The Game Developers Conference 2010 will take place at Moscone, San Francisco through March 9-13. Blizzard can be found at the Career Pavillion by Booth 2726. The GDC 2010 kicks off with two Blizzard Entertainment developers joining the speakers roster.
Brian Schwab is Senior AI/Gameplay Engineer II at Blizzard Entertainment. He has worked for Sony, Dreamworks Interactive, Radical Entertainment and The Collective among other studios. He’s credited for Medal of Honor: Underground (2000).
Erin Catto is a Principal Software Engineer and Physics programmer at Blizzard Entertainment. He has worked for Crystal Dynamics and Comergent Technologies as Senior Software Engineer.
The interesting part is they are working on a super-secret project at Blizzard. Could any of this info below offer any hints to extrapolate what this secret project is? Throw in your wild guesses.
Senior AI/Gameplay Engineer, Blizzard Entertainment
Brian has over 15 years industry experience, including 13 published titles. He has worked seemingly forever on making engaging and fun game experiences by using a MacGyver style combination of anything nearby: be it academic AI techniques, hand rolled state/tree hybrid systems, or multiplying his birthday with the sum of the jump button presses divided by the number of current extra guys. Brian has done work in AI, gameplay, game design, and has even been lead designer on a few titles. He s worked at companies ranging from three person start ups to SCEA. His projects have ranged from edutainment to location based thrill rides to his current gig on a super-secret project at Blizzard. When not cramming fun into a C++ compiler, he has also spent a good deal of time writing. His book AI Game Engine Programming recently released its second edition, and he s also been an AI editor for the Game Programming Gems books.
AI Architecture Mashups: Insights into Intertwined Architectures
Speaker: Steve Rabin (Principal Software Engineer, Nintendo of America), Kevin Dill (Software Engineer, Lockheed Martin), Brian Schwab (Senior AI/Gameplay Engineer, Blizzard Entertainment)
Experience Level: Intermediate
Summit: AI Summit
Format: 60-minute Lecture
AI programmers rarely use a pure architecture such as a State Machine, Planner, or Behavior Tree in isolation. Rather, several symbiotic architectures are mashed together, resulting in an overall architecture that is unique and powerful in its own way. This lecture is designed as a series of three mini-lectures where you will hear about several mashed up AI architectures along with intriguing lessons and insights.
Insight into the pros, cons, and subtleties of combining various AI architectures.
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Principal Software Engineer, Blizzard Entertainment
Erin has been developing physics engines for the past 10 years. He is currently a physics programmer at Blizzard Entertainment. Previously he worked on dynamic simulation of proteins, mechanical simulation software for computer aided design, and modeling and control of flexible robot arms. Earlier in his life he programmed games on his HP48 calculator, including ANT and JOUST. He holds a Ph.D. in theoretical and applied mechanics from Cornell University.
Physics for Programmers
Speaker: Jim Van Verth (Senior Tools and Technology Engineer, Insomniac Games), Takahiro Harada (Senior Software Engineer, Havok), Erwin Coumans (Physics Simulation Team Lead, Sony SCEA US R&D), Marq Singer (Engineer, Red Storm Entertainment, Inc), Erin Catto (Principal Software Engineer, Blizzard Entertainment), Glenn Fiedler (Online Game Programmer, Sony Santa Monica)
Date/Time: Wednesday (March 10, 2010) 10:00am ? 6:00pm
Format: Full-day Tutorial
Experience Level: Intermediate
As the complexity of games has increased, so has the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation, even some extent artificial intelligence, requires greater knowledge of the necessary engineering and mathematical underpinnings than ever before. And of the fields described above, one that has grown increasingly important is physical simulation, as shown by the latest games such as Little Big Planet and Crayon Physics. Creating such a simulation may appear to be a daunting task, but it is possible with the right background.
This one-day tutorial continues the 10-year tradition of the Math for Programmers and Physics for Programmers tutorials by bringing together some of the best presenters in gaming physics. Over the course of a day they will get programmers up to speed in the latest techniques and deepen their knowledge in the topic of physical simulation.
These presenters will provide a toolbox of techniques for programmers interested in creating physics engines, with references and links for those looking for more information. The focus of the course is to study various pieces of the simulation pipeline and show how problems along the way can be solved and optimized using standard 3D mathematical concepts and engineering know-how. Topics include collision detection, constraint systems and solvers, cloth simulation, networking for physics programmers, and parallelizing the physics engine. Sample code libraries and examples are provided.
After attending this tutorial, the attendee should have an understanding of most of the core issues in simulation, so that they can take them into account when building their own physics and collision engines and incorporating them into their games.