meeting report

Recap of game night at Bootlegger's

We had a great turnout for Game Night this past Wednesday! For more pictures, check out our Facebook page. Stay tuned for details on our next meeting, coming soon!

 

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Setting up Ramses Pyramid

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What's game night without Munchkin?

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Rock Band also made an appearance... sans drum sticks!

Recap of Ernest Adams talk

Ernest gave a great talk at RPI last night. If you missed it, you can still check out the slides for the talk on his website and a real audio recording from the same talk he made at GDC 2007.

Slides from Ernest Adams talk last night can be seen on his website here: http://www.designersnotebook.com/Lectures/Rethinking/rethinking.htm

Real Audio from this lecture is also available: http://realserver.earthlink.net/~www.designersnotebook.com/Media/Rethinking.rm

All the rest of his lectures can be found here: http://www.designersnotebook.com/Lectures/lectures.htm

27 people (including Steve Okimoto from Nintendo of America) joined us after for food and drinks at Holmes and Watson in downtown Troy.

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At the lecture

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Kathleen Ruiz, Ernest Adams and Marc Destefano

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Hanging out at Holmes and Watson after Ernest's talk

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Ernest gives his final farewell

Meeting Report: Wednesday, September 12, 2007

IGDA Meeting Minutes by Casey O'Donnell
Wednesday, September 12, 2007

Darius Kazemi on Gameplay Metrics

Welcome - Ian Stead
IGDA and IGDA Board - Tobi Saulnier
Introduction - Jamey Stevenson
Gameplay Metrics for a Better Tomorrow - Darius Kazemi
(Full Slides Available Here)

Meeting Report: Tuesday, May 22, 2007

IGDA Meeting
More Photos

IGDA Meeting Minutes by Casey O'Donnell
Tuesday, May 22
Colin Wilkinson - Senior Designer, 1st Playable Productions on Puzzle Quest: Co-development for the Handheld Market

Minute Taker's Notes: Colin had a nice set of slides which I'm hoping we can post here soon. Screen shots of early versions of Puzzle Quest both on the PC and DS gave a nice visualization of how much the game has transitioned through this process.

Colin was given a brief introduction by Joe Cecot, a former co-worker from Vicarious Visions. Colin is now a Producer and Senior Designer at 1st Playable, and was the Producer/Designer for Puzzle Quest on Nintendo DS. He has worked in the game industry for the last eight years shipping numerous titles on an array of devices. Most recently he has been focused on the DS.

Meeting Report: Wednesday, September 20th, 2006

IGDA Meeting Minutes by Casey O'Donnell
Wednesday, September 23, 2006
Leo Zuniga - Designer, Vicarious Visions, speaks on Tiny Tony: Delivering Console-Quality Gameplay on a Handheld Platform

Minute Taker's Note: My brief notes on Leo's presentation cannot possibly do justice to what was packed into his presentation, but I've tried to capture some of the bullet points. If you'd like more information regarding the details of the talk, I'm sure Leo would be happy to answer them.

The meeting began with several announcements by IGDA members.

. QoL Certification Initiative - Erin Hoffman
. IGDA Tools SIG - Raquel Bujans
. Upcoming Charity Event in Cooperation with Childs Play - Ken Bowen
. The Montréal International Game Summit in November is Coming Up

Leo spent the first part of his presentation talking a bit about his start in the game industry. He talked about his transition from QA to Production Tester to Designer. After the personal history introduction, Leo focused more specifically on Tony Hawk, and the move towards, "Tiny Tony."

The goal of Tony Hawk (TH) on the handhelds was to capture the feel that makes Tony on other consoles fun, within the limitations of handhelds. Leo's first experience with this was on TH Pro Skater (THPS) 2 for the Game Boy Advance (GBA). The goal was to retain the "feel" of the original TH, and the Isometric (Iso) engine they developed for the game captured the visual fidelity they they were targeting, but they still felt that there was "something missing." They continually asked questions about what makes the game tick at it's core. What "makes it fun?" The development of a "combo line" system helped them push the game forward in new ways. While they were also busy trying to keep up with the console, this was made easier through collaboration with Neversoft, who was developing TH on the consoles.

They found that tools provided an important way for designers to spend most of their time doing level design. TNT, and internally developed editor for the ISO engine was "everything in one tool" and instrumental in their being able to deliver a high quality game within the confines of handhelds.

Leo had several guidelines for handheld developers, and in particular many were related to the development of user interface (UI) systems for games:
. Make it possible to remove unnecessary difficulty when possible. TH employed a "kid mode" that provided handling tweaks to make the game more accessible to younger or less "hard core" players.
. Go easy on the dialog.
. Make it re-playable. TH did this by adding a "classic mode" and on the DS by providing WiFi capabilities.
. Make saving friendly.
. Not everyone likes using the shoulder buttons.

Some Nintendo DS specific UI and design guidelines were also presented:
. Use big buttons. Don't require your player to be constantly pulling out the stylus just to interact with your button or menu system. Let them use their fingers.
. Is something touchable? Make it look touchable.
. Use the microphone. Kids love hearing their own voices.
. Use the WiFi, and create a community for your players.

When moving TH to the Nintendo DS, they were finally able to make the transition from the Iso engine build for the GBA to a fully 3D engine. This meant of course that the tools and pipeline had to be developed for these new processes. They found that by moving the previous system, TNT, into 3D Studio Max, many of the same design guidelines developed for the older system still held, which allowed designers to more effectively spend their time doing design work.

They broke collision and visuals into separate systems, which allowed artists to spend their time creating assets, and designers could tweak the collision setup without having to interfere with the work of artists.

With TH American Sk8land, on the DS, Tiny Tony was much closer to the console than ever. TH Downhill Jam (THDJ) on the DS was another move, which pushed the visual fidelity of Tiny Tony closer still to that of the console. THDJ required big levels, the development of an AI system, something absent on previous TH handheld games, as well as a commitment to using the WiFi as a community access point.

Leo ended his presentation with some excellent footage of THDJ for the DS.

Meeting Report: Tuesday, June 20th, 2006

Developers Discuss Quality of Life with Erin Hoffman (aka "ea_spouse")

We had an excellent meeting tonight featuring a lively discussion about Quality of Life lead by Erin Hoffman! She related some of her experiences, findings and research on some of the causes of bad quality of life at different studios in the industry and solutions to these problems. Local developers pitched in with their own 'war stories' and methods for reducing crunch time. Bret Dunham also gave an update on HolyStrike development which is on hold till the end of the summer. Studios and schools represented by the forty people in attendance were Vicarious Visions, 1st Playable, Spiral Design, Mildred Elley, Russel-Sage, RIT and RPI. A big thanks goes out to Erin for leading the discussion and for the chapter coordinators and volunteers that helped set up the meeting.

Here are detailed meeting minutes by Casey O'Donnell:

Chapter Advisory Board Meeting Notes: Thursday, May 25th, 2006

In the evening of Thursday, May 25th, the Albany IGDA Advisory Board, Coordinators and Volunteers gathered for a brainstorm and planning meeting. The main question we wanted to answer was, "How can the Albany IGDA better serve the local game development community?"

After much discussion and some Indian food, the major goals for the next year are:

* To meet more often. Possibly every month alternating informal gatherings and prepared presentations.

* To have shorter presentations and allow for more time to ask questions, network and socialize.

* To move towards incorporating with non-profit status so that the chapter can get a bank account and make it easier for oranizations to donate to the chapter.

* To bring more people in for presentations from oustide of the Albany area.

* To get more and better feedback from the members. We will be sending out surveys to help this process.

Meeting Report: Friday, April 28th, 2006

The Albany IGDA's presence at the RPI Game Fest was a success again this year. Many excellent student projects were shown off during the festival and companies were there recruiting. Vicarious Visions/Activision, Cryptic Studios, Agora Games and 1st Playable Productions.

Meeting Report: Tuesday, March 7th, 2006

At the March 7th meeting Evan Skolnick made an excellent presentation about writing for games. This was a talk being prepared for the 2006 Game Developers Conference in San Jose, California.

Details of his talk on the GDC 2006 website here
His power point slides are also there here
An MP3 of his talk is also available for download on GDC Radio.

Following Evan's talk, Bret Dunham gave an update on progress for the mod project. He played the theme music composed for the mod, showed off concept art for the characters and weapons and gave a quick overview of setting up the Half-Life 2 Source engine for HolyStrike modding.

We had our highest attendance at this meeting with over 50 people from local studios and schools and also visitors up from Manifesto Games in New York City. Thanks to Evan for his excellent talk and Browns Brewing Company for the meeting space.

Mod Project Meeting Report: Thursday, February 9th

We had a very productive brainstorming session for the HolyStrike mod project meeting on Thursday, February 9th. Alot of the design ideas from this meeting are in the design document on the wiki here. People signed up for different tasks for the project. Thanks to Mike Lynch and the RPI SBRL for providing us with a meeting space.