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Activision’s Jorge Jimenez to Demonstrate Next-Gen Rendering Tech at GDC 2013

0122 Iryoku ScreenSpaceSubsurfaceScattering 550x309 Activision’s Jorge Jimenez to Demonstrate Next Gen Rendering Tech at GDC 2013

Screen Space Subsurface Scattering by Jorge Jimenez | Iryoku

Activision Blizzard’s Real-time Graphics R&D man Jorge Jimenez will be at the upcoming Game Developers Conference this March to demonstrate next-generation rendering technology. Entitled as “Photorealistic Eyes Rendering and Deformation,” Jimenez will share his advanced techniques in creating photo-realistic characters that will be suitable for next-generation games and hardware.

He will also show “high-quality next-generation shading driven with a plausible rig,” as well as the game developer’s techniques in subsurface scattering rendering, eye shading, anti-aliasing, depth of field, and film grain.

You can check out Jorge Jimenez’s work on his official blog.

The Pixar Story at GDC 2013

Aside from Activision Blizzard, Pixar’s Matthew Luhn will make a rare video game conference appearance at the event. He will present “The 5 Key Plot Points to Creating a Great Story” lecture. According to lecture description:

Matthew Luhn will explain how to create a great story with enduring characters of animation, live action and games, by using 5 key plot points. In this 60-minute session, attendees will experience the Pixar way of creating great stories and characters, while developing their own stories and characters with the other attendees of the lecture.

Luhn has over 20 years of experience in the movie industry, and he has developed characters and stories on Toy Story 2 and Toy Story 3, Monsters Inc., Monsters University, Finding Nemo, Cars, Ratatouille, and UP. While continuously developing projects at Pixar, Luhn also teaches students around the world on how to create great stories and characters.

Creative Assembly’s “Total War” Strategy Design

Also part of the discussion will be Creative Assembly’s lead designer, James Russell. He will provide insight into the dilemmas faced in “Designing Grand Strategy: Making the Mechanics of Total War.” He will also conduct an in-depth discussion of the game series’ internal debates on “realism, simulation versus game rules, mystery versus clarity, decisions and counterpoint, gameplay depth versus micromanagement, gameplay system dynamics, and more.”

After Russell’s lecture, participants will have a unique insight into the creative dilemmas faced when designing successful strategy games. They will also have understanding of fundamental design challenges that can be useful when developing rich and deep gameplay experience.

The Game Developers Conference will kick off on March 25-29 at the Moscone Convention Center in San Francisco California. To learn more about the event’s growing lineup of presenters, head on to GDC 2013’s official Schedule Builder for additional information.

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