Home

Programmes

Lectures

Tutorials

Research Presentations

Exhibitions

Call For Papers

Contact and Registration

Travel and Accommodation

People and Partners

Archives and Links

Liverpool John Moores University and the School of Computing and Mathematical Sciences

present 

The Second Annual International

Workshop in Computer Game Design and Technology

A two-day event of lectures, tutorials and exhibitions on Computer Games Research and Development

15 – 16 November 2004

Venue : Liverpool Moat House Hotel

 

Liverpool John Moores University

 

 

  

 

 

 

 

 

Cover

Programmes

Download the programme of the day here.

Lecture Programme Sessions

Monday, 15 November

9:00 – 10:00 Registration - Coffee

10:00 -10:15 Professor Diane Meehan - Welcome

10:15 -10:25 Professor Madjid Merabti – Workshop Context and Programme

10:25 – 10:30 Newton Lee (Disney Online) on Computer in Entertainment - Video

Keynote Speeches

10:30-11:15 Ernest Adams (International Hobo) on Fundamental Principles of Game Design

11:15 – 12:00 Craig Lindley - (University of Gotland) on Trans-Reality Gaming

Presentations on Game Design and Technology

12:00 – 12:45 Chris Bateman (International Hobo) on Designing for Different Play Styles

12:45 – 14:00 Lunch Break

14:00 – 14:45 Jason Chown (SCEE Liverpool) on Large Game Programming Teams

14:45 – 15:30 Sarah Ewen (SCEE London) on The architectures of PlayStation platforms

15:30 -16:00 Coffee Break

16:00 – 16:45 Jeremy Chatelaine (Argonaut Games) on Love & Hate - Working in the video game industry 

16:45 - 17:30 Jon Wetherall (Ontica) - Indie Games - do they exist?

17:30 – 18:00 Nicholas Chilton (Simula UK). Introduction to  Motion Capture Animations.

 

19:30 – 23:00 Gala Dinner at the Moathouse Hotel

 

Tuesday, 16 November

9:00 – 10:00 Registration – Coffee

 Keynote Speech

10:00 – 11:00 Jesse Schell (Carnegie Mellon University) on The Art of Game Design

Presentations on Game Design and Production

11:00 – 11:45 Dino Dini (Abundant Software) on Dino Dini on Gameplay

11:45 – 12:30 Andrew Oliver (Blitz Games) on Nature or Nurture: What brings a great character to life?

12:30 – 14:00 Lunch Break

14:00 – 14:45  Ernest Adams (International Hobo) on Exploring the Fringes: Interactive
                Entertainment for the 21st Century

14:45 – 15:30 Marc Wilding (Acclaim Studios Manchester) on Making Games - Passion, Professionalism and Dedication

15:30 -16:00 Coffee Break

16:00 – 17:00 Nick Burton and Nic Makin (Rare Ltd) on Working in the Games industry: A Rare experience

Panel and Conclusions

17:00 – 18:00 Title: Emerging vs. Converging Technologies for Computer Entertainment, Global Media and Interactive Machinima

Panel Members:

Ernest Adams (International Hobo) : Chair

Nick Burton (Rare – Microsoft Game Studios)

Dino Dini (Abundant Software)

Dr Martin Hanneghan (Liverpool John Moores University)

Newton Lee (Disney Online)

Prof. Craig Lindley - Institution for Technology, Art and New Media (University of Gotland)

Lynne McCadden (Chief Executive of Media Training North West)

Andrew Oliver (Blitz Games)

Prof. Jesse Schell (Professor of Computer Entertainment at Carnegie Mellon)

 

 18:00 Announce of Best Papers and Best Research Seminar Presentation

 

Tutorial Programme Sessions

Monday, 15 November

Ernest Adams’ Tutorial on Game Design (Session Parallel to Keynote Presentations)

10:30 – 12:30 Session 1

12:45 – 14:00 Lunch Break

14:00 – 17:30 Session 2

 

The tutorial will start with a first lecture on fundamental Principles of Game Design, followed by a long-day workshop in wish throughout the day, you’ll be defining your game in a scaled-down version of a professional design environment. A unique series of worksheets will guide you through the process from initial concept to studio presentation.

Because the tutorial is team-based, please be prepared to attend for a full day.

 

Fundamental Principles of Game Design

 

A lot of people start doing game design without knowing the fundamental principles, and as a result, they make fundamental mistakes. This is a from-the-ground-up, first-principles lecture about designing games – computer games, board games, or any other kind, although it’s primarily intended for designers of interactive entertainment. In it I discuss such things as the function of balance, the role of positive feedback, the dimensions of a game world, and many more key concepts. None of it will be new to experienced professionals, but it does set out the basics in a clear, direct style.

 

In the course of this day-long tutorial , you will...

 

Join a design team in one of five roles: Lead Designer, Game Designer, Art Director, User Interface Designer, or Level Designer.

Define the key resources and core mechanics of a game.

Create the challenges and player choices at the heart of the game play.

Devise a workable, practical user interface.

Choose an art style and produce concept drawings.

Invent the main characters and storyline of the game.

Brainstorm some levels the game might include.

... all in one day. How is this possible? Teamwork!

 

There are no pre-requisites. The only experience you need is a love of games.

More info available here

 

 Research Presentation Programmes

Monday, 15 November

14:00 – 15:30 Session 1 : Artificial Intelligence for Games

14:00 – 14:20 - Exploiting the Fascination: Video Games in Machine Learning Research and Education. Christian Bauckhage (York University, Toronto, Canada) and Christian Thurau (Bielefeld University, Germany).

14:20 – 14:40 - Development of a Cooperative Multiagent System to Facilitate Leadership Roles in Computer Entertainment. Nick Baker and Abdennour El Rhalibi (Liverpool John Moores University, UK).

14:40 – 15:00 - Selecting Games for Artificial Intelligence Research. Alasdair Macleod (University of the Highlands and Islands Lews Castle College Stornoway Isle of Lewis, UK).

15:00 – 15:20 - A Hybrid AI System for Agent Adaptation in a First Person Shooter. Michael Burkey and Abdennour El Rhalibi, (Liverpool John Moores University, UK).

15:30 – 16:00 Coffee Break

16:00 – 17:40 Session 2 : Game Technologies and Applications

16:00 – 16:20 - Hybridisation for versatile decision-making in Game Opponent AI. Martin Fowler, Andrew Hunter and Mark Doughty, (University of Lincoln Brayford Pool, UK).

16:20 – 16:40 - A Riot Control Mechanism for Games. Ben Kirman and Abdennour El Rhalibi (Liverpool John Moores University, UK).

16:40 – 17:00 – Portholes and Planes: Faster Dynamic Evaluation of Potentially Visible Sets. Timothy Roden, Ian Parberry (Department of Computer Science & Engineering, University of North Texas, Denton, Texas, USA).

17:00 – 17:20 - Modelling and Simulation of Collision Response Between Deformable Objects. Abdullah Bade, Saandilian Devadas, Daut Daman and Norhaida Mohd Suaib (University of Technology Malaysia, Malaysia).

17:20 – 17:40 - sMaall Educational games for multi-language kids. Andrea Valente and Hee Holmen (Aalborg University Esbjerg (DK)); and Emanuela Marchetti ((University of Southern Denmark (DK)).

 

Tuesday, 16 November

14:00 – 15:30 Session 3 : Real-Time Technologies for Games

14:00 – 14:20 - A RIO-like Technique for Interactivity Loss Avoidance in Fast-Paced Multiplayer Online Games: A Preliminary Study. Claudio E. Palazzi (Computer Science Department, University of California Los Angeles, USA), Stefano Ferretti, Stefano Cacciaguerra, Marco Roccetti (Dipartimento di Scienze dell’Informazione, Universitΰ di Bologna, Bologna, Italia).

14:20 – 14:40 - Adapting Motion Capture Data using Weighted Real-Time Inverse Kinematics. Michael Meredith and Steve Maddock (University of Sheffield, UK)

14:40 – 15:00 - Materials Based Physics for 3D Games. Robert Sang (Liverpool John Moores University, UK).

15:00 – 15:20 - Real Time Visualization and Blending of Motion Capture Animations. Nicholas Chilton, Tao Wan and Rae Earnshaw (University of Bradford, UK).

15:30 – 16:00 Coffee Break

16:00 – 17:00 Session 4 : Game Technologies and Applications

16:00 – 16:20 – A Domain-Independent Multiplayer Architecture for Training. Ahmed BinSubaih, Steve Maddock and Daniela Romano (University of Sheffield, UK).

16:20 – 16:40 - Agents Based Modelling for a Peer-to-Peer MMOG Architecture. Abdennour El Rhalibi,  Madjid Merabti, (Liverpool John Moores Uiversity).

16:40 – 17:00 - Building the Case for Video Games in Music Education. Guillaume Denis, Pierre Jouvelot (Centre de recherche en informatique Ιcole des mines de Paris, France).

 

Exhibitions

A comprehensive exhibition on the latest advances in game technology, applications and services will be featured during GDTW 2004. Exhibitors will include commercial games and organisations involved in the design, production, sale or distribution of game technology equipment and professionals services.

 

For companies which are interested in more information on the exhibition and booking your space, please contact us here.

 

Exhibition Sessions:

Monday, 15 November

10:30 – 17:00 Session 1

Tuesday, 16 November

10:30 – 17:00 Session 2

 

 

 

This website is maintained by Sud Sudirman, Copyright 2004