> Siggraph is becoming more like GDC every year. :-)
On that note, I wanted to mention that SIGGRAPH is making a big push to
get more game content in 2010 (disclosure: I'm on the conference
committee). SIGGRAPH may seem daunting, but a 20-minute SIGGRAPH Talk
(they used to be called Sketches) is actually less work than a 60-minute
GDC presentation. They love to get nice practical nuggets of stuff - tips
and tricks, etc. You don't need to invent spherical harmonics to get your
stuff accepted! Some good examples of game developer Talks from this year,
with their abstracts:
* Houdini in a Games Pipeline - Using Side Effects Houdini as part of the
art-production pipeline for Sony's PlayStation 3 game: Killzone 2.
* Spore API: Accessing a Unique Database of Player Creativity -
Applications built with the Spore API, which can access information about
the millions of creations uploaded from Spore.
* Fight Night 4: Physics-Driven Animation and Visuals - The game team CG
supervisor and lead game-play engineer explore the innovative
physics-driven game play and visual style of the new Fight Night 4 game
from Electronic Arts.
* Radially Symmetric Reflection Maps - A technique for rendering
hand-painted, radially symmetric area lights at real-time rates, using a
new representation based on prefiltered reflection maps (presented by
Double Fine, this was used in Brutal Legend).
So if you have any cool stuff you've done lately, you might want to
consider submitting it to SIGGRAPH. The CFP for Talks can be found here:
http://www.siggraph.org/s2010/for_submitters/talks. If you're feeling more
ambitious, you could submit a Course proposal
(http://www.siggraph.org/s2010/for_submitters/courses).
Thanks,
Naty Hoffman
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