GDC 2007 - Crytek´s Event Roundup
Die wichtigsten Infos zur GDC (Konferenz der Spiele Entwickler) findet ihr auf gdconf.com. Danke an "Born_Brainless" für die schnelle Information. Hier sind die Infos die Crytek betreffen.
Folgende Mitarbeiter von CryTek sind dabei:
Christopher Evans - Senior Technical Artist
Hanno Hagedorn - Charakter Artist
Michael Khaimzon - Art Director
Martin Mittring - Lead Graphics Programmer
Tomas Neumann - Audio Programmer
Carsten Wenzel - R&D Software Engineer
Inon Zur - Komponist
Daniel Greenberg - Freelance
Mehr zum gesammten Programm...
- GDC Website
- "Forumbeitrag" @ Crysis-HQ.de Evolve: Character Pipeline Advances for Next-gen Titles
"Recent advances in technology allow for unprecedented realism in games. The presenters discuss problems they encountered bringing next-gen characters to life, and offer a look into some of the character technology that drives Crytek's CryENGINE2. Aside from increasing the resolution of assets technology hasn't changed much in recent years. With the advent of new hardware, many techniques once limited to the resource-intensive, off-line realms of academic research and Hollywood films can now be computed at runtime. These days, even older technologies often considered too expensive can be utilized, borrowed from, or brute-forced at runtime. The presenters cover many topics, from asset creation and shader technology, to rigging and deformation, offering examples and discussing how these features work with one another to fit into a next-gen character pipeline.
High-Def Outdoor Environments
"This session reviews the creation of Crysis and addresses the tools and technology needed to make the environments what they are today. Working on FarCry the team from Crytek admits to making a few mistakes along the way. Unfortunately it was too late to implement changes in FarCry, so they decided to use this learning experience towards creating a much more realistic environment in Crysis. One of the most important things was to organize a field trip to a location similar to the project. The team headed to Tahiti where they spent the trip taking pictures and videos of how the environment looked and behaved. Ironically, by the time the prototype level was finished, they realized most of the footage was only usable as reference and not as workable material. This session reviews the creation of Crysis and addresses the tools and technology needed to make the environments what they are today."
How to Convert to Data-driven Audio and What Can Go Wrong
"This lecture explains how to convert from a distributed to a data-driven sound specification system and which obstacles come up along the way. The experience that was gathered while centralizing audio production workflow for our upcoming title CRYSIS is discussed and explained through specific exam.
There are many things to keep in mind to optimize audio production workflow and make it more efficient, less error-prone, and enabling it to scale better with your project size.
This lecture shows the benefits of a centralized sound specification system and explains what problems can occur while overhauling your audio pipeline in the middle of production. The goal is for sound designers to be more creative, adding features to the game without assistance from the audio programmer. Audio programmers on the other hand need to adapt their code to take advantage of this new audio workflow.