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<title>Mirrors Edge Level Design Challenges  Solutions</title>
<description><![CDATA[Part designer, part producer, programmer and artist, what is it that makes a level designer effective? The short answer: knowing how to balance all of these roles to maximum effect This session will examine situations from three AAA games, and the specific challenges they brought about and the solutions required to surmount them. Are level design approaches for radically different games inherently similar, or do accepted methods need to be drastically altered to fit the unique nature of the project? An examination of Alan Wake, Mirrors Edge, and Brink will help answer this question, and many others.]]></description>
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<pubDate>Mon, 23 Aug 2010 00:00:00 +0200</pubDate>
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<title>Destruction Masking in Frostbite 2 using Volume Distance Fields</title>
<description><![CDATA[Talk in the Advances in Realtime Rendering course.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Sun, 1 Aug 2010 00:00:00 +0200</pubDate>
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<title>Bending the Graphics Pipeline</title>
<description><![CDATA[Talk in the Beyond Programmable Shading course.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Sun, 1 Aug 2010 00:00:00 +0200</pubDate>
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<title>Stylized Rendering in Battlefield Heroes</title>
<description><![CDATA[Talk in the Stylized Rendering in Games course.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Sun, 1 Aug 2010 00:00:00 +0200</pubDate>
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<title>A Realtime Radiosity Architecture</title>
<description><![CDATA[Joint talk with DICE and Geomerics about realtime radiosity in Frostbite 2 using Enlighten. Part of the Advances in Realtime Rendering course.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Sun, 1 Aug 2010 00:00:00 +0200</pubDate>
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<title>5 Major Challenges in Interactive Rendering</title>
<description><![CDATA[Talk in the Beyond Programmable Shading course.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Sun, 1 Aug 2010 00:00:00 +0200</pubDate>
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<title>Building the Battlefield AI Experience</title>
<description><![CDATA[This keynote explores the development of the AI in Battlefield: Bad Company and Battlefield: Bad Company 2 and what caused the difference in quality between the games. It describes challenges in the development of the games and the design philosophies we used to overcome them]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Mon, 28 Jun 2010 00:00:00 +0200</pubDate>
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<title>How data rules the world: Telemetry in Battlefield Heroes</title>
<description><![CDATA[This talk presents the telemetry system used in Battlefield Heroes and how it helps the team make technical decisions in order to provide the best service possible. We will show real life examples of how telemetry helped improve matchmaking, reduce latency for players and help find false alarms from the cheat detection system. We will also discuss how telemetry can be used in development for catching bugs and support game designers in their work.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Mon, 31 May 2010 00:00:00 +0200</pubDate>
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<title>Parallel Futures of a Game Engine v2.0</title>
<description><![CDATA[Updated version of previous talk for the STHLM Game Developer Forum

Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible.

]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Fri, 28 May 2010 00:00:00 +0200</pubDate>
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<title>Kings of Convenience  What Walmart Tells Us About the Future of Gaming</title>
<description><![CDATA[Can we expect as cataclysmic a powershift in our industry as the US retail business experienced in the last century? This session uses the historical analogy of the rise of the supermarket in the postautomobile world to inform us about a possible future of the games industry. How did the technological revolution of the motor car create an increase in convenience and a reduction of the quality of the shopping experience for the average American, and how did that shift change the retail landscape in the US? How can we apply this and similar technologydriven business revolutions to our own rapidly changing industry as we react to the technological revolution of the internet?]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Tue, 23 Mar 2010 00:00:00 +0200</pubDate>
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<title>Battlefield 1943  My First Arcade Game </title>
<description><![CDATA[How do you identify the core tenets and recreate a classic such as Battlefield 1942, which people are still playing? How can you wipe all sales records on a rapidly growing market such as downloadable games on consoles? How can you make a critically acclaimed game with high production values very cheaply? This talk will go through the love for a franchise, killing your darlings, challenges and learnings when making Battlefield 1943 from a design and production perspective.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Tue, 16 Mar 2010 00:00:00 +0200</pubDate>
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<title>Beyond the HUD  User Interfaces for Increased Player Immersion in FPS Games</title>
<description><![CDATA[Master thesis from <a href=http://www.chalmers.se/>Chalmers University of Technology</a> done at DICE in 2009.
<br><br>
The concept of immersion has been adapted by game developers and game critics to describe a deep and positive game experience. While the definition of this concept varies, the user interface of the game is often said to affect the degree to which players can immerse themselves in a game experience. In cooperation with game developer DICE, this master thesis aims to investigate how the notion of immersion affects, and is affected by, the user interface UI of firstperson shooter games, with the ultimate purpose of delivering user interface guidelines for increased immersion. By conducting a study of contemporary firstperson shooter FPS games, the current state of user interfaces in FPS games is documented. With the addition of a subjective study of FPS games as well as games of other genres, a design space for UI designers is mapped out in order to provide a structure upon which the guidelines can be built. A literature study of various resources within the fields of ludology, cognitive science and media studies is conducted in order to gain increased understanding of what immersion is and its relation to the game experience. The knowledge acquired is used to formulate various hypotheses of how player immersion is connected to the user interfaces of FPS games. These hypotheses are evaluated by user studies and user tests. Looking at the results of the user tests and the literature study, a final definition of immersion is proposed, upon which the guidelines are based. The first guideline, Know Your Design Space, explains the user interface design space of FPS games and encourages UI designers to look at it as a set of tools. Know Your Game discusses how the competitive focus of the game and the game fiction affects the user interface from an immersion point of view. The guideline Establish Player Agency focuses on how the player can be transferred into the game world by acting within it as an agent rather than simply a player of the game. Finally, Strengthen the PlayerAvatar Perceptual Link suggests how the user interface can link the player closer to his ingame character on a perceptual level.
<br><br>
Also available in at the <a href=http://publications.lib.chalmers.se/cpl/record/index.xsql?pubid=111921>Chalmers Publication Library</a>]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Wed, 24 Feb 2010 00:00:00 +0200</pubDate>
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<title>Procedural deformation and destruction in realtime</title>
<description><![CDATA[Special effects are almost exclusively done on computers today. Explosions, fires and destruction are most popular in action movies. These effects usually take several days or months to simulate on a computer in order to get the desired result. A field that is fairly new, in special effects, is solid mechanics. In other words, how materials deform and fracture. This is also a wanted effect in computer games. 
<br><br>
The aim of this thesis is to simulate solid mechanics in realtime > 15 Hz. Several methods is evaluated and a primary method is implemented. The primary method implemented is the Element Free Galerkin EFG method. This is a meshless method which uses moving least square MLS approximations to calculate gradient of the deformation, which is used to approximate the strain of the material. The simulations, in this thesis, is parallelised and threaded in order to get better performance.
]]></description>
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<pubDate>Tue, 16 Feb 2010 00:00:00 +0200</pubDate>
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<title>RealTime Hair Simulation and Visualisation for Games</title>
<description><![CDATA[This 2007 thesis evaluates, improves and develops methods for generating, simulating and rendering hair in realtime. The purpose is finding techniques which make use of recent hardware to present an as good as possible visual result while keeping performance at such a level that integration into a game scene is viable. The KajiyaKay and Marschner lighting models for hair are evaluated, including recent resource saving discretizations to the Marschner model. Two shadowing methods are adapted and investigated for the nature of hair and realtime applications, and one new method is presented as a lower quality and faster alternative for translucent occluders. For dynamics, two models are developed and an existing model for simulating trees is adapted. The implementation uses and takes into account the capabilities and limits of modern graphics hardware, including various techniques that greatly reduces the amount of data sent to the graphics card. The implementation also includes a Maya pipeline for modeling hair. The result is a stateoftheart rendering and simulation of hair which suite both ingame and story driven environments.
<br><br>
This MSc Thesis also has a Lund University <a href=http://fileadmin.cs.lth.se/graphics/theses/projects/hair/>project site with more material</a>.]]></description>
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<pubDate>Tue, 16 Feb 2010 00:00:00 +0200</pubDate>
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<title>Battlefield 1943  How to make a game for free</title>
<description><![CDATA[Can also be found on the <a href=http://gameawards.se/episodes/46>official Swedish Game Awards site</a>]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Tue, 16 Feb 2010 00:00:00 +0200</pubDate>
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<title>Projektstyrning på DICE  Battlefield Bad Company som exempel</title>
<description><![CDATA[Can also be found on the <a href=http://gameawards.se/episodes/45>official Swedish Game Awards site</a>]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Tue, 16 Feb 2010 00:00:00 +0200</pubDate>
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<title>From Idea to Market  Important to have focus</title>
<description><![CDATA[Can also be found on the <a href=http://gameawards.se/episodes/50>official Swedish Game Awards site</a>]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Tue, 16 Feb 2010 00:00:00 +0200</pubDate>
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<title>Frostbite Rendering Architecture and Realtime Procedural Shading  Texturing Techniques</title>
<description><![CDATA[An overview of the rendering systems and architecture of DICEs new Frostbite engine powering the upcoming Battlefield: Bad Company game. Discussing graphbased visual shader authoring, unified rendering  shading backend PC, Xbox 360 and PS3 and procedural shading and texturing techniques, including examples from the latest AMD/ATI graphics demos.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Fri, 12 Feb 2010 00:00:00 +0200</pubDate>
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<title>The Unique Lighting in MIRRORS EDGE: Experiences with Illuminate Labs Lighting Tools</title>
<description><![CDATA[]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Thu, 11 Feb 2010 00:00:00 +0200</pubDate>
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<title>Creating First Person Movement for MIRRORS EDGE</title>
<description><![CDATA[]]></description>
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<pubDate>Wed, 10 Feb 2010 00:00:00 +0200</pubDate>
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<title>Shadows  Decals: D3D10 techniques from Frostbite</title>
<description><![CDATA[Double talk in the "Advanced RealTime Rendering" course at GDC09 covering 2 DirectX 10 rendering techniques used in the Frostbite engine: Singlepass Stable Cascaded Bounding Box Shadow Maps and Geometryshader based Decal Generation.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Wed, 10 Feb 2010 00:00:00 +0200</pubDate>
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<title>The Intersection of Game Engines and GPUs  Current  Future</title>
<description><![CDATA[Game engines have long been in the forefront of realtime graphics working in symbiosis with GPU hardware. Both are evolving in a fast pace in all areas with increased performance, flexibility and complexity. This talk is about the intersection of the two and what the continued development gives us as new concrete opportunities, challenges and requirements of graphics hardware and software for game engines, such as DICE Frostbite Engine, in both the future as well as the current.]]></description>
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<pubDate>Wed, 10 Feb 2010 00:00:00 +0200</pubDate>
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<title>Parallel Graphics in Frostbite –  Current  Future</title>
<description><![CDATA[Frostbite 2 rendering  parallelism talk part of the <a href=http://s09.idav.ucdavis.edu/>Beyond Programmable Shading course </a>]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Wed, 10 Feb 2010 00:00:00 +0200</pubDate>
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<title>Parallel Futures of a Game Engine</title>
<description><![CDATA[]]></description>
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<pubDate>Wed, 10 Feb 2010 00:00:00 +0200</pubDate>
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<title>Terrain Rendering in Frostbite using Procedural Shader Splatting</title>
<description><![CDATA[Talk in the "Advanced RealTime Rendering" course about terrain texturing, shading and rendering in Frostbite 1 using a method we call "Procedural Shader Splatting"]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Wed, 10 Feb 2010 00:00:00 +0200</pubDate>
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<title>Audio for Multiplayer  Beyond – Mixing Case Studies From Battlefield: Bad Company  Frostbite</title>
<description><![CDATA[Leanings from creating soundscapes for online multiplayer games. With experiences from the Battlefield Series with an emphasis on Battlefield: Bad Company.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Thu, 19 Nov 2009 00:00:00 +0200</pubDate>
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<title>Automatic Audio in Frostbite</title>
<description><![CDATA[Walkthrough of the key Audio Technologies used in Frostbite; HDR Audio, Master Unit and the modular design. An indepth sound design discussion for Battlefield: Bad Company covering both the sandboxed multiplayer and the story driven singleplayer .]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Thu, 19 Nov 2009 00:00:00 +0200</pubDate>
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<title>Adaptive Mixing in Frostbite</title>
<description><![CDATA[Introducing the HDR Audio System in Frostbite and the sound design principles for Battlefield: Bad Company. Focusing on how these work towards creating an adaptive mix environment.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Thu, 19 Nov 2009 00:00:00 +0200</pubDate>
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<title>Interactive Real Time Cloth Simulation with Adaptive Level of Detail</title>
<description><![CDATA[When simulating physics for computer games much effort is put into making the simulation run fast and stable without losing the visual performance. This thesis present a way of simulating many cloth objects on screen with a total cputime of 1ms per frame at 30hz. The core simulation is position based, the positions of the particles are constrained, and the mesh has the ability to change its level of detail making the simulation run much faster when many objects are visible. This method can be extended to arbitrary triangle meshes but here only rectangular meshes are used. Despite that little effort has been put into conservation of physical properties such as energy and momentum the output from the simulation is highly convincing. The work was done at EA Digital Illusion CE and the method met their demands for simulating cloth in their inhouse game engine.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Thu, 19 Nov 2009 00:00:00 +0200</pubDate>
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<title>Lighting and materials for realtime game engines</title>
<description><![CDATA[The aim of this thesis was to study and implement advanced realtime rendering techniques for complex materials such as human skin. The project included investigation on how to adapt and simplify complex skin rendering models to fit current game engines. Also, the task included looking into recent research on spherical harmonics and wavelets. The goal was to determine whether they can be used to represent both diffuse and specular reflection from an environment lighting in a real time game. Subsurface scattering, Gaussian shadow mapping and representing lighting by the use of spherical harmonics and wavelets, are a few of the used techniques in this project. The results of this thesis show that it is possible to render realistic human skin in real time at a low cost. When wavelets are combined with skin rendering techniques, a highquality method is established for rendering complex materials from environment light. This thesis was written at Digital Illusions and CSC at the Royal Institute of Technology in Stockholm in the spring of 2009.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Thu, 5 Nov 2009 00:00:00 +0200</pubDate>
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<title>Advanced Realtime PostProcessing using GPGPU techniques</title>
<description><![CDATA[Postprocessing techniques are used to change a rendered image as a last step before presentation and include, but is not limited to, operations such as change of saturation or contrast, and also more advanced effects like depthoffield and tone mapping.
Depthoffield effects are created by changing the focus in an image; the parts close to the focus point are perfectly sharp while the rest of the image has a variable amount of blurriness. The effect is widely used in photography and movies as a depth cue but has in the latest years also been introduced into computer games.

Today’s graphics hardware gives new possibilities when it comes to computation capacity. Shaders and GPGPU languages can be used to do massive parallel operations on graphics hardware and are well suited for game developers.

This thesis presents the theoretical background of some of the recent and most valuable depthoffield algorithms and describes the implementation of various solutions in the shader domain but also using GPGPU techniques. The main objective is to analyze various depthoffield approaches and look at their visual quality and how the methods scale performance wise when using different techniques.]]></description>
<link>http://publications.dice.se</link>
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<pubDate>Thu, 5 Nov 2009 00:00:00 +0200</pubDate>
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<title>How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM</title>
<description><![CDATA[This session presents a detailed overview of High Dynamic Range Audio as implemented in DICEs Frostbite engine. It explains in detail how using realworld sound level approximations and an adjustable dynamic range transformed the usually tedious and timeconsuming act of mixing the game into an enjoyable playthrough, which meant more resources could be devoted to polish.]]></description>
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<pubDate>Thu, 5 Nov 2009 00:00:00 +0200</pubDate>
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