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Bungie, Naughty Dog and Double Fine share programming tips at GDC

The folks responsible for <a href=http://www.gdconf.com/>GDC 2015</a> highlight a few notable Programming talks in advance of the conference's <a href=http://www.gdconf.com/attend/passes.html>discounted early registration</a> deadline.

January 14, 2015

3 Min Read
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Developers, take note: Game Developers Conference 2015 officials are excited to highlight another great set of sessions in the Programming track of talks that you'll want to keep on your radar.

You can also find the full lineup of awesome advocacy-centric talks at GDC 2015 via the Programming track session list.

First, make some time in your schedule to check out Bungie engineering lead Justin Truman's talk about how Bungie used a fresh mashup of traditional peer-to-peer networking a new cloud-based server system to design Destiny (pictured). His talk, "Shared World Shooter: Destiny's Networked Mission Architecture," will run down the upsides, downsides and lessons learned of each piece of technology networked together to create Destiny.

Double Fine's Anna Kipnis will also be delivering an excellent programming talk, but it's more focused on talking than fighting. "Dialog Systems in Double Fine Games" represents Kipnis' efforts to give her fellow developers a broad overview of what it takes to get dialog into a Double Fine title, from the moment a line is written to hearing and seeing it in-game -- even in a foreign tongue. Kipnis spoke with us about the mechanics of good dialog before giving a similar talk at GDC Europe last year, and we look forward to an even more informative session at GDC 2015 in March.

And of course you mustn't miss Christian Gyrling's GDC 2015 talk about the core game engine modifications that made it possible for Naughty Dog to get The Last Of Us Remastered running at 60 frames per second on the PlayStation 4. Gyrling serves as lead programmer at the studio, and his talk, "Parallelizing the Naughty Dog Engine Using Fibers," promises to leave attendees with useful advice on low-level technologies that allow developers to make better use of multi-core hardware.

A list of all announced talks is available in the online GDC 2015 Session Scheduler, where you can begin to build your conference week and later export it to the up-to-the-minute GDC Mobile App, coming soon.

Also, conference officials look forward to announcing more GDC 2015 sessions spanning a diverse array of game industry issues in the months ahead.

For now, don't miss the opportunity to save money by registering early -- the deadline to register for passes at a discounted rate is January 21, 2015. GDC 2015 itself will take place March 2-6 at the Moscone Center in San Francisco.

For more information on GDC 2015, visit the show's official website, or subscribe to regular updates via FacebookTwitter, or RSS.

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