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GDC 2008 Featured Speakers

Featured Speakers

Allan Alcorn
Ralph Baer
Rod Humble
Allan Alcorn
CTO, IMMI
Ralph Baer
Rod Humble
Head of The Sims Studio, Electronic Arts
Dave Jones
Raph Koster
Peter Molyneux
Dave Jones
Realtime Worlds
Raph Koster
President, Areae, Inc.
Peter Molyneux
Head of Studios,
Lionhead Studios


Richard Bates
Sulka Haro
Ken Levine
Richard Bates
Lead Programmer, Sony Computer Entertainment Europe
Sulka Haro
Lead Designer, Sulake
Ken Levine
President/Creative Director, 2K Boston
Clinton Keith
Jon Blow
Philip Holt
Clinton Keith
Chief Technical Officer, High Moon Studios
Jon Blow
Number None Inc
Philip Holt
GM, EA Tiburon
Chris Butcher
Cervat Yerli
Paul Wedgewood
Chris Butcher
Engineering Lead, Microsoft/Bungie
Cevat Yerli
Managing Director, Crytek
Paul Wedgewood
Owner/Lead Designer, Splash Damage Ltd




Allan AlcornAllan Alcorn
CTO, IMMI

Session:
How to Create an Industry: The Making of the Brown Box and PONG
Track: Game Design

The year was 1966. Television had a huge installed user base, but only featured a single, passive application with only a few channels. Ralph Baer decided there needed to be something more. He created the Brown Box, the world's first electronic console that enabled people to not just watch, but play Ping Pong on screen using connected controllers. In 1972, Magnavox launched it to retail as the Odyssey. Later that year, Atari and designer Allan Alcorn separately released PONG as a stand-up coin operated arcade unit. The success of both directly created this industry. Join Ralph and Allan as they describe what went right and what went wrong in engineering, designing, and championing their vision – and our reality -- of interactive games.



Ralph Baer
Session:
How to Create an Industry: The Making of the Brown Box and PONG
Track: Game Design

The year was 1966. Television had a huge installed user base, but only featured a single, passive application with only a few channels. Ralph Baer decided there needed to be something more. He created the Brown Box, the world's first electronic console that enabled people to not just watch, but play Ping Pong on screen using connected controllers. In 1972, Magnavox launched it to retail as the Odyssey. Later that year, Atari and designer Allan Alcorn separately released PONG as a stand-up coin operated arcade unit. The success of both directly created this industry. Join Ralph and Allan as they describe what went right and what went wrong in engineering, designing, and championing their vision – and our reality -- of interactive games.



Rod HumbleRod Humble
Head of The Sims Studio, Electronic Arts

Session:
The Emergent Gamer
Track: Game Design

In this session, Rod Humble – Head of THE SIMS Studio at Electronic Arts – will reveal for the first time ever a new creative endeavor that makes game creation easier than ever before. Humble will discuss the rise of a new class of game creators and games, what it means to games as an art form, and how THE SIMS Label hopes to convert millions of players to game designers.



Dave JonesDave Jones
Realtime Worlds
Session:
My First MMO
Track: Game Design

"As designers look to make the leap from a finely crafted single player experience to a persistent living breathing world with hopefully millions of connected players what would you do to herald your entry into this space? With a rich heritage of creative IP from DMA Design/Realtime Worlds, Dave Jones walks and talks us for the first time through something a little different from the fantasy based RPG's. From the DNA of games like LEMMINGS, GTA & CRACKDOWN you should expect some thinking outside of the box."



Raph KosterRaph Koster
President, Areae, Inc.
Session:
Metaplace Postmortem: Reinventing MMOs
Track: Game Design

In August of 2006, Areae set out to try to reinvent many aspects of the fundamental architecture and design of virtual worlds and MMOs. The goal: move away from the current model and towards systems that work more the way the web does today, using open standards and encouraging user participation. In this session, we'll walk through how it went, and how it works. We'll discuss the challenges for game developers learning to "talk web," and the implications it has on designing games that work this way.



Peter MolyneuxPeter Molyneux
Head of Studios, Lionhead Studios

Session: FABLE 2 - The Big Three Features Revealed
Track: Game Design

Peter Molyneux's stated ambition as a designer is to make FABLE 2 a landmark game. In order to achieve this three big design features have been added. The inspiration and rational behind these features will be discussed along with their evolution throughout the development process. The wider context of their impact and influence on the RPG genre with also be examined as the ambition is also to evolve the genre itself. The talk will be supported by retrospective videos as well as live game examples.



Richard BatesRichard Bates
Lead Programmer, Sony Computer Entertainment Europe
Session:
Making in-Game Commerce Work for You: SINGSTAR, a Case Study

Track: Production

Game consoles now have always-on network connections, and consumers are ever more comfortable with making purchases online. SINGSTAR on PlayStation 3 responds to this with an innovative in-game store, with a sophisticated, user friendly interface. This case study looks at how commerce can be of benefit to a game, and explores methods for building it in to a title. The session deals with many issues that will arise during production, from concerns such as parental control and testing, to technical considerations including server configuration and the page delivery model.



Sulka HaroSulka Haro
Lead Designer, Sulake
Session: The State of the Hotel - What Makes Teens Tick at HABBO

Track: Game Design

HABBO is a virtual world and a website aimed at teenagers. HABBO attracts more than 7.5 million users every month, many of the whom participate in the world's economy of acquiring virtual property through micro-transactions and author content for the other players using the tools they've bought.   The session describes some of the processes and principles used to design the product to support open play and end user creativity, with concrete examples of user activity and changes the service has gone through during the seven years of HABBO's existence. If you missed Sulka's 2007 Austin GDC Keynote or want to hear the latest updates of what's happening at HABBO, here's your chance to learn something new! 



Ken Levine Ken Levine
President/Creative Director, 2K Boston
Session:
Storytelling in BIOSHOCK: Empowering Players to Care about Your Stupid Story
Track: Game Design

Game stories can matter, even in first person shooters. But first we're going to have to give up a lot of our preconceptions about what people care about when playing a game. For too long, games (especially first person shooters) have been stuck in a "game sequence followed by story sequence" mentality. Ken Levine will tell the tale of how the BIOSHOCK took a pointy-headed idea about a pseudo-objectivist utopia and turned it into one of the most compelling and succesful game worlds in recent history. What were the tools used? What compromises had to be made? Where did the shooter end and the story begin? How did we make people give a crap? How did we use story and narrative to become perhaps the most talked about game at the super-crowded E3 2006? What does this all mean for stories in games? And must of all, what hell does "Mise En Scene" mean?



Clinton KeithClinton Keith
Chief Technical Officer, High Moon Studios
Session:
An Agile Retrospective
Track: Production

This presentation discusses some of the deeper topics of agile game development as experienced from the first company to adopt these practices in the game industry five years ago. This session is an honest assessment of the benefits and challenges of continuing down the agile road. Many companies that have tried Scrum have not met with success and the presentation will address the common issues that have been seen. Scrum has grown in popularity in the industry over the past several years, but it is only the first step in adopting an agile culture at a development studio. Since adopting Scrum, High Moon has continued to experiment using agile methods to improve their development processes. Methods from Extreme Programming (XP), Agile Planning and Lean Development have further introduced improvements.




Jon BlowJon Blow
Number None Inc
Session: Design Reboot
Track: Game Design

Assaulting you with a variety of different perspectives about what it means to design and build a game, and the consequences of those viewpoints.



Philip HoltPhilip Holt
GM, EA Tiburon

Session: Living with Madden: The Drive for Consistent Excellence
Track: Production

Every year for the last decade, Tiburon has released chart topping products in the Madden franchise. Madden has become one of the most successful franchises in the history of the game industry and has been woven into the fabric of popular culture in the US. Behind every release is a passionate and dedicated team that strives to deliver the best Madden yet. This talk will focus on the key elements that have led to this consistent level of innovation and execution year after year, including production methodology, team building and balancing, creating a culture of innovation and performance, technology choices, and metrics.



Chris ButcherChris Butcher
Engineering Lead, Microsoft/Bungie
Session: E Pluribus Unum: Matchmaking in HALO 3
Track: Game Design

The online multiplayer mode of HALO 3 features an automatic matchmaking system to place players into games. Players may join individually or with parties of friends, and are quickly matched into groups. This presentation describes the algorithms behind the peer-to-peer matchmaking model, and its implementation over Xbox Live. It examines the impact of matchmaking on the HALO online community, and provides techniques for shaping the player experience and discouraging cheaters. The tradeoffs of an automatic matchmaking system compared to traditional multiplayer game browsers will be discussed, and illustrated by some results from the first months of HALO 3's operation.



Cervat YerliCevat Yerli
Managing Director, Crytek

Session: CRYSIS in the Making
Track: Game Design

This session will offer a look into key areas of CRYSIS development that markedly depart from Crytek's first project, FAR CRY. Main topics include Nanosuit design and gameplay, creating a rich, destructible/non-linear world, and peopling it with dynamic, believable AI enemies that challenge and entertain the player.



Paul WedgewoodPaul Wedgewood
Owner/Lead Designer, Splash Damage Ltd

Session: Splash Damage: From Amateur to Triple-A in Five Years
Track: Business and Management

Sneak through the back-door and become an award-winning AAA developer in under five years. Paul Wedgwood, owner of Splash Damage and Lead Game Designer on the award-winning ENEMY TERRITORY QUAKE WARS and WOLFENSTEIN ENEMY TERRITORY games, presents lessons learned while growing the studio from an amateur mod-making team to an award winning Triple-A developer. The best lessons in business and creativity are counter-intuitive. Paul Wedgwood explains why no industry experience, hiring amateurs, focusing on the hardcore, high overheads, not budgeting, ignoring royalties, loving your publisher, and enjoying PR, can all contribute to a much greater critical and financial success than established business practices.

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