PS3 Sony GDC Sammelthread

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RWA

L20: Enlightened
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1 März 2005
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Ja, bald ist es wieder so weit: Vom 18.02 - 22.02 findet in San Francisco die GDC statt. Ne Messe von Entwicklern für Entwickler. Könnte am Ende daher ein wenig uninteressant werden, da die GDC keine E3 o. keine TGS ist.

Sicher ist nur, dass man etwas Neues sehen wird. Manches wird keiner von uns zu Gesicht bekommen, andere wiederum wird man öffentlicht vorführen. MS und Nintendo haben PKs angekündigt. Wie es mit Sony aussieht weiss ich mom noch nicht so genau. Denke aber, dass Sony, wie schon letztes Jahr, ne PK abhalten wird.

Letztes Jahr zeigte Sony Home und LBP. Ich hoffe dieses Jahr wird Sony wieder etwas NEUES zeigen. Home und LBP kennen wir schon, ich will NEUES. Aber ich rechne mit Home 2.0 etc.

Wie gesagt, ihr solltet nicht zu viel erwarten.

Kleine News am Rande: Wir könnten die ersten bewegten Bilder zu Resistance 2 bekommen, wenn Ins. mitspielt. ^^


Wichtig: Bitte keine Vergleiche mit anderen Konsolen, keine WAR News und auch keine WAR Diskusion. Leute die das nicht beachten, werden gemeldet.

Also, Da Word of Sony ist in diesem Thread zu finden:

  • PLAYSTATION 3
  • Playstation Portable
  • PlayStation 2
  • Playstation NETWORK Games
 
hm... die letzten threads dieser art waren doch immer im sony software allgemein bereich oder nicht?

bin echt gespannt was die entwickler so alles aus den konsolen rausholen... liebe techdemos hoffe wir als normal sterbliche sehen davon auch was!
 
Ich denke auf ein paar Dinge können wir uns freuen, und wenn es nur viele Interviews von Entwickler sind, irgentwo sind immer Interessante Infos zu finden und durchsickern tut auch immer was.
Vielleicht werden wir ein paar neue Sony Projekte in Form einer Techdemo sehen, wäre auch nicht das erste mal.
 
Insomniac's SPU Programming Practices

Speaker: Mike Acton (Engine Director, Insomniac Games)
Date/Time: TBD
Track: Programming
Experience Level: Advanced

Session Description
Insomniac is now on its third generation PlayStation 3 game and technology. Mike Acton, engine director, and Eric Christensen, principal engine programmer, will describe in detail the state of Insomniac's proprietary engine from RESISTANCE: FALL OF MAN and RATCHET AND CLANK FUTURE: TOOLS OF DESTRUCTION to our current project. This talk will describe the steps taken to understand the SPU, fit more code and data on the SPU, and the steady progression toward a state where the SPUs dominate our game update. Developing an engine from the ground up on any platform is a difficult task. This talk will cover what went wrong, what went right, and what steps are being taken to continue in a direction that we keep Insomniac on the competitive edge and prepare the studio for future platforms. This presentation will include concrete examples of some of key systems and how they've been improved over time. Step by step code examples will be used to answer common questions related to SPU programming methods, including Insomniac's techniques for breaking the 256k barrier. Details on Insomniac's use of "SPU Shaders" and the benefits of that system will also be covered.
Quote:
Making in-Game Commerce Work for You: SINGSTAR, a Case Study

Speaker: Richard Bates - Lead Programmer, Sony Computer Entertainment Europe
Track: Production

Game consoles now have always-on network connections, and consumers are ever more comfortable with making purchases online. SINGSTAR on PlayStation 3 responds to this with an innovative in-game store, with a sophisticated, user friendly interface. This case study looks at how commerce can be of benefit to a game, and explores methods for building it in to a title. The session deals with many issues that will arise during production, from concerns such as parental control and testing, to technical considerations including server configuration and the page delivery model.
Quote:
Home Tools and Support: Creating Content for PlayStation Home Sponsored
by Sony
Speaker: James Cox (Senior Producer, Sony Computer Entertainment Europe),Warren Keyes (Lead Tools Programmer, Sony Computer Entertainment Europe)

Date/Time: Thursday (February 21, 2008) 12:00pm — 1:00pm

Session Description
This presentation will cover an overview of the current Home Tools features and the feature roadmaps for the future. Additionally we shall walk through the process of creating a space for Home and show a guide to creating 3D mini-games within the Home environments. Wrapping up we shall take a sneak peak at Home Interactive Item creation.
Quote:
At the Cutting Edge – Audio Production for HEAVENLY SWORD

Speaker: Garry Taylor (Audio/Video Manager, Sony Computer Entertainment Europe)
Date/Time: TBD
Track: Audio
Secondary Track: Production
Experience Level: All

Session Description
"With production values rivalling a Hollywood blockbuster, 'HEAVENLY SWORD' is game development on a truly global scale." When audio assets for a project are coming from 3 continents, separated over 20 time zones, managing the production effectively is a constant challenge. Outsourcing to production companies such as WETA (Lord of the Rings/King Kong) and audio teams responsible for films such as Crouching Tiger, Hidden Dragon and The Departed, Garry Taylor takes you on a whistle-stop tour of the globe, looking at the lessons learnt, and examining the hurdles that were overcome to achieve the state of the art, 'Next-Gen' audio quality of Ninja Theory and Sony's 'HEAVENLY SWORD' title for PS3.

Idea Takeaway
This session will examine the HEAVENLY SWORD audio production process from start to finish, highlighting the highs and lows of the audio production and looking at some of the key issues that arise when managing large scale audio projects. It will also offer pointers on what to keep in-house and what to outsource in terms of audio production.

Intended Audience
This session is aimed primarily at audio professionals, game directors, producers and anyone involved in audio production for large or medium sized projects.
Quote:
Creating a Character in DRAKE'S FORTUNE

Speaker: Christian Gyrling (AI and Animation Programmer, Naughty Dog Inc.)
Date/Time: TBD
Track: Programming
Secondary Track: Visual Arts
Experience Level: Advanced

Session Description
This talk will show how we developed the characters in DRAKE'S FORTUNE, praised for its animation. It will show how we reduced the complexity of organizing hundreds of animations by working with abstract animation states. The talk will also describe how we solved the AI/Animation integration as well as how we decoupled character orientation and movement from joint animation. Finally it will describe the extensive use of additive animations used to enrich the game experience.

Idea Takeaway
Attendees will learn to organize animations based on abstract animation states to reduce complexity, the importance of having the AI work closely with animation without tightly coupling them as well as the advantages to using additive animation to solve common problems where the animator has a lot of creative control.

Intended Audience
This lecture is targeting gameplay programmers and technical animators interested in techniques used to reduce the complexity in creating realistic looking characters.
 
Ich hoffe auf ingame XMB, home releasetermin, einige neue games und infos zu neuen ips wie infamous oder eight days.

wird sicher interessant. :-D
 
hoffentlich kündigen sie Home Dollars an und bedanken sich herzlich an einen Consolewars User :D
 
hm... die letzten threads dieser art waren doch immer im sony software allgemein bereich oder nicht?

bin echt gespannt was die entwickler so alles aus den konsolen rausholen... liebe techdemos hoffe wir als normal sterbliche sehen davon auch was!

Ja, stimmt eigentlich, aber ich denke auf der GDC wird es viel mehr um die PS3 gehen als jetzt um die PS2 o. PSP. PSN und PS3 sind PS3 Softwarethemen, ich denke ist okay so.
 
Ja okay nochmal:

Insomniac's SPU Programming Practices

Speaker: Mike Acton (Engine Director, Insomniac Games)
Date/Time: TBD
Track: Programming
Experience Level: Advanced

Session Description
Insomniac is now on its third generation PlayStation 3 game and technology. Mike Acton, engine director, and Eric Christensen, principal engine programmer, will describe in detail the state of Insomniac's proprietary engine from RESISTANCE: FALL OF MAN and RATCHET AND CLANK FUTURE: TOOLS OF DESTRUCTION to our current project. This talk will describe the steps taken to understand the SPU, fit more code and data on the SPU, and the steady progression toward a state where the SPUs dominate our game update. Developing an engine from the ground up on any platform is a difficult task. This talk will cover what went wrong, what went right, and what steps are being taken to continue in a direction that we keep Insomniac on the competitive edge and prepare the studio for future platforms. This presentation will include concrete examples of some of key systems and how they've been improved over time. Step by step code examples will be used to answer common questions related to SPU programming methods, including Insomniac's techniques for breaking the 256k barrier. Details on Insomniac's use of "SPU Shaders" and the benefits of that system will also be covered.


Making in-Game Commerce Work for You: SINGSTAR, a Case Study

Speaker: Richard Bates - Lead Programmer, Sony Computer Entertainment Europe
Track: Production

Game consoles now have always-on network connections, and consumers are ever more comfortable with making purchases online. SINGSTAR on PlayStation 3 responds to this with an innovative in-game store, with a sophisticated, user friendly interface. This case study looks at how commerce can be of benefit to a game, and explores methods for building it in to a title. The session deals with many issues that will arise during production, from concerns such as parental control and testing, to technical considerations including server configuration and the page delivery model.


Home Tools and Support: Creating Content for PlayStation Home Sponsored
by Sony
Speaker: James Cox (Senior Producer, Sony Computer Entertainment Europe),Warren Keyes (Lead Tools Programmer, Sony Computer Entertainment Europe)

Date/Time: Thursday (February 21, 2008) 12:00pm — 1:00pm

Session Description
This presentation will cover an overview of the current Home Tools features and the feature roadmaps for the future. Additionally we shall walk through the process of creating a space for Home and show a guide to creating 3D mini-games within the Home environments. Wrapping up we shall take a sneak peak at Home Interactive Item creation.


At the Cutting Edge – Audio Production for HEAVENLY SWORD

Speaker: Garry Taylor (Audio/Video Manager, Sony Computer Entertainment Europe)
Date/Time: TBD
Track: Audio
Secondary Track: Production
Experience Level: All

Session Description
"With production values rivalling a Hollywood blockbuster, 'HEAVENLY SWORD' is game development on a truly global scale." When audio assets for a project are coming from 3 continents, separated over 20 time zones, managing the production effectively is a constant challenge. Outsourcing to production companies such as WETA (Lord of the Rings/King Kong) and audio teams responsible for films such as Crouching Tiger, Hidden Dragon and The Departed, Garry Taylor takes you on a whistle-stop tour of the globe, looking at the lessons learnt, and examining the hurdles that were overcome to achieve the state of the art, 'Next-Gen' audio quality of Ninja Theory and Sony's 'HEAVENLY SWORD' title for PS3.

Idea Takeaway
This session will examine the HEAVENLY SWORD audio production process from start to finish, highlighting the highs and lows of the audio production and looking at some of the key issues that arise when managing large scale audio projects. It will also offer pointers on what to keep in-house and what to outsource in terms of audio production.

Intended Audience
This session is aimed primarily at audio professionals, game directors, producers and anyone involved in audio production for large or medium sized projects.


Creating a Character in DRAKE'S FORTUNE

Speaker: Christian Gyrling (AI and Animation Programmer, Naughty Dog Inc.)
Date/Time: TBD
Track: Programming
Secondary Track: Visual Arts
Experience Level: Advanced

Session Description
This talk will show how we developed the characters in DRAKE'S FORTUNE, praised for its animation. It will show how we reduced the complexity of organizing hundreds of animations by working with abstract animation states. The talk will also describe how we solved the AI/Animation integration as well as how we decoupled character orientation and movement from joint animation. Finally it will describe the extensive use of additive animations used to enrich the game experience.

Idea Takeaway
Attendees will learn to organize animations based on abstract animation states to reduce complexity, the importance of having the AI work closely with animation without tightly coupling them as well as the advantages to using additive animation to solve common problems where the animator has a lot of creative control.

Intended Audience
This lecture is targeting gameplay programmers and technical animators interested in techniques used to reduce the complexity in creating realistic looking characters.


Creating a Character in DRAKE'S FORTUNE

Speaker: Christian Gyrling (AI and Animation Programmer, Naughty Dog Inc.)
Date/Time: TBD
Track: Programming
Secondary Track: Visual Arts
Experience Level: Advanced

Session Description
This talk will show how we developed the characters in DRAKE'S FORTUNE, praised for its animation. It will show how we reduced the complexity of organizing hundreds of animations by working with abstract animation states. The talk will also describe how we solved the AI/Animation integration as well as how we decoupled character orientation and movement from joint animation. Finally it will describe the extensive use of additive animations used to enrich the game experience.

Idea Takeaway
Attendees will learn to organize animations based on abstract animation states to reduce complexity, the importance of having the AI work closely with animation without tightly coupling them as well as the advantages to using additive animation to solve common problems where the animator has a lot of creative control.

Intended Audience
This lecture is targeting gameplay programmers and technical animators interested in techniques used to reduce the complexity in creating realistic looking characters.


Two of the team behind Square Enix's epic Final Fantasy franchise will be at the event, with general manager for technical research Taku Murata discussing the company's work on a new game engine for FF XIII, while art director Isamu Kamikokuryo will discuss the art style of the series in an interview with Bungie's Steve Theodore.
Quote:
This year, GDC will also be hosting dual Japanese and English wireless translation services in a effort to open the event to a wider Japanese audience.


Crytek will demonstrate their CryENGINE 2 game development middleware and their Sandbox 2 game editor at this year's Game Developer Conference, for the first time running on multiple hardware platforms such as the PS3 and Xbox 360.

First publicly shown at last year's conference, and recently released as the technology underlying their critically acclaimed PC game, Crysis, this year's engine will be shown for the first time running on multiple hardware platforms such as the PS3 and Xbox 360, to a select audience. In addition, there will be a public demonstration showing how well the fully optimized engine can perform on a budget PC which can be put together for around 600 dollars complete, including keyboard and mouse. Visitors will be able to see for themselves the extremely high quality that can be achieved on relatively inexpensive consumer hardware today using the CryENGINE 2.

Cevat Yerli, Sten Hübler and Bernd Diemer will host a GDC session entitled "Crysis in the Making", providing a behind the scenes look at the challenges of developing Crysis and the CryENGINE 2. Other highlights of the show will be various conference talks and discussions involving key Crytek technical staff including Chris Evans, Technical Art Lead, Tomas Neumann, Crytek's Audio Programmer, and Tiago Sousa, R&D Graphics Programmer.

In addition, Crytek will once again be hosting a series of public presentations at their booth #6611 in the North Hall, where the topics to be covered will range from live demonstrations of rapid level creation using the Sandbox 2 editor, working with the next generation features of the CryENGINE 2 animation system, adding immersive sound and interactive music to your game, to a discussion of the overall CryENGINE 2 design, graphical pipelines and overall architecture. These presentations will be lead by many of the leading members of the Crytek's game development and engine teams. For the first time, Crytek will also be joined at their booth by some of their many licensing partners, which will also show the CryENGINE 2 being used for architectural visualizations and serious games applications. Seating for the presentations is on a first come, first served basis, and likely to fill quickly. Each of these presentations will repeat twice each day; no appointment is needed to attend.

By the way verbesserter Cell Chip on the way:

http://www.simplygaming.info/2008/0...-more-efficient-cell-processor-at-isscc-2008/

 
Letztes Jahr gabs doch auch erstes Gameplay Material zu Drake oder ???
Ich hoffe dieses Jahr auf Resistance 2, Killzone 2, The Getaway 3, Eight Days, Infamous und natürlich das neue Team Ico Game :)

Edit:

Resistance 2-Präsentation auf GDC?

Insomniac könnte auf der 'Game Developers Conference' (18.02.08 - 22.02.08 in San Francisco) vielleicht Resistance 2 vorführen. Das lässt sich dem Veranstaltungsprogramm entnehmen.

Mike Acton, der Engine Director von Insomniac Games, will am 20.02.08 eine Präsentation zum Theme 'Insomniac's SPU Programming Practices' abhalten. Im Mittelpunkt steht die eigens von Insomniac entwickelte Engine, mit der u.a. Resistance: Fall of Man und Ratchet & Clank Future: Tools of Destruction laufen.

Weiter heißt es, dass man den Stand der Engine aber auch anhand von 'aktuellen Projekten' zeigen wird. Hierzu zählt u.a. Resistance 2, das dann vielleicht erstmals als Video oder Demo zu sehen sein könnte.

Insomniac hatte bereits im letzten Jahr die Game Developers Conference genutzt, um die ersten bewegten Bilder zu Ratchet and Clank Future: Tools of Destruction zu zeigen.
 
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Es gibt eigentlich nur ein Thema, das mich interessiert: Wird Hideo Kojima auf der Messe sein? Und wird er endlich den Release Termin von MGS4 verraten?
 
ich hoffe das es keine demo geben wird...

kojima wird schon dafür sorgen das sich die fans nicht zu sehr spoilern ;)
mit anderen worten: "bitte führe uns nicht in versuchung" ;)
 
ich hoffe das es keine demo geben wird...

kojima wird schon dafür sorgen das sich die fans nicht zu sehr spoilern ;)
mit anderen worten: "bitte führe uns nicht in versuchung" ;)

Ich würde die Versuchung nicht widerstehen können. Ich kanns einfach nicht mehr abwarten, bis ich mal irgendetwas neues von MGS4 zu sehen oder zu spielen bekomme.

Aber vor spoiler habe ich eigentlich keine Angst, denn Kojima hat sicher die besten überraschungen noch nirgens verraten.
 
Ich würde die Versuchung nicht widerstehen können. Ich kanns einfach nicht mehr abwarten, bis ich mal irgendetwas neues von MGS4 zu sehen oder zu spielen bekomme.

Aber vor spoiler habe ich eigentlich keine Angst, denn Kojima hat sicher die besten überraschungen noch nirgens verraten.

ja aber ein MGS ohne jegliche vorkenntnisse diesen teiles zu spielen ist das geilste erlebnis überhaupt... selbst die paar szenen von MGS4 waren mir schon zu viel einfach weil man sich dann selber schon eine story zusammenreimt und wenn diese dann manchmal wirklich zutrifft ist das erlebnis eben nicht so wie wenn man absolut nichts dazu weis.

es ist wie mit einem film... wenn man sich die kritiken und die vorschau durchliest hat man sich schon ein gewisses bild gemacht und sieht den film mit anderen augen wie wenn man völlig ohne diese information ins kino geht/die dvd/bd einlegt
 
ja aber ein MGS ohne jegliche vorkenntnisse diesen teiles zu spielen ist das geilste erlebnis überhaupt... selbst die paar szenen von MGS4 waren mir schon zu viel einfach weil man sich dann selber schon eine story zusammenreimt und wenn diese dann manchmal wirklich zutrifft ist das erlebnis eben nicht so wie wenn man absolut nichts dazu weis.

es ist wie mit einem film... wenn man sich die kritiken und die vorschau durchliest hat man sich schon ein gewisses bild gemacht und sieht den film mit anderen augen wie wenn man völlig ohne diese information ins kino geht/die dvd/bd einlegt

Du hast da schon vollkommen recht. Ich hab das niergens abgestritten. Das erlebnis ist 1000 x besser ohne irgendwelche vorkentnisse. Das erlebnis hatte ich bei MGS3 gehabt, da ich dort mich noch nicht mit Trailers, Forums und Infos suche ausgekennt habe. Aber jetzt wo ich das alles kann, bin ich einfach zu schwach um zu wiederstehen. Ich kann nichts dafür. Es ist stärker als ich. Ich bin zu schwach. Schande über mich:cry::cry::(:( ;-)

Aber so schlimm sehe ich halt die Spoiler nicht, vorallem, da wir bis jetzt......
nur etwas aus 1 von 5 lokationen
...... zu sehen bekommen haben.

Und ich wette, das ich noch genügend überraschungen mit MGS4 erleben werde.
 
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