Brighton
Chapter
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Welcome to the Brighton, UK Chapter! Join us. We meet up to share information, learn about new techniques and opportunities and come together as a network of developers - generally over a beer or two. Navigation> Next Meeting Chapter TeamPrimary co-ordinator: Martine Parry (MD, Kezos Ltd) Backup co-ordinator: Brian Rodway (MD, Affinity Studios Ltd) Map & Contact Details for Usual Pub for Socials - The Lord Nelson, Brighton Multimap Map & Contact Details for The Eagle Pub, Brighton 125, Gloucester Rd, Brighton, East Sussex, BN1 4AF [map]
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Next MeetingDate: Tuesday 11th April, Social from 7pm at the Lord Nelson Pub in Brighton - see details in side-bar. Apologies as Martine and Brian can't make this one but you are welcome to meet up without us, although if you are coming on your own there won't be a point of contact, but many of you already know each other so that shouldn't be a problem this time. We are, however, organising a sponsored presentation with Eidos/SCi for later this month - and that means that there should be free drinks so keep your eyes peeled on this site. _________________________________________________________________ Summary Reports
A new platform always presents new challenges and opportunities for game developers. This technical presentation introduces PLAYSTATION®3. The presentation will provide an overview of the system architecture including the Cell processor and the new graphics processor (RSX) along with the Blu-ray storage medium. It will also include information about the new development tools and is aimed to give developers an insight into PLAYSTATION®3 title development. George has been working for SCEE since 1997 and manages the Developer Support team providing first class support services. A well-known face among developers through on-site visits and in-house consultancy, he has presented at numerous venues including local IGDA chapters, GDCE, AGDC, KRI and SCE Developer Conferences. Thanks to
NCSoft Europe for hosting the event.
This lecture delivered on every issue promised. We had over 30 people crammed into the Board Room at Climax Racing Studios in Hove with very little standing room available even. Just to recap: This lecture discussed the important emerging issues for game design at the moment. Among them: sex in games; the consequences of blurring the boundaries between in-game and out-of-game events in MMOGs; the end of graphics as a dominant force in selling games; new roles for AI; new forms of interactive narratives; procedural content generation; games as art; and above all, the arrival of the mass market, in the form of casual players. Ernest Adams is a game design consultant, writer, and teacher, working with the International Hobo design group. He has been in the game industry for 16 years, and was most recently employed as a lead designer at Bullfrog Productions on the Dungeon Keeper series. For several years before that he was the audio/video producer on the Madden NFL Football product line at Electronic Arts. His website is at http://www.designersnotebook.com.
Thanks to the 15 members who showed up to give me their thoughts on what IGDA Brighton should be about and what topics should be on the agenda for next year. An issue raised by a number of people was that we need more links to other organisations in Brighton. These include universities, research orgs and other creative areas. We were in general agreement that we should have events on topics that include: Mass Market Games, Design Techniques, Skills & Training and that we should have speakers from industry. David Amor,
MD of Relentless Software, was the first major developer in Brighton to
offer their support in hosting an event. Thanks David! Other events held since inception of the Chapter in 2003 include:
Users want more interaction but don't want the complication. No matter how cool the interface is, it seems less of it would be better. Consistency of UI across the mobile handset and PC causes added problems. Add the complexity of the MMORPG and its UI components to the melting pot and even more issues appear. What's the first thing a user sees?It's the user interface and yet it is often the last to be thought about by the developer. Just like the artistic packaging for a PC game, the UI can help to set the mood for the rest of the game. For better or worse, the impact of a user's first impressions can have an astounding effect on the rest of the gameplay and game sales.
Darren Barnett (Development Director) of SCi Games Ltd, with much assistance from Caspar Gray (Acquisitions Administrator), talked about the best ways of successfully presenting games to publishers. This included suggestions as to the sort of demo, documentation, and other materials that are often necessary in order to make a submission stand out from the crowd.
Resources/LinksBrighton Based, Games Industry Related Companies
Other Companies of Potential Benefit to Brighton Game Devs
Please advise of any errors or omissions. |
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| Ernest Adams lecturing on 9th Feb 2006 | |||||||
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| Jason Avent of Climax giving an introduction on 9th Feb 2006 | |||||||