Do you find that your pitch falls on deaf ears? Once signed, do you find that you have to dig in your heels and demand things be done? Or do you find yourself caving at every request? In this session, Indie developers as well as seasoned studios will have the not-so-accessible opportunity to hear candidly [...]
During a year of economic downturn and the closure of countless studios, how Runic Games survived and released their first title. These are Travis’ observations on what worked, what didn’t, and what was absolutely most important to their success ( it’s the people! ). If you’ve ever fantasized about starting your own shop, Travis will [...]
Using anecdotes of his own and from friends, Dan makes suggestions on how programmers and designers can get on better instead of needlessly bickering all the time. Because programmers are stupid, and they smell. – Dan Boutros
In order to provide the volume of content needed to compete in today?s market, the use of outsourcing is a necessity. However, is one outsourcer the same as someone in house? This session will examine realistic expectations for quality and ways to bridge the gaps between artists that are in and out of house in [...]
Just Getting Started : The role of emergence in gaming and the part it plays in the future of the medium. – Ian Fischer, Design Director, Robot Entertainment
A question and answer session with John Romero, one of the early pioneers of the FPS genre, relates his experiences and thinking on the evolution of this paradigm. – John Romero, President, Gazillion Entertainment – Interview by Rick Johnson, Programmer, Valve
In this session, game designer Kent Hudson of 2K Marin will outline the current state of story in games … well, actually he’ll talk about things that are super frustrating to him about story in games. Then he’ll explore ways in which we can create stories that are truly player-driven and yet carry the emotional impact [...]