Back From GDC 2008!
2008, March 23
This year's edition of the Game Developers Conference was a milestone for
Allegorithmic. After months of hard work to prepare the show, we were pretty
excited to unveil our latest developments and have the opportunity to meet most
of the key players in the industry. Now the show is over and it went really well
for us so we wanted to share a bit of all the things that happened during these
3 crazy days.
Down to the expo floor before it opens
Typical scene at our booth
Substance presentation during Allegorithmic's Sponsored Session
After months of underground development (we used to work in what can only be
considered as a cave), the GDC was our greatest possible occasion to publicly
unveil our new generation of middleware for authoring and generating procedural
textures, named
Substance.
For that matter, we hosted a Sponsored Session where Dr Sebastien Deguy,
President and Founder of Allegorithmic, explained what the vision for the
future of texturing was behind Substance and what benefits it would bring
to the video games industry. He was accompanied on stage by three of our most
prestigious supporters and clients,
Thomas Bidaux, Director of
Product Development at NCSoft Europe,
Jay Koottarappallil, CEO
& Artist at WhiteMoon Dreams Inc., and
Brennan Priest, former
Production Expert at Ubisoft and CEO of Priest Consulting.
Among other things, Jay made a particularly clever demonstration on how MaPZone
Pro, the authoring tool included in our current middleware,
ProFX
Online, was saving him and his studio tremendous amount of time by
creating seamlessly tiling variations of a same texture (in this case to make a
large terrain) in just a few clicks! As we are talking about productivity, we
will soon add some information on the ProFX Online webpage with preliminary
results of a study conducted by Brennan Priest that is already showing our
middleware is a very effective solution to reduce the texture production time
in the course of a game development. Stay tune!
Namacius exposed at our booth
This GDC was also the opportunity for us to showcase our latest in-house demo,
Namacius. Instead of simply making a video showing how great
the textures created with ProFX Online look, we wanted to create a visually
stunning game with a texture package that is so small you considerably reduce
the size of the game and optimize it for digital distribution.
So we used our own tools, MapZone Pro and ProFX Engine, and the Unreal Engine 3
to create an
exclusive map for the Capture-the-Flag mod of Unreal
Tournament 3. Characters and weapons are taken from the game, but all
the textures of the map are procedural. So what you actually download is a pack
that contains
270KB of textures instead of the 257MB of DXT5 compressed
bitmaps.
The best part for us was not to tell about those figures before people would
actually take the time to admire the visual quality of the map displayed on a
large and gorgeous flat screen. The image was superb so the figures were all
the more impressive to everyone. And we were quite happy about this of course!
Namacius will be
released very soon so you will be able to see
for yourself what you can get for 270KB of textures...
Pictures from the expo floor
Alexis Khouri, our Head of Sales, making a demo of Namacius
Sylvain making a demo of MaPZone
Have a break, have a killing spree !
Hands are very important to explain how procedural textures work
Non stop business meetings inside the booth
Exclusive picture of our President,
Dr. Sebastien Deguy (center)
Exclusive picture of a girl at the GDC :)
You will love to get killed in Namacius
Visitors could see Namacius and lots of 8-core PCs at the booth of Intel, our partner
Emergent, our most recent business partner, had lots of things going on at their booth
You could not miss the Sony booth right at the entrance of the expo floor
The Nintendo Universe : Wii-Fit, Super Smash Bros. Brawl and Reggie Fils-Aime
As you can see, the Wii-Fit is also a flight simulator. Or is it ?
The GDC is also about having huge parties...
...but people from Allegorithmic just never stop working !