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#GDC 2005
l-1-z-a · 10 months
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Scripting and Sims2: Coding the Psychology of Little People / Making The Sims the Sims: How we make objects and Sims behaviors in Sims2. - Jake Simpson
A presentation at the 2005 Game Developer Conference by Jake Simpson. He was the lead engineer on simulation and tools for The Sims 2.
The presentation covers the following topics:
Definition of the concept of an "object" in Sims 2.
The process of determining what an object will be.
Tools used in object creation, including the Edith Object/Scripting/Debugging Tool.
Discussion of alternative approaches to script creation.
Demonstration of the object creation process. (not saved)
Acknowledgments to the object engineering team in Sims 2.
Description of the core content of objects in Sims 2.
The process of object creation, including design requirements, technical meetings, scheduling of models, animations, textures, and sounds.
Tools and processes used in object creation.
Exploration of the Simantics language used for object script development.
Pros and cons of Edith/Simantics in the object creation process.
Discussion of scripting approaches.
Specifics of object construction, including hierarchical script construction and exporting/importing settings for external modification.
The importance of profiling and debugging in the object creation process.
Demonstration of object creation using the Sims 2 object pipeline. (not saved)
Additionally, the presentation includes mentions of developers, acknowledgments, and the opportunity for questions.
Slides from the presentation:
Audio recording of Jake Simpson's speech:
Transcription of the audio recording - to read if it is difficult to perceive by ear, and to quickly find information from the speech. Only the answers to the questions turned out to be incomplete:
На русском языке:
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g4zdtechtv · 2 years
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FULL EPISODE: The Screen Savers - The Bobfather (2.15.05 | First Show on G4)
Who Wants to Be A Millionaire Named Tony?
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shuttershocky · 4 months
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Hate this thing where I post about really cool stuff that got canceled or ruined by executive meddling and then people tag it with 'My roman empire' like I assure you there are better things to compare missed opportunities to than one of the most infamous, long-lived, and powerful empires in ancient history
Being able to have played the GDC 2005 Spore build before it got reworked would have given your life 100000x the amount of joy of being a slave to Rome
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morso-online · 1 year
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Watching the GDC 2005 Spore presentation because I'm a self-hating autistic person and I cannot STOP THINKING about how he starts off in the ocean
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Swimming around in the murky depths in a way that terrifies me so. In an environment that should have AT LEAST been part of an expansion pack post-release
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And then mister Will Wright puts legs on that shit....
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AND THEN WALKS OUT OF THE OCEAN INTO THE REGULAR CREATURE STAGE???? Like it's fucking nothing. The game should not have been shipped without this.
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fooligandan · 2 months
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looking at the 2005 gdc footage of spore again and thinking abt what couldve been
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uhsussexs · 19 years
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Haywards Heath dentist left patient in 'agony'
David Bradly, for the GDC, said the woman, known as Patient A, first visited the surgery on October 4, 2005, suffering from toothache.
“What was instead required was an irrigation of the area with saline, the removal of any debris and more importantly a sedative dressing on the socket to protect the bone, relieve pain and reduce infection.”
On October 11, the woman went back to Zanganeh after the infection improved but did not disappear completely. The patient told the panel: “He said he would redress the socket with the same thing the emergency dentist had used and I was relieved because it had worked that time.
Zanganeh, of Tinsley Lane, Crawley, admits providing dental treatment to Patient A, extracting two wisdom teeth, failing to carry out an adequate investigation into the cause of her symptoms, failing to provide an explanation as to alternative treatment, and carrying out treatment not clinically justified.
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sussexcommunityy · 16 years
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Haywards Heath dentist left patient in 'agony'
Boran Zanganeh failed to investigate the cause of his patient’s toothache or explain the risks involved with the painful operation, the General Dental Council (GDC) was told.
David Bradly, for the GDC, said the woman, known as Patient A, first visited the surgery on October 4, 2005, suffering from toothache.
Zanganeh, of Tinsley Lane, Crawley, admits providing dental treatment to Patient A, extracting two wisdom teeth, failing to carry out an adequate investigation into the cause of her symptoms, failing to provide an explanation as to alternative treatment, and carrying out treatment not clinically justified.
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semananews · 16 years
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Dentist still in job after blunders
A dentist who took out a patient’s wisdom teeth without her consent has avoided being kicked out of the profession.
Boran Zanganeh failed to carry out a proper investigation into the woman’s toothache or explain the risks before the painful extraction of two molars.
The mother of one, referred to as Patient A, told a General Dental Council disciplinary panel she could not remember him giving her any reason for carrying out the procedure at the ADP Dental Surgery in Haywards Heath on October 4, 2005.
The panel has ruled Zanganeh broke the profession’s rules by carrying out an operation that was “not clinically justified”.
But it cleared the dentist, who has moved to a new practice in Tinsley Lane, Crawley, of smearing corrosive gel on the woman’s infected tooth sockets, saying there was not enough evidence to prove the charge.
Instead it ordered him to work under restrictions for two years, including being supervised by a second dentist and working to improve his failings in communication and diagnosis.
Dennis Matthews, for Zanganeh, told the hearing his client had taken steps to address the failings shown in his treatment of Patient A, attending a seven-day course on oral surgery in September last year.
He said: “In this case, he has got it wrong in respect of this one patient. We are all human, we all have off days and we all have the capacity to fall into error but it does not suggest some sort of general impairment.”
The panel imposed a twoyear conditions of practice order on Zanganeh, of Tinsley Lane, citing the “extreme pain and distress” Patient A suffered.
Zanganeh, who qualified more than 20 years ago, will now have to be supervised by a professional mentor to be agreed by the GDC. He will also have to form a personal development plan.
Panel chairman Deborah Morton told him: “Your conduct falls far short of the standards expected of a dental practitioner.
“The failings which were demonstrated in your practice were fundamental.”
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Alt + Ctrl Event
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Gdc (Game Developers Conference) is a games development community was created by Chris Crawford in 1988 and since 2005 has been held at the socone centre in san Fransisco since 2014 the developers conference has an annual selection of more than 60 games controller games curated by. that has a variety of different lectures, panels and discussions. the alt cntrl event is where visitors are able to play games using a huge list of alternative controllers. including an array of wired and wacky designs.
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guideidea2 · 2 years
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The Joystiq Indie Pitch: Inchworm Animation
Being a large, beloved video recreation site has its downsides. For instance, we typically neglect to provide unbiased developers our protection love (or loverage, if you'll) as we get caught up in AAA, AAAA or the rare quintuple-A titles. To remedy that, minecraft giving indies the chance to create their own loverage and promote you, the followers, on their studios and products. This week we speak with Bob Sabiston and about his DSiWare animation app, Inchworm Animation.
What's your sport called, and what's it about? Inchworm Animation. It's about $5. It is an excessively formidable paint and animation program on Nintendo DSiWare. It was just launched on April 25, within the USA only for now.
Do you feel like you are making the sport you at all times needed to play? It is probably not a recreation, but yeah it is exactly the type of thing I would have loved rising up. And I'd in all probability adore it now, were I not totally burned out and sick of it!
How did Inchworm Animation come about? I've spent 25 years writing paint/animation programs and have been playing video games even longer. When the DS came out, I believed "that thing would make the proper handheld animation system." It was like a little bit Wacom Cintiq tablet. So again in 2005 I wrote to Nintendo and requested them if I may very well be a developer. Inchworm is pretty much a general paint and animation system. But originally the inspiration was to make more of a recreation-improvement software. Specifically, I assumed it could be cool to be ready to use a DS to make those little sprite animations you see within the Fire Emblem video games. I simply love how they mix pixel artwork with the actual timing of the frames -- it makes them so rather more dramatic.
What are you proudest of about your recreation? I am proudest of the truth that I really received it completed. However characteristic sensible, there are several things I'm joyful are in there. The cease-movement and time-lapse digital camera stuff integrates really well with the usage of layers. You'll be able to take video materials like that after which scratch holes in it, put animated layers on high of it, etc.
I had to strip out a bunch of bold stuff that was working, like keyframing, a scrolling timeline, sound-effects and audio recording.
There's a characteristic referred to as "underdraw" which lets you paint from the highest down, in order that new brush strokes fall beneath what you may have finished to date. This is one thing we use loads once we're doing animation at Flat Black Films, and I'm completely satisfied to have that in there.
Lastly one of the coolest issues is that you could create a gaggle of blank frames, start playing them in a loop, and then draw on them as they play. You can create some pretty trippy visuals that manner. I have a chunk of desktop software program constructed around that idea, and I used to be glad to be able to get somewhat bit of it into Inchworm.
What took so lengthy? I originally approached Nintendo to publish it first social gathering, but that did not pan out. I approached some other publishers, however most of them were leery of the truth that it is "not a game". I saved working on it and we took it to GDC in 2008 hoping to find an interested writer. We did get a couple of bites, and Disney Interactive finally supplied me a contract. However they had been going to show it into this Mickey Mouse thing, literally. I had put so much work into it that I just couldn't see it dumbed-down and turned right into a kids' sport. It sat around for a few 12 months, and then I went to the Nintendo technical conference where they introduced DSiWare. It appeared like a perfect match. I could self-publish and do it the best way I needed. In order that started a year of refitting it for the DSi and then another yr of truly getting it polished enough to be published.
Flipnote Studio has wireless saving to the web. Why doesn't Inchworm? WiFi was a part of the original plan, especially since on the DS there is not any other method to get the info off the system. But we have been unable to get permission to use the WiFi to save to our servers. However I am extraordinarily comfortable that we are ready to write down to the SD card. As long as you will get your work off of the device, I am joyful. The Inchworm website was developed by my buddy Alan Watts, of 16color.com fame -- it is www.inchwormanimation.com. Users can add and show off work that they've created with Inchworm. If individuals get into it, we'll do contests and stuff like that. I am trying forward to seeing what individuals do with it.
Are you planning to launch this for iPhone and iPad as nicely? No, I do not assume so. There are lots of animation programs on the market already, and also I don't love drawing with my finger in any respect. Although I did see that Wacom announced a capacitive stylus. Till it's pixel-particular I most likely won't get into that sort of art on the iPad. Nonetheless, I am totally into iOS for other stuff -- I've bought two apps, Headspace and Voxel. Headspace is a 3D mind-mapping app, and Voxel is a 3D pixel editor, sort of like Legos. Proper now I am actually stepping into expanding Voxel to do sprite and camera animation. Minecraft followers would possibly prefer it.
How did you or your organization get began? I have been writing software program since my first computer in 7th grade -- a TRS-80. I received an Apple II+ in high school and wrote a bunch of stuff for it. I went to the MIT Media Lab and got into animation, had some shorts at Siggraph after which on MTV. Ultimately I ended up writing this rotoscoping software program that led to the movies Waking Life and A Scanner Darkly. We nonetheless do animation, however in the past couple of years I've actually gotten closely into graphics programming for units. Therefore Inchworm Animation and the iOS apps.
What's next? I'm going to attempt to get the European DSiWare launch on the market. And persons are asking so much a couple of 3DS model, and I might love to do a 3DS native version. Last summer season, with a purpose to get sensible and get this thing on the market, I needed to strip out a bunch of bold stuff that was working, like keyframing, a scrolling timeline, sound-results and audio recording. Clearly it could be nice to revive these and the wireless options if doable. So we'll see, if I find the time and energy to continue with it I might love to have an "Inchworm 3D" out there.
Want to create your individual masterpiece with Inchworm Animation? Search for it on the DSiWare retailer.
In case you'd prefer to have your own shot at changing our readers into followers, e mail justin aat joystiq dawt com, topic line "The Joystiq Indie Pitch." Still haven't had enough? Take a look at the Pitch archives.
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l-1-z-a · 2 months
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Swarm & Procedural Content in SimCity 4, The Sims 2 and Spore by Andrew Willmott
This is a series of talks I gave at a Procedural Content workshop at EA Redwood Shores, mostly covering Swarm, the swiss-army-knife visual effects system I wrote that has featured in all the games I've worked on. In addition to general visual effect usage, it's proven a very useful prototyping tool, which has led to it being abused in various interesting ways well beyond its original design remit.
In particular it was responsible for 70% of the original GDC 2005 Spore demo. (Thereby unfortunately fooling a lot of people into thinking the game had already been developed.)
Swarm Overview
Swarm Procedural Content
Procedural LOD (older Sims 2 stuff)
As a bonus(?), here's the first talk I ever gave on the effects system that evolved into Swarm:
The Timbuktu Effects System
Timbuktu was the code name for SimCity 4. Now you know.
Source:
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g4zdtechtv · 5 years
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THE PILE PRESENTS: X-Play - Gary Destroys Cellophane! | 3/22/05
Technobabble Carries the Day!
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WangXian “Pride and Prejudice”
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icology · 3 years
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Team Ico / GenDesign interviews: a masterpost
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Under the cut you’ll find 40 links to various interviews and videos across the years, covering all three games and on all topics, including design and development, fan Q&As and even cool chats with other developers. I tried to include as many as I could remember and find after some research, but I’ll update this post if I ever come across something new or as more content gets released in the future! Some of these interviews are fan translated, so, if you like their content and have the means to do so, consider supporting them through the links listed on their websites and sharing their work! PS: check the bottom of the list for a short note on the content and more cool things as a bonus. Enjoy!
EDGE Magazine (vol. 143, scans by @BadHumans on Twitter)
Game No Ryuugi (2005, translated by Shmuplations)
ICO developer interview and Great Scene Sharing (2 parts in one page, 2002 and 2011, translated by Shmuplations)
Wired (2006)
PlayStation Blog (2010)
SOTC Guidebook content (translated by Glitterberri, with extended dev interviews, artbook scans and a script analysis, including dialogue outtakes!)
GDC Interview (2011, Gamespot)
The Last Guardian, Ico and Shadow of the Colossus HD: Behind the scenes (IGN, 2011)
1up: Ueda on Ico and SOTC
Game Informer (2015)
Famitsu (August 2015, in japanese)
PlayStation Blog (2015)
ACMI (2016)
IGN First series on The Last Guardian: design, creating Trico, soundtrack (2016)
The Guardian (2016)
EuroGamer (2016)
Engadget (2016)
Interview with Geoff Keighley (2016, Gameslice)
The Verge (2016)
Medium (2016, interview transcript from its original New Yorker article)
STACK (2016)
TEC (2016, spanish subtitles)
Famitsu (April 2017, Interview with Tetsuya Mizuguchi, in japanese)
Game Reactor (2017)
Games Industry (2017, from the Nordic Game Conference in Malmö, Sweden)
Venture Beat (2017, from the Gamelab conference in Barcelona, Spain)
Famitsu (interview with Ueda and Arnt Jensen from Playdead) (November 2017, in Japanese)
Famitsu (interview with Ueda, Kamiya, and Sakurai) (January 2018, translated by Source Gaming)
Famitsu (July 2018, in japanese)
Polygon (March 2018)
Special Symposium with the staff of The Last Guardian (2018, 5 parts, from the official GenDesign website)
Famitsu (September 2018, translated by Source Gaming)
Entertainment Station (2018, translated by Source Gaming)
Cane and Rinse (2019)
4Gamer (December 2019, Interview with Jenova Chen from Thatgamecompany, in japanese)
4Gamer (2020, short interviews with other well-known Japanese developers)
Epic Games partnership announcement (2020)
DenFaminico Gamer (Interview with Ueda, Keiichiro Toyama and Yoko Taro) (December 2021, in japanese)
Famitsu’s ICO 20th Anniversary Interview (December 2021, in japanese)
Team Ico Wiki Interview Archive (with various interviews from 2004-present)
Bonus content:
The Lost Files of UEQ: A collection of old Ueda creations found and saved by a fan, that were posted on his former website. Really interesting to look at knowing what came next!
Fumito Ueda’s Madden 2018 (a Mega64 skit) + 90 Yard Return: a behind the scenes from the creation of the skit (both are HILARIOUS)
Note: As you’ve probably figured out already, many of these interviews (especially from 2015 on) are centered mostly around The Last Guardian and the whole “development hell” story. Many of the questions and themes are the same, though each one is interesting in its own way, hence why I decided to just throw them all in there. Many of you are probably gonna find the older ones and the mini docs more interesting, sadly I was only able to find a few things from the Ico-SOTC era. I came across a few other interviews from that time, but the links were either broken or no longer available, so I added all that I could find. However, there’s a ton of interesting facts and bits of lore here and there that I’m sure everyone will like! Feel free to reblog and even add your own links if you know of anything else that’s missing. Hope it keeps you entertained while we wait for news!
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sweetbitgaming · 3 years
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Zelda Wind Waker 2 Brief History
Wind Waker 2 was first teased in March of 2004 during a Game Developers Conference entitled “The Evolution of a Franchise: The Legend of Zelda. Eiji Aonuma confirmed the sequel in a timeline picture showing “Wind Waker 2” is being set for a 2xxx release. IGN would report on this and mention several times that a 2004 release was possible for the game. Eiji Aonuma would mention during this conference that more information about the Wind Waker 2 would be revealed at the upcoming e3 event.  
E3 2004 would come, and a new trailer would be unveiled; however, it wasn’t a trailer for the Wind Waker 2, instead, it was for a more realistic Zelda game similar to Ocarina of Time.  The trailer seemed to fit the same tone of the Zelda Space World 2000 demo video which featured Link going one on one with Ganondorf in a sword battle. Fan reaction was electric to say the least as Miyamoto came out on stage carrying a replica of the Master Sword and Hylian Shield; however, where was the sea? Where was the King of Red Lions? Where was Toon Link? Well to put it simply, they were gone now.  
During a presentation during GDC, Aonuma would speak about what exactly happened to Wind Waker 2. Here’s an excerpt from that presentation “Let me backtrack a little. As I was busy working on the connectivity project, it wasn’t as though the Wind Waker 2 project that I spoke of earlier came to a halt. Not at all. As some of you know, at E3 2004, we unveiled the game that would become Twilight Princess, the realistic Zelda game, and we announced that it was developed by the team that had been developing Wind Waker 2. Actually, there was a reason that that decision was made at the time. At one point, I had heard that even Wind Waker, which had reached the million mark in sales, had become sluggish in North America, where the market was much healthier than in Japan. I asked NOA why this was. What I was told was that the toon-shading technique was, in fact, giving the impression that this Zelda was for a younger audience and that, for this reason, it alienated the upper teen audience that had represented the typical Zelda player. Having heard that, I began to worry about whether Wind Waker 2, which used a similar presentation, was something that would actually sell. In addition, because we knew how difficult it would be to create an innovative way of playing using existing GameCube hardware, we knew what a challenge it would be to develop something that would do well in the Japanese market, where gamer drift was happening.
That’s when I decided that if we didn’t have an effective and immediate solution, the only thing we could do was to give the healthy North American market the Zelda that they wanted. So, at the end of 2003, I went to Miyamoto and said, “I want to make a realistic Zelda." Miyamoto was skeptical at first. I was so focused on changing the look of the game as being the solution we were looking for without coming up with a breakthrough game idea, and he advised me that “If you really want to make a realistic Zelda, you should start by doing what you couldn’t in the Ocarina of Time. Make it so that Link can attack enemies while riding on his horse using the Wind Waker engine, and make your decision based on how that feels." This is something that went against everything that the staff had been working on and I expected to come as quite a shock to the team. Surprisingly, my entire staff was enthusiastic about this change, and the project on which progress had slowed was given a much-needed jumpstart.
Four months later, development had progressed to a point where Link could swing his sword in battle against enemies while riding on his horse in a realistic looking environment. When it was announced as a surprise trailer at the 2004 E3, it received a standing ovation by the media audience. This was a very exciting moment for us, but we were still very much in the early stages of converting the game into something more realistic. We knew that we had to create a Zelda game that would live up to expectations of fans in North America, and that if we didn’t, it could mean the end of the franchise. But I also trusted the ability of the team, which was able to bring the game so far in just four short months, and Miyamoto and I announced that this Zelda would be released in the fall of 2005.”
So, the project was canceled and was converted into Twilight Princess. Toon Link would continue his adventures on the Nintendo DS hardware and things would be at peace. However, it would be revealed many years later that a group of game developers was working on pitching a version of Wind Waker for the Gameboy Advance. David Soliani, developer of Mario+Rabbids Kingdom Battle, another Nintendo game using first-party characters revealed in a Twitter post back in 2017 revealed that back in 2003 he and a fellow colleague were close to getting a demo version of Wind Waker on Gameboy Advance by their manager. The colleague mentioned was Fabio Pagetti. This is what Soliani had to say about the project "Long time ago, I guess it was the 2003, me and Fabio Pagetti (the artist who made the pixel art below) almost convinced our managing director to let us produce a demo for a GBA version of Wind Waker. No luck that time, but it was running nicely. We were dreamers,"
Nothing more has ever come out about Wind Waker 2 other than game developers wanted Link to be able to ride through Hyrule on horseback. This concept easily carried over to Twilight Princess which features an extensive amount of horseback combat. There was also talks of making an adult version of Toon Link to better suite the horseback riding mechanic; however, no footage of this has ever been leaked. As mentioned earlier, Toon Link will live on forever through the two DS titles he starred in; however, it’s always fun to think “what if?” when thinking of a direct sequel to the Wind Waker on GameCube.  
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universeinyourhands · 4 years
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One of the unused city themes from the Spore Beta, heard in the GDC 2005 demostration
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