From Naty, "Please note that this content originating from the game industry is not the same as 'content of interest to game developers', which is a much larger set. Also note that I have taken a fairly strict definition of “game industry” - basically a studio that develops games, or a research group belonging to a game publisher."
SIGGRAPH 2011 has content from 30 game development studios:
- Advanced Technology Group (Sony Computer Entertainment Europe)
- Avalanche Software (Disney Interactive Studios)
- Avalanche Studios
- Black Rock Studio (Disney Interactive Studios)
- Blizzard
- Bungie
- CCP Games Iceland
- CCP Games Newcastle
- Criterion Games (Electronic Arts)
- Crytek
- Disney Interactive Research
- Double Fine
- Electronic Arts Black Box
- Electronic Arts Canada
- Electronic Arts Montréal
- Electronic Arts Tiburon
- Epic Games
- Evolution Studios (Sony Computer Entertainment)
- Frontier Developments
- Guerrilla Games (Sony Computer Entertainment)
- Kalloc Studios
- LucasArts
- Media Molecule (Sony Computer Entertainment)
- NetherRealm Studios (Warner Bros. Interactive Entertainment)
- Q-Games
- Remedy Entertainment
- SCE Santa Monica Studio
- Treyarch (Activision Blizzard)
- Ubisoft Montpellier
- Valve
SIGGRAPH 2011 game industry content covers 25 games titles:
- Alan Wake
- Battlefield 3
- Call of Duty: Black Ops
- Costume Quest
- Cars 2: The Video Game
- Crysis 2
- EA Sports MMA
- EVE Online
- From Dust
- God of War III
- Halo: Reach
- Killzone 3
- Kinectimals
- LittleBigPlanet 2
- Left 4 Dead 2
- Mortal Kombat
- Motorstorm Apocalypse
- Need for Speed: Hot Pursuit
- Need for Speed the Run
- PixelJunk Shooter 2
- Portal 2
- Split/Second
- Star Wars: The Force Unleashed 2
- The Saboteur
- World of Warcraft
Courses:
- Advances in Real-Time Rendering in Games Part I: Bungie (Halo: Reach), Avalanche Software/Disney Interactive Studios (Cars 2: The Video Game), Crytek (Crysis 2), Media Molecule/Sony Computer Entertainment (LittleBigPlanet 2)
- Advances in Real-Time Rendering in Games Part II: Electronic Arts Montréal* (Battlefield 3), Electronic Arts Black Box (Need for Speed the Run), Treyarch/Activision (Call of Duty: Black Ops), CCP Games Newcastle (#), SCE Santa Monica Studio (God of War III), Electronic Arts Canada (#)
- Filtering Approaches for Real-Time Anti-Aliasing: Double Fine (Costume Quest), SCE Santa Monica Studio (God of War III), Advanced Technology Group/Sony Computer Entertainment Europe (#), Kalloc Studios (The Saboteur), CCP Games Newcastle (#), Avalanche Studios (#), LucasArts (Star Wars: The Force Unleashed 2), Crytek (Crysis 2)
- Beyond Programmable Shading Part I: Disney Interactive Research (#)
- Character Rigging, Deformations, and Simulations in Film and Game Production: Electronic Arts Canada (#)
- Destruction and Dynamics for Film and Game Production: Avalanche Software/Disney Interactive (#)
Talks:
- Making Faces: Eve Online’s New Portrait Rendering: CCP Games Iceland (EVE Online)
- MotorStorm Apocalypse: Creating Urban Off-Road Racing: Evolution Studios/Sony Computer Entertainment (Motorstorm Apocalypse)
- Spherical Skinning With Dual Quaternions and QTangents: Crytek (Crysis 2)
- Rendering the Interactive Dynamic Natural World of the Game: From Dust: Ubisoft Montpellier (From Dust)
- Deferred Shading Techniques Using Frostbite in Need for Speed The Run: Electronic Arts Black Box (Need for Speed: The Run)
- Animation Workflow in Killzone 3: A Fast Facial Retargeting System for Game Characters: Guerrilla Games/Sony Computer Entertainment (Killzone 3)
- Occlusion Culling in Alan Wake: Remedy Entertainment (Alan Wake)
- Increasing Scene Complexity: Distributed Vectorized View Culling: Electronic Arts Black Box (Need for Speed: The Run)
- Practical Occlusion Culling in Killzone 3: Guerrilla Games/Sony Computer Entertainment (Killzone 3)
- High-Quality Previewing of Shading and Lighting for Killzone 3: Guerrilla Games/Sony Computer Entertainment (Killzone 3)
- Run-Time Implementation of Modular Radiance Transfer: Disney Interactive Research (Split/Second)
- Fluid Dynamics and Lighting Implementation in PixelJunk Shooter 2: Q-Games (PixelJunk Shooter 2)
- Physics-Inspired Upsampling for Cloth Simulation in Games: Disney Interactive Research (#)
- Character Shading in EA Sports MMA Using Projected Poisson-Disk-Based Ambient Occlusion: Electronic Arts Tiburon (EA Sports MMA)
- Mortal Kombat X-Ray Attacks: NetherRealm Studios/Warner Bros. Interactive Entertainment (Mortal Kombat)
- God of War 3: Chimaera Tail Swipe Attack: SCE Santa Monica Studio (God of War III)
- God of War 3 Poseidon Creature Boss Fight: SCE Santa Monica Studio (God of War III)
Electronic Theater
- Halo Reach: Bungie (Halo: Reach)
- Portal 2: Turrets: Valve (Portal 2)
- Left 4 Dead: The Sacrifice: Valve (Left 4 Dead 2)
- Portal 2: Bot Trust: Valve (Portal 2)
- Portal 2: Turrets: Valve (Portal 2)
- World of Warcraft: Catacysm Intro: Blizzard (World of Warcraft)
Production Sessions:
- Guerrilla: The Creation of Killzone 3: Guerrilla Games/Sony Computer Entertainment (Killzone 3)
- Kinectimals: Frontier Developments (Kinectimals)
- A Look Under the Hood of Need for Speed: Hot Pursuit: Criterion Games/Electronic Arts (Need for Speed: Hot Pursuit)
- Samaritan Real-Time Demo: Epic Games (#)
- A Look Under the Hood of Need for Speed: Hot Pursuit: Criterion Games/Electronic Arts (Need for Speed: Hot Pursuit)
- Alan Wake: Remedy Entertainment (Alan Wake)
- Bring the Storm to the Apocalypse: Evolution Studios/Sony Computer Entertainment (Motorstorm Apocalypse)
- Killzone 3: Guerrilla Games/Sony Computer Entertainment (Killzone 3)
- Kinectimals: Frontier Developments (Kinectimals)
Studio Workshops
- Introduction to Python Scripting: Crytek (Crysis 2)
- Rigging Characters for CryEngine: Crytek (Crysis 2)
- World Creation in CryEngine: Crytek (Crysis 2)
- Surround Haptics: Sending Shivers Down Your Spine: Black Rock Studio/Disney Interactive Studios (Split/Second)
The IGDA Presents Game Jam!: IGDA (#)
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