Game Connect: Asia Pacific 2007 Conference Program

Thursday 15 November Friday 16 November Saturday 17 November
Skills Forum
Investment Forum
GDAA AGM

Conference Day One
PITCH TO PUBLISHERS DAY

EXPO Conference Day
Two
EXPO
Welcome Reception
6.00-8.00pm
Venue: Exhibition Hall,
Melbourne Convention Centre

Gamers Night, 6:30-10:00pm
Venue: WahWah Lounge, level 1, 185 Lonsdale St, Melbourne

GDAA Annual Awards
7.00 - 11.30pm
Venue: Grand Hyatt
Tickets @ $150.00
Purchase a ticket>>
 

THURSDAY, November 15, 2007

10:00am - 12:30pm: Investment Forum

Chairperson: Tom Crago
Panel Members are:

Federal Government Representative (TBA)
Warren Currell, Canadian Game Developer
Craig Blair, Banker
IEAA Publisher Representative, Chris Hanlon
Australian Game Developer, Mike Fegan
Investment Analyst, Tom Parkinson

This Forum will examine the issues surrounding the need for more investment into the interactive entertainment industry and in particular, how the industry can attract more investment into the games industry. Warren Currell will describe the developments and experience of the Canadian games industry and how the government tax rebate skyrocketed the industry, with game developers increasing both employment, production and becoming internationally more competitive. A fascinating insight into how governments can help industry grow through simple fiscal measures. Craig Blair will examine the process and criteria required to attract more investment into the games industry. Craig’s experience in private equity and investment banking will provide the necessary impetus and motivation to equip the industry to pursue its campaign to attract more investment funds. Followed by the Investment Forum Panel, members will give an overview of the issues that need to be addressed in attracting more investment into the games industry.


1:30 - 4:00pm: Skills Forum


Chairperson: Greg Bondar
Adrian Janson, VITTA President, Director ICT, Melbourne High School
Australian Game Developer, David Giles from Tantalus Interactive
Professor (Dr) Katherine Blashki, Chair New Media Technologies, Deakin University
Matt Curtis, Academy of Interactive Entertainment (AIE)
John Moss, Qantm College
Justin Brow, Senior Research Associate, 60Sox, Institute for Creative Industries and Innovation (iCi), Queensland University of Technology
Eve Penford-Dennis, Women in Games
Mark Wilson, Digital Media Design, TAFESA Adelaide North


"Gimme a job, I'm a Game Geek!: the skills shortage in the Australian Games Industry". Professor (Dr) Katherine Blashki, Chair of New Media Technologies, Deakin University. Katherine will explore some of the issues that contribute to the current skills crisis, exposing some of the myths and attempting some solutions along the way. Followed by the panel presentations and discussion.


5:00 - 6:00pm: GDAA AGM

Room Howqua 3, Melbourne Convention Centre, 2 Clarendon Street, South Bank 3006
____________________________________________________________

FRIDAY, November 16, 2007

8:00am - 12:00pm: REGISTRATION
9:30am - 10:30pm: Official Conference Opening and KEYNOTE 1
EXHIBITION OPEN
10:30 - 11:00am: Morning Tea
11:00am - 12:00pm Session Times
Turbocharge Your PS3 Development
Phil Davies, Sony Computer Entertainment

This talk will cover some of the latest best practices for writing code for the PLAYSTATION®3. The main focus will be using the SPUs, and will cover a variety of techniques where using the SPUs could improve the performance of your game.
Audience: Programmers


The Pitching Process TODAY
Careen Yap, Konami
Brian Christian, Konami

Understand the process of pitching your game concept and company to publishers today. Learn the various stages of the pitching process, which decision makers will evaluate your submission and who has the final say. A must attend for all studio managers looking to break into the international market and mature studios that may need to update their approach.
Audience: Managers, Producers

Development Challenges of Next-Gen title Hellgate: London
Dave Glenn, Flagship Studios

Flagship Studios will showcase their unique implementation of 3ds Max in the development of next-gen title Hellgate: London. Standardizing on a 3ds Max-based pipeline, a tool they knew well from their work on the Diablo franchise while at Blizzard, helped the Flagship Studio team accelerate their development cycle on Hellgate: London. An overview of how Flagship approached the challenge of building a randomized 3D world using both customized and built-in 3ds Max features will be presented.
Audience: Artists
Sponsored by Autodesk and their Technology Partners, Microsoft and Hewlett-Packard
12:00 - 12:10pm: Break
12:10 - 1:10pm: Session Times
Playing the Spread
Jason Della Rocca, IGDA

An exploration of value generation and economic motivations behind games based on different forms of intellectual property. Why do publishers rely heavily on licenses? Are franchises /sequels less risky? Why no love for original ideas?
Audience: Everyone
Multicore Programming, Two Years Later
Pete Isensee, Microsoft

Two years ago, the games industry was dominated by single-core machines and haunted by the necessity of going multicore. To help smooth the way for Xbox 360 developers, the Xbox performance team rolled out a set of recommendations for getting the most out of a multicore processor. How well have those recommendations stood up over the last two years? What have we learned since unleashing the Xbox 360 on the world? This talk discusses threading models we’ve seen in shipping titles, suggests an updated set of best practices for multithreading, and presents some techniques for moving multithreaded code from the console to the less predictable world of multicore PCs.
Audience: Programmers
"War - it's not just a game." Applying large scale MilAero development best practice to computer game development.
Davyd Norris, IBM

There are many parallels between computer game development and large Miltary or Aerospace development projects. Both involve reactive real-time systems, high performance computing, and state-of-the-art graphics, both make use of parallel processing and advanced hardware platforms, and both involve processing massive amounts of data. In addition, they both are often deployed to limited resource systems where target based testing is extremely difficult or simulators are prohibitively expensive. This session will investigate how tools and techniques that are common in Military or Aerospace projects may also be of use in the gaming industry.
Audience: Producers, Leads
1:10- 2:10pm: Lunch
2:10 - 3:10pm: Session Times
The Japanese Sound
Hitoshi Sakimoto, Composer
This sessions focuses on the music and sound effects created in the Japanese game developer scene today. The talk also discusses the pros and cons of using traditional musical instruments or synthesizers.
Audience: Audio Designers, Composers
Session Title TBA
Susan O’Connor
Audience: Writers, Designers
7 months, 7 people, 7 million units: Mobile production in the spotlight
Ronald Haupt, Firemint
The presentation will cover 4 case studies of recent projects, measuring key differences in timelines, production cost and planning. It will demonstrate how varied mobile production can be with regards to different projects. In summary, mobile production offers options not easily found elsewhere.
Audience: Producers, Managers
3:10 - 3:20pm: Break
3:20 - 4:20pm: Session Times
Widening your Audience: Casual Games, Hardcore Appeal
Steve Fawkner, Infinite Interactive
The lead designer of Puzzle Quest discusses some of the methods he used to make a casual game appeal to hardcore players.
Audience: Managers, Producers
Next-Gen Character Creation at Epic Games
Chris Wells, Epic Games

Epic Games uses Autodesk tools in their pipeline to create content for games such as Gears of War and Unreal Tournament. Today, creating content for next-gen games involves a lot more preparation. Chris Wells, Senior Character Artist, will go over the real-world process for next-gen character creation and some of the time saving tricks they use at Epic Games.
Audience: Artists
Sponsored by Autodesk and their Technology Partners, Microsoft and Hewlett-Packard

Brain-computer interface technology
Nam Do, Emotiv Systems

How brain-computer interface technology is currently poised to revolutionize gaming. It’s become possible for computers to interact with humans by reading emotions and actions, so that machines can respond to the human subconscious. Tan will explain how this advanced interaction will revolutionize the entertainment and communication industries
Audience: Everyone

4:20 - 4:50pm: Afternoon Tea
4:50 - 5:50pm: Session Times

The Difficulty of Drawing
Masaaki Kaneko

Sound design is one of the important factors in game development. While previously sound design was greatly limited by hardware, modern advances have left game designers free to do almost anything. This session focuses on the importance of the message the designer wishes to convey to the player, especially with sound design. The session also focuses on how music lets you significantly control the impression of the user.
Audience: Audio Designers

Online options for PS3 games
Paul Holman, Sony Computer Entertainment

The spectrum of online opportunities for PS3 games is wide - the last year have seen the release of a broad range of PLAYSTATION®Network SDK facilities, HOME and Digital Download options for games. Find out all the latest information, and a glimpse into the future.
Audience: Managers, Producers, Designers

Game Prototyping: for who? for what?
Pierre Emmanuel Chaut, Virtools

Virtools is specialized in prototyping and rapid development solutions. Since the many years passed with game companies, working with them on prototypes, defining their needs, we have acquired a knowledge of the domain which we'll share during this presentation. What tools are available on the market, do they suit your needs ? With the new consoles and their new type of gameplay, aren't your tools obsolete?
Audience: Managers, Producers

6:30 - 10:00pm: Gamers Night, Venue: WahWah Lounge, level 1, 185 Lonsdale St, Melbourne. Cost: No cost - show conference pass for entry. Sponsored by Red Mile Entertainment.
 

____________________________________________________________

SATURDAY, November 17, 2007


8:00am - 12:00pm: REGISTRATION
EXHIBITION OPEN
9:30 - 10:30am: Session Times

State Government Initiatives for Startups and Existing Game Development Companies
Andrew Ferrington, Multimedia Victoria
Mark Fludder, Queensland Government
Amelia King, Film Victoria

Learn about the numerous programs, grants and funding available to game developers, new and established, in Victoria and Queensland.
Audience: Managers, Producers

 


Effective Game Programming for Windows Vista
Pete Isensee, Microsoft

Gaming on Windows is entering a new era. With the introduction of Windows Vista, Direct3D 10, and Games for Windows – LIVE, the opportunities and challenges abound. This talk examines common issues and considerations for dealing effectively with Vista, 64-bit Windows, migrating graphics engines to Direct3D 10, and developing online games that integrate with the LIVE service.
Audience: Programmers

More! Secret Alchemy For Creating Outstanding Next Gen Visuals
Adam Myhill, Pandemic
Kirk Gibbons, Pandemic

This presentation will explore the creative process and technologies behind visually stunning games. The demands of the consumer are ever growing, more complex, more realistic, more lifelike. More work. Two of Pandemic Studios’ graphics team discuss the ways to get the most out of the current platforms and create the wow factor the public craves. The talk concludes with an amazing onslaught of highly secret industry-leading tips and tricks.
Audience: Artists
10:30 - 11:00am: Break
11:00 - 12:00pm: Session Times
MMO Fever - The Next Gold Rush
Scott Brown, NetDevil
Hermann Peterscheck, NetDevil

Since the release of World of Warcraft, the MMO world has been set ablaze with exploding numbers of developers and financial backers. Most of these are looking to make "the next WoW" - that elusive gold mine that can pay out untold riches. The speakers will focus on the tools needed to prospect in this new environment, what is possible and how it can be done on a small or large budget.
Audience: Managers, Producers
Successful Game Audio
Mick Gordon, Game Audio Australia

This session will share thoughts and experiences on how to develop a great sounding game. Both audio people and non-audio people are invited as the goal for this talk is to clear up some of the ‘grey area’ that is Game Audio. Both sides of the fence will have something to take away from this session and topics covered will include soundscape direction, working with contractors, liaising with non-audio team members and audio tools. There will also be case studies showing the difference between great audio, and ‘noises in the game’.
Audience: Audio Designers, Producers, Designers
Deus ex machina? or How Developers Play God in MMORPGs
Adam Simpson, Simpson Solicitors

A discussion on how contracts control virtual worlds and particularly intellectual property rights in user generated content.
Audience: Managers
12:00 - 12:10pm: Break
12:10 - 1:10pm: Session Times
Bulletproofing your build chain using Open Source Tools
Andrew Bailey, Tantalus Media

Using Scons, Schematron and CruiseControl in the art build pipeline.
Audience: Programmers
Postmortem: Bioshock
Martin Slater, 2K Australia
Will Marshall, 2K Australia

A post-mortem on the critically acclaimed Bioshock, with a focus on the production challenges of working with multiple associates based around the globe. He will discuss the challenges involved in producing top quality (and top selling!) titles for the global market which frequently include working with multiple partners located overseas which is particularly relevant for Australian studios.
Audience: Managers, Producers, Leads
One World: Developing Story and Gameplay Together
Matt Costello, Writer

This will be a highly interactive presentation that explores, from one long-time practitioner’s point of view, essential ways that ‘story’ is built. It exposes key story elements we all should be looking at when working in games and then – through real exercises – how gameplay changes significantly when ‘story’ is introduced. The goal: that story and interactivity are best ‘built’ together. Through a variety of exercises, the audience experiences how ‘story’ can change the nature, importance, and meaning of any and all gameplay and interactivity. What was once merely fun, can turn deadly serious, now turned crucial with the addition of key story elements. Not really a lecture….this presentation will use the audience itself to bring home all its points in a visceral, memorable way.
Audience: Writers, Designers
Sponsored by AFTRS
1:10 - 2:10pm: Lunch
2:10 - 3:10pm: Session Times
Mobile Games: The new old-school?
Mark Angelli, Firemint

Mark Angeli will share his experiences moving from traditional console design to the future of gaming... mobile and handheld. The presentation will discuss the brief and dynamic history of mobile games as well as their limitless future potential (3 billion mobile users compared to less than 500 million combined console owners). Mark will analyse the restrictions and surprising freedoms offered in mobile, using real case studies. He will also take challenges from and fight any willing game developer.
Audience: Designers
Performance Analysis Tools for PS3
Neil Brown, Sony Computer Entertainment

This talk will cover two of the PLAYSTATION®3’s performance analysis tools, SN Tuner and GCM Replay. Both how to use the tools and how to interpret the data will be included.
Audience: Programmers
Standing out from the Demo Crowd
Keith Steury, UsabilityOne

This talk will present recent research conducted on gamers’ experience with game demos and provide practical recommendations for making demos more compelling.
Audience: Producers, Designers
3:10 - 3:20pm: Break
3:20 - 4:20pm: Session Times
The Changing Role of the Lead Designer
Morgan Jaffit, Pandemic

Of all the roles associated with game development, Designer is the least clearly defined and the most rapidly evolving. The responsibilities of the Lead Designer have changed dramatically over the last decade as team sizes and game complexity increases. Morgan discusses the impact of these changes and ways to deal with them.
Audience: Designers
CEO Roundtable
Host: Mike Fegan, IRG
Participants:
Robert Murray, Firemint
Bill McIntosh, Torus

Mike Fegan hosts a table of local studio managers and owners keen to share their experiences and tips with new and existing development studios, and students interested in the industry. In this session audience members get to pick the brains of successful CEOs. This is an interactive session so bring a list of questions.
Audience: Managers, Students
A Baker’s Dozen: 13 Tools and Technologies for Your Next Game
Pete Isensee, Microsoft

June, August, November … It seems like the Xbox 360 XDK and DirectX SDK are coming out all the time, filled with new features, new tools and new technology. Which new features are most important? Which ones will help you get your next release out on time, looking and sounding spectacular? Which ones will save you from sleepless nights and let you spend more time putting the fun in the game? This talk covers the latest technology and tools from Microsoft and why you should consider them for your next project.
Audience: Producers and Technical Directors
4:20 - 4:50pm: Break
4:50 - 5:50pm: PlayStation 3 vs Wii vs Xbox 360 : Which console will deliver the great games of the future? Participants: Tony Albrecht, Cameron Dunn, David Hewitt
5:50 - 6:00pm: Conference closing and presentation of the Independent Game Awards
 







GAME INDUSTRY HIGHLIGHTS

Fury

Fury
Auran

Heatseeker

Heatseeker
IR Gurus

Equestrian Challenge

Equestrian Challenge
IR Gurus

Bioshock

Bioshock
Irrational Games Australia