Austin GDC Program Guide 2008 - (Page 8) SESSIONS – MONDAY, SEPTEMBER 15 DESIGn – lECTurE Learning to Play: The Importance of Learning Styles and Gender in MMOs Sheri Graner Ray (SaberDance Studios) 1:30 - 2:30PM | Room 5 Today designers are being told their games need to reach a broader market, but how? Before we make another pink box or put in another shopping game, we need to look at the more fundamental design issue of how we expect our players to learn to play our games. By understanding some of the differences in the way the genders learn and then exploring how to apply that knowledge, we can begin to not only expand our audience, but retain them longer as well. DESIGn – lECTurE TEChnOlOGy & SErvICES, SESSIOn WrITInG FOr GAMES – lECTurE OMG, Multithreading Is Easier Than Network Code Orion Granatir (Intel) 1:30 - 2:30PM | Room 8A/B Sponsored by Intel If you can write network code, you can write multithreaded code. Don’t believe me? This presentation will show the surprising similarities between multi-tread programming and network code. By threading your game to take advantage of multicore processor you can deliver lower latency, better gameplay, and fast fps. This presentation will give an introduction to threading techniques from the angle of network coding. More Interactivity: A Storytelling Workshop Jess Lebow (Carbine Studios/ NCSoft OC) 1:30 - 2:30PM | Ballroom B A hands-on presentation that takes a look at key moments in videogames from the past and workshops them into interactive stories that would fit in with the games of today – and perhaps point to the games of the future. Participants will be expected to participate in a creative discussion about how to rewrite or redesign particular events in videogame history to make them more interactive, more immersive, and more like the games of today. WrITInG FOr GAMES – lECTurE Living with a Legacy Jonathan Caraker, Alan Krause & Keith Turkowski (Sony Online Entertainment) 1:30 - 2:30PM | Room 7 The presentation covers general issues and specific examples of dealing with legacy game systems and mechanics in continually expanding MMOG projects. Explore different pitfalls in game system design; what they are and how to identify them. Methods for dealing with problematic systems and specific examples from the everQueSt live game and expansions, are explained in detail. Strategies for designing good systems that avoid the problems of confusing, overly complicated, and non-scaling systems are suggested based on the examples reviewed. SOCIAl nETWOrkInG & COMMunITy – lECTurE TEChnOlOGy & SErvICES, PAnEl The Play is the Thing: Interactive Storytelling from the World of Improv Comedy Shana Merlin (Merlin Works) 1:30 - 2:30PM | Room 3 In this session, Shana uses new games and exercises to explore different models for creating a dynamic story using multiple people’s input and participation. Using techniques pulled from the field of improvisational theatre, this interactive session will have you up on your feet participating while giving you methods for taking risks, writing more innovative stories. In this hands-on session, conference attendees will have an opportunity to network, cocreate, and play in a fun and safe environment. AuDIO – lECTurE The Next Generation Customer Service Experience Moderator: Gordon Walton (BioWare) John Erskine (NCsoft), Sven Hindman (ImaginVenture SA), D. Scott Mattson (Game Center Group), George Scotto (CyberSports, LTD) 1:30 - 2:30PM | Room 4 What does the state of the art look like in customer service as it relates to online games? What are the best practices, and what are the practices to be avoided based on the online game experience of the last 10 years? Does customer service affect the selection of a game or retention once a customer is in a game? How do we effectively measure customer satisfaction? This panel, made up of deeply experienced customer service professionals attempts to answer these questions and more! A Generative, Adaptive Music System for MMO games Jim Hedges (Comcast), Kurt Larson & Chris Mayer (Slipgate Ironworks) 3 - 4PM | Room 10 Linear-media music is strained well past the breaking point in massively-multiplayer applications. This is a presentation of one viable alternative: the Generative Adaptive Music System (GAMS) developed at Slipgate Ironworks for their upcoming MMO title. The programming approach, the musical goals, and the experience of the composers using the system are all covered. The live demonstration is given by the programmer who built the system and the composer’s tool, the audio director who envisioned the system, and one of the composers who used it to create music. BuSInESS & MArkETInG – lECTurE Designing for Player Sociability Bob Moore, Ph.D. (Multiverse) 1:30 - 2:30PM | Room 9 This talk analyzes three areas of player sociability in today’s MMOs and offers design principles for improving them: 1) game play facilitates sociability, 2) user interface design is always also social interaction design, 3) synchronous worlds need asynchronous communication features. Synergies among MMORPGs, virtual social worlds and social networking sites and the increasing convergence of these social media will be discussed. TEChnOlOGy & SErvICES – SESSIOn TEChnOlOGy & SErvICES – SESSIOn Online Gaming From an Executive Perspective Doug Chey (EDS), Susan Choe (Outspark), Joshua Hong (K2 Network), Ira Rubenstein (Global Media Group, Marvel Entertainment), Andrew Schneider (Live Gamer) 1:30 - 2:30PM | Room 8C Sponsored by EDS EDS will moderate a lively executive roundtable discussion with game industry leaders on the challenges, successes and opportunities of online game business as well as their thoughts about the future of the medium. Casual Game Testing Best Practices and Pitfalls Edward McPherson (VMC Game Labs) 1:30 - 2:30PM | Room 2 Sponsored by VMC Game Labs As the world’s largest independent Games QA company, VMC Game Labs has tested more videogame titles than any other test company. Learn best practices and common pitfalls of a casual games project from Test Manager Ed McPherson, as he discusses the impact of QA on casual games and highlights real life casual games case studies to show how QA and testing can affect a project’s outcome. Marketing vs. Production: Marketing PWNS - Every Time Leo Olebe (Bioware/EA) 3 - 4PM | Room 6 Welcome to the classic debate in the video games industry. Marketing vs. Production: Who is better? Is Marketing necessary? Does PD understand the customer? While walking through the gamer groups, this presentation will discuss why EVERYTHING in the games business (from game art and design to advertising and PR) is something that is influenced/touched by marketing. 8 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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