|Session Name:||Defining the Next Generation of Real-Time Characters|
|Track / Format:||Visual Arts|
With Xbox360, PlayStation 3 and faster more powerful PCs here
instead of looming on the horizon, the promise of vastly better
technology has led to a lot of speculation about the next
generation of game characters. What distinguishes the
so-called next generation of characters from the present one?
Shaders, large numbers of polygons, large numbers of
characters, and advanced AI are some of the factors. But how
will implementation change? Will it be without real-time
tessellation and the combination of morph targets on top of a
skeletal deformation system? How can we possibly implement
that 50,000-triangle hero that next-generation console and PC
development promises us?
In this lecture, attendees not only gain insight into what defines a character as being next gen, but also learn how to make them stand out from the rest of the pack of upcoming games. Make sure you're taking full advantage of all that power and promise the new technologies represent.