|IGDA Webinars - 2014 Archives|
IGDA Webinars - 2014 Archives
31 December Wednesday, Open Call
No webinar. Happy New Year!
24 December Wednesday, Leadership & Production
No webinar. Happy Holidays!
17 December, Game Design
Host Chris 'Wombat' Crowell is pleased to have Michael (MJ) John of GlassLab present "Constructing Ramped Difficulty in Gameplay". Irregular curves, mathematical modeling, examples of use, and doses of snark will make this a fun and informative webinar for all game designers.
About Michael (MJ) John
10 December, Artificial Intelligence
Procedural content generation in games: perspectives from the ivory tower
3 December, Business & Legal
Staying Creative in the Game Business
In the spring of 2000, ten days after Marty accepted a position as Bungie’s Audio Director and Composer, Microsoft purchased the studio and moved them to Redmond so they could focus their efforts on developing Halo for the Xbox platform launch. The highly acclaimed Halo series went on to be extremely successful, with Halo 3 shattering entertainment records for both single day and first week sales, and with the total number of Halo games played now tallied in the billions.
The audio and music for the Halo series has received numerous honors and awards, including the Game Developers Choice Award, the Edge Award, Rolling Stone Magazine’s Best Game Soundtrack, and Best Sound/Music from the AIAS, IGDA, GANG, TEC, and Spike TV. The critically acclaimed soundtracks are also best sellers.
In July of 2007, Marty became one of the partners in the once again independent Bungie. Among Bungie’s many accolades are the Wired Rave Award and being named to the Time 100 List. For Halo 3: ODST, Marty produced more than three hours of new original music. In September 2010 Halo Reach was released for which he wrote and produced over five hours of music. In addition to creating and overseeing sound design, music, and implementation, Marty also did the casting and directing of all the voice acting for Bungie’s games.
Destiny is Bungie’s newest and most ambitious project to date. Marty and his long-time writing partner Mike Salvatori have teamed up with Sir Paul McCartney to work on all new music. The first fruit of this collaboration is called Music of the Spheres, an eight movement, fifty minute long orchestral/choral suite recorded at Abbey Road Studios. The recording features a one hundred and forty piece orchestra and choir as well as the Libera Boys Choir. Engineered by Peter Cobin, mixed by Dennis Sands, and including an original song by Paul, it will be released soon.
In April of 2014 Marty started his own company Marty O’Donnell Music LLC.
26 November, Leadership & Production
Lesley Phord-Toy, long time AAA veteran and producer at Ubisoft Toronto, will be delivering a one-on-one interview about her industry experience and her viewpoint on leadership issues at a large studio working on the globe-spanning team responsible for Assassin's Creed: Unity.
19 November, Game Design
The Evolution of Videogame Design
About Mike Breault
About Patrick Holleman
12 November, Programming
Managing Scale in Multiplayer Games
From there Judy moved into the computer industry working on distributed UNIX operating systems, specializing in File Systems. During this time she served on the File System Committee for the Open Software Consortium and published a USENET paper on "Adding Tightly Consistent Replication to OSF's DFS".
During the era of rampant job outsourcing which decimated the enterprise software industry in the US, Judy decided to go back to her game playing robot fantasies and joined the game industry working at Ubisoft on the Ghost Recon series as a networking engineer and multiplayer engine specialist. From Ubisoft, Judy moved to Sony Online Entertainment as Lead Engineer for Magic the Gathering: Tactics. She was then tapped by Linden Labs as Senior Engineering Manager of the Engine Room, the team responsible for server related software and simulations for Second Life.
5 November, Business & Legal
Video Game Audits: What You Need To Know
Cedar loves to hold publishers and distributors accountable to developers and she is excited to reveal:
Cedar will also share examples of actual audit findings that have empowered her clients to renegotiate, make better business decisions and, of course, to recover unpaid royalties due.
29 October, Open Call
How to Get More Speaking Gigs to Grow Your Career
As a member of the indie games community, Fiona is co-founder and former co-producer of Boston Festival of Indie Games, and has served as promotions advisor to indie game events IndieCade and Fantastic Arcade. She’s former chairperson for IGDA Women in Games SIG, a founding member and producer of Women in Games International, co-creator of GameMentorOnline and partnership advisor for the European Women in Games Conference. She’s been a regular speaker at GDC’s Game Career Seminar series, plus an advisory board member and speaker at SXSW Screenburn/SXSW Interactive.
Professor Gold's personal focus is on collaboration, which resulted in the Annual Global Game Jam (GGJ), an experiment in creativity and innovation in game development. The GGJ has grown and so has Susan's interest in community based projects that bring together the most creative minds. Innovation through collaboration is her mantra.
Susan has been speaking about games and game education since 2003. Her experience in procuring speakers for conferences include running the IGDA Education Summit at GDC in 2007, 2008, 2009, 2010; East Coast Games Conference, Academic Track Chair, 2012, 2013, AniGames Columbia 2011, 2012, 2013; DigiWorld Expo – France, 2012, 2013, 2014.
Professor Gold is an artist, teacher, and activist with a specialization in digital art, new media and videogames. Her experience is widely sought and she sits on numerous advisory boards throughout education and Indie game development in South America. Susan got her start and organizational skills as a community activist in Chicago. Her artwork and writing has been featured in numerous galleries, museums and publications.
Anne Toole (Moderator)
23 October, Special Presentation
How can you better protect yourself online?
About Jayne A. Hitchcock
About Working to Halt Online Abuse (WHO@)
22 October, Leadership & Production
Emotional Intelligence 101: IQ and Technical Expertise Aren’t Enough
15 October, Game Design
Join host Chris 'Wombat' Crowell for a session with Oscar Clark, Everyplay Evangelist for Unity and Author of Games As A Service. Oscar takes a look at the Player and how their heroes journey affects every aspect of the game from the initial 'Call To Adventure' when they first Discover your game, through the Trials where they Learn how your game suits their needs and lifestyle enough to become something they are truly engaged with. But being Engaged is only the start of the second Act as they prepare to face the Ultimate Challenge and the inevitable return home (Churning). Rather than thinking of players being a specific type with static needs we aim to demonstrate that players themselves evolve and by responding to those changes we can build longer term, more sustainable experiences. This will be a tall story filled with conflict and adventure and its one which we ask our players to embark on every time we develop a game.
Join This Webinar To Learn More About:
8 October, Artificial Intelligence
Veteran game AI developer Kevin Dill introduces the AI techniques known as "Utility Theory".
About Kevin Dill
1 October, Business & Legal
Q&A with Michael Pachter
About Michael Pachter
Previously, Mr. Pachter spent two years as the Director of Research at Wedbush Securities. Before joining Wedbush Securities, Mr. Pachter served as the Director at Management Resource Center, a middle-market investment bank. Prior to that, Mr. Pachter spent 15 years in various financial and management positions at Atlantic Richfield Company, most recently as Director of Strategic Planning. Mr. Pachter brings over 20 years of experience as a finance professional to Wedbush Securities. Mr. Pachter has been recognized as StarMine's Top Earnings Estimator year after year and Best on the Street by the Wall Street Journal.
Mr. Pachter holds an M.B.A. from the Anderson School at the University of California at Los Angeles, a juris doctor from Pepperdine University, an LL.M. in Taxation from the University of Florida, and a bachelor’s in Political Science from California State University, Northridge.
24 September, Leadership & Production
Think Like a Start Up vs a Game Studio
About Josh Nilson
17 September, Game Design
Game Balance: Join host Chris Crowell and Game Design SIG Leader Sande Chen for a conversation with Ian Schreiber, co-author of Challenges for Game Designers, on the topic of game balance.
10 September, Artificial Intelligence
Luke Dicken does a masterclass on designing NPC control systems.
3 September, Business & Legal
Publishers: Who Needs Em
David Edery is the CEO of Spry Fox, a game development studio focused on making the world a happier place. Spry Fox has developed several original games including Road Not Taken, Steambirds, Triple Town, and Realm of the Mad God. Prior to going his own way, David was the Worldwide Games Portfolio Manager for Microsoft’s Xbox Live Arcade service.
Justin Berenbaum brings over 20 years of business development experience to the video game industry with an emphasis on emerging markets. His career spans international business development, sales, customer support, game development, strategy and licensing for video game developers and publishers and technology companies. Justin is currently VP of Business Development & Strategic Relations for 505 Games and, prior to this position, he ran his own video game consultancy, Theseus Games, Inc., where he worked with technology companies and developers in the interactive space. He also served as VP Business Development for EmSense Corporation, a quantitative biosensory metrics analysis company; was Senior Manager Business Development & Latin America at Activision-Blizzard; and handled business development at Overture (formerly GoTo), pay for performance advertising. Justin holds a B.A. in Economics from the University of California, Santa Cruz and is currently a member of the IGDA Business & Legal SIG, and is a long-time volunteer and supporter of the Make-A-Wish Foundation.
Tom Buscaglia, The Game Attorney, is a principal in the law firm The Game Attorney PC, with offices in the Seattle, Washington, US area. Tom has assisted independent game developers since 1991 with all aspects of business and legal matters. Tom wrote the chapter entitled "Effective Developer Agreements" for the book, The Secrets of the Game Business and has written numerous articles, including in Game Developer Magazine and the Game Law series of articles and an Expert Blog on Gamasutra.com. Tom is a perennial presenter at numerous conferences such as the Game Developer Conference and PAX where he speaks on the game industry business and legal matters. Tom, an IGDA member since 2000, Chairs the IGDA Board of Directors and is a founding Trustee of the IGDA Foundation. As FaTe[F8S] Tom is founder and Supreme Warlord of FaTe's Minions, an online gaming "clan" that has been competing online since January, 1998. So, in addition to his deep professional knowledge base, he has a gamer's appreciation and understanding of the game industry.
27 August, Leadership & Production
Join this week's Leadership & Production webinar with Guillaume Boucher-Vidal, founder and CEO of Nine Dots Studio in Quebec City, Quebec. Guillaume shares his experiences being the leader of a small independent studio founded on the principles of efficient production and work/life balance.
20 August, Game Design
Kickstarter: Join host Chris Crowell and Game Design SIG Leader Sande Chen for a session with Howard Tsao (Team Lead of Muse Games) as he discusses lessons learned from successful Kickstarter campaigns to fund Guns of Icarus Online, a multiplayer airship combat game.
13 August, Programming
Panel session discussing trends and takeaways from the 2014 Game AI Conference in Vienna. Panelists include Jurie Horneman, Matthew Jack, and Emil "AngryAnt" Johansen.
6 August, Business & Legal
Strategy, Marketing, and Negotiations - Business 101 for Indies
Presenter: Dan Adelman has worked with indie game developers for almost 9 years in his capacity as manager of Nintendo of America's digital distribution business. He joined Nintendo in 2005 to lead content strategy for NOA’s first foray into digital distribution, WiiWare. Adelman is responsible for identifying and bring great indie games like World of Goo, Cave Story, the BIT.TRIP series, and Shovel Knight to Nintendo platforms. Prior to working at Nintendo, he was part of the launch team for the original Xbox, negotiating business deals and planning Xbox Live strategy.
30 July, Open Call
Caryn discusses that rare unicorn in the game development wild: the working game dev mother. She'll talk about her experiences as a woman in the industry who transitioned into motherhood while continuing her career, and how the industry is potentially pushing women away by making it harder for women to be working moms, and what we can do to fix that.
Caryn Vainio has been a game developer for over ten years, a mom for over two years, and a gamer all her life. She's currently a UX Designer at Z2 in Seattle.
23 July, Leadership & Production
Titles are arbitrary what you do while holding them is what really matters. Just because you have management in your title doesn’t mean that has to be the entirety of your job description. In this talk learn from a seasoned worldly professional how to break out of the office space style of middle management and elevate yourself to true leadership.
16 July, Game Design
Join us for a Q&A session with game designer Adam Thompson of firstearthgame.com on the topic of Multiplayer Economies.
9 July, Artificial Intelligence
Luke Dicken gets hands on with code.
2 July, Business & Legal
Your Success & Failure Will Be Measured by the Strength of Your Brand
We'll explore how you can approach your game marketing, community building and branding efforts to create the strongest connection possible between you and your players.
Jay Moore is a serial/parallel entrepreneur, who thrives on building successful new ventures in the gaming sector. Jay has been an evangelist and brand manager in the games industry since 1994, a partner in GarageGames and host of Indie Game Con '02-'05. Frequent speaker at GDC SF & Austin, e3, LA Games Conf., LOGIN and Casual Connect. Start up advisor to game entrepreneurs, he is an insight merchant focused on building strong business teams and advising on brand, business and corporate development.
25 June, Leadership & Production
Mike Acton will discuss common questions and his experience with being (and becoming) a lead on and leader of a team in a studio environment. This will be a casual discussion and questions are encouraged!
18 June, Game Design
This week on Game Design, the topic is "Monetizing". What is it, how to design for it, why it is not The End Of The World.
11 June, AI
This week's webinar will be presented by Brian Schwab, a highly respected AI engineer and CTO of Storybricks. In his over 20 year career, Brian has written the book on game AI — both figuratively, and as the author of "AI Game Engine Programming", also literally. Brian is regularly one of the highest rated speakers at GDC's AI Summit, so we hope you will join us to hear from Brian!
4 June, Business & Legal
Game Developer Intellectual Property Primer
28 May, Leadership & Production
Bryan Mashinter from Backflip will be talking about his experience in social/mobile production.
21 May, Game Design
What do we want this to be? Audience and panel at first session will debate the topics to be covered in the first year.
9/27/2016 » 9/28/2016
Sixty-two percent of developers indicate their job involves crunch time; nearly half of those work more than 60 hours per week during crunch. Read the press release.