Speakers
The Game Connect: Asia Pacific 2007 program will feature:
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Susan O'Connor, Writer, Susan O’Connor Writing Studio
Susan has almost 10 years experience in writing for games. She has worked for Atari, ActiVision, Epic Games Microsoft, Midway and THQ. Recent projects include Gears of War (Epic/Microsoft) and Bioshock (Irrational).
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Hitoshi Sakimoto, Composer
Hitoshi Sakimoto is a veteran video game composer with over 20 years experience to his credit. He began his career as a freelancer when companies saw potential in his sound programming and composing skills. His first major title was Magical Chase which saw the beginning of a relationship with game designer Yasumi Matsuno. In recent years, Sakimoto famously created the massive score to the most current Final Fantasy title, Final Fantasy XII as well as contributing to the Final Fantasy Tactics spin-off, Final Fantasy Tactics Advance. He also produced the score to the popular Konami game, Gradius V, as well as contributing to Atlus’ Stella Deus. Sakimoto recently scored his first anime soundtrack, Romeo x Juliet.
Currently, Sakimoto is composing the scores to a number a video games, including Bandai Namco's Deltora Quest: The Seven Jewels and Mistwalker's ASH -Archaic Sealed Heat.
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Paul Holman, Vice President of Euro R&D, Sony Computer Entertainment
Paul joined Sony Computer Entertainment in 1995 to manage and expand the original PlayStation Developer Support organization in London. Over the past twelve years the department has grown to include training, consultancy and the development of SDK components that help game developers harness the power of the growing PlayStation family of products. Paul and his team have been supporting game developer conferences in Australia since 2000 and he's very much looking forward to returning to Melbourne.
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Pete Isensee, Director XNA Development Connection, Microsoft
Pete is the director of the XNA Developer Connection (XDC), an engineering team specializing in game developer support, deep performance insight and technical illumination of gaming platforms like Xbox 360 and Windows Vista. XDC works with game developers and content creators worldwide to ensure titles are taking advantage of all the features and performance provided by Microsoft hardware, software and service. Before joining Microsoft in 2001, Pete was a game programmer for six years, and worked on titles ranging from casual games to massively multiplayer games. He's been programming in C++ since 1993, focusing on templates, STL, security and optimization technology.
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Jason Della Rocca, Executive Director, International Game Developers Association
Jason is the executive director of the International Game Developers Association (IGDA), a professional society committed to advancing the careers and enhancing the lives of game developers. Jason and the IGDA focus on connecting developers with their peers, promoting professional development, and advocating on issues that affect the developer community such as quality of life, creative freedoms, workforce diversity and credit standards. As the spokesperson for the IGDA, Jason has appeared in countless news outlets (e.g., Wired, Nightline, LA Times, NPR, Wall Street Journal, G4, etc) and has spoken at conferences around the world (e.g., GDC, E3, TGS, SIGGRAPH, ChinaJoy, DiGRA, etc). Jason has been a member of the game development community for over a decade, and has spent time at Matrox Graphics, Quazal and Silicon Graphics.
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Matt Costello, Writer and Games Designer
Matt Costello's best-selling and award-winning work across all media has meshed game play, technology and story. He is the writer and creator of groundbreaking TV, novels, nonfiction books and games. Penguin published his latest novel, Nowhere, in 2007 and Matt has scripted dozens of best selling games including the critically acclaimed The 7th Guest and Doom 3 of which Time Magazine said, “The story is delivered with unusual art.” Doom 3 was winner of unprecedented five awards at E3 including the Game Critics Award: ‘Best of E3’. Costello’s current games for the next generation of consoles include Pirates of the Caribbean 3 for Disney, a major new game for Eidos and Rage, a new game for ID Software. Matt Costello is appearing at the Games Connect: Asia Pacific conference with the support of the Australian Film Television and Radio School and the Literature Board of the Australia Council for the Arts. Sponsored by AFTRS
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Brian Christian, Vice President of Product Development, Konami Digital Entertainment
As vice president of product development at Konami Digital Entertainment, Inc., Brian Christian oversees all aspects of product management, product planning and studio acquisition. Christian supervises the growing internal production team, as well as relationships with the external development community. His long-standing relationships with top development studios, worldwide, will allow Konami Digital Entertainment, Inc. to develop quality interactive entertainment. Christian’s leadership is extremely important as the company builds an internal studio network to develop its key franchises. Christian joined Konami Digital Entertainment in 2007, after more than 13 years’ experience in operations, product, and revenue management at leading developers and publishers of interactive entertainment software including THQ Inc., Take-Two Interactive, D3Publisher of America and Interplay Productions. Prior to entering the video games industry, Christian worked as a producer and engineer in the music industry. He has received 15 platinum and 22 gold records for his work on various albums including The Wall by Pink Floyd.
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Careen Yapp, Vice President of Licensing and Business Development, Konami Digital Entertainment
As vice president of licensing and business development, Careen Yapp is responsible for Konami Digital Entertainment, Inc.’s strategic direction and pursuit of new business development activities including the acquisition of licenses and original intellectual properties. Yapp manages the process of acquiring intellectual property from some of the top interactive development teams, worldwide. Her long-standing relationships with major licensors such as Warner Bros., Cartoon Network, DreamWorks, Nickelodeon, Fox Entertainment Group, and Universal Studios will allow Konami Digital Entertainment, Inc. to develop quality interactive entertainment based upon licensed franchise brands. Yapp also directs the company’s licensing out strategy and initiatives. The establishment of these strategies and initiatives are extremely important as Konami Digital Entertainment, Inc. continues to build upon the strength of its’ franchise brands. Prior to joining Konami Digital Entertainment, Inc., Yapp served as vice president for D3Publisher of America, senior manager of licensing for THQ, Inc. and THQ Wireless, Inc..
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Masaaki Kaneko
Born in Toyama, Japan. 1974. Experienced in Sound effects making, MA(multi audio), Sound Manipulation, Mixture, and Master in anything to do with sound other than composition. One of his characteristics is the delicacy of the sound to express a feeling of air. Without composing he tries day and night to achieve his motto, to bring as much of his own characteristics to his sounds.
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Scott Brown, President and CEO, NetDevil
Scott Brown is President of Colorado-based NetDevil, which he co-founded in 1997. Scott oversees all aspects of game development for NetDevil, including design, programming and art, as well as the operations side of the business. Scott's goal for NetDevil is to constantly push the envelope in MMO gaming. The company has done just that, beginning with its first product, Jumpgate, to the recently released announced LEGO Universe and Jumpgate Evolution projects. Scott has been managing software development teams since 1993 for companies like Digital Creators, where he met NetDevil co-owners, Peter Grundy and Ryan Seabury.
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Hermann Peterscheck, Producer, NetDevil
Hermann Peterscheck was originally a programmer when he started working at NetDevil back in 2002. Currently, Hermann is the Producer on Jumpgate Evolution, NetDevil's upcoming Space Combat MMO. He has been an avid gamer all his life ( i.e. never wanted a "real" job); and has wanted to make games since his dad brought home a TI99-4A back in the early days of computing technology.
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Pierre Emmanuel Chaut
After working as a researcher in computer graphics and computer vision, Pierre-Emmanuel joined the game industry working on different type of games (from adventure games to Economic simulations). At the very beginning of the middleware industry, he joined Criterion to work on Renderware, and then worked on a solution targeted for high end mobiles at Electronic Arts, he then joined Virtools where he manages games and consoles products.
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Phil Davies, Advanced Engineer, Technology Group, Sony Computer Entertainment
Prior to joining the SCEE Technology Group, Phil worked for many years as a C programmer and consultant for a large provider of solutions to the public sector. Tired of databases and workflows, he left to join the games industry in 2004. His main interest lies in parallel programming. He is currently busy answering support questions for PS3 Developers.
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Neil Brown, Advanced Engineer, Technology Group, Sony Computer Entertainment
Neil has been member of Sony's European Developer Support Team for nearly two years, where he spends his time helping developers get the most out of the PLAYSTATION®3. He is the current head of SCEE PS3 support, and ensures the best engineers get to look at developers’ issues. As well as providing a support service, the team also travels around giving developers on site technical training, consultancy, and presenting at conferences.
Neil has Masters degrees in both Physics with Astrophysics and Software Engineering, and before joining Sony he worked at Codemasters.
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Will Marshall, Director of Operations, 2K Australia
Before joining Irrational Games (now 2K Australia) in 2005, Will worked in various roles in the technology and financial sectors, and dealt with all sorts of extraordinarily loathsome charlatans that do tend to permeate those industries. His interest in change management and international business relations is well matched to the games industry, and his love of the staff at 2K Australia is highly sensual. As a lifelong devotee of gaming with an avid interest in the industry he can’t wait to see the developments in next-next generation technology (bloom on bloom?) and enjoys working with the most creative and dedicated people in the multiverse.
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Tom Parkinson, Writer, Director and Producer
Tom Parkinson has had forty years experience in Film and TV Production, Writing, Directing, and Producing from Feature Theatrical Movies to Educational Video/DVDs. Tom started in the industry as a runner at the legendry Shepperton Studios in London. He worked his way up through Assistant Directing, Production Management, to Writing, Directing and Producing. By the mid seventies he had worked in this capacity in UK, Europe and the USA, notably the award winning feature documentary “Horse Called Nyjinsky”, feature films ”Crucible of Terror” and “Disciple of Death”, “Witch Finder General”,” Mini Weekend”, TV sports series ”Wonderful World of Golf” and TV music series “Supershow”. As a comedy writer he co-wrote the legendry theatrical show “An Evening of British Rubbish” the very first program on TV2 “An Albert Channel Too”. He was also one of the original founding members of the “Bonzo Dog Do Da Band”
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Chris Wells, Character Artist from Epic Games
Chris Wells was one of the key artists for Gears of War, a tactical third-person shooter developed by Epic Games (the creators of the Unreal Tournament series) using Unreal Engine technology and published by Microsoft Game Studios. Chris will look at the art asset pipeline used by Epic Games for games such as Gears of War and Unreal Tournament 3, as well as techniques learned from Gears of War he will discuss the importance of more traditional art studies such as life drawing. Sponsored by Autodesk and their Technology Partners, Microsoft and Hewlett-Packard
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Dave Glenn, Art Director of Creative Environments, Flagship Studios
Dave Glenn's work on the Diablo franchise was instrumental in establishing the visual design and dark feel of that world. Dave was the chief Background Artist on both Diablo II and its expansion, Diablo II: Lord of Destruction. His Bachelor of Architecture degree from Virginia Tech serves a solid foundation upon which he creates fantastic, yet believable structures and settings that stage and unify the world in which the game is set. Before making his mark with the Diablo series, Dave created numerous 3D architectural assets for SimCity 3000 while working as a contractor for Maxis. Sponsored by Autodesk and their Technology Partners, Microsoft and Hewlett-Packard
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Martin Slater, Lead Programmer at 2K Australia
Martin's professional games development career spans over a decade and includes holding the position of Lead Programmer with Climax in the UK and a senior role with Creative Assembly in Brisbane. Martin has been credited on numerous titles including Rally Fusion, Rome Total War, Medieval 2, Rayman, Burnout and most recently Bioshock PC.
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Nam Do, Cofounder and CEO, Emotiv Systems
Nam Do is a technology entrepreneur. Prior to forming Emotiv, Nam cofounded and ran SASme, a pioneer in providing SMPP platforms to telecommunication carriers and content aggregators, and one of the companies responsible for the creation of Australia's SMS application market. Nam helped grow SASme from its humble beginnings to a thriving company with thirty-five employees and multiple locations worldwide. Nam's background is in Strategic Planning and Management, and he is also an expert in Information Technology and Multimedia. At the age of nine, Nam was selected to join a special program in Mathematics and Physics at the National School for Gifted Students in Vietnam. In 1995, Nam won one of Vietnam's most prestigious scholarships for study abroad. In 1996, Nam came to Australia's RMIT University under a scholarship program for students with exceptional academic ability and leadership potential.
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Mark Angelli, Senior Designer, Firemint
From writing, editing and art-directing tabletop role-playing games and CCGs, Mark moved into video games, where he has worked with many of Australia’s leading developers and all of the major international publishers. In 2004 Mark co-founded Game Mechanic, an innovative game design consultancy which saw him design or design manage over 20 titles. In early 2007 he joined Firemint as Senior Designer, working where he believes the most challenges and freedoms can be found: mobile and handheld. As a lecturer in both games and screen-writing he has spoken at the Australian National Screenwriter’s Conference, the Academy of Interactive Entertainment, and most of Melbourne’s leading universities, as well as on various radio networks, addressing topics ranging from the Ethics of New Technology to the Art of Narrative in Games.
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Ronald Haupt, Senior Producer, Firemint
From a sales and technical background, I started my gaming industry experience out in Birmingham in the United Kingdom producing PS2, Xbox and PC value priced games. I worked on more than 20 titles ranging from platform-jumpers and open space exploring to car racers and even 3D puzzle games. With a background in the more traditional gamers-games, I found the transition to a more casual audience market a visionary one. Moving to Australia in early November 2005, I joined Firemint in February the following year as Senior Producer and my first assignment was EA’s NFL Madden for mobile. Since then Firemint have developed several other titles as well as another installment in the Madden franchise, including the Fast and Furious and other movie tie-ins like Disney/Pixar’s Ratatouille.
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Mick Gordon, Director, Game Audio Australia
Mick Gordon is the audio director and owner of Australia's largest game audio production facility, Game Audio Australia, who have shipped over 14 million units across eight platforms for companies such as THQ, SCEE, Majesco, Pandemic and Fuzzyeyes. Mick has also composed music for four feature films including Postal: The Movie based on the controversial Running with Scissors game and he has recently returned to Australia after living and working in Santa Monica, California.
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Tony Albrecht, Senior Engine Programmer, Pandemic Studios
Tony Albrecht is currently Senior Engine Programmer at Pandemic Studios, Brisbane where he is most interested in cross platform parallelisation for Next Gen titles. His professional gaming career includes Midway Studios Australia, and Ratbag Games. Before that he worked in Defense and Mining, specialising in 3D graphics and engine construction on SGI machines (working in areas as diverse as meat analysis in an abattoir and missile guidance systems for Defense).
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Cameron Dunn, Chief Technical Officer, IR Gurus
After serving his 7 year sentence in database and defence development, Cameron Dunn finally escaped over the wall and joined the games industry in 2000. He was CTO at Ratbag Games for 6 years, and helped grow the company from a group of 15 drunks to a 80-strong studio considered worthy of purchase by US publisher Midway. Since then he has worked as CTO at Team Bondi on the enormous LA Noire project and has recently joined IR Gurus as studio-wide Technical Director.
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Andrew Bailey, Chief Technical Officer, Tantalus Media Melbourne
Andrew has been writing games and tools for 25 years since the good 'old C64 days and credited on about 48 published titles over 18 different platforms. He started out as an independent, got enticed to Australia by Beam Software and a promise of sunshine, and then set up Tantalus in 1994. Since then, Andrew has designed and developed Tantalus’ engine technology and in-house tools, such as the Mercury console engine and CRIS GBA engine. He sets and oversees the technical vision and strategy for the company.
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Kirk Gibbons, Art Director, Pandemic Studios
With a 10 year history in creating innovative interactive experiences, Kirk has directed industry-leading teams in both games and on the web. Currently, Kirk is an Art Director at Pandemic Studios in Brisbane focusing on creating an innovative Next Gen Title. Prior to Pandemic, Kirk was the creative director on NBA Street Next Gen and the Art Director of the multi-platinum NBA Street Series: V3 and Vol.2, at EA Canada. He is passionate about creating innovative interactive visuals and inspiring the teams and talent that create them. He has a B.F.A. from The Art Center College of Design in Los Angeles and a Degree in Psychology from the University of California at Santa Barbara.
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Adam Myhill, Sr. Technical Artist, Pandemic Studios
Adam works for Pandemic Studios Brisbane as a Sr. Technical artist, with a focus as Interactive Director of Photography. He has a deep passion for lighting, shaders and real-time camera systems. He previously worked at EA Canada for 10 years as an Art Director and CG Supervisor shipping over 21 games like NBA STREET, SSX, James Bond 007, NBA Live and Need for Speed. Before gaming Adam worked as a commercial fashion, product and portrait photographer. In his spare time when he has the enerdy, he builds robots which make art.
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Keith Steury, Research Director, UsabilityOne
Keith is currently the Research Director of UsabilityOne’s Playability Program which applies usability testing methodology to support game design. Before joining UsabilityOne, Keith worked at Microsoft Game Studios’ User Research Group for over 5 years where he helped to pioneer the adaptation of usability testing to support video game development. During his tenure at Microsoft, he served as the user-research lead for over a dozen shipped PC and console titles–including Halo: Combat Evolved. Keith has previously presented at GDC and European GDC and has co-authored several articles on the adaptation of usability methods to support game design.
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David Hewitt, Creative Director, Tantalus
David Hewitt is the Creative Director at Tantalus Interactive. He stumbled into the games industry quite by accident almost ten years ago, and is still waiting to be found out. In the meanwhile, he has worked in a design capacity on fourteen published titles, across PC, console and handheld platforms, with several more currently in development. He founded the Melbourne chapter of the IGDA in 2004, and has spoken extensively at AGDC, Freeplay, and Games Lab events... occasionally even when he's been asked to.
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Adam Simpson, Managing Director, Simpsons Solicitors
Adam Simpson has recently become the Managing Director of Simpsons Solicitors, a specialist entertainment law firm established in 1986. His clients include game developers, software developers, film and music distributors, book and magazine publishers, production companies, music publishers, and a wide range of other IP based businesses. In the gaming arena, he is currently negotiating a development agreement for a MMORPG with a well known American developer. Adam is a member of the Game Developers Association Australian, convenor of the Contemporary Music Working Group and a board member of the Music Council of Australia. A long time Mac user, Adam gets his gaming fix via console.
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Davyd Norris, Senior IT Architect, IBM Rational Software
With over 20 years of software development experience, Davyd Norris is a Senior IT Architect with IBM's Software Group (Rational). He is based in Melbourne and provides training, consulting and mentoring to corporate clients throughout Asia Pacific. During his time with IBM Rational, he has presented many software engineering and tool training courses, presented at many conferences and workshops and been extensively involved in a wide range of consulting and mentoring engagements, ranging in size from small 2-3 person teams through to 300+ person teams. Davyd was also a core member of the team that developed Rational's Architecture Description Standard (ADS) and the OMG Reusable Asset Specification (RAS).
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Mark Fludder, Information Industries Bureau, Queensland Government
Mark has a background in Business Development, Human Resources, Marketing and Information Systems. He has been involved with a number of business start ups in the Recruitment and HR industries and has extensive experience in business planning and systems development and implementation. Mark’s four years with the Department of State Development and Trade have been spent in business advisory roles servicing predominately in the ICT sector, with a special focus on the development of the electronic games industryi. Mark holds qualifications in Journalism (undergraduate), Marketing Management and Information Systems (post graduate).
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Andrew Ferrington, Director, ICT Investment & Business Development in Multimedia Victoria
Multimedia Victoria is the Government’s agency to promote information and communication technology across the State. A journalist by trade, Andrew worked on ‘The Age’ and ‘The (Melbourne) Herald’ newspapers. Moving into technology, he worked for both large Australian corporations and multinationals in a variety of marketing, selling and strategy positions. He joined the Victorian Government in 1997. Andrew has post-graduate degrees in economics/finance, law and public policy from NSW, Melbourne and Monash universities.
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Amelia King, Manager, Digital Media Fund, Film Victoria
Amelia King has 20 years experience working in the cultural industries. She started her career at Arts Victoria in the Special Projects branch where she was responsible for managing industry development programs in the performing arts including Halftix, Theatre Sports in Schools and Theatre Standby. This was followed by a brief stint acting as the Executive Officer for the Victorian Association of Performing Arts Centres and 5 years as General Manager with Experimenta Media Arts where she shifted the focus of the organisation away from exhibition of experimental film to the digital media positioning it as Australia's leading digital media arts organisation. Since 1998 Amelia has worked for Film Victoria introducing successful programs such as the Attachment Scheme and Producer Business seminars. She moved into her current role of Digital Media Fund Manager in 1999. In this period Amelia has reviewed the Fund's activities a number of times introducing new programs to ensure they reflect the changes within the creative digital media industry. She is directly responsible for the Prototype Development and Production Investment programs and oversees the implementation of the other digital media programs including Digital Scoping, Digital Media Internships and Producer Support.
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Morgan Jaffit, Lead Designer, Pandemic Studios
Morgan has been designing games from around the time he could walk. He ’s shipped a wide variety of games for a wide variety of audiences, including Homeworld 2, Freedom Force, Happy Feet, and more. He’s basically convinced that the game industry is the most exciting place in the world to be, at least partially because it’s filled with crazy people doing amazing things. His current pet topics are design process and the relationships between virtual spaces and identity.
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Steve Fawkner, CEO, Infinite Interactive
Steve Fawkner, CEO and Lead Designer at Infinite Interactive, is an industry veteran with over 23 years of game development experience. His most well known works include the Warlords and Warlords Battlecry strategy series that have spawned 10 sequels. Overall he has worked on more than 20 titles, many of which have gone on to win numerous game-of-the-year and editor’s choice awards. His team's latest creation is Puzzle Quest: Challenge of the Warlords, one of the top-selling games in the USA for 2007.
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Investment Forum Speakers
The Game Connect: Asia Pacific 2007 program will feature:
Craig Blair, Executive Director, netus Pty Ltd
Craig has experience in private equity, investment banking and management consulting, and has played key roles in operating online & technology businesses in Australia and the UK. As Executive Director at netus’ his focus is on sourcing investments & partnerships, and then establishing and supporting the management teams within netus’ investment companies. Prior to netus, Craig worked with Macquarie Bank, InteractiveCorp, Expedia, travelselect and Kalchas. Craig has a Bachelor of Engineering from the University of Sydney and an MBA from INSEAD, France.
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Warren Currell, Sherpa Games
With over 10 years of experience working within the video game industry, Warren Currell has worked with dozens of game developers, game publishers, and licensors from around the world helping them develop business in the interactive entertainment industry. Warren has worked on behalf of numerous clients obtaining publishing or distribution deals with such organizations as Electronic Arts, Sega, Take2, Microsoft, and Namco.
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Mike Fegan – CEO, IR Gurus Studios
Mike has over 33 years experience initially in the toy industry and later in the International Electronic Games Industry where he has worked for the last 24 years working in all key international markets including the USA, Europe and Australasia. He has held senior management roles with a number of local toy companies and international Interactive Entertainment Publishers most recently as CEO of Australia leading video game developer IR Gurus and prior to this position, MD of Acclaim Entertainment Australasia. In his four years at IR Gurus Mike grew revenues by 950% from A$1M to over A$10M in the first two year period. The company is on track to increase revenues substantially in the next three years based on its current contracted production slate of game title projects.
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Skills Forum Speakers
The Game Connect: Asia Pacific 2007 program will feature:
Justin Brow, Senior Research Associate, 60Sox, Institute for Creative
Justin
has been a producer of digital media for 12 years. Currently he's head of 60Sox.org - a local initiative dedicated to addressing the skills shortage of the Digital Content Industries in Australia and New Zealand. 60Sox provides a space for emerging artists, designers, musicians to get direct feedback on their work from some of Australia's leading Gaming Industry professionals (inc. heads of Firemint, Pandemic, Krome, Fuzzyeyes) as well as others in PRA, Kukan, Nickelodeon, 3 Mobile & Gotye, Kid Kenobi and SONY) - and it's free.
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David Giles is Director of Development Tantalus
David
has 13 years games industry experience. David began his career in the film and television industry working in special effects before completing a Master of Arts and moving into video games at Beam Software. David was at Beam for 9 years, working as both Studio Manager and Director of Development, overseeing what was then Australia largest development studio. David left Beam which had become Atari Melbourne House in 2004 to set up the Melbourne campus of the Academy of Interactive Entertainment. In 2006 he moved to Tantalus as the Director of Development where he oversees the entire development function of the company.
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Professor (Dr) Katherine Blashki, Chair of New Media Technologies, Deakin University
With a recognised background in the Communication Arts and Information Technology faculties at numerous universities including Monash and Deakin University, Professor Katherine Blashki is also acknowledged for her extensive experience in the Multimedia sector with a focus on creating narrative and systems development. Previously Head of School of Multimedia Systems, Faculty of Information Technology at Monash University, Katherine is now Chair of New Media Technologies, a collaboration between the Faculties of Arts, and Science & Technology, both at Deakin University. With a demonstrated commitment to encouraging industry innovation, her research and writing credits include more than 90 papers and journals together with participation in community, industry and international consultancies in communication, IT, multimedia and games design. Katherine is a consultant for IT and Games Education and a member of the Board of Film Victoria.
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Mark Wilson
Mark is a career educator having worked in secondary schools and at TAFE. He worked as a freelance graphic designer and illustrator between 1990 and 1995. Mark coordinates the Game Art program for TAFESA in Adelaide. He was instrumental in setting up the program in 2004. It specialises in the design and development of art assets for games and utilises other local institutions to bring students in contact whith programmers and audio on special projects. Marks teaching portfolio centres on business subjects, drawing and concept art.
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Adrian Janson, VITTA President, Director of ICT, Melbourne High School
Adrian Janson is the VITTA (Victorian Information Technology Teachers Association) President and has been a committee member for many years. He regularly presents at the VITTA Annual Conference and has contributed to a number of resources, most recently, the 'Visual Basic .Net Resource Kit' and the 'VCE IT Curriculum Support CD'. He is currently Director of ICT at Melbourne High School, teaches VCE Software Development and has been an Information Technology teacher for over fifteen years. He is the author of several text books including the 'Visual Basic for Education' series and 'Essential Software Development'.
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