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IGDA Webinars - 2015 Archives
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IGDA Webinars - 2015 Archives

Click here to see the schedule of upcoming webinars or view more archives.


5 August, Member Benefit Overview

Overview of the new insurance benefits available to IGDA members.

Watch the recording!


22 April, Leadership & Production

No webinar.


15 April, Game Design

Join host Chris Crowell and special guest Tanya Short, as she presents on the topic of Procedural Level Design.

Video pending.

About Tanya Short
Tanya Short is director of Kitfox Games and Co-Coordinator of Pixelles. Her "official" designer credits include Shattered Planet, The Secret World, Age of Conan, Fashion Week Live, and Dungeons of Fayte.



8 April, Business & Legal

The Art of The Negotiation - Revisited
Due to technical difficulties with last week's webinar, the Art of the Negotiation will be held again. There will be no AI webinar this month.

Though not war, there is an art to negotiation. For developers, the goal of that art should be to assure that their studio secures up with the best deal possible under the circumstances. This means taking into account the relative bargaining position of the parties as well as the current forces in the marketplace that may influence the outcome of the negotiations. But, there is more. The art of the negotiation is also is about a process and as with any artistic endeavor; success takes time, perseverance, and patience. This art should be nurtured as a craft to be understood and mastered. To succeed, individuals responsible for the ongoing fiscal well-being of their studio ought to put the same level of focus and trade-craft into their negotiations as they do into the other aspects of the games they create.

While getting the best deal is great, a negotiation is not merely about getting the deal done. It is about establishing an ongoing beneficial working relationship. In additional to securing the most advantageous deal terms, negotiation is often a process through which the potential partners evaluate each others temperament, as well as their professional and business acumen. The initial perceptions of each other gained through the negotiation process often color the ongoing working relationship long after the negotiation has finished. These first impressions may well exert their influence, good or bad, throughout the life of the relationship. Sure, deal points are important, but consider that it may actually be the nature of the nuanced communication among parties throughout the process of the negotiations that may carry the true value, and the art, of the negotiation.

Watch the recording!

About Tom Buscaglia
Tom BuscagliaTom Buscaglia, The Game Attorney, is a principal in the law firm The Game Attorney PC, with offices in the Seattle, Washington, 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 game industry conferences. Tom Chairs the Board of Directors of the International Game Developers Association and is Treasurer of the IGDA Charitable Foundation which he co-founded. 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.


1 April, Business & Legal

The Art of The Negotiation
Though not war, there is an art to negotiation. For developers, the goal of that art should be to assure that their studio secures up with the best deal possible under the circumstances. This means taking into account the relative bargaining position of the parties as well as the current forces in the marketplace that may influence the outcome of the negotiations. But, there is more. The art of the negotiation is also is about a process and as with any artistic endeavor; success takes time, perseverance, and patience. This art should be nurtured as a craft to be understood and mastered. To succeed, individuals responsible for the ongoing fiscal well-being of their studio ought to put the same level of focus and trade-craft into their negotiations as they do into the other aspects of the games they create.

While getting the best deal is great, a negotiation is not merely about getting the deal done. It is about establishing an ongoing beneficial working relationship. In additional to securing the most advantageous deal terms, negotiation is often a process through which the potential partners evaluate each others temperament, as well as their professional and business acumen. The initial perceptions of each other gained through the negotiation process often color the ongoing working relationship long after the negotiation has finished. These first impressions may well exert their influence, good or bad, throughout the life of the relationship. Sure, deal points are important, but consider that it may actually be the nature of the nuanced communication among parties throughout the process of the negotiations that may carry the true value, and the art, of the negotiation.

Due to technical difficulties, this webinar was not recorded.

About Tom Buscaglia
Tom BuscagliaTom Buscaglia, The Game Attorney, is a principal in the law firm The Game Attorney PC, with offices in the Seattle, Washington, 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 game industry conferences. Tom Chairs the Board of Directors of the International Game Developers Association and is Treasurer of the IGDA Charitable Foundation which he co-founded. 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.


25 March, Leadership & Production

Making the Transition from Engineer to Lead with Mike O'Connor

Watch the recording!

About Mike O'Connor
Mike is a programmer at Iron Galaxy, a game studio in Chicago. As a senior engineer who has transitioned into a leadership role in the past few years, Mike will be sharing what to do and what not to do based on his own experience becoming a first level manager.


25 February - 18 March

Due to GDC, PAX East and the preparations and recovery time associated with both events, IGDA ‪‎Webinar Wednesday‬ is on hiatus until 25 March.


18 February, Game Design

Designing for Game Monetization from Day One
Too often, a game team chooses the free-to-play business model without truly considering the design of monetization elements early in the project. Only when it is too late into the development cycle do they learn that there is not a clear or compelling reason for players to spend money within a game. This talk goes in-depth on concrete tools for designing a game's monetization from day one. Using the design methods in this talk, a game team can ensure that they are building a F2P game that has both a sound business foundation and proven fun factor.

Watch the recording!

About Ethan Levy
Ethan Levy is an 12 year veteran game designer and producer who has contributed to over 50 shipped games across every genre and platform. He has worked at companies including Pandemic Studios, EA, BioWare and Playfirst. In 2012, Levy founded FamousAspect to serve as a monetization design consultant with a focus on free-to-play games for PC, console, mobile, tablet and web.


11 February, Artificial Intelligence

New Gameplay, Old AI
How can we create human-like companions who project personality and emotions? How can we tell stories that adapt to player choices? How can we author character dialogue that varies based on context and memories? For many years, game developers have focused AI efforts on basic competencies, such as navigation and action-selection. As solutions to these low-level problems have converged, developer cycles are becoming free to refocus on new challenges. While specific solutions to these hard problems continue to evolve, there is a gold mine of potentially fruitful ideas in the pages of past research. Decades ago the fathers of AI and related fields introduced ideas that today are more relevant than ever to making games -- Minsky, Schank, Kautz, Bruner, Searle, and others. Revisiting some of this early work can shed light on how to represent adaptive stories, how emotion effects behavior, how characters can anticipate a player's needs, and seamlessly interweave dialogue with actions in context. This session will highlight a variety of classic works in AI, cognitive science, and the philosophy of language that potentially hold the keys to unlocking new gameplay experiences.

Watch the recording (slides pending)!

About Jeff Orkin
Jeff Orkin is Co-founder and CTO of GiantOtter. GiantOtter continues work Jeff began during his PhD at the MIT Media Lab, focused on simulating social interaction and dialogue from crowdsourced data. Prior to MIT, Jeff spent a decade working in the videogame industry. At Monolith Productions, Jeff led the development of award winning Artificial Intelligence (AI) systems for No One Lives Forever 2 (Computer Games Magazine: Best AI 2002) and F.E.A.R. (Gamespot.com: Best AI 2005). Jeff has served as a Contributing Author and Section Editor of the AI Game Programming Wisdom book series, and Associate Editor of the IEEE Transactions on Computational Intelligence and AI in Games. Jeff regularly speaks at academic and industry conferences, and has published 25+ peer-reviewed articles about AI. Jeff holds a Master's degree in Computer Science from the University of Washington and Bachelor's degree in Computer Science from Tufts University with a minor in Studio Art.




4 February, Business & Legal

Get a Laywer D@*!&t (or Common Legal Pitfalls for Game Devs)
Each year it becomes easier for someone to pursue their dream of creating a game, and each year more and more indie developers are being blindsided by a seemingly complex and intimidating legal landscape. This presentation will help you understand the laws that control the industry, and hopefully make those laws a lot less scary.

Watch the recording (slides)!

About Ryan Morrison
After working for both a successful independent game studio and a respected entertainment law firm, Ryan decided to combine both worlds in order to help the industry he loves. Having helped countless developers through his free online legal Q&A's at Reddit.com, Ryan has made it his primary focus to make sure all game developers understand the law and are protected, no matter their experience or income.


28 January, Leadership & Production

Join host Keith Fuller as he conducts a one-on-one interview with Gordon Walton discussing Gordon's history leading MMO teams as well as the background leading up to his recently announced project, Crowfall.

Video pending.

About Gordon Walton
Gordon Walton has been executive producer, VP, and/or general manager at Origin Systems, Maxis, Sony Online Entertainment, Bioware, and Disney Playdom. He's been a developer of manager of developers for over 35 years, working on titles like Ultima Online, Sims Online, and Star Wars: The Old Republic. Now he's co-founded ArtCraft Entertainment and already announced their debut title, Crowfall.


21 January, Game Design

The Evolution of the Videogame RPG
Join host Chris Crowell and special guest Mike Breault, as designer and author Patrick Holleman presents this fascinating look at RPG history. The Role Playing Genre has become a hugely popular one in the videogames market because of titles like Skyrim, Mass Effect, Dragon Age, Final Fantasy and World of Warcraft. The history of the videogame RPG, however, is a long and strange one. The RPG was born and grew up in the tabletop space in the unforgettable form of Dungeons & Dragons. The design work in Dungeons & Dragons was so incredibly comprehensive that videogame designers attempting to make their own RPGs had to employ unusual strategies to distinguish their games. Usually this meant focusing on one aspect of the D&D source material and embellishing it. This produced many of the classic RPGs that we revere. But what happens when a new generation of designers comes along and takes the descendants of Dungeons & Dragons as their foundation? Then we start to see what happens when a specialization is taken to a wholly new extreme. We'll take a look at the two major waves of videogame RPG history and how designers have dealt with the inescapable influence of their tabletop forebears.

Watch the recording (slides)!

About Patrick Holleman
Patrick works as a creative producer for the indie studio Synaptic Swtich. From day to day he is a designer, writer, producer composer, sound engineer and whatever else the team needs. He is also a scholar of videogame design history, having written three books and numerous articles about the historical development of videogame design. You can find his books online at http://thegamedesignforum.com, his compositions at https://soundcloud.com/pat-holleman, and the game he has worked on at synapticswitch.com

 

 

 


14 January, Artificial Intelligence

Interactive Fiction - An AI-based Overview
This session lays out several of the main challenges in interactive narrative design, then looks at how AI techniques can to assist with those problems.

Watch the recording (slides)!

About Emily Short
Emily Short is the author of over two dozen works of interactive fiction, and works as a consultant on writing and narrative design. She has a special interest in modelling character interactions and dialogue, and is one of the leads on the Versu project for character-driven storytelling.

 

 

 

 


7 January, Business & Legal

What is VAT and How It Works on the Sale of Mobile Application
VAT (Value Added Tax) on electronic services is currently a hot topic in Europe as from 1st January 2015 all digital goods and services sold in the EU will be taxable for VAT purposes at the location of the customer.

We will review these rules and the impact for the seller of mobile applications.

Watch the recording (slides pending)!

About Iman Deschâtres
Mrs Iman Ben Abbes Deschâtres specializes in International tax and VAT. With more than 10 years of experience, she has previously worked in tax practices in France, Luxembourg and UK. She has extensive experience of Eastern European tax systems from her work with international clients and their investment structures.

Iman has been part of the interim VAT team for a multinational company. She has managed the compliance process within Europe (VAT returns, Intrastat, European sales list) and she has worked on the review and analysis of the supply chain. She has worked with the technology tax team for the review of the SAP system from a VAT perspective and she has prepared VAT training on this system for the financing team of the companies.

Iman owns VATlib a mobile application for iOS and Android devices that she has designed to provide VAT professional with easy & simple access to a VAT calendar (which can be personalised), VAT rates & thresholds, Invoicing Requirements, ECJ VAT Cases. Iman researches and regularly updates the content. She has also reviewed the VAT implications of the sale of mobile applications.

Iman holds a Master Degree from University Jean Moulin (France) in Business & Tax Law and is a post-graduate in French Business & Tax Law. She is fluent in French and in English and she understands spoken Arabic.


more Calendar

9/27/2016 » 9/28/2016
GameSoundCon

9/27/2016
IGDA NC-Triangle: The Real Deal Behind QA in Game Dev

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