Game Developers Conference 2008 - (Page 79) Game Design Track Game designers need to understand and exploit the possibilities of new technologies even as they continue to master the traditional disciplines of drama, gameplay, and psychology. The Game Design Track explores the challenges and ramifications of the interaction between new technologies and established techniques. 10 in 20: Ten keys to designing for new iPs Timothy Longo (crystal dynamics) Friday 2:30-2:50pm • room 2002, West Hall This session will present ten valuable and diverse tools and techniques for creating strong and unique creative visions and game designs for products based on established franchises. The format will further reinforce the simple and effective nature of the 10 “keys” within a short and kinetic time frame of 20-minutes. 20-MinuTe LecTure – aLL advanced dialogue Techniques for Games david Freeman (The Freeman Group) Wednesday 12-1pm • room 2014, West Hall The dialogue in most games is wooden, corny, cliché, or so-so. This session presents 18 techniques you can use to make your game dialogue sound natural – and covey information to the player – while simultaneously giving your characters and game story emotional richness. Make your characters sound real and alive! LecTure – aLL PaneL – aLL are Games essentially superficial? exploring the Positive impact Model of design Louis castle (electronic arts), rusel deMaria (deMaria studio), kenneth Levine (2kBoston/irrational), Peter Molyneux (Lionhead studios), chris Taylor (Gas Powered Games) Thursday 5:30-6:30pm • room 2018, West Hall This panel will introduce the “Positive Impact Model of Design.” The Positive Impact Model is, in part, a mindset adopted by designers to consider the ultimate impact of their games, and it is, in part, the beginning of a road map to creating games that add the ability to teach or inspire players while fulfilling the essential requirements of commercially successful games. LecTure – aLL Game Design Track 10 Tips for a successful Wiki James everett (say design) Wednesday 1-2pm • station 3, 2nd Floor, West Hall This session will cover 10 tips for building, using, and maintaining a wiki on game development teams. These are concrete examples drawn from experience that will prove useful to teams who are investigating wiki use and those who have already deployed one. PosTer session – aLL advertising & Games – opportunities, Pitfalls, and competition david edery (Microsoft, Xbox Live arcade) Wednesday 9-10am • room 2002, West Hall This lecture will explore some of the latest research in advertising (in general) and advertising in games (in specific), give tips on making advertising more effective, and share ideas around new ways to advertise with games. LecTure – aLL The Blur – creating in the eye of the storm Flint dille (Bureau of Film & Games) Friday 4-5pm • room 2001, West Hall It’s been a great ride. And it’s getting more exciting. The roller coaster is in freefall. The cozy world of companies and schedules is blurring away as teeming mass of techenabled, FANatics have grabbed the controls. They want your worlds and they want them now. Intellectual Properties are becoming Open Source, 24/7, cross platform virtual worlds spewing out Machinima, Modinima and WikiFiki faster than your lawyer can say cease and desist. We’re losing all control, and we’re not going to get it back. Welcome to The Blur. This talk is about how we thrive in a world to a world where our creations take on a life of their own. adding new revenue streams with Voice chat services for the MMoGs Jerry norton (Vapps) Thursday 9-10am • room 2000, West Hall Add a new revenue stream with HighSpeed Conferencing’s Voice Chat Services to your bottom-line with revenue sharing, while taking your MMOGs interactive community experience to the next level. There is no development integration needed and can be set-up within a few days with your game’s brand design. sPonsored By VaPPs an ace up your sleeve: realistic character clothing and environmental cloth simulation using Havok cloth Paco Vidal (Havok) Wednesday 12-1pm • room 2010, West Hall Havok will introduce Havok Cloth: a new runtime and tools technology that dramatically increases the realism of characters and environments and allows character designers to go beyond simplistic tight fitting or animated clothing. Topics include how to empower artists to control the technology, integration with graphics, combining simulation with animation, decoupling display from simulation, and LOD techniques. sPonsored By HaVok Visit www.gdconf.com for daily coverage of GDC 2008 79 http://www.gdconf.com/?cid=GDC08_showguide http://www.gdconf.com/?cid=GDC08_showguide
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