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Archive for November, 2008

Session Summaries Index

Posted by JasonDellaRocca on November 24th, 2008

Thanks to our awesome squad of volunteer bloggers, we have details summaries/notes from most conference sessions (FYI, we didn’t bother capturing the “idea swap” sessions as those were purely interactive group discussions).
Note, ppt files and the videos will be posted in the coming weeks. Stay tuned.
Here’s an index of what was captured:
Keynotes

MVP Leadership – Curt [...]

Some Quick Photos

Posted by JasonDellaRocca on November 24th, 2008

Snapped a few quick photos to post here. Though, seems like more a floating around Facebook, etc.

Pre-conference drinks: Coray Seifert (Koas), Julianne Greer (The Escapost), Michael Capps (Epic), Jamie Fristrom (Torpex), Tom Buscaglia

More drinks…: Ray Gresco (Blizzard) Rodney Gibbs (Fizz Factor), Tina Kowalewski (Sony), Richard Vogel (BioWare Austin)

Room fills up to see Curt Schilling for [...]

Lifehacking for Producers

Posted by MichaelLubker on November 24th, 2008

First, sorry for the late post.
Rodney Gibbs, studio head of Foundation 9 Austin studio Fizz Factor, gave a talk titled ‘Lifehacking for Producers’, the goal of which was to define and find useful systems for capturing ideas and acting on them or filing them away for future use.
First, he went through a few comments on [...]

MBA Lessons, Applied

Posted by AlisonBeasley on November 23rd, 2008

David:… this is really intimidating .. I learned quite a lot … an MBA isn’t always highly valued .. and isn’t for everyone .. am going to try and comm v quickly the lessons form the past 2 years that I think are most interesting …. Investing in Projects
‘A dollar today is worth more than [...]

Communicating of Vision

Posted by Jason Schklar on November 15th, 2008

Speaker: Tom Smith, Creative Manager @ THQ
Vision

10,000 ft view: Most high level view you could have. Defines game in way that sets it apart from other games and sets goals for production.
It’s not just the game in your head… It’s also the game in your player’s head. You need to understand the user experience you are [...]