Meeting Reports and Materials
For your reference, the Chapter team puts up materials of each Chapter
Meeting such as a summary report, lecture summaries and meeting handouts.
We would like to extend our deepest appreciation to all who contributed to
these documents.
Meeting #6
Summary Report: [HTML]
Lecture Summaries:
Speaker | Lecture / Summary |
N/A | Cover Handout: PDF: |
N/A | Event Calendar: PDF |
Dirk Ringe | Systemarchitektur der Simulation von SpellForce 2 |
Oliver Strunk | Hey, my GPU can do physics too! |
Daniel Dumont | Creating Design Docs by the example of Darkstar One |
Jussi Holopainen | Double Feature: Game Design Patterns |
Bernd Diemer / Sten Hübler | Crysis: Anatomy of the E3 Game Version |
Meeting #4
Summary Report: [HTML]
Lecture Summaries:
Speaker |
Lecture / Summary |
N/A |
Cover Handout (PDF) |
N/A |
Event Calendar (PDF) |
Hendrik H. Heimer |
Real-time Multiplayer Mobile Games (slides PPT / summary PDF) |
Sven Fahrenwald / Eric Werner |
Designing a Maya-based Pipeline to bringing your Art Assets into your game (summary PDF) |
Philipp Hatt / Emmanuel Marquez |
Ask the right questions: Picking the “best” physics middleware for your project? (slides PPT / summary PDF) |
Chris Schmitz |
Managing your projects sucessfully - Dos and Don'ts (slides PPT) |
Maral Haar |
Good Games Interface Design (slides PDF / summary PDF)
|
Volker Helzle |
Power tools for believable facial animation (summary PDF) |
FMX Chapter Games Track
Summary Report: [HTML]
Different from other activities, this event of the Frankfurt Chapter was held on Saturday, April 30, in association with the FMX 2005 conference in Stuttgart, click here to read the report in HTML format (see also: www.fmx.de).
Meeting #3
Lecture Summaries:
Speaker |
Lecture / Summary |
N/A |
Cover Handout [PDF] |
N/A |
Event Calendar [PDF] |
Thorsten Kesse |
Normal Maps, Displacement Maps und Modellierungsgeschwindigkeit von Z-Brush [PDF] |
Kai Rosenkranz |
Assetverwaltung am Beispiel einer proprietären Lösung für Gothic III [PDF] |
Fabian Röken |
Automatisierte Qualitätssicherung mit Hilfe von Xtreme Programming Praktiken [PDF] |
Ben Bauer |
WYSIWYP (What You See Is What You Play)-Technology and Sandbox-Editor [PDF] |
Meeting #2
Summary Report: [HTML] [PDF] [DOC]
Lecture Summaries:
Speaker | Lecture / Summary |
Ralf C. Adam | Top 15 Design Rules für Game Designer [PDF] |
Folker Schamel | Technische Aspekte des Level Design aus Engine Sicht [PDF] |
Dag Frommhold | Terrain-Texturierung und -Rendering: Designentscheidungen in verschiedenen Game-Settings [PDF] |
Antony Christoulakis | Legend of Kay (PS2) , Background Artwork Post Mortem [PDF] |
Kai Rosenkranz | Interaktivität oder orchestrale Qualität oder beides? [PDF] |
Meeting #1
Summary Report: [HTML] [PDF] [DOC]
Lecture Summaries:
Speaker | Lecture / Summary |
Dr. Stefan Blanck | Charakter Sheets als Storyboarding-Tool für Game Designer [PDF] |
Jochen Eeuwyk | Vom Papier zur Gestalt – Charakter-Entwurf für Games [PDF] |
Oliver Strunk | Charakter Controller in Spielen [page1: PDF] [page2: PDF] |
Danie Conradie | What you should know before writing your Max or Maya exporter [PDF] |
Michael Sapp | Sprechercasting und Sprachaufnahmen für Game-Charaktere [PDF] |
Falko Löffler | Rezension eines Standardwerkes aus dem Bereich „Charakter“ in der Spieleentwicklung [PDF] |
