EA's Executive Producer of Battlefield Franchise, Ben Cousins, To Keynote Paris GDC 2008

Ben Cousins, Executive Producer of EA DICE’s Battlefield franchise, will deliver a keynote titled, “Scenes from the Battlefield: The Present and Future of Core and Casual,” at this year’s Paris Game Developers Conference (Paris GDC). Cousins will address the business and consumer trends that have led to the creation of the new Battlefield Heroes service and will share his thoughts on the future crossover of core and casual gamers and the supposed death of the PC as a gaming platform. Paris GDC, the second French edition of the Game Developers Conference, the premier event for developers and publishers in the videogame industry, is scheduled for June 23-24 at the Coeur Défense Convention Centre in Paris.
As Executive Producer for Battlefield titles at DICE in Stockholm, Sweden, Cousins most recently led the development of Battlefield Heroes, EA’s first “Play 4 Free” game. Cousins recent history involves work exclusively on digitally delivered entertainment – serving as Creative Director on PlayStation Home, Design Manager for the EyeToy group and Lead Designer for Beats at Sony Computer Entertainment Europe.
“The game industry is in a state of rapid and exciting change today, as developers grapple with adapting to free to play models and bringing gameplay to universal audiences,” said Jamil Moledina, Executive Director, GDC Events. “Ben has a successful history of coaxing our industry into the 21st Century, and we expect that his experiences fomenting evolution with Battlefield Heroes will prove highly illuminating to our audience.”

Paris GDC Reveals Content for 08 Session Lineup

Paris Game Developers Conference 08 (Paris GDC) has published its roster of featured speakers and sessions. The second French edition of the Game Developers Conference, the premier event for developers and publishers in the videogame industry, is scheduled for June 23-24 at the Coeur Défense Convention Centre in Paris. More than 50 sessions designed for developers looking to expand their expertise, network, and learn from their peers will be presented by industry experts and thought leaders at Paris GDC 08.
Highlighted sessions from the call for papers include:

  • The Right Tools for the Write Job, by Mac Walters, Bioware
  • Your Music Is the Game: Designing PHASE, the Other Project at Harmonix, by Chris Foster, Harmonix Music Systems
  • The Free to Play Revolution, by Howard Marks, Acclaim
  • Tackling High Level, Scalable Physics for Next Generation Game Engines, by Adam Moravanszky, NVIDIA

“It’s a very exciting time right now in the game industry, as developers are creating blockbuster hits for both the core market and for those who don’t call themselves gamers,” said Jamil Moledina, Executive Director, Game Developers Conference Events. “This cross-section of the sessions we intend to field in Paris should provide a taste of the range of global breakthroughs that are driving European development today.”
Sessions were selected by the Paris GDC advisory board, composed of international experts of the game industry, as well as the event organizers Think Services and Connection Events.

Director's Cut: GDC Fast Forward

Good morning everyone! I haven't updated my column here recently, it's been a bit crunchy for us around here with the final load-in on GDC. However, it's all locked down, and there's only a few remaining things to mention, all of which revolve around bringing the GDC firmly into the 21st Century.

Maximizing your GDC Session Experience

This year the GDC is setting up ALL the tutorial, lecture, and panel classrooms with super fancy HD projectors. These projectors will provide more detailed and brighter images. We want the visual presentations that speakers deliver at the GDC to be as good as the verbal content they provide.
And, as usual, the classrooms in the Audio Track with have Dolby 5.1 surround sound.

Director's Cut: Japanese Developers Take GDC

Good morning everyone! One of the traditions we work hard to present at GDC is the tremendous wealth of Japanese developers on site. We've already talked about developers from Nintendo and Square Enix, but we've got a few more luminary folks to share with you. I'll go through them quickly, as there's a lot to cover.

Director's Cut: Brains

Hello everyone! A rare Thursday update from me, largely because we're going to push the schedule live early next week (yes, it's true), and we have a handful of interesting talks that need to go live beforehand. I know a lot of folks out there like these updates to have a theme, and so it strikes me that the common theme on these late arrivals is, well, brains.

Top GDC Tutorial Picks

I'm sure you're all scrambling to get your registrations in before the early registration deadline (tonight) - thought it might help to provide a few tutorial suggestions. Just in case you can't decide on what to pick to associate with your pass...here are few of the top rated tutorials:
Audio Boot Camp

Director's Cut: The Return of Nintendo

Hello everyone! So two very important bits of information are going out today. One is the Wednesday keynote announcement, which I'm not going to talk about here because that actually goes live later this morning. The other is a trio of Nintendo talks going live today, which we're very excited to host at GDC.

Director's Cut: The Past, Present, and Future of Broad Appeal

Hello everyone, welcome back from the break! I had hoped to get an update out to you last week, but I had to focus on actually developing GDC. In the meantime, I hope you had a chance to check out our Thursday keynote announcement of luminary futurist Ray Kurzweil, who we've challenged to propose the next 20 years of games.

Director's Cut: A Few of Our Favorite Things

Good morning! In the spirit of the holidays, we're debuting a handful of sessions today focused on some of our favorite games.
Ken Rolston and Mark Nelson worked on ELDER SCROLLS IV: OBLIVION together, and are giving a talk on Collaborative Writing and Vast Narratives: Principles, Processes, and Genteel Truculence. Writing frequently has a black box aura to it, and being able to apply a reliable process to something as purely creative as writing is a model that should be relevant to any discipline in game development. Plus, if you've ever met Ken and Mark, you know you're in for an incredibly mind-altering time!

IGF Mobile Finalists Announced

Join us as we celebrate innovation in mobile games during the IGF mobile competition. This event will take place during the GDC Mobile 2008 conference and will be highlighted at the main IGF 2008 awards.

Director's Cut: Worlds are Colliding

Good morning! Let's get right to it. A characteristic of the GDC is that it enables leading developers to share their experiments with their peers. Typically, this is presented as a postmortem of a compelling aspect of a released game. Ken Levine's Storytelling in BIOSHOCK talk, already posted to the GDC website, is a great example.

 

Advertisement

 

Connecting the Global Game Development Community