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Sessions
Tracks: (K) keynote, (D) design, (A) art, (P) programming, (B) business, (S) students / new to industry, (M) miscellaneous
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Pitch Panel
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Game-Related Product |
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Pitch Panel
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Mobile Game Project |
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Pitch Panel
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MMO Game Project |
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Track (D)
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With the average game player's age now well into the 30s, it can be easy to forget the original game players - children. In this panel we will be discussing their games - what they play, how to design for them, and what considerations you may have to keep in mind. |
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Track (D)
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B. Brathwaite You’ve spent the weekend learning about games, now lets make one! Bring your teams and let us see what we can do in just 4 hours! Game designers of all experience levels are invited for this fast-paced, comedic and challenging workshop that will stretch your mind, your design skills and quite possibly give you an idea for your next great game. Groups will take on a variety of game design challenges based on new, existing and terrifying IP as they wrestle with associated constraints. The workshop ends with the much hyped "Iron Designer Challenge" where teams will take on the impossible - and do it anyway. Based on attendee vote, only one group will reign as Siege's Iron Designers.
Why? The value of a game designer lies in his or her ability to turn anything into a game and any problem into a viable and fun solution. In fact, that's where much of the possibility for innovation lies.
Led by award-winning game designers Brenda Brathwaite and Ian Schreiber. |
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White Wolf: Narrative and Sandbox Worlds |
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Track (D)
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CCP In the role playing community, one of the most widely recognized licenses since the original Dungeon and Dragon would have to be White Wolf. It has spawned numerous paper-and-pencil games, unique systems for different times and locations in history, multiple computer games (including a new MMO currently in development) and many different series of books. Join White Wolf veterans as they discuss their approaches and challenges of creating persistent immersive worlds and providing rich open-ended experiences. |
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Round-Table: Writing for Game Design |
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Track (D)
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Bill Bridges Kicking off our round-tables, what does it take to create an interesting and interactive story? Bring your ideas and come ready to discuss this new direction in story-telling, and what it takes to involve the player in your plots |
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Interactive Stories: Levels in Game Design |
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Track (D)
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Tim Lindsey You sit down in front of a blank sheet of paper. ‘Make a level!’ they said. So now what? After the initial desire has died down to create ‘brown castle’ and ‘return of the brown castle’, then populate both with hordes of mindless minions, you may experience the desire to do something more – something that shows games are a form of art and can make as lasting an impression as a book or movie. And fortunately our panelists talk about just this process! |
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Experimental Game Technology |
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Track (D)
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Ever hear of ‘Flow’? ‘Portal’? How about ‘Tower of Goo’ and ‘Façade’? Just because a game is not ‘Serious’ does not mean it can’t take a step on the ledge and provide a rich new experience – join us as we take a look at some of the great innovations developers have come up with over time, and maybe become inspired with your own upcoming projects! |
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MMOS: Building Your Worlds |
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Track (D)
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M. Kalmes, T. Lindsey, J. Selin, M. Woomer There are games, and then there are Games – our panelists will discuss the various challenges they have been encountering creating worlds on massive scales, building sustainable communities, and planning for systems that have to be maintained and updated. |
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Track (D)
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T. Biondalili, M. Weaver, J. Bridges In a game just about anything goes – and that freedom can be daunting. This is even more so in the case where the concept artist is working to inspire other artists, while also communicating clear ideas for how the 3D world should take form. So what is it like to work as a concept artist? Our panelists will discuss this and much more in this enlightening panel. |
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Social Networking: Designers |
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Track (D)
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So its lunch-time and we are back in the cafeteria, whom do you sit with? Making your life that much easier, we’ve set a few hotel room suites aside so you can mix and mingle with others in your field of interest! |
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The Suit Comes Off: Casual and Mobile Gaming |
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Track (D)
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While some people take casual games lightly, they were there when the industry started and are still here now – and they have evolved. In fact, casual games span the range of the game industry, ranging from political statements to entertainment, marketing, and education. Our panelists discuss the state of casual gaming today as well as consider its potential and how it might be tapped. |
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Social Games and Augmented Reality |
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Track (D)
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For many, games have become more then just a source of entertainment, they have become the gate to new social communities and new worlds. Games themselves have stretched out, becoming a part of daily life. Our speakers will be discussing the phenomenon and more of how games are becoming integrated. |
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Track (D)
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So you want to make a game. Now what? Panelists will discuss the various considerations of managing teams of programmers, artists, and both, including various design methodologies such as SCRUM and the tools for making them work for you. |
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Track (A)
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Concept art, levels, games – come and relax as you look through work created by students at The Art Institute of Atlanta. They will be waiting there to welcome your feedback, field your questions, and demonstrate their talent. See work created by freshman up to seniors and alumni, 2D and 3D artists, individuals and teams, all assembled and staying up late for you. Yes, we are open late. |
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AIA: Modeling with ZBrush |
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Track (A)
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While movie-level amounts of polygons are still unrealistic for an MMO, ZBrush has helped close the gap immensely. In this panel we will show you the basics of utilizing ZBrush to sculpt your models and export out game-ready normal-maps |
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Hi-Rez: Next Generation Art Creation |
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Track (A)
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Technology has been providing constantly more powerful tools for creating art, but are artists staying in the race? We will look at what it takes to use these tools and create the next generation of art content.. |
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Social Networking: Artists |
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Track (A)
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So its lunch-time and we are back in the cafeteria, whom do you sit with? Making your life that much easier, we’ve set a few hotel room suites aside so you can mix and mingle with others in your field of interest! |
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Lifedrawing to Imagination |
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Track (A)
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Moderators: T. Biondalili, M. Weaver, J. Bridges Bring your sketchpad and your pencils, find a comfortable spot, and join us as we do some lifedrawings and then cross the bridge for turning them into narrative-rich game concept-art. |
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Track (A)
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Robert Glosser and James Simpson The Unreal engine has become integral to many of today's games, and the Unreal 3 engine has pushed the envelope even further. Art Institute students will be showing you how to bring your assets into the game engine, including scene objects and full characters - come prepared to take notes! |
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Humanity and Algorithms: Future of AI |
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Track (P)
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We have come a long way from the days when ghosts moved around a maze chasing the player, but how far have we come? In this panel discussion we will be discussing the latest advents of artificial intelligence (in games and otherwise), and what is being developed now. |
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Track (P)
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J. Pei, N. Hanish Spore has released its editor and has many of us excited again about procedural art – our panelists give practical tips of where to start, the applications of programming to directly creating art, and may even share some new ideas and examples regarding tools and algorithms! |
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Track (P)
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R. Cameron So what is XNA? Is it a game engine? A library? An interface? Our presenter will start at the beginning and show you how to use XNA to build the games that you crave so much, and provide you with the resources to go even further. |
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Social Networking: Programmers |
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Track (P)
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So its lunch-time and we are back in the cafeteria, whom do you sit with? Making your life that much easier, we’ve set a few hotel room suites aside so you can mix and mingle with others in your field of interest! |
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Introduction to Silverlight |
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Track (P)
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Get an introduction to Microsoft’s Rich Internet Application (RIA) platform. Learn about the tools and terminology for Silverlight. This topic will inform and help get someone new started with playing video, animating vector graphics, and building rich UI functionality in something other than Adobe Flash. Microsoft’s RIA platform delivers features similar to a desktop application in a single browser plugin that can work as a compliment to AJAX web functionality or standalone. |
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Feisty Engines: The Open Source |
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Track (P)
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Tony Richards, Walt Collins, Chris Dodson The Open Source Software movement is strong and growing daily, but how can you take advantage of it? What are the pitfalls and the benefits of adopting or contributing to Open Source projects? How well do Open Source projects stand up against commercially available products? Learn from those who are doing it and hear their successes and their horror stories to help you through the transition. |
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Track (P)
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Speakers: K. Lighter, R. Cameron, N. Hanish A controversial panel sure to excite comments of praise and condemnation is back! We invite you to join us in discussing how all those bits add up to breaking and entering into a game. This advanced programming panel is for all of you wish to tighten the security on their titles, those who enjoy expanding a game’s capabilities beyond their original scope, and hackers who simply enjoy pushing themselves whenever they see an interesting challenge. |
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Game Industry in the Southeast |
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Track (B)
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C. Lowe, A. Bradford Did you know that the State of Georgia is a SIEGE sponsor and has just offered even bigger tax breaks for game companies? Or how many schools throughout the Southeast are offering game art and programming training? Have you heard of the Georgia Game Developers Association? While many people look to California and Austin for news about the game industry, the southeast has been growing in leaps and bounds, embracing developers with open arms – find out about the opportunities in Georgia for education, trained developers, jobs, investments, and all of your other game industry needs! |
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Game Art, Design, and the Law |
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Track (B)
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A. Greenberg Worried about the long arm of the law, or perhaps wondering how it can protect you? Our panelists discuss issues of ratings, copyrights, contracts, and more – because what you don’t know Can hurt you! |
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Track (B)
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Advertising and Games go hand in hand in two ways - games that contain or in fact are advertisements and marketing those games to consumers. Join our panelists as we explore the various ties between advertising and the game industry, how to make money off of those ties, and what to avoid when attempting to bring the advertisement and game industries together. |
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Track (B)
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C. Lowe, B. Konsynski, C. Lovette, B. Thompson Industry leaders representing game, film, video, and music production and distribution discuss license acquisition, and project financing for content investors and business executives. This panel is designed to explore business trends in film and game production, gather valuable business insight on evaluating potential investments, and learn about Georgia state tax incentives for investment in content production. The mission of CECIL [Committee on Entertainment Capital, Investment, and Legislation] is to serve the state of Georgia as a standing body of expert advisors for continued growth and maturation of the entertainment industry through education, implementation and employment of capital, investment, and legislation. |
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Track (B)
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Looking for capital to fund your start-up or expanding studio? Have a creative use for game technology in serious applications? Put together a full and formal presentation, bring it to the table, and have it reviewed by industry professionals. (Candidate presenters must make a reservation. Contact:
This e-mail address is being protected from spambots. You need JavaScript enabled to view it
). |
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Graduates: First Days in the Industry |
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Track (S)
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Vincent Lombardo, Orion Cherry, Terence Wright, Shane Canning Getting close to graduation and a little nervous? Art Institute of Atlanta graduates frankly discuss their transition from students into the game industry, their shocks and successes, and give you advice on what is coming up for you. (And if you recently graduated from another school by all means, stop by and share your tips and experiences!) |
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Life in the Game Industry |
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Track (S)
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So you want to get into the game business, but do you know what you are getting into? What is a day in the life of a game industry professional like? Join our panel of speakers as they tell you about themselves and the ups and downs of this exciting career. |
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Track (S)
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So you have found the career of your dreams and, contrary to urban myth, sitting on your couch playing games was not enough. Come look at the colleges ready to train you for the next level or, if you already have the necessary skills, bring your portfolios and resumes to waiting recruiters! |
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Hi-Rez: Getting Into the Industry |
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Track (S)
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Do you have a drive and a passion for the game industry? Curious what it takes to break in? Join the HiRez team as they discuss what will be expected of you and what you can do to prepare yourself. |
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Getting a Job in Game Industry |
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Track (S)
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M. Matthews, P. Lipson Industry Professionals discuss the current needs of companies and the process of entering the various fields available in the game industry. |
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Getting Serious about Games Design |
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Track (M)
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All play and no work misses a lot of the potential of a very immersive medium. Our panelists will discuss Serious Games in the modern game industry, ranging from applications and concerns to practical examples and thoughts on where this industry is going. The wide range of creative options may surprise you! |
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Round-Table: Audio for Game Development |
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Track (M)
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C. Rickwood Do you enjoy working with audio? With games? Sit down with us so we can discuss the challenges of this field and tips for how to make our tracks even better. |
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Experimental Game Gallery |
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Track (M)
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Some games we play for graphics, some for AI, and some because they are different and new - and sometimes these games provide the seed for new developments. |
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Track (M)
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B. Brathwaite Amid steady controversy the adult side of the game industry carries on undaunted as it has since the first time users could type to each other in a MUD (and before). Our panelists discuss the history of adult content in games, the present, and its future. Note: mature subject matter will be discussed, this topic is intended for adults. |
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Round-table: New Developers, New Audiences |
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Track (M)
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AIA, AIU, Dekalb, Devry, Guildhall, GATech In continuation of last year’s panel, join educators from various institutes as we all discuss the changes and challenges we are encountering, as we try to better prepare the waves of future game designers, artists, and programmers. And if you are developers, please stop by and tell us what we are doing right, wrong, and what you would love to see us add! |
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Track (M)
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Speakers: C. Rickwood, P. Lipson Sound effects, looping tracks, and guiding emotions - join us as we explore the use of audio in games. We will look at some of the latest changes and innovations, needs, as well as where audio might be going next |
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