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GDTW
2004 |
International
Game Design and Technology Workshop Keynote
and Guest Speakers Bios and Presentation Titles |
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Bio: Ernest
Adams is a game design consultant, author, teacher, and a member of the International Hobo design consortium. He
is the founder and the first Chairperson of the International Game Developers
Association (IGDA). He
has been in the game industry for 15 years, and was most recently employed as
a lead designer at Bullfrog Productions on the Dungeon Keeper series. For
several years before that he was the audio/video producer on the Madden NFL
Football product line at Electronic Arts. Mr. Adams is the author of two
books, Andrew Rollings and Ernest Adams on Game Design (with Andrew Rollings)
and Break Into the Game Industry: How to Get a Job Making Video Games. He
also writes the popular Designer's Notebook columns for the Gamasutra
developers' webzine. His website is at http://www.designersnotebook.com. Title: Exploring the Fringes:
Interactive Entertainment for the 21st Century This
lecture is a survey of the various activities taking place on the fringes of
the commercial video game industry. Many are experimental, and could lead the
way to new forms of interactive entertainment that will be significant in the
new century. Among the areas examined are the formal art world; the machinima
movement; the demo scene; the interactive fiction movement; text MUDs and
MUSHes; and the use of computer games for particular ends other than
entertainment: religious, health education, subversion, political propaganda,
and so on. Illustrated with numerous slides. |
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Chris Bateman MD International Hobo |
Bio: Chris
Bateman is Managing Director of International
Hobo, a specialist company in the field of market-oriented game design
and narrative. He has worked in game design for over a decade, originally
with tabletop role playing games, and later in computer entertainment after
completing a Masters degree in Artificial Intelligence/Cognitive Science. He
has two published novels, and his games include Discworld Noir, Ghost Master
and Kult: Heretic Kingdoms. He
is a co-ordinator of both the IGDA North West UK, and the IGDA Game Writers
special interest group. International
Hobo recently published its groundbreaking DGD1 audience model, based on
cutting edge research. Title: Designing for Different Play
Styles What
do different players want from their games? To investigate such a question
requires some means to treat the audience as a statistical group, rather than
a set of unique individuals, and the usual means of doing this is an audience
model. This
talk discusses the different play styles identified by the DGD1 model, which
applied Myers-Briggs type theory to identify four distinct play styles
(Conqueror, Manager, Wanderer and Participant), each sub-divided into groups
based upon degree of play-experience. Learning
to look at the nature of the audience through the lens of a specific audience
model gives us tools to think about game design in terms of the player needs,
and meeting diverse player needs is the key to success in the competitive
games market. |
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Nick BurtonSenior Software Engineer Rare Limited |
Bio: Nick
Burton is a Senior Software Engineer at Rare
Ltd. A UK-based videogame developer which, over the course of the past
two decades, has grown into a huge creative force behind today’s consoles and
become a household name to gamesplayers worldwide. From the 8-bit 80s
classics of Ultimate Play The Game to 90s breakout title Donkey Kong Country
and other, more recent international blockbusters, Rare has hit many peaks,
won many awards, covered many systems and always stayed true to its
reputation for quality throughout its distinguished lifespan. Most recently
of all, a highly-publicised alliance with Microsoft Game Studios
has helped the company to define a clear future course within the industry
developing for the Xbox console and its successor, and its at this landmark
evolutionary point Rare stands today. After
completing an Honours Degree in Computing Systems at The Nottingham Trent
University in 1994, Nick spent another 4 years at NTU researching 3D Volume
Visualization and Surface Reconstruction. In 1998 Nick left this research
role and moved into the Games Industry as a Software Engineer at Rare Ltd.
where he now works as a Senior Engineer on a development team. With
programming experience on the Nintendo 64, GameCube and Microsoft Xbox his
main areas of expertise are graphical FX and game polish, he is also
interested in AI and Quality Assurance. Nick recently completed work on
‘StarFox Adventures’ and is now working on ‘Kameo: Elements of Power’. Title: Working in the Games industry: A Rare experience Rare is widely regarded as one of the most secretive developers in the world and working for them has often been the stuff of rumour, hearsay and games industry legend. For the first time Rare is lifting the vale of secrecy to explain how they make such great games and how they work differently to other developers. Nick and Nic will cover how Rare is structured, how Rare approach game and technology creation and what it’s like to work in this environment. With a large Q&A session this is your chance to find out what you always wanted to know so come prepared. |
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Jeremy Chatelaine Process Engineer- Argonaut Games
Plc
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Bio: Jeremy
Chatelaine is a multi-talented programmer who loves turning ideas into
reality. He has a long experience in game development and was involved in
several successful games. He stated his career in the game industry in 1997,
as Beta tester, then as designer, for Ubi-Soft in Among
other experiences, Jeremy worked at Lionhead Studio on the highly successful
Black & White, he was also an XBox Live Programmer on the racing game
Carve, and more recently as workflow engineer on one of the last EA title
Catwoman. These last 2 projects were completed while working with Argonaut Games Plc. He
was also speaker at You
can find his webpage at www.Kamron.net. When
not hard at work programming, Jeremy likes to relax … by programming at home. Title: Love & Hate - Working in
the video game industry Experiences
in working for LionHead, Argonaut and Ubisoft and in the development of
Catwoman, Carve and Black&White. |
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Jason ChownHead Programmer SCEE - Liverpool |
Bio: Jason
has been in the games industry for 17 years working on all areas of games
development. He
has previously worked at Microprose and Ocean in Manchester and have been at
Studio Liverpool (previously Psygnosis) for seven years, primarily leading
the F1 team. As
head programmer Jason now also works with the Wipeout and technology teams. He
is interested in all areas of games software, from vector unit assembly to
server-side databases, but has recently been concentrating on building the
technology and support teams which are most need for the next generation of
games. Title: Large Game Programming Teams As games get more
complicated and our expectations ever higher, game teams are getting bigger.
I will be talking about what it is like to work in such a team, and what
tools and processes are needed to prevent disaster. |
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Dino Dini MD Abundant
Software |
Bio: Dino
Dini is game designer and managing director of the development company Abundant Software. Dino
is most noted for being the creator of two extremely successful sports game
brands - Kickoff and Player Manager. These redefined the football action and
management games, and have influenced virtually all football (soccer) games
ever since. Dino
worked on a new football game to be published by Microprose from 1995 to
1996. And in 1996, Dino went to the Working
as Group Leader and briefly as Project Manager, Dino helped Z-Axis ship Three
Lions, the number one hit fully 3D soccer game published by Take 2
Interactive. This title was released under various different names in Later
Dino worked at Universal Studios directing prototype work for a project
called "Monster Movie". From
2000 to 2001, Dino worked at 3DO. He directed the development of "Vegas
Games 2000" for Playstation, he did fire-fighting work on the hit game
"Army Men Sarge's Heroes" for Nintendo 64" and also on
"Family Game Pack" for Playstation,
Dino also directed the Groovy Bunch Of Games product for the PC, which
included a new game design by Dino, "Box Battles"; and finally at 3DO,
Dino operated as "Studio Engineer", to encourage code sharing and
programming standards between tech leads at the company. Dino
also worked for a THQ studio, where he was given the task of directing the
creation of a triple. Dino
returned to Title: Dino Dini On Gameplay There
has been a surge of interest in recent years in what is coined retro gaming.
There could be many reasons for this – however it seems that at least one of
them is that modern games just aren’t as fun as the old games. Is it
nostalgia, is it more to it? What
is lacking in modern games, generally? If
it’s a question of gameplay (and I believe that it is) then just what is
gameplay? What can we do to improve gameplay in our games? I will try to
scratch the surface of these questions. Gameplay
is the very thing that marks out our entertainment medium from every other
entertainment medium. It’s what is left when you take away graphics, audio,
story, special effects and marketing gimmicks. Any
game created in the past, even if 2D, can be recreated in any new form, such
as 3D, and still at a fundamental level have the same gamplay – which means
it should be at least as much fun as the original game. So why doesn’t this
seem to have happened with modern games? They’ve got more complex, with
better graphics, audio, and stories, but are they really more fun? In
this talk I will talk about: 1.
How gameplay is the most important aspect of video game production, yet how
it is undervalued and not properly addressed or understood in the industry at
the moment. 2.
Take a look at what gameplay actually means. 3.
The importance of constraints to the creative process. 4.
Consider how better development of gameplay can be achieved, and how it
relates to game design.
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Bio: Newton
Lee is the founder and editor-in-chief of the Association for Computing
Machinery (ACM) Computers in
Entertainment magazine, a senior producer at Disney Online, an adjunct
faculty member at A
pioneer on CD-ROM development, Lee created one of the first object-oriented
scripting languages and cross-platform multimedia compilers for interactive
CD-ROMs. He co-developed 11 CD-ROM titles including the award-winning
bestsellers "The Lion King Animated Storybook" and "Lamp Chop
Loves Music." He and his colleagues received the 1995 Lee
has served as a juror for the 2003 Emmy Awards for Advanced Media Technology.
He has won two community development awards from the California Junior
Chamber of Commerce, and four Disney VoluntEARS project leader awards. He has
published two novels, a book chapter in "Machine Learning and Uncertain
Reasoning" (Academic Press 1990), and dozens of research papers on
software applications in medical science, national security, quality control,
telecommunication, library science, and new media. Lee
holds a B.S. and M.S. in computer science from Virginia Tech, an electrical
engineering degree and honorary doctorate from Title: Computer in Entertainment
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Bio: Prof.
Craig Lindley PhD 1997, MAppSc 1991, has an extensive scientific research
background specialising in the areas of knowledge based systems, artificial
intelligence, autonomous agents, digital media systems, game design and
believable expressive characters. He
has a PhD in computing science, and has worked as a technical researcher, a
technical R&D project leader and a project manager for many research
projects conducted in collaboration with industry partners. Most of his
research experience has been conducted while working for the Australian Commonwealth
Scientific and Industrial Research Organisation (CSIRO). In
recent years he has been involved in research on computer game forms,
characterisation, narrative and believable agents in virtual environments,
and has developed both 2D and 3D game engines. After recently working as the
Research Manager within the Zero-Game
Studio, an applied game research studio within the Interactive Institute
in Title: Trans-Reality Gaming Trans-reality
games are games that take advantage of pervasive, mobile, ubiquitous,
location-based and mixed reality technical infrastructures to deliver new
modes of game play experience in which the different contexts of staging are
integrated within a unified game space that crosses over technical borders.
The development of trans-reality games involves meeting specific design
challenges concerning variations between the roles of technology and the
player in different game staging environments. The result must be a design methodology in
which diverse demands upon and opportunities for player creativity are
integrated within the mechanics of a specific trans-reality game design. |
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Nic MakinSenior Software Engineer Rare Limited |
Bio: Nic completed a Masters Degree in Software Engineering at
UMIST in 2000 before starting his career in the Games Industry as a Software
Engineer at Rare Ltd. During his time
at Rare, Nic has been involved in Tools, AI, Gameplay and Character Control
programming on both the Nintendo GameCube and the Microsoft Xbox, becoming a
Senior Software Engineer specialising in Character Control and Gameplay. Nic
has worked on the forthcoming game ‘Kameo: Elements of Power’ and now spends
his time working on an as yet undisclosed project. Title: Working in the Games industry: A Rare experience Rare is widely regarded as one of the most secretive developers in the world and working for them has often been the stuff of rumour, hearsay and games industry legend. For the first time Rare is lifting the vale of secrecy to explain how they make such great games and how they work differently to other developers. Nick and Nic will cover how Rare is structured, how Rare approach game and technology creation and what it’s like to work in this environment. With a large Q&A session this is your chance to find out what you always wanted to know so come prepared. |
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Bio: Andrew
Oliver is the co-founder of Blitz Games,
along with his twin brother Philip, and is now the Chief Technical Officer of
the company. They
began writing games in the mid-80s and had huge success with both the Dizzy
and Simulator series of games, helping to establish Codemasters in the
process. In 1990 they formed Interactive Studios which then became Blitz
Games in 1999. Blitz has worked with the industry's major publishing partners
including Atari, Microsoft, THQ, Disney,
Eidos and Universal on a range of highly successful mass-market titles such
as Taz: Wanted, Chicken Run, Fuzion Frenzy, The Mummy Returns, Frogger 2,
Lilo & Stitch and Zapper. The company recently released Bad Boys II and
their second Fairly OddParents game, and is currently working on a range of
high-profile but as yet unannounced new games.
Title: Nature or Nurture: What brings
a great character to life? Andrew
Oliver from leading game developer Blitz Games looks at what makes a video
game character truly great. Comparing the progression of character design
with that in the film and TV industry, Andrew will take an interesting and
amusing look through over 100 years of character design, breaking down the
key ingredients that bring great characters to life. What gives a character
personality? What makes them engaging, original and, most of all, fun to
control? Andrew will use his two decades of experience in the games industry
to shed light on the pleasures and pitfalls of bringing characters to life in
an interactive setting. |
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Bio: Jesse
Schell currently holds the title of Professor of Entertainment Technology
(specializing in Game Design) at His
most recent work at Disney involved the design of Disney’s Toontown Online
MMORPG. He
has a BSCS from He
is also the coordinator of the Pittsburgh Chapter of the International Game
Developers Association. Schell opened Schell
Games in Jesse
Schell has been named to the 2004 TR100
list of the world's 100 Top Young Innovators by Technology Review, MIT's
magazine of innovation. http://www.cmu.edu/cmnews/extra/040921_tr.html Title: The Art of Game Design - Understanding Entertainment: Story and
Gameplay are One Historically,
stories have been single-threaded experiences that can be enjoyed by an
individual, and games have been experiences with many possible outcomes that
are enjoyed by a group. The introduction of the single-player computer game
challenged these paradigms. Early computer games were simply traditional
games, such as tic-tac-toe, or chess, but with the computer acting as
opponent. In the mid-seventies, adventure games with storylines began to
appear that let the player become the main character in the story. Thousands
of experiments combining story and gameplay began to take place. Some used
computers and electronics, others used pencil and paper. Some were brilliant
successes, others were dismal failures. The one thing these experiments
proved was that experiences could be created that had elements of both story
and gameplay. This fact seriously called into question the assumption that
stories and games are governed by different sets of rules. In fact, if we
look deeply enough, we find common principles that underlie both story and
game based entertainment. This presentation shows that understanding these
fundamental elements provides insight that can help one to create great
entertainment of any type. |
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Bio: Marc
has been in the games industry for 22 years. He started his career as a
programmer at Imagine Software where he developed 18 titles for Commodore 64,
Atari ST & Commodore Amiga. Marc moved into development management full
time in 1989. He has held the following positions: Development Manager at
Odin Computer Graphics a games publisher and developer. Managing Director for
Eldritch the Cat Ltd a game development studio, Development Manager at
Europress Software an educational software publisher, Senior Projects
Manager/Vice President of Development at Software Creations and currenty
Studio General Manager for Acclaim Studios Manchester. Marc has worked with
external developers, managed all development in private and public listed
development companies and also in a publisher internal studio giving him a
vast range of experience in all forms of development management. Acclaim
Entertainment, Inc. was founded in 1987 as a Title: Making Games - Passion,
Professionalism and Dedication |
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Sarah Ewen
Support Infrastructure / Linux
for PlayStation 2 Technology Group / Sony Computer Entertainment
Europe London – |
Bio: For
her sins, Sarah studied at Imperial College, London to gain an MEng in
software engineering. While the vast majority of her peers succumbed to the
lure of the City and IT/Investment banking industry, Sarah sought out a more
interesting career related to open source. Following 18 months working on a
toolkit for database backed community websites, Sarah joined SCEE to work
exclusively all matters related to the release of the Linux kit for
PlayStation 2, where she has dealt with just about anything from tech support
to web site development to (the occasional moment of) marketing. All this
apparently falls under the job title 'Linux Evangelist'. Sarah now also works
on SCEE's own internal developer support systems. Title: The architectures of PlayStation platformsThroughout the last ten years, the innovation driving Sony Computer Entertainment has created the design of dedicated game consoles which differ dramatically from a general purpose machine. This talk will touch on the differences, the reasons behind these designs, a tour of the hardware, and will also look forward to the highly anticipated PSP platform. Finally we'll look at what development opportunities exist for those not professionally involved in the industry. |
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Bio: Jon
is currently Development Director at Onteca where he has worked at the
intersection of Arts, Technology and Training. Recently Jon worked on ‘Another Green World’,
a collaboration between Disabled Artists and Computer Game Developers funded
by the Arts Council and the ‘Game Plan’ at Media Training North West. Jon
was one of the founders of the award winning International Centre for Digital
Content where he co-developed the first Digital Games Masters programme in
the UK. His experience as a senior computer game programmer at Sony taught
him that the most interesting work occurs when Artists and Technologist
collaborate. Onteca
are committed to Independent Game Development and the discovery of original
Game and Narrative mechanisms. Title: Indie Games - do they exist? In the week when Halo 2 became
the fastest-selling media product ever in the United States, and Grand Theft
Auto: San Andreas the largest ever opening for a UK media product, games has
finally been proclaimed more important than film. Can this claim be true especially when
games has no 'indie' sector. Indie film gave us Dog Soldiers, Four Weddings
and a Funeral and Woody Allen. Indie music gave us Oasis and Radiohead, indie
writing Harry Potter. What does the
games industry have to offer from indie production? Twenty years ago idiosyncratic independent
content could be produced but now all games have to be seen has potential
blockbusters. What can change, are we
stuck like this, can the games industry ever be a creative force without
strong independents? |