
2-4 October, 2006 - 195 Piccadilly
(BAFTA Headquarters)
GDC London 2006 was a success. The conference focused exclusively on advanced techniques in game development, with a special focus on the UK. The event built on the 2006 GDC theme of "What's Next" by narrowly focusing on key next-generation console and PC development issues.
To view picture highlights from this year's summit, click here.
Conference Evaluations
Tell us your thoughts about GDC London - fill out a conference evaluation and email it to lryan@cmp.com or fax it to 415.947.6090.
CONFERENCE SESSIONS
View the complete GDC London schedule, including sessions descriptions, here.
KEYNOTE SESSION
Developing for a Networked Experience
Jamie McDonald, SCE Worldwide Studios
KEYNOTE SESSION
Unlearn What You Have Learned: Implementing Next-Gen Gameplay
Chris Williams, LucasArts
Applied Physics: MotorStorm
Scott Kirkland, Evolution Studios
Combat: The Ninja Way
Duncan Frostick, Nina Kristensen, SaiTong Man, Guy Midgley
Ninja Theory
Creating Emotion in Next-Gen Games
David Freeman, Freeman Games
High-Def Outdoor Environments
Michael Khaimzon, Crytek
Harry Potter: Film Meets Game
Wayne Stables & Will Byles, Electronic Arts
The Imago Effect: Avatar Psychology
Harvey Smith, Midway
Inspirations for Next-Generation Designs
Peter Molyneux, Lionhead Studios
Managing Complexity in the Game Production Pipeline
Andrew Oliver, Blitz Games
Multi-Threaded Rendering, Physics and AI for Multi-Core Architectures
Jonathan Story & Eric Reinhart, Intel GmbH
PlayStation 3: A Parallel Universe
István Fábián, SCEE TEchnology Group
ProFX: Procedural Generation of Textures for Next-Gen Games
Dr. Sebastien Deguy & Gilles Fleury, Allegorithmic
|