Sony Computer Entertainment America to Showcase Ground-Breaking, Next-Generation Technology and New Innovative Online Services at 2007 Game Developers Conference
Phil Harrison to Open Conference With Keynote Speech, 'Game 3.0: Developing
and Creating for the 3rd Age of Videogames'
FOSTER CITY, Calif., March 5 /PRNewswire/ -- Sony Computer
Entertainment America (SCEA) today announced details of its presence at the
2007 Game Developers Conference (GDC), with Phil Harrison, president of
Worldwide Studios, Sony Computer Entertainment, delivering the opening
keynote speech. GDC is the world's largest conference dedicated to the
support and promotion of game development, running March 5-9, at the
Moscone Center in San Francisco, Calif.
Phil Harrison's keynote presentation, "Game 3.0: Developing and
Creating for the 3rd Age of Videogames," will kick off the conference on
March 7th, from 10:30 a.m. to 11:30 a.m. PST.
The speech will focus on the
key components of Game 3.0 -- community, user-generated content,
collaboration and commerce -- all highlighted through live demonstrations
of previously un-announced services and games for PLAYSTATION(R)3
(PS3(TM)).
"This is a very exciting time to be part of the game development
community. Advancements in technology combined with new consumer trends
mean the industry has a great opportunity to create engaging new
entertainment experiences for the world," said Phil Harrison, president of
Worldwide Studios, Sony Computer Entertainment. "I believe we're at the
threshold of a new era in creative game development that's destined to
drive our industry growth through the next decade or more."
Following the keynote presentation, the SCEA booth will be a central
focus at GDC as the company introduces new development tools and
technologies designed specifically for PS3 and the PLAYSTATION(R)Network,
as well as PSP(R) (PlayStation(R)Portable) handheld entertainment system.
The SCEA booth -- Booth #410, West Hall -- will offer visitors a sneak-peek
at:
-- Tuner for PS3 -- Developed by SN Systems, a subsidiary of Sony Computer
Entertainment Inc., the Tuner is a profiling tool that enables
developers to quickly highlight bottlenecks and conflicts in source
code, helping them improve code performance. The Tuner is a software
application, so there is no special hardware required, which enables
developers to create high performance games with less guesswork.
-- Unreal(R) Engine 3 -- Epic's next-generation game engine technology
targets a diverse set of genres from fighting games to shooters to
Massive Multiplayer Online Role-Playing Games
-- High-Level Graphics Package -- PSSG (a PS3 optimized cross-platform
graphics engine and tool-chain) production-ready extensible scene-graph
framework that is written to take advantage of PS3 strengths
-- Pioneering profiling and analysis tools and physics technologies
-- Developing with Linux on PS3
-- Demonstration of downloadable titles from the PLAYSTATION Network, such
as flOw, Blast Factor(TM) and Calling all Cars(TM)
Additionally, SCE developers, engineers, and other specialists will be
hosting a variety of educational panels in an effort to support and
encourage the creative innovation of developers and publishers:
Monday, March 5:
-- 10:00 a.m.-6:00 p.m.: E. Daniel Arey, Director, Naughty Dog, Sony
Computer Entertainment America, "Interactive Storytelling Bootcamp,"
Room 3011, West Hall
-- 10:00 a.m.-6:00 p.m.: Vlad Stamate, Graphics Software Engineer, Sony
Computer Entertainment America, "Core Techniques and Algorithims in
Shader Programming," Room 3011, West Hall
-- 10:00 a.m.-6:00 p.m.: Dan Bardino, Audio Manager, Sony Computer
Entertainment Europe; Sergio Pimentel, Music Licensing and A&R Manager,
Sony Computer Entertainment Europe; Jason Page, Audio Manager, Sony
Computer Entertainment Europe, "Audio Boot Camp," Room 3006, West Hall
-- 11:15 a.m.-12:15 p.m.: John Hight, Director of Production, Sony
Computer Entertainment America, "Console/PC Distribution Gatekeepers,"
(part of Independent Games Summit), Room 3018, West Hall
-- 2:30-3:30 p.m.: Jenova Chen, flOw creator, ThatGameCompany, "Innovation
in Indie Games," (part of Independent Games Summit), Room 3018, West
Hall
Tuesday, March 6:
-- 10:00 a.m.-6:00 p.m.: Christer Ericson, Director of Tools and
Technology, Sony Computer Entertainment America, "Physics for Games
Programmers," Room 3011, West Hall
-- 10:00 a.m.-6:00 p.m.: Bill Dalton, Technical Director, Austin Studio,
Sony Online Entertainment, "Large-Scale Engineering for Online and
Offline Games," Room 3009, West Hall
-- 10:00 a.m.-6:00 p.m.: John Needham, CFO and SVP of Finance, Sony Online
Entertainment, "Downloadable Casual Games on the Console," (part of
Casual Games Summit 201), Room 3020, West Hall
-- 5:00-6:00 p.m.: David Jaffe, Creative Director, Sony Santa Monica
Studios, "Building the Future of Indie Games," (part of Independent
Games Summit), Room 3018, West Hall
Wednesday, March 7:
-- 2:30-3:30 p.m.: Gabe Ahn (Field Developer Support Engineer SCEA),
"COLLADA(TM) in console game production" Room 3004, West Hall
-- 4:00-5:00 p.m.: Bruce D'Amora, Senior Technical Staff Member, IBM,
"Control your Performance Monsters: Cell Programming Tips and
Techniques," Room 3004, West Hall
Thursday, March 8:
-- 9:00-10:00 a.m.: Jason Page, Sony Computer Entertainment, Michael
Kelly, Sony Computer Entertainment Europe, "PS3 Audio: More Than Extra
Channels," Room 3006, West Hall
-- 2:30-3:30 p.m.: Dave Murrant, Sound Design Manager, Sony Computer
Entertainment America, "PS3: Audio Development From the Trenches," Room
3008, West Hall
-- 2:30-3:30 p.m.: Mark Cerny, Cerny Games, Jon Olick, Lead Programmer,
Naughty Dog, David Simpson, Lead Programmer, Naughty Dog, "RSX Best
Practices," Room 3001, West Hall
-- 4:00-5:00 p.m.: Chris Carty, Principal Programmer, Sony Computer
Entertainment Worldwide Studios, Nicolas Serres, Principal Programmer,
Sony Computer Entertainment Worldwide Studios, "Real-World SPU Usage,"
Room 3010, West Hall
-- 4:00-5:00 p.m.: Tsutomu Kouno, Japan Studio, Sony Computer
Entertainment Worldwide Studios, "A LocoRoco Postmortem: Making
Happiness into Gameplay," Room 135, North Hall
Friday, March 9:
-- 9:00 a.m.-10:00 a.m.: Mark Teare, Character Artist, Factor 5, "Cross
Application Asset Creation for Lair(TM): From Characters to Clouds,"
Room 135 North Hall
-- 12:00-1:00 p.m.: Scott Kirkland, Technical Director, Evolution Studios,
"Applied Physics: MotorStorm(TM)," Room 3001, West Hall
Please visit the official GDC web site (
http://www.gdconf.com) for
registration and additional information. Speaker and panel details are
subject to change.