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Posts Tagged ‘GDC’

Speaking at GDC Austin

Saturday, June 6th, 2009

I will be speaking at the 2009 Austin GDC, September 15-18. Rather than the broad-based coverage of the GDC, the Austin GDC is more tailored to online games. In that vein, I will be doing a 1-hour lecture entitled “Cover Me!: Promoting MMO Player Interaction through Advanced AI“.

More details soon.

Back from GDC — Possible New News

Monday, March 30th, 2009

Laurie and Dave arrived back from San Francisco early Monday morning. (Gotta love delayed flights… someone should make a game about that!) The week was an adventure for sure. You can read more about the AI portions of it over at IA on AI.

There may be a shift in direction (and momentum) for Airline Traffic Manager coming up. We are going to be doing some experimentation with a new approach for the client development. The current MFC-based client was our bottleneck for development and it was meant to be a throw-away interface anyway. Changing this direction on things may be just what we need to spring-board ATM’s progress forward.

Additionally, we may have decided on the route we are taking for distribution eventually. We need to investigate more. Check back for details! (Remember to subscribe to this blog for news updates as they happen.)

GDC for the week

Sunday, March 22nd, 2009

Dave and Laurie are in San Francisco this week for the Game Developers Conference. One of the major events this week is the AI Summit at which Dave is giving https://www.cmpevents.com/GD09/a.asp?option=C&V=11&SessID=8483 and sitting on a panel. Of course, the debut of Dave’s book, “Behavioral Mathematics for Game AI” on the Expo floor will be a nice touch as well.

Keep an eye here and on the sister blog, IA on AI, for updates and observations from the show. It should be a heckuva week!

Dave to participate in GDC AI Summit!

Tuesday, November 25th, 2008

It’s official, folks… Intrinsic Algorithm’s Dave Mark is participating at the new AI Summit at the 2009 Game Developers Conference. Read more about it here.

No Kool-AIIDE for Me This Year…

Wednesday, October 1st, 2008

Well, I had to push the decision back and back and back… but it looks like I won’t be able to attend the AIIDE conference this year. I had been planning on doing it and was really looking forward to it as well. However, a combination of factors ranging from family to business (to the fact that my Cubs will probably will be in the World Series that week) are going to prevent me from attending.

Not only will I miss the tons of valuable material that is going to be presented there, I was looking forward to meeting and having conversations with a number of my peers. I will certainly see most of them at the GDC next March, though!

Slides for “Serious Games Taxonomy”

Saturday, March 1st, 2008

Just as a follow-up, here’s the slides from Ben Sawyer’s lecture “Serious Games Taxonomy” (pdf file) from the GDC “Serious Games Summit“. I put some brief notes about it in this post. It’s 54 pages/slides long and there’s a lot of great information in there about the the serious games space is expanding into many directions.

GDC Expo floor in 10 minutes!

Friday, February 29th, 2008

Ok… here’s some fun. I had 10 minutes worth of video recording on my digital camera. I figured I’d see if I could walk the GDC show floor in 10 minutes just for the heck of it. I almost made it!

You can’t really see too much detail, of course, and it does tend to make you nauseous to watch since I was moving at quite a clip. Anyway, it is meant for amusement only.

Now imagine this… the career pavilion, where people were trying to drum up jobs, was a completely different room about the same size. Lots of business getting done at GDC this year!

Post-GDC coma is lifting

Thursday, February 28th, 2008

I’m gradually getting caught up with all my GDC-related stuff. I have a stack of business cards that almost didn’t fit under the seat in front of me on the plane, tons of notes to sift through, etc. Oh yeah… AND I had to get back in sync with the real world such as it is in the Central time zone.

For those that haven’t glanced at IA on AI lately, the AI-related posts about GDC are going there. One is Soren Johnson’s lecture on his Civ 4 AI. The other is my (audio) interview with John Abercrombie of 2K Boston about the AI he did for Bioshock. There will be more as I wade through all my notes and memories of the last week. Specifically, I need to touch on Ray Kurzweil’s keynote, Damian Isla’s lecture on the Halo 3 AI, my brief interview with the guys from Kynogon about Kynapse 5, and my recap of the annual AI programmers’ dinner. (I will probably put non-AI related stuff in this blog.)

A lot of my info can be seen on the constantly updating GDC page I put up. Remember, you can see my GDC pictures here. Some of them suck because I had to go without flash which left the shutter open longer… thus the blur. Many of those were strictly for my notes, anyway.

Now that I have seen Soren’s lecture and had my interview with John, I will be updating Post-Play’em with my observations from their respective games. I also need to get into Halo 3 (if I have time) now that my step-daughter is distracted with the new Wii. I want to plow through that while Damian’s lecture is still in my head. I just don’t know if I can commit to it yet.

On a business note, we had some interest in the funding for Airline Traffic Manager that I need to pursue – so those of you who are fans, that’s good news. Remember, however, the process is often long. I know you have been waiting for the development to move forward in earnest – but it is not something that will happen next week.

Stay tuned!

Sunday, February 24th, 2008

For those of you that are waiting patiently for me to finish up my notes from GDC, hang in there. I will be working on them tomorrow night and into the week.

I’m actually in the Denver airport at the moment (Sunday evening) and I wasn’t in any shape to do anything but recover from the conference on Saturday. My notes are still here, however, and I will be posting all sorts of interesting items.

Also, coming on Wednesday is my 1-hour interview with John Abercrombie, AI lead on Bioshock… one AI programmer to another! Fun stuff!

See you once I’m actually back in town and my brain stops bleeding.

GDC Day 2 – Serious Games Summit

Wednesday, February 20th, 2008

Day 2 of the Serious Games Summit at GDC really almost blended into the first mentally for me. Being in the same room both days made it difficult for me to remember what sessions were on what day. I had to look at the dates and times on my notes to keep them straight. Here’s some tidbits from my notes.

Microsoft ESP – Taking Flight Simulator from Game to Serious Game
Shawn Firminger – Microsoft

One thing that was reiterated as a theme of the whole summit was that it is very imperative to not treat your business audience the same as your entertainment audience. The reason that this is especially evident with Microsoft’s ESP (a rebranding of their Flight Sim technology for business customers) is that it was and is an entertainment product at its core. It’s not like many of the other projects in the SGS where something was designed as either a game or a sim… this was both. Shawn talked about how the business customers spoke a different language on many levels… both in describing the product but in describing their needs.

You also need to give them “Clear Value Proposition” for their business. Yeah, this seems really obvious – but it may be something that slips by unless you focus on it. Don’t focus on how cool it is… but what it will do for them.

Endorsements are important to other companies… if one customer likes it, make sure the others know it.

Communicate more information about the future potential of the product. This makes it go beyond what it is doing right now… but what it could be down the road for them as well. What can we make it do?

The Ground Truth of Game Technologies for Homeland Security Training
Donna Djordjevich – Sandia National Laboratories

This project, The Ground Truth, is along the lines of a Sim-City sort of disaster management simulation. You are tasked with running all the emergency responders. The first scenario was the “toxic city”. You play abstracted incident commander… run fire, police, hazmat, etc.

They used the USC GamePipe Labs and Sandia Inst. for modeling and simulation engine. They probably could have done a lot more with it, but it’s still a work in process. There seems to be a lot of activity in this sort of space, however. The “first responder” simulations are being mentioned all over the place.

Their next scenario as part of this project is one involving an “active shooter”. They will be including emotionally-driven NPCs. They are interviewing subject-matter experts about such things as psychology in order to make the sim more realistic.

The Paradox of Play: The Challenge of Measuring What Game Players Learn
Don Daglow (Stormfront)
Alex Games, Frank Lantz (area/code)
Richard Wainess (USC)
Eric Zimmerman (Gamelab)

This session annoyed me in that it turned into a semantic argument about what is a game, what is learning, what is rote learning, etc. It really got rather pathetic and off-topic between a couple of the people and ended up going nowhere for a while. Nothing else worth noting here.

Wolfquest – Dave Schaller, Eduweb

This session was rather interesting to me as I had just recently downloaded the game and messed about with it. My daughter is also very interested in animal behavior and played with it as well.

Unlike simply a website, the Minnesota zoo wanted more than just a method of delivering content. They wanted a realistic 3d world is important rather than just a token so that they could really immerse the player into what it is like to be a wolf… from the eyes of a wolf.

They used the “Unity” game authoring tool for prototyping and they swear by it (or got paid to mention it?).

One of the challenges, especially since they were catering to a wide age-range was to find a balance between realistic difficulty and prohibitive difficulty. For example, elk hunts in the wild can take hours. This was simply not feasible in the game. Wolves may also run for hours to look for stuff… again, not really all that fun, eh?

One big note was that they generated a lot of buzz before the release of the game through a community site. Not only did that help build the traffic, but it is a big way to keep the traffic coming back. There is quite a rabid (I did not just say that) fan base on there. This is important since the game is still expanding as they release more scenarios, etc.

Summary?

All in all, it was a great 2 days of learning what all is going on in the world of Serious Games.

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