KRI 2004 - Game Developers Conference, February 20-22, Moscow, "Cosmos" Hotel

>>Seminars

  • Eugene Kharchenko (Intel)
    To fly or to crawl? Intel's compilers and their possibilities to optimize software (Programming)

  • Eugene Kharchenko (Intel)
    To fly or to crawl? Intel's Vtune Perfomance Analyzer 7.1 (Programming)

  • Vassily Basov (Intel)
    Intel's New generation of processors based on Intel XScale: new potential for game developers (Programming)

  • Maxim Perminov (Intel)
    Get some speed. Hyper-Threading Technology explained for games (Programming)

  • Natalya Tatarchuk, Richard Huddy, Guennady Riguer (ATi)
    Two-day seminar covering a wide variety of computer graphics aspects. Secrets of shader and OpenGL and Direct3D graphics optimization, tips and tricks on making effective graphical libraries. GLSL explained, new high-level shader programming language for OpenGL.

  • Sergey Orlovsky (Nival)
    Milestones of the great path (Business organization)

  • Yuri Miroshnikov (1C)
    How to mimic IL-2 success. Practical advices, tips and tricks (Business organization)

  • Alexander Mikhailov (Buka)
    Just a bit more on developer/publisher relationships (Business organization)

  • Andrey "Krank" Kouzmine (K-D LAB)
    Alternative games, or more on some of the deep aspects of game development - 2 (Game Design)

  • Vlad Suglobov (G5 Software)
    Managing a gaming studio: fivefold growth in two years (Business Organization)

  • Leonid Cherny (Nival)
    Testing process of the computer game (QA)

  • Elena Sevostyanova (Nival)
    Planning, organization and obstacles for the lead artist (Art)

  • Sergey Kondratovitch (X-Bow Software)
    Design of the imaginary industrial objects (Art)

  • Sergey Tsyptsyn (LifeMode Interactive)
    Effective pipeline in facial animation (Art)

  • Alexey Serkov (Nival)
    "I see little people!" Animation and visualization of the small-scale objects on the game scene (Art)

  • Alexander Mishulin (Nival)
    The survey of computer and desktop RPG systems (Game Design)

  • Pavel Epishin (Nival)
    Unavoidable changes to design on production stage, how do you live with it? (Game design)

  • Marta Sareta (Sky Fallen)
    Game Design for Game Artists (Game Design)

  • Ilya Stremovsky (Nival)
    Formal gameplay notation (Game Design)

  • Dmitry Ivashkin (Apeiron)
    Ways of organizing in-game time (Game Design)

  • Alexander Kovalev (Buka)
    Peculiar features of modern real-time strategies (Game design)

  • Ivan Bannikov (Nikita)
    Creating a solid world for MMORPG (Game Design)

  • Menshikov Sergey (Action Forms)
    Sound Design: planning sound production and creating unique sound effects (Audio)

  • Viktor Krasnokutsky (Realore Studios)
    Tips on creating sound for small shareware games (Audio)

  • Oleg Kostin (Nikita)
    Evolution of the game making process or Parkinson effect in action (Business organization)

  • Alexander Roshin (Nival)
    Game developing and Russia's legislation (Business organization)

  • Nikolay Baryshnikov (1C)
    Game promotion as the matter of game maker's own business (Business organization)

  • Stefan Layer (ATARI)

  • Luca Scaini (The Gang)
    Aspects of work in international firms investing in Russia (Business organization)

  • Fabrice Cambounet (Ubi Soft)
    (Business organization)

  • Dean Trotman (Codemasters)
    (Business organization)

  • Alexey Maliy (Nikita)
    Publisher and Developer inter-relations (Business organization)

  • Ivan Bunakov (Buka)
    Term of development and quality of the product: is there a golden mean? (Business organization)

  • Dmitry "Goblin" Puchkov
    Dialogues for movies and games

  • Alexander Lyskovsky (Alawar Entertainment)
    Internet-distribution for various platforms (Sales)

  • Mikhail Melnikov (Nival)
    Universal editor for several projects (Programming)

  • Alexander Veselov (Nival)
    User interface for several projects (Programming)

  • Andrey Plakhov (Nival)
    Developing AI for strategy games (Programming)

  • Mikhail Pizik (X-bow software)
    Management of programming division with version control system CVS (Programming)

  • Daryl Cooper (SCEE)
    SCEE - Programming the PS2 (Programming)

  • George Bain (SCEE)
    SCEE - Introduction to PSP (Programming)

  • Timofey Bokarev (PlayMobile)
    Mobile games: developing, sales, marketing (Management - Marketing)

  • Vitaliy Berov (Nival)
    Pathfinding in Blitzkrieg. Static and dynamic pathfinding, collisions detection (Programming)

  • Rev Lebaredian (NVIDIA)
    The NVIDIA Developer Tool Suite

  • John Spitzer (NVIDIA)
    Performance Optimisation - Part 1

  • Ashutosh Rege (NVIDIA)
    Performance Optimisation - Part 2

  • Andrea Dorta (Creative Labs)
    EAX 4.0: A huge step closer to reality (Programming)

  • Yuri Kriachko (1C)
    Water modeling with pixel shaders 2.0 (Programming)

  • Alexey Tugaenko (Action Forms)
    Realtime geometry and environment destruction (Programming)

  • Ruslan Shelekhov (Buka)
    Logical systems in developing AI. Problems and answers (Programming - AI)

  • Maxim Stroev (Alawar Entertainment)
    Technologies of developing multi-platform game engine (Programming - Game Engine)

  • Nikolay Garkavets (Dynamic Systems)
    Skeletal animation optimization (Programming - Game Engine)

  • Viacheslav Tsisarzh, Roman Marusik (Dynamic Systems)
    New abnormal quaternions in dynamic simulators (Programming - Game Engine)

  • Andrey Tiagunov (Nikita)
    Project management: XP vs real life (Project Management)

  • Alexey Isaev (Nival)
    Can the manager who finished a project successfully pass PMI or IPMA exams? (Project management)

  • Andrey Grishenko (1ó)
    Game or product? Methods of creation (Project Management)

  • Nikolay Sitnikov (G5 Software)
    Documentation of the game development process (Project Management)

  • Sergey Gerasev (1C)
    External producing or how the tail wags a dog (Project Management)

  • Dmitry Zakharov (Nival)
    Fighting the creeping featurism. Silent Storm post-mortem (Project Management)

  • Sergey Titarenko (Lesta studio)
    Problems of organization in the field of graphics outsourcing (Project Management)

  • Nikolay Safronov (Buka)
    Testing the game. Beta-testing. Relations between developers and quality assurance department (Project Management)

  • Selyanov Sergey (STV film company)
    Choosing protagonist and an actor for the leading part in the movie

  • Oskar Guilbert (Criterion)
    RenderWare - the price of a multi-platform game developed without a problem (Middleware)

  • Alexey Medvedev (Revolt Games)
    Homeplanet Postmortem (Postmortem)

  • Alla Pashutina (Buka)
    Localizing Russian games for West (Localization)

  • Ilya Molochnikov, Stanislav Skorb, Ivan Bunakov (Targem)
    Battle Mages postmortem (Postmortem)

  • Ivan Moroz, Malik Khatazhaev, Oleg Fedorov (Lesta studio)
    Entente postmortem (Postmortem)

  • Rodion Chikin (Pilot)
    A small key and a chest of treasures. How to open? (Creating mobile games with J2ME)

Platinum
sponsor:

Intel


Graphics
cards
sponsor:

ATI


Golden
sponsors:

1C
Akella
Nival
G5 Software
RenderWare
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