SIGGRAPH

Special Projects

The ACM SIGGRAPH Outreach
to the Computer Games Community

At SIGGRAPH 99, a clear desire to better understand the efforts of the SIGGRAPH research community was expressed by Computer Game Developers. There was also significant interest, by the SIGGRAPH Research community, in understanding the needs and requirements of Game Developers who build consumer applications.

The goal of this outreach project, that began January 2000, is to establish an ongoing platform of interchange between these two communities. In 2000, members of the ACM SIGGRAPH community attended and contributed to the Game Developers Conference 2000 while members of the game developers community organized courses and panels for SIGGRAPH 2000. Additional outreach activities have happened and are continuing.

Project Leader: Theresa-Marie Rhyne

SIGGRAPH 2004 included a panel session on: Games Development: How Will You Feed the Next Generation of Hardware?, see: (http://www.siggraph.org/s2004/conference/panels/games.php?=conference).

SIGGRAPH 2003 included a course on: Fun & Games: An Introduction to Art-Based Game Modding, see: (http://www.siggraph.org/s2003/conference/courses/pearce.html).

SIGGRAPH 2002 featured a panel session on: Games: the Dominant Medium of the Future, see: (http://www.siggraph.org/s2002/conference/panels/panels12.html).

Several courses and panel sessions on computer games were held at SIGGRAPH 2001. For more information, see: (http://helios.siggraph.org/s2001/conference/). To view the writeup for the SIGGRAPH 2001 panel on "Computer Games & Viz: If You Can't Beat Them, Join Them", click here. Morgan McGuire reviewed the panel in his article "A Game Developer's Perspective on SIGGRAPH 2001" for Flipcode, see: (http://www.flipcode.com/misc/siggraph2001.shtml).

At the Game Developers Conference 2001, a roundtable session on the ACM SIGGRAPH Outreach to the Game Developers Community was held under the umbrella of the International Game Developers Association (IGDA)'s events. Scott Owen, Alyn Rockwood and Theresa-Marie Rhyne facilitated this session. We were thrilled with the attendance and comments from this session.

At SIGGRAPH 2000, Course #39 - "Games Research: The Science of Interactive Entertainment", co-organized by Craig Reynolds and Chris Hecker, was offered. This tutorial focused on providing a bridge between computer graphics researchers and the game development research community. See: (http://www.siggraph.org/s2000/conference/courses/crs39.html).

For a number of game developers, SIGGRAPH 2000 was their first time attending the annual conference. Click here to read about Aaron Foo's first time experiences at SIGGRAPH 2000.

Also, see Hanspeter Pfister's report on the Game Developers Conference 2000. In addition, Mike Macedonia share's his viewpoints from the Electronic Entertainment Expo 2000.

Special Thanks to: Aaron Foo, Eve Penford, and Luke Ahearn for their interest and for being the first to join in on this outreach effort. Additional thanks to Jennifer Pahlka and Alex Dunne of the Game Developer Conference; Chris Tome; and Carl Schmidt - Past Chair of the Research Triangle Park, North Carolina (USA) SIGGRAPH Professional Chapter, and Ming Lin at the University of North Carolina at Chapel Hill.

Tasks of the Outreach that were completed in 2000 and are ongoing:

The ACM SIGGRAPH Outreach to the Computer Game Developers' Community involves the four following steps:

Step #1: Determine in what ways Computer Game Developers can effectively contribute to the ACM SIGGRAPH community. This could be through submissions to the technical program (e.g. course, panels, papers, technical sketches), ad hoc discussions on computer game development techniques (e.g. small seminars in The Studio) and contributions to the Exhibition at the annual SIGGRAPH Conference. Other activities could include participation in the SIGGRAPH Computer Graphics newsletter and small conferences or workshops.

Step #2: Attend the annual Computer Games Developers Conference in San Jose, California to outreach directly in the computer game developers' arena.

Step #3: Prepare a report that highlights the information gained through implementing Steps 1 -2 that will be published in ACM SIGGRAPH's Computer Graphics newsletter and posted on SIGGRAPH's Web site. (ongoing)

See Report at: General ACM SIGGRAPH Outreach to the Computer Games Community Web Pages.

Step #4: Report on the Computer Game Developers outreach efforts at SIGGRAPH Conference Advisory Group meetings and SIGGRAPH Executive Committee meetings. Evaluate additional steps that need to be taken for the outreach effort and execute these additional steps. (ongoing)

We welcome your comments and insights on this collaboration, feel free to send an email to Theresa-Marie Rhyne at (rhyne@siggraph.org).

The Computer Game Developers 2004 Conference Web Site

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