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Hi, this is Jamil Moledina, the executive director of the Game Developers Conference. I'll be blogging weekly under the heading "Preview Build" to alert you to some of the latest news on GDC, along with the context as to how they fit into emerging trends in game development.
Today, we posted two new talks to the site, Real-World SPU Usage and RSX Best Practices, that expose publicly for the first time the tools and techniques that Sony's first party developers used to create their launch titles.
These intermediate level talks go beyond the simple architecture descriptions previously disclosed to describe the real-world lessons of building for the PlayStation 3. Furthermore, these sessions aim to simplify the complexity cited by some developers in creating games for the platform. Anyone considering or who is already knee-deep in programming for the next gen platform must attend these sessions.
Both talks were created by Mark Cerny, the Game Developers Choice Awards Lifetime Achievement Award recipient for 2005. He will lead the RSX session, while Chris Carty from SCEE ATG will lead the SPU session. Mark played a key role in developing many of these tools, and we felt it was necessary to bring some of this learning to the greater GDC community. After all, the whole reason for GDC is to support the development of better games, and what better way to showcase a platform than to facilitate the development of rich and varied content by the entire game development community.
This is a method that has worked well for Microsoft, which continues its tradition of providing a full-day workshop at GDC dedicated for developing games for their platforms. Stay tuned for speaker and content details for this year's Microsoft Game Developer Day.
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