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Be sure to register early.


IBM TUTORIAL ANNOUNCED!
Delivering a World of Choice with Cell Broadband EngineTM Application Processing
Monday, 2 October
Click here to find out more.

NVIDIA TUTORIAL ANNOUNCED!
NVIDIA, Microsoft DirectX 10 Day
Tuesday, 3 October
Click here to find out more.

London Games Festival
GDC London is part of the London Games Festival, which combines key events throughout the Capital the week of 2-6 October, 2006. Events include: the London Games Summit presented by ELSPA and TIGA; the London Game Career Fair, presented by Gamasutra.com, Gamesindustry.biz, and Eurogamer.net; the TIGA Content Market; and BAFTA's British Academy Video Games Awards.

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