LaidlawFX Posted January 11, 2017 Share Posted January 11, 2017 (edited) Hey if you all want to see me make a fool of myself, Gamasutra will be interviewing me on their twitch channel at 12:00 PST. https://www.twitch.tv/gamasutra > https://www.twitch.tv/gamasutra/v/114068477 It's a lead up to my GDC talks on the work we did for Halo 5: Guardians. Drops some comments and make me laugh, or ask some general questions. Edited January 11, 2017 by LaidlawFX Added the recorded link 1 Quote Link to comment Share on other sites More sharing options...
stickman Posted January 11, 2017 Share Posted January 11, 2017 cool! Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted January 11, 2017 Author Share Posted January 11, 2017 I'll drop a link once the recorded video is posted. Apparently I was a guinea pig for a series leading up to GDC as they talk to the different presenters. Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted January 11, 2017 Author Share Posted January 11, 2017 The recorded Link: https://www.twitch.tv/gamasutra/v/114068477 1 Quote Link to comment Share on other sites More sharing options...
Guest tar Posted January 11, 2017 Share Posted January 11, 2017 Cool stuff - What professional level is Gamesutra stuff for? The interview seemed aimed at people wanting to get into the industry. Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted January 11, 2017 Author Share Posted January 11, 2017 (edited) The Game developer conference is pretty strict about not presenting your work prior to the conference unlike Siggraph, so we can't go in depth on what we actually did until the talk happens. So the Gamasutra interview is more of an introduction/teaser/soft opening of the talk(s) to get more people to come and try and understand what we did. In a simple sense it's allowing you to crank the nob in Houdini to 11 for games. We got up to a million transforms at 60 fps with our optimizations. Not necessarily Krakatoa levels, but most games cap at about a hundred to a thousand transforms when you are running around. http://schedule.gdconf.com/session/geometry-caching-optimizations http://schedule.gdconf.com/session/technical-artist-bootcamp-building-an-offline-simulation-pipeline Edited January 11, 2017 by LaidlawFX 1 Quote Link to comment Share on other sites More sharing options...
acey195 Posted January 13, 2017 Share Posted January 13, 2017 Cool stuff man! Awesome to see more game devs doing GDC talks (partly) on Houdini this year Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted January 13, 2017 Author Share Posted January 13, 2017 7 hours ago, acey195 said: Cool stuff man! Awesome to see more game devs doing GDC talks (partly) on Houdini this year It's interesting the acceptance criteria for talks to the main conference, as such, you can't deliberately promote a software like Houdini or Unreal. They even warn against "thinly veiled" talks on promotion, so the talks are more on production tested process and workflow that you can computationally prove and/or you have used in production. I guess there is a paying tier for corporations such as The State of Unreal talks where you can directly promote software as a regular conference talk, or else you have to do it on the show floor like at the SideFX booth. Quote Link to comment Share on other sites More sharing options...
acey195 Posted January 15, 2017 Share Posted January 15, 2017 On 13-1-2017 at 6:17 PM, LaidlawFX said: It's interesting the acceptance criteria for talks to the main conference, as such, you can't deliberately promote a software like Houdini or Unreal. They even warn against "thinly veiled" talks on promotion, so the talks are more on production tested process and workflow that you can computationally prove and/or you have used in production. I guess there is a paying tier for corporations such as The State of Unreal talks where you can directly promote software as a regular conference talk, or else you have to do it on the show floor like at the SideFX booth. Yeah I do understand that I suppose, I guess you can just swap out "Houdini", with "The procedural solution we used" every time in the presentation, but that does become quite tiring after a while possibly :P. On the other hand, there now also exists some uncertainty with game marketing, because of what happened with some indy-game procedural tech recently, so they want to avoid using the term procedural altogether too... So where do you go from there? Use algorithmic as a term? Possibly, but that is also already pretty close to a company name. So that leaves your options pretty limited if you want go into any kind of detail. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted January 15, 2017 Share Posted January 15, 2017 if procedural is now a dirty word, say parametric Quote Link to comment Share on other sites More sharing options...
acey195 Posted January 16, 2017 Share Posted January 16, 2017 6 hours ago, marty said: if procedural is now a dirty word, say parametric yeah I know there are still alternatives, but they get more and more forced I mean if you would use that term to me, I would only get that you were referring to procedural the 3rd sentence into our conversation. others would be "systemic" or "based on rules" but it kind of saddens me we have to kind of skirt that, but I guess we shouldn't really go too much off topic Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted January 16, 2017 Author Share Posted January 16, 2017 Well there is this talk on proceduralism that happens just before me and works for a certain company. Hopefully it won't be too dirty, lol. http://schedule.gdconf.com/session/technical-artist-bootcamp-introduction-to-proceduralism Reviewing my presentation i use a range of those words too. Especially since for the offline simulation topic I need to spend a few seconds explaining the differences and the needs vs real-time. Which drives me through some vernacular olympics defining algorithms where time is the key component. Quote Link to comment Share on other sites More sharing options...
acey195 Posted January 16, 2017 Share Posted January 16, 2017 6 hours ago, LaidlawFX said: Well there is this talk on proceduralism that happens just before me and works for a certain company. Hopefully it won't be too dirty, lol. http://schedule.gdconf.com/session/technical-artist-bootcamp-introduction-to-proceduralism Haha, well yeah but I don't think the general (gaming-consumer) public will be really watching that talk though. Whereas some people will watch first hand videos on game technology, if they end up on Youtube or something somehow. So I think you are safe from Sesi in that regard :P. Quote Link to comment Share on other sites More sharing options...
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