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CONFERENCE 

|   TUTORIALS
This year we have a variety of workshops and tutorials to choose from. Workshops and tutorials take course over a full day, providing deep-dive focus on each topic. Come share with and learn from some of the best and brightest in the game development industry.

For Developer Day sponsorship opportunities, click here

Two-Day Tutorials March 5 and 6, 10am-6pm

Design (111 and 211) Game Design Workshop FULL

speakers

  • Marc Leblanc, Senior Designer & CTO, Mind Control Software

session

This intensive two-day workshop will explore the day-to-day craft of game design through hands-on activities, group discussion, analysis and critique. Attendees will immerse themselves in the iterative process of refining a game design and discover design concepts that will help them think more clearly about their designs and make better games. The workshop presents a formal approach to game design, in which games viewed as systems, and analyzed in terms of their Mechanics, Dynamics and Aesthetics.

Before we can even begin to design a game, we need to understand our aesthetic goals. In other words, we need to enumerate all the kinds of "fun" that we hope the game will provide its users. We can formalize our understanding of our game's aesthetic goals by formulating an aesthetic model for each goal - a formal description of the goal that identifies its criteria for success and possible modes of failure. The workshop will present a handful of aesthetic models as examples, and also encourage attendees to formulate their own. During the game design exercises, attendees will use aesthetic models as a yardstick to measure their progress throughout the design process.

Working in small groups, attendees will be given specific games to play, and will analyze them in terms of aesthetic goals and models. Several different games will be explored, and common game design themes will be identified as different groups share their results. For each game that they analyze, attendees will be presented with a concrete design exercise to undertake. An exercise might involve adding a new feature, accommodating a new goal or requirement, or fixing a design flaw. These exercises will challenge attendees to analyze and identify the design principles at work in a game, and to think flexibly and creatively while working within design constraints. They will serve as a starting point for discussing how the iterative design applies to games in digital and non-digital media.

In addition to these analysis-and-revision exercises, attendees will gain further practical experience working with these models through brief collaborative design projects, brainstorming sessions, critical analysis and discussion.

takeaway


Game designers and programmers will leave this workshop with new abstract tools for analyzing and improving their own game designs, a deeper understanding of iterative design, and other lessons that emerge from the small group discussions with their peers.


Programming (116 and 216) Google Developer Day (Presented by Google)

speakers

Day 1
  • Lilli Thompson, Game Developer Advocate, Google
  • Todd Kerpleman, Developer Advocate, Google
  • Punit Soni, Group Product Manager, Google
  • Colt McAnlis, Developer Advocate, Google
  • Jarek Wilkiewicz, Developer Advocate, YouTube
Day 2
  • Dan Galpin, Developer Advocate, Google
  • Ian Lewis, Developer Advocate, Google
  • Romain Guy, Software Engineer, Google
  • Chet Haase, Software Engineer, Google
  • Roman Nurik, Android Developer Advocate, YouTube
  • Eric Chu, Director of Android Developer Ecosystem, Google
  • Trevor johns, Developer Programs Engineer Android, Google
  • Charles Yim, Strategic Partner Development, Google

session


Get a peek at the latest technologies Google is developing for games. From scalable servers, to high-performance code and graphics in web browsers, to porting console games to the web, Google's online technologies can help you better create, distribute, promote and monetize your games.

Join Google engineers for two full days of in-depth technical discussions about tools, technologies, and platforms for game developers -- including Android, Chrome, Google+, Native Client, Cloud services, In-App Payments, YouTube, Adsense, Admob, and more.


Monday, March 5, 10am-6pm

Programming (108) Math for Games Programmers

speakers

  • Jim Van Verth, Engine Programmer, Insomniac Games
  • Squirrel Eiserloh, Director, TrueThought
  • Graham Rhodes, Senior Software Engineer, Applied Research Assoc., Inc.
  • Mike Acton, Engine Director, Insomniac Games
  • John O'Brien, Senior Gameplay Programmer, Insomniac Games

session
Over the past ten years, the complexity of many games has increased, and with that the knowledge needed to create them. Creating the latest code for graphics, animation, physical simulation, even some extent artificial intelligence, requires thorough knowledge of the necessary mathematical underpinnings.

This tutorial continues the tradition of the "Math for Programmers" tutorial by bringing together some of the best presenters in gaming math to concentrate on the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The day will focus on the issues of 3D game development important to programmers and includes programming guidance throughout. Topics begin with introductory talks on affine transformations, quaternion algebra, computational geometry and curves and interpolation, and conclude with more implementation-oriented talks on optimized data-oriented design for mathematical operations and how all these techniques can be used by gameplay programmers.

audience

Beginning to intermediate programmers looking to learn or build upon their math skills. Some knowledge of vectors and matrices expected, and some calculus may be helpful.

takeaway


Attendees will learn fundamental elements and practical considerations for using math in games.


Production (109) Scrum Essentials Tutorial FULL

speakers

  • Clinton Keith, Consultant, Clinton Keith Consulting

session


This one-day workshop provides the essential principles of Scrum and hands-on experience for game developers. Learn how Scrum works best for game development and how to avoid any pitfalls. The workshop will use a combination of lecture, discussion and interactive games to give a solid overview of how Scrum works and whether it is a good choice for your studio. This course is taught by Clinton Keith, author of Agile Game Development with Scrum. Clint has 15-years of game development experience and eight years experience in applying Scrum to game development, first as a CTO at the first studio to adopt Scrum and recently as an independent Scrum trainer who has worked with dozens of studios of all sizes and teams producing every type of game.

audience

Any game developer who is interested in learning more about Scrum and how it applies to game development.

takeaway


Attendees will learn about the full cycle of Scrum development, its principles and not the hype. They will leave knowing how Scrum works and will be able to begin its introduction at their studio and communicate expectations. They will be able to identify the patterns of successful and unsuccessful Scrum adoption, which Scrum practices should be changed to fit their game development process, and which practices should be preserved to achieve full benefits.


Design (110) Learn Better Game Writing in a Day FULL

speakers

  • Evan Skolnick, Lead Narrative Designer, LucasArts

session


This comprehensive, day-long tutorial – incorporating insightful lectures, entertaining examples and skill-building exercises – offers writers an opportunity to learn (or re-learn) the basics of good story structure, vibrant character development, and snappy dialogue writing. It also serves to educate game designers and other game development professionals on core narrative concepts, providing a common frame of reference and a 'bridge' between writers and the rest of the team. Narrative's role in the success of top-tier console titles as well as mega-popular social games continues to grow in importance, and nowhere else can you find a more compact, engaging and effective primer.

audience

This tutorial is mainly targeted at game developers with limited fiction writing knowledge and experience who wish to improve their core understanding and skills in this area. No prerequisite knowledge is required to understand the content of this session. However, familiarity with popular movies and video games will enhance the experience.

takeaway


Through a series of insightful lectures, entertaining examples and skill-building exercises, attendees of this tutorial will gain insight and ability in the area of fiction writing for video games, and learn methods of incorporating narrative storytelling in an interactive space.


Programming (112) Advanced Visual Effects with DirectX 11

speakers

  • Cem Cebenoyan, Director of Developer Technology, NVIDIA
  • John McDonald, Senior Software Engineer, NVIDIA
  • Timothy Lottes, Senior Software Engineer, NVIDIA
  • Bryan Dudash, Senior Software Engineer, NVIDIA
  • Tobias Persson, Co-Founder & Rendering Architect, BitSquid
  • Nicolas Thibieroz, Developer Relations Manager, AMD
  • Jon Story, Developer Relations Engineer, AMD
  • Karl Hillesland, Member of Technical Staff, AMD
  • Jay McKee, Member of Technical Staff, AMD
  • Matthijs De Smedt, Programmer, Nixxes Software
  • Matt Sandy, Program Manager, Microsoft

session


Brought to you with the collaboration of the industry's leading hardware and software vendors, this day-long tutorial provides an in-depth look at the Direct3D® technologies in DirectX® 11 and how they can be applied to cutting-edge PC game graphics for GPUs and APUs. This year we focus exclusively on DirectX 11, examining a variety of special effects which illustrate its use in real game content. This will include detailed presentations from AMD and NVIDIA's demo and developer support teams as well as some of the top game developers who ship real games into the marketplace. In addition to illustrating the details of rendering advanced real-time visual effects, this tutorial will cover a series of vendor-neutral optimizations that developers need to keep in mind when designing their engines and shaders.

audience

Target is graphics programmers with experience with shaders and Direct3D. The primary focus during the tutorial is on DirectX 11, so it would be most useful to be working on (or planning to work on) a DirectX 11 project.

takeaway


Attendees will learn about cutting-edge graphics techniques that take advantage of today's modern graphics processors, including techniques in post-processing, geometry processing, and shading, with examples from shipping games.


Programming (113) HTML5 Tutorial Day

speakers

  • Rachel Blum, Software Developer, Google
  • Darius Kazemi, Programmer, Bocoup

session


The HTML5 Tutorial Day features lectures from the top HTML5 developers working today. You'll learn from both experienced web developers as well as game developers who have shipped titles in HTML5. The tutorial starts with an overview of what game developers need to know about HTML5, followed by in-depth sessions on state of the art APIs, WebGL programming and debugging, lightning postmortems of HTML5 games, and what's coming next for HTML5 -- and how you as a game developer can affect what features get put in the next generation of web browsers.

audience

This tutorial is intended for experienced game programmers, but no prior knowledge of HTML5 is assumed. It is assumed that attendees know how to make games, but are looking to learn HTML5 knowledge, tools, and techniques.

takeaway


Attendees will come away with technical knowledge that will help them tackle tough problems on the cutting edge of HTML5 game development, as well as strategic knowledge to help them accurately assess technical risk on potential HTML5 game projects.


Programming (114) Are You a Manager or a Leader? Come Test Your Skills and Learn New Ones! FULL

speakers

  • Julie Craft, VP of business development, Heyzap

session


Do you currently manage a team or run a company or have a desire to do so in the future? Do you prefer to do the right thing or do things right? Then you will definitely want to join Julie Craft, VP of business development at Heyzap and former adjunct business professor, in this full-day, hands-on leadership workshop. In this workshop, you will benefit from a personal, professional and group assessment of your leadership style and management effectiveness. You will gain a better understanding of your own personal strengths while learning new skills and playing games throughout the day! We will discuss emerging leadership models and what it takes in today's business environment, especially in the turbo-charged gaming world, to become a rock star leader! We will also cover goal setting, developing a winning corporate culture, time management tips and tools to take your leadership potential to the next level.

audience

This session is open to all, with a special focus on people who are currently managing others or those who would like to become a leader within an organization or run a start-up company in the future.

takeaway


In this full-day, hands-on workshop, attendees will leave with a personal, professional and group assessment of their leadership style and management effectiveness. They will have a better understanding of emerging leadership models and what it takes in today's environment to become a rockstar leader within a large corporation or within a start-up company. They will take away a personal leadership kit filled with management resources, tools, templates and action plans to continue their own personal leadership growth after they get back to the office!


Design (115) Usability Boot Camp

speakers

  • Veronica Zammitto, Game User Researcher, Electronic Arts
  • Paul Newton, Development Director - Advanced Usability Lab, Electronic Arts

session


This full-day workshop will focus on one of the most critical components of game production: the applied practice of game usability research. Using widely-established stages of game development, attendees will be exposed to hands-on exercises, group discussion, and practical analysis of user experience methods which are intrinsic to effective game design. After building a foundation of usability discipline, attendees will be taken from pre-production through post-production and presented with a wide variety of potential usability techniques such as think-aloud, heuristics, cognitive walkthroughs, direct observation, questionnaires, and metrics.

audience

The knowledge gain in this workshop will empower attendees to carry-out their own usability studies and add appreciable value to the game design process. With this understanding, designers and game user researchers alike will be able to acquire actionable user experience data through rigorous procedures to ensure better informed decisions during the game development process.

In order to understand and create the ultimate user experience we must collect relevant data. This requires defining clear usability study goals and selecting the appropriate techniques through the different stages of development. During the workshop, we will discuss the pros and cons of different testing techniques and demonstrate how they fit best in relevant usability scenarios, continuously emphasizing how all these factors play a role in shaping a successful user study design. Working in groups, participants will embody many roles in the usability process.

takeaway


Through concrete exercises, attendees will explore in-depth responsibilities and tasks conducted by game user researchers, facilitators, and observers.


Design (117) Facebook Developer Day (Presented by Facebook)

speakers

  • Namita Gupta, Head of Games and Credits Technical Developer Relations, Facebook
  • Gareth Morris, Partner Engineer, Facebook
  • Daniel Schultz, Partner Engineer, Facebook
  • Fred Fang, Partner Engineer, Facebook
  • Constantin Koumouzelis, Partner Engineer, Facebook

session


Facebook's recent launch of Timeline and Open Graph is a big opportunity for games developers to drive growth and engagement through Facebook Platform. In this all-day event, Facebook Platform engineers will give a deep-dive into best practices for building fast-growing social games on Facebook.com, mobile devices, and consoles. Developers will learn the fundamentals of how to build successful social games with Facebook Platform and how to deeply integrate their apps with Timeline by publishing meaningful game activity with Open Graph.



Tuesday, March 6, 10am-6pm

Programming (208) Physics for Games Programmers

speakers

  • Erin Catto, Principal Software Engineer, Blizzard Entertainment
  • Richard Tonge, Senior Software Engineer, NVIDIA
  • Glenn Fiedler, Senior Staff Online Game Programmer, Sony Computer Entertainment
  • Gino van den Bergen, Owner, DTECTA
  • Takahiro Harada, Researcher, AMD
  • Erwin Coumans, Principal Physics Engineer, AMD

session


As the visual quality of games has improved, more attention has been given to other aspects of a game to increase the feeling of reality during gameplay and distinguish it from its competitors. One of the most rapidly growing fields is physical simulation, as shown by many of the latest games, from those on mobile platforms to AAA console games. Creating such a simulation may appear to be a daunting task, but given the right background it is not too difficult, and can add a great deal of realism to animation systems, and interactions between avatars and the world.

This tutorial continues the tradition of the "Physics for Programmers" tutorial by bringing together some of the best presenters in both gaming physics. Over the course of a day they will deepen programmers' knowledge by focusing in on the topic of physical simulation and providing a toolbox of techniques for programmers interested in creating and using physics engines, with references and links for those looking for more information. The focus of the course is to study various pieces of the simulation pipeline and show how problems along the way can be solved and optimized using standard 3D mathematical concepts and engineering know-how. Topics include integration of a physics engine into a game, rigid body solvers, collision detection and contact resolution, physics on mixed CPU-GPU systems, rigid body destruction, and networking for physics programmers. Sample code libraries and examples are provided.

audience

Intermediate programmers looking to learn or build upon their physics skills. Knowledge of calculus and linear algebra expected.

takeaway


Attendees will learn both basic elements of using and creating physics engines, as well as more specialized topics for those who wish to go further.


Production (209) Producer Boot Camp

speakers

  • Senta Jakobsen, Senior Development Director, ngmoco

session


With each new generation of gaming hardware - capabilities are increased, customer expectations are raised, games become more complex and team sizes grow larger. Now more than ever, in the controlled chaos that is game development, the role of the producer is critical to the success of shipping a blockbuster title. Successful producers are much more than just schedule jockeys; they are team managers, communication facilitators, conflict mediators, risk mitigators, work enablers and predictors of the future. The Producer Boot Camp focuses on some of the key skills required by producers, both new to the role and seasoned veterans, to be successful in this challenging industry.

The speakers and the agenda will be made available in mid-January.


Design (210) Level Design in a Day: Best Practices from the Best in the Business

speakers

  • Ed Byrne, Creative Director, Imba Interactive
  • Neil Alphonso, Lead Designer, Splash Damage
  • Jim Brown, Lead Level Designer, Epic Games
  • Joel Burgess, Senior Designer, Bethesda Game Studios
  • Seth Marinello, Level Designer, Electronic Arts
  • Matthias Worch, Lead Designer, LucasArts
  • Coray Seifert, Director of Product Development, Slingo, Inc.

session


In this intense day-long tutorial, attendees gain deep insights into the art of Level Design from an all-star cast of industry veterans. This year, everyone's favorite Level Design tutors return with new topics, new formats, and new genres, plus acclaimed Dead Space level designer Seth Marinello!

From the iterative process behind a production Gears of War level, to the process of creating the most stirring moments of Dead Space, this tutorial reviews best practices and lessons learned from almost a century of collective level design experience on a vast array of contemporary and classic games. Topics of focus include documentation, pacing, environmental storytelling, balancing, player agency, narrative agency and others.

This fun, high energy talk features portfolio deathmatches, talk show-style panel discussions, extended Q&A, and a post-tutorial trip to the bar to wrap up the day with speakers and colleagues.

topics


Seth Marinello: Building a Universe Through Details
Seth Marinello details his experience helping bring the terrifying world of Dead Space alive through careful pacing and environmental storytelling. Pulling from numerous sources such as film, literature, and traditional games, Seth outlines how to create immersive spaces and craft memorable gameplay moments.

Ed Byrne: Level Design Documentation
Generally looked upon as an unfavourable relic of old-school game development, documentation and sketching is a fundamental part of any design process. Using examples from his work on contemporary and classic games, Ed explains the reasons for understanding and using planning materials, how to go about creating them, and why sometimes the old ways are the best ways.

LUNCH SPECIAL!

Portfolio Review for LD Newbies and Vets
Design has always been one of the most competitive disciplines in game development when it comes to landing a position, and this of course rings true for level design. This talk will provide an arsenal of tips and tricks for everything from getting noticed initially to waiting for a response after an interview. Before this talk, we'll send out a request for level design resumes/portfolios and put them head-to-head in brutal Portfolio Deathmatches. Two enter, one gets the job offer.

LIVE with Matthias Worch & The Level Devils
With bellies full of food and eyes full of sleep threatening focus levels, it's time for an upbeat, entertaining romp through the lighter side of level design with our effervescent host Matthias Worch and his enigmatic group of ne'er do wells, the Level Devils. Audience members are invited to join the panel on-stage in a cable talk show format as we discuss audience topics from the first half of the tutorial, burning questions about the art and craft of level design, and the meaning of life in general.

Joel Burgess: Occam's Level Designing Razor
A study in "the least complicated solution is usually the best" with examples from game balance, layout and scripting. While inexperienced designers often implement tons of convoluted safeties and edge case handling edge cases, before the situation ever actually calls for it, the best solution is often the one that is simplest in nature.

Matthias Worch: Player Stories, Designer Stories and Narrative Agency
Whose story does a game tell? That of the player, the game character, or the designer? This lecture provides a comprehensive review of how games create narrative by structuring designer and player stories through level design. It also offers suggestions on how we create game stories don't simply provide context for the player's actions but integrate the gameplay and narrative layers of the game.

Jim Brown: The Legacy of Fail
Jim Brown describes his experience in learning from mistakes and the importance of iteration. Jim will take a shipped level from a recent Epic product and show it at each stage of development, tracking how and why it changed over time.

audience

Designers, writers, and scripters involved in the level or scenario creation process. Programmers, artists, team leads and testers interfacing with level design teams. Anyone interested in learning more about the art of crafting great moment-to-moment gameplay.

takeaway


Level Design newcomers gain a solid foundation in the art and science of level design. Experienced level designers learn tips, tricks, and best practices from the best in the business. Non-Level Designers gain an intimate understanding of the level design process, becoming better equipped to collaborate with level design teams.


VisualArts (212) Technical Artist Boot Camp

speakers

  • Adam Pletcher, Technical Art Director, Volition, Inc.
  • Arthur Shek, Technical Art Director, Microsoft Studios (Turn 10)
  • Ben Cloward, Senior Technical Artist, Bioware
  • Jason Hayes, Technical Art Director, Volition, Inc.
  • Rob Galanakis, Lead Technical Artist, CCP Games, Reykjavik
  • Seth Gibson, Senior Technical Artist, Crystal Dynamics
  • Wes Grandmont III, Senior Technical Art Director, Microsoft Studios (343 Industries)
  • Will Smith, Technical Artist, Volition, Inc.

session


Technical Art is evolving rapidly. In many studios TAs play key roles in developing efficient tools pipelines and ensuring art content is visually striking and optimized for performance. TAs bridge content and engineering helping make both more successful. However, many studios have still not fully embraced the TA role. Their TAs are smart and eager to make an impact, but are not sure how to best prove their value, and be given key roles in development. A group of experienced, respected technical artists from across the industry would like to invite you to sit with them for a day and learn how to be a more effective TA. focus on the tools and skills TAs can use to demonstrate their value, and further integrate technical art into their studios' pipelines and cultures. Find the worst development problems at your studio and show them what a TA can do!

10-10:15am: Welcome
Adam Pletcher, Technical Art Director, Volition, Inc.

10:15-11:05am: You Have to Start Somewhere... Defining the Tech Art Role and Building Their Team
Arthur Shek, Technical Art Director, Microsoft Studios (Turn 10)

This session will go over the trials of moving from a job in film/animation to a studio with a minimal Tech Art presence and the ensuing panic of change. The Tech Art role has a soft definition and differs at every studio – our common quality is that we are problem solvers, and to problem solve, you must have experience, wide knowledge and the ability to scramble on your feet. At times, what we may feel pressure to know can be overwhelming. Relax - you have to start somewhere.

11:05-11:55am: Better, Faster Stronger: Teaching Tech Artists to Build Technology
Rob Galanakis, Lead Technical Artist, CCP Games

The success of Tech Art has caused a complexity of projects and tools for which our traditional skill set is under-equipped. Tech Artists are now building technology, not just scripts, and our essential growth must be as a cohesive team, not just trained individuals. In this session, attendees will learn how to apply a few key practices of professional software development, such as code review, support processes, and collaborative coding, to the unique environment of Tech Art.

11:55am-12:45pm: Build it on Stone: Best Practices for Developing A Tech Art Infrastructure
Seth Gibson, Senior Technical Artist, Crystal Dynamics

In this session we present a set of best practices for building Tech Art tools and pipelines in a stable, maintainable, and scalable fashion through the establishment of a solid tools development infrastructure geared toward the specific needs of Technical Artists.

12:45-1:45pm: Lunch Break

1:45-2:35pm: Joining the Dark Side: How Embedded Tech Artists Can Unite Artists and Programmers
Ben Cloward, Senior Technical Artist, Bioware Austin

Technical Artists can be a powerful force to unify teams and ensure that productions run smoothly. In this case study, I'll show how the simple act of moving two technical artists into the programmers' working area helped to improve the relationship between art and programming and resulted in a better-looking, more efficient game.

2:35-3:25pm: Lessons in Tool Development
Jason Hayes, Technical Art Director, Volition, Inc.

All too often, the importance of planning the architecture of tools and pipelines in game development is overlooked. In most cases, project pressures often give us the false impression that we don't have time to plan, or worse, we actually save time by "just getting it done". Nothing could be further from the truth. This session explains why up front planning is important, when to recognize over-engineering and offers architectural design principles for effective tools development-- such as program organization, data design, scalability and user interface design. Internal tools developed at Volition will be used to demonstrate these topics.

3:25-4:15pm: Shady Situations: Real-time Rendering Tips & Techniques
Wes Grandmont III, Senior Technical Art Director, Microsoft Studios (343 Industries)

This tutorial session will cover a variety of techniques that can be used individually or combined to solve a variety of game related real-time shading problems. It will begin with a brief overview of the current generation GPU pipeline, followed by some HLSL basics. The rest of the talk will dive into a range of techniques with a complete overview of how each one is implemented.

4:30-5:20pm: Unusual UVs: Illuminating Night Windows in Saints Row The Third
Will Smith, Technical Artist, Volition, Inc.

This session presents a holistic case study involving HLSL shader development. Included is not only the problem and its resolution, but perhaps more importantly, an insight into the Technical Artist's problem-solving mindset throughout its resolution.

5:20-6pm: Group Q&A and Closing Remarks

audience

This all-day tutorial is for technical artists and other developers of any experience level. A light focus will be placed on techniques and skills useful to TAs at studios with little-to-no tech art integration and culture.

takeaway


At the end of this all-day event, attendees will understand key techniques to help them take technical art to the next level at their studios. Learn how to effectively work within constraints, integrate into your teams, communicate with other disciplines, design better code and pipelines, and master new shader techniques.


Programming (213) The Game Dev Start-Up 2012: Issues and Practical Answers for the Rookie Studio FULL

speakers

  • Jim Charne, Attorney at Law, Law Offices James I Charne
  • Dan Offner, Partner, Loeb & Loeb
  • David Rosenbaum, Attorney, David S Rosenbaum Law Offices
  • Amos Marvel, COO, Hidden Variable Studios, LLC
  • Mario Wynands, Managing Director, Sidhe Interactive
  • David Helgason, CEO, Unity Technologies
  • Jeff Lapin, WWTX, LLC (Angel Fund)
  • Sebastien Motte, Senior Director, Worldwide Business Development, Microsoft Game Studios
  • Mark Stevens, Partner, Fenwick & West LLP
  • Jed Ritchey, General Counsel, Unity Technologies
  • David Higley, Managing Partner, Bond Lane Merchant Bank
  • David Stelzer, Head of Videogames Group, Creative Artists Agency

session


Starting up a new game development business is the first step to independence and increased creative freedom. But starting up any business is complicated. This tutorial presents a comprehensive step-by-step look at the issues, challenges, and realities of a new game dev as it forms and gets off the ground -- starting from pre-formation considerations and continuing through the necessities all businesses face. The growth of social games, on-line, download, free to play, and other niches and genres have created unprecedented opportunity for new talent. This tutorial will identify the challenges and arm you with knowledge that can, together with your creativity and passion, help your new venture succeed.

audience

Game developers now working in studios, students completing their educational programs, and between-jobs talent with a passion to be the next start-up success story.

takeaway


The devil is in the details. Successfully navigating issues like your financing, employee matters, insurance, your office lease, the relationship of the founders, compensation and confidentiality matters, selection and utilization of professional advisors, and many many other operational issues, are critical to the success of a new game dev business.

Audio (214) Audio Boot Camp

speakers

  • Scott Selfon, Development lead, Microsoft Corporation
  • Garry Taylor, Audio Director, Sony Computer Entertainment Europe
  • Jason Graves, Composer, Jason Graves Music, Inc.
  • Martin Stig Anderson, Composer and Sound Designer, Play Dead Games
  • Alistair Hirst, CEO, Omni Audio
  • Sergio Pimentel, Music and Licensing Director, Nimrod Productions
  • John Byrd, Principal, Gigantic Software

session


Audio for games and other interactive entertainment has grown far beyond simple mash-ups of technical concepts with linear audio design techniques. Today's games require responsive and dynamic musical scores; ambiences, sound effects, and dialog that respond to player actions; immersive and accurate player-surrounding soundscapes; not to mention AI driven dynamic control of the overall mix.

The Audio Boot Camp offers an introduction to the wide array of topics that comprise the burgeoning game audio industry. Topics will cover technical, aesthetic, logistical, and business-oriented topics for the new interactive entertainment audio content creator. Focus this year in particular will be on dealing with the complexities of developing for such a range of devices, as well as non-traditional (and thus more divergent from linear media aesthetics) mobile, web, and social media (and making a living doing it). We'll strike a balance between sound design, interactive scoring, dialogue, production, direction, tools, etc.

Programming (215) Microsoft Developer Day: Entertainment Reimagined

speakers

  • Pete Isensee, Principal Program Manager Lead, Advanced Technology Group
  • Rob Copeland, Partner Group Program Manager, Windows 8
  • Avi Ben-Menahem, Principal Program Manager Lead, Xbox LIVE Services
  • John Bruno, Principal Program Manager Lead, Xbox LIVE Services
  • Chas Boyd, Principal Program Manager, Windows 8
  • Matt Sandy, Program Manager, Windows 8
  • Dan McLachlan, Principal Program Manager Lead, Windows 8
  • Brian Tyler, Principal Development Lead, Xbox LIVE Services
  • Martin Sleeman, Senior Program Manager, Xbox LIVE Services
  • Ferdinand Schober, Advanced Technology Group
  • Michael Alyn Miller, Principal Software Development Engineer, Xbox LIVE Services
  • Tim Gill, Principal Architect, Xbox LIVE Services
  • Jeffrey Braunstein, Senior Program Manager, Xbox LIVE Services
  • Chris Flaat, Principal Development Lead, Interactive Software & Services
  • Kenny Rosenblatt, CEO, Arkadium

session


At this event, Microsoft introduces developers to the future of games and entertainment. With technology deep dives focusing on Xbox LIVE and Windows 8, learn about how you can build great experiences by capitalizing on Microsoft's vision for connected entertainment.

Join us, and seize the opportunity to be in the first wave of games and entertainment applications that unleash the power of Xbox LIVE services across Xbox 360, Windows 8, Windows Phone, and the web.

AGENDA

Room 2022, West Hall 2nd Floor and Room 2024, West Hall 2nd Floor (Combined)

10-10:15am- Welcome and Introduction
Speaker:
Pete Isensee, Principal Program Manager Lead, Advanced Technology Group

10:20am-12:30pm- Entertainment Reimagined,
Speakers:
Rob Copeland, Partner Group Program Manager, Windows 8; Avi Ben-Menahem, Principal Program Manager Lead, Xbox LIVE Services and John Bruno, Principal Program Manager Lead, Xbox LIVE Services
In this opening session for the Microsoft Developer Day, we'll share Microsoft's vision for the future of games and entertainment. Learn the roadmap to building breakthrough entertainment experiences across Xbox 360, Windows, Windows Phone, and the web. We prepare you for the Xbox LIVE and Windows 8 deep dive technical sessions that follow: learn about new Xbox LIVE services that enable new connected experiences along with the design principles and the architectural foundation for Windows 8 Metro style games.

Room 2022, West Hall 2nd Floor

1:00-2:00pm- Developing a Great Metro Style Game for Windows 8
Speaker:
Chas Boyd, Principal Program Manager, Windows 8
Windows 8 delivers the opportunity for you to create engaging games that reach the broadest audience, running across a wide range of devices. In this session, learn the essential details of the new Windows 8 game development and application environment, including the Windows Runtime, CoreWindow, C++/Cx, and DirectX 11.1.

2:10-3:10pm- The Making of Metro Style Marble Maze
Speaker:
Matt Sandy, Program Manager, Windows 8
Learn to build a great Metro style game for Windows 8 by exploring the Marble Maze 3D game sample. We walk you through key aspects of the application, as well as discuss recommendations for your content authoring pipeline, design time and run time resource formats, and new Visual Studio support for debugging 3D applications.

3:20-4:20pm- Developing Metro Style Games on the Full Range of Windows 8 Devices
Speaker:
Dan McLachlan, Principal Program Manager Lead, Windows 8
Windows 8 runs on the broadest range of form factors, from super-light, low-power tablet devices to high-end gaming rigs with 3D displays. This session teaches you essential techniques for getting the most out of the GPU across the full range of form factors. This is a must-attend session for developers who want to reach the broadest possible market for their games.

4:30-5:30pm- Xbox LIVE on Windows 8 Deep Dive
Speaker:
Brian Tyler, Principal Development Lead, Xbox LIVE Services
Xbox LIVE on Windows 8 provides a rich and robust set of APIs that enable game developers to accelerate the integration of Xbox LIVE services. This session is for developers who want to understand how we've taken advantage of the new Windows Runtime model to provide quick and easy access to Xbox LIVE services such as profile, achievements and leaderboards as well as value added scenarios, such as offline support, authentication and Windows integration. We dive into the code and design to ensure you walk away with the knowledge you need to quickly enable your Metro style games with Xbox LIVE.

Room 2024, West Hall 2nd Floor

1:00-2:00pm- Xbox LIVE Services – Entertainment Powered by the Cloud
Speakers:
Martin Sleeman, Senior Program Manager, Xbox LIVE Services and Ferdinand Schober, Advanced Technology Group
This talk describes how developers can create compelling entertainment experiences on any device using Xbox LIVE Services by way of our new RESTful APIs. Learn how your application can obtain secure access to our service, make HTTPS API calls from a variety of clients, as well as how to use the expansive set of Xbox LIVE services, including some new services, to keep your customers engaged with your experiences. This session provides you with a broad understanding of Xbox LIVE from a platform perspective, as well as insights into the API roadmap.

2:10-3:10pm- Game Data Anywhere Using Xbox LIVE Cloud Storage
Speaker:
Michael Alyn Miller, Principal Software Development Engineer, Xbox LIVE Services
With gaming capabilities spreading rapidly across devices, there is an ever-increasing need to have service-based data sharing support. With our new scalable and flexible title storage service, developers enjoy the ability to persist user and game-specific data to the Xbox LIVE cloud! Come learn how to leverage these new RESTful APIs to enable cloud-based data storage and sharing for your cross-device game titles.

3:20-4:20pm- Asynchronous Gaming with Xbox LIVE Services
Speakers:
Tim Gill, Principal Architect, Xbox LIVE Services and Jeffrey Braunstein, Senior Program Manager, Xbox LIVE Services
Multiplayer features make a game more fun, and are the driving force behind many successful games today. Cross-device gameplay provides publishers with a unique opportunity to delight players on any device, at any time, wherever they are. But how can a game have compelling multiplayer experiences when a player may be interrupted at any time by a phone call or a business meeting? With Asynchronous Gaming! Learn how you can use Xbox LIVE Services to create the best possible end-to-end asynchronous gaming experience on a single device or across multiple devices!

4:30-5:30pm- Connecting Xbox LIVE Web Games with Xbox LIVE Services
Speaker:
Chris Flaat, Principal Development Lead, Interactive Software & Services
If you're not building games for the web, you're not capitalizing a captive audience. Web games are an easy way to reach millions and millions of eyeballs and integrating Xbox LIVE services keeps customers engaged and allows them to truly play anywhere at any time. Learn how your web games can be even better with Xbox LIVE Achievements, Title Managed Storage, Multiplayer Services and more!

audience

The primary audience for this Developer Day is professional developers who build games and entertainment applications for Xbox 360 and Kinect, Windows 8, Windows Phone, and the web. Developers will learn about the new Windows 8 Metro style application platform and new Xbox LIVE services that deliver breakthrough entertainment experiences across all of Microsoft's entertainment platforms.

takeaway

  • Develop: Build Metro style games and entertainment applications today for Windows 8 and Xbox LIVE, and learn how to deliver your experiences and content to hundreds of millions of Windows customers
  • Connect: Learn about new Xbox LIVE services that enable breakthrough Xbox LIVE entertainment experiences across devices and the web
  • Succeed: Learn about new opportunities to reach more customers than ever before through Xbox LIVE on Microsoft's entertainment platforms.

Programming (217) PrimeSense Developer Day (Presented by Primesense)

speakers

  • Guy Bendov, CEO, Sidekick
  • Iris Finkelstein-Sagi, Director of Marketing, PrimeSense
  • Jeremie Kletzkine, Business Development Manager, Communities, PrimeSense
  • Amir Hoffnung, Application Expert, PrimeSense
  • Davor Magdic, CEO, Visikord
  • Ben Vale, Executive Producer, Halfbrick
  • Eran Weissenstern, User Experience Expert, PrimeSense
  • Arnon Yaari, Motion Application Expert, PrimeSense
  • Jonathan Yaari, CEO, Appside

session


Are you ready to put MOTION in your games? Join ASUS and PrimeSense for the OpenNI Developer Day and get a head start on the Motion games action with demos, tutorials and hands-on workshops from the experts in this field. The OpenNI Developer Day focuses on putting MOTION into games using OpenNI, a 3D sensor and relevant middleware. In addition, sessions on monetization and marketing of motion games will help you realize your business and create fantastic user experiences.

This special, ongoing OpenNI workshop will take place during the entire day alongside the regular speaking sessions. Attendees are invited to drop by AT ANY TIME to experience hands-on tutorials and demos from some of our experts. Full motion setups including dedicated software and motion devices will be available for anyone interested in trying their hand at designing and developing motion games.

Programming (218) Qualcomm Developer Day (Presented by Qualcomm)

speakers

TBD

session


Information coming soon.


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