SIGGRAPH 2012 Game Industry Content Summary Guide

by | 18 July 2012 | Gaming, Graphics, Interactive Techniques, Real-Time

The following is a roundup of all content at SIGGRAPH 2012 originating from the game industry as compiled by Naty Hoffman, SIGGRAPH 2012 Games Chair and Technical Director for Activision.

Introduction:

This post lists all the content at SIGGRAPH 2012 originating from the game industry; note that in addition to the sessions on this list, SIGGRAPH 2012 also includes many relevant tobogã inflavel presentations from other industries (animation, VFX people, research, software and hardware vendors, etc.).

Summaries:

SIGGRAPH 2012 will feature content from 33 game development studios and industry R&D groups:

  • Activision Studio Central
  • Avalanche Studios
  • Bioware Austin
  • Bungie
  • CCP
  • Crytek
  • DICE
  • DONTNOD Entertainment
  • Double Fine Productions
  • EA Canada
  • Epic Games
  • Firaxis
  • Gobo Games
  • Guerrilla Games
  • High Moon Studios
  • Id Software
  • Limbic Software
  • LucasArts
  • Maxis
  • Microsoft Studios User Research Lab
  • Naughty Dog
  • NetherRealm Studios
  • Ninja Theory
  • Petroglyph Games
  • Project Soul/Namco Bandai Games
  • Q-Games
  • Relic Entertainment
  • SCEA R&D
  • Square Enix Research
  • tri-Ace
  • Ubisoft Montreal
  • Valve
  • Vicarious Visions

This content will cover 20 game titles:

  • ADRIFT
  • Civilization V
  • DmC Devil May Cry
  • DOTA 2
  • Dust 514
  • End of Nations
  • Far Cry 3
  • Just Cause 2
  • Killzone 3
  • Mortal Kombat
  • Once Upon A Monster
  • Pixeljunk 4AM
  • Rage
  • SimCity
  • Soulcalibur 5
  • SSX
  • Star Wars 1313
  • Star Wars: The OId Republic
  • Uncharted 3
  • Warhammer 40,000: Space Marine
  • Plus content will cover game engines and various industry R&D projects

The lists below break out the game industry castelo inflavel presentations by conference program.  Each session lists the participating game development studios and any specific games covered.

Courses

  • Advances in Real-Time Rendering in Games Part I and Part II: Bungie, CCP (Dust 514), Epic Games, Ubisoft Montreal, Firaxis (Civilization V), Vicarious Visions, Gobo Games
  • Beyond Programmable Shading: DICE
  • Character Rigging, Deformations, and Simulations in Film and Game Production: Bioware Austin (Star Wars: The Old Republic)
  • Efficient Real-Time Shadows: Guerrilla Games (Killzone 3)
  • Virtual Texturing in Software and Hardware: Id Software (Rage)
  • Practical Physically-Based Shading in Film and Game Production: Ubisoft Montreal (Far Cry 3), Activision Studio Central, tri-Ace

Talks

  • Furry, Floppy, Fuzzy: Once Upon a Monster’s Fur Pipeline: Double Fine Productions (Once Upon a Monster)
  • What If Earth was Flat – Building Globe UI of SSX: EA Canada (SSX)
  • From a Calm Puddle to a Stormy Ocean – Rendering Water in Uncharted: Naughty Dog (Uncharted 3)
  • Adaptive Level-of-Detail System for “End of Nations”: Petroglyph Games (End of Nations)
  • Screen Space Decals in Warhammer 40,000: Space Marine: Relic Entertainment (Warhammer 40,000: Space Marine)
  • Asking the Impossible on SSX: Creating 300 tracks on a ten-track budget: EA Canada (SSX)
  • Fast Generation of Directional Occlusion Volumes: Maxis (SimCity)
  • Local Image-based Lighting with Parallax-corrected Cubemaps: DONTNOD Entertainment (ADRIFT)
  • Creating Vast Game Worlds – Experiences from Avalanche Studios: Avalanche Studios (Just Cause 2)
  • Character Customization of Soulcalibur 5 In-Depth: Project Soul/Namco Bandai Games (Soulcalibur 5)

Technical Papers

  • Theory, Analysis, and Applications of 2D Global Illumination: Limbic Software

Panels

  • The Battle for Motion-Controlled Gaming jeux gonflables and Beyond: Microsoft Studios User Research Lab, SCEA R&D
  • Virtual Production Branches Out: High Moon Studios

SIGGRAPH Dailies!

  • Mortal Kombat Morphing: NetherRealm Studios (Mortal Kombat)
  • Pixeljunk Space Odyssey: Q-Games (Pixeljunk 4AM)

Computer Animation Festival

Screenings (Daytime Selects)

  • DOTA 2 Teaser: Valve (DOTA 2)
  • Ninja Theory presents DmC Devil May Cry: Breathing Life into Video Games: Ninja Theory (DmC Devil May Cry)
  • Luminous Studio Tech Demo: Square Enix Research
  • Uncharted 3 Visual Effects: Naughty Dog (Uncharted 3)
  • Star Wars 1313: LucasArts (Star Wars 1313)
  • Unreal Engine 4 Elemental: Epic Games

The Studio

  • Film/Game Convergence: What’s Taking So Long?: Crytek
  • Creating Vast Game Worlds – Experiences from Avalanche Studios: Avalanche Studios (Just Cause 2)
  • Python Scripting in Maya: Crytek
  • MaxScript for Artists: Crytek
  • VFX for Games: Pre-Baked Destruction: Crytek
  • Building a Game Level: Crytek
  • VFX for Games: Particle Effects: Crytek

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