GDC: Days 4 & 5
March 28, 2006

Bit of a delay in the reporting… caused not so much by the fantastic time that I was having, as by the gradual worsening of my flu :(

The hilight of these days for me was the “Best Practices” session by Grady Booch. I’d like to see more sessions like this at GDC - from mainstream computer science experts rather than just from games specialists.

Other interesting sessions included the next-generation animation panel, “crowds in a polygon soup”, and a session on how the God Of War programmers tried to arrange things so that they could spend the last month of the project on the beach! I’d recommend looking up the slides for these if you missed them.

Overall, I think I’d only give the conference a 3/5 mark. There were a few interesting sessions, but I didn’t feel that it was brilliant from the programmers perspective. The best sessions were about techniques - whether high-level planning, medium-level algorithms, or low-level implementations. These sessions explained how the authors had gone about doing something, and hence how we could do the same thing. Unfortunately, there were a few too many sessions which just told us what someone else had done, without explaining how/why, or in a context which wasn’t very useful for anyone else.

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