On Tuesday I fly to San Francisco for this year’s Game Developer’s Conference so have drawn up a schedule below, (despite not being 100% fixed on many talks due to the amount of overlap on my topics of interest). Decisions are in bold, while same-time alternatives remain should I change my mind. Hope to see some of you there :)
Wednesday – 2/20/2008
9:00:00 AM — 10:00:00 AM
- Developers in the Crosshairs: Mature Content, Censorship, and Design Choices (Day 1)
- Storytelling in BIOSHOCK: Empowering Players to Care about Your Stupid Story
- The World within – Building Social Environments in EVE Online’s Space Stations
10:30:00 AM — 11:30:00 AM
- A Future Wide Open: Unleashing the Creative Community
12:00:00 PM — 1:00:00 PM
- Advanced Dialogue Techniques for Games
- Censorship of Game Content – A Report from the Trenches
- Semantic Interactivity – Virtual Coherence Using Next Generation Human Computer Interface
- Uncharted Animation: An In-depth Look at the Character Animation Workflow and Pipeline
1:00:00 PM — 2:00:00 PM
- The Real Story on Characters and Emotion: Taking it ‘to the Streets’
2:30:00 PM — 3:30:00 PM
- Standing the Test of Time: A Q&A with Sid Meier
- Stories Best Played: Deconstructing the Best Interactive Storytelling
4:00:00 PM — 5:00:00 PM
- Splash Damage: From Amateur to Triple-A in Five Years
- The IGDA Credits Movement: The Revolution is Already Here
6:30:00 PM — 8:30:00 PM
- 8th Annual Game Developers Choice Awards and 10th Annual Independent Games Festival
Thursday – 2/21/2008
9:00:00 AM — 10:00:00 AM
- How to Break All Rules and yet Make a 90+ Game
- Outside the Box
- STAR WARS: THE FORCE UNLEASHED: How LucasArts is Building a Game, a Development Team and a Technology Pipeline… At the Same Time
- The Future of Story in Game Design
- The Real Story on Characters and Emotion: Taking it ‘to the Streets’
10:30:00 AM — 11:30:00 AM
- The Next 20 Years of Gaming
12:00:00 PM — 1:00:00 PM
- A Believable Character Postmortem: Motion Capture on the Virtual Set of BEOWULF
- From Mundane to Epic: The Making of the STARCRAFT II Cinematic Teaser
- The Emergent Gamer
- I-fi: Immersive Fidelity in Game Design
1:00:00 PM — 2:00:00 PM
- Interactive Actors That Express Emotion
2:30:00 PM — 3:30:00 PM
- Autodesk HumanIK Middleware Introduction: Complementing Your FK Animation Sponsored by Autodesk
- Dialog Production for BioWare’s Mass Effect: Lessons Learned and Future Plans
- Looking Back at LOST ODYSSEY – The Challenge of Cross Cultural Development
- The Future of Animation is Games
4:00:00 PM — 5:00:00 PM
- Designing Conflict Resolution without Combat
- From DOOM to RAGE: Pushing Boundaries
- NaturalMotion: Runtime Character Animation with Morpheme Sponsored by NaturalMotion
5:30:00 PM — 6:30:00 PM
- ARG Group Gathering
- Autodesk MotionBuilder: Cross Product Integration – Autodesk 3ds Max and Autodesk Maya – of Animation Assets to Develop Workable Motion Libraries
- Composer Tips and Tricks for Creating Interactive Music
8:00:00 PM — 10:00:00 PM
- Suite Night
Friday – 2/22/2008
9:00:00 AM — 10:00:00 AM
- ‘Do, Don’t Show’ – Narrative Design in FARCRY 2
- Creating a Character in DRAKE’S FORTUNE
- Designing and Implementing a Dynamic Camera System
10:30:00 AM — 11:30:00 AM
- Development – SUPER SMASH BROS. BRAWL
- From Grunt to God to Startup: Career Lessons From the Edge of Game Development by David Jaffe
- Momentum vs. Character Animation
- Taming the Mob: Creating believable crowds in ASSASSIN’S CREED
12:00:00 PM — 1:00:00 PM
- The Technology of FINAL FANTASY
- Writing Great Design Documents
- Pouring Gas on the Flames: Game Designers Rant
2:30:00 PM — 3:30:00 PM
- Stylization with a Purpose: The Illustrative World of TEAM FORTRESS 2
- How to Create the Greatest Boss Battle (and Why Not to Do It!)
4:00:00 PM — 5:00:00 PM
- A PORTAL Post-Mortem: Integrating Writing and Design

Jonathan Cooper is a Scottish