać lepszą wydajność.
# Porting your engine to Vulkan or DX12 - video from my talk
Organizers of Digital Dragons conference published video recording of my talk "Porting your engine to Vulkan or DX12":
PowerPoint slides are also available for download here: Porting your engine to Vulkan or DX12 - GPUOpen.
# My upcoming 3 talks
I'd like to invite you to my upcoming talks:
Tuesday 15 May at Czestochowa University of Technology, Faculty of Electrical Engineering, I will talk about computer graphics. Topic is: "Grafika komputerowa jako kreatywna dziedzina informatyki".
One week later I will give more advanced talk, in English this time. At Digital Dragons conference in Kraków I will talk about "Porting your engine to Vulkan or DX12". Later that week I will discuss the same subject at Nordic Game conference in Malmö.
# A MAZE in Berlin - my impressions
Last week I've been on A MAZE - an event in Berlin advertsed as "7th International Games and Playful Media Festival". I went there together with a large group of people from Polygon - gamedev interest group from Warsaw University of Technology. I liked it a lot because it's something different from what I've attended before, and I've been on many events, like gamedev conferences (e.g. GDC), demoscene parties (e.g. Revision), gaming expo (e.g. Poznań Game Arena), cybersport events (e.g. World Cyber Games), or events decated to retro computers.
A MAZE could be described as independent games festival. Majority of events took place between Thursday and Saturday. Its main part was game exhibition, where booths with many games were available for visitors to play or talk to their developers. They were indie games, so either very artistic, containing some original gameplay ideas, unusual controller, or somehow politically involved. Contrary to expo at GDC, there were no AAA titles, no big publishers, IHVs or middleware developers. There were some really polished and commercially successful games though, e.g. SUPERHOT.
Second big part of the event were talks happening on two stages. Again, they were very "alternative", often delivered by artists or academics. They either discussed some ideas or artistic vision behind some game, touched politics (of course all from the left side of political scene, e.g. about helping migrants, women, and other minorities), or they were purely fun. There was very little about programming and nothing about advanced rendering technology. Most of indie developers use Unity. I attended one of the workshops about Unity, but it was very basic - speaker explained what is bool, int etc.
Besides, there were concerts every evening with bands or DJs playing, VJs making visualizations, lots of beer and other festival fun :) I recommend attending A MAZE at least once to anyone interested in games or game development, just because it's so different from other events. Plus it happens in Berlin, and I love the atmosphere of this city :)
# Memory management in Vulkan and DX12: slides are online
Slides from my talk at Game Developers Conference (GDC) 2018: "Memory management in Vulkan and DX12" are now available online, as part of materials from Advanced Graphics Techniques Tutorial. Access to this PDF is open to anyone, not behind GDC Vault paywall. I've put some additional information in "backup" slides at the end that I didn't show during my presentation. The slides are designed the way that you can learn from them even without seeing the talk.
Update 2018-05-04: Slides from my talk in PPTX format with additional notes are now available (together with many other GDC 2018 presentations) on page: GDC 2018 Presentations - GPUOpen.