meeting report
April 2009: Post GDC talks and social (take 2)
This is an imported event from the old site.

September 2006: More look than feel?
More look than feel?
The event started at 7.00 p.m. with Autodesk giving an exclusive presentation of their new software. This was followed by a talk from Richard Hince of Artem Digital on their head scanning and facial capture systems.
June 2006: Is There A Future For Mobile Gaming?
28th June 2006: Is There A Future For Mobile Gaming?
The event was held at the Kings-Cross O'Neil's and as has been typical of our meetings, all went smoothly in hosting another interesting I.G.D.A gathering. We introduced a £2 entrance fee for the first time for non-members, and the turn-out was decent considering the added fee (around 25-30 people, with 15 being non-members). Most people who came didn't mind the entrance fee, though we believe it turned more people away.
April 2006: Bluegfx and Autodesk Demo
April 2006: Bluegfx and Autodesk Demo
![[crowd]](/sites/default/files/users/user2453/crowd.jpg)
Bluegfx and Autodesk give a presentation showing off tghe latest middleware demonstrations highlighting the workflow and integration between some of the most widely used 3D modelling tools in the industry, namely: 3DS Max, Maya and MotionBuilder. Latest technologies and capabilities will be shown from the material given at the recent GDC '06 event.
February 2006: Developing for the PlayStation 3
February 2006: Developing for the PlayStation 3
Speaker: George Bain, Developer Support Manager, SCEE Technology Group
Sponsor: mary-margaret.com
December 2005: XMAS IGDA QUIZ
December 2005: WHAT DOES 'IDDQD' DO FOR YOU? - XMAS IGDA QUIZ
How well do you think you know your games? Could you name the hospital in Silent Hill? Do you know how many dots are on a Pac-Man board? Or could you name the famous producer of Boktai? These were just a small sample of the 50 questions posed to a large audience of gameaholics at O'Neills, Kings Cross under the guise of the Xmas IGDA quiz. There were five rounds each with ten questions, and each round finished with a bonus 'Woo Hoo' question.
November 2005: What's so retro about retro?
- What is it about retro games that keep us coming back for more?
- What do we mean when we describe a game as retro?
- When does a game become retro?
These were the questions that sparked off riotous but friendly debate amongst an abundance of games people in the function room of O'Neill's last week, Our two speakers of the evening, Oliver Hume and Paul Scargill, both Audio Programmers from SCEE, moderated these debates amidst the beer drinking that was donated by Climax, and the previous function room occupant's Halloween decorations.
August 2005: Sketchup Demo
Mark Baker and Derek Poon took us through a great demonstration of the CAD tool SketchUp, originally developed for architectural applications but now adopted by the games industry. They took us through how quickly simple structures could be made in the minimum amount of time and the capabilities of the tool in creating more complicated environments.
After a beer session session several of us went for a lovely Chinese meal.
June 2005: Crisis in Creativity?
Will the next generation of hardware stifle creativity in the game industry? Is it possible to get original concepts onto the next gen hardware and if so how? These were just some of the questions asked and answered at the London Chapter meeting that took place on Wednesday 29th June.
January 2005: Staying in the game
"Is the industry in trouble?" was one of the questions answered with a confident denial last Wednesday night. Answered in the first part by James Grant, Probe Games' Programmer specialist, speaking on employment trends in the games industry, which included a balanced assessment of contracting as a way of working. The gathered group of industry insiders, peripheral parties and other keenly interested individuals also displayed healthy evidence to the contrary.
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