Home Sessions

Main Menu

Resources

Staff Login



Sessions
Tracks: (K) keynote, (D) design, (A) art, (P) programming, (B) business, (S) students / new to industry, (M) miscellaneous

Friday Night Keynote

Keynote - 5:00pm, FRIDAY, OCTOBER 2nd

 
SK1 - 10 Reasons Why the Game Industry Doesn't Suck

Keynote
Sponsor:
Peak 10
Description: It is human nature to focus on the bad stuff, and developers are no less human than everyone else! One too many conference "rant" sessions and countless blog posts on the brokenness of the industry has led us all into the dumps. Instead, let's rave a bit about all the cool and good stuff that's going on in the game industry today. Ten trends, ideas and success stories will be presented to inspire the downtrodden into once again proclaiming the awesomeness of games and the people/industry that produces them.
Track(s): Keynotes
Speaker(s):Jason Della Rocca
Moderator: 
Room:Berkshire A & B 

 
Saturday Night Keynote

Keynote - 5:00pm, SATURDAY, OCTOBER 3rd

 
SK2 - Video Games & National Innovation & Competitiveness: The case for strategies that integrate Technology, Engineering, ARTS, Mathematics and Science (TEAMS)

Description: Today much focus is given to the integration of Career and Technical Education (CTE) and academic courses. The acronym STEM itself represents the relational grouping of science and math from academics and technology and engineering from CTE. As the STEM and CTE-Academic integration movements grow, national stakeholders concerned about US capacity for innovation are asking questions about the relationship among CTE, STEM, and the Arts.

The arts, STEM and CTE are naturally connected by the intersection of the Internet and traditional mass media, publishing and cultural arts industries. The intersection of these industries results in a process known as “media convergence.” Media convergence is the force driving digital media into new roles in traditional mass media, publishing and cultural arts industries: Recently, “the downfall of newspapers,” “music, book and film markets down,” “video games and digital media growing in market share,” and “the emergence of virtual worlds for concerts and artistic performances.” In this world, “content” is said to be “king.” Digital content includes text, audio, video, images, software, simulations and multi-media delivered real-time or on-demand via telecommunications networks and digital devices.

The integration of digital content and traditional media results in the evolution of related industries, technologies, jobs and markets. Today, the combination of the Information Technology (IT) and the Arts, A/V Technology and Communications (Arts) clusters jointly satisfy the labor requirements of these industries. The worlds of IT and the arts are now inextricably linked by modern STEM. For example: music, drawing, painting, photography and videography now all have STEM-related digital production processes and tools driving new products, work processes and environments for innovation.

In the world of CTE, the IT cluster naturally owns computing and telecommunications hardware and shares responsibility for digital content creation (text, audio, video, image, software and multi-media) with the Arts cluster. The Arts and IT clusters are generally treated as separate in the CTE community; however, there are natural overlaps and important distinctions between the Arts and other related clusters which are often lost in the lack of coordination and communication across industry lines and CTE pathways and programs of study.

The key distinction between the Arts and IT clusters is that arts knowledge and skills are based in the milieu of classical, cultural and commercial art theory and practice; whereas, the IT cluster is typically rooted in logic, math, engineering and programming. Although the lines between these disciplines are often blurred in modern production tools, processes, products and jobs, there is a critical requirement to maintain the integrity of aligning classical and cultural arts with the commercial arts and STEM. This important distinction provides the ground for integrating the Arts, CTE and STEM in appropriate curricula and community innovation initiatives.

To learn more about the integration of CTE, STEM and the arts, in schools and communities attend TEAMS to learn about the next wave of CTE innovation. TEAMS explores the communities, industries, jobs, technologies and markets dependant on the integration of classical and cultural arts with STEM and commercial arts. The program also explores the relationship of IT and the Arts to other relevant CTE clusters:
Marketing, Education and Training, Hospitality and Tourism, Architecture and Construction, Manufacturing and Health Science. Attend this session to learn more about the integration of the arts and STEM as the platform for increasing rigor and relevance in the "Arts, A/V Technology, and Communications cluster."
Track(s): Keynotes
Speaker(s):Jim Brazell 
Moderator: 
Room:Berkshire A & B

 
Session Block 0

3:30pm, FRIDAY, OCTOBER 2nd

 
S0C - But It Ain't a Game!
Description: Games are our passion and our profession, but our skills apply everywhere. The question is, how do you convince people of that – yourself included? This session examines the many ways to use those game dev skills outside the entertainment game industry, whether by choice or by necessity.
Track(s): Business
Speaker(s):Keith Hogsed, Dennis Keijzer
Moderator:Dov Jacobson
Room:Surrey 
 
S0D - Game Design Improv - Part 1 of 2

Description: You'll spend the weekend learning about games, how about making some of them now? Back by popular demand, this fast-paced, challenging workshop will stretch your mind and your game design skills. Participants will take on a variety of game design challenges based on IP and other constraints. No experience necessary!

The value of a game designer lies in his or her ability to turn anything into a game, and to take any problem and make a viable and fun solution. Game Design Improv will give both practical advice and plenty of practice, with challenges based on real-world
Track(s): Design
Speaker(s):Ian Schreiber
Moderator: 
Room:Newbury

 
S0E - Flash Programming in Game Production

Description: Flash games, from word games to physics puzzles to full MMOs, are still alive and doing well on the web, attracting millions of casual and sometimes even hardcore game players. Panelists discuss the state of the casual game industry, the future of Flash browser gaming, and the potential pitfalls for a Flash developer in both game development and business.
Track(s): Programming 
Speaker(s):George Skleres, Danny Miller, Lukas Bradley
Moderator: 
Room:Pickwick

 
S0F - Game Developer Do's and Don'ts

Description: Just when we think we have seen every way to ruin a game, some studio comes up with a new one. Join us for this analysis of what you should and shouldn't do, laugh at other people's mistakes, and cringe when you see your own. Most important, however, is to learn to avoid the ones other people have made.
Track(s): Design, Programming
Speaker(s):Brad Merritt
Moderator: 
Room:Canterbury

 
S0G - Basics of iPhone Development

Description: Some people have made a small fortune on their iPhone games. Many more people have made enough for a few beers. Learn the how’s and why’s of this new platform – making the games, making them good, getting them on the App Store, and getting someone other than your parents to play them.
Track(s): Programming 
Speaker(s):Frank Rietta 
Moderator:Brian Cauble
Room:Churchill

 
S0H - Amateur Team Speed Dating (Part I)
Description: Got mad programming skillz but need a project? Got the most beautiful project on Earth but lack the artists to make it happen? If you need a team or have spots that need to be filled on your team, come out to amateur team speed dating. Register your team and set up for the talent you need. Register as a programmer, artist, designer, writer, audio specialist, or investor and find the project that’s right for you.
 
Speed dating runs at the beginning and end of SIEGE. You can attend one or both. Come out Friday, meet people, get to know them during SIEGE, and clinch the deal Sunday afternoon.
Track(s): Business 
Speaker(s):N/A
Moderator:Daniel CazanJP Rhea
Room:Stratford

 

 


 
Session Block 1

7:00pm, FRIDAY, OCTOBER 2nd

 
S1A - Writing: More than a Game

Session Sponsor:CCP Games
Description: Dialogue. Quest descriptions. Flavor text. World background. Instructions. Manuals. Fiction. Insults and taunts. Game writing includes all these and more. Learn the intricacies of game writing, ways to connect with gamers in and out of the game, and how to deal with the rest of the development team without losing your mind.
Track(s): Design
Speaker(s):Bill Bridges, Nathan Knaack, Joe Carriker
Moderator: 
Room:Berkshire A 

 
S1B - Max v Maya Throwdown

Description: If you thought the Mac/PC wars were nasty, wait until you see Max and Maya users get into it – and they come from the same company! This session addresses the deeper levels of Max and Maya, as well as how they each handle various issues. Come out and make your own decision about them. The real secret? It helps to know both.
Track(s): Art 
Speaker(s):Paul Orlando, David Hensley, Daniel Cazan 
Moderator: 
Room:Surrey

 
S1C - Communicating with the Rhythmically Impared
Description: 

Communicate effectively with your audio team. When working on a game you have the audio guy speaking in decibels and the programmer in decimals. Somewhere along the way things get lost in translation. Hear how this panel puts aside the lingo and learns how to speak the same language.

Track(s): Audio
Speaker(s):Chris Rickwood, Chris Groegler, Matt Piersall 
Moderator:Mick Larkins
Room:Surrey
 
S1D - Designing a scalable gaming environment while maintaining speed, security and low latency

Session
Sponsors:

Peak 10
Description: The infrastructure that supports your end-users heavily determines the success of their end-user experience. Join industry experts for an informal discussion around best practices, methodology and technologies utilized to ensure that your infrastructure is secure and fast, while maintaining the scalability that your business needs to grow.
Track(s):  
Speaker(s):Stew Chisam, Christian Schneider, Dustin Clingman
Moderator:Bill Cashman
Room:Newbury
 
S1E - Today's Studio Savior: The Technical Artist

Description: The Technical Artist position did not even exist five years ago, but now many companies cannot imagine life without them. Part programmer and part artist, the Technical Artist does not just know both; she has to be good at both. A technical artist position may not be for the faint of heart or the slow of brain, but it’s in demand and it may save the day. Join this panel of technical artists as they discuss their role, their challenges and their hopes for the job’s future.
Track(s): Programming 
Speaker(s):Eric Evans, Mick Larkins 
Moderator: 
Room:Pickwick

 
S1F - Interactive Palm Reading: An Industry Outlook

Description: Like a bizarre fortune-teller's omen, four lines of game-industry expertise cross in the SIEGE constellation. Representing global, national, regional and state view-points, this panel brings together past experience and future insights from Entertainment Software Association, International Game Developers Association, Georgia Game Developers Association, and the State of Georgia. Join us as we discuss market trends, legislation, and economic factors shaping tomorrow's game industry.
Track(s): Business 
Speaker(s):Asante Bradford, Jason Della Rocca, Richard Taylor, Clinton Lowe 
Moderator: 
Room:Canterbury

 
S1G - Creating Seriously Fun Branded Games: Honey Nut Cheerios “Honey Defender” 3D Game Case Study

Description: This panel discusses the making, from concepting to launch, of a fully-realized 3D game made to promote the Honey Nut Cheerios brand. A fully-realized 3D game that plays in a web-browser and uses the Unity 3D engine, the HNC game had to be highly engaging, fun and cleverly designed. In addition the panel will discuss the challenges and processes used to build a game of that magnitude working with advertising agencies and extremely tight timeframes.  The panel also discusses the marketing value of games in the context of the project.
Track(s): Serious Games 
Speaker(s):Daniel Crowder, Tim Kirkwood, Jeremy Seymour
Moderator: 
Room:Churchill

 
S1H - The Dual Value of Southeast Asia for US Publishers

Description: Lower the costs of your US operations through a qualified game service provider and then generate new revenue streams via direct publishing in the English speaking markets of the Philippines, Malaysia and Singapore. In the increasingly competitive US game market finding ways to significantly reduce the cost of your publishing operations is essential to long term success. In this presentation the speaker will outline a sampling of basic, to innovative, game services offered from game masters in the Philippines that not only transform your customer support and community management from a necessary cost center to profit center but also provide a forward base for your direct publishing activities to a combined market of over 11m online gamers in these three target countries. Some of the topics covered in this presentation include lessons learned of how to generate revenues from free to play games in emerging markets, how to use your game service providers to bypass the expense of going through local publishers and methods of using overseas markets to refine and bug test your new game before launching in your primary markets.
Track(s): International, Business
Speaker(s):Scott Countryman
Moderator: 
Room:Stratford

 
Session Block 2

10:00am, SATURDAY, OCTOBER 3th

 
S2C - SimLawyers
Description: Some attorneys joke that law is an expert-level game in itself, but one that game designers do not play well. If you have not RTFM'd the law manual, this is the panel for you. This session brings together legal experts in a wide variety of fields to address your questions and concerns, as well as the hottest legal issues in game production today.
Track(s): Business
Speaker(s): 
Moderator:Andrew Greenberg, Thomas Mihill, Blake Sorenson, Courtney Perry, Zach Bishop
Room:

Surrey


 
S2D - Pandora’s X-Box: Video Games, Virtual Worlds and Mixed Reality – Out of the Box of Entertainment Into Domains of the “Serious”

Description: While we were not looking, video games leaped out of the box of entertainment into serious domains such as health care and military training. Games are now a medium giving birth to new modes of playing, learning and socializing. 
Track(s): Keynotes
Speaker(s):Jim Brazell 
Moderator: 
Room:Newbury

 
S2E - Go Fail!: Experimentation, differentiation and innovation

Description: While the thought of "failing" is scary to most students, it is in fact extremely liberating. How can we foster a tolerance for failure - not in the sense of failing a class, but more so in terms of taking risks and experimenting. If students are failing, it means they are pushing the boundaries of what is possible. Further, how does such a culture for experimentation and innovation co-exist with the industry's need for very specific types of students. Does academia's reliance on guidance from industry limit its ability to produce the students the industry needs (ie, risk takers and innovators tolerant to failure) versus what they say they want?
Track(s): Business
Speaker(s):Jason Della Rocca
Moderator: 
Room:Pickwick

 
S2F - Silverlight Game Programming

Description: Silverlight offers great features to make it a compelling casual game mechanism, and can also do DirectX accelerated 3D gaming like the QuakeLight project. This presentation is focused on the tools and day-to-day experience working in Silverlight and how to program a simple game in an easily supportable and upgradable fashion. A particular focus will be placed on how to be productive with the tools as quickly as possible while learning the platform. While looking at the tools this presentation will cover the importance of good object-oriented practices and some of the quirks of Microsoft programming that are similar in concept but with a different implementation from Flash or browser based programming the attendee may be familiar with already.
Track(s): Programming
Speaker(s):Cliff Jacobson 
Moderator: 
Room:Canterbury 

 
S2G - Mindmapping

Description: Mindmapping is a simple and visual method of taking notes and organizing ideas. Brad Merritt will detail how mindmapping is used from blue sky game ideas to single-issue resolution and all states in between. Paul Cottrell will detail how mindmapping is used as a developer to organize game object states and functionality into programming tasks organized by milestone.
Track(s): Design
Speaker(s):Brad Merritt, Paul Cottrell 
Moderator: 
Room:Churchill 

 
S2H - First Days in the Industry

Session Sponsor:Art Institute of Atlanta
Description:  
Track(s): Public
Speaker(s):Orion Cherry, Vincent Lombardo, James Simpson
Moderator: 
Room:Stratford 

 
Session Block 3

11:30am, SATURDAY, OCTOBER 3th

 
S3C - Going to 11: Getting Heard in Games
Description: 

Audio for games often seems to be the only growing part of the audio industry, but breaking in feels harder than shutting up Duke Nukem. Learn how to make your voice stand out whether you are looking for a job in interactive audio, trying to be a freelancer, or just trying to get people to listen to your creations.

Track(s): Audio
Speaker(s):Chris Rickwood, Chris Groegler, Matt Piersall, Chris Sabat, Watson Wu 
Moderator: 
Room:Surrey
 
S3D - Out In Games

Description: This session discusses issues in the video game indsutry pertaining to the gay, lesbian, bi-sexual, and trans-sexual (GLBT) community.  From employment issues to game and character design, this panel covers a wide range of issues with a mature approach to a difficult but important topic.
Track(s): Business, Design
Speaker(s):George Skleres, Link Hughes, Joe Carriker
Moderator: 
Room:Newbury

 
S3E - Hands-On with XNA

Description: This session will provide a business and technical overview of XNA Game Studio. The presenter will start out with a short business overview of XBOX Live Community Games and then spend >the majority of the time demonstrating how to build games for Xbox, Windows, and Zune HD with XNA Game Studio 3.1.
Track(s): Business, Programming
Speaker(s):Rob Cameron
Moderator: 
Room:Pickwick 

 
S3F - ZBrush v Mudbox Throwdown

Description: Digital sculpting has revolutionized game art, and it has come a long way since the Voxel days. ZBrush and Mudbox are two of the most commonly used digital sculpting packages, and our experts show you how to make them pinch, push, pull, smooth and grab to their fullest.
Track(s): Art 
Speaker(s):Jin Pei, Ben Knapp, Sean McBride, David Hensley
Moderator: 
Room:Canterbury
 

 
S3G - Open Source Game Programming

Description: 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).
Track(s): Design
Speaker(s):Walt CollinsTony Richards 
Moderator:Chris Dodson
Room:Churchill 

 
S3H - Portfolio Reviews

Description: Want to put your skills to use for a top game, animation, special effects, or design company? Then get that portfolio together and head up into the Portfolio Review Area, where you�ll find industry professionals waiting to critique your work and answer questions.
Track(s): Public
Speaker(s): 
Moderator: 
Room:Stratford 

 
Session Block 4

2:00pm, SATURDAY, OCTOBER 3th

 
S4C - The Sound of Violence
Description: 

Pow. Bang. Zgruppp! Combat sound effects have come a long way since the old Batman days, and games are one of the main beneficiaries. This session explore the ins and outs of designing weapon sounds, and ways to make yours unique and memorable – in a good way.

Track(s): Audio
Speaker(s):Chris Groegler, Matt Piersall  
Moderator: 
Room:Surrey
 
S4D - Serious game development in adult learning & development – going from potentially big to really big
Description: 

The use of entertainment games techniques and/or technologies for training has gained a lot of media coverage and has been gradually gaining ground over the last decade or so but is still far from being ‘mainstream’. When the global market for learning is worth over $2 trillion, it is doubtful of the 'serious games’ market yet exceeds $250m. Despite the massive obvious potential to deliver very strong organizational benefits many factors still contribute to thwart rapid growth.

In this session, Kevin Corti will give the audience a broad view onto the use of games in corporate L&D in 2009; who are developing them, who are buying them, typical applications, technology approaches, business models etc). He will illustrate a broad range of business applications using real world projects in the US, UK and EU.  ‘Practicality’ is the core theme of Kevin’s presentations and he will tackle thorny issues such as pricing models, technology selection, handling unrealistic client (and developer) expectations and effective business strategies.

Kevin will use a myriad of real world project and product examples to illustrate his points.

Track(s): Serious Games
Speaker(s):Kevin Corti 
Moderator: 
Room:Newbury
Reference Materials:Presentation Slides: http://www.slideshare.net/evilnumber27/siegecons4dkevincorti  
 
S4E - The End of The

Description: This session presents some recent thinking about engine design in a world of multitasking, multicores, multiscreens, multiplayers, multiauthors, multihosts. Every time you use the word "The" in your design, you create a time bomb. Even terms like "parallel processing" miss the essential asynchronous cooperative behavior that pervades every level of modern game architecture.
Track(s):  
Speaker(s):Jesse Jacobson, Lukas Bradley
Moderator: 
Room:Pickwick
 

 
S4F - Publisher Alternatives (That Don't Involve Pain)

Session Sponsor:Tripwire Interactive 
Description: The developer-publisher relationship is a classic one in the game industry, but every version has its unique opportunities and pitfalls. Now designers and developers are creating new avenues to get their games in people’s hands, and they bring with them all new prospects and problems. Tripwire has navigated these treacherous waters with great success and offer their insights into how you can avoid the worst of the publisher tsunami.
Track(s): Business 
Speaker(s):Alan Wilson, John Gibson 
Moderator: 
Room:Canterbury
 

 
S4G - Programming for Mobile Games
Description: 

Mobile games offer opportunities for new experienced and new programmers alike, but they have their share of hazards as well. Multiple platforms, an array of programming languages, limited resources and other obstacles can become opportunities or massive headaches. Learn the ins and outs of programming for this growing field.

Track(s): Programming, Business
Speaker(s):Frank Rietta 
Moderator:Ken Lightner 
Room:Churchill 
 
S4H - Bending Unreal to Your Will

Description: Epic brags that the Unreal Engine can be used for any type of game, from first-person shooters to racing games to RPGs and more. It has also been promoted for movies, television and even architectural projects. However, getting it to do what you need it to takes a lot more than just loading the program. This panel explores the trials and tribulations of Unreal game development, as well as the ways to get it to do what you need it to do (or get fragged trying).
Track(s): Programming 
Speaker(s):John Gibson, David Hensley, Mick Larkins, Chuk Vinson 
Moderator:Tim Lindsey
Room:Stratford
 

 
Session Block 5

3:30pm, SATURDAY, OCTOBER 3th

 
S5A - Getting the Human in the Game

Description: Computers offer us a great deal of power for our games, but they also leave us at risk of forgetting the people who play them. What do 371,954 points really mean? Is there a way to create empathy for computer-controlled opponents? Why do most NPCs have all the personality of an old database? Join our panelists as they explore ways to make games more meaningful to your players.
Track(s): Design
Speaker(s):Danny Miller, Michelle Menard, Harrison Pink
Moderator:Andrew Greenberg
Room:Berkshire A
 

 
S5B - Start Your Unity Engines

Description: Unity claims its multiplatform game development tool and game engine makes development of downloadable and browser-based games for Mac, Linux and Windows easy. However, it involves more than just sticking your key in the ignition and putting your foot down on the mouse. Our panelists have used Unity in a variety of ways, from apps to MMOs, and can share with you both how to get started and how to get Unity to deliver the performance you need.
Track(s): Programming
Speaker(s):Casey O'Donnell, Manuel Saint-Victor, Tom Higgins
Moderator:James Simpson 
Room:Berkshire B
 

 
S5C - Videogame Voiceover in the South: Picking Your Battles
Description: 

Everyone can talk, so anyone can do voiceover, right? That’s like saying anyone can press keys, so everyone can program AI. Learn the pitfalls in casting and how to avoid them, how to manage egos, directing to scale and more.

Track(s): Audio
Speaker(s):Chris Sabat 
Moderator: 
Room:Surrey
 
S5D - Maximizing microtransaction sales through alternate payment methods
Description: 

An overview of the current microtransaction monetization options available to U.S. online game operators, a $1B business in 2009, with a deeper dive into the alternate payment options that accounts for almost half of all revenue collected from US gamers in 2009. History, current sales information and tips on what works best will be covered.

Track(s): Business, Design
Speaker(s):Ron Williams 
Moderator: 
Room:Newbury
 
S5E - Working All Media Channels to Promote Your Game

Description: The launch of channels that bring games direct to the consumer has caused the need for entirely new marketing strategies for promoting titles. This session is packed with tips on different techniques for the game and fan media as well as traditional media, including offering ideas on how to get your title on major news sites, into the blogosphere and on the sites of niche communities, the new drivers of online word-of-mouth. The session also covers how publishers are using social media – Facebook and Twitter. The speaker will show you examples of the best PR techniques she has seen across a wide swatch of game companies in a fast-paced hour, as well as be available after the session to answer questions.
Track(s): Business
Speaker(s):Sue Bohle 
Moderator: 
Room:Pickwick 

 
S5F - Best Practices For Game Design In The K-12 Environment

Description: Advances in game design, coupled with the growth of broadband technology and 21st century computing devices in the classroom, has reinvigorated the debate about the role of game-based learning products in the K-12 classroom environment. The increasing national focus on both our education system and the importance of maintaining our global competitiveness has forced school districts to re-evaluate the way in which it teaches 21st century students, and how games and other forms of media can be bundled into the optimal “blended learning” experience. In addition, a number of innovative developers have introduced various types of games that are intended to both entertain and educate students.
Track(s): Serious Games
Speaker(s):Andy Ross, Dr. Merrilea Mayo, Greg Stillions, Dan White, Derek Kim
Moderator:Al Meyers
Room:Canterbury
Reference
Material:
Game Demo: Do I Have a Right?
http://www.ourcourts.org/flashgames/dihar/index.html

Game Demo: Eduflo Demo
http://www.filedropper.com/eduflodemo   

 
S5G - Serious Games for Negotiation: Case Studies in Water Policy
Description: 

From 2005-9 a team of researchers from The University of Texas and Sandia National Laboratories, in collaboration with others, designed and built software known as GWDSS and CADRe to investigate water policy and management. Users played serious games to reach consensus, maximize profits, or pursue other objectives. The major deliverables corresponded to 3 distinct goals: research negotiation support processes and technologies for managing Barton Springs in Texas,evaluate water trading rules for the Mimbres River in New Mexico, and generalize the technology for further applications. Players included policy makers, farmers, researchers and interested volunteers. Experiences developing, delivering, and supporting the software inform future efforts to incorporate simulation into serious games and negotiations. Lessons learned involve software development for research in participatory decision making, user engagement in serious games, and design strategies for flexible simulation.

Track(s): Serious Games
Speaker(s):Will Cain 
Moderator: 
Room:Churchill
 
S5H - Character Head Customization in Global Agenda

Session Sponsor: Hi-Rez Studios 
Description: Making your character art standout is a central role of game production. This session includes an overview of various ways to achieve customized avatars; technical explanations of how to overcome major customization issues, including animation, variety, hair, eye positions, helmets, and network replication; in-depth information on the tools Hi-Rez Studios created for this task; and real-time demos of the various techniques; as well as demonstrations of how the system can be used universally for player and non-player characters.
Track(s):  
Speaker(s):Mick Larkins, Saman Tahmansebi
Moderator: 
Room:Stratford

 
Session Block 6

10:00am, SUNDAY, OCTOBER 4th

 
S6A - Advanced Level Design: Taking Your Level to the Next Level
Description: Level design is one of the fastest evolving areas of game design, as title after title tries to one-up everything that has come before. Our panel takes a look at level design features they find exciting, some of the most exciting ways to make your levels stand out, and traps to avoid along the way.
Track(s): Design 
Speaker(s):Chris Rickwood, Colman Bryant, Adam Hatch, Keith Balding
Moderator:Tim Lindsey
Room:

Berkshire A


 
S6B - Humanity and Algorithms: Future of AI - Part 2
Description: Building on last year's successful AI session, this panel continues its discussion on innovative ways to get the best from your game's AI. What are the latest approaches to artificial intelligence (in games and otherwise), and what is in development now?
Track(s): Programming 
Speaker(s):Ken Lightner
Moderator:Dean Lawson
Room:

Berkshire B


 
S6C - Musical Chop Suey: Ingredients for Interactive Audio
Description: 

If you thought music was hard to make in the Midi days, try creating music that stands out in these days of full orchestration, sound palettes, loops, stems and sound banks. Join us as we explore every aspect of creating an interactive music score, from concept to delivery.

Track(s): Audio
Speaker(s):Chris Rickwood, Matt Piersall 
Moderator: 
Room:Surrey
 
S6D - Academic Round Table

Description: This round table is open to everyone within the academic community who teaches, advises, recruits, places, or otherwise incubates the next generation of talent for the video game industry.  The round table will address issues of best practices, professional standards and certifications, and guidance for using game-related topics in high school and youth education curriculums.
Track(s): GGDA 
Speaker(s): 
Moderator:Kevin O'Gorman
Room:Newbury

 
S6E - China: Introducing Changyou.com
Description: Live via streaming internet, Chinese game developer, Jingbo Chen, introduces Changyou.com and issues of game development in China. 
Track(s): International 
Speaker(s):Jingbo Chen 
Moderator: 
Room:

Pickwick


 
S6F - CLOSED

Description: Room Closed 
Track(s):  
Speaker(s): 
Moderator: 
Room:Canterbury

 
S6G - Civilian Lessons from Military Leadership Games
Description: 

In previous generations, military games meant shooters, strats and flight sims.  Today, their scope extends to human relations.

This presentation will review several recent games which are designed to exercise leadership skills. From the perspective of the game studio, it will contrast different approaches taken by military, corporate and academic thinkers.

Military Agencies:
* The Center for Army Leadership
* The Office of Naval Research’s Social, Cultural and Behavioral Sciences Program

Civilian:
* Game based MBA Program
* Game based Corporate Leadership firm

Participants are encouraged to discuss the challenges they experience as they translate training insights into digital games.

Who should attend? 
Professionals who are responsible for training leadership, communication or conflict resolution, and are exploring the potential of game-based learning.

Format: Coffee and Doughnuts Seminar

Track(s): Serious Games 
Speaker(s):Dov Jacobson
Moderator: 
Room:

Churchill


 
S6H - Concept Art to 3D
Description: Game art does not end with the concept, nor does it start with the model. However, translating effectively between concept art, model, textures and animation is a skill in itself. Our panel brings years of experience to addressing ways to make best use of all these stages in creating great game art.
Track(s): Art
Speaker(s):Will Burns, David Hensley, Ben Knapp
Moderator:John Bridges 
Room:Stratford
 
Session Block 7

11:30am, SUNDAY, OCTOBER 4th

 
S7A - Experimental Games

Description: Once upon a time, even putting games on a computer was an experiment. Now games are the standard, but there are still people pushing the envelope. This session looks at some of the more interesting projects, why people make them, and how you can learn from their efforts.
Track(s): Programming 
Speaker(s):Chris Dodson, Ian Schieber 
Moderator: 
Room:Berkshire A

 
S7B - Procedural Programming
Description: 

Procedural Programming finds its place in art, story and many other areas. Join our panel for an exploration of some of the ways you can use it in your next title. 

Track(s): Programming 
Speaker(s):Jin Pei, Daniel Cazan 
Moderator: 
Room:

Berkshire B


 
S7C - Deconstructing Audio Demos with Constructive Criticism
Description: 

Now that you have attended a full weekend worth of audio panels at SIEGE, it’s time to show off what you can do. Bring your demo reel to our panel of industry professionals for their constructive critiques (and perhaps even some praise).

Track(s): Audio
Speaker(s): 
Moderator: 
Room:Surrey
 
S7D - CLOSED

Description: Room Closed 
Track(s):  
Speaker(s): 
Moderator: 
Room:Newbury

 
S7F - Pixel Pushing
Description: Some artists like to think 3D modeling has made pixel pushing a thing of the past, but it is still a skill used in major games. Whether making icons, sprites, backgrounds or entire games, as long as your computer uses pixels, you'll be pushing them around at some point. Learn how the field has changed and developed, and what you need to know to do it well.
Track(s): Art
Speaker(s):Jeremy Vanhoozer 
Moderator: 
Room:Canterbury
 
S7E - CLOSED

Description: Room Closed 
Track(s):  
Speaker(s): 
Moderator: 
Room:Pickwick

 
S7G - Save Yourself! Save Others! Safety Training
Description: Saving workers lives through simulation.  The challenge: workplace safety is a major issue, but a boring subject. A worldwide population with limited or no computer literacy. A need for consistent quality, fast implementation and easy management.  The approach: focus on practice, how to procedures and more importantly, why it is critical to do things in a particular way.  The features: focus on learning approach in 3D immersive simulation in a workplace environment. Combining learning, practicing and evaluating. Fostering collaboration as a key element. Dynamic progress and evaluation.   The fun: making the technology fit with audience. Wiimote controller. Mobile phone use.

Session Objectives Participants will:
  • - Discuss learning and communicating through immersive training platform
  • - Examine virtual learning approach as it is applied in safety training module.
  • - Demonstrate using the Wii for safety training
  • - Verify methods used to apply immersive learning interactions
  • - Investigate development of online interaction
  • Track(s): Serious Games 
    Speaker(s):Deborah Thomas 
    Moderator: 
    Room:Churchill
     
    S7H - Using New Media and Social Networks
    Description: Channels that bring games direct to the consumer have inspired entirely new marketing strategies for promoting titles. This session is packed with tips on different techniques for game and fan media as well as traditional media. Discuss how to get your title on major news sites, into the blogosphere and on the sites of niche communities, the new drivers of online word-of-mouth. The session also covers how publishers are using social media, and if that is more than Facebook and Twitter.
    Track(s): Business
    Speaker(s):Sue Bohle, Ted Owen, Craig Kronenberger 
    Moderator:Richard Weil
    Room:Stratford
     
    Session Block 8

    2:00pm, SUNDAY, OCTOBER 4th

     
    S8A - Amateur Team Speed Dating (Part II)
    Description: Got mad programming skillz but need a project? Got the most beautiful project on Earth but lack the artists to make it happen? If you need a team or have spots that need to be filled on your team, come out to amateur team speed dating. Register your team and set up for the talent you need. Register as a programmer, artist, designer, writer, audio specialist, or investor and find the project that’s right for you.
     
    Speed dating runs at the beginning and end of SIEGE. You can attend one or both. Come out Friday, meet people, get to know them during SIEGE, and clinch the deal Sunday afternoon.
    Track(s): Business 
    Speaker(s): 
    Moderator:Daniel Cazan, JP Rhea
    Room:Berkshire A

     

     


     
    S8B - Intelligent Game Physics

    Description: The role of game physics grows and grows with every new game that pushes the boundaries. It’s far more than just gravity, and this panel builds on the issues raised in last year’s session. How do you make games handle physics intelligently, and either look real or as unbelievable as you want them to.
    Track(s): Programming
    Speaker(s):Ed Hobbs, Daniel Cazan 
    Moderator: 
    Room:Berkshire B
     

     
    S8C - Digital Asset and FX Exchange Schema-Collada
    Description: The gap between the current generation of video game art and virtual worlds� graphical fidelity is closing with every new entry into the 3D space. COLLADA plays a growing role in these fantastic real-time, online experiences. It has become the centerpiece of digital-asset tool chains used by the 3-D interactive industry. This session details how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development. 
    Track(s): Art/Programming
    Speaker(s):Adam Gensler, Hilario Gonzalez
    Moderator: 
    Room:Surrey
     
    S8D - CLOSED

    Description: Room Closed
    Track(s):  
    Speaker(s): 
    Moderator: 
    Room:Newbury

     
    S8E - QA Roundtable
    Description: Making the game is often only half the battle. Making it good requires bringing in the testers. These may be your friends and neighbors, but a professional quality assurance team can make a dramatic difference in the success of your game. Learn the ins and outs of testing from these industry veterans, from the first stages of QA planning to the nail-biting worries at code freeze. Bring your own horror stories and get your peers advice for handling future projects.
    Track(s): Business
    Speaker(s): 
    Moderator:Jonathan Lindemann
    Room:Pickwick
     
    S8F - Become a Money Magnet: Position Your Studio for Investment
    Description: We’ve all heard that same cliché phrase, “I’m looking for money to fund my game idea.” This session takes a fresh look at the investment-seeking process by focusing on the specific needs of the investor and positioning the studio to become a capital-attracting venture. The session also provides an overview of angel capital trends in metro Atlanta with special attention to digital entertainment projects. General questions about investment and tax credits are welcome.
    Track(s): Business
    Speaker(s):Gordon Rogers, Clinton Lowe 
    Moderator: 
    Room:

    Canterbury


     
    S8G - IBM's INNOV8: Leveraging games to teach businesses how to operate more efficiently
    Description: Both IT and business professionals understand that processes are critical to success. They just look at them from different perspectives. INNOV8, the IBMBusiness Process Management (BPM) simulation game, gives both IT and business players a better understanding of how effective BPM impacts an entire business ecosystem. INNOV8 also demonstrates how a more instrumented, interconnected and intelligent world supports process improvements and working smarter to help build a smarter planet.

    Players quickly see how practical process improvements can help meet profitability, customer satisfaction and environmental goals while addressing real problems faced by municipalities and businesses today.

    In this presentation, Ms Boinodiris explains the history fthe INNOV8program and also discusses where IBM believes the growth is for Serious Games.
    Track(s): Serious Games 
    Speaker(s):Phaedra Boinodiris 
    Moderator: 
    Room:Churchill
     
    S8H - Game Design Improv - Part 2 of 2 - Iron Designer Challenge

    Description: Are you ready to take on the impossible and do it anyway? In this advanced version of the Game Design Improv session, teams will compete to make the best non-digital game given a series of successive constraints. Based on attendee vote, one group will reign supreme as SIEGE 2009's Ultimate Iron Designers.
    Track(s): Design
    Speaker(s):Ian Schreiber
    Moderator: 
    Room:Stratford

     


    Copyright © 2013 siegecon.net. All Rights Reserved.
    Joomla! is Free Software released under the GNU/GPL License.
     

    Platinum Sponsors



    Gold Sponsors


    Silver Sponsors

    Supporting Sponsors





















    Official Web Host


    Official Wire Service


    Media Partners




    Advertising Venues



    Hosting provided by: