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bungie

Ten Years of Keeping People Working – Mat Noguchi, Bungie

Seattle 2010 by Jessica Tams on August 22, 2010

Ten years is a long time for a game engine to survive. Bungie has managed to ship four (and soon five) games based off of the Halo engine. In this talk, Mat will go over one of the critical components of that engine, the tag system. The tag system is how everyone at Bungie thinks…

Train: How I Dumped Electricity and Learned to Love Design Brenda Brathwaite

Seattle 2010 by Jessica Tams on August 20, 2010

How does a game designer fall deeply, passionately in love with their field again? How does one come to believe that the game mechanic is more powerful than photography, paint and the written word? Veteran game designer Brenda Brathwaite chronicles her journey on this path. Returning to her native paper prototyping, Brathwaite started work upon…

Motivating Casual Players in An Online Game – Laralyn McWilliams

Seattle 2010 by Jessica Tams on August 20, 2010

Many online games rely on leveling up, stat increases, and item unlocking for the carrots that retain players. Sony Online Entertainment launched Free Realms as one of the first, large casual MMOs, and learned a lot in the first year about what motivates casual players to play, return, and spend money. This presentation presents examples…

How Nine Women Can Have A Baby In A Month: Making the Most of Multiple Cores – John Harries

Seattle 2010 by Jessica Tams on August 20, 2010

How Nine Women Can Have A Baby In A Month: Making the Most of Multiple Cores Efficient Asynchronous Engine Design for the PS3 and 360 In the hectic, time-pressured world of game engine creation, engine architecture for new hardware starts from the most readily available solutions. This has lead many developers to build current generation…

How to Train Your Publisher – Jamil Moledina

Seattle 2010 by Jessica Tams on August 20, 2010

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…

You’re Doing It Wrong: The Creation and Survival of Runic Games – Travis Baldree

Seattle 2010 by Jessica Tams on August 20, 2010

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…

Designer Vs Coders: Flawless Victory. How designers can work with coders and nobody dies – Dan Boutros

Seattle 2010 by Jessica Tams on August 20, 2010

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

Practical Applications for Art Outsourcing – Greg Foertsch

Seattle 2010 by Jessica Tams on August 20, 2010

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 – Ian Fischer

Seattle 2010 by Jessica Tams on August 20, 2010

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

romero

Q&A: The Evolution of the FPS – John Romero & Rick Johnson

Seattle 2010 by Jessica Tams on August 19, 2010

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

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