Game Developers Conference 2008 - (Page 95) Production Track Today’s producers manage expanding development teams, skyrocketing budgets, larger games, and a growing global market. The Production Track continues to offer proven tools and techniques to take a project from pre-production to shipping, on-time and on-budget. 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 more predictable, more manageable, and more agile? How does a publisher deal with such a different production paradigm? Bend microsoft Project to your Will – again! mike mcShaffry Wednesday 4-5pm • room 131, north Hall Almost everyone agrees that scheduling game production with Microsoft Project is somewhere between difficult to impossible. This lecture will show the best tricks to make Microsoft Project work for you whether you are working on a three person downloadable game or a AAA console project with over 100 team members. Lecture – IntermedIate an agile retrospective clinton Keith (High moon Studios) Friday 9-10am • room 131, north Hall The session discusses the challenges of adopting agile beyond Scrum. Topics include adopting Extreme Programming (XP), Agile Planning, Lean Methodology for production and changes to Scrum that have been made to adapt to game development. Lecture – IntermedIate Production Track adding new revenue Streams with Voice chat Services for the mmOGs Jerry norton (Vapps, Inc.) 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 the art of final fantasy – Interview with Isamu Kamikokuryo Isamu Kamikokuryo (Square enix), Steve theodore (Bungie Studios) thursday 2:30-3:30pm • room 135, north Hall Isamu is the art director for final fantasy XIII. He also worked on final fantasy X (background art director) and final fantasy XII (art director). He will touch upon the secret of final fantasy art, how he gets inspiration, how he was trained, how his concept art influence the game development, etc. Lecture – aLL the Benefits and challenges associated with a centralized model of art asset creation for Video Games dan Forden (midway) Wednesday 9-10am • room 2007, West Hall This presentation describes a staffing model whereby centralized art resources create assets for multiple projects both within our Chicago studio and for our worldwide studios as needed. We will discuss the benefits and efficiencies inherent in such an approach as well as the challenges we encounter. Lecture – aLL Lecture – aLL agile development – Is It the Silver Bullet? the Good, the Bad and the ugly rich Vogel (BioWare) Wednesday 2:30-3:30pm • room 111, north Hall thursday 5:30-6:30pm • room 110, north Hall Friday 10:30-11:30am • room 120, north Hall This roundtable facilitates discussion of how agile development has worked for both publishers and developers. What are the positives, negatives, and horror stories for companies that have adopted agile development? The roundtable will provide a lively discussion on how agile development has affected their production process. Has it saved their company? Has it made their projects rOundtaBLe – aLL at the cutting edge – audio Production for Heavenly sword Garry taylor (Sony computer entertainment europe) thursday 12-1pm • room 2022, West Hall Lecture – aLL the BioWare Live team: Building community through technology derek French (BioWare corp.) Friday, 10:30-11:30am • room 2002, West Hall This session will cover the history of the BioWare Live Team and the technologies developed to help build communities around BioWare’s games. The benefits of having a Live Team will be advocated and details given to assist the developer in the planning and creation their own Live Team. Garry Taylor takes you on a whistle-stop tour of the globe, looking at the lessons learned, and examining the hurdles that were overcome to achieve the state of the art, next-gen audio quality of Ninja Theory and Sony’s Heavenly sword title for PS3. This session is simultaneously translated Visit www.gdconf.com for daily coverage of GDC 2008 95 http://www.gdconf.com/?cid=GDC08_showguide http://www.gdconf.com/?cid=GDC08_showguide
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