Game Developers Conference 2008 - (Page 42) Game Outsourcing Summit tuesDAY With ever increasing demands to develop next-generation titles and the need for developers to continually exceed consumer expectations, outsourcing has become an increasingly important tool for the videogame industry. The Game Outsourcing Summit is tailored especially for industry professionals looking to increase (303) game outsourcing summit 10am-6pm • room 132, north Hall development resource awareness, expand their knowledge of the outsourcing sector, hone existing relationships and establish new partnerships. The summit analyzes outsourcing and off-shoring game development to offer in-depth business oriented seminars supported by research and market analysis from every region in the world. Game Outsourcing Summit ADVisor Jason robar Aristo creAtiVe coffee break 11-11:15am Jason joined the game industry when he joined Microsoft’s Developer Relations Group in 1994 to make Windows a better gaming platform. In 2001, he started an independent game industry consulting group working on outsourcing in Asia, game design, technology, and business development with a focus on online, MMPs, advergaming, Asian markets, and the convergence between the game industry and the government modeling, simulation and training industry. In 2005, he founded Secret Lair Studios/Studio Ch’in, an independent development group working towards a new model of “in-sourcing.” The group was working on PC MMORPG technology and content for western and Chinese markets. In 2006, Vivendi Games/ Sierra Online acquired the group to form their internal development team. In 2007, Jason began to look once more at the developing global games market for talent and technology. business of outsourcing– What are the gotchas? (function and expression), language specific to the world of audio, communication techniques, and iteration effectiveness. • Logistics: contracts, legalities (including the differences involved in music, effects and voiceovers), estimating budgeting and timelines, delivery and integration considerations and the specifics you need to succeed in planning. James Jen (Augmentum), chris Kauza (Acs), Jay Minn (AristoDigital), Aaron pulkka (Vivendi games), Zhan Ye (game creation) 11:15-12pm The benefits and pitfalls of outsourcing– the varied perspectives from developers, publishers, and providers will provide valuable insight into the outsourcing process as we delve into the topics of contract terms, communications, travel, and quality control. This session’s goal will be to shed light into some of the thornier issues involving the distributed development process. Lunch 12:30-2pm game outsourcing overview Jason robar (Aristo creative) 10-10:20am Audio & Music—Managing outsourced Audio/Music teams Dib chaudhuri (Lakshya Digital), Kane Minkus (soma tone interactive Audio), Jason robar (Aristo creative), Donghao Wu (shanghai Multimedia industry Association) 2-2:50pm With game service companies in just about every global time zone, it’s important to understand the impact of culture, language, and time differences and the effects they can have on a successful outsourcing relationship. This panel will provide specific insights and updated market overviews for the various regions of the world and how that impacts your product plans. game outsourcing around the World Development 2.0–A blueprint for the Future steve gray (Vykarian) 10:20-11am A proposal for a 3-tier model for building development teams out of (tier 1) small highly creative game design and prototyping teams of 10-15 people, (tier 2) very technology heavy development teams of 30-40 people and (tier 3) outsourcing to big content development teams in lower cost areas. Can this new model lead to significant increases in creativity, agility and scalability? Can publishers and developers work together to create a new plan for the future of game development? Alistair Hirst (oMni interactive Audio), Kane Minkus (co-Founder, soma tone interactive Audio) 12-12:30pm This session will provide the guidelines you need to select and work with audio and music partners including: • Sourcing Audio Teams: what are essential elements of an audio team and how to know if an audio team will work for you–signs of a strong audio team, the differences (advantages and disadvantages) between an audio production company/team and an individual. • Creative Management: how to get the most from your audio team—the creative process Quality Assurance & testing– testing the Future James galloway (Activision), toby Mast (LucasArts), Manoj Mishra (Wipro technologies), ben Wibberley (babel Media) 3-4pm Next-gen is now current-gen and game QA is facing massively increased headcounts, rising costs, more platforms than ever, first 42 Visit www.gdconf.com for daily coverage of GDC 2008 http://www.gdconf.com/?cid=GDC08_showguide http://www.gdconf.com/?cid=GDC08_showguide
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