Contents
Overview PDF
Audio:
Art Content Creation for the Next Generation Unreal Engine / Jerry OFlaherty, Pete Hayes
Best Practices for Game Lighting with Maya / Rob Ormond
Cinema Quality Face Animation Using Bones / Nicholas Zeman
Concepts & Animating Sam Fisher in Splinter Cell:The Chaos Theory / Eric Bibeau, Gilles Monteil
Creating and Deploying Real-time Shader Effects in a Games Production Pipeline / Alexandre Jean Claude
Feature Film Performance Animation and Digital Human Acquisition for Next Generation Games / Remington Scott
Helper Joints: Advanced Deformations on RunTime Characters / Jason Parks
The Importance of Eyes: You Can't Mocap a Soul / Ed Hooks
Interface Design: Dont Make Them Think or Read / Brent Fox
Normal and Displacement Map, Sitting in a Tree / Matthias Worch
Normal Mapping Production Techniques / Ranjeet Rungy Singhal
Raising the Bar on In-Game Animation / Jeremy Cantor
Real-time 3D Movies in Resident Evil 4 (English) / Yoshiaki Hirabayashi
Real-time 3D Movies in Resident Evil 4 (Japanese) / Yoshiaki Hirabayashi
The Road to Victory: Procedural Modeling for EA Sports NASCAR Thunder / Wesley Grandmont III
Strategies and Techniques for Real-Time Shaders / Adam Pletcher, Neil Hazzard
Under the Hood of Motionbuilder: Secrets of Maximum Performance / Marc-Andre Guindon
Vision:
Gameplay Moves Forward into the 21st Century / Peter Molyneux
The Japanese Game Industry: Past, Present, and Future (English) / Kenzo Tsujimoto
The Japanese Game Industry: Past, Present, and Future (Japanese) / Kenzo Tsujimoto