The Conference encompasses all topics related to computer games design and development. Papers are particularly welcome that cover the use of animation, mobile platforms, education, AI for modelling and programming "believable characters" and serious games. Depending on submissions, the conference is expected to have several special Tracks/Sessions:

  1. Tools and systems for Games and Virtual Reality
    • Games platforms, games engines, middleware, sound
    • Interfaces and controllers, speech, motion capture
  2. AI Tools
    • Neural networks, genetic algorithms, case-based reasoning, fuzzy systems
    • Markov processes, search algorithms, rule-based AI, finite-state machines
    • Fuzzy systems (FuFSM), adaptive Markov models
  3. Mobile  and Multiuser Games
    • MUDs; MMORPGs; mobile communications, games for mobile phones
    • Programming web games in Java, net technology, scaling game content.
  4. Games Design
    • Games genres, creative aspects, art and design, level design, modelling
    • Animation, 3dsmax, Maya, Silicon Graphics, Renderman etc;
    • Interactive Story Telling, scripting languages, voice interaction
  5. Intelligent agents and Gamebots
    • Believable characters, models, agent architecture, memory, game bots
    • Group behaviour, anytime algorithms, JACK, JADE
  6. Learning and Adaptation in Games
    • Reinforcement learning, machine learning, case-based systems, BDI
  7. Graphics & Visualisation
    • Graphics cards, virtual reality (VR), augmented reality
    • Collision detection
    • Contact resolution, closest point algorithms, 3D scalability
    • Level-of-detail rendering, image-based rendering, photo realism
    • Textures, illumination and reflections, bump mapping, anti-aliasing
    • Physics simulation, NURBS, skeletal animation, facial animation
    • Rendering skins, talking heads, particle systems
  8. Social/humanities aspects of games
    • Gender issues, violence, usability, pervasive gaming
  9. Serious Games
    • Education for Games Design, Development and Applications
    • Teaching games programming, languages, .NET, C++, C# etc
    • OpenGL, DirectX, learning & teaching aids, technology-supported learning
    • Games for education and training
  10. Aesthetic approaches to game design – NEW TRACK!
    • Aesthetic approaches to game design and development
  11. Interactive Robots and Toys - NEW TRACK!
  12. Sound Design and Music Systems for computer games - NEW TRACK!

Aesthetics - ranging broadly from concerns regarding the formal structures and audiovisual attributes of game technologies to the epistemological and cultural aspects of gaming and game design - form the basis when designing for experiences coloured with play, beauty, engagement and interaction. In the context of computer games, much attention is paid to the visual and auditory elements of design that make a game fun, intriguing, challenging, educational, or whatever designers and users intend, most often from a seeing world perspective. This session offers participants the opportunity to examine the potential for analytic and aesthetic approaches to design to contribute to the effective creation of accessible games for visually impaired gamers. Participants are invited to address questions such as; what can sighted designers learn from designing games for blind people? How can an awareness of aesthetic issues open up new avenues for computer games design? What is the role of aesthetics in the design of accessible computer games? Analytic and more speculative discussions are equally welcomed.


CGAMES06 Conference
22nd-24th November 2006
Dublin Institute of Technology
Conference Chair: Qasim Mehdi