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Meeting Report

 

“One Size Does Not Fit All:
Next-Gen Development from three different perspectives”

 

FEBRUARY  2007

 

Sponsored by Adler Planetarium’s Digital Design Group

 

In this panel presentation, the directors of Midway Internal Studios, Day One Studios and Wideload Games discuss their different approaches to making games on the latest console platforms.  These three companies are all facing the challenge of creating best in class videogames on brand new hardware.  Their size varies from a dozen to hundreds.  Hear and learn how each of these different companies have organized to solve the challenges of rising costs, schedule pressure and quality of life.

    Topics for discussion include:

        - game engines (licensed vs. proprietary)

        - scaling (strategies for extending effort across multiple titles)

        - outsourcing

        - production process and management

        - external pressures and their effect on the game developer

        - lessons learned so far and Q&A

 

Between them, Alex Seropian, Denny Thorley and Scot Bayless have dozens of years of experience making games and have made the platform transition many times before.  Come hear their unique perspectives and common viewpoints on the issues we all care about and are facing everyday.

 

Speaker Bios:

 

Scot Bayless

Scot has been making games since 1987 when he left a successful engineering career in the defense industry to code the first AD&D role-playing games for SSI.  In the 1990’s he produced or contributed to a number landmark titles, including Falcon 3.0, Daytona USA, Sonic 2 and Jurassic Park.  As a studio head at Microsoft, Scot led Microsoft Flight Simulator to its first $100M year and helped drive Xbox to a successful launch.  At Electronic Arts, Scot executive produced 007: Everything or Nothing, considered by many to be the title that finally eclipsed Nintendo’s Goldeneye as the best James Bond game ever.  In his time at Midway, Scot has led the Chicago studio to successful launches of Blitz: the League, MK: Shaolin Monks and MK: Armageddon.  He’s also been an ardent champion of product development disciplines now collectively known at Midway as the M Process.

 

Alexander Seropian

Alexander Seropian is the founder and CEO of Wideload Games, Inc.  At Wideload, Alex has crafted a new kind of game developer that utilizes an external development model similar to film production.  Alex began his career as the founder and CEO of Bungie Software.  Alex grew Bungie to become a leading independent developer of video games and member of the Inc 500.  Under his guidance, Bungie created some of the most celebrated game franchises in the industry, including Marathon, Myth, Oni, and Halo.  In 2000, Alex negotiated the acquisition of Bungie by Microsoft and launched Halo for the Xbox.  Halo is the best selling and foremost franchise title for the Xbox, having shipped over ten million units.  Halo is the recipient of the 2002 AIAS console game of the year award.

 

Denny Thorley

An industry veteran with more than 17 years experience, Denny Thorley is currently the President of independent game developer, Day 1 Studios.  At Day 1, Thorley is credited with securing a first-party development relationship with Microsoft and establishing long term development partnerships with Lucas Arts and Vivendi Games.   MechAssault, Day 1’s first title, shipped for the Xbox in Q4, 2002. The fast action ‘Mech game quickly became the darling of Xbox “Live” and helped Microsoft launch its strategic, on-line initiative for the Xbox. MechAssault’s numerous awards, including best action game and best on-line game for the Xbox, also generated notoriety for Day 1 when the studio was nominated as Rookie Studio of the Year at the 2003 Game Developers Conference.

 

Prior to joining Day 1 Studios, Thorley was the CEO and co-founder of FASA Interactive Technologies where he executive produced MechCommander for the PC and assisted in the development of Alien Invasion, a location-based, multi-person game experience for Walt Disney’s DisneyQuest facility.  Through a 1999 acquisition, FASA Interactive joined Microsoft Game Studios, becoming FASA Studio.   During his tenure in the industry, Thorley has also held executive-level sales, marketing and product development positions with software publishers such as Data East and Extreme Entertainment.

For questions, comments or suggestions about the Chicago chapter of the IGDA, please contact Carrie Fowler.