Austin GDC Program Guide 2008 - (Page 10) SESSIONS – MONDAY & TUESDAY, SEPTEMBER 15 & 16 world modern standard rights to citizens of virtual spaces. The Project reviews recent legal history documenting the intersection of real-world law and online worlds, and works toward developing a legally-viable, developer-protecting, player-fair EULA that will safeguard the future of online games. BuSInESS & MArkETInG – lECTurE SOCIAl nETWOrkInG & COMMunITy – PAnEl Social Networks and Virtual Worlds: A Shared Future? Moderator: Corey Bridges (Multiverse) Michael Steele (Consultant) 4:30 - 5:30PM | Room 9 Virtual Worlds and Social Networks are currently at opposite ends of the socializing spectrum. One medium is deep and immersive, and the other is “light-touch.” But despite-or perhaps because of-their differences, their intersection is expected to vault both media to new heights of usage and relevance. This panel discussion will explore how this is being done today, how it will be done in the near future, and how it should be done. TEChnOlOGy & SErvICES – lECTurE which the union can work with producers to extend coverage to writers working in videogames so they may receive basic benefits such as pension and health. Writers are invited to discuss the benefits and advantages of WGA membership via the WGA’s Videogame Writers Caucus. WrITInG FOr GAMES – rOunDTABlE Pirates of the Burning Sea: A Post-Partum Joe Ludwig (Divide By Zero Games) 4:30 - 5:30PM | Room 7 Well, it took five years, but Flying Lab Software has finally launched its age of Sail MMO! Come hear the ups and downs of the project and all the things the team learned along the way. All of the successes and failures encountered while building a new MMO with a new team are presented. Them’s Playing Words: Video Game Adaptation Workshop Geoffrey Long & Matthew Weise (SingaporeMIT GAMBIT Game Lab) 4:30 - 5:30PM | Room 3 The challenge of how to capture the essence of an IP in game form is more important than ever. By exploring how to analyze properties for action words unique to that property and, thus, giving concrete form to their inherent game-like aspects, game writers can create a road map for user experience which takes special advantage of the IP’s value. Attending writers will use this method to analyze past examples of game adaptations and transmedia game extensions. Writers will walk away with practical tools for collaborating on innovative, exciting, and risk-conscious games that will widen a game’s appeal beyond the hardcore market. DESIGn, lECTurE Licensed Software - Cost Benefit Analysis Bill Dalton (Bioware Austin) 4:30 - 5:30PM | Room 4 The selection criteria and methods used by Bioware’s Austin studio will be presented. An analysis of the project’s current developmental status will be used to determine the efficacy of the licensed products. The lecture will focus on engine technologies, but third party tools will also be considered. WrITInG FOr GAMES – lECTurE Easy is F@ing Hard: Game Design Fundamentals for Mass-Market Games Eric Zimmerman (Gamelab) 4:30 - 5:30PM | Room 5 This session goes beyond “tips and tricks” to explore the most fundamental aspects of game design, including the relationship of rules and play, the design of meaningful choices, and the pacing of short, medium, and long-term goals – and how each of these elements relate to the creation of successful games for mass-market audiences. In his talk, Eric will draw from 14 years of experience in the game industry, providing concrete examples and practical approaches to help you solve the hard design problems of creating of easy games. TUESDAY, SEPTEMBER 16 AuDIO – SESSIOn Galatea 3.0: Designing and Writing Great Game Characters Tom Abernathy (Microsoft Game Studios) 4:30 - 5:30PM | Ballroom B As the possibilities for gaming expand with advances in technology, game writers and designers seek to elevate future game narrative in sophistication, richness, and emotional impact. The deceptively crucial wellspring in this process is character--both players and their supporting cast of AI NPCs. Examining key elements of fully fleshed-out characterizations drawn from games and other media, this session will elucidate how great characters make great story and gameplay possible--and arm attendees with specific tools to make the game characters of the future distinct and memorable. WrITInG FOr GAMES – SESSIOn Neural-THX Surround: Serious Surround Sound for the Multi-Channel Gamer James “ii” Johnston (Neural Audio), Dr. Mark Tuffy (THX Ltd) 9:30 - 10:30AM | Room 8C Sponsored by Neural-THX Surround THX and Neural Audio are enabling game developers to create real-time, discrete 7.1 soundtracks using a 5.1 or stereo audio codec. Now, you can deliver a true 360-degree gaming experience using existing bandwidth channels and platforms. This session offers an in-depth look at a surround technology that should be the weapon of choice for every sound artist. AuDIO – lECTurE DESIGn – SESSIOn New Capabilities. New Tools. New Technologies. Experience What Autodesk® Maya 2009®, MotionBuilder 2009® & Mudbox 2009® Have to Offer Steven Roselle (Autodesk) 4:30 - 5:30PM | Room 2 Sponsored by Autodesk See how the latest innovations in Autodesk® Maya 2009® allows you to focus on new features, as well as optimize your production process, through accelerated modeling and animation workflows. Check out the 3D sculpting, texture painting and many other new features in the exciting Autodesk® Mudbox 2009®. Witness how Autodesk® Motion Builder 2009® can enhance your current Maya animation pipeline through the use of Real-time physics simulation and advanced character animation tools. Taking Your Game to the Next Level with WGA Talent Tim Langdell & Micah Wright (WGA Videogame Writers Caucus) 4:30 - 5:30PM | Room 8C Sponsored by Writers Guild of America Storytelling is where games are going and the WRITER is key to storytelling. Since 1933, the Writers Guild of America has been a source of professional writing talent for feature films, television, new media and now…videogames. Because professional writing talent can improve the quality of the final product, producers are invited to meet WGA representatives to discuss ways in Why Game Composers MUST Become 21st Century Artists or Face Extinction Austin Wintory (Wintory Global Engineering) 9:30 - 10:30AM | Room 10 Austin Wintory, BAFTA-nominated composer for ThatGameCompany’s breakout hit floW, discusses why it is imperative for game composers to regard themselves as artists in order to raise the bar for game music. Even though the industry as a whole is still in its very early years, game scores are already facing an identity crisis that must be addressed if new creative heights are ever to be achieved. 10 Austin Game Developers Conference | September 15-17, 2008 | Austin Convention Center | Austin, Texas | www.AustinGDC.net https://www.cmpevents.com/GDAU08/a.asp?option=C&V=1&cid=AGC08_PGWPX2 http://www.AustinGDC.net
Table of Contents Feed for the Digital Edition of Austin GDC Program Guide 2008 Austin GDC Program Guide 2008 Contents Conference-at-a-Glance General Information Conference Overview Advisory Board Keynote Speakers Conference Sessions Game Career Seminar Worlds in Motion Summit Austin GDC Events Austin GDC Evening Events Speakers Sponsors & Media Partners Exhibitor Directory Expo Hall Map & Exhibitors Austin GDC Program Guide 2008 Austin GDC Program Guide 2008 - Austin GDC Program Guide 2008 (Page Cover1) Austin GDC Program Guide 2008 - Austin GDC Program Guide 2008 (Page Cover2) Austin GDC Program Guide 2008 - Contents (Page 1) Austin GDC Program Guide 2008 - Conference-at-a-Glance (Page 2) Austin GDC Program Guide 2008 - General Information (Page 3) Austin GDC Program Guide 2008 - Advisory Board (Page 4) Austin GDC Program Guide 2008 - Advisory Board (Page 5) Austin GDC Program Guide 2008 - Keynote Speakers (Page 6) Austin GDC Program Guide 2008 - Conference Sessions (Page 7) Austin GDC Program Guide 2008 - Conference Sessions (Page 8) Austin GDC Program Guide 2008 - Conference Sessions (Page 9) Austin GDC Program Guide 2008 - Conference Sessions (Page 10) Austin GDC Program Guide 2008 - Conference Sessions (Page 11) Austin GDC Program Guide 2008 - Conference Sessions (Page 12) Austin GDC Program Guide 2008 - Conference Sessions (Page 13) Austin GDC Program Guide 2008 - Conference Sessions (Page 14) Austin GDC Program Guide 2008 - Conference Sessions (Page 15) Austin GDC Program Guide 2008 - Conference Sessions (Page 16) Austin GDC Program Guide 2008 - Conference Sessions (Page 17) Austin GDC Program Guide 2008 - Conference Sessions (Page 18) Austin GDC Program Guide 2008 - Game Career Seminar (Page 19) Austin GDC Program Guide 2008 - Worlds in Motion Summit (Page 20) Austin GDC Program Guide 2008 - Worlds in Motion Summit (Page 21) Austin GDC Program Guide 2008 - Austin GDC Events (Page 22) Austin GDC Program Guide 2008 - Austin GDC Evening Events (Page 23) Austin GDC Program Guide 2008 - Speakers (Page 24) Austin GDC Program Guide 2008 - Speakers (Page 25) Austin GDC Program Guide 2008 - Speakers (Page 26) Austin GDC Program Guide 2008 - Speakers (Page 27) Austin GDC Program Guide 2008 - Speakers (Page 28) Austin GDC Program Guide 2008 - Speakers (Page 29) Austin GDC Program Guide 2008 - Speakers (Page 30) Austin GDC Program Guide 2008 - Sponsors & Media Partners (Page 31) Austin GDC Program Guide 2008 - Sponsors & Media Partners (Page 32) Austin GDC Program Guide 2008 - Exhibitor Directory (Page 33) Austin GDC Program Guide 2008 - Exhibitor Directory (Page 34) Austin GDC Program Guide 2008 - Exhibitor Directory (Page 35) Austin GDC Program Guide 2008 - Exhibitor Directory (Page 36) Austin GDC Program Guide 2008 - Exhibitor Directory (Page 37) Austin GDC Program Guide 2008 - Expo Hall Map & Exhibitors (Page 38)
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