1. 일정 및 장소
미국 캘리포니아주 베이 에어리어 샌호제
3월 20일 월요일~3월 24일 금요일
산호제 컨벤션 센터, 페어몬트호텔, 힐튼호텔, 메리어트 호텔, 시빅오디토리엄
2. Keynote
- Playstation 3: Beyond the Box Phil Harrison | Wed 1030~1130
- Disrupting Development Satoru Iwata| Thr 1030~1130
- What’s next in Design Will Wright | Thr 1200~1300
3. Tutorials
- 111 Physics for Games Programmers Mon 1000~1800
- 101 Advanced Visual Effects with OpenGL Mon 1000~1800
- 202 Direct3d Day Mon 1000~1800
- 206 Microsoft Game Developer Day Mon 1000~1800
4. Sessions
- C++ on Next Gen Consoles:Effective Code for New Architectures/ Pete Isensee
- Dancing with the Wind/Graham Rhodes
- Sqeezing Peformance Out of Your Game with ATI Developer Performance Tools and Optimization Techniques(ATI)/ Richard Huddy, Jonathan Zarge
- Building a Flexible Game Engine: Abstraction, Indirection and Orthogonality/ Martin sweitzer, Tim Sweeney
- Creating World-Class Graphics on the PSP/ Jason Piel, Phil Trumbo
- GPAPE: A GPU-Based PVS Visibility Calculating System
- The Ancient Temples, the Modern Cities and the Stars: GPU Journeys with the ATI Demo Team(ATI)/ John Isidoro, Nataly Tatarchuk
- All About Ninety-Nine Nights:Next-Gen Character Design/SangYoun Lee, ?Tetsuya Mizuguchi
- Getting Started with Windows Mobile(Windows Mobile)/ Eric Engineer
- Sim, Render, Repeat-An Analysis of Game Loop Architectures/ Michael Balfour, Daniel Martin
- NVIDIA Mobile Performance Tools and GPU Performance Tuning(NVIDIA)/ Ashmi Bhanushali
- Microsoft Game Developers Hands On Workshop(Microsoft)
- OpenGL ES Content Development Post-Mortem on NVIDIA GPUs(NVIDIA)/ Lars Bishop
- Ritual:Next-Gen Visual Effects on Direct3D 10/ Douglas Service, Sam Glassenberg
- Rendering Ocean Water in the Eden World of Black&White 2/ Francesco Carucci
- Collada for Playstation 3/ Richard Stenson
- Cross-Platform Shader Development with FX Composer 2(NVIDIA)/ Kevin Bjorke, Christopher Maughan
- Feeding the Monster: Advanced Data Packing for Consoles/ Bruno Champoux, Nicolas Fleury
- Extremely Practical Shadows/ Tom Forsyth
- Threading Full Auto Physics/ David Wu
- Variance Shadow Maps(NVIDIA)/ Andrew Laurizen
- Next Generation Graphics PG on Xbox 360(Xbox)/ Michael Dougherty
- Adnvaced Rendering Techniques(NVIDIA)/ NVIDIA Engineers
- Practical Parallax Occlusion Mapping for Highly Detailed Surface Rendering/ Natalya Tatarchuck
- Physical Gamplay in HALF-LIFE 2/ Jay Stelly
- Play Station University(Sony)/
- Advanced Light and Shadow Culling Methods/ Eric Lengyel
- Shadow Mapping Tricks and Techniques/ John Isidoro
- Lua in Games Roundtable/Davie Dixon, Paul Du Bois
- DirectX on the Go:Windows Mobile 5.0(Windows Mobile)/John Macrantonio
- Crowd Simulation on PS3/Craig Reynoids
- Artificial Intelligence in Computer Games-Present and Future/Neil Kirby, Steven Woodcock
5. Award
- Best in IGF : Darwinia
- Best in Game Develper Choice Awards
- Shadow of the Colossus(Sony Computer Entertainment Inc.) Atsuko Fukuyama, Hitoshi Niwa, Shunpei Suzuki, Fumito Ueda
- Guitar Hero<(Harmonix Music Systems / RedOctane)
Eric Brosius, Kasson Crooker - Psychonauts(Double Fine Productions / Majesco Entertainment Company)
Tim Schafer, Erik Wolpaw - Nintendogs(Nintendo EAD / Nintendo)
Tsutomu Kaneshige, Hideki Konno, Shigeru Miyamoto, Kiyoshi Mizuki