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AI Roundtables Day 1

链接:https://schedule.gdconf.com/session/ai-roundtables-day-1/907234

作者:Neil Kirby  (Senior Lecturer, The Ohio State University)

The Wednesday deep dives roundtable prioritizes topics that come from the AI summit. We may also cover topics that should have been in the summits. The Thursday roundtable is a lightning Q&A round. Brings questions about game AI or to get them answered. Or bring your expertise and help answer those questions. The Friday roundtable will be AI centric, but it prioritizes machine learning topics. Topics like reinforcement learning, generative AI, and neural networks will be welcomed. In addition, the applicability of these techniques is strongly encouraged as topics. We'd also like to hear about lessons learned in using ML across game design.

周三的深度探讨圆桌会议优先讨论来自AI峰会的主题。我们也可能涵盖那些本应在峰会上讨论但未涉及的话题。周四的圆桌会议将是闪电问答环节。提出关于游戏AI的问题或解答这些问题。或者分享你的专业知识来帮助回答这些问题。周五的圆桌会议将以AI为中心,但主要侧重于机器学习主题。诸如强化学习、生成式AI和神经网络等话题将受到欢迎。此外,强烈鼓励讨论这些技术的应用实例。我们也希望听到在游戏设计中使用机器学习的经验教训。

AI Roundtables Day 2

链接:https://schedule.gdconf.com/session/ai-roundtables-day-2/910683

作者:Neil Kirby  (Senior Lecturer, The Ohio State University)

The Wednesday deep dives roundtable prioritizes topics that come from the AI summit. We may also cover topics that should have been in the summits. The Thursday roundtable is a lightning Q&A round. Brings questions about game AI or to get them answered. Or bring your expertise and help answer those questions. The Friday roundtable will be AI centric, but it prioritizes machine learning topics. Topics like reinforcement learning, generative AI, and neural networks will be welcomed. In addition, the applicability of these techniques is strongly encouraged as topics. We'd also like to hear about lessons learned in using ML across game design.

周三的深度探讨圆桌会议优先讨论来自AI峰会的主题。我们还可能会涵盖那些本应在峰会上讨论但未能涵盖的话题。周四的圆桌会议将是闪电问答环节。提出关于游戏AI的问题或在这里得到解答。或者带来你的专业知识来帮助回答这些问题。周五的圆桌会议将以AI为中心,但更侧重于机器学习主题。诸如强化学习、生成式AI和神经网络等话题将会受到欢迎。此外,强烈鼓励将这些技术的应用性作为话题。我们也希望听到在游戏设计中使用机器学习的经验教训。

AI Roundtables Day 3

链接:https://schedule.gdconf.com/session/ai-roundtables-day-3/910684

作者:Neil Kirby  (Senior Lecturer, The Ohio State University)

The Wednesday deep dives roundtable prioritizes topics that come from the AI summit. We may also cover topics that should have been in the summits. The Thursday roundtable is a lightning Q&A round. Brings questions about game AI or to get them answered. Or bring your expertise and help answer those questions. The Friday roundtable will be AI centric, but it prioritizes machine learning topics. Topics like reinforcement learning, generative AI, and neural networks will be welcomed. In addition, the applicability of these techniques is strongly encouraged as topics. We'd also like to hear about lessons learned in using ML across game design.

周三的深度探讨圆桌会议优先讨论来自AI峰会的主题。我们也可能涵盖本应在峰会上讨论但未涵盖的话题。周四的圆桌会议是一个闪电问答环节。提出关于游戏AI的问题或解答问题。或者带来你的专业知识来帮助回答这些问题。周五的圆桌会议将以AI为中心,但重点是机器学习主题。诸如强化学习、生成式AI和神经网络等话题将受到欢迎。此外,强烈鼓励将这些技术的应用性作为话题。我们也希望听到在游戏设计中使用机器学习的经验教训。

Advanced Graphics Summit: 'Black Myth: Wukong': A Deep Dive into RTX Integration

链接:https://schedule.gdconf.com/session/advanced-graphics-summit-black-myth-wukong-a-deep-dive-into-rtx-integration/909932

作者:Xueqing Yang  (Distinguished Engineer, NVIDIA)

It is well known that the game 'Black Myth: Wukong' has been a huge success. It has not only received over 95% positive reviews on Steam but also sold more than 20 million copies, achieving both critical and commercial success. Players have been raving about its stunning graphics. During development, NVIDIA worked closely with the 'Black Myth: Wukong' team to integrate the latest full ray tracing and DLSS technologies, delivering a cinematic visual experience. In this presentation, we'll introduce the technologies used in 'Black Myth: Wukong', share the challenges we faced and how we overcame them, and discuss the modifications made to the engine. By the end of this talk, the audience will understand how to apply these advanced technologies to their own projects to enhance game rendering quality.

众所周知,《黑神话:悟空》取得了巨大成功。它不仅在Steam平台上获得了超过95%的正面评价,还售出了超过2000万份,实现了口碑和商业上的双重成功。玩家们对其惊人的画面表现赞不绝口。在开发过程中,NVIDIA与《黑神话:悟空》团队紧密合作,整合了最新的全光线追踪和DLSS技术,提供了电影级的视觉体验。在本次演讲中,我们将介绍《黑神话:悟空》中使用的技术,分享我们遇到的挑战以及如何克服它们,并讨论对引擎所做的修改。通过本次演讲,观众将了解如何将这些先进技术应用到自己的项目中,以提升游戏渲染质量。

Advanced Graphics Summit: 'Marvel Rivals': Creating a Real-Time Interactive Dr. Strange's Portal

链接:https://schedule.gdconf.com/session/advanced-graphics-summit-marvel-rivals-creating-a-real-time-interactive-dr-stranges-portal/909448

作者:Tieyi Zhang  (Senior Graphics Engineer, Netease Games)

This talk explores the implementation of Doctor Strange's portal by customizing Unreal Engine's default deferred pipeline. An open portal typically doubles the rendering workload, presenting challenges for competitive video games. We provide a high-level overview of both CPU and GPU optimizations and many strategies used to adapt portal for other hero skills.

Players will experience realistic, freely placeable, and interactive portals. These portals allow visibility through to the other side while maintaining relative high frame rate. Our solution enables real-time scene to display on the other side, permitting characters, bullets, and other objects to pass through seamlessly, all without obstructing the player's main view.

本次演讲探讨了通过定制虚幻引擎的默认延迟渲染管线来实现《奇异博士》中的传送门。一个打开的传送门通常会使得渲染工作量翻倍,这对竞技类视频游戏提出了挑战。我们将概述CPU和GPU优化以及许多用于适应其他英雄技能的传送门策略。

玩家将体验到逼真的、可自由放置且互动的传送门。这些传送门允许视线穿透到另一侧,同时保持相对较高的帧率。我们的解决方案实现了实时场景在另一侧的显示,允许角色、子弹和其他物体无缝穿过,而不会妨碍玩家的主要视角。

Advanced Graphics Summit: Revolutionizing Texture Pipelines: EA's Journey with Texture Sets

链接:https://schedule.gdconf.com/session/advanced-graphics-summit-revolutionizing-texture-pipelines-eas-journey-with-texture-sets/909461

作者:Martin Palko  (Lead Technical Artist, Electronic Arts (SEED))

Art workflows have become increasingly complex, and many areas of the production pipeline have not kept pace. Textures are a prime example, where the days of a single image applied to geometry are well over. We now have intertwined surface maps packed in various channels of multiple textures, causing headaches for all involved. EA Motive and SEED have decided to tackle this problem head-on and will present their learnings developing "Texture Sets" for Dead Space, Iron Man, and more. Texture Sets is a modern rethink of the texture pipeline, bundling sets of related textures together into a single asset, and taking a data-driven and extensible approach to texture authoring, processing, and sampling.

艺术工作流程变得越来越复杂,而生产管线中的许多领域却没有跟上步伐。纹理就是一个典型的例子,单个图像应用于几何体的时代早已一去不复返。我们现在有多个纹理中包含的各种通道交织在一起的表面贴图,这让所有相关人员都感到头疼。EA Motive和SEED决定迎难而上,他们将展示为《死亡空间》、《钢铁侠》等作品开发“纹理集”的经验。纹理集是对纹理管线的现代重新思考,将一组相关的纹理捆绑成一个单一资产,并采用数据驱动和可扩展的方法来处理纹理的创作、处理和采样。

Advanced Physics in 'ASTRO BOT'

链接:https://schedule.gdconf.com/session/advanced-physics-in-astro-bot/910487

作者:Takumi Yoshida  (Senior Game Programmer, Sony Interactive Entertainment)

This talk will explain the physics technology used in ASTRO BOT. In addition to traditional rigid body simulation, ASTRO BOT uses many advanced physics technologies that utilize the processing power of the PS5. For example, abundance of shiny gems in treasure cave, water flowing along the terrain, and balloons that deform with the weight of the player. Players can interact with these elements and feel delicate haptics feedback. Team ASOBI developed these gimmicks with the aim of creating toy-like interactions that are fun, pleasant, and satisfying just by touching them. This talk will provide implementation details for a large number of physics objects, fluids, soft bodies, cloth, and real-time destruction, as well as gameplay use cases and optimization techniques.

本次演讲将解释《ASTRO BOT》中使用的物理技术。除了传统的刚体模拟外,《ASTRO BOT》还使用了许多利用PS5处理能力的高级物理技术。例如,宝库洞穴中丰富的闪亮宝石、地形上的流水,以及因玩家重量而变形的气球。玩家可以与这些元素互动,并感受到细腻的触觉反馈。团队ASOBI 开发了这些机关,旨在创造一种玩具般的交互体验,这种体验通过触摸就能带来乐趣、愉悦和满足感。本次演讲将详细介绍大量物理对象、流体、软体、布料以及实时破坏的实现细节,还包括游戏玩法的应用案例和优化技术。

'Apex Legends': Preventing Exploits and Shipping Risky Features Using... NavMesh??

链接:https://schedule.gdconf.com/session/apex-legends-preventing-exploits-and-shipping-risky-features-using-navmesh/907494

作者:Ian Holstead  (Sr. Software Engineer, Respawn Entertainment)

Apex Legends’ 26th Legend presented a significant technical challenge; one of her abilities allowed her to create portals through walls. However, in a competitive game where survival is the objective, there was zero tolerance for players getting out-of-bounds. This session delves not only into the details of how a navmesh based solution was created to solve this issue, but also how this allowed us to leverage navmesh to create a variety of systems, including an out-of-bounds exploit detection system and powerful procedural placement tools. This session then goes into the advantages of having each system use shared core tech in a slightly different way resulting in these features effectively providing testing for each other. Finally, this session discusses the novel web server based, in-game test framework we created to provide robust regression testing and automatic error reporting and how the combination of these systems allowed us to ship this Legend exploit free.

“ Apex Legends”第26位传奇角色提出了一项重要的技术挑战;她的其中一个技能允许她穿过墙壁创建传送门。然而,在一款以生存为目标的竞争性游戏中,对于玩家越界是零容忍的。本次会议不仅深入探讨了如何通过基于导航网格(navmesh)的解决方案来解决这一问题的细节,还介绍了如何利用导航网格(navmesh)创建各种系统,包括越界漏洞检测系统和强大的程序化放置工具。随后,本次会议讨论了每个系统如何以略微不同的方式使用共享核心技术支持的优势,从而使得这些功能能够有效地相互测试。最后,本次会议讨论了我们创建的一种基于网络服务器(web server)的游戏内测试框架,该框架提供了稳健的回归测试和自动错误报告功能,并解释了这些系统的组合如何使我们能够在不出现任何漏洞的情况下发布这位传奇角色。

Arm Developer Summit: AI Coaching in MOBA Games: A Case Study With Honor of Kings (Presented by Arm)

链接:https://schedule.gdconf.com/session/arm-developer-summit-ai-coaching-in-moba-games-a-case-study-with-honor-of-kings-presented-by-arm/911173

作者:Wenxi Zhu  (Engineering manager, AI Arena Platform, Tencent)

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Arm Developer Summit: Arm Opening Keynote - Introducing Arm Accuracy Super Resolution and What's New in Arm GPUs (Presented by Arm)

链接:https://schedule.gdconf.com/session/arm-developer-summit-arm-opening-keynote-introducing-arm-accuracy-super-resolution-and-whats-new-in-arm-gpus-presented-by-arm/911377

作者:Lisa Sheckleford  (Senior Product Manager, Arm)、Philip Garcia  (Principal GPU Architect, Arm)

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Arm Developer Summit: Breaking Into AI: Essential Skills for the Next Generation of Game Designers and Industry Leaders (Presented by Arm)

链接:https://schedule.gdconf.com/session/arm-developer-summit-breaking-into-ai-essential-skills-for-the-next-generation-of-game-designers-and-industry-leaders-presented-by-arm/911323

作者:Kai Qin  (Product Expert, AI Platform Department, Tencent)

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Arm Developer Summit: Profiling and Optimizing Godot Engine for Mobile With Arm Performance Studio (Presented by Arm)

链接:https://schedule.gdconf.com/session/arm-developer-summit-profiling-and-optimizing-godot-engine-for-mobile-with-arm-performance-studio-presented-by-arm/911375

作者:Clay John  (Board member and Rendering Team Lead, Godot Foundation and W4 Games)、Ian Bolton  (Developer Relations Manager, Arm)

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Arm Developer Summit: Roundtable – Artificial Intelligence Serves Natural Intelligence in Games (Presented by Arm)

链接:https://schedule.gdconf.com/session/arm-developer-summit-roundtable-artificial-intelligence-serves-natural-intelligence-in-games-presented-by-arm/911378

作者:Stefana Simion  (Senior Engineering Manager, Arm)、Professor Tim Bates  (The Godfather of Tech, https://thegodfatheroftech.com/)、David Sena  (Graphics Technical Director, Natural Motion)

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Arm Developer Summit: Unreal Engine for Mobile Game Development (Presented by Arm)

链接:https://schedule.gdconf.com/session/arm-developer-summit-unreal-engine-for-mobile-game-development-presented-by-arm/911379

作者:Arvind Neelakantan  (Solutions Architect, Epic Games)

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Automated Testing Roundtables Day 1: Process

链接:https://schedule.gdconf.com/session/automated-testing-roundtables-day-1-process/907155

作者:Andrew Fray  (Co-founder, Studio Enso)

Day 1: ProcessAutomated testing provides a team with more stable software at an earlier point in development, allowing easier scheduling and fast iteration. Yet investing in automated testing has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as increased budgets and team sizes make stability even harder, its time has finally come. On Day 1 we prefer to discuss the people that write the tests and the workflows used to reinforce them. How does the process work in your studio? Are the engineers responsible for automated tests, or QA? Are QA silo'd or integrated? What could be better? What doesn't work?These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See autotestingroundtable.com for more details and to join our discord! Day 2: LegacyAutomated testing provides a team with more stable software at an earlier point in development, allowing easier scheduling and fast iteration. Yet investing in automated testing has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as increased budgets and team sizes make stability even harder, its time has finally come. On Day 2 we prefer to talk about introducing automated testing to an organization. Do you have a culture or a codebase that doesn't currently embrace automated testing? Are you having trouble getting people on-board, or maybe it was very easy and you can share why? Grand failures are just as interesting as successes!These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See autotestingroundtable.com for more details and to join our discord! Day 3: ImplementationAutomated testing provides a team with more stable software at an earlier point in development, allowing easier scheduling and fast iteration. Yet investing in automated testing has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as increased budgets and team sizes make stability even harder, its time has finally come. On Day 3 we prefer to discuss the many faces of automation, from locally-run functional and unit tests, to server-driven continuous integration, and even external device farms. How do you do automated testing in your team? What works well for you? More interestingly, what didn't work and why?These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See autotestingroundtable.com for more details and to join our discord!

第1天:流程自动化测试为团队在开发的早期阶段提供了更稳定的软件,从而实现更容易的日程安排和快速迭代。然而,在行业中,投资自动化测试却有一个不好的名声,因为“尽快发布”才是主流口号。也许随着预算和团队规模的增加,稳定性变得更加困难,现在是它真正发挥作用的时候了。在第1天,我们更愿意讨论编写测试的人以及用于强化这些测试的工作流程。你们工作室的过程是如何运作的?工程师们是否负责自动化测试,还是由质量保证(QA)部门负责?QA部门是孤立的还是集成的?有哪些方面可以改进?哪些不起作用?这些圆桌会议聚集了所有经验水平和预算的人员,讨论他们目前或希望如何使用任何形式的自动化测试。欲了解更多信息并加入我们的Discord,请访问autotestingroundtable.com! 第2天:遗留问题自动化测试为团队在开发的早期阶段提供了更稳定的软件,从而实现更容易的日程安排和快速迭代。然而,在行业中,投资自动化测试却有一个不好的名声,因为“尽快发布”才是主流口号。也许随着预算和团队规模的增加,稳定性变得更加困难,现在是它真正发挥作用的时候了。在第2天,我们更愿意讨论如何将自动化测试引入组织。你们是否有文化或代码库目前还不接受自动化测试?你们是否遇到了难以让其他人参与的问题,或者可能非常容易,并且你们可以分享原因?重大失败和成功一样有趣!这些圆桌会议聚集了所有经验水平和预算的人员,讨论他们目前或希望如何使用任何形式的自动化测试。欲了解更多信息并加入我们的Discord,请访问autotestingroundtable.com! 第3天:实施自动化测试为团队在开发的早期阶段提供了更稳定的软件,从而实现更容易的日程安排和快速迭代。然而,在行业中,投资自动化测试却有一个不好的名声,因为“尽快发布”才是主流口号。也许随着预算和团队规模的增加,稳定性变得更加困难,现在是它真正发挥作用的时候了。在第3天,我们更愿意讨论自动化测试的各个方面,从本地运行的功能和单元测试,到服务器驱动的持续集成,甚至外部设备农场。你们团队是如何进行自动化测试的?什么对你们来说效果很好?更有趣的是,哪些不起作用以及为什么不起作用?这些圆桌会议聚集了所有经验水平和预算的人员,讨论他们目前或希望如何使用任何形式的自动化测试。欲了解更多信息并加入我们的Discord,请访问autotestingroundtable.com!

Automated Testing Roundtables Day 2: Legacy

链接:https://schedule.gdconf.com/session/automated-testing-roundtables-day-2-legacy/910998

作者:Andrew Fray  (Co-Founder, Studio Enso)

Day 1: ProcessAutomated testing provides a team with more stable software at an earlier point in development, allowing easier scheduling and fast iteration. Yet investing in automated testing has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as increased budgets and team sizes make stability even harder, its time has finally come. On Day 1 we prefer to discuss the people that write the tests and the workflows used to reinforce them. How does the process work in your studio? Are the engineers responsible for automated tests, or QA? Are QA silo'd or integrated? What could be better? What doesn't work?These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See autotestingroundtable.com for more details and to join our discord! Day 2: LegacyAutomated testing provides a team with more stable software at an earlier point in development, allowing easier scheduling and fast iteration. Yet investing in automated testing has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as increased budgets and team sizes make stability even harder, its time has finally come. On Day 2 we prefer to talk about introducing automated testing to an organization. Do you have a culture or a codebase that doesn't currently embrace automated testing? Are you having trouble getting people on-board, or maybe it was very easy and you can share why? Grand failures are just as interesting as successes!These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See autotestingroundtable.com for more details and to join our discord! Day 3: ImplementationAutomated testing provides a team with more stable software at an earlier point in development, allowing easier scheduling and fast iteration. Yet investing in automated testing has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as increased budgets and team sizes make stability even harder, its time has finally come. On Day 3 we prefer to discuss the many faces of automation, from locally-run functional and unit tests, to server-driven continuous integration, and even external device farms. How do you do automated testing in your team? What works well for you? More interestingly, what didn't work and why?These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See autotestingroundtable.com for more details and to join our discord!

第1天:流程自动化测试为团队在开发的早期阶段提供了更稳定的软件,从而实现更容易的日程安排和快速迭代。然而,在行业中,投资自动化测试却有一个不好的名声,因为“尽快发布”才是主流口号。也许随着预算和团队规模的增加,稳定性变得更加困难,现在是它真正到来的时候了。在第1天,我们更愿意讨论编写测试的人以及用于加强这些测试的工作流程。你们工作室中的流程是如何运作的?是工程师负责自动化测试,还是质量保证(QA)部门负责?QA是独立的还是集成的?有哪些地方可以改进?哪些环节不起作用?

这些圆桌会议汇集了具有不同经验和预算水平的人,讨论他们当前或希望如何使用任何形式的自动化测试。欲了解更多信息并加入我们的Discord,请访问autotestingroundtable.com!

第2天:遗留问题自动化测试为团队在开发的早期阶段提供了更稳定的软件,从而实现更容易的日程安排和快速迭代。然而,在行业中,投资自动化测试却有一个不好的名声,因为“尽快发布”才是主流口号。也许随着预算和团队规模的增加,稳定性变得更加困难,现在是它真正到来的时候了。在第2天,我们更愿意讨论如何向组织引入自动化测试。你们是否有一个目前尚未接受自动化测试的文化或代码库?你们是否遇到了难以让他人参与的问题,或者过程非常顺利并且你们可以分享其中的原因?失败的经历同样有趣,就像成功一样!

这些圆桌会议汇集了具有不同经验和预算水平的人,讨论他们当前或希望如何使用任何形式的自动化测试。欲了解更多信息并加入我们的Discord,请访问autotestingroundtable.com!

第3天:实施自动化测试为团队在开发的早期阶段提供了更稳定的软件,从而实现更容易的日程安排和快速迭代。然而,在行业中,投资自动化测试却有一个不好的名声,因为“尽快发布”才是主流口号。也许随着预算和团队规模的增加,稳定性变得更加困难,现在是它真正到来的时候了。在第3天,我们更愿意讨论自动化测试的多个方面,从本地运行的功能测试和单元测试,到服务器驱动的持续集成,甚至外部设备农场。你们团队是如何进行自动化测试的?哪些方法对你们来说效果很好?更重要的是,哪些方法不起作用,原因是什么?

这些圆桌会议汇集了具有不同经验和预算水平的人,讨论他们当前或希望如何使用任何形式的自动化测试。欲了解更多信息并加入我们的Discord,请访问autotestingroundtable.com!

Automated Testing Roundtables Day 3: Implementation

链接:https://schedule.gdconf.com/session/automated-testing-roundtables-day-3-implementation/910999

作者:Andrew Fray  (Co-Founder, Studio Enso)

Day 1: ProcessAutomated testing provides a team with more stable software at an earlier point in development, allowing easier scheduling and fast iteration. Yet investing in automated testing has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as increased budgets and team sizes make stability even harder, its time has finally come. On Day 1 we prefer to discuss the people that write the tests and the workflows used to reinforce them. How does the process work in your studio? Are the engineers responsible for automated tests, or QA? Are QA silo'd or integrated? What could be better? What doesn't work?These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See autotestingroundtable.com for more details and to join our discord! Day 2: LegacyAutomated testing provides a team with more stable software at an earlier point in development, allowing easier scheduling and fast iteration. Yet investing in automated testing has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as increased budgets and team sizes make stability even harder, its time has finally come. On Day 2 we prefer to talk about introducing automated testing to an organization. Do you have a culture or a codebase that doesn't currently embrace automated testing? Are you having trouble getting people on-board, or maybe it was very easy and you can share why? Grand failures are just as interesting as successes!These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See autotestingroundtable.com for more details and to join our discord! Day 3: ImplementationAutomated testing provides a team with more stable software at an earlier point in development, allowing easier scheduling and fast iteration. Yet investing in automated testing has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as increased budgets and team sizes make stability even harder, its time has finally come. On Day 3 we prefer to discuss the many faces of automation, from locally-run functional and unit tests, to server-driven continuous integration, and even external device farms. How do you do automated testing in your team? What works well for you? More interestingly, what didn't work and why?These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See autotestingroundtable.com for more details and to join our discord!

第1天:流程自动化测试为团队在开发早期提供更稳定的软件,从而实现更容易的日程安排和快速迭代。然而,在行业中,投资自动化测试却有一个不好的名声,因为“尽快发布”才是行业信条。也许随着预算和团队规模的增加,稳定性变得更加困难,现在是它真正发挥作用的时候了。在第1天,我们更愿意讨论编写测试的人以及用来强化这些测试的工作流程。你们工作室中的过程是如何运作的?是工程师负责自动化测试,还是质量保证(QA)部门?QA是孤立的还是集成的?哪些方面可以改进?有哪些不起作用的地方?

这些圆桌会议将汇集各种经验水平和预算的人们,讨论他们目前或希望如何使用任何形式的自动化测试。详情及加入我们的Discord,请访问autotestingroundtable.com!

第2天:遗留问题自动化测试为团队在开发早期提供更稳定的软件,从而实现更容易的日程安排和快速迭代。然而,在行业中,投资自动化测试却有一个不好的名声,因为“尽快发布”才是行业信条。也许随着预算和团队规模的增加,稳定性变得更加困难,现在是它真正发挥作用的时候了。在第2天,我们更愿意讨论如何向组织引入自动化测试。你们是否有文化或代码库目前不支持自动化测试?是否难以让他人参与进来,或者可能非常容易,并且你能分享其中的原因吗?失败的故事同样有趣!这些圆桌会议将汇集各种经验水平和预算的人们,讨论他们目前或希望如何使用任何形式的自动化测试。详情及加入我们的Discord,请访问autotestingroundtable.com!

第3天:实施自动化测试为团队在开发早期提供更稳定的软件,从而实现更容易的日程安排和快速迭代。然而,在行业中,投资自动化测试却有一个不好的名声,因为“尽快发布”才是行业信条。也许随着预算和团队规模的增加,稳定性变得更加困难,现在是它真正发挥作用的时候了。在第3天,我们更愿意讨论自动化测试的各种形式,从本地运行的功能和单元测试,到服务器驱动的持续集成,甚至是外部设备农场。你们团队是如何进行自动化测试的?哪些方法对你们有效?更有趣的是,哪些方法不起作用,原因是什么?

这些圆桌会议将汇集各种经验水平和预算的人们,讨论他们目前或希望如何使用任何形式的自动化测试。详情及加入我们的Discord,请访问autotestingroundtable.com!

Best Practices with 2D Workflows in Unity 6 (Presented by Unity)

链接:https://schedule.gdconf.com/session/best-practices-with-2d-workflows-in-unity-6-presented-by-unity/911609

作者:Rus Scammell  (Product Manager 2D, Unity, Unity)

Bringing your 2D game art direction to life is exciting—but it can also be labor-intensive. In this session, we'll explore creative workflows and techniques to help you streamline your 2D production pipelines. Topics include pixel art authoring, performance optimization, 2D physics workflows, and advanced customization capabilities. Plus, we'll share an exclusive sneak peek at in-progress Unity advancements for 2D game development. Join Rus Scammell, Unity's Product Manager for 2D, as he guides you through tools, workflows, and tips to make your 2D games more efficient and visually compelling.

将你的2D游戏艺术方向变为现实是令人兴奋的——但这同样可能是一项劳动密集型任务。在这次讲座中,我们将探索创造性的工作流程和技术,以帮助你简化2D生产管线。主题包括像素艺术创作、性能优化、2D物理工作流程以及高级定制功能。此外,我们还将分享即将推出的Unity在2D游戏开发方面的独家预览进展。加入Rus Scammell,Unity的2D产品经理,他将引导你了解工具、工作流程和技巧,使你的2D游戏更加高效且视觉上更具吸引力。

Building 'Penny's Big Breakaway' with Beef, a New Programming Language

链接:https://schedule.gdconf.com/session/building-pennys-big-breakaway-with-beef-a-new-programming-language/906961

作者:Hunter Bridges  (CTO and Game Director, Evening Star)

"Pennys Big Breakaway" is the first commercial game programmed using Beef, a newly emerging programming language. In this session, Hunter Bridges reflects on the evolution of game logic programming from Sonic Mania, through Evening Star's early prototypes, leading to the solutions for Penny's development and beyond. He goes through the why and the how of deciding on Beef, and what it unlocked for the Evening Star's programming team.He discusses other emerging programming languages, and general ways game engines can be built to incorporate them. He also drills into specific challenges of deploying alternative languages in a multi-platform environment. This session includes first-hand accounts of bugs that the team encountered, and approaches for debugging issues around language boundaries.

"Pennys Big Breakaway" 是首款使用新兴编程语言 Beef 开发的商业游戏。在本次会议中,Hunter Bridges 反思了从《Sonic Mania》到 Evening Star 早期原型,直至 Penny 游戏开发解决方案及其之后的游戏逻辑编程演变过程。他讲述了选择 Beef 的原因及其背后的决策过程,并阐述了这一选择为 Evening Star 编程团队解锁了什么功能。他还讨论了其他新兴编程语言以及游戏引擎如何构建以整合这些语言的一般方法。此外,他还深入探讨了在多平台环境中部署替代语言时遇到的具体挑战。本次会议包括团队遇到的错误的第一手资料,以及针对语言边界问题进行调试的方法。

Building Games with Unreal Engine Horde on AWS (Presented by Amazon Web Services)

链接:https://schedule.gdconf.com/session/building-games-with-unreal-engine-horde-on-aws-presented-by-amazon-web-services/911392

作者:Gabriel Batista  (Solutions Architect, Amazon Web Services)

We demonstrated the power of Epic's new Horde build platform and Unreal Build Accelerator (UBA) running on AWS. Developers can quickly get started with the same tools that Epic uses internally to build Unreal Engine and Fortnite by using the Cloud Game Development Toolkit, a new open-source project maintained by the AWS for Games Solutions Architecture team. If your customers are building games with Unreal Engine and they are interested in Horde or UBA (they probably are) feel free to reach out to @cloud-game-development-toolkit!This session provides a technical walkthrough of Epic's Horde build platform and Unreal Build Accelerator (UBA) running on AWS. Used by Epic Games to develop Unreal Engine and Fortnite, we'll dive into Horde's functionalities and show specific examples how game developers can drive efficencies leveraging this service. We will also introduce the Cloud Game Development Toolkit, a new open-source project from AWS that simplifies deployment of common game infrastructure using best practices and infrastructure-as-code, including the Horde system.

我们展示了Epic的新版Horde构建平台和在AWS上运行的Unreal Build Accelerator(UBA)的强大功能。开发者可以通过使用Cloud Game Development Toolkit(云游戏开发工具包)——一个由AWS游戏解决方案架构团队维护的新开源项目,快速开始使用Epic内部用于构建Unreal引擎和《Fortnite》的相同工具。如果你的客户正在使用Unreal引擎开发游戏,并且对Horde或UBA感兴趣(他们很可能感兴趣),请随时联系@cloud-game-development-toolkit!本课程提供了对Epic的Horde构建平台和在AWS上运行的Unreal Build Accelerator(UBA)的技术性介绍。Epic Games使用这些工具来开发Unreal引擎和《Fortnite》,我们将深入探讨Horde的功能,并展示具体示例,说明游戏开发者如何利用此服务提高效率。我们还将介绍Cloud Game Development Toolkit(云游戏开发工具包),这是AWS推出的一个新开源项目,它简化了使用最佳实践和基础设施即代码部署常见游戏基础设施的过程,其中包括Horde系统。

Building, Scaling, and Maintaining 'Sea of Thieves' Live Services

链接:https://schedule.gdconf.com/session/building-scaling-and-maintaining-sea-of-thieves-live-services/907371

作者:Matt Cavanagh  (Lead of Live Services, Rare Ltd)

Dive into the complex Azure cloud infrastructure that powers Sea of Thieves, a AAA live service game with over 40 million players served by a web of microservices dealing with hundreds of billions of requests per month. In this session, we'll explore the architecture of a large-scale live service stack, focusing on resilient systems design and challenges we've faced along our journey. Learn about strategies we have for handling large releases and mitigating incidents, plus gain insights into our data management techniques, including aging out data to cheaper storage while maintaining player progress. Finally, discover our approach migrating large amounts of data in an environment that is almost-always online.

深入探讨支撑《盗贼之海》这一拥有超过4000万玩家的AAA级直播服务游戏的复杂Azure云基础设施。《盗贼之海》由一系列微服务构成,这些微服务每月处理数万亿次请求。在本次会议中,我们将探索大规模直播服务堆栈的架构,重点关注弹性系统设计以及我们在这一过程中遇到的挑战。了解我们为应对大型发布和减轻事件影响所采取的战略,同时深入了解我们的数据管理技术,包括如何将旧数据迁移至成本更低的存储以保持玩家进度。最后,揭示我们在几乎始终在线的环境中迁移大量数据的方法。

Capabilities: Coding ALL the Gameplay for 'Split Fiction'

链接:https://schedule.gdconf.com/session/capabilities-coding-all-the-gameplay-for-split-fiction/907193

作者:Ylva Werner  (Senior Gameplay Programmer, Hazelight Studios)

This talk reveals the secret sauce of Hazelight's hundreds of gameplay mechanics: Capabilities. A capability is a single unit of functionality that contains all its own state and decision-making. In this presentation, the speakers dive into the code base of Split Fiction and look at how they implement gameplay features. They will talk about why capabilities were invented, trade-offs, and about some Hazelight philosophy.

本次演讲揭示了Hazelight数百种游戏机制的秘密配方:能力。能力是一个包含所有自身状态和决策的单一功能单元。在本次演讲中,演讲者深入探讨了《分裂虚构》(Split Fiction)的代码库,并研究了他们如何实现游戏功能。他们将讨论能力是如何被发明出来的,权衡取舍,以及一些Hazelight的设计理念。

'DREDGE' and Yarn Spinner: Building Narrative with Open Source

链接:https://schedule.gdconf.com/session/dredge-and-yarn-spinner-building-narrative-with-open-source/907181

作者:Jon Manning  (Narrative Technologies Lead, Secret Lab)

DREDGE surfaced in 2023 as one of the biggest indie hits of the year, and its critically-acclaimed story was powered by the open source narrative toolkit Yarn Spinner. Join Yarn Spinner's lead developer as we break down the narrative systems and implementation of the open-world fishing horror, how the DREDGE team created an accessible, localized dialogue system with deep integration into gameplay systems, how the game's various narrative delivery systems all worked together to tell a compelling story, and how you can do the same at any scale for your game.

DREDGE在2023年作为年度最大的独立游戏热门之一浮出水面,其备受好评的故事得益于开源叙事工具包Yarn Spinner。加入Yarn Spinner的主要开发者,我们将剖析开放世界钓鱼恐怖游戏《DREDGE》的叙事系统和实现方式,探讨《DREDGE》团队如何创建了一个与游戏系统深度集成的可访问、本地化的对话系统,以及游戏的各种叙事传递系统是如何协同工作以讲述一个引人入胜的故事,并讨论你如何能在任何规模下为你的游戏做到这一点。

"Database-Oriented Design": Why We Built Our MMORPG Inside a Database (Presented by SpacetimeDB)

链接:https://schedule.gdconf.com/session/database-oriented-design-why-we-built-our-mmorpg-inside-a-database-presented-by-spacetimedb/911184

作者:Tyler Cloutier  (Founder, Clockwork Labs)

Why build an MMORPG backend entirely inside a database? What does that even mean?

In this session, attendees will learn why the developers of BitCraft, a large-scale, survival crafting MMORPG built the game's backend entirely within SpacetimeDB, a relational database system complete with ACID transactions. The developers review the current state of the art in MMORPG backend architecture, breakdown misconceptions about the real-time performance of databases, and reveal how RDBMS + WebAssembly can massively simplify the development and deployment of large scale multiplayer games.

What at first seems like a completely unhinged idea slowly transforms into a logical and natural extension of data-oriented design and ECS. Attendees will learn why database-oriented design offers unique advantages for MMORPGs and how it enables indie devs to build MMOs by simplifying the development through advanced techniques in databases like incremental query evaluation for real-time client updates or multi-version concurrency control.

Whether you're building your own online game or rethinking backend systems, this session provides insights and inspiration for using modern database technology in game development.

为什么要把一个大型多人在线角色扮演游戏(MMORPG)的后端完全构建在一个数据库内?这到底意味着什么?

在这次分享中,参与者将会了解到BitCraft的开发者们为何选择将这款游戏——一款大规模生存建造类MMORPG的后端完全构建在SpacetimeDB(一种包含ACID事务的关系型数据库系统)之内。开发者们会回顾当前大型多人在线角色扮演游戏(MMORPG)后端架构的现状,打破关于数据库实时性能的误解,并揭示关系型数据库管理系统(RDBMS)+ WebAssembly如何能够极大简化大规模多人游戏的开发和部署。

最初看似疯狂的想法逐渐转变为数据导向设计和实体组件系统(ECS)的一种合乎逻辑且自然的扩展。参与者将学习到为何以数据库为中心的设计为MMORPG提供了独特的优势,以及它如何通过诸如增量查询评估(用于客户端的实时更新)或多版本并发控制等高级数据库技术来简化开发过程,从而帮助独立开发者构建MMO。

无论你是正在开发自己的在线游戏还是重新思考后端系统,这次分享都将为你提供利用现代数据库技术进行游戏开发的见解和灵感。

Decoding Light: Neural Compression for Global Illumination

链接:https://schedule.gdconf.com/session/decoding-light-neural-compression-for-global-illumination/907431

作者:Luyan Cao  (Principal Graphics Engineer, LIGHTSPEED STUDIOS)

This session explores the strategic management of dynamic lighting in global illumination via machine learning. It highlights how MLP compression significantly reduces storage requirements while maintaining visual quality and mitigating light leakage. The discussion also emphasizes the efficiency of running inference on Tensor Cores with CUDA and seamlessly mapping results to textures. Furthermore, the session delves into the use of H265 compression for distant GI globalmaps, balancing minimal precision loss and optimized performance. It also addresses workflow optimization through hardware-accelerated ray tracing and adaptable training methods, which enable rapid content production and immediate previews for artists. Attendees will gain insights into how these advancements streamline game development processes and enhance visual rendering.

本环节探讨了通过机器学习对全局照明中的动态照明进行战略管理。重点介绍了MLP压缩如何显著减少存储需求,同时保持视觉质量并减轻光线泄漏。讨论还强调了在Tensor Core上使用CUDA运行推理的效率,并且能够将结果无缝映射到纹理上。此外,本环节深入探讨了使用H265压缩对远处的GI全局地图进行处理,以平衡精度损失和优化性能。同时,还涉及通过硬件加速的光线追踪和适应性训练方法来优化工作流程,这些方法能够实现快速的内容生产和艺术家的即时预览。参会者将了解这些进展如何简化游戏开发流程并提升视觉渲染效果。(MLP:多层感知器;GI:全局光照;CUDA:Compute Unified Device Architecture;H265:高效视频编码)

'Delta Force': Performant High-Quality Terrain and Biome Technology for PC and Mobile

链接:https://schedule.gdconf.com/session/delta-force-performant-high-quality-terrain-and-biome-technology-for-pc-and-mobile/907844

作者:Hang Jiao  (Engine Team Lead, Tencent Games)、Lichuan Wang  (Technical Art Team Lead, Tencent Games)

Delta Force games are committed to providing the ultimate gaming experience for both PC and mobile platforms. The development team has made significant progress in mobile game development techniques, allowing them to approach the quality of PC games. With only one set of art assets produced, they can achieve satisfactory performance on both PC and mobile platforms. This presentation delves into technical sharing in areas such as terrain and biome rendering, dual-platform performance optimization and adaptation, and workflow.

《三角洲部队》系列游戏致力于为PC和移动平台提供终极游戏体验。开发团队在移动游戏开发技术方面取得了显著进展,使他们能够达到与PC游戏相媲美的质量。仅通过一套美术资源,他们就能在PC和移动平台上实现令人满意的表现。本次分享深入探讨了在地形和生物群落渲染、双平台性能优化和适配以及工作流程等领域的技术交流。

Dressed to Quest: Achieving Dynamic, Efficient Characters in 'Kingdom Come: Deliverance II'

链接:https://schedule.gdconf.com/session/dressed-to-quest-achieving-dynamic-efficient-characters-in-kingdom-come-deliverance-ii/907416

作者:Gabor Molnar  (Graphics Programmer, Warhorse Studios)

Character customization is a crucial part of every RPG. Kingdom Come: Deliverance featured one of the most sophisticated clothing systems ever created for a video game. However, during development we faced significant technical and artistic challenges.In this session, Gábor shows how he managed to reduce memory usage, CPU overhead and the number of draw calls, while simultaneously enhancing the visual fidelity of the characters in the sequel, Kingdom Come: Deliverance II. The presentation covers topics including material atlasing, ID mapping, material propagation, UV space decals, hiding groups and LODs. Attendees gain insight into our armor layering system as well as the blood, grime, and damage systems. Thanks to new character customization features, a broader range of cultures can now be represented. These features are applied not only to humans but also to animals, improving the diversity of forest environments.

角色定制是每个RPG(角色扮演游戏)的重要组成部分。《天国:拯救》(Kingdom Come: Deliverance)拥有迄今为止为视频游戏创建的最复杂的服装系统之一。然而,在开发过程中,我们面临着显著的技术和艺术挑战。在这次演讲中,加博尔展示了他是如何在减少内存使用、CPU开销和绘制调用数量的同时,增强续作《天国:拯救II》(Kingdom Come: Deliverance II)中角色的视觉保真度的。报告涵盖了包括材质拼图、ID映射、材质传播、UV空间贴花、隐藏组和LOD(细节层次)在内的主题。与会者可以深入了解我们的盔甲层级系统以及血液、污垢和损坏系统。由于新的角色定制功能,现在可以更好地表现更广泛的文化。这些功能不仅应用于人类,还应用于动物,从而提高了森林环境的多样性。

Dynamic Destruction in UE5 with the Chaos Destruction System (Presented by Epic Games)

链接:https://schedule.gdconf.com/session/dynamic-destruction-in-ue5-with-the-chaos-destruction-system-presented-by-epic-games/911179

作者:Jim VanAllen  (Technical Artist , Epic Games)、Cedric Caillaud  (Lead Physics Programmer, Epic Games)

This session explores the evolving Chaos Destruction system: a toolset that empowers artists to create dynamic destruction by defining how geometry fractures and interacts in simulations.

Using tools that fracture geometry, define clustering models, and leverage strain evaluation, destructible assets respond to environmental forces, enabling realistic and controlled destruction.

Focusing on the latest features in Unreal Engine 5.5, this talk examines cost-effective methods for destroying geometry collections without excessive field usage, leveraging anchoring directly from the Fracture Mode and using Niagara Data Channels for gameplay interactivity.

Attendees will gain insight into propagation techniques, including break and shock propagation, and learn new workflows for enhancing destruction mechanics with improved simulation tools.

Whether you're anchoring assets, manipulating strain values for precise control, or building gameplay-driven destruction, join us for practical guidance on using Chaos Destruction to its fullest potential in Unreal Engine.

本环节探讨了不断发展的混沌破坏系统:这是一套工具集,使艺术家能够通过定义几何体如何在模拟中破裂和交互来创建动态破坏。

使用能够使几何体破裂、定义聚类模型并利用应变评估的工具,可破坏资产会对环境力做出反应,从而实现逼真且可控的破坏。

重点关注虚幻引擎5.5的最新功能,本讲座探讨了成本效益高的方法来破坏几何体集合,而无需过多使用场,通过直接从裂缝模式进行锚定以及使用Niagara数据通道实现游戏互动。

参会者将深入了解传播技术,包括断裂和冲击传播,并学习新的工作流程以通过改进的模拟工具增强破坏机制。

无论你是要锚定资产、操纵应变值以实现精确控制,还是构建以游戏驱动的破坏,在虚幻引擎中充分利用混沌破坏系统的实用指南,敬请参加。

Effortless Game Testing with Planning Agents (Presented by Filuta AI)

链接:https://schedule.gdconf.com/session/effortless-game-testing-with-planning-agents-presented-by-filuta-ai/911034

作者:Filip Dvorak  (CEO, Filuta AI)

Decades of research in Planning Agents for autonomous control in Earth’s orbit and Space started to be leveraged in industries on Earth, from healthcare and manufacturing up to automated gameplaying. In this talk, we show how Planning Agents can exponentially reduce efforts in maintaining test scripts, reduce the total time of game testing by an order of magnitude, continually evaluate the cognitive complexity of gameplay, and how automated domain synthesis and large language models minimize the efforts needed for integrating Planning Agents into games at any stage of development.

数十年来,关于地球轨道和太空自主控制规划代理的研究开始被应用于地球上的各个行业,从医疗保健到制造业,甚至扩展到了自动游戏玩法。在本次演讲中,我们将展示规划代理如何能够指数级地减少维护测试脚本的工作量,将游戏测试的总时间减少一个数量级,持续评估游戏玩法的认知复杂性,以及如何通过自动化领域合成和大型语言模型最小化在游戏开发任何阶段集成规划代理所需的工作。

Effortless Game launches: How League of Legends Runs at Scale on AWS (Presented by Amazon Web Services)

链接:https://schedule.gdconf.com/session/effortless-game-launches-how-league-of-legends-runs-at-scale-on-aws-presented-by-amazon-web-services/911166

作者:Ashwin Raghuraman  (Sr. Solutions Architect, Amazon Web Services)、David Press  (Sr. is Principal Software Engineer, Riot Games)、Brian Miller  (Sr. Principal Software Engineer, Riot Games)

Discover how Riot Games, the studio behind League of Legends and VALORANT, revolutionized their game server infrastructure with AWS. Explore how they used AWS auto scaling to significantly cut their game server fleet costs while boosting their ability to rapidly respond to shifts in player demand, which helped them take creative risks in updating their games. Learn how they developed a flexible Game Provisioning Platform that can automatically spin up game servers tailored to the unique requirements of different Riot titles, allowing them to quickly roll out new game modes, test experimental ideas, and provide the best possible player experiences.

了解如何《英雄联盟》和《VALORANT》的开发工作室Riot Games通过使用AWS革新了他们的游戏服务器基础设施。探索他们如何利用AWS自动扩展功能显著降低了游戏服务器舰队的成本,同时增强了快速响应玩家需求变化的能力,这帮助他们在更新游戏时能够承担更多的创意风险。学习他们如何开发了一个灵活的游戏资源调配平台,该平台可以自动为不同Riot游戏的独特需求创建游戏服务器,使他们能够迅速推出新的游戏模式、测试实验性想法,并提供最佳的玩家体验。

'Eggy Party': Server Architecture and Optimization Practices Supporting 40 Million DAU

链接:https://schedule.gdconf.com/session/eggy-party-server-architecture-and-optimization-practices-supporting-40-million-dau/907042

作者:Mengfei Li  (Programmer, NetEase Games)、Tong Sun  (Senior SRE Manager, NetEase Games)

This session dives into the server architecture and optimization strategies behind "Eggy Party", a massively popular party and UGC game boasting 40 million daily active users. This session explores the hybrid service structure supporting Egg Party, including central, battle, and stateless business servers, designed to meet large-scale user demands. Attendees will learn about the hybrid deployment architecture for battle servers, the multi-cloud strategy using the self-developed GameCloud platform, that ensure optimal performance and low latency. The session also covers AI-driven dynamic scaling systems that ensure robust service and cost-efficiency, and non-stop maintenance technology enabling seamless updates without disrupting player experience, these advancements have maintained uninterrupted service for over 600 days while reducing operational costs.

本场分享深入探讨了背后支撑着“Eggy Party”这款备受欢迎的派对和UGC游戏(用户生成内容游戏)的服务器架构和优化策略。该游戏每日活跃用户数高达4000万。分享将探索支持Eggy Party的混合服务结构,包括中心服务器、战斗服务器以及无状态业务服务器,这些设计旨在满足大规模用户需求。参会者将了解战斗服务器的混合部署架构,以及使用自研GameCloud平台的多云策略,确保最佳性能和低延迟。此外,本场分享还涵盖了由AI驱动的动态扩展系统,以确保服务的稳定性和成本效益,并介绍了不停机维护技术,使更新过程无缝进行而不影响玩家体验。通过这些技术的发展,该服务已经实现了连续600多天无间断运行,同时降低了运营成本。

Enhancing 3D Building Asset Creation: Machine Learning Meets Procedural Generation

链接:https://schedule.gdconf.com/session/enhancing-3d-building-asset-creation-machine-learning-meets-procedural-generation/907249

作者:Qiang Dai  (Principal Engineer, LIGHTSPEED STUDIOS)

This session explores the integration of large language models and machine learning with procedural generation to enhance the creation of 3D building assets in game development. Attendees will discover how this approach supports various architectural styles within a unified framework, allowing for game-ready assets with higher quality and diversity. The presentation will cover the unified procedural framework supporting various architectural styles, the system's foundational modules, and the optimization of traditional workflows. By providing detailed insights, this session aims to equip game designers and artists with advanced tools and techniques to significantly improve efficiency and creativity in their projects.

本节探讨了大型语言模型和机器学习与程序化生成的整合,以增强游戏开发中3D建筑资产的创建。参会者将发现这种方法如何在一个统一的框架内支持各种建筑风格,从而实现具有更高质量和多样性的游戏就绪资产。演讲将涵盖支持各种建筑风格的统一程序化框架、系统的基础模块以及传统工作流程的优化。通过提供详细的见解,本节旨在为游戏设计师和艺术家配备先进的工具和技术,以显著提高他们在项目中的效率和创造力。

Entities and Bricks: The Building Blocks of 'Hitman'

链接:https://schedule.gdconf.com/session/entities-and-bricks-the-building-blocks-of-hitman/907047

作者:Kasper Fauerby  (Technical Director, IO Interactive)

In the Glacier engine, almost everything is an entity! Since its inception during Hitman: Absolution's development, the entity system has evolved significantly, becoming integral to four successful AAA productions. The Brick sub-system has enabled hundreds of content updates for the Hitman trilogy, keeping the game alive for a decade with new modes, missions, and elusive targets. In this talk, Kasper Fauerby, Technical Director at IO Interactive, will explore the entity system's features and provide technical insights into its core aspects, such as memory layout, type system, and streaming. He will demonstrate how a robust entity system and a studio-wide focus on its utilization have allowed IO Interactive to implement advanced features efficiently, despite a small development team. This includes high-level visual scripting in Hitman games and the new "CoreLogic" visual scripting language used in all current projects.

在Glacier引擎中,几乎一切都是实体!自《杀手:赦免》开发期间诞生以来,实体系统经历了显著的发展,已成为四个成功AAA作品的核心组成部分。Brick子系统使得《杀手》三部曲能够进行数百次内容更新,通过新的模式、任务和难以捉摸的目标,使这款游戏保持了十年的生命力。在这次演讲中,IO Interactive的技术总监Kasper Fauerby将探索实体系统的特性,并提供对其核心方面的技术见解,如内存布局、类型系统和流式传输。他将展示一个健壮的实体系统以及全工作室对其实现的重视如何使IO Interactive能够在规模较小的开发团队下高效地实现高级功能。这包括《杀手》系列中的高级视觉脚本以及当前所有项目中使用的新的“CoreLogic”视觉脚本语言。

F.A.C.U.L.: The First FPS AI Companion Who Understands Human Language

链接:https://schedule.gdconf.com/session/facul-the-first-fps-ai-companion-who-understands-human-language/907109

作者:Elvis Liu  (Principal Engineer, Tencent Games)

Arena Breakout is the world's first FPS game that allows players to interact with AI companions through natural language. Traditionally, FPS restricts human-AI communication to simple commands like attack' and follow' due to the limitations of existing input methods such as hotkeys and command wheels. These commands lack specificity, hindering players from giving complex instructions like clear the second floor' or take cover behind that tree'. Arena Breakout enables players to interact with an AI companion called F.A.C.U.L. using natural language. F.A.C.U.L. can understand complex instructions, provide feedback, and perform a series of tasks. Moreover, it can identify thousands of in-game objects, including buildings, vehicles, and collectable items, and accurately distinguish between different colors and materials. This revolutionary feature integrates advanced generative AI technologies, including voice input, large language models, real-time text-to-speech, and image description, creating the most immersive experience for players and allowing them to work with human-like AI.

Arena Breakout 是世界上第一款允许玩家通过自然语言与人工智能同伴互动的第一人称射击(FPS)游戏。传统上,由于现有输入方法(如热键和命令轮)的限制,FPS 游戏中的人机交流仅限于简单的命令,例如“攻击”和“跟随”。这些命令缺乏具体性,使得玩家难以给出复杂的指令,如“清理二楼”或“躲在那棵树后面”。Arena Breakout 允许玩家使用自然语言与一个人工智能同伴 F.A.C.U.L. 互动。F.A.C.U.L. 能够理解复杂的指令,提供反馈,并执行一系列任务。此外,它能够识别游戏中成千上万的对象,包括建筑物、车辆和可收集物品,并且能够准确区分不同的颜色和材质。这一革命性的功能集成了先进的生成式人工智能技术,包括语音输入、大型语言模型、实时文字转语音以及图像描述,为玩家创造了最沉浸式的游戏体验,使他们能够与类人AI合作。

Feel the World: The DualSense™ Experience Behind ASTRO BOT (Presented by Sony)

链接:https://schedule.gdconf.com/session/feel-the-world-the-dualsense-experience-behind-astro-bot-presented-by-sony/911006

作者:Masayuki Yamada  ( Principal Gameplay Programming Lead, Sony Interactive Entertainment)

Team ASOBI released ASTRO BOT in September 2024, earning widespread acclaim as a 3D platformer. In this session, the team's lead gameplay programmer showcases how DualSense™ features bring ASTRO BOT's interactions to life.

The game uses haptics and adaptive triggers to deliver tactile sensations such as the feel of different ground textures, unique abilities from power-ups, and interactions with numerous physical objects. These experiences are enhanced by the seamless integration of haptics, sound, and all visual elements, including models, animations, and effects, creating a unified sense of immersion.

This session explores the principles behind these interactions, including how in-game data is extracted and transformed into feedback, supported by custom tools and workflows. The presentation also includes an overview of the unique characteristics of the DualSense™ controller and examines gameplay footage alongside the waveforms used to create ASTRO BOT's signature tactile feedback.

团队ASOBI于2024年9月发布了《ASTRO BOT》,这款游戏广受好评,被视为一款三维平台游戏。在这次展示中,团队的主要游戏程序员展示了DualSense™功能如何让《ASTRO BOT》中的互动栩栩如生。

游戏中使用了触觉反馈和自适应触发器来传递不同的地面纹理触感、来自增益道具的独特能力,以及与众多物理对象的互动。这些体验通过触觉反馈、声音和所有视觉元素(包括模型、动画和效果)的无缝整合得到增强,从而创造出一种统一的沉浸感。

本次展示探讨了这些互动背后的原则,包括如何从游戏中提取数据并将其转化为反馈,这得到了定制工具和工作流程的支持。展示还包括对DualSense™控制器独特特性的概述,并结合游戏画面和用于创建《ASTRO BOT》标志性触觉反馈的波形进行分析。

Flex and Fun: Graphics Magic in 'ASTRO BOT'

链接:https://schedule.gdconf.com/session/flex-and-fun-graphics-magic-in-astro-bot/910489

作者:Tai Yamaguchi  (Principal Graphics Programmer, Team ASOBI, Sony Interactive Entertainment)

This talk will introduce the key graphics deformation techniques used in ASTRO BOT.In addition to traditional static model rendering, the team implemented fluid effects using signed distance fields, a deformable water surface system based on a tessellation technique, and a versatile model deformation system to create an interactive and playful environment that gameplay needs.These techniques enhanced gameplay immersion and contributed to an improved player experience.Moreover, achieving a stable 60fps was critical, demanding a balance between efficient performance and real-time visual fidelity.In this talk, Tai shares the details that enabled this balance and insights gained from actual use cases.

本次演讲将介绍《ASTRO BOT》中使用的图形变形关键技术。除了传统的静态模型渲染外,团队还使用了符号距离场实现了流体效果,基于细分技术的可变形水面系统,以及一个多功能的模型变形系统,以创建一个符合游戏需求的互动且富有乐趣的游戏环境。这些技术增强了游戏的沉浸感,并提升了玩家的游戏体验。此外,实现稳定的每秒60帧(60fps)至关重要,这要求在高效的性能和实时视觉保真度之间取得平衡。在本次演讲中,Tai 将分享实现这一平衡的详细内容以及从实际应用案例中获得的见解。

Fostering Healthy Multiplayer Communities with Epic Online Services Easy Anti-Cheat and Player Moderation (Presented by Epic Games)

链接:https://schedule.gdconf.com/session/fostering-healthy-multiplayer-communities-with-epic-online-services-easy-anti-cheat-and-player-moderation-presented-by-epic-games/911181

作者:Seb Bergeron-Raposo  (Senior Software Engineer, Developer Relations, Epic Games)

With more games than ever incorporating multiplayer gameplay, ensuring a fair player experience is becoming increasingly difficult.

Epic Online Services offers developers a robust set of features to help prevent online cheating, get help from player communities to report on bad actors, and apply penalties to said bad actors.

In this session, we’ll provide guidance and best practices for using Epic Online Services Easy Anti-Cheat, Sanctions, and Player Reporting, and how the combination of these features can help make your multiplayer experiences the best they can be.

随着越来越多的游戏引入多人游戏玩法,确保玩家获得公平的游戏体验变得越来越困难。

Epic在线服务为开发者提供了一整套强大的功能,以帮助防止在线作弊,从玩家社区获取对不良行为者的举报,并对这些不良行为者实施处罚。

在本次会议中,我们将提供关于如何使用Epic在线服务的Easy Anti-Cheat(简易反作弊)、Sanctions(处罚)和Player Reporting(玩家举报)的最佳实践指导,并说明这些功能的结合如何能够帮助你的多人游戏体验达到最佳水平。

GPU Raytracing for Audio in Snowdrop

链接:https://schedule.gdconf.com/session/gpu-raytracing-for-audio-in-snowdrop/907562

作者:Kasparas Eidukonis  (Senior Audio Programmer, Massive Entertainment - a Ubisoft Studio)、Alexis Crickx  (Rendering Programmer, Ubisoft Annecy)

The current generation of GPUs and consoles have provided us with a new opportunity - hardware accelerated raytracing. While this is already widely used for rendering, there is a vast untapped potential in leveraging this technology for audio. We have explored this by implementing a new sound propagation system in Snowdrop, showcased in Avatar: Frontiers of Pandora and Star Wars: Outlaws, and would like to share our learnings and findings to encourage experimenting with using raytracing beyond its graphics applications in your own engine.

The talk will introduce the concept of audio raytracing in Snowdrop and give details about its implementation through the raytracing query system. It will also present how it is used for simulating sound propagation in our games and share some performance results.

当前一代GPU和游戏主机为我们提供了新的机会——硬件加速光线追踪。虽然这项技术已经在渲染中得到了广泛应用,但在音频应用方面还有巨大的未开发潜力。我们通过在Snowdrop引擎中实现一个新的声音传播系统进行了探索,该系统在《阿凡达:潘多拉边境》和《星球大战:侠盗》中展示,并希望分享我们的经验和发现,鼓励大家在自己的引擎中尝试使用光线追踪,而不仅仅局限于其图形应用。

本次演讲将介绍Snowdrop引擎中的音频光线追踪概念,并详细说明通过光线追踪查询系统实现的细节。还将展示它如何用于模拟我们游戏中声音的传播,并分享一些性能结果。

Game AI Summit: 'LEGO Horizon Adventures': Building Rawwsome Combat Gameplay with Robot Dinosaurs

链接:https://schedule.gdconf.com/session/game-ai-summit-lego-horizon-adventures-building-rawwsome-combat-gameplay-with-robot-dinosaurs/910157

作者:David Wilson  (Lead AI/Gameplay Engineer, Studio Gobo)

From the outset, the enemy combat systems of LEGO Horizon Adventures looked like they would require familiar solutions to arena-based gameplay, that was until we mixed in the challenges of using many unique and sometimes huge robot dinosaur characters.This talk contains a detailed look at how a selection of key AI and gameplay systems were adapted to work with the requirements of stylized quadruped movement, while maintaining the overarching goal of a desired combat pacing for five difficulty modes.

从一开始,乐高 horizon 冒险中的敌人战斗系统看起来需要熟悉的解决方案来应对基于竞技场的游戏玩法,直到我们将许多独特且有时巨大的机器人恐龙角色的挑战融合进去。此次分享将详细探讨如何调整一系列关键的人工智能和游戏系统,以适应风格化的四足移动需求,同时保持五个难度模式下的预期战斗节奏这一总体目标。

Game AI Summit: Combining GOAP and MBTs to Create NPCs' Behaviors for 'Kingdom Come: Deliverance II'

链接:https://schedule.gdconf.com/session/game-ai-summit-combining-goap-and-mbts-to-create-npcs-behaviors-for-kingdom-come-deliverance-ii/909695

作者:Matej Marko  (AI Programmer, Warhorse studios)

Kingdom Come: Deliverance 2 is a large open-world story-driven historic RPG where the designer's control over the non-playable characters is of paramount importance. However, instead of dealing with tedious details of NPCs' behaviors, the designers are more interested in describing the wanted results instead of a way to get to them.In this session, Matej Marko presents how KCD2 utilizes a combination of Goal Oriented Action Planning and Modular Behavior Trees to implement behaviors of its NPCs. He describes how the state of each NPC is represented and how MBTs are used to specify the desired NPC's state and to trigger a state change process. Within this process, the desired NPC's state is used as a goal for GOAP which finds actions necessary to get NPC from its current state into the desired state.

《王国风云2》是一款大型开放世界的剧情驱动历史角色扮演游戏,在这款游戏中,设计者对非玩家角色(NPC)的控制至关重要。然而,设计者更感兴趣的是描述期望的结果,而不是实现这些结果的具体方法。在这次讲座中,Matej Marko介绍了《王国风云2》如何利用目标导向行动规划(GOAP)和模块化行为树(MBT)的结合来实现NPC的行为。他描述了每个NPC状态的表示方式,以及如何使用MBT来指定期望的NPC状态并触发状态变化过程。在这个过程中,期望的NPC状态被用作GOAP的目标,以找到使NPC从当前状态进入期望状态所需的行动。

Game AI Summit: Delivering a Novel Abstract AI System in a AAA 4X Game

链接:https://schedule.gdconf.com/session/game-ai-summit-delivering-a-novel-abstract-ai-system-in-a-aaa-4x-game/910203

作者:Will Smith Chambers  (AI Lead, Oxide Games)

CPU player AI in the 4X genre is particularly challenging, with developers having to account for multiple victory conditions and the tactics the AI uses to achieve them. With Ara: History Untold, a new AI framework was developed that can properly predict player moves without the AI resorting to cheating tactics in order to counter.

In this talk, Ara: History Untold AI Lead Will Chambers reflects on the rapid development of a novel AI planning system for 4X games, the challenges that arose, and how the system transformed to cope with them. He will then provide insights and tips for others who wish to deploy similar systems.

4X类型游戏中的CPU玩家AI尤其具有挑战性,开发者需要考虑多种胜利条件以及AI用于实现这些胜利条件的战术。在《Ara: History Untold》中,开发了一个新的AI框架,能够准确预测玩家的操作,同时避免AI采用作弊手段来应对。

在这次演讲中,《Ara: History Untold》的AI负责人Will Chambers回顾了为4X游戏快速开发新型AI规划系统的过程,讨论了出现的挑战以及系统如何演变以应对这些挑战。随后,他还将提供见解和建议,供希望部署类似系统的其他人参考。

Game AI Summit: Designing Emotions in 'Star Wars Outlaws' Gamblers NPC

链接:https://schedule.gdconf.com/session/game-ai-summit-designing-emotions-in-star-wars-outlaws-gamblers-npc/908416

作者:Jean-Baptiste Siraudin  (Game Designer, Ubisoft)

When designing the card mini-game Kessel Sabacc for Star Wars Outlaws, one of the biggest challenges was to translate the fun of playing cards on a lively table to a PvE environment. Beyond making a ruleset fun and accessible, the high ambitions in immersion required the NPCs to express their frustration or their joy, just like any other gambler would do. This session explores how emotional behaviors were built for the Sabacc players NPC and the Canto Fathier Racing spectators NPC, two mini-games of Star Wars Outlaws. Inspired by classic human-computer interaction literature on emotional agents, the approach relies on the OCC model to better categorize and design a list of emotion assets, and a simplified Belief-Desire-Intention state machine to handle the logic of each emotional behavior.

在为《星球大战:亡命之徒》设计卡牌小游戏《科雷利安塞博克》时,最大的挑战之一是将活潑牌桌上玩牌的乐趣转化为PvE环境。除了使规则集有趣且易于理解外,高度沉浸的需求要求NPC表现得像其他赌徒一样,表达他们的沮丧或喜悦。本次分享探讨了如何为塞博克牌局中的NPC玩家和坎托法西尔赛马观众这两种《星球大战:亡命之徒》的小游戏中构建情感行为。受到经典人机交互文献中关于情感代理人的启发,这种方法依赖于OCC模型来更好地分类并设计一系列情感资产,并使用简化的信念-欲望-意图状态机来处理每种情感行为的逻辑。

Game AI Summit: Growing an AI Director into a Full Adventure Director

链接:https://schedule.gdconf.com/session/game-ai-summit-growing-an-ai-director-into-a-full-adventure-director/910217

作者:Marie Mejerwall  (Games Consultant, Mejerwall Consulting)

Join Marie Mejerwall as she retraces her and her AI combat team's journey from exploring, experimenting and excelling in growing their AI Spawn Director into a full-fledged Adventure Director, overlooking the whole combat experience in a modern co-op action game.

Starting from where Mike Booth left off with his famous AI Systems in Left 4 Dead, Marie's team was able to craft a fully procedural NPC gameplay experience, following the players every steps and ensuring they had a stimulating and fun challenge with an enjoyable pace meeting harder NPC opponents as they go. Marie's team then added tools for level designers to override map sections with more authored gameplay, and control the flood gates of NPC's whilst still letting the Adventure Director decide - and stay consistent - with what would come out of them.

加入玛丽·梅杰沃尔,她将重新追溯她和她的AI战斗团队的旅程,从探索、实验并逐步将他们的AISpawn Director发展成为一个完整的Adventure Director(冒险导演),在整个现代合作动作游戏中监督整个战斗体验。

从迈克·布斯在《Left 4 Dead》中著名的AI系统开始,玛丽的团队能够制作一个完全程序化的NPC游戏玩法体验,跟随玩家的每一步,并确保他们面临富有刺激性和乐趣的挑战,同时保持愉快的节奏,遇到越来越难的NPC对手。随后,玛丽的团队为关卡设计师添加了工具,以覆盖带有更多精心设计的游戏玩法的地图部分,并控制NPC的涌入,同时仍然让Adventure Director(冒险导演)决定并保持一致性,决定哪些内容会出现。

Game AI Summit: LLM as Core Gameplay: Co-Creative Storytelling in '1001 Nights'

链接:https://schedule.gdconf.com/session/game-ai-summit-llm-as-core-gameplay-co-creative-storytelling-in-1001-nights/909299

作者:Yuqian Sun  (Founder & Director, Ada Eden)

As artists and indie developers, we have found that LLMs can bring otherwise impossible gameplay experiences around real-time interactive storytelling. How should we implement LLMs as creatively fulfilling core gameplay? This talk shares insights from developing "1001 Nights", an experimental game inspired by Persian folklore, nominated for AMaze Awards and published papers around the AI system. The game gives players the magic power to turn stories into reality.We will present everything we've learned and have been concerned about since 2020, from GPT-2 towards GPT-4, from an academic demo to a Steam game. This talk demonstrates how to craft consistent and engaging gameplay based on LLM. With LLM reasoning methods at the heart, this talk covers practical AI techniques for system architecture and prompt engineering. We also bring strategies for common challenges, including hallucination, jailbreak prevention, and expense saving.This talk could benefit developers who are curious about generative AI with hands-on ideas and techniques.

作为艺术家和独立开发者,我们发现大型语言模型(LLMs)能够带来原本不可能实现的、实时互动叙事的游戏体验。我们应该如何将LLMs创造性地融入到核心玩法中?本次演讲分享了我们在开发“一千零一夜”游戏中的见解,该游戏是一款受波斯民间传说启发的实验性游戏,曾入围AMaze奖,并发表了关于其AI系统的论文。在游戏中,玩家拥有将故事变为现实的神奇力量。我们将从2020年开始介绍我们所学到的一切以及我们的关注点,涵盖从GPT-2到GPT-4的发展历程,从学术演示到Steam游戏的转变。本次演讲展示了如何基于LLM打造一致且吸引人的游戏体验。以LLM推理方法为核心,本次演讲涵盖了系统架构和提示工程的实际AI技术。我们还提出了一些常见挑战的应对策略,包括幻觉现象、越狱预防以及成本节约。本次演讲可为对生成式AI感兴趣的开发者提供实用的想法和技术建议。

Game AI Summit: Multiagent Planning for Large-Scale Narrative Content

链接:https://schedule.gdconf.com/session/game-ai-summit-multiagent-planning-for-large-scale-narrative-content/908611

作者:Trevor Santarra  (Principal Engineer, Bitpart AI)

This session will explore the techniques used at Bitpart AI to create multiagent behavior in games, with a focus on Hierarchical Task Network (HTN) planning for multi-modal actions, including dialogue, movement, and object interactions. Attendees will learn how to structure complex behaviors between AI agents in dynamic, narrative-driven environments, allowing characters to make real-time decisions and engage in meaningful interactions with players. The talk will cover multi-modal planning, behavioral concurrency, and strategies for scaling AI systems in large, data-driven worlds. Developers will walk away with actionable insights into balancing AI complexity while ensuring immersive, responsive game worlds that feel alive and natural.

本次会议将探讨Bitpart AI用于在游戏中创建多智能体行为的技术,重点是分层任务网络(HTN)规划在多模态动作中的应用,包括对话、移动和物体交互。与会者将学习如何在动态的、以叙事为主导的环境中构建AI代理之间的复杂行为,使角色能够实时做出决策并与玩家进行有意义的互动。演讲将涵盖多模态规划、行为并发性以及在大型数据驱动世界中扩展AI系统的策略。开发者将获得有关平衡AI复杂性的可操作见解,同时确保沉浸式和响应式的、充满生机且自然的游戏世界。

Game AI Summit: Navigating Expansive Worlds: Implementing Custom Large World Support in Unreal

链接:https://schedule.gdconf.com/session/game-ai-summit-navigating-expansive-worlds-implementing-custom-large-world-support-in-unreal/910181

作者:Richard Kogelnig  (Principal Software Engineer, Havok)

Massive worlds cause massive problems for NPC navigation. Pathfinding across large complex spaces can cause unwanted in-game stutters or blow memory budgets, while recreating navigation data and manually placing traversal annotations (such as jumps, vaults, and climbs) grinds iterating on content to a halt.

In this session, learn how Havok streamlined the creation of navigation data for massive worlds in Unreal Engine. Richard Kogelnig covers the tools and techniques used to get the most out of developer iteration time and runtime navigation performance. The talk goes into detail on how advanced navigation features, like traversal analysis, cluster graphs, and global region pruning, were integrated on top of Unreal Engine's suite of Editor tools.

庞大的世界会导致NPC导航出现巨大问题。在大型复杂空间中的路径查找可能会导致游戏中出现不希望的卡顿或超出内存预算,而重新创建导航数据和手动放置移动注释(如跳跃、翻越和攀爬)会使得内容迭代陷入停滞。

在这次讲座中,了解Havok如何简化了Unreal Engine中庞大世界的导航数据创建。Richard Kogelnig介绍了用于最大化开发者迭代时间和运行时导航性能的工具和技术。演讲详细介绍了如何在Unreal Engine的一系列编辑器工具基础上集成高级导航功能,如移动分析、集群图和全局区域剪枝。

Game AI Summit: Possibilistic Logic Use in Game AI Architecture

链接:https://schedule.gdconf.com/session/game-ai-summit-possibilistic-logic-use-in-game-ai-architecture/909990

作者:Braeden Warnick  (AI Programmer, People Can Fly)

This session covers how the logic of possibility theory can be used by game designers and developers to create utility functions for AI systems that rely on utility score evaluation for NPC decision-making. An explanation is provided for how possibilistic logic is applied through the use of contexts that designers can construct based on the information that's relevant to decisions made by NPCs. This session then continues to walk the viewer through a hypothetical example of an in-game decision made by an enemy NPC that can be abstracted to almost any game, as well as a practical example that demonstrates how possibilistic logic was applied to an AI system implementation for an unreleased colony management simulation game.

本节介绍如何使用可能性理论的逻辑,帮助游戏设计师和开发者为依赖效用评分评估的AI系统创建效用函数,以用于NPC(非玩家角色)决策。解释了如何通过上下文应用可能逻辑,这些上下文可以根据NPC决策相关的相关信息由设计师构建。然后,本节继续引导观众 walkthrough(逐行解析)一个敌对NPC在游戏中做出的假设性决策示例,这个示例可以抽象到几乎所有游戏中。此外,还提供了一个实际示例,展示了如何将可能逻辑应用于一个未发布的殖民地管理模拟游戏的AI系统实现。

Game AI Summit: Simulating the Perfect Organism in 'Alien: Rogue Incursion'

链接:https://schedule.gdconf.com/session/game-ai-summit-simulating-the-perfect-organism-in-alien-rogue-incursion/909353

作者:Eugene Elkin  (Game Director, Survios)

Step into the world of Alien: Rogue Incursion with Eugene Elkin, the game's Director, as he unveils the intricate AI systems that bring the Xenomorphs to life in VR. This session will explore how Survios harnessed advanced AI techniques to craft the "perfect organism" with terrifying precision. Learn about the custom navigation systems that allow Xenomorphs to stalk players across walls, ceilings, and vents. These innovations drive the Xenomorphs' unpredictable behavior and relentless pursuit, making them formidable foes.

步入《异形: rogue入侵》的世界,与游戏总监尤金·埃尔金一起,他将揭示那些让异形在VR中栩栩如生的复杂AI系统。本次会议将探讨Survios如何运用先进的AI技术精准地塑造出“完美生物”。了解那些自定义导航系统,使异形能够跨越墙壁、天花板和通风管道追踪玩家。这些创新推动了异形不可预测的行为和不懈的追击,使它们成为 formidable foes(强大的敌人)。

Game AI Summit: Techniques for Visualizing the Output Diversity of Generative Systems

链接:https://schedule.gdconf.com/session/game-ai-summit-techniques-for-visualizing-the-output-diversity-of-generative-systems/909004

作者:Oliver Withington  (PhD Researcher, Intelligent Games and Games Intelligence CDT)

Content generation systems for games are common, but tuning them is notoriously hard. Designers want to ensure a level of output diversity, but getting a useful view of the full range of content producible from a system is challenging. Such systems can produce uncountably large numbers of unique artefacts, each of which has to satisfy numerous constraints and subjective aesthetic goals.This challenge of understanding the output range of a generative system is important for game designers, but it has also been a key concern for another group for the past two decades: Game AI researchers. Researchers need to directly compare novel generative systems to prior ones, and this has led to the development of alternative methods for describing and visualizing output diversity. In this talk, we will discuss the strengths and weaknesses of these techniques and how they could be used in your future development.

游戏内容生成系统很常见,但调整这些系统却以困难著称。设计师希望确保输出内容的多样性,但从系统中全面了解可产生的所有内容却颇具挑战性。这样的系统可以生成数不胜数的独特作品,每一件都需要满足众多约束条件和主观审美目标。理解生成系统输出范围对于游戏设计师来说是一个重要挑战,但这也是过去二十年来另一个群体——游戏AI研究人员——关注的关键问题。研究人员需要直接比较新的生成系统与之前的系统,这促使了描述和可视化输出多样性的替代方法的发展。在本次演讲中,我们将讨论这些技术的优点和缺点,以及它们如何在您未来的游戏开发中使用。

Game AI Summit: The History of Game AI: From Rule-Based to Deep Learning

链接:https://schedule.gdconf.com/session/game-ai-summit-the-history-of-game-ai-from-rule-based-to-deep-learning/910099

作者:Youichiro Miyake  (Lead AI Researcher, SQUARE ENIX)

There has been no introduction to AI in digital games in the 80s and 90s. I have interviewed a number of game developers and have revealed the history of AI in digital games in the 80's and 90's. I will present this information in this session. It is surely information that will be useful in future game AI development. The history of game AI begins with Pac-Man (Namco, 1980). Pac-Man has a lot to offer to the modern game AI such as meta-AI to generate slow and fast rhythms, multi-agent technology, and so on. Second, in RPG game Dragon Quest IV (Enix, 1990), the player's companion characters grow automatically. In Astronoka (Enix, 1999) is the best example of utilizing genetic algorithms and neutral net learning. From a impartial overview, the overall history of game AI is explained by showing many examples.

在20世纪80年代和90年代的数字游戏中,人工智能(AI)尚未得到介绍。我采访了多位游戏开发者,并揭示了20世纪80年代和90年代数字游戏中的AI历史。我将在本节中展示这些信息。这无疑将是未来游戏AI开发中有用的信息。游戏AI的历史始于《吃豆人》(Namco,1980年)。《吃豆人》为现代游戏AI提供了许多启示,如元AI来生成慢节奏和快节奏、多智能体技术等。其次,在角色扮演游戏《勇者斗恶龙IV》(Enix,1990年)中,玩家的同伴角色会自动成长。而在《星神》(Enix,1999年)中,遗传算法和神经网络学习得到了最好的应用。从一个客观的角度来看,通过展示许多例子,整体的游戏AI历史得到了解释。

Game AI Summit: The Human Cost of Generative AI

链接:https://schedule.gdconf.com/session/game-ai-summit-the-human-cost-of-generative-ai/910042

作者:Rez Graham  (Creative / Technical Director, Independent)

Generative AI is rapidly gaining popularity in the games industry, but beneath the hype lies a troubling reality. This technology, often built on uncredited and stolen work, is already being used to replace creative jobs and threatening the livelihoods of countless artists and developers. Beyond that, the massive environmental costs of maintaining AI infrastructure raise serious concerns about sustainability. This session will delve into the real, human dangers posed by generative AI, from its impact on the quality of creative work to the potential loss of genuine artistry in games. It will also discuss ways to eliminate some of these issues and how we can use the technology to enhance our workflows rather than replace them.

生成式人工智能在游戏行业正迅速流行起来,但在其炒作之下隐藏着令人不安的现实。这项技术通常建立在未被署名且剽窃的工作基础上,已经被用来取代创意岗位,并威胁到无数艺术家和开发者的生计。除此之外,维持人工智能基础设施所带来的巨大环境成本引发了关于可持续性的严重担忧。本次会议将深入探讨生成式人工智能带来的真正的人类风险,从它对创意工作质量的影响到可能在游戏行业中导致真正的艺术性丧失。同时,还将讨论如何解决其中的一些问题,以及我们如何能够利用这项技术来增强我们的工作流程,而不是替代它们。

Game AI Summit: The Simplest AI Trick in the Book

链接:https://schedule.gdconf.com/session/game-ai-summit-the-simplest-ai-trick-in-the-book/909197

作者:Jonathan Martin  (Senior AI Programmer, IO Interactive)、Rez Graham  (Creative / Technical Director, Independent)

Most of the time when talking about game AI, you think of large, complex systems with many interconnected parts and delicate algorithms. But sometimes, you return to your true "smoke and mirrors" roots and get away with implementing something that is truly simple and yet has profound effects on the end product. This can be something that is apparent to the player, something that is only visible to the other devs around you, or might be something that only lives under the hood, known only to you. The common thread is that it is something that makes you ask, "why doesn't everyone do this?" This will be a rapid-fire series of presenters sharing something they have discovered and used over the years. They have to be simple, because each person will only have a few minutes to make their case!

在谈论游戏AI时,你往往会想到那些庞大且复杂的系统,它们由许多相互连接的部分和精细的算法组成。但有时,你会回归到最初的“障眼法”根源,实现一些真正简单的东西,却对最终产品产生深远的影响。这可以是玩家能够察觉到的东西,也可以是你周围其他开发者才能看到的东西,甚至可能是只存在于后台、只有你自己才知道的东西。共同之处在于,这些都会让你不禁发问:“为什么大家不都这么做呢?”这将是一系列快速展示的环节,每位演讲者将分享他们多年来发现并使用过的一些东西。这些例子必须足够简单,因为每个人只有几分钟的时间来阐述自己的观点!

Game AI Summit: Walking in Circles: Using the Corridor Map Method for Faster Pathfinding

链接:https://schedule.gdconf.com/session/game-ai-summit-walking-in-circles-using-the-corridor-map-method-for-faster-pathfinding/909055

作者:Tobias Karlsson  (Principal AI Programmer, Respawn Entertainment)

For a long time, navmeshes have been the go-to solution for pathfinding in games. Navmeshes have several strengths, but they are far from perfect. The Corridor Map Method (CMM) is a novel approach to pathfinding that offers potentially significant performance benefits over navmeshes. Though used in robotics for some time, CMM has yet to become popular in AAA games. CMM uses space-filling circles and an abstract graph of the world's navigational branching points. This allows CMM to build paths while processing less and simpler data than comparative solutions. The talk will describe CMM, some of its strengths and weaknesses, and provide some tips on how to generate CMM data.

长期以来,导航网格(navmeshes)一直是游戏路径寻找的首选解决方案。导航网格有许多优点,但远非完美。走廊地图方法(CMM)是一种新颖的路径寻找方法,相比导航网格可能提供显著的性能优势。尽管在机器人领域已经使用了一段时间,CMM 在大型游戏中尚未流行起来。CMM 使用空间填充圆和世界导航分支点的抽象图。这使得CMM在处理较少且更简单的数据时能够构建路径,相较于比较性的解决方案。该演讲将描述CMM及其一些优缺点,并提供生成CMM数据的一些技巧。

Game Audio Programmer Roundtable Day 1: Game Integration

链接:https://schedule.gdconf.com/session/game-audio-programmer-roundtable-day-1-game-integration/906908

作者:Guy Somberg  (Lead Gameplay Engineer, Echtra Games)、Tomas Neumann  (Principal Software Engineer, Independent)

Wednesday: "Audio Programming Roundtable: Game Integration"

This roundtable session will focus on tools and techniques for integrating with game engines. Topics will center around technology choices, game audio engine design, and tool design. Newbies and experts are welcome to come and share their wisdom.

Thursday: "Audio Programming Roundtable: Low-Level Topics"

This roundtable session will focus on low-level topics such as DSPs and mixing. Topics will center around algorithms, interesting effects to implement, and integrating those effects into workflows. Newbies and experts are welcome to come and share their wisdom.

Friday: "Audio Programming Roundtable: Free-for-all"

In this roundtable session we will cover any topics that we didn't get to in the previous two days. We will also have a Q&A session where your questions can be answered by expert audio programmers. Newbies and experts are welcome to come and share their wisdom.

星期三:“音频编程圆桌会议:游戏集成”

本次圆桌会议将重点讨论与游戏引擎集成的相关工具和技术。主题将围绕技术选择、游戏音频引擎设计以及工具设计展开。新手和专家都欢迎前来分享他们的见解。

星期四:“音频编程圆桌会议:低级话题”

本次圆桌会议将重点关注诸如数字信号处理器(DSP)和混音等低级话题。主题将围绕算法、实现有趣的效果以及将这些效果整合到工作流程中展开。新手和专家都欢迎前来分享他们的见解。

星期五:“音频编程圆桌会议:自由讨论”

在本次圆桌会议中,我们将涵盖前两天未涉及的所有话题。我们还将举行问答环节,在此环节中,您的问题将由专业的音频程序员解答。新手和专家都欢迎前来分享他们的见解。

Game Audio Programmer Roundtable Day 2: Low-Level Topics

链接:https://schedule.gdconf.com/session/game-audio-programmer-roundtable-day-2-low-level-topics/911337

作者:Guy Somberg  (Lead Gameplay Engineer, Echtra Games)、Tomas Neumann  (Principal Software Engineer, Independent)

Wednesday: "Audio Programming Roundtable: Game Integration"This roundtable session will focus on tools and techniques for integrating with game engines. Topics will center around technology choices, game audio engine design, and tool design. Newbies and experts are welcome to come and share their wisdom.Thursday: "Audio Programming Roundtable: Low-Level Topics"This roundtable session will focus on low-level topics such as DSPs and mixing. Topics will center around algorithms, interesting effects to implement, and integrating those effects into workflows. Newbies and experts are welcome to come and share their wisdom.Friday: "Audio Programming Roundtable: Free-for-all"In this roundtable session we will cover any topics that we didn't get to in the previous two days. We will also have a Q&A session where your questions can be answered by expert audio programmers. Newbies and experts are welcome to come and share their wisdom.

星期三:“音频编程圆桌会议:游戏集成”
本次圆桌会议将重点讨论与游戏引擎集成的相关工具和技术。主题将围绕技术选择、游戏音频引擎设计以及工具设计展开。新手和专家都欢迎前来分享他们的见解。

星期四:“音频编程圆桌会议:低级别话题”
本次圆桌会议将重点关注如DSP(数字信号处理)和混音等低级别话题。主题将围绕算法、实现有趣效果以及将这些效果整合到工作流程中展开。新手和专家都欢迎前来分享他们的见解。

星期五:“音频编程圆桌会议:自由讨论”
在本次圆桌会议中,我们将涵盖前两天未涉及的所有话题。我们还将进行问答环节,在此环节中,您的问题将由专业的音频程序员解答。新手和专家都欢迎前来分享他们的见解。

Game Audio Programmer Roundtable Day 3: Free-for-All

链接:https://schedule.gdconf.com/session/game-audio-programmer-roundtable-day-3-free-for-all/911338

作者:Guy Somberg  (Lead Gameplay Engineer, Echtra Games)、Tomas Neumann  (Principal Software Engineer, Independent)

Wednesday: "Audio Programming Roundtable: Game Integration"This roundtable session will focus on tools and techniques for integrating with game engines. Topics will center around technology choices, game audio engine design, and tool design. Newbies and experts are welcome to come and share their wisdom.Thursday: "Audio Programming Roundtable: Low-Level Topics"This roundtable session will focus on low-level topics such as DSPs and mixing. Topics will center around algorithms, interesting effects to implement, and integrating those effects into workflows. Newbies and experts are welcome to come and share their wisdom.Friday: "Audio Programming Roundtable: Free-for-all"In this roundtable session we will cover any topics that we didn't get to in the previous two days. We will also have a Q&A session where your questions can be answered by expert audio programmers. Newbies and experts are welcome to come and share their wisdom.

周三:“音频编程圆桌会议:游戏集成”
本次圆桌会议将重点讨论与游戏引擎集成的相关工具和技术。主题将围绕技术选择、游戏音频引擎设计以及工具设计展开。新手和专家都欢迎前来分享他们的见解。

周四:“音频编程圆桌会议:底层话题”
本次圆桌会议将重点关注如DSP(数字信号处理器)和混音等底层话题。主题将围绕算法、实现有趣效果以及将这些效果整合到工作流程等方面展开。新手和专家都欢迎前来分享他们的见解。

周五:“音频编程圆桌会议:自由讨论”
在本次圆桌会议中,我们将涵盖前两天未涉及的任何话题。我们还将进行问答环节,在此环节中,您的问题将由专业的音频程序员解答。新手和专家都欢迎前来分享他们的见解。

Generalized Stylized Post-Processing Outline Scheme

链接:https://schedule.gdconf.com/session/generalized-stylized-post-processing-outline-scheme/907076

作者:Shengwen Zheng  (Graphics Engineer, PerfectWorld)、Zhe Zhong  (Technical Artist, Independent)

The presentation introduces a post-processing outlining solution for real-time Non-Photorealistic Rendering (NPR). This method can be applied to all game scenes based on deferred rendering, and unique outlining effects can be added through this scheme. Inspired by the low-discrepancy sequences generated after TAA jitter on top of geometric information stored in GBuffer, this method resolves potential issues that may occur during the post-processing stage of the rendering pipeline through a denoising algorithm similar to ray tracing denoising. It successfully simulates a stable and realistic hand-drawn effect to enhance the artistic expression of the game graphics.

介绍了一种用于实时非真实感渲染(NPR)的后期处理描边解决方案。该方法可以应用于基于延迟渲染的所有游戏场景,并且可以通过此方案添加独特的描边效果。该方法受到经过TAA抖动后生成的低差异序列的启发,这些序列存储在GBuffer中的几何信息之上。通过类似于光线追踪去噪算法的方法,解决了渲染管线后期处理阶段可能出现的问题。它成功地模拟出一种稳定且真实的手绘效果,从而增强游戏图形的艺术表现力。

Get Into Game Dev: Crafting a Bespoke Resume and Portfolio

链接:https://schedule.gdconf.com/session/get-into-game-dev-crafting-a-bespoke-resume-and-portfolio/907856

作者:Matthew Ventures  (Career Coach, Ventures Ventures LLC)

With great vigor, this session delivers an entertaining and practical guide to crafting bespoke resumes and portfolios. Drawing upon experience from his years of career coaching and personally completing over ten internships, Ventures explains how to analyze job posts, reach out to industry professionals, and tailor one's candidacy for success. The session provides a jolly boatload of practical tips and takeaways for candidates early on in their journeys. It covers common mistakes and explains what factors make the difference between a good and great candidate, with a focus on resume-craft and portfolio-design.

以极大的热情,本场次提供了一个有趣且实用的指南,用于制作个性化的简历和作品集。Ventures 结合他多年的职业辅导经验和亲自完成的超过十次实习经历,解释了如何分析招聘启事、联系行业专业人士以及定制个人申请以获得成功。本场次为旅程早期的求职者提供了大量实用的建议和收获。它涵盖了常见的错误,并解释了哪些因素使得一个好的候选人成为伟大的候选人,重点放在简历制作和作品集设计上。

Glitter, Fur and Shadows: Character Rendering Technology of 'Sky: Children of the Light'

链接:https://schedule.gdconf.com/session/glitter-fur-and-shadows-character-rendering-technology-of-sky-children-of-the-light/907475

作者:Oliver Castaneda  (Senior Software Engineer, thatgamecompany)

Graphics Engineer Oliver Castaneda highlights various programming techniques used for avatar and outfit rendering in Sky: Children of the Light. The cozy online game from thatgamecompany, the studio behind Flower and Journey, has been a hit with players around the world in part due to its collectible outfits and accessories. By showcasing examples of specific cosmetics from the game, such as sparkling butterfly wings, feathered capes, and ukuleles, Oliver explains the engineering solutions that the team has found most beneficial for rendering image based lighting, self-shadowing, transparency, and procedural fur and glitter within the limitations imposed by mobile hardware. This session includes a number of technical animations intended to help attendees visualize the central concepts along with code snippets and footage from the game.

图形工程师奥利弗·卡斯塔内达重点介绍了在《Sky: Children of the Light》中用于角色和服装渲染的各种编程技术。由thatgamecompany开发的这款温馨在线游戏(开发工作室曾推出《Flower》和《Journey》),因其可收集的服装和配饰在全球玩家中大受欢迎。通过展示游戏中特定化妆品的例子,如闪亮的蝴蝶翅膀、羽毛披风和尤克里里,奥利弗解释了团队发现的最有益于渲染基于图像的照明、自阴影、透明度以及在移动硬件限制下程序化毛发和闪光的技术解决方案。本场演讲包含多个技术动画,旨在帮助参会者形象理解核心概念,同时还包括代码片段和游戏画面。

Global Illumination Solution in 'Once Human': A Hybrid Approach for 16km Open Worlds

链接:https://schedule.gdconf.com/session/global-illumination-solution-in-once-human-a-hybrid-approach-for-16km-open-worlds/907269

作者:Maode Shi  (Game Engine Specilist, Netease)、Lele Pan  (Game Engine Specialist, Netease)

On July 10th, Once Human was launched, which features a vast 16km open world with time-of-day cycles(TOD) and real-time construction of various buildings within the terrain. Consequently, the game requires a high quality pre-baked GI that supports TOD, as well as a dynamic GI that updates in real time with the player's building activities, which presents considerable challenges regarding memory usage, package size, and performance. In our talk, we will demonstrate how we address these challenges using a hybrid GI solution. For pre-baked GI, we will show how we have harnessed the power of neural networks to encode GI probe data across various times of day and player's dynamic flashlight. We also showcase a novel, machine learning-based method to automate the resolution of indoor-outdoor light leaks for probes. For real-time GI, we will show how we improve the visual effect and performance across all devices compared to previous methods.

7月10日,《Once Human》发布,该游戏拥有一个广阔的16公里开放世界,并具备昼夜循环(TOD)系统以及地形内各种建筑的实时建造功能。因此,游戏需要高质量的预烘焙全局光照(GI),支持昼夜循环,以及能够随着玩家建造活动实时更新的动态GI。这给内存使用、包大小和性能带来了相当大的挑战。在我们的演讲中,我们将展示如何通过混合GI解决方案来应对这些挑战。对于预烘焙GI,我们将展示如何利用神经网络的力量来编码不同时间点和玩家动态手电筒的GI探针数据。我们还将展示一种新颖的基于机器学习的方法,用于自动解决探针的室内外漏光问题。对于实时GI,我们将展示与之前的方法相比,如何在所有设备上提升视觉效果和性能。

Green Light: Unleashing Squid Game on Amazon GameLift (Presented by Amazon Web Services)

链接:https://schedule.gdconf.com/session/green-light-unleashing-squid-game-on-amazon-gamelift-presented-by-amazon-web-services/911391

作者:Richard Musser  (Platform Director, Netflix)、Paris Butterfield  (Senior Server Engineer , Netflix)

Squid Game on Netflix launched over three years ago and quickly became a viral hit streaming series. With the release of Season 2, Netflix created a companion game that takes place in the universe and allows players to play in games inspired by the show. Join the team behind Netflix's Squid Game Unleashed as they lead you through building the backend for a fast-paced action mobile game. Learn the architecture behind the game and key learnings to successfully launch the game alongside the show.

《鱿鱼游戏》在Netflix上线已超过三年,并迅速成为一部热门的流媒体系列剧。随着第二季的发布,Netflix推出了一款与之配套的游戏,该游戏发生在该剧的宇宙中,允许玩家参与灵感源自该节目的游戏。加入Netflix《鱿鱼游戏:解禁》团队,他们将引导你构建一款快节奏动作手机游戏的后端。了解游戏背后的架构以及成功伴随剧集发布游戏的关键经验。

Harnessing LLMs On-Device and in the Cloud with NVIDIA ACE (Presented by NVIDIA)

链接:https://schedule.gdconf.com/session/harnessing-llms-on-device-and-in-the-cloud-with-nvidia-ace-presented-by-nvidia/911190

作者:Bill Zhao  (Senior Engineer, NVIDIA Developer Technology, NVIDIA)

By leveraging large language models and NVIDIA ACE, teams have successfully implemented the AI models to run seamlessly on the client-side. This session will explore the technical challenges and breakthroughs in integrating these advanced AI models, running the models directly on client side, and the potential future applications of the technology in other gaming environments.

通过利用大型语言模型和NVIDIA ACE,团队成功地实现了AI模型在客户端的无缝运行。本次会议将探讨在整合这些先进的AI模型过程中遇到的技术挑战和突破,以及如何直接在客户端运行这些模型,并探讨该技术在未来其他游戏环境中的潜在应用。

Heat, MaxTac and Blockades: Expanding the Police System in 'Cyberpunk 2077'

链接:https://schedule.gdconf.com/session/heat-maxtac-and-blockades-expanding-the-police-system-in-cyberpunk-2077/907199

作者:Maciej Celmer  (Senior AI Engineer, CD PROJEKT RED)

Take an insider look at the police chases in Cyberpunk 2077 and dive into the dynamic spawning of road blockades and MaxTac AV encounters, which add flavor to regular police chases and are designed to keep players on the edge of their seats. Discover how the CD PROJEKT RED team leveraged Night City's vast, vertical environment with graph-based lane discovery and asynchronous spawn points generation, ensuring seamless and engaging pursuits. With maximizing player's fun in mind, this talk will also explore the unique technical challenges and solutions required to make these two features work. Expect detailed visualizations and behind-the-scenes insights from the developer who brought these features to life.

深入了解《赛博朋克2077》中的警察追逐戏份,探讨道路封锁和MaxTac AV遭遇的动态生成机制,这些元素为常规警察追逐增添了趣味,并旨在让玩家始终保持紧张感。了解CD PROJEKT RED团队如何利用夜城广阔且垂直的游戏环境,通过基于图形的车道发现和异步生成点,确保追逐过程顺畅且引人入胜。此次分享将以提升玩家乐趣为目标,探索实现这些功能所需的独特技术挑战与解决方案。期待从开发者那里获得详细的可视化展示以及幕后见解,他们将揭秘这些功能背后的创作过程。

How to Design and Build Production-Ready Game UI (Presented by Rive)

链接:https://schedule.gdconf.com/session/how-to-design-and-build-production-ready-game-ui-presented-by-rive/911175

作者:Guido Rosso  (Co-Founder and CEO, Rive)

In most game studios, designers create the UI and then hand it off to developers to make it functional. That handoff is often messy, time-consuming, and riddled with redundant work. Developers might struggle to execute the designer's vision due to their tool or language, or build functional UI with developer tools like HTML or XAML — not design tools.

There is a new, better way to build game UI. With Rive, you design and animate game UI in the Rive Editor, export it to the Rive format, and run your files with the Rive Runtimes in Unity, Unreal, Defold, or your custom game engine.

Rive Co-founder and CEO Guido Rosso will break down how to build a game menu that's both functional and powerful, without sacrificing creativity. He'll also show examples from games using Rive today.

在大多数游戏工作室中,设计师创建用户界面(UI),然后将其交给开发者使其具备功能性。这个交接过程往往混乱、耗时,并且充满了重复性工作。由于工具或编程语言的原因,开发者可能难以实现设计师的愿景,或者使用HTML或XAML等开发者工具来构建功能性的UI,而不是设计工具。

现在有一种更好的方式来构建游戏UI。通过Rive,你可以在Rive编辑器中设计和动画化游戏UI,导出为Rive格式,然后使用Unity、Unreal、Defold或你自定义的游戏引擎中的Rive运行时来运行你的文件。

Rive联合创始人兼首席执行官Guido Rosso将详细讲解如何构建一个既实用又强大的游戏菜单,同时不牺牲创意。他还将展示一些目前使用Rive的游戏示例。

How to Optimize Android Mobile Games on Arm (Presented by Arm)

链接:https://schedule.gdconf.com/session/how-to-optimize-android-mobile-games-on-arm-presented-by-arm/911171

作者:Peter Harris  (Technical Product Owner and Distinguished Engineer, Arm)、Daniel Baines  (Staff Software Engineer, Arm)

With a broad range of mobile devices running on Arm CPUs and GPUs, it’s important to understand how to get the best performance and energy efficiency out of the hardware and help ensure the maximum user reach for your games. In this talk, we cover mobile systems and graphics optimization essentials for developers new to mobile game development. Here you can learn about the principles needed to create high-performance graphics content on modern tile-based GPUs and the latest best practice guidance for the Arm Immortalis GPU hardware. In this talk, we demonstrate how you can use our profiling tool suite, Arm Performance Studio, to analyze and optimize your application performance.

随着大量使用Arm CPU和GPU的移动设备的普及,了解如何最大限度地发挥硬件的性能和能源效率变得尤为重要,这有助于确保您的游戏能够触及更多的用户。在这次演讲中,我们将涵盖针对移动游戏开发新手的移动系统和图形优化基础知识。在这里,您可以学习到在现代基于瓦片的GPU上创建高性能图形内容所需的原则,以及针对Arm Immortalis GPU硬件的最新最佳实践指南。在本次演讲中,我们将演示如何使用我们的分析工具套件——Arm Performance Studio来分析和优化您的应用程序性能。

How to Write an Asynchronous Multithreaded Audio Engine

链接:https://schedule.gdconf.com/session/how-to-write-an-asynchronous-multithreaded-audio-engine/906909

作者:Guy Somberg  (Lead Gameplay Engineer, Echtra Games)

Game audio engines - usually built on top of middleware like FMOD Studio, Audiokinetic Wwise, CRI ADX2, or Unreal Metasounds - typically have a core loop that tracks and updates playing sounds. Guy will present his classic state machine that manages the life cycle of a playing sound, then update it to match his current thinking. After that, Guy will present two important observations, called "steady state" and "fire and forget", which will allow us to take a step back and rethink the foundations of these audio engines at the level just above the middleware. The consequences of these observations will lead us to reorganize the core loop into an asynchronous and multithreaded system, without sacrificing latency. There will be code examples showing how and why the system works.

游戏音频引擎——通常基于中间件如FMOD Studio、Audiokinetic Wwise、CRI ADX2或Unreal Metasounds构建——通常有一个核心循环来追踪和更新正在播放的声音。Guy将会展示他经典的有限状态机,该状态机管理声音播放的生命周期,然后根据他当前的想法对其进行更新。之后,Guy将会介绍两个重要的观察结果,称为“稳态”和“一键触发”,这将使我们能够退一步,重新思考这些音频引擎在中间件之上的基础。这些观察结果的影响将引导我们将核心循环重组为一个异步且多线程的系统,而不牺牲延迟。还将会有代码示例来说明这个系统的工作原理及其原因。

Increase Player Engagement with AI Gaming Assistants Powered By NVIDIA ACE (Presented by NVIDIA)

链接:https://schedule.gdconf.com/session/increase-player-engagement-with-ai-gaming-assistants-powered-by-nvidia-ace-presented-by-nvidia/911199

作者:Anjul Patney  (Senior Manager, AI for Games, NVIDIA)、Ambrish Dantrey  (Senior Manager, AI for Games, NVIDIA)

Today’s games offer vast universes to explore and intricate mechanics to challenge even the most dedicated gamer. Many gamers spend hours scouring the internet for assistance to learn and master their favorite titles, whose immense knowledge spans millions of guides and countless words. Project G-Assist aims to put game knowledge at players’ fingertips. Simply ask a question about the game, and the AI assistant provides context-aware answers.

In this session, learn how NVIDIA combine advanced AI models and game data to create assistants for games. Find out how to customize and use the this technology directly in a game project, giving life to an integrated assistant that will help smooth the gamer’s journey through the game world.

当今的游戏提供了广阔的探索宇宙和复杂的机制,甚至最 dedicated 的玩家也会面临挑战。许多玩家花费数小时在网上搜寻帮助,以学习和掌握他们最喜欢的游戏标题,这些游戏的知识量达到了数百万指南和无数文字的程度。Project G-Assist 致力于让玩家能够轻松获取游戏知识。只需询问关于游戏的问题,AI 助手就会提供上下文感知的答案。

在本次会议中,了解 NVIDIA 如何结合先进的 AI 模型和游戏数据来创建游戏助手。了解如何直接在游戏项目中定制和使用这项技术,赋予整合的助手生命,帮助玩家顺利穿越游戏世界。

Insights on Implementing Game Agents to Deliver Value in Commercial Games (Presented by Parametrix.ai)

链接:https://schedule.gdconf.com/session/insights-on-implementing-game-agents-to-deliver-value-in-commercial-games-presented-by-parametrixai/911333

作者:Jiaxin Chen  (Senior Reinforcement Learning Researcher, Parametrix.ai)

We will explore the evolution of game agents, from AI-powered PvP FPS bots driven by Reinforcement Learning (RL) to the next generation of intelligent NPCs, AI teammates, and copilots, enhanced by both RL and Large Language Models (LLMs). We will examine the technical advancements that have made these developments possible, focusing on high-performance distributed training platforms that support large-scale training and global deployment. These platforms enable efficient, real-time execution of AI agents in massive commercial games. Additionally, we will demonstrate the real-world impact of these technologies on user experience, highlighting how AI-driven agents enhance dynamic, engaging, and personalized gameplay. These innovations significantly improve player interaction and immersion, driving better commercial outcomes for game developers and operators. We will showcase live demos of our game agents, allowing attendees to experience them. We will also include case studies from our collaborations with leading game companies such as Tencent, miHoYo, Garena, and more.

我们将探讨游戏角色的演变,从由强化学习(RL)驱动的AI支持的PvP FPS机器人,到下一代智能NPC、AI队友和副驾驶员,这些角色通过强化学习和大型语言模型(LLM)得到了增强。我们将研究使这些发展成为可能的技术进步,重点关注支持大规模训练和全球部署的高性能分布式训练平台。这些平台使得在大规模商业游戏中高效、实时地执行AI角色成为可能。此外,我们还将展示这些技术对用户体验的实际影响,突出AI驱动的角色如何提升动态、吸引人且个性化的游戏体验。这些创新显著改善了玩家互动和沉浸感,为游戏开发者和运营商带来了更好的商业成果。我们将展示我们的游戏角色的实时演示,让与会者能够亲身体验。我们还将包括与腾讯、miHoYo、Garena等领先游戏公司合作的案例研究。

Introducing Arm Accuracy Super Resolution (ASR): Platform-Agnostic Efficient Temporal Upscaling on Mobile (Presented by Arm)

链接:https://schedule.gdconf.com/session/introducing-arm-accuracy-super-resolution-asr-platform-agnostic-efficient-temporal-upscaling-on-mobile-presented-by-arm/911172

作者:Sergio Alapont Granero  (Staff Software Engineer, Arm)

Arm ASR is our new technique, adapted from AMD Fidelity Super Resolution 2 and optimized for mobile devices. In this talk, we provide an overview of the technique, showcasing the performance uplifts you can achieve without any visible loss in image quality. Learn how you can easily incorporate Arm ASR into your mobile game projects today with our open-source solution and game engine integrations.

Arm ASR 是我们的新技术,源自 AMD Fidelity Super Resolution 2 并针对移动设备进行了优化。在本次演讲中,我们将概述该技术,并展示您可以在不牺牲图像质量的情况下实现的性能提升。了解如何今天就可以通过我们的开源解决方案和游戏引擎集成,将 Arm ASR 轻松融入您的移动游戏项目。

Live Service Games for the Modern Web: 'Dojo Islands'

链接:https://schedule.gdconf.com/session/live-service-games-for-the-modern-web-dojo-islands/907229

作者:Brian Cronin  (Game Engineer, ClassDojo)

Web technology has greatly advanced in recent years, making it possible to run a full-fledged 3D MMO directly in web browsers. In this session, Brian Cronin, Game Engineer at ClassDojo, will detail the advantages of web-based MMOs and dive into the technical details that allow Dojo Islands, a live service game built on web technology, to support over a million monthly players across a variety of mobile, tablet, and laptop devices.Topics include leveraging WebGL for immersive graphics, auto-scaling server infrastructure with AWS, building a custom engine and editor in TypeScript, embracing device limitations, scaling graphical fidelity, and optimizing performance for a broad range of hardware. Learn how Dojo Islands is pushing the boundaries of web technology to deliver a seamless and engaging gaming experience.

近年来,web 技术得到了极大的发展,使得直接在网页浏览器中运行一款完整的 3D MMO 成为可能。在本次会议中,ClassDojo 的游戏工程师 Brian Cronin 将详细说明基于网页的 MMO 的优势,并深入探讨使 Dojo Islands(一款基于网页技术构建的实时服务游戏)能够在各种移动设备、平板电脑和笔记本电脑上支持超过百万月活跃玩家的技术细节。主题包括利用 WebGL 实现沉浸式图形、使用 AWS 进行自动扩展服务器基础设施、用 TypeScript 构建自定义引擎和编辑器、应对设备限制、调整图形保真度以及针对广泛的硬件优化性能。了解 Dojo Islands 如何推动 web 技术的边界,以提供无缝且引人入胜的游戏体验。

Machine Learning Summit: 'Rainbow Six Siege': Operation Bots

链接:https://schedule.gdconf.com/session/machine-learning-summit-rainbow-six-siege-operation-bots/908153

作者:Joshua Romoff  (Technical Lead, Ubisoft)、Alex Busby  (Technical Architect, Ubisoft)

This talk delves into the development of AI Bots in Rainbow Six Siege that mimic player behavior using machine learning (ML) and statistical techniques. It explains how the Siege team gathered extensive player data and transformed it into a format usable by the game's AI, leveraging a hybrid HTN/GOAP architecture to blend ML with traditional AI systems. Key challenges included handling the complex combinations of maps, operators, and gadgets, and the need for dynamic metadata that evolves with game updates. The talk outlines specific AI components developed: gadget placement using clustering techniques, cover position prediction via neural networks, player-like pathing, realistic aiming using ML, and droning navigation. It also details the data storage pipeline in Amazon S3, extraction processes, and architecture decisions that facilitated integration and continuous R&D.

本次演讲深入探讨了《彩虹六号:围攻》中使用机器学习(ML)和统计技术来模拟玩家行为的AI Bot的开发过程。演讲解释了《围攻》团队如何收集大量的玩家数据,并将其转化为游戏AI可用的格式,利用混合HTN/GOAP架构将ML与传统AI系统结合。主要挑战包括处理地图、干员和装备的复杂组合,以及需要动态元数据以适应游戏更新的需求。演讲概述了开发的具体AI组件:使用聚类技术进行装备放置,通过神经网络预测掩护位置,类似玩家的路径规划,使用ML进行真实的瞄准,以及无人机导航。同时,还详细介绍了在Amazon S3中的数据存储管道、提取流程以及促进集成和持续研发的架构决策。

Machine Learning Summit: Behind the Platform: Deploying ML for Voice Safety

链接:https://schedule.gdconf.com/session/machine-learning-summit-behind-the-platform-deploying-ml-for-voice-safety/909980

作者:Kiran Bhat  (Senior Technical Director, Roblox)

For 3D immersive worlds and games, much like in the physical world, few things are more authentic or powerful than the human voice in forging lasting friendships and connections. But how do we scale the immersiveness and richness of voice communication while keeping our community safe and civil? In this session, we'll explore how Roblox brought to life Real-time Safety, an end-to-end machine learning (ML) model—operating at a scale of millions of minutes of voice activity per day—that detects policy violations in voice communication more accurately than human moderation. We'll then dive into how the outputs from this system feed into another model to determine appropriate consequences, and the triggers to notify people who have violated our policies, initially with warnings and then with more drastic actions if the behavior persists. One of our real-time voice safety models is now open source, so attendees will walk away armed with not only the learnings to make their in-game communication safer, but also the technology to get started today.

对于3D沉浸式世界和游戏,就像在现实世界中一样,没有什么比人类的声音更能缔造持久的友谊和联系了。但是,我们如何在保持社区安全和文明的同时扩展语音通信的沉浸感和丰富性呢?在这次讲座中,我们将探讨Roblox是如何实现实时安全功能的,这是一种端到端的机器学习(ML)模型——每天处理数百万分钟的语音活动——它能比人工审核更准确地检测语音通信中的政策违规行为。然后,我们将深入探讨该系统输出的结果如何输入到另一个模型中以确定适当的后果,并触发通知那些违反我们政策的人,最初是警告,如果行为持续,则采取更严厉的措施。我们的实时语音安全模型之一现在已经开源,因此与会者不仅会带着使游戏中通信更安全的经验离开,还将拥有今天就开始使用的相关技术。

Machine Learning Summit: Developing a Stats-Based Anti-Cheat Framework for 'Rainbow Six Siege'

链接:https://schedule.gdconf.com/session/machine-learning-summit-developing-a-stats-based-anti-cheat-framework-for-rainbow-six-siege/908926

作者:Bettina Hein  (Data Scientist, Ubisoft Entertainment)

Cheating in multiplayer online games negatively impacts player perception and engagement. To address this, a cheater detection system using machine learning driven by in-game player stats was developed for Rainbow Six Siege, operational since early 2024. It robustly identifies players with extremely high in-game performances. This talk covers how to create a labeled dataset to train our model, process data to make it robust against trends and variability, and regularly update and validate our model with the help of moderators. Moving forward, the goal is to establish this as the standard method for all our upcoming competitive FPS games.

在多人在线游戏中作弊会负面影响玩家的感知和参与度。为了解决这个问题,我们为《彩虹六号:围攻》开发了一套基于机器学习的作弊者检测系统,该系统自2024年初开始运行。它能够稳健地识别出游戏中表现异常高的玩家。本次演讲将介绍如何创建一个标注数据集来训练我们的模型,如何处理数据以使其对趋势和变化具有鲁棒性,并且如何在版主的帮助下定期更新和验证我们的模型。展望未来,我们的目标是将这种方法确立为我们所有即将推出的竞技FPS游戏的标准检测方法。

Machine Learning Summit: Enhancing Development with LLMs and Multimodal Retrieval in 'Call of Duty'

链接:https://schedule.gdconf.com/session/machine-learning-summit-enhancing-development-with-llms-and-multimodal-retrieval-in-call-of-duty/908952

作者:Lorant Mikolas  (Software Engineer, Infinity Ward, Activision)

How are machine learning models and gen AI being used to power up Call of Duty development tools? The vast environments built for Call of Duty demand innovative solutions for managing an ever growing and extensive asset library. Multiple studios within Activision must efficiently find and retrieve 3D models, photogrammetry assets, animations, materials and more. Since traditional search methods, such as lexical string-matching, fail to capture the context of a query, handle synonyms and scale to manage an extensive asset library, Activision studios developed an AI-based semantic (multimodal) search engine that allows users to find and retrieve assets using natural language and images like concept art or reference pictures. Also, learn how large language models are incorporated into the studios' workflows to perform Retrieval-Augmented Generation (RAG) to assist developers.

机器学习模型和生成式AI是如何提升《使命召唤》开发工具的?为了构建《使命召唤》中的广阔环境,需要创新的解决方案来管理不断增长且庞大的资产库。动视旗下的多个工作室必须高效地查找和检索3D模型、摄影测量资产、动画、材质等。由于传统的搜索方法(如词典字符串匹配)无法捕捉查询的上下文、处理同义词或扩展以管理庞大的资产库,动视的工作室开发了一种基于AI的语义(多模态)搜索引擎,允许用户使用自然语言和图像(如概念艺术或参考图片)来查找和检索资源。此外,了解大型语言模型如何被整合到工作室的工作流程中,以执行检索增强生成(RAG),从而辅助开发者。

Machine Learning Summit: Fitting Armor Assets in 'World of Warcraft' with Deep Learning

链接:https://schedule.gdconf.com/session/machine-learning-summit-fitting-armor-assets-in-world-of-warcraft-with-deep-learning/908208

作者:Zhen Zhai  (Sr Manager, Data Science, Blizzard Entertainment)

This talk will introduce Deepforge, a deep neural network designed to transform armor pieces for various races in World of Warcraft (WoW). This technology drastically reduces the time required for artists to fit 3D armors from days and weeks to mere minutes. By automating the fitting process, our tool empowers artists to focus more on fine-tuning the details and enhancing the quality of their work. We will explore the model design, training, and deployment, showcasing its unique features and practical applications on mesh fitting for WoW. The primary goal for this project is to ensure high-quality mesh generation suitable for production use, from preprocessing to postprocessing, combined with a robust infrastructure for efficient and reliable model performance. Attendees will gain insights into how Deepforge enhances game asset creation, making it a valuable tool for developers.

本次演讲将介绍Deepforge,这是一款深度神经网络,旨在为《魔兽世界》(WoW)中的各种种族变换装甲部件。这项技术大大减少了艺术家们为3D盔甲进行适配所需的时间,从数天到数周缩短到仅仅几分钟。通过自动化适配过程,我们的工具使艺术家能够更多地专注于细节微调和提升作品质量。我们将探讨模型设计、训练和部署,并展示其在WoW的网格适配方面的独特功能和实际应用。该项目的主要目标是从预处理到后处理确保高质量的网格生成,适用于生产使用,并结合稳健的基础设施以实现高效且可靠的模型性能。与会者将深入了解Deepforge如何增强游戏资产创建,使其成为开发人员的宝贵工具。

Machine Learning Summit: Machine Learning Aimbot Detection in 'Call of Duty'

链接:https://schedule.gdconf.com/session/machine-learning-summit-machine-learning-aimbot-detection-in-call-of-duty/909143

作者:Haleema Sheraz  (Senior ML Research Engineer, Activision (Microsoft))、Mathew Varghese  (Machine Learning Research Engineer, Activision (Microsoft))

This talk explores the methodologies and challenges of implementing server side Machine Learning (ML) based aimbot detection and its impact on online game security. The rise of competitive online gaming, particularly in Call of Duty has led to an increase in cheating, with aimbots being one of the most disruptive forms. Aimbots automatically lock onto targets, giving players an unfair advantage and eroding trust within the gaming community. Traditional detection methods, like heuristic systems, struggle to keep up with increasingly sophisticated aimbots. ML offers a robust solution by analyzing gameplay data to recognize patterns indicative of aimbot use. By training models on labelled datasets and focusing on angle velocity, acceleration etc. Activision researchers achieved over 85% detection accuracy while minimizing false positives. Challenges remain, such as collecting more representative data and avoiding misclassifying high-skilled players, but ML is proving to be a powerful tool in maintaining fair play in competitive gaming.

本次演讲探讨了在服务器端实施基于机器学习(ML)的外挂检测方法及其对在线游戏安全的影响。随着在线竞技游戏的兴起,特别是在《使命召唤》中,作弊行为有所增加,而自动瞄准外挂(自动瞄准器)是最具破坏性的一种形式。这种外挂会自动锁定目标,给予玩家不公平的优势,并侵蚀游戏社区的信任。传统的检测方法,如启发式系统,难以跟上日益复杂的自动瞄准外挂数量。通过分析游戏数据来识别自动瞄准外挂使用的模式,机器学习提供了一种强大的解决方案。《动视》的研究人员通过在标记的数据集上训练模型并关注角度速度、加速度等指标,实现了超过85%的检测准确率,同时将误报率降到最低。尽管仍然存在收集更具代表性的数据和避免将高技能玩家误判为使用外挂的挑战,但机器学习已被证明是维护竞技游戏公平性的重要工具。

Machine Learning Summit: Next-Gen Infrastructure for Scalable AI/ML

链接:https://schedule.gdconf.com/session/machine-learning-summit-next-gen-infrastructure-for-scalable-aiml/909787

作者:Wah Loon Keng  (Senior AI Engineer, Electronic Arts)、Xin Gao  (Lead Product Manager, Electronic Arts)

This session delves into how Electronic Arts is innovating its AI/ML infrastructure to achieve three levels of scaling: scaling the people capable of using AI, scaling the application of AI across game development, and scaling the impact of AI on player experiences. The team will share how they are leveraging cutting-edge tools and infrastructure advancements at EA that accelerates AI adoption, reduces compute provisioning time, and streamlines deployment processes.

本环节深入探讨了Electronic Arts如何创新其AI/ML基础设施,以实现三个层面的扩展:扩大能够使用AI的人才范围、扩展AI在游戏开发中的应用,以及增强AI对玩家体验的影响。团队将分享他们如何利用EA最先进的工具和基础设施改进,加速AI的采用,减少计算资源调配时间,并简化部署流程。

Machine Learning Summit: SIMA: Developing General AI Agents with Video Games

链接:https://schedule.gdconf.com/session/machine-learning-summit-sima-developing-general-ai-agents-with-video-games/908405

作者:Alexandre Moufarek  (AI Research Group Product Manager, Google DeepMind)、Piermaria Mendolicchio  (Senior Technical Program Manager, Google DeepMind)

Alexandre and Piermaria present new research on SIMA (Scalable Instructable Multiworld Agent), an AI agent that follows natural-language instructions to perform tasks across diverse video game environments. Video games are a key proving ground for artificial intelligence (AI) systems. They offer rich learning environments, mirroring real-world complexities with responsive, real-time settings and dynamic objectives. From our early work with Atari games to AlphaStar, which achieved human-grandmaster level in StarCraft II, Google DeepMind has a long history in AI and games. SIMA represents a significant advancement, shifting focus from individual games to a general, instructable game-playing AI. This generalist agent for 3D virtual settings was trained in partnership with game developers across a diverse range of video games. This marks the first instance of an agent demonstrating comprehension of a broad spectrum of gaming worlds, executing tasks via natural-language instructions like a human player. In this talk, Alexandre Moufarek, Google DeepMind’s AI Research Group Product Manager and former Game Producer, together with Piermaria Mendolicchio, Senior Technical Program Manager and former Game Compliance Manager, will discuss the history of games and AI research, the SIMA research project’s journey, including challenges, learnings, and future research directions.

亚历山大和皮埃尔马里亚介绍了关于SIMA(可扩展指令式多世界代理)的新研究,这是一种能够遵循自然语言指令在各种视频游戏环境中执行任务的人工智能(AI)代理。电子游戏是人工智能系统的关键试验场。它们提供了丰富的学习环境,通过响应式的、实时的设定和动态的目标,模拟了现实世界的复杂性。从我们早期与Atari游戏的工作到AlphaStar在《星际争霸II》中达到人类大师级别的成就,谷歌DeepMind在AI和游戏领域有着悠久的历史。SIMA代表了一项重大进展,将重点从单一游戏转移到了通用的、可指导的游戏AI。这种针对3D虚拟环境的通用型代理是在与多位游戏开发者合作下,在多种视频游戏中进行训练的。这标志着首次有代理展示了对广泛类型游戏世界的理解,并通过自然语言指令执行任务,如同人类玩家一样。在本次演讲中,谷歌DeepMind的AI研究小组产品经理、前游戏制作人亚历山大·莫法雷克,以及高级技术项目经理、前游戏合规经理皮埃尔马里亚·门多利基奥,将讨论游戏和AI研究的历史,包括SIMA研究项目的历程、挑战、学习成果及未来的研究方向。

Machine Learning Summit: Twitch Chat Safety: Scalable and Personalized Moderation with Deep Learning

链接:https://schedule.gdconf.com/session/machine-learning-summit-twitch-chat-safety-scalable-and-personalized-moderation-with-deep-learning/909659

作者:Linda Liu  (Senior Applied Sceintist, Twitch)

Twitch's mission is to create belonging by enabling streamers to build community. To help provide a safe environment for streamers, Twitch developed automated moderation for chat. Currently powering over 95% of Twitch chat globally, Smart Detection employs scalable NLP models that can learn individual channels' moderation preferences. This session explores the development and evolution of Smart Detection, including the model development cycles, and lessons learned from production. Attendees will gain insights into the application of advanced AI and methods to leverage LLM for labeling. This talk provides practical knowledge and inspiration for developing and scaling automated moderation tools.

Twitch 的使命是通过帮助主播建立社区来创造归属感。为了帮助为主播提供安全的环境,Twitch 开发了用于聊天的自动化监管工具。目前,全球超过 95% 的 Twitch 聊天室都在使用 Smart Detection(智能检测),该技术采用了可扩展的自然语言处理模型,能够学习并适应各个频道的监管偏好。本次会议将探讨 Smart Detection 的开发和演变过程,包括模型开发周期以及从实际应用中获得的经验教训。与会者将深入了解高级人工智能的应用方法以及利用大型语言模型(LLM)进行标注的技术。本演讲将提供实用知识和灵感,助力开发和扩展自动化监管工具。

Making Delightful Tools for Sustainable Small-Team Development

链接:https://schedule.gdconf.com/session/making-delightful-tools-for-sustainable-small-team-development/907103

作者:Isadora Rodopoulos  (Programmer, Coldblood Inc.)

How you and your team spend time is key to achieving a sustainable development workflow. The time invested in developing tools pays off over the years by providing a solid foundation with a rapid iteration. Making these tools delightful to use reflects on the game quality, team culture, cohesion, and the creative energy poured into the game.In this talk, Isadora will present nine tips for investing in development tools for your small indie team. She will cover how a data-oriented mindset helps build a modular and flexible gameplay architecture; how building tools tailored for the team’s exact needs ensures scalability and simplicity; and how to balance engine development, tools development and gameplay implementation to maximize your team’s sustainability and morale.

你们和你的团队如何分配时间对于实现可持续的游戏开发流程至关重要。投入到工具开发中的时间会随着时间的推移通过提供一个坚实的基础并加速迭代而得到回报。使这些工具易于使用会反映在游戏的质量、团队文化、凝聚力以及投入到游戏中的创造性精力上。在本次演讲中,Isadora 将为小型独立团队提出九个投资于开发工具的建议。她将介绍以数据为导向的思维方式如何帮助构建模块化且灵活的游戏玩法架构;如何构建符合团队确切需求的工具以确保可扩展性和简洁性;以及如何平衡引擎开发、工具开发和游戏玩法实现,以最大化团队的可持续性和士气。

Masterworking Systems: Lessons Learned from the Engineering of Season of Loot Reborn in 'Diablo IV'

链接:https://schedule.gdconf.com/session/masterworking-systems-lessons-learned-from-the-engineering-of-season-of-loot-reborn-in-diablo-iv/907337

作者:Patrick Ferland  (Lead Software Engineer, Gameplay, Blizzard Entertainment)

Diablo IV is a live service Action RPG focusing on propulsive player advancement across regular releases of new content. For a live-service game intended to keep player interest over time, player and community sentiment are key for success. Therefore, after identifying player feedback on itemization following a successful launch, the team decided to invest time and resources in a large rework of this core gameplay system. Diablo IV's live-service model made that investment possible, but that same model meant rebuilding the tracks beneath a moving train. In this session, one of Diablo IV's lead gameplay engineers will describe key technical approaches used: developing large system overhauls in parallel to existing systems, enabling the larger development team to continue working while major systemic changes were in progress, and choosing to focus on data stability through the overhaul, maintaining the integrity of millions of players' progress – all beginning with a single player quality-of-life improvement.

《暗黑破坏神4》是一款以玩家持续成长为核心动作角色扮演游戏,专注于通过定期发布新内容来推动玩家进步。对于一款旨在长时间保持玩家兴趣的在线服务型游戏来说,玩家和社区的意见是成功的关键。因此,在成功发行后,团队根据玩家反馈识别到关于物品系统的问题,并决定投入时间和资源对这一核心游戏机制进行大规模重做。《暗黑破坏神4》的在线服务模式使得这项投资成为可能,但同时也意味着在运行中的列车下重建轨道。在此次会议中,《暗黑破坏神4》的主要游戏工程师将描述关键的技术方法:在现有系统并行开发大型系统重做、让更大的开发团队能够在重大系统性更改期间继续工作,以及选择在整个重做过程中关注数据稳定性,从而保持数百万玩家进度的完整性——这一切都始于一个针对单个玩家体验改进的起点。

Moving to Mobile: Workflows for Unreal Engine Mobile Development (Presented by Epic Games)

链接:https://schedule.gdconf.com/session/moving-to-mobile-workflows-for-unreal-engine-mobile-development-presented-by-epic-games/911176

作者:Arvind Neelakantan  (Solutions Architect, Epic Games)

Remove the fear and unknowns from mobile game development in Unreal Engine. In this session, we’ll break down key workflows in Unreal Engine for building cross-platform games, including performance optimization, UI, touch inputs, and Blueprints, as well as covering mobile-specific features like IAP, ad integration, and push notifications.

We’ll also explore new features added in the latest version of Unreal Engine specifically for mobile and peek into what’s coming in the future.

消除移动游戏开发在虚幻引擎中的恐惧和未知因素。在本次会议中,我们将分解虚幻引擎中构建跨平台游戏的关键工作流程,包括性能优化、用户界面、触摸输入和蓝图,同时还将涵盖移动设备特有的功能,如应用内购买 (IAP)、广告集成和推送通知。

我们还将探索虚幻引擎最新版本中为移动平台新增的功能,并展望未来的发展方向。

Navigating the Landscape of Digital Safety: Legal, Product, and Operational Insights (Presented By Perkins Coie)

链接:https://schedule.gdconf.com/session/navigating-the-landscape-of-digital-safety-legal-product-and-operational-insights-presented-by-perkins-coie/911374

作者:Ryan Mrazik  (Partner, Perkins Coie LLP)、Natasha Almani  (Attorney, Perkins Coie LLP)

The safety of users in online games, platforms, and services has become front page news with ever-increasing pressure from the press, regulators, legislators, and courts. This session will cover the latest developments in online safety: the newest laws and legal frameworks, recent decisions from courts that affect your company's legal risk profile, and the push to have online companies include safety assessments and design principles while launching and maintaining their games and services. The panelists are representatives from digital gaming companies who work daily on these online safety issues and are navigating the legal risks, product development processes, and operational issues associated with the continuing rise of internet safety.

Speakers will include outside counsel from Perkins Coie LLP who work on online safety issues will facilitate a panel of in-house product and legal professionals from digital gaming companies who identify, triage, and implement safety issues.

在线游戏、平台和服务中用户的安全性已成为新闻头条,受到了媒体、监管机构、立法者和法院日益增加的关注。本次会议将涵盖在线安全领域的最新发展:最新的法律和法律框架、近期法院判决对贵公司法律风险状况的影响,以及推动在线公司在推出和维护其游戏和服务时纳入安全评估和设计原则的趋势。与会者是来自数字游戏公司的代表,他们每天都在处理这些在线安全问题,并且正在应对与互联网安全持续增长相关的法律风险、产品开发流程和运营问题。

演讲者将包括来自珀金斯·科伊尔律师事务所的外部法律顾问,他们专注于在线安全问题,并将主持一个由数字游戏公司的内部产品和法律专业人士组成的小组讨论。这些专业人士负责识别、分类和实施安全措施。

Optimizing Continuous Physics in Box2D

链接:https://schedule.gdconf.com/session/optimizing-continuous-physics-in-box2d/909116

作者:Erin Catto  (Technical Fellow, Unannounced Studio)

Box2D is a game physics engine that has been in development for almost 20 years. It has been a successful open source project and used in many games and game engines. It has also been a platform for experimenting with many different algorithms and optimizations in game physics. Continuous collision has always been a challenging problem. Ideally colliding objects never pass through each other. However, this is a hard problem that is constrained by accuracy and performance. This talk will review some of the many approaches to continuous collision and resolution and present a promising hybrid approach that has recently been implemented in Box2D.

Box2D 是一款已经开发了近 20 年的游戏物理引擎。它是一个成功的开源项目,并被应用于许多游戏和游戏引擎中。同时,它也是一个实验各种不同算法和优化的平台,特别是在游戏物理方面。连续碰撞检测一直是一个具有挑战性的问题。理想情况下,碰撞物之间永远不会互相穿透。然而,这是一个受精确度和性能限制的难题。本次演讲将回顾连续碰撞检测与解决的多种方法,并介绍一种最近在 Box2D 中实现的有前景的混合方法。

PUBG MOBILE: Creating A Fully Destructible World On Mobile (Presented by LIGHTSPEED STUDIOS)

链接:https://schedule.gdconf.com/session/pubg-mobile-creating-a-fully-destructible-world-on-mobile-presented-by-lightspeed-studios/911367

作者:Chao Yuan  (Sr. Technical Artist, LIGHTSPEED STUDIOS)

A fully destructible world of game scenes not only enhances the visual effects and provides players with an unparalleled realistic experience, but it also changes the physical structure of the game environment, offering players more possibilities in gameplay and ensuring a unique experience every time they play.

In this session, Chao Yuan will discuss the technical challenges the team had to overcome to achieve destructible environments in PUBGM, and walk you through the architecture of their destruction system, including asset pre-fracturing, fragment physical simulation, real-time terrain destruction, and performance optimization on mobile platforms.

一个完全可破坏的游戏场景世界不仅增强了视觉效果,为玩家提供了无与伦比的真实体验,还改变了游戏环境的物理结构,为玩家提供了更多的游戏玩法可能性,并确保每次游戏都能获得独特的体验。

在本次分享中,Chao Yuan 将讨论团队在PUBGM中实现可破坏环境所必须克服的技术挑战,并带领大家了解他们的破坏系统架构,包括资产预破碎、碎片物理模拟、实时地形破坏以及在移动平台上的性能优化。

Practical Techniques for Using AI In Graphics (Presented by NVIDIA)

链接:https://schedule.gdconf.com/session/practical-techniques-for-using-ai-in-graphics-presented-by-nvidia/911193

作者:Alexey Panteleev  (Distinguished Engineer, NVIDIA)、Alexey Bekin  (Senior Engineer, NVIDIA)

In this session, we explore practical implementation of cutting-edge rendering techniques using AI. We will provide step-by-step guidance and insights, you will gain a deep understanding of how to integrate AI into your graphics workflows.

在本节中,我们将探索使用AI进行前沿渲染技术的实际实现。我们将提供逐步指导和见解,使您能够深入理解如何将AI整合到您的图形工作流程中。

Preempting Challenges in AAA Unreal Engine Development (Presented by Epic Games)

链接:https://schedule.gdconf.com/session/preempting-challenges-in-aaa-unreal-engine-development-presented-by-epic-games/911178

作者:Chris Murphy  (Senior Technical Artist, Epic Games)

Three hundred talented people can work together, support each other, yet still miss something and make a mistake. This talk aims to break down common misconceptions, mistakes, and important considerations for AAA teams leveraging Unreal Engine for large-scale projects.

三百名才华横溢的人可以相互合作、相互支持,但仍可能遗漏某些细节或犯错。这次演讲旨在剖析大型团队在使用虚幻引擎进行大规模项目时常见的误解、错误和重要的考虑因素(Considerations)。

Procedural Generation with Design in Mind for 'LEGO® Horizon Adventures'

链接:https://schedule.gdconf.com/session/procedural-generation-with-design-in-mind-for-lego-horizon-adventures/907810

作者:Michael Boyle  (Senior Engineer, Studio Gobo)

LEGO Horizon Adventures is narrative-led with procedurally generated adventures; designers apply constraints to direct player experiences, and the procedural system explores the possibility space to strike a balance between replayable and cohesive gameplay.Michael Boyle (Senior Engineer) will discuss the lessons Studio Gobo learned integrating traditional designer workflows with a campaign assembled from procedural components; he will discuss the benefits and pitfalls of this modular content. The talk will cover the tools for level and quest designers to generate, validate, and review their work in a variety of contexts, with suggested best practices for granular but readable feedback. It will also cover the tools used to analyze variety, 'difference' and content utilization across many generated playthroughs, and how this analysis fed into iterating the content.

LEGO Horizon Adventures 是一款以叙事为主导、拥有程序生成冒险的游戏;设计者通过应用约束来指导玩家体验,而程序系统则探索可能性空间,以平衡可重玩性和连贯性游戏玩法。迈克尔·博伊尔(高级工程师)将讨论工作室戈博在整合传统设计师工作流程与由程序组件组装的战役时学到的经验;他将讨论这种模块化内容的优点和陷阱。演讲将涵盖关卡和任务设计师用于在各种情境下生成、验证和审查工作的工具,并提出具体但易于阅读的反馈建议的最佳实践。此外,还将介绍用于分析多个生成游玩过程中的多样性、‘差异’和内容利用率的工具,以及这种分析如何反馈到内容迭代过程中。

Productive and Pragmatic Prototype Programming

链接:https://schedule.gdconf.com/session/productive-and-pragmatic-prototype-programming/907156

作者:Andrew Fray  (Co-Founder, Studio Enso)

There are countless talks about how to run a prototype from a design point of view, and talks aplenty about what makes good production code, but when it comes to writing code for prototypes, best practice is either "treat it like production", or a license to be slapdash and casual. There's more to effective prototype code than this!Andrew Fray has a decade of experience leading prototyping code teams at Spry Fox and Roll7, and will lay out his framework for implementing and maintaining prototype code in a way that lets designers answer important questions as effectively as possible, without coders getting bogged down in spaghetti code.

关于从设计角度来看如何运行原型的游戏讨论数不胜数,也有很多关于什么构成良好的生产代码的讨论,但当涉及到为原型编写代码时,最佳实践要么是“像处理生产代码一样对待”,要么就是一种随意和粗心的许可。有效的原型代码远不止这些!安德鲁·弗雷在Spry Fox和Roll7领导原型代码团队已有十年的经验,他将阐述他的框架,以实现和维护原型代码的方式,让设计师能够尽可能有效地回答重要的问题,而不会让程序员陷入 spaghetti code(意大利面代码)的困境。

Rapid and Creative Gameplay Prototyping in 'ASTRO BOT'

链接:https://schedule.gdconf.com/session/rapid-and-creative-gameplay-prototyping-in-astro-bot/910488

作者:Masayuki Yamada  (Principal Gameplay Programming Lead, Sony Interactive Entertainment)

Team ASOBI released ASTRO BOT in September 2024, which became a highly acclaimed 3D platformer. In this session, the team's lead gameplay programmer introduces prototyping techniques used during the development of ASTRO BOT. The game features a wide variety of power-ups, gimmicks, enemies, and interactions, each enhanced by unique animations, effects, sounds, and haptics that elevate the interactive experiences. Given the large number of unique elements and the constraints of time and resources, a strong emphasis is placed on prototyping to manage these challenges effectively. The speaker explains the specific methods and processes used to create these prototypes, and how collaboration with game designers and artists helped refine them into production-quality features, showcasing actual examples from the development process.

团队ASOBI在2024年9月发布了《ASTRO BOT》,这款游戏成为了一款备受赞誉的3D平台游戏。在这次分享中,团队的主要玩法程序员介绍了在《ASTRO BOT》开发过程中使用到的原型设计技术。游戏中包含了大量的各种强化道具、机关、敌人和互动元素,每个元素都通过独特的动画、效果、声音和触觉反馈来提升互动体验。鉴于游戏中存在大量独特的元素以及时间与资源的限制,强调了原型设计的重要性,以有效应对这些挑战。演讲者解释了用于创建这些原型的具体方法和流程,并说明了与游戏设计师和艺术家合作如何帮助这些原型完善为生产质量的功能,展示了开发过程中的实际案例。

Reaching Billions: Multiplatform Strategies and Performance Tools for Android (Presented by Google)

链接:https://schedule.gdconf.com/session/reaching-billions-multiplatform-strategies-and-performance-tools-for-android-presented-by-google/911226

作者:Simon Cooke  (Developer Programs Engineering, Android Games , Google)、Aly  (Developer Relations Engineer, Games, Android & Play, Google)、Gerald Li  (Developer Relations Engineer, Games, Android & Play, Google)、Patrick Martin  (Developer Relations Engineer, Google)、Maximiliano Rodriguez  (VP Business Operations, Gameloft)

One Android game. Billions of players. Phones, tablets, foldables, Chromebooks, and PCs. Discover how major updates to Google Play Games on PC allows you to effortlessly expand your reach and maximize your game's potential. Learn multiplatform strategies from industry leaders to truly delight every player, regardless of their device. We will also show how new Android performance tools can use data from the field to improve game performance, including new Android Vitals features. With the knowledge of what devices are having problems, you can use our new Profiling Manager API to capture relevant profiling data that can be used to diagnose slow performance and ANR issues. You will also learn Android Studio Power Profiler and ODPM, and how Kuro Games used the tool to improve power consumption. Join us to unlock the strategies these industry leaders use to achieve exceptional player reach and engagement by delivering outstanding gaming experiences across Android and Google Play.

一款安卓游戏。数十亿玩家。手机、平板电脑、折叠屏设备、Chromebook 和 PC。了解谷歌在PC端Google Play Games的重大更新如何帮助你毫不费力地扩大受众范围并最大化你的游戏潜力。从行业领导者那里学习多平台策略,以便真正取悦每一位玩家,无论他们使用的是哪种设备。我们还将展示新的Android性能工具如何利用实际运行数据来提升游戏性能,包括新的Android Vitals功能。通过了解哪些设备存在问题,你可以使用我们的新Profiling Manager API捕获相关的性能分析数据,这些数据可用于诊断慢速性能和ANR(应用无响应)问题。你还将学习Android Studio Power Profiler和ODPM(On Demand Performance Mode),以及Kuro Games如何使用该工具改善功耗。加入我们,解锁这些行业领导者用来实现卓越玩家覆盖和参与度的策略,通过提供出色的跨Android和Google Play的游戏体验。

Rendering 'Assassin's Creed Shadows'

链接:https://schedule.gdconf.com/session/rendering-assassins-creed-shadows/907526

作者:Nicolas Lopez  (Technical Architect, Ubisoft)

Assassin's Creed Shadows is a large systemic open world game with dynamic time of day cycles, a systemic weather system, and seasons. it is the first next gen only Assassin's Creed game. It's built on the next gen iteration of the Anvil engine and is the first Assassin's Creed game to feature Ray Traced Global Illumination. Such a large world and dynamic setting poses many rendering challenges. The talk focuses on a typical frame and walks the audience through the various steps required to produce the final render, focusing on gpu driven pipeline, lighting improvements and other new developments. It concludes with optimization strategies and best practices for open world games.

《刺客信条:影子》是一款大型系统化的开放世界游戏,具有动态日夜循环、系统性的天气系统和季节变化。它是首款仅针对次世代主机的《刺客信条》游戏。该游戏基于次世代Anvil引擎的迭代版本,并且是首款采用光线追踪全局光照的《刺客信条》游戏。如此庞大的世界和动态环境带来了许多渲染挑战。本次演讲聚焦于一个典型的帧画面,带领观众了解生成最终渲染所需的各个步骤,重点关注GPU驱动的管线、光照改进和其他新发展。最后,演讲总结了开放世界游戏中优化策略和最佳实践。

Scale Up Geometry Detail in Ray Traced Games (Presented by NVIDIA)

链接:https://schedule.gdconf.com/session/scale-up-geometry-detail-in-ray-traced-games-presented-by-nvidia/911194

作者:Juha Sjöholm  (Principal Engineer, NVIDIA)、Adam Marrs  (Principal Engineer, NVIDIA)

In this session, we will discuss how you can use a ray-tracing technique to scale up and define the next generation of real-time image fidelity.

在此环节中,我们将讨论如何使用光线追踪技术来提升并定义下一代实时图像清晰度。(ray-tracing technique)

Scaling with On-Device AI: Optimizing for Performance Across Diverse Hardware (Presented by Inworld AI)

链接:https://schedule.gdconf.com/session/scaling-with-on-device-ai-optimizing-for-performance-across-diverse-hardware-presented-by-inworld-ai/911479

作者:Kylan Gibbs  (CEO & Co-Founder of Inworld AI, Inworld AI)

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Smash the Scene in 'Marvel Rivals'

链接:https://schedule.gdconf.com/session/smash-the-scene-in-marvel-rivals/907067

作者:Xiaosheng Li  (Graphics Programmer, NetEase Games)

The conception of environmental destruction in Marvel Rivals aimed to capture the scale of world-breaking combat synonymous with Super Heroes. If the Hulk cannot demolish a building, can he truly be considered the Hulk? This consensus highlighted the necessity of implementing environmental destruction. However, the transition from concept to reality presented significant challenges.In this workshop, the game engineer at NetEase goes through some best practices to creating large scale destruction in Marvel Rivals. He walks you through the comprehensive solution, focusing on the key aspects such as destruction Hierarchy design, network physics, destruction simulation, rendering and the pipeline content.

《漫威对决》中环境破坏的概念旨在捕捉与超级英雄相关的世界毁灭性战斗的规模。如果浩克不能摧毁一座建筑,他还能被称为浩克吗?这种共识凸显了实现环境破坏的必要性。然而,从概念到现实的转变带来了巨大的挑战。在这次工作坊中,网易的游戏工程师将介绍在《漫威对决》中创建大规模破坏的一些最佳实践。他将带领大家深入了解全面的解决方案,重点关注诸如破坏层次设计、网络物理、破坏模拟、渲染和内容管线等关键方面。

Speed Up Game Development Using an AI Copilot for Game Engines (Presented by Coplay)

链接:https://schedule.gdconf.com/session/speed-up-game-development-using-an-ai-copilot-for-game-engines-presented-by-coplay/911388

作者:Jos  (Founder and CEO, Coplay)

In this session, Coplay's team will walk through the creation of a game from scratch using an AI copilot with Unity. They explain how Coplay integrates directly with Unity's Editor to provide a chat interface that eliminates and automates tedious tasks in the engine by leveraging project-wide context and AI.

Real-world case studies reveal how a copilot simplifies workflows that unifies coding, art, and design, allowing teams to rapidly iterate on ideas while working on more fun/meaningful problems.

在本场会议中,Coplay团队将带领大家从零开始使用Unity和AI副驾创建一款游戏。他们将解释Coplay如何直接集成到Unity编辑器中,提供一个聊天界面,通过利用项目范围内的上下文和人工智能来消除和自动化引擎中的繁琐任务。

现实世界中的案例研究展示了副驾如何简化工作流程,统一编码、美术和设计,从而使团队能够在更有趣或有意义的问题上快速迭代想法。

Streamlining Bot Development in 'For Honor' with ML Automation

链接:https://schedule.gdconf.com/session/streamlining-bot-development-in-for-honor-with-ml-automation/907474

作者:Philippe Marcotte  (R&D Developer/Machine Learning Engineer, Ubisoft)、Tarik Azzouni  (Gameplay Programmer, Ubisoft)

In For Honor, AI bots are essential for maintaining consistent gameplay in both multiplayer and single-player modes. Traditionally, creating these bots is a labor-intensive process, taking around four weeks per hero to define unique behaviors and difficulty levels. Our challenge was to automate this process to keep up with the game's frequent updates. We utilized reinforcement learning (RL) and self-play techniques, allowing bots to train by playing against existing scripted bots and themselves. This method proved to be efficient in getting bots that are good enough to hold their own against players. To tailor difficulty, we developed an action masking system, giving designers control over the RL bots which is normally a frequent issue with this kind of tech. Additionally, we combined RL with traditional scripted logic, like behavior trees, to create hybrid bots that integrate seamlessly into all game scenarios. These bots have gone through extensive testing to make sure they are up to par with their scripted counterpart and have now shipped in the game. This presentation will share our automated bot creation process, which drastically reduced development time required to make bots. We will also cover how the For Honor production is switching over to this new system for the creation of bots for future heroes. We also aim to provide practical insights into how ML and traditional AI can be synergized to streamline game development.

在《荣耀战魂》中,AI机器人对于保持多人模式和单人模式下的稳定游戏体验至关重要。传统上,创建这些机器人的过程非常耗时,每个英雄大约需要四周时间来定义独特的行为和难度级别。我们的挑战是自动化这一过程,以跟上游戏频繁更新的步伐。我们利用了强化学习(RL)和自对弈技术,让机器人通过与现有的预设机器人以及它们自己对战来进行训练。这种方法证明在获得足以与玩家抗衡的机器人方面是高效的。为了调整难度,我们开发了一个动作遮罩系统,为设计师提供了对RL机器人的控制权,这通常是这种技术的一个常见问题。此外,我们将RL与传统的预设逻辑(如行为树)相结合,创造了混合型机器人,能够无缝融入所有游戏场景。这些机器人已经过大量测试,确保它们的表现与预设机器人相当,并且现在已经应用于游戏中。本次演讲将分享我们自动化的机器人创建过程,该过程大大减少了创建机器人所需的开发时间。我们还将讨论《荣耀战魂》的制作团队如何转向这个新系统,以创建未来英雄的机器人。我们还旨在提供实用的见解,说明如何将机器学习(ML)和传统AI结合,以简化游戏开发流程。

The Discovery of the Perfect NavMesh

链接:https://schedule.gdconf.com/session/the-discovery-of-the-perfect-navmesh/907123

作者:Ben Sunshine-Hill  (Tech Lead, Havok)

Is there even such a thing as a "perfect" nav mesh? What would be the point of having one? And why is your AI so bad at navigating on cave walls and rope bridges? In this session, Ben Sunshine-Hill pulls back the curtain on more than a decade of evolution in AAA navigation systems, describes the hidden link between navigation and physics, and shows how off-the-shelf geometry processing libraries can be used to generate navigation data you can actually rely on.

是否存在所谓的“完美”导航网格?拥有一个这样的导航网格有什么意义?为什么你的AI在攀爬岩壁和走绳索桥时导航如此糟糕?在这次讲座中,Ben Sunshine-Hill 将揭开AAA级导航系统十多年演变的帷幕,描述导航与物理之间的隐秘联系,并展示如何使用现成的几何处理库来生成你可以信赖的导航数据。

The ECS Behind 'Space Marine 2'

链接:https://schedule.gdconf.com/session/the-ecs-behind-space-marine-2/906778

作者:Sergei Avdeev  (Engine Technical Director, Saber Interactive)

The session explores the development of a custom Entity Component System (ECS) built for Space Marine 2 to create hordes of enemies and other details in the game. The talk will cover many practical challenges of converting a traditional OO engine to include ECS features, as well as explore how to design your own ECS from the ground up to suit your game.

本次会议探讨了为《太空陆战队2》开发的自定义实体组件系统(ECS)的构建过程,该系统用于在游戏中创建大量敌人及其他细节。演讲将涵盖将传统面向对象(OO)引擎转换为包含ECS功能的许多实际挑战,同时还将探索如何从零开始设计适合自己游戏的ECS。

The Magic Behind Real-Time Ray Tracing Used in a AAA Sci-Fi Action Adventure (Presented by NVIDIA)

链接:https://schedule.gdconf.com/session/the-magic-behind-real-time-ray-tracing-used-in-a-aaa-sci-fi-action-adventure-presented-by-nvidia/911198

作者:Paula Jukarainen  (Developer Technology Manager, NVIDIA)

In this session, we’ll delve into details of how ray tracing and RTX technologies create realistic lighting. Learn about the implementation of NVIDIA RTX Dynamic Illumination (RTXDI) and DLSS, and how these techniques enhance visual fidelity. We'll also discuss optimizing ray tracing and RTX techniques for various performance targets, ensuring high-quality graphics without compromising on performance.

在本节中,我们将深入探讨光线追踪和RTX技术如何实现真实的照明效果。了解NVIDIA RTX动态照明(RTXDI)和DLSS的实现方式,以及这些技术如何提升视觉逼真度。我们还将讨论如何针对不同的性能目标优化光线追踪和RTX技术,确保高质量的图形表现而不牺牲性能。

The Synthesizer Plugins of 'COCOON'

链接:https://schedule.gdconf.com/session/the-synthesizer-plugins-of-cocoon/907260

作者:Jakob Schmid  (Audio director, Geometric Interactive)

The music that plays throughout most of COCOON is generated using 5 FMOD plugins, based on a handful of synthesis techniques including granular, subtractive, and FM/AM synthesis. These plugins run on all last- and current-generation consoles and on Windows.

Composer / programmer Jakob Schmid will explain the structure and operation of these instruments, how they are set up in FMOD Studio, and how they react to input from the game, focusing on a few experimentally developed control methods that might prove useful for any music software developer.

The plugins were developed experimentally using prototypes created in Bitwig's Grid mode and then reimplemented as FMOD Studio plugins in C++. This approach allowed rapid prototyping and effective implementation. A high level description of a few key components of the synthesizers is given, along with an explanation of how a graphical patch structure can be easily implemented in code.

在整个《COCOON》游戏中播放的音乐是使用5个FMOD插件生成的,这些插件基于几种合成技术,包括粒状合成、减法合成以及FM/AM合成。这些插件可以在所有上一代和当前世代的游戏主机以及Windows系统上运行。

作曲家兼程序员雅各布·施密德将解释这些乐器的结构和操作方式,它们是如何在FMOD Studio中设置的,以及它们如何对游戏输入作出反应,重点介绍了一些实验性开发的控制方法,这些方法可能对任何音乐软件开发者都有用。

这些插件最初是通过在Bitwig的Grid模式下创建的原型进行实验性开发的,然后以C++语言重新实现为FMOD Studio插件。这种方法允许快速原型设计和有效的实现。文中还将概述合成器的一些关键组件,并解释如何轻松地在代码中实现图形化连接结构。

The Technology Behind NVIDIA's Next Generation Graphics (Presented by NVIDIA)

链接:https://schedule.gdconf.com/session/the-technology-behind-nvidias-next-generation-graphics-presented-by-nvidia/911196

作者:Adam Marrs  (Principal Engineer, NVIDIA)、Evan Hart  (Distinguished Engineer, NVIDIA)、Jiayin Cao  (Senior Engineer, NVIDIA)

In this session, we will discuss the cutting edge algorithms and techniques behind NVIDIA's next generation graphics. We'll dive into the technical details and discuss the improvements to geometric complexity, light transport, and image quality / frame generation. You'll learn about our implementation in the NVIDIA RTX Branch of Unreal Engine (NvRTX) and see how these enhancements combine to redefine what's possible in real time.

在本节中,我们将讨论NVIDIA下一代图形背后的前沿算法和技术。我们将深入技术细节,并讨论几何复杂度、光传输和图像质量/帧生成方面的改进。您将了解我们在Unreal Engine中的NVIDIA RTX分支(NvRTX)中的实现,并看到这些增强功能如何结合起来重新定义实时图形的可能性。

The Uncanny Equation: The Future of Digital Faces (Presented by NVIDIA)

链接:https://schedule.gdconf.com/session/the-uncanny-equation-the-future-of-digital-faces-presented-by-nvidia/911195

作者:Damien Bataille  (., NVIDIA)、Bernado Antoniazzi  (., NVIDIA)、Nathan Hoobler  (., NVIDIA)

Dive into the fascinating world of face rendering, where we'll showcase the thrilling advancements and challenges in creating lifelike digital humans, while exploring the future of GPU technology that's reshaping the uncanny valley.

深入令人着迷的脸部渲染世界,在这里我们将展示创建逼真数字人类的激动人心的进展和挑战,同时探索重塑恐怖谷效应的GPU技术的未来。

Tools Roundtable Day 1: Engineering

链接:https://schedule.gdconf.com/session/tools-roundtable-day-1-engineering/908033

作者:Geoff Evans  (Principal Engineer, NVIDIA)

These roundtable sessions focus on discussion of best practices, novel techniques, and technical trade-offs for building game development tools and services. Game development tools are constantly evolving, so come to share what works (and what doesn't) at your studio, and listen to others' take on how to keep their creative teams producing awesome games.

Wednesday: "Engineering", focuses on tools programming, testing, deployment, frameworks, scripting, automation, extensibility, and telemetry.

Thursday: "Assets" focuses on export/import, interchange, persistence, collaboration, search and organization, development models (branching and/or trunking), revision control, and outsourcing.

Friday: "Build" focuses on processing assets through to the game in all its forms: build systems, caching, distribution, scalability, optimization, disc mastering and patching.

这些圆桌会议主要讨论构建游戏开发工具和服务的最佳实践、新颖技术以及技术权衡。游戏开发工具在不断演变,因此请前来分享您工作室中哪些方法有效(或无效),并听取他人关于如何保持创意团队制作出优秀游戏的观点。

周三:“工程”主题聚焦于工具编程、测试、部署、框架、脚本、自动化、可扩展性和遥测技术。

周四:“资源”主题聚焦于导出/导入、交换、持久性、协作、搜索与组织、开发模型(分支和/或主线)、版本控制以及外包。

周五:“构建”主题聚焦于将各种形式的资源处理成游戏:构建系统、缓存、分发、可扩展性、优化、光盘制作和补丁更新。

Tools Roundtable Day 2: Assets

链接:https://schedule.gdconf.com/session/tools-roundtable-day-2-assets/911357

作者:Geoff Evans  (Principal Engineer, NVIDIA)

These roundtable sessions focus on discussion of best practices, novel techniques, and technical trade-offs for building game development tools and services. Game development tools are constantly evolving, so come to share what works (and what doesn't) at your studio, and listen to others' take on how to keep their creative teams producing awesome games.Wednesday: "Engineering", focuses on tools programming, testing, deployment, frameworks, scripting, automation, extensibility, and telemetry.Thursday: "Assets" focuses on export/import, interchange, persistence, collaboration, search and organization, development models (branching and/or trunking), revision control, and outsourcing.Friday: "Build" focuses on processing assets through to the game in all its forms: build systems, caching, distribution, scalability, optimization, disc mastering and patching.

这些圆桌会议主要讨论构建游戏开发工具和服务的最佳实践、创新技术以及技术权衡。游戏开发工具不断进化,因此请前来分享你们工作室哪些方法有效(或无效),并听取他人关于如何保持创意团队产出优秀游戏的看法。
周三:“工程”主题聚焦于工具编程、测试、部署、框架、脚本、自动化、可扩展性和遥测技术。
周四:“资源”主题关注导出/导入、互换性、持久性、协作、搜索与组织、开发模型(分支或主线)、版本控制和外包。
周五:“构建”主题侧重于将各种形式的资源处理成游戏成品:构建系统、缓存、分发、可扩展性、优化、光盘制作和补丁更新。

Tools Roundtable Day 3: Build

链接:https://schedule.gdconf.com/session/tools-roundtable-day-3-build/911358

作者:Geoff Evans  (Principal Engineer, NVIDIA)

These roundtable sessions focus on discussion of best practices, novel techniques, and technical trade-offs for building game development tools and services. Game development tools are constantly evolving, so come to share what works (and what doesn't) at your studio, and listen to others' take on how to keep their creative teams producing awesome games.Wednesday: "Engineering", focuses on tools programming, testing, deployment, frameworks, scripting, automation, extensibility, and telemetry.Thursday: "Assets" focuses on export/import, interchange, persistence, collaboration, search and organization, development models (branching and/or trunking), revision control, and outsourcing.Friday: "Build" focuses on processing assets through to the game in all its forms: build systems, caching, distribution, scalability, optimization, disc mastering and patching.

这些圆桌会议重点讨论构建游戏开发工具和服务的最佳实践、创新技术以及技术权衡。游戏开发工具不断进化,因此请前来分享您工作室中的有效(或无效)经验,并听取他人关于如何保持创意团队制作出色游戏的看法。
周三:“工程”专注于工具编程、测试、部署、框架、脚本、自动化、可扩展性和遥测技术。
周四:“资源”专注于导出/导入、交换、持久性、协作、搜索与组织、开发模型(分支和/或主线)、版本控制和外包。
周五:“构建”专注于将各种形式的资源处理成游戏成品:构建系统、缓存、分发、可扩展性、优化、光盘制作和补丁更新。

Tools Summit: A Series of Microtalks About Spreadsheets

链接:https://schedule.gdconf.com/session/tools-summit-a-series-of-microtalks-about-spreadsheets/908160

作者:Guillaume Pierre  (Senior Designer, Magic Fuel Games)、Nathan Harling  (Senior Game Designer, EA Maxis)、Russ Fan  (Lead Game Designer, Independent)、Lauren Scott  (Senior Systems Designer, Double Fine)、Tyler Coleman  (Founder, Ludo Systems Inc.)、Tomo Moriwaki  (Creative Director, Hyperkinetic Studios)

Spreadsheets! They're the most versatile tool in a game designer's palette, offering unmatched possibilities. In these microtalks, spreadsheet nerds will showcase their creations, sharing insights on their origins, workflow, design choices, and discoveries.

Lauren Scott shipped economy and progression systems for Psychonauts 2. She'll present the spreadsheet used to bring diverse levels to life under a shared progression scheme.

Guillaume Pierre created an economy spreadsheet for Cityscapes: Sim Builder, simulating time, space, money, and progression to balance landmark effects.

Nathan Harling used a spreadsheet to generate thousands of words of player-facing text, reducing errors and editing costs.

Tyler Coleman's team built game content in spreadsheets for Merchant Guilds, using Apps Scripts for direct deployment, making it a trusted source for live game content.

Russ Fan developed a level design tool within spreadsheets for Full Bloom, enabling quick iteration on hundreds of levels.

Tomo Moriwaki explored storytelling complexity with Epic Tavern, managing thousands of encounters and over 600 quests.

表格!它们是游戏设计师工具箱中最 versatile(多功能)的工具,提供了无与伦比的可能性。在这些小型演讲中,表格高手们将展示他们的创作,并分享它们的起源、工作流程、设计选择和发现。

劳伦·斯科特为《心灵杀手2》设计了经济和进度系统。她将展示用于在共享进度方案下让不同关卡焕发生机的表格。

纪尧姆·皮埃尔为《城市景观:模拟建造者》创建了一个经济表格,模拟时间、空间、金钱和进度来平衡地标效果。

内森·哈林使用一个表格生成了数千条面向玩家的文字内容,减少了错误并降低了编辑成本。

泰勒·科尔曼的团队使用电子表格为《商行公会》构建游戏内容,并使用Apps Scripts进行直接部署,使其成为实时游戏内容的可靠来源。

鲁斯·范开发了一个关卡设计工具嵌入在电子表格中,用于《全盛时期》,使得数百个关卡能够快速迭代。

森崎茂树通过《史诗酒馆》探索了叙事复杂性,管理了数千个遭遇和超过600个任务。

Tools Summit: Designing Extensibility for EA’s Submission Tool CheckMate

链接:https://schedule.gdconf.com/session/tools-summit-designing-extensibility-for-eas-submission-tool-checkmate/908113

作者:Byron Mayne  (Senior Software Engineer, Electronic Arts)

At Electronic Arts before users submit content to Perforce they must run a pre-submission tool called CheckMate. This tool is used at almost every studio at EA and provides a consistent experience for everyone. The challenge being that no one studio or team works in the same way. In this presentation, we will go over the technical architecture of CheckMate and how it supported extensibility and leveraged inner-sourcing.

在艺电公司(Electronic Arts),用户在向Perforce提交内容之前,必须运行一个名为CheckMate的预提交工具。这个工具几乎在EA的每个工作室都被使用,并为所有人提供了一致的体验。挑战在于没有一个工作室或团队的工作方式是相同的。在本次演示中,我们将介绍CheckMate的技术架构,以及它是如何支持扩展性和利用内源开发(inner-sourcing)的。

Tools Summit: Mission Kontrol: Revolutionizing Combat Testing for 'Mortal Kombat 1'

链接:https://schedule.gdconf.com/session/tools-summit-mission-kontrol-revolutionizing-combat-testing-for-mortal-kombat-1/909227

作者:Etienne Palmer-Campbell  (Gameplay Software Engineer, NetherRealm Studios)

A presentation from NetherRealm studios telling the development story of Mission Kontrol – an Unreal Engine plugin for testing fighting game combat scenarios that has become an essential tool for hundreds of artists, engineers, QA testers, and designers. This is a high-level retrospective on the full process of problem identification, framework design, implementation, feedback, and live iteration alongside an evolving game project.

Every game studio discipline has a unique workflow and toolbox, but they all contribute to the same shared product. Ensuring the stability and quality of that product is a shared responsibility, so everybody needs to be able to test their work locally before submitting to a shared build. Especially when fixing bugs. This can be a significant challenge in a game with intricate controls, or for a hybrid remote workforce. Learn how NetherRealm addressed this problem with in-engine tooling, dramatically reducing bug-fixing and iteration times.

NetherRealm工作室的一次展示,讲述了Mission Kontrol(米ッション コントロール)——一个用于测试格斗游戏战斗场景的Unreal Engine插件——的开发故事。这个工具已经成为数百名艺术家、工程师、质量保证测试员和设计师不可或缺的工具。这是一次高层次的回顾,涵盖了从问题识别、框架设计、实现、反馈到与不断发展的游戏项目同步进行的实时迭代的整个过程。

每个游戏工作室的各个学科都有独特的流程和工具箱,但它们都共同贡献于同一个产品。确保该产品的稳定性和质量是每个人的责任,因此每个人都需要能够在提交到共享构建之前在当地测试自己的工作。特别是在修复错误时,这对于控制复杂的控制系统或混合远程工作的团队来说可能是一个重大挑战。了解NetherRealm如何通过引擎内的工具解决这个问题,从而显著减少了错误修复和迭代时间。

Tools Summit: Nodes and Native Code: DECIMA's Visual Programming for Every Discipline

链接:https://schedule.gdconf.com/session/tools-summit-nodes-and-native-code-decimas-visual-programming-for-every-discipline/908187

作者:Bryan Keiren  (Principal Game Tech Programmer, Guerrilla)

All games contain scripted logic, yet not every developer has an affinity for code. A visual programming framework can unlock a world of productivity for a wide range of developers, if the user experience is smooth enough. It can be used by multiple engine systems and doesn't have to come at the cost of performance.In this session, Bryan Keiren, Principal Game Tech Programmer at Guerrilla, will tell you about how a visual programming framework for audio scripting became a blueprint for visual programming in other subsystems of Guerrilla's DECIMA engine such as animation, game logic, and shaders. The audience will be guided through which features helped to achieve fast creation and iteration times, how it enables content creators to independently debug their content, how the framework has scaled to multiple engine systems, and how it supports developers of all disciplines to code without writing code.

所有游戏都包含脚本逻辑,但并非每位开发者都擅长编程。如果用户体验足够流畅,视觉编程框架可以为广泛的开发者解锁大量的生产力。它可以被多个引擎系统使用,并且不必以牺牲性能为代价。在这次讲座中,Guerrilla Games 的首席游戏技术程序员 Bryan Keiren 将讲述如何为音频脚本设计的视觉编程框架成为了 Guerilla 的 DECIMA 引擎其他子系统(如动画、游戏逻辑和着色器)视觉编程的蓝图。观众将了解到哪些功能帮助实现了快速创建和迭代时间,它是如何使内容创作者能够独立调试他们的内容,该框架是如何扩展到多个引擎系统的,以及它如何支持各学科的开发者无需编写代码即可进行编程。

Tools Summit: Unlocking Hidden Value: UX Behind the Final Product, the CDPR Way

链接:https://schedule.gdconf.com/session/tools-summit-unlocking-hidden-value-ux-behind-the-final-product-the-cdpr-way/909341

作者:Anna Nojek  (UX/UI Designer, CD PROJEKT RED)

In game development, the focus of user experience often centers on the player experience, but the journey of creating it is just as crucial. Before a game reaches players, designers, developers, and artists must navigate tools and workflows that directly influence the quality of the final product. This talk explores the often-overlooked importance of internal UX in game creation, with insights drawn from the processes at CD PROJEKT RED.Using examples of custom tools, such as Asset Hive, Anna demonstrates how optimizing tools and workflows at CD PROJEKT RED saves time, enhances collaboration, and fosters creativity. Participants will gain an understanding of the difference between merely unblocking issues and achieving true optimization. They will leave with actionable insights to immediately apply UX strategies to their own game development workflows, driving measurable improvements and supporting the excellence of their designs.

在游戏开发中,用户体验的重点通常集中在玩家体验上,但创建这一过程同样至关重要。在游戏到达玩家之前,设计师、开发者和艺术家必须导航那些直接影响最终产品质量的工具和工作流程。此次演讲探讨了在游戏创作过程中经常被忽视的内部用户体验的重要性,并从CD PROJEKT RED的工作流程中汲取了经验。通过使用自定义工具(如Asset Hive)的例子,安娜展示了如何在CD PROJEKT RED优化工具和工作流程,从而节省时间、增强协作并激发创造力。参与者将理解仅仅解决阻塞问题与实现真正优化之间的区别。他们将带着可操作的见解离开,立即应用于自己的游戏开发工作流程中,推动可衡量的改进,并支持其设计的卓越性。

Unity Developer Summit: Accelerating the Creation of your Competitive Multiplayer Game (Presented by Unity)

链接:https://schedule.gdconf.com/session/unity-developer-summit-accelerating-the-creation-of-your-competitive-multiplayer-game-presented-by-unity/911617

作者:Esteban Enrique Maldonado Cabán  (Senior Developer Advocate, Unity, Unity)、Laurent Gibert  (Director of Product Management, Unity, Unity)

Learn how to streamline the creation of scalable and competitive multiplayer games with Unity 6's new end-to-end multiplayer workflow. This session provides a live walkthrough of powerful tools such as the Multiplayer Center, Multiplayer Widgets, Playmode Tools, Multiplayer Roles, and the seamless in-editor integration of Multiplay Hosting and Matchmaking. Whether you're refining your multiplayer workflow or looking to launch your next multiplayer title, this session offers actionable insights and hands-on techniques to help you build robust, scalable multiplayer experiences for players around the globe.

了解如何使用Unity 6的新端到端多人游戏工作流程简化可扩展且具有竞争力的多人游戏的创建。本次会议将现场演示强大的工具,如多玩家中心(Multiplayer Hub)、多玩家小部件(Multiplayer Widgets)、Playmode工具、多玩家角色(Multiplayer Roles)以及多玩主机和匹配的无缝编辑器集成(seamless in-editor integration of Multiplay Hosting and Matchmaking)。无论您是在优化多人游戏工作流程,还是计划推出下一款多人游戏作品,本次会议都将提供实用的见解和动手技术,帮助您为全球玩家构建稳健且可扩展的多人游戏体验。

Unity Developer Summit: Elevating the Ad Experience: A Playbook for Building Trust & Safety (Presented by Unity)

链接:https://schedule.gdconf.com/session/unity-developer-summit-elevating-the-ad-experience-a-playbook-for-building-trust-safety-presented-by-unity/911619

作者:Scott Menzer  (Senior Director, Product Management at Unity, Unity)

Player trust is crucial for long-term engagement and sustainable revenue. Join Scott Menzer as he shares Unity's proven strategies for maintaining player privacy while combating bad ads and invalid traffic. Through real-world examples and actionable insights, you'll gain the tools to ensure a safe and positive player experience, maintain advertiser investments, and confidently navigate this complex, ever-changing landscape.

玩家信任对于长期参与和可持续收入至关重要。加入Scott Menzer,他将分享Unity经过验证的策略,以在打击不良广告和无效流量的同时保持玩家隐私。通过真实世界的示例和可操作的见解,您将获得确保安全和积极的玩家体验、维持广告商投资并自信地驾驭这个复杂且不断变化的领域的工具。

Unity Developer Summit: Getting Dredge to Look Great and Run Cool on Mobile (Presented by Unity)

链接:https://schedule.gdconf.com/session/unity-developer-summit-getting-dredge-to-look-great-and-run-cool-on-mobile-presented-by-unity/911613

作者:Joe Cruz  (Senior Technical Artist, Unity, Unity)

Discover the challenges and strategies behind bringing the award-winning game Dredge to Android. This session explores optimization techniques used to improve framerate, thermal efficiency, and GPU performance. Learn how the team optimized game assets and shaders for the Universal Render Pipeline (URP), developed an innovative approach to generating Level of Detail (LOD) models, and leveraged Adaptive Performance (ADPF) to address platform-specific challenges. This session will also cover solutions for issues around OpenGL and Vulkan, offering actionable insights to help you optimize mobile ports and push the boundaries of performance in real-time 3D projects.

探索将获奖游戏《Dredge》移植到Android平台背后所面临的挑战和策略。本次分享探讨了用于提升帧率、热效率和GPU性能的优化技术。了解团队如何针对通用渲染管线(URP)优化游戏资源和着色器,开发了一种创新的方法来生成细节层次(LOD)模型,并利用自适应性能(APDF)来应对特定平台的挑战。本次分享还将涵盖关于OpenGL和Vulkan问题的解决方案,提供可操作的见解,帮助你优化移动平台移植,并在实时3D项目中突破性能极限。

Unity Developer Summit: Graphics Rendering: Getting the Best Performance with Unity 6.1 (Presented by Unity)

链接:https://schedule.gdconf.com/session/unity-developer-summit-graphics-rendering-getting-the-best-performance-with-unity-61-presented-by-unity/911611

作者:Elad Damian Nachman  (Senior Technical Product Manager, Unity, Unity)、Mathieu Muller  (Lead Product Manager for Graphics, Unity, Unity)

Ready to take your game's performance to the next level across mobile, desktop, and console platforms? This session introduces the powerful graphics optimizations and tools in Unity 6.1 that can help minimize CPU and GPU rendering overhead. Learn how to increase frame rate, extend mobile battery life, and push visual fidelity further.

准备好在移动、桌面和主机平台上提升你的游戏性能了吗?本 session 介绍了 Unity 6.1 中强大的图形优化和工具,这些可以帮助减少 CPU 和 GPU 的渲染开销。了解如何提高帧率、延长移动设备的电池寿命,并进一步提升视觉质量。

Unity Developer Summit: Immersive Experiences: Building Cross-Platform Mixed Reality (Presented by Unity)

链接:https://schedule.gdconf.com/session/unity-developer-summit-immersive-experiences-building-cross-platform-mixed-reality-presented-by-unity/911614

作者:Andy Biar  (Senior Software Engineer, Unity, Unity)、Matt Schoen  (Staff Software Engineer, Unity, Unity)

2025 promises exciting advancements in XR with new devices and enhanced spatial capabilities. Discover Unity's latest cross-platform development tools in Unity 6, designed to help you create innovative and immersive experiences. Build for leading XR platforms with tools that empower creators to push the boundaries of what's possible.

2025年有望在XR领域带来令人兴奋的技术进步,包括新的设备和增强的空间计算能力。探索Unity 6中的最新跨平台开发工具,这些工具旨在帮助您创建创新且沉浸式的游戏体验。使用能够赋予创作者力量的工具为领先的XR平台构建内容,以推动可能性的边界。

Unity Developer Summit: Performance Tips & Tricks from a Unity Consultant (Presented by Unity)

链接:https://schedule.gdconf.com/session/unity-developer-summit-performance-tips-tricks-from-a-unity-consultant-presented-by-unity/911610

作者:Nicolas Alejandro Borromeo  (Senior Software Development Consultant, Unity, Unity)

Learn proven performance best practices from Nicolas Borromeo, a Unity consultant and author of the Hands-On Unity Game Development book series. In this session, Nicolas will outline some of the most impactful performance issues developers commonly encounter while working on Unity projects. You'll learn practical strategies to avoid or resolve these obstacles and ensure smoother performance. With live demos, this session will showcase how to use profiling tools to identify problem areas and apply effective solutions directly within a Unity project.

从Unity咨询师、《Hands-On Unity Game Development》系列丛书作者尼古拉斯·博罗梅奥那里学习经过验证的性能最佳实践。在本次会议中,尼古拉斯将概述开发者在Unity项目开发过程中通常会遇到的一些最具影响力的表现问题。你将学习实用的策略来避免或解决这些障碍,以确保更流畅的性能。通过实时演示,本次会议将展示如何使用分析工具来识别问题区域,并直接在Unity项目中应用有效的解决方案。

Unity Developer Summit: Stumbling into New Platforms: Taking 'Stumble Guys' to Console (Presented by Unity)

链接:https://schedule.gdconf.com/session/unity-developer-summit-stumbling-into-new-platforms-taking-stumble-guys-to-console-presented-by-unity/911620

作者:Jorge Martinez Vargas  (Staff Engineer, Scopely, Scopely)

In this session, attendees will learn how Stumble Guys – the mobile sensation party battle royale game – expanded to new platforms, becoming one of the top F2P console games released in 2024 while keeping an active release schedule on existing platforms.

This session gives an overview of the project and goals for platform expansion, then dives into two main focus areas. First, it addresses the decisions and trade-offs made to port the game while maintaining releases on existing platforms, followed by a discussion of the technical challenges faced and lessons learned bringing the game from mobile and Steam to WebGL and consoles.

在此环节中,与会者将了解《Stumble Guys》——这款移动平台上火爆的派对大逃杀游戏,是如何扩展到新平台的,并成为2024年发布的一款顶级免费玩(F2P)主机游戏,同时还在现有平台上保持了活跃的更新节奏。

本环节首先概述了项目及其扩展平台的目标,然后深入探讨了两个主要关注点。首先,讨论了为了将游戏移植到新平台的同时还维持现有平台上的更新所做出的决策和权衡,随后讨论了从移动设备和Steam平台到WebGL和主机平台的技术挑战及经验教训。

Unity Developer Summit: The Unity Engine Roadmap (Presented by Unity)

链接:https://schedule.gdconf.com/session/unity-developer-summit-the-unity-engine-roadmap-presented-by-unity/911607

作者:Marc-André Ferguson  (Director of Product Management, Unity, Unity)、Laurent Gibert  (Director of Product Management, Unity, Unity)

Want a sneak peek at the future of Unity? Join us at GDC 2025 for a can't-miss session exploring the latest advancements in the Unity Editor and Engine. In just one hour, we'll dive into the innovations shaping Unity 6—our current generational release—including upgrades to graphics performance, expanded platform support, and industry-leading tools. Discover how creativity, efficiency, and innovation come together to empower creators like you.

想抢先了解Unity的未来吗?请参加2025年游戏开发者大会(GDC 2025),我们将举办一场不容错过的会议,探索Unity编辑器和引擎的最新进展。在一个小时的时间里,我们将深入探讨塑造Unity 6(我们当前的世代发布)的创新功能,包括图形性能的提升、平台支持的扩展以及行业领先的工具。了解创造力、效率和创新如何结合在一起,为像您这样的创作者赋能。

Unlock the Full Potential of your Game with Vulkan and ADPF (Presented by Google)

链接:https://schedule.gdconf.com/session/unlock-the-full-potential-of-your-game-with-vulkan-and-adpf-presented-by-google/911225

作者:Nate Trost  (Developer Relations Engineer, Android Games, Google)、Dohyun Kim  (Developer Relations Engineer, Games, Android & Play, Google)、Jungwoo Kim  (Principal Engineer, Samsung)

Vulkan unlocks the potential of modern mobile graphics hardware, bringing new features, and increased performance. Android Dynamic Performance Framework (ADPF) enables developers to adjust between the device and game's performance in real-time based on the thermal state of the device. It also allows games to send signals to the device about their upcoming resource needs. In this session, you'll get an overview of the current state and future of Vulkan on Android. You get the latest on how popular game engines take advantage of this technology, and hear stories from top game developers with amazing Android game experiences. Finally you'll see source code examples of how to use Vulkan and ADPF in your game along with tips and best practices.

Vulkan解锁了现代移动图形硬件的潜力,带来了新的功能和更高的性能。Android 动态性能框架(ADPF)使开发者能够根据设备的热状态实时调整设备和游戏之间的性能。它还允许游戏向设备发送信号以预告其即将需要的资源。在本次会议中,您将了解当前状态下Android平台上Vulkan的现状和未来发展方向。您将获得关于流行游戏引擎如何利用这项技术的最新信息,并听取顶级游戏开发者分享他们的精彩Android游戏体验故事。最后,您将看到使用Vulkan和ADPF的游戏源代码示例,以及相关的技巧和最佳实践。

Unlocking New Levels of Autonomy for NPCs with NVIDIA ACE (Presented by NVIDIA)

链接:https://schedule.gdconf.com/session/unlocking-new-levels-of-autonomy-for-npcs-with-nvidia-ace-presented-by-nvidia/911189

作者:Evgeny Makarov  (Principal Engineer, NVIDIA, NVIDIA)

This session dives into the technical details of creating NPCs that go beyond scripted responses. We'll break down our approach to using small language models directly on device, showing how we solved complex challenges of making characters feel alive and reactive. From architectural decisions to performance optimization, you'll get an in-depth look at how we used NVIDIA ACE to expand the possibilities of interactive character interactions.

本节深入探讨了创建超越预设响应的NPC的技术细节。我们将分解我们直接在设备上使用小型语言模型的方法,展示我们如何解决让角色显得生动和具有反应性的复杂挑战。从架构决策到性能优化,你将深入了解我们如何使用NVIDIA ACE扩展交互角色互动的可能性。