GDC 2012를 앞두고 강연목록을 체크해보았습니다.

우선 관련된 강연이 있는 게임의 목록을 뽑아보았습니다. 해당 게임을 플레이해보지 않고서는 강연을 들어도 이해도가 상대적으로 떨어질 수 밖에 없기 때문에 최소한의 이해를 해두고 강연을 듣는 것이 좋을 것입니다. 또한 강연이 많은 게임들은 개발자들 스스로가 할 말이 많은 자랑스러운 게임이고, 새로운 시도/진보가 많은 게임이라 기대할 수 있는지라, 강연과 관계없이 한번쯤 플레이 해볼만 하지 않을까 싶습니다. 물론 광고 목적으로 나오는 게임도 없으라는 법은 없읍니다만, 진행측에서 너무 심한 강연은 걸러내었으리라 기대합니다.

일부 게임에는 링크를 달아놓았는데, 제가 잘 알지 못해서 찾아보았던 게임들에만 달아둔 것입니다. 다른 분들께도 도움이 되면 좋겠습니다.

강연 제목만 보고 뽑은 목록이라 실제로는 누락된 게임/강연들이 있으리라 생각합니다. 저도 들을 강연 목록 뽑으면서 눈에 띄는대로 추가하겠습니다만, 빠진 게임/강연을 발견하신 분은 덧글 달아주시면 추가하도록 하겠습니다.

강연이 많은 게임 순으로 정리했습니다.

Uncharted 3
Water Technology of Uncharted
Attention, Not Immersion : Making Your Games Better with Psychology and Playtesting, the Uncharted Way
The Cameras of Uncharted 3
Creating the Flood Effects in Uncharted 3
Effects Techniques Used in Uncharted 3 : Drake's Deception
The Tricks Up Our Sleeves : A Walkthrough of the Latest Technologies Behind FX of Uncharted 3 : Drake's Deception
Uncharted Outsourcing
The Art of Uncharted 3

Saints Row : The Third
Lighting and Simplifying Saints Row : The Third
Saints Row the Third Real Time Capture Tools
The Art Direction of Saints Row : The Third
Designing over the Top - Saints Row : The Third Postmortem

Gears of War 3
Production Culture : Hot Two and a Half Artists Completed the FX for Gears of War 3
Dedicated Servers in Gears of War 3 : Scaling to Milloins of Players
Gears of War 3 : Building a Better Pipeline (Presented by Autodesk)
Evolution of the Cinematic Process : the Gears of War Trilogy
Tackling Large Scale Destruction FX : Lessons Learned From Raam's Shadow DLC

Battlefield 3

Modular Rigging in Battlefield 3
Animation methodology for Battlefield 3
Terrain in Battlefield 3 : A Modern, Complete and Scalable System
Stable SSAO in Battlefield 3 with Selective Temporal Filtering

Red Faction : Armageddon
Communication and Iteration of Visual Effects in Red Faction : Armageddon
The Weight of the World : Creating Massive Destruction Audio for Red Faction : Armageddon

Jetpack Joyride
Iterating Design and Fighting Fires : Updating Fruit Ninja and Jetpack Joyride
Depth in Simplicity : The Making of Jetpack Joyride

Batman Arkham City
Composition Process in Batman Arkham City
Batman : Arkham City - Journey from the Asylum to the City

inFAMOUS 2
User-Generated Content in inFAMOUS 2 (And Does It Make Sense for Your Game?)
Ambient Occlusion Fields and Declas in infamous 2

Diablo 3
Giant Toads and Zombie Bears : Technical Art Re-envisioned for Diablo 3
The Art of Diablo 3

Resistance 3
Previs and Animation for Resistence 3 (Presented by Xsens)
What You Don't Know IS Hurting You : How Aggressive User-Research Improved Resistance 3

League of the Legends
Evolving the MOBA Genre - The League of the Legends : Dominion Postmortem
League of the Legends : Scaling to Millions of Summoners

Skyfall
Skyfall Postmortem : Delivering Elight to Savvy Gamers on The Go

Atom Zombie Smasher
Nuke It From Orbit : the Making of Atom Zombie Smasher

Army Attack
Army Attack Postmortem : Fighting in the Free to Play War

Bejeweled Blitz
Setting Bejeweled Blitz Free : Lessons Learned Moving From Premium to Freemium on iOS

Fruit Njnja
Iterating Design and Fighting Fires : Updating Fruit Ninja and Jetpack Joyride

StarCraft II
StarCraft II - Carte Blanche Lcalization

Deus EX : Human Revolution
Reimagining a Classic : The Design Challenges of Deus EX : Human Revolution

SSX
Asking the Impossible on SSX : Creating 300 Tracks on a Ten-Track Budget

Space Invaders
Infinity Gene
Groove Coaster

Five Techniques for Making an Unforgettable Game, Illustrated in Space Invaders, Infinity Gene and Groove Coaster

Team Fortress 2
Team Fortress 2 from the Orange Box to Free to Play in Just Four Years!

Forza Motorsport 4
Forza Motorsport 4 Production Pipeline Architecture

APB
APB Reloaded : Design and Item Monetization Challenges When AAA Games Goes Free2Play

Hitman : Absolution
Crowds in Hitman : Absolution

Kane & Lynch 2
The Art of Non-Music : Crime Shooter Kane & Lynch 2 : Dog Days and Its Industrial Terror Ambience

Waking Mars
Inventing the Innovative Gameplay of Waking Mars

HOARD
Guerilla Prototyping : A Design Post-mortem of the Arcade Strategy Game HOARD

Witcher 2
Witcher 2 : How CD Projekt RED Sold Over a Million Copies of its Exclusive PC Game And How You Can Too

Killzone 3
Making of Killzone 3 (Presented by Autodesk)

Resident Evil : Operation Raccoon City
Rigging a Resident Evil - Inside the Bone Code of Operation Raccoon City

Dear Esther
The Art of Dear Esther - Building an Environment to tell a Story

The Dishwasher : Vampire Smile

DIY XBLA FTW : The Dishwasher : Vampire Smile Postmortem

Dragon Age
Ownership - Dragon Age Style

Assassin's Creed Revelations
Passenger : Story of a Convergent Pipeline - From Assassin's Creed Lineage to Assassin's Creed Revelations

Infinity Blade
Infinity Blade II

Re-orienting Development and Accelerating Production to Create Infinity Blade and Infinity Blade II

Monster Galaxy
Monster Galaxy : Developing Social Games for Gamers

Plants vs. Zombies
How I Got My Mom to Play Through Plants vs. Zombie

God of War III
The Titans : Creating Living, Breathing Levels in God of Wars III

Gravity Rush
Bringing the Visuals of Gravity Rush to PlayStation Vita

Forza Motorsport 4
Racing to the Finish : Content Production on Forza Motorsport 4

Far Cry 3
Deferred Radiance Transfer Volumes : Global Illumination in Far Cry 3

Lord of the Rings : War in the North
Orchestral Recoding at Abbey Road to Lord of the Rings : War in the North

Trainyard
Cut the Rope

Level Design Case Studies : Trainyard and Cut the Rope

Alone in the Dark
Classic Game Postmortem : Alone in the Dark

Fallout
Classic Game Postmortem : Fallout

Harvest Moon
Classic Game Postmortem : Harvest Moon

Gauntlet
Classic Game Postmortem : Gauntlet

top