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Schedule

Download the official schedule in PDF

KEYNOTES
  Reggie Fils-Aimé, President & COO
Nintendo of America

presented by
Chaim Gingold, Game Designer &
Chris Hecker, Technology Fellow
Maxis/EA

Advanced Prototyping
Glenn Entis, Senior Vice President, Chief Visual & Technical Officer
EA Worldwide
Tetsuya Mizuguchi, Co-founder & Producer
Q Entertainment Inc.

Inspiration led creation - how can we design a game from the first inspiration
presented by 
Ken Perlin, Professor of Computer Science
NYU Media Research Lab

The Illusion of Life, Revisited
presented by
     
Closing Panel : The Hot Seat: Game Execs Discuss Tough Issues, Inspiring Insights
with

 

CONTENT
  Luis Alonso, Technical Artist
DC Studios

Bridging the Gap: Becoming an Artist's and Programmer's Peacemaker
Leslie Bishko, Associate Professor
Emily Carr Institute of Art+Design+Media

Laban for Animators
Matt Costello, President, Polar Productions
Story-Telling, Interactivity and the Creative Process
Stephan Martiniere, Visual Design Director, Midway Games
The role and impact of Visual art director for "next gen" games
Susan O'Connor, Game Writer
Susan O'Connor Writing Studio

Game Writing: Best Practices
Kees Rijnen, Technical Animator
Bioware

Realtime Skin Sliding
presented by 
Richard Rouse III, Director of Game Design
& Marty Stoltz, Studio Cinematic Director
Midway Games

Cinematic Game Design
Tom Salta, Composer/Producer
Persist Music

Better Gameplay through Great Game Music
Borislav Petrov, Technical Director
Frantic Films

Rapid Tools Development using MAXScript
presented by 
VO PANEL : The human touch: Bringing scripts to life
with

 

TECH
  M. John Buchanan, Professor
CMU

Strange Bedfellows: Leveraging Academic Innovations
presented by
Jason Coleman, VP Software
Big Huge Games

Coding in an Iterative World: Rise of Legends Post-mortem
presented by
Bruce Dawson, Software Design Engineer
Microsoft

Design and Implementation of Multi-Threaded Games
Download the PowerPoint presentation 
Marsel Khadiyev, Owner, EPHERE Productions Inc.
Practical real-time hair for games and interactive applications
Allen Lau, CTO and Co-founder
& Oliver Tabay, Development Lead, Content Adaptation, Tira Wireless
Best Practices for Mobile Content Development Using Aspect Oriented Programming
Download the PowerPoint presentation 
Dr. Alexander Nareyek, Professor, National University of Singapore
Game AI is Dead. Long Live Game AI!
Donwnload the presentation
presented by
    
Jean-François St-Amour, 3D programmer
Ubisoft Montréal

Bare metal: modern graphics hardware architectures.
Jos Stam, Ph.D., Senior Research Scientist
Autodesk, Inc.

A General Dynamical Solver for computer graphics
Neil Trevett, Vice President Embedded Content
NVIDIA

Khronos - Creating an Embedded Media Processing Ecosystem
 

DESIGN
  Tom Arundel
Introversion Software

How do indies push game innovation and remain commercially viable?
presented by
  
Chris Bateman, Managing Director, International Hobo
Play Styles & Player Needs: How Gamer Typology Guides Game Design
Brenda Brathwaite, Game Designer/Professor
Savannah College of Art & Design

Sex in Games: The Evolution of an Industry
James Everett, Game Designer
Artificial Mind and Movement

Off the Shelf Tools for Communicating your Game Design
Michelle Hinn, Lecturer, University of Illinois, Urbana-Champaign
Gamers with Disabilities: Expanding the Market through Accessible Design
Gerard Jones, Author of: Killing Monsters

Controllers and Decontrollers: Games as the Emotional Arenas of the Modern World
Nicole Lazzaro, President
XEODesign, Inc.

The 4 Most Important Emotions of Game Design.
Elan Lee, Vice President of Experience Design
42 Entertainment

Alternate Reality Games: Check Your Joystick at the Door
Mike Mace, Game Evaluation Lead
Microsoft

Making Good Games Great: Advancing Playability for the Next Generation
Michael Mateas, Assistant Professor
University of California, Santa Cruz

Interactive Drama: A solution to the interactive story dilemma
Tracy Rosenthal-Newsom, Senior Producer
Harmonix Music Systems

Innovation, accessibility and diversity : Designing games for the broader market
Toby Schadt, Lead Designer
Toys for Bob

Taking Tony Hawk to the Wii: Challenges of redefining a well known property
presented by
  
 

BIZ/PROD
  Reid Schneider, Senior Producer &
Vanderlei Caballero, Design Director, Electronic Arts

Building New IP and Innovation in Games, how to break out of the box.
Raphael Colantonio, CEO/Creative Director
Arkane Studios

Building a Small Creative Studio (In a Big Publisher World) Passion is your best asset
presented by
  
Greg Costikyan, CEO
Manifesto Games

Games, Genres, and Why Independent Games are Vital
Andrew Eades, Development Director
Relentless Software

How To Keep A Team Motivated, Or Why it Doesn't Even Matter
Noel Llopis, Senior Architect
High Moon Studios

Agile Game Development From The Trenches
Alexander Mendelev, Director, Product Deployment
Airborne Entertainment

Mobile Game Deployment - Unlocking the secrets
Kim Pallister, Business Development Manager - Casual Games
Microsoft

Opportunities and Challenges in the Age of Digital Distribution
Tobi Saulnier, CEO
1st Playable Productions

Better Games Via Formal Production Processes
Jonathan Smith, Development Director
TT Games Publishing

Fun With Licenses
 

SPONSORS SEMINARS
  Davis Gosen CEO
I-Play

Mobile gaming - the true mass market
Jean-Sébastien Campagna
Ubisoft

Tom Clancy's Rainbow Six Vegas: Character Editing & Motion Editing Techniques with Autodesk MotionBuilder
Steven Roselle, Application Engineer
Autodesk

Autodesk Maya 8 Tips, Tricks and Techniques for Game Developers
Louis Marcoux, Application Specialist
Autodesk

Autodesk 3ds Max 9 Tips, Tricks and Techniques for Game Developers
Tom Lassanske, Director of Developer Relations
AGEIA Technologies, Inc.

Leveraging the Ageia PhysX SDK for advanced multi-core simulation
Jeff Yates, VP Product Management
Havok

Behavioral Animation for Next-Generation Characters


PANEL : The Importance of Audio In Gaming: Investing in Next Generation Sound

with

 

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