<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Krzysztof Narkowicz]]></provider_name><provider_url><![CDATA[https://knarkowicz.wordpress.com]]></provider_url><author_name><![CDATA[Krzysztof Narkowicz]]></author_name><author_url><![CDATA[https://knarkowicz.wordpress.com/author/knarkowicz/]]></author_url><title><![CDATA[GDC 2017 Presentations]]></title><type><![CDATA[link]]></type><html><![CDATA[<p>(last update: April 5, 2017)</p>
<h1>Programming Track</h1>
<ul>
<li><a href="https://deplinenoise.files.wordpress.com/2017/03/cachesimstyled.pdf">&#8220;Cold, Hard Cache: Insomniac&#8217;s Cache Simulator&#8221;</a> &#8211; Andreas Fredriksson (Insomniac Games)</li>
<li><a href="https://deplinenoise.files.wordpress.com/2017/03/webtoolspostmortem.pdf">&#8220;Insomniac&#8217;s Web Tools: A Postmortem&#8221;</a> &#8211; Andreas Fredriksson (Insomniac Games)</li>
<li><a href="http://www.frostbite.com/2017/03/framegraph-extensible-rendering-architecture-in-frostbite/">&#8220;FrameGraph: Extensible Rendering Architecture in Frostbite&#8221;</a> &#8211; Yuriy O&#8217;Donnell (Frostbite / Electronic Arts)</li>
<li><a href="https://www.dropbox.com/s/iskhd6j7ro8fjkk/Technical%20Direction%20%28macton_xps_2013%27s%20conflicted%20copy%202017-03-03%29.pptx">&#8220;Technical Direction: Communication, ROI and Triage&#8221;</a> &#8211; Mike Acton (Insomniac Games)</li>
<li><a href="http://graphics.cs.williams.edu/papers/LightFieldI3D17/McGuire2017LightField-GDCSlides.pdf">&#8220;Irradiance &amp; Light field Probes with Visibility&#8221;</a> &#8211; Morgan McGuire</li>
<li><a href="http://www.frostbite.com/2017/03/4k-checkerboard-in-battlefield-1-and-mass-effect-andromeda/">&#8220;4K Checkerboard in &#8216;Battlefield 1&#8217; and &#8216;Mass Effect Andromeda'&#8221;</a> &#8211; Graham Wihlidal (Frostbite Labs, Electronic Arts)</li>
<li><a href="https://www.guerrilla-games.com/read/gpu-based-procedural-placement-in-horizon-zero-dawn">&#8220;GPU-Based Run-Time Procedural Placement in &#8216;Horizon: Zero Dawn'&#8221;</a> &#8211; Jaap Van Muijden (Guerrilla Games)</li>
<li><a href="https://www.guerrilla-games.com/read/creating-a-tools-pipeline-for-horizon-zero-dawn">&#8220;Creating a Tools Pipeline for &#8216;Horizon: Zero Dawn'&#8221;</a> &#8211; Dan Sumaili (Guerrilla Games), Sander Van der Steen (Guerrilla Games)</li>
<li><a href="https://www.guerrilla-games.com/read/player-traversal-mechanics-in-the-vast-world-of-horizon-zero-dawn">&#8220;Player Traversal Mechanics in the Vast World of &#8216;Horizon: Zero Dawn'&#8221;</a> &#8211; Paul Van Grinsven (Guerrilla Games)</li>
<li><a href="http://cwyman.org/presentations/2017_3_2_HashedAlphaGDC_forWeb.pdf">&#8220;Hashed Alpha Testing&#8221;</a> &#8211; Chris Wyman (NVIDIA)</li>
<li><a href="https://666uille.wordpress.com/2017/03/08/ghost-recon-wildlands-terrain-tools-and-technology/">&#8220;&#8216;Ghost Recon Wildlands&#8217;: Terrain Tools and Technology&#8221;</a> &#8211; Guillaume Werle (Ubisoft), Benoit Martinez (Ubisoft)</li>
<li><a href="http://nfrechette.github.io/2017/03/08/anim_compression_gdc2017/">&#8220;Simple and Powerful Animation Compression&#8221;</a> &#8211; Nicholas Frechette (Eidos-Montreal)</li>
<li><a href="http://www.frostbite.com/2017/03/high-dynamic-range-color-grading-and-display-in-frostbite/">&#8220;High Dynamic Range Color Grading and Display in Frostbite&#8221;</a> &#8211; Alex Fry (Electronic Arts)</li>
<li><a href="https://developer.nvidia.com/gdc17">NVIDIA GDC Presentations</a></li>
<li><a href="http://gpuopen.com/gdc2017-advanced-shader-programming-on-gcn/">&#8220;Advanced Shader Programming on GCN&#8221;</a> &#8211; Timothy Lottes (AMD)</li>
<li><a href="https://www.khronos.org/developers/library/2017-gdc">Khronos Group Presentations</a></li>
<li><a href="http://gpuopen.com/gdc-2017-presentations/">&#8220;AMD Presentations&#8221;</a></li>
</ul>
<h1>AMD Capsaicin And Cream Event</h1>
<ul>
<li><a href="http://aras-p.info/texts/files/2017_GDC_UnityScriptableRenderPipeline.pdf">&#8220;Scriptable Render Pipeline, Future of Rendering in Unity&#8221;</a> &#8211; Aras Pranckevičius (Unity)</li>
<li><a href="https://docs.google.com/presentation/d/1LUPrvdjqFP5nGxe_SF_eQHB6mPbkBOb7w8qgSyQR0Uc">&#8220;Improving Texture Compression in Games&#8221;</a> &#8211; Stephanie Hurlburt (Binomial)</li>
<li><a href="http://gpuopen.com/capsaicin-cream-developer-talks-gdc-2017/">Presentation Videos</a></li>
</ul>
<h1>Math For Game Programmers</h1>
<ul>
<li><a href="http://dtecta.com/files/GDC17_VanDenBergen_Gino_Brep_Triangle_Meshes.pdf">&#8220;B-rep for Triangle Meshes&#8221;</a> &#8211; Gino van den Bergen (Dtecta)</li>
<li><a href="https://github.com/macton/nintendo-challenge">&#8220;Solving Nintendo&#8217;s CodinGame Challenge&#8221;</a> &#8211; Mike Acton (Insomniac Games)</li>
<li><a href="https://shellsphinx.github.io/images/PredictableProjectiles.pdf">&#8220;Predictable Projectiles&#8221;</a> &#8211; Chris Stark (Robot Entertainment)</li>
</ul>
<h1>AI Summit</h1>
<ul>
<li><a href="https://lorancou.net/files/GDC17_Couvidou_Sadoulet_Dishonored_2_AI.pdf">&#8220;Taking Back What&#8217;s Ours: The AI of &#8216;Dishonored 2&#8242;&#8221;</a> &#8211; Xavier Sadoulet (Arkane Studios), Laurent Couvidou (Arkane Studios)</li>
</ul>
<h1>Visual Arts</h1>
<ul>
<li><a href="http://www.gameanim.com/2017/03/06/animation-exchange-2017/">Animation Bootcamp</a></li>
<li><a href="https://www.youtube.com/watch?v=UNxOxiR5T_M">Texturing Uncharted 4: A Matter of Substance (presented by Allegorithmic)</a></li>
<li><a href="https://www.youtube.com/watch?v=r40PJ6r_P4c">UE4 Animation and Physics Technical Showcase</a></li>
<li><a href="http://www.drewskillman.com/gdc2017_vfxroundtable.pdf">Visual Effects Artist Roundtable</a></li>
</ul>
<h1>Design</h1>
<ul>
<li><a href="https://docs.google.com/presentation/d/1MtEIe8OGPLO619OXrbcPQWfCSj9Hgtyl-t6idt671YQ">&#8220;Embrace Radical Constraints&#8221;</a> &#8211; Christina Norman (Riot Games)</li>
<li><a href="http://paranoidproductions.com/miscwritings/RulesOfTheGame2017w.pptx">&#8220;Rules of the Game: Another Five Techniques from Particularly Crafty Designers&#8221;</a> -Richard Rouse III (Paranoid Productions), Luke Muscat (Prettygreat), Christina Norman (Riot Games), Damion Schubert (Boss Fight Entertainment), Hal Barwood (Finite Arts LLC), Chelsea Howe (Owlchemy Labs)</li>
<li><a href="http://www.raphkoster.com/games/presentations/still-logged-in-what-social-vr-and-ar-can-learn-from-mmos/">&#8220;Still Logged In: What AR and VR Can Learn from MMOs&#8221;</a> &#8211; Raph Koster (Altered Tuning)</li>
<li><a href="http://celiahodent.com/gamers-brain-part-3-ux-engagement-immersion-retention-gdc17-talk/">&#8220;The Gamer&#8217;s Brain, Part 3: The UX of Engagement and Immersion (or Retention)&#8221;</a> &#8211; Celia Hodent (Epic Games)</li>
<li><a href="http://www.stonetronix.com/gdc-2017/">&#8220;Game Rhythms&#8221;</a> &#8211; Stone Librande (Riot Games)</li>
<li><a href="https://docs.google.com/presentation/d/1hGbJJUD6pZ3ZeW9juoxXOji4Anil0Pdrd0qgv4_2kew/">&#8220;&#8216;Offworld Trading Company&#8217;: An RTS Without Guns&#8221;</a> &#8211; Soren Johnson (Mohawk Games)</li>
<li><a href="https://www.youtube.com/watch?v=QyMsF31NdNc">&#8220;Change and Constant: Breaking Conventions with &#8216;The Legend of Zelda: Breath of the Wild'&#8221;</a>&#8211; Hidemaro Fujibayashi (Nintendo), Satoru Takizawa (Nintendo), Takuhiro Dohta (Nintendo)</li>
</ul>
<h1>Business &amp; Marketing</h1>
<ul>
<li><a href="https://www.dropbox.com/s/1hex5mu2o5fkd50/30%20Things%20I%20Hate%20About%20Your%20Game%20Pitch.pptx?dl=0">&#8220;Thirty Things I Hate About Your Game Pitch&#8221;</a> &#8211; Brian Upton (Game On The Rails)</li>
<li><a href="https://mobilefreetoplay.com/2017/03/04/gdc-2017-on-monetization/">&#8220;Prototyping Your Monetization: Evaluating Monetization Potential Early&#8221;</a> &#8211; Adam Telfer (Wooga GmbH)</li>
</ul>
<h1>Game Narrative Summit</h1>
<ul>
<li><a href="https://www.slideshare.net/nfreakct/telling-story-through-sound-building-an-interactive-radio-play">&#8220;Telling Story Through Sound: Building an Interactive &#8220;Radio Play&#8221;&#8221;</a> &#8211; Bonnie Bogovich (BlackCatBonifide), Michael Lee (Schell Games)</li>
</ul>
<h1>Mobile</h1>
<ul>
<li><a href="https://drive.google.com/file/d/0BxZ9IuwDM2EuZHc3Q1h0MEw2aHc/view">&#8220;Hero Generations, Design Postmortem&#8221;</a> &#8211; Scott Brodie (Heart Shaped Games)</li>
</ul>
<h1>Advocacy</h1>
<ul>
<li><a href="https://www.slideshare.net/miaconsalvo/gdc17-a-practical-guide-to-doing-ethical-player-testing">&#8220;A Practical Guide for Doing Ethical Player Testing&#8221;</a> &#8211; Mia Consalvo (Concordia University)</li>
<li><a href="http://tltaylor.com/wp-content/uploads/2017/03/TaylorAdvocacyMicrotalkSlides.pdf">&#8220;5 myths in 5 minutes …with a dash of sports history&#8221; </a>&#8211; TL Taylor (MIT / AnyKey)</li>
</ul>
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