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KGC 2007 Sessions

The Korea Games Conference site has been updated since the last time I checked. There’s quite a bit more info there now. The session list is up, though the schedule doesn’t appear to be up yet. Looking through it, I can see a handful that I’m interested in.

Harald Seeley, the Engine Business Manager of Crytek, is giving a talk titled ‘Building and Using a Next Generation Level Design Tool’:

With each new generation of hardware and software, meeting the challenge of producing AAA becomes increasingly complex and costly. Developing a more powerful toolset was the only way our development team could build a game as complex as Crysis. It allowed our designers to take control of their levels by first rapidly prototyping then quickly iterating on their level designs. In our presentation, we show how Crysis was built using our new CryENGINE 2 Sandbox 2 editor.

The Studio Technical Director of SOE Austin, Lorin Wright Jameson, is giving a couple of talks. One, titled ‘The Challenges of Developing MMOs Using Commercial 3D Game Engines’ looks interesting, as it will describe SOEs experience of adapting UE3 for their DC Comics MMO. I’ll attend out of curiosity if there’s nothing more relevant to my situation going on at the same time. However, his other talk, ‘Thin Transaction Clients: Delivering Games Fast and Furious’, will probably be high on my list:

The complexity of game software, especially MMO’s, is taxing the skill level of engineers, the limits of our programming paradigms and the patience of our customers. This talk centers around the speakers ideas for future game delivery systems built around Thin Transaction Clients that are robust, efficient and fast on modern and future platforms, and delivers gameplay to customers in minutes.

Another talk that has extremely piqued my curiosity is one given by Lee Sandberg, Technical Art Director of Colorod Media (for which I can’t find a web site). His session focuses on a technique to render massive crowds using GPGPU:

This talk is about GPGPU computing and more specific reveals the inner workings of making massive crowds 2000+ units move in real time in 3D games. We will show the projects different prototypes and show tricks and results.

We have used shader model 3+ graphics hardware to render and simulate massive crowds of more than 2000+ units moving and interacting keeping the simulation almost entirely on the graphics processor there by avoiding the bottle neck between CPU and graphics processor.

On the business side, Chris Bradfield, EVP of GoPets, is talking about how to grow a global userbase. This one I’m certainly interested in:

In this presentation, I’ll provide real-world data on global user behavior, discuss lessons learned in various publishing relationships, and provide some tips on how to build - and monetize - your global userbase.

There are a few other sessions that look interesting to me, such as one on XNA by a Microsoft Korea rep. Last year, there were several Microsoft sessions, mostly regarding DX10 and XBox 360. I attended none of them. I might consider the XNA session this year, though.

The conference only a few weeks away. I’ll be registering next week, I suppose. This year, I’ll try to do a better job of notetaking so that I can give better summaries of the sessions I attend.

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