LF07 Vids/Slides/etc…
Posted by JasonDellaRocca on November 23rd, 2007DVD
All 21 conference sessions were recorded and are now available for purchase on DVD. The 4-disc set of hi-res video is priced at $99 (plus shipping). If you would like to purchase a copy, please email us via sales[at]igda.org and we’ll forward you the order form.
Web Videos
You can watch the lo-res videos hosted at Google Video via the following links:
Leadership Track:
- Building the Perfect Team
- Leadership Lab
- Death By 1000 Ideas: Managing Designers and Creatives
- Managing Engineers
- Managing Artists and Art Outsourcing for Next-Gen Games
- Communication Breakdown: How to Prevent This on Your Watch
- Caught in the Middle: Managing Staff, Teams and Executives
- How Not To Dine In Hell: Next-Gen Development Without Killing Your Team
- (Pending) Panel: Motivation & Team Morale
Production Track:
- How Not To Schedule A Project
- Agile Implementation
- Something from Nothing
- Working with Publishers as a Developer Producer
- Local Anesthetic: Painless Game Localization
- Cross Discipline Team Collaboration
- Leveraging Outsourcing to Enhance Development
- Dilemmas of the Publisher’s External Producer
- (Pending) Panel: Production Potpourri
Keynotes:
- Ultimate Objectives: Lessons Learned From Building BioWare
- (Pending) 10 Surprising Ideas for Leaders on the Future of Games
- Leading Creativity: Probing Tim’s Brain
Session Slides
All of the session slides have been converted to PDF and zipped up for your downloading pleasure.
Leadership Track:
- Building the Perfect Team
- Leadership Lab
- Death By 1000 Ideas: Managing Designers and Creatives
- Managing Engineers
- Managing Artists and Art Outsourcing for Next-Gen Games
- Communication Breakdown: How to Prevent This on Your Watch
- Caught in the Middle: Managing Staff, Teams and Executives
- How Not To Dine In Hell: Next-Gen Development Without Killing Your Team
Production Track:
- How Not To Schedule A Project
- Agile Implementation
- Something from Nothing
- Working with Publishers as a Developer Producer
- Local Anesthetic: Painless Game Localization
- Cross Discipline Team Collaboration
- Leveraging Outsourcing to Enhance Development
- Dilemmas of the Publisher’s External Producer
Keynotes:
- Ultimate Objectives: Lessons Learned From Building BioWare
- 10 Surprising Ideas for Leaders on the Future of Games
Session Summaries
Thanks to our valiant team of volunteer “live” bloggers (Karen Clark, Clinton Keith, Mike McShaffry, Alison Beasley, Todd Northcutt, Tim Longo, Jacques Pavlenyi) we have thorough summaries of each session.
Leadership Track:
- Building the Perfect Team
- Leadership Lab
- Death By 1000 Ideas: Managing Designers and Creatives (covered twice)
- Managing Engineers
- Managing Artists and Art Outsourcing for Next-Gen Games
- Communication Breakdown: How to Prevent This on Your Watch
- Caught in the Middle: Managing Staff, Teams and Executives
- How Not To Dine In Hell: Next-Gen Development Without Killing Your Team
- Panel: Motivation & Team Morale
Production Track:
- How Not To Schedule A Project
- Agile Implementation
- Something from Nothing
- Working with Publishers as a Developer Producer
- Local Anesthetic: Painless Game Localization
- Cross Discipline Team Collaboration
- Leveraging Outsourcing to Enhance Development
- Dilemmas of the Publisher’s External Producer
- Panel: Production Potpourri
Keynotes:
- Ultimate Objectives: Lessons Learned From Building BioWare
- 10 Surprising Ideas for Leaders on the Future of Games
- Leading Creativity: Probing Tim’s Brain
There’s also coverage of several sessions at Gamasutra.
Photos
A handful of photos were taken during the event. Check them out!