Session Title | Date | Start Time | End Time | Location |
Designing for Performance, Scalability & Reliability: StarCraft II's Approach | 2010-03-11 | 09:00:00 | 10:00:00 | Room 306, South Hall |
Go With the Flow! Fluid and Particle Physics in PixelJunk Shooter | 2010-03-11 | 15:00:00 | 16:00:00 | Room 306, South Hall |
God of War III: Shadows | 2010-03-11 | 16:30:00 | 17:30:00 | Room 304, South Hall |
Code and Complexity: Managing EVE's Expanding Universe | 2010-03-12 | 09:00:00 | 10:00:00 | Room 130, North Hall |
Taking Fluid Simulation Out of the Box: Particle Effects in Dark Void | 2010-03-12 | 09:00:00 | 10:00:00 | Room 304, South Hall |
Light, Perception, and the Modern Shader | 2010-03-12 | 12:00:00 | 13:00:00 | Esplanade Lobby, South Hall |
Creating the Active Cinematic Experience of Uncharted 2: Among Thieves | 2010-03-12 | 13:30:00 | 14:30:00 | Room 305, South Hall |
The Next Generation of Fighting Games: Physics & Animation in UFC 2009 Undisputed | 2010-03-12 | 15:00:00 | 16:00:00 | Room 135, North Hall |
APB: Creating a Powerful Customisation System for a Persistent Online Action Game | 2010-03-12 | 16:30:00 | 17:30:00 | Room 135, North Hall |
Three Big Lies: Typical Design Failures in Game Programming | 2010-03-13 | 09:00:00 | 10:00:00 | Room 125, North Hall |
Texture compression in real-time, using the GPU | 2010-03-13 | 10:30:00 | 10:55:00 | Room 132, North Hall |
R-Trees -- Adapting out-of-core techniques to modern memory architectures | 2010-03-13 | 11:05:00 | 11:30:00 | Room 132, North Hall |
The Rendering Tools and Techniques of Splinter Cell: Conviction | 2010-03-13 | 13:30:00 | 14:30:00 | Room 303, South Hall |
Uncharted 2: HDR Lighting | 2010-03-13 | 15:00:00 | 16:00:00 | Room 305, South Hall |
I believe Irrational folk will be in and out of the bar at the Marriott quite a bit in the evenings, so if you find yourself in the vicinity and see a big guy with glasses there, that's probably me, so stop by and say hi.