Game Developers Conference 2008 - (Page 25) Advisory Board In 2002, Tommy co-created the critically acclaimed Video Games Live which features music from the greatest videogames performed by top orchestras and choirs around the world combined with synchronized video footage, lasers, lights, special effects, interactivity and live action to create an explosive and unique one-of-a-kind entertainment experience. Tommy is the founder, chairman and CEO of the Game Audio Network Guild (G.A.N.G.), which is a non-profit organization educating and heightening the awareness of audio for the interactive world. With over 1,200 members representing over 30 countries since its inception in 2002, G.A.N.G. has quickly become known as one of the strongest and best examples of helping the game industry community. Tommy is an advisory board member for the Game Developers Conference, a governor for the National Academy of Recording Arts & Sciences (NARAS/ GRAMMY’s), a spokesperson for the Entertainment Consumers Association, a proud member of the International Game Developers Association and a nominating peer panel leader for the Academy of Interactive Arts & Sciences. His popular website www.tallarico.com has received over 75 million hits by more than 3 million unique users. Steve Theodore BunGIE Steve fell in love with computer animation in the Dark Ages, in more ways than one. He dropped out of a Ph.D. program in ancient history to start rendering scenes by typing text commands into the Brown University mainframe. Steve went pro in the early ‘90’s, doing animations for a variety of commercial and television projects. His first game job was building mechs and environments for meChCommander starting in 1995. He soon joined Valve, where he worked on haLfLife, team fortress CLassiC, team fortress 2 and CounterstriKe. After a stint as the artist-in-residence at Rad Game Tools, he helped Zipper Interactive make the leap to next-gen as their technical art manager. In 2006, he helped to found Seattlebased studio Giant Bite. He’s currently content-side technical director at Bungie. Steve writes the “Pixel Pusher” art column for Game Developer magazine and appears frequently at GDC and other games industry events. composed music for over 120 interactive games, including John madden footBaLL, JurassiC parK, and the star Wars triLoGy, as well as composing the award-winning music for Crue BaLL. His theme from the original NARC videogame was later covered and recorded by The Pixies. He has been contracted for custom game music compositions from Aaron Spelling, Michael Jordan, and Joel Silver, and his work has been shown in both television and film. Prior to joining Microsoft in 1998, Brian was a freelance consultant, working with such companies as Sega, Sony, Capcom, QSound Labs, and several other makers of interactive entertainment, designing interactive audio systems including Capcom’s arcade game audio system and the sound system for seGa pinBaLL. Brian also spent time working as an assistant to Chicago jingle writer, John Tatgenhorst where he learned to appreciate the art of synchronizing sound to picture. Chance Thomas HuGESOunD.COM ru Weerasuriya rEADy AT DAWn STuDIOS Alan yu ElECTrOnIC ArTS lOS AnGElES Alan is the director of creative affairs for Electronic Arts Blueprint, a creative management group focused on developing and producing new properties across various media in a coordinated and connected fashion. He’s always looking for the next great idea. VISuAl ArTS BOArD Steve reid rED STOrM EnTErTAInMEnT Steve is one of the original founders of Red Storm (1996), the studio know for creating the tom CLanCy line of games and helping to establish the genre of squad-based tactical shooters. After a successful run as an independent developer/publisher, Red Storm was acquired by Ubisoft (2000). The studio’s most recent work is the multiplayer gameplay for Ghost reCon advanCed WarfiGhter 2 for Xbox 360. Red Storm Entertainment is a division of Ubisoft Entertainment. Before games, Steve received a master of fine arts degree from East Carolina University. He has taught a variety of college art disciplines and now collaborates with local and national colleges as an advisor on digital art curriculum. Steve has participated as an advisor, moderator, panelist and guest speaker at the Game Developers Conference, E3 and other industry events. Ru is the art & creative director and co-founder of Ready at Dawn Studios. 2006 saw the release of their first game, daxter, to critical and commercial acclaim, earning them a nomination for the BAFTA awards. Formerly a senior artist with Blizzard Entertainment, Ru initially worked on starCraft: Brood War and then contributed to the blockbuster WarCraft III: reiGn of Chaos and its expansion, WarCraft III: the frozen throne, his distinctive visual style influencing the direction of both game and cinematic art. Ru also led the cinematic art direction and production design for starCraft: Ghost and WorLd of WarCraft. As concept, storyboard and matte artist, he has helped the Blizzard Film Department win numerous awards and accolades over the years. His work has been published in several books and magazines, including The Art of Warcraft, The Art of World of Warcraft, Dungeons & Dragons books and Monster Manuals. Chance is the audio director and principal composer at HUGEsound. com. Notable credits include Lord of the rinGs onLine, KinG KonG, and the upcoming games marveL universe and starGate WorLds. Significant awards include OSCAR, EMMY, GANG, TELLY, Best Original Theme and Music of the Year. Chance’s efforts brought game music into the GRAMMY Awards and helped found the Game Audio Network Guild. He is a former chair of the Music and Sound Peer Committees for AIAS, and currently serves as GANG secretary. Kenneth young MEDIA MOlECulE AuDIO BOArD Brian Schmidt MICrOSOFT Brian is the program manager for Xbox and Windows game audio and media at Microsoft. Brian uses his unique blend of hands on composition and sound design experience combined with deep technical knowledge to push new boundaries and further the state of the industry. At Xbox, he was responsible for bringing interactive Dolby Digital to video gaming, setting a new bar for game audio. He is also the primary architect of the Xbox Audio Creation Tool (XACT) and is responsible for the design of the Xbox 360 audio system. Brian has been in the multimedia audio industry since 1987 as both a composer/sound designer and technical consultant. As a composer, he has personally Kenny is from Edinburgh, Scotland, and lives near London working as an audio designer at Media Molecule, where he is solely responsible for the audio experience in the highly anticipated PlayStation 3 title LittLeBiGpLanet. Before joining Media Molecule Kenny worked as a sound designer at Sony Computer Entertainment Europe’s London Studio where he worked on over a dozen titles including 24: the Game, eyetoy: KinetiC, fired up, GanGs of London, the GetaWay: BLaCK monday and heavenLy sWord. Prior to this he studied music technology as an undergraduate and went on to gain an M.A., with distinction, in sound design. Kenny is an active member of the game audio community and has spoken at the Develop Conference, GDC Europe, the University of Edinburgh, Leeds College of Music and Confetti Institute of Creative Technologies. In October 2005, Kenny set up www.gamesound.org as a resource for those wishing to learn more about sound for games. Visit www.gdconf.com for daily coverage of GDC 2008 25 http://www.gdconf.com/?cid=GDC08_showguide http://www.tallarico.com http://www.gamesound.org http://www.gdconf.com/?cid=GDC08_showguide
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