IGDA PERSPECTIVES NEWSLETTER December 2009 – Text Version ___________________________________ STUDIO SPOTLIGHT Wargaming.Net is an independent development studio located in Minsk, the capital of Belarus. Even though it has been creating PC wargames for more than ten years, little is known about this successful studio in the West. We’ve spoken with two of the leaders of the company to get some more insight into the past, present, and future of the company. 1. When was Wargaming.Net founded? Victor: The history of Wargaming.Net goes back to 1998, when the development of DBA Online was started. DBA stands for De Bellis Antiquitatis (Antique Wars) and is an online adaptation of the board strategy game of the same name. However, most people really started talking about Wargaming.Net as a game studio after the release of Massive Assault, a turn-based strategy game in which the player fights for freedom and democracy for Earth on one of six distant planets, in 2003. In 2006 Wargaming.Net became even better known when our real-time strategy game Operation Bagration was awarded the title of Best Strategy Game of the Year at the sixth International Game Developers Conference in Russia. 2. What made you decide to make video games? Alla: It all started in 1995 with a group of enthusiastic students (with Victor being one of the leaders), who decided to create a turn-based strategy game called Iron Age. It was more of a hobby than anything else – they didn’t intend to make money on it. But since the game was a success among their fellow students, it made them think seriously about what they were doing. This is how the development of DBA online started. 3. What makes your studio different? Victor: Originally, we chose a specific genre for all our present and future games – wargames – and tried to excel in this particular field. At the same time, we tried to be innovative and explored platforms on which wargames could be made. Because of this focus, we have developed wargames in real-time strategy, turn-based strategy, head to head, single player and multiplayer. Right now we have two new wargames in development, each of which will use a new platform. 4. How many people are on your staff? Alla: Starting with six people in 1998, we have gradually grown to our present 120 employees. Among them you can find veteran developers, programmers, level designers, game designers, animators, sound specialists, copywriters, and 3D and 2D artists. Of course, this figure changes due to the current needs of the company. Sometimes we need professionals from other areas whom we employ on a part-time basis. 5. What projects have you recently completed? Victor: We’ve just launched the successful World War II real-time strategy game Order of War. This game includes two single-player and three multiplayer campaigns set in 1944 France. In single-player mode you can play the Americans or the Germans. The multiplayer demo, which is currently available on Fileplanet, also allows you to play as the Soviets. The game is now being sold in many parts of the world and is quite popular with WWII RTS fans. 6. What can you tell us about the projects are you working on now? Alla: Since Order of War is so popular, we are currently considering working on a sequel or an expansion pack for the game. We’re also developing two more projects that will attract lovers of other types of wargames. 7. What's the best part of your job? Victor: When I was a student, I had a couple of “dream games” in mind – huge, mind-blowing sagas. Now I operate a studio of over a hundred professional developers who are capable of creating two such “dream games” simultaneously. Alla: As a project manager, I do a lot of strategic and detailed planning. The most pleasant part of this task is to see how your plans gradually become real. The sense of achievement and pride for the whole company, I think, is what makes me and many others, enjoy our work every day. 8. What has been your most difficult challenge? Alla: I would say the most difficult part of the production process is finding the right people to do the job. The game industry is highly specialized with specific needs, and when we take into account that Belarus is not a very large country, it sometimes does take time to find true professionals and masters of their art. When we can’t find a professional in Belarus for a certain type of job, we look abroad. Victor: It was quite a challenge to put together a team of professional developers and inspire them to work toward our distant goals before we really became successful. 9. Where do you see your studio in ten years? Victor: Right now it seems like we’re just catching the free-to-play MMO wave here from the Western markets. Ten years from now? Well, we could be operating a couple of massive cross-platform virtual worlds totaling million of concurrent users. We’ll see! 10. What advice do you have for people trying to break into the industry? Alla: You'd better be prepared for five years of hard and scary work, and then maybe a couple of more years before you really prosper. Plus, make sure you attend all kinds of game conferences and trade shows – they will educate and inspire you. Project Manager Alla Vasilyeva Alla, a programmer by profession, came to work to Wargaming.Net in 2004 as Project Manager on Galactic Assault. Later she oversaw the process of developing the games Operation Bagration and Order of War. Prior to that she was employed by the corporation Telecom-Zapad, where she successfully managed several internal projects while developing specialized software for the company. Her previous experience also includes extensive programming for several IT companies. Chief Executive Officer Victor Kislyi Victor started making strategy games while a physics student back in 1995, which led to the founding of the Wargaming.net studio in 1998, where he continues to serve as a CEO and Creative Director. The studio's titles include De Bellis Antiquitatis Online, Massive Assault, Domination: Massive Assault, Massive Assault Network, Massive Assault Network 2, Galactic Assault, Operation Bagration, and Order of War (published by Square Enix in 2009). In 2001, Victor also co-founded AdRevolver, an online advertisement technology company, which was acquired by BlueLithium, a California-based advertisement network, and eventually sold to Yahoo! for $300M. He continued to run an IT company with a staff of 30 providing R&D services to Yahoo! for two years. In 2007, he led Wargaming.net in a strategic merger with Arise Games, which doubled the company's capabilities and portfolio. Interviewer Chris Keeling Chris started writing and designing for video games in the late 90’s and has worked freelance on such projects as Panzer Elite, America’s Army, Twilight War, and Order of War. With over 20 years of military service, including combat experience, he specializes in adding authenticity to military games. Chris has also worked on tabletop games and is a member of the IGDA Game Writing SIG Committee. He is currently finishing up an MFA in Videogame Production and Design. _______________________________ ED Report Leadership, where do we find it? We held our latest Leadership Forum in mid-November and had a very successful meeting. The comments on-site and in the submitted reviews were overwhelmingly positive. Apart from the extraordinary breadth and depth of the content, attendees appreciated the networking opportunities the Forum provided. Our thanks to Jessica and the crew at the Casual Games Association for the pre-forum meet and greet, and to EA Partners for sponsorship of the evening reception. The ability to interact with one another in a casual manner and discuss industry concerns is an invaluable part of IGDA membership. Connections like those made at the Leadership Forum frequently enhance our personal and professional relationships. This year's Leadership Forum was developed, from concept to execution, by our very talented task force, and I think it's important to thank them for their valuable contributions. Under the leadership of Chair Heather Chandler, task force members Don Daglow, Mark Deloura, Jamie Fristrom, Tim Gerritsen, and Michael Saladino, through sheer determination, stepped up and made the Leadership Forum happen. Thank you all for your outstanding efforts in selecting some of the best-rated speakers to date, introducing speakers, and developing three full tracks of content for the over 200 attendees. Also, a special thanks to Toby Allen for his work on the website and other media for the project. It's also important to recognize that the Leadership Forum would not have been possible without the financial support of our friends and partners at Autodesk, Hansoft, Infernal Engine, EA Partners, The Casual Games Association, Dolby, Jones and Bartlett Publishers, Onmi Audio, and long-sleeved shirt sponsor Unity. Leadership of any non-profit organization requires a steady funding source in order to successfully fulfill their mission. The companies that joined us in producing the Leadership Forum clearly believe in and understand the value of community. This support directly supplements the cost of these invaluable IGDA events. Among our phenomenal keynote speakers were Chris Satchell who related how he's bringing game experience to the Gaming industry in Las Vegas, Chris Hecker whose thought-provoking discussion of whether games are art, and Samantha Ryan who discussed her vision for the development and production teams that report to her at Warner Bros. Interactive Entertainment. Another highlight of the Leadership Forum was the Keynote Panel discussion hosted by Dean Takahashi, consisting of Megan Gaiser, Chris Charla, Dan Conners, James Schmalz and Jason Coleman. Thank you to all of our wonderful speakers who generously donated their time, expertise and insights. Public speaking and presenting complex information in a digestible format can be very difficult, yet time and again our session speakers shared their knowledge with their colleagues selflessly. Leadership through presenting and teaching is an important part of career development, so if you are interested in honing your own skills, be sure to get in touch with either myself or Heather Chandler for an opportunity to present virtually in our webinar series, or live at one of our educational programs or events. Leadership and personal development come from many places—sometimes you gain by attending a meeting like the Leadership Forum; sometimes you gain by contributing to its production and success. Enjoy the rest of 2009, and we'll see you next year. Game On! Joshua Caulfield Executive Director ____________________________ Focal Press Ad: Need help with 3dS Max? Take your 3ds Max skills to new levels with these valuable guides from Focal Press, official publisher of Autodesk 3ds Max Courseware and Techniques titles. Available at www.focalpress.com and your favorite bookstore or online retailer. ___________________________ Special Notice: This December’s article is the 8th anniversary of launching the Famous Last Words monthly column on the igda.org website! Famous Last Words By Jim Charne, Attorney at Law Protecting a Name Dear Jim: We’re finishing our first PC game and we haven’t decided the title yet. Our goal is to publish the game in USA and Europe through casual games channels. What steps should we follow in order to avoid legal conflicts regarding the name of the game? Thanks! A.W. Dear A.W.: There is no way known to guarantee there will not be a conflict when it comes to a company game title, or brand, or company name. As the demand for games expands around the world, the risk of stepping on someone’s trademark rights somewhere increases. There is no economical and fool-proof way to check potential names everywhere. Not even a Microsoft or Nintendo does that. So there will always be some risk when it comes to picking a name or brand. A realistic goal is to understand and minimize the risk. In the old days when a product was sold in a single country, and there was no Internet offering instantaneous global coverage, it was possible to take a country-by-country approach in researching and addressing potential conflicts before a name was selected. There are examples of products that were given different names in different countries. Sometimes this was because of trademark conflicts; sometimes there were other reasons. My favorite example is the Chevy Nova automobile was marketed in Spanish-language speaking countries under a different name. “Nova” or “no va” means “doesn’t go” in Spanish. Not a good name for a car. A good trademark strategy for a games industry product is to try and clear a name at least in the United States. Then, if you have the resources, move on to the European Union and Japan. After that, China, Korea, and Canada would be next on my list. But each requires its own process. Help from lawyers or trademark agents is highly recommended. So you can see that costs would rapidly mount up. In the United States, a trademark applicant can prosecute his, her, or its own application in the United States Trademark Office (uspto.gov). However, there are intricacies to preparing and moving an application through the process so an experienced trademark lawyer is highly recommended. If the job is handled by someone who is knowledgeable in TM office procedure, it should not be costly (by lawyer standards). Here are a few fundamental issues to bear in mind when applying for a US trademark: conflicting marks may be permitted if the nature of the goods or services are markedly different. The standard applied in evaluating a mark is whether it is “confusingly similar” to another registered mark (or a mark for which registration is pending). Under that standard, it is unlikely the Trademark Office would register “Actrovision” for your games company; but “Cadillac” co-exists as a registered mark for motor vehicles (General Motors – US reg # 1570808) and dog food (Menu Foods, Inc. - US reg # 0616316). It is unlikely that users of Cadillac Dog Food would think the product is sold by General Motors. Similarly, customers for Cadillac motor vehicles are not likely to believe the cars are made by Menu Foods. US registrations must be placed in specific internationally-recognized categories of goods and services, then the exact goods and services that are the subject of the application must be narrowly described. Each category in which goods or services are listed is subject to a separate filing fee. A broad “laundry list” of claims can result in a response from the Trademark Office requiring re-statement of goods or services, and a request for further filing fees! Depending on the type of application that is filed, those fees can be $275 or $350 per category. Generally, software games are treated as goods in category 9 filings; game development services are in category 42. Marks that are confusingly similar to, and have closely related goods or services with, existing registered marks, or pending applications, may not be accepted. The standard for what constitutes “confusingly similar” is subjective and determined, initially, by a Trademark Office examining attorney. The similarity can extend to both the spelling and pronunciation of the mark. For example, “Go Fish” may be seen as confusingly similar to “Gophyzh” for similar goods even through the spelling is totally different. Marks that are seen as descriptive will not be registered. The mark “Brown Shoes” as a trademark for brown shoes is not likely to be accepted by the trademark office. The more fanciful the mark, the stronger. When Standard Oil was looking to change its name, it hired a consultant to invent a word that had no meaning in any language in the world. The name that was invented was “Exxon.” Similarly, “Kodak,” or “Xerox” are words that were invented and relate singularly to their products. So how does a small studio find, and then protect its trademarks? One strategy is to know the market, use that knowledge to select names believed to be non-infringing, then conduct extensive internet searches to confirm or explode the belief. If cost is less a concern, there are highly qualified companies who can conduct detailed searches. However, the challenge is not in ordering the search, it is in reading and interpreting the results. For this purpose, an experienced trademarks attorney is a good resource. Once a determination is made that a mark looks good, log onto the United States Trademark Office website and search the tm database (uspto.gov/trademarks/index.jsp). Search many variations on your proposed name; search alternate spellings. This search may not be conclusive; but it may provide a good indication whether to proceed. I do recommend engaging a United States attorney who is familiar with Trademark Office practice to help with the application. Once your U.S. app is in process, the next step may be to prepare and file an EU app. That will require hiring a trademark agent in the territory who can assist with that. The process is similar – starting with a search. Protecting IP is the responsibility of the owner. That is an argument game publishers make in their deals with developers when they take control of the IP. But if a developer is prepared to invest in protecting IP, and the game is a success, the brand, itself, can become a valuable asset of the studio. Jim Charne practices law in Santa Monica, CA (www.charnelaw.com) where he represents developers, designers, composers and other clients in the games industry. Jim has been a frequent speaker at GDC, is active in IGDA from whom he received an “MVP” Award at GDC 2006, in 2010 will chair the Practicing Law Institute video game law segment the week after GDC at its annual Entertainment Law Symposium in New York, and is a member of the Advisory Board of G.A.N.G. Jim served as President of the Academy of Interactive Arts and Sciences from 1998 to 2001. Is there language in your contract that has you scratching your head? Found something confusing or worse? Send it to “Famous Last Words” for developer-oriented analysis. Famous Last Words is intended for general educational and entertainment purposes and is not legal advice. Every situation and circumstance is unique. Anyone entering into a software-related contract should have an experienced lawyer who can provide counsel throughout the process. ©2009 Jim Charne. All rights reserved. _______________________________________ AK Peters, Ltd. Ad Game Engine Architecture Special 20% Discount for IGDA readers! Use code IGDA20 A K Peters, Ltd. Publishers of Science and Technology • www.akpeters.com Level Design Creating Games ______________________________________ IGDA: Meet PGA Many who attended last month’s Leadership Forum have asked about the Producers Guild of America (PGA), which exhibited at the Forum. Look a bit closer at the PGA, and it’s easy to see the synergy between our two organizations. The Producers Guild of America is a national organization of accredited producers in film, television, and new media. It is the only organization in the entertainment industry that represents, protects, and promotes the interests of all members of the producing team. Originally founded in 1950, the PGA has over the past eight years grown from roughly 350 members to more than 4000. It is based in Los Angeles, with chapters in New York and San Francisco. As new media such as games experienced explosive growth, the Guild formed the PGA New Media Council (NMC) in 2002. In addition to advancing the interests of professional producers of new media, the NMC fosters collaboration between new and traditional media. This makes sense, given the similarities between film and game producing, plus the fact that a movie might now just as easily be based on a game as a game might be based on a movie. Professionals working in production for gaming, broadband, DVD, digital visual effects, interactive television, digital animation, mobile content, or interactive story telling may be eligible to join the PGA NMC. Membership provides the opportunity to network with some of the top producers in the television, film, and new media industries. Other benefits include: • Studio DVD screeners and free admittance to theatres for screenings of nominated films during award season • Access to staffing resources and employment, including job postings • Free and discounted seminars offering key industry events and career education opportunities from top feature, television, and new media professionals • Participation in the free exclusive PGA Mentor Program • Free subscription to the PGA’s official “Produced By” magazine and “PGA Networker” newsletter • A year-round screening program, featuring pre-release studio and independent features • A vote on the Producers Guild Awards and discounted tickets to the event • Discounts for car rentals, hotels, amusement parks, and other events. The PGA is currently building out its organization in the northwest and southeast. IGDA game producers who join in those regions may be eligible to receive half off the initiation cost and first year’s dues – a savings of $250. If you are interested in taking advantage of the ½ DISCOUNT PRICE, and you live in northern California (north of Fresno), Oregon, Washington, or Canada, please go to www.producersguild.org to print your application. Then email your application to Rob Carroll at rcarroll23@gmail.com PLEASE EMAIL YOUR APPLICATION NO LATER THAN DECEMBER 31, 2009. If you have any questions, please feel free to contact PGA SF (soon to be PGA Northwest) at amy@producersguild.org ________________________________________________ The 7th Annual Mobile Games Forum 19th – 20th January 2010, Mandarin Oriental Hyde Park, London, UK www.mobilegamesforum.co.uk Now in its 7th year, the Mobile Games Forum is firmly established as the leading Mobile Games event in Europe. With the whole ecosystem present – operators, publishers, developers, handset manufacturers and software providers – all industry viewpoints will be represented at MGF 2010. The unbeatable speaker line-up includes over 40 cutting-edge viewpoints from industry leaders. Independent developers are eligible for a special rate and IGDA members receive a 15% discount when registering using code C0004IGDA. For full details contact andrew_mowbray@osneymedia.com. _________________________________________________ The Global Game Jam Premier Event to Promote International Game Development Talent The Global Game Jam (GGJ) was founded in 2008 as an IGDA event to broaden the outreach of the organization while giving the world an opportunity to create games in the world’s largest Game Jam to date. The 1st Annual Global Game Jam was held January 30-Feburary 1, 2009 to critical acclaim and success. With over 1,600 participants in 23 countries, the GGJ produced 370 games. The 2010 GGJ wants to triple in size, including more locations and making GGJ a truly global event. GGJ brings together talented individuals from within your community. It is unique opportunity for people to push their skills and challenge their way of working. Participants work concurrently along with developers around the globe; we rally around a central theme, which you have 48 hours to create a game. It's our hope that we will see some very experimental realized prototypes that you can continue to work on after the jam. Many games developed in 2009 have become fully realized games. The GGJ is open source, hardware & software agnostic and all projects are protected under a creative commons license. When is the Global Game Jam? GGJ starts at 5pm (in your time zone) on January 29th and goes for 48+ hours through January 31, 2010. How do I participate? For details on how to become a host location in your city or town, check out the Global Game Jam website: http://www.globalgamejam.org _________________________________________________ Infernal Engine Ad: Infernal Engine is the most cross-platform capable, full-featured foundation for building video games. Built from a team of industry veterans at Terminal Reality, Infernal has the features and support you need. Designed to solve today's real game development challenges, Infernal is a unified system, providing superior rendering, physics, sound, and AI in a single package. Built from the ground up to optimize the game creation process and to take advantage of today’s complex hardware – the Infernal Engine is the best choice for game developers. _________________________________________________ CHAPTERS On November 6, 2009, the Swiss game industry met at a sketchy corner in Zurich: more than 40 people attended the inaugural IGDA Switzerland chapter meeting at the head quarters of Gbanga. Christoph Brosius from Remote Control productions introduced us to the game industry situation in Germany, highlighting how strong and lucrative browsers games are there. Basil Weber presented a sneak preview of their cutting-edge real-time game Train Fever and Reto Senn from bitforge pitched his top ranked and rated iPhone game Orbital. Prior to the meeting, the speakers were invited to have a tour to the most exciting studios in Switzerland including visits to GIANTS Software, where Christian Ammann showed a secret prototype of their next production, and to Disney Research Zurich where Bob Sumner received the speakers to show the amazing art work on the walls of their offices (even the walls in the rest rooms are pretty impressive). The first meeting of the IGDA Switzerland chapter has attracted many important guests from academia (eg. Prof. Margarete Jahrmann from the ZHdK Game labs), from media (Guido Berger from Swiss national radio DRS) and many from the industry. After two hours of presentations and debate, the crowd moved to Fellini and after that to La Catrina to mingle with professionals and to explore potential collaborations over a drink. But that was just the beginning: it has been reported that certain individuals have returned home around 10:00am the next day. We’re looking forward to our next meeting in February 25, 2010 about flashy entertainment in Bern. You should join us! Sign up on www.igda.ch today! Please also check the slide show on Flickr. ______________________________________________ CALENDAR January, 2010 7th Annual Mobile Games Forum London, United Kingdom January 19, 2010 to January 20, 2010 Information Session about the one year Casual Game Development Program San Diego, CA, United States January 25, 2010 The Global Game Jam United States January 29, 2010 to January 31, 2010 March, 2010 Game Developers Conference® 2010 San Francisco, CA, United States March 09, 2010 to March 13, 2010 PAX East Boston, MA, United States March 26, 2010 to March 28, 2010 __________________________________________________ ANNOUNCEMENTS GAMES SKILLS INDUSTRY PROJECT The Australian Research Council of Excellence for Creative Industries and Innovation in Brisbane, Australia, is currently undertaking the Games Industry Skills Project to identify and evaluate skill sets and occupations required for employment in the industry, both currently and in the future. The project is also measuring the extent, source and impact of skills deficiencies. A key component of the project is a scenario planning exercise that involves gathering opinions about trends and big shifts in the industry over the next five years. These opinions are vital in helping us to identify three future scenarios, each of which will include implications for the skilling of workers in the industry. We have set up posts on our website that stakeholders from all over the world can respond to. Stakeholders include employers, workers, policymakers, industry associations/bodies, training providers, students, and games enthusiasts. The posts are as follows: • What are the key issues and challenges currently facing workers in the games industry? • What will the games industry be like in 2015? • What are the factors driving changes in the industry? • What new skills and knowledge will workers need in 2015? For more information about the project go to its website at http://gamesindustryskills.wordpress.com and/or contact the project manager, Sandra Haukka, s.haukka@qut.edu.au, +61 7 3138 0154. We look forward to your honest comments and contribution to a lively debate. We will share findings with you in 2010. TARGET GROUPS The developer community (e.g. employers, workers, and students); stakeholders that support the industry (e.g. policymakers, industry associations/bodies, training providers); and consumers. INFORMATION REQUIRED FROM PARTICIPANTS Responses to the posts above. MEANS TO CONNNECT Using IGDA channels to let its members and other stakeholders know about the website and project. CONTACT Dr Sandra Haukka Senior Research Fellow, ARC Centre of Excellence for Creative Industries and Innovation Queensland University of Technology Musk Avenue, Z2-308 Kelvin Grove, Queensland, Australia 4059 s.haukka@qut.edu.au, +61 7 3138 0154 ____________________________________________ The 7th Annual Mobile Games Forum 19th – 20th January 2010, Mandarin Oriental Hyde Park, London, UK www.mobilegamesforum.co.uk Now in its 7th year, the Mobile Games Forum is firmly established as the leading Mobile Games event in Europe. With the whole ecosystem present – operators, publishers, developers, handset manufacturers and software providers – all industry viewpoints will be represented at MGF 2010. The unbeatable speaker line-up includes over 40 cutting-edge viewpoints from industry leaders. Independent developers are eligible for a special rate and IGDA members receive a 15% discount when registering using code C0004IGDA. For full details contact andrew_mowbray@osneymedia.com. _____________________________________________ FINANCIAL ARTICLE All indications are that the economy is continuing its slow but steady recovery from the recession and financial crisis. Although there are still job losses, most economist expect that by December or January the labor market will begin to turn around and the economy will begin gaining jobs. Although the unemployment rate will probably rise into 2010, due to new entrants seeking work, the labor market turnaround will be an important stimulus to consumption. The third quarter, as expected was a good one for stocks, and we expect more of the same for the fourth quarter. As we write, most companies have yet to report their third quarter earnings, but we expect earnings will once again beat expectations by a large margin. Companies are sill cutting costs, and inventories have been pared down to a minimum. This sets the stage for an expansionary earnings cycle. One thing that we have learned over the course of our career is that there will always be growth opportunities and places to invest wisely for the long term. We believe that even in these challenging times, unparalleled long-term opportunities exist. Looking forward, Global Investing is a must. Two important trends have clear implications for asset allocation; the larger percentage of global GDP that will result from a growing middle class in the developing markets; and the growing vulnerability of the U.S. dollar, given the fiscal trajectory of the U.S. government. Both of these trends have implications for emerging market stocks and currencies. In short, we have found that most American investors tend to have a bias to U.S. real estate, stocks, bonds and money market instruments. This may be an opportune time for investors to begin diversifying into non-dollar-denominated assets. Investors should consider their investment objectives and risk tolerance prior to investing. For information more information contact Greg Clarke or Bill Stade at Capitol Securities Mgt 800.695.4838 or gclarke@capitolsecurities.com. Capitol Securities Management is registered as an investment advisor and regional brokerage firm providing comprehensive wealth management services since 1981. Greg and Bill have over 39 years of combined industry experience and are the senior partners of the CS Wealth Management Group. CS Wealth Management is a specialized team within Capitol Securities. The CS Wealth Mgt Group oversees the 401(k) plans of over 40 organizations as well as manage the short and long term assets for over 100 high networth families, associations and corporations. __________________________________________ Omni Audio Ad http://www.omniaudio.com __________________________________________ Hansoft Ad: Hansoft now introduces: Certified Trainers Read more about hansoft Certified trainers at: www.hansoft.se/certified-trainers ___________________________________________ IGDA Core Values These core values are the IGDA's essential and enduring tenets. They are timeless guiding principles that require no external justification; they have intrinsic value and importance to the IGDA and its members. Community Professionalism Expression Innovation Impact Leadership Fun ___________________________________________ MEMBERSHIP Membership in IGDA is vitally important as it helps the association build three interrelated areas which directly support the industry and all who work within: Community * Professional Development * Advocacy ___________________________________________ THANK YOU TO OUR LEADERSHIP FORUM SPONSORS GOLD (Autodesk Logo Here) SILVER (Hansoft Logo Here) (Infernal Engine Logo Here) _______________________ SPONSORS (EA Logo Here) (Casual Games Association Logo Here) (Dolby Logo Here) (Omni Audio Logo Here) (Producers Guild of America Logo Here) (Jones & Bartlett Logo Here) (Unity Logo Here) ______________________________________________ CURRENT MEMBERS: • Refer a colleague/friend • Renew annually • Volunteer your talents • Update your profile • Join a SIG • Become active locally _________________________________________ Call for Content: NEWS@IGDA.ORG _________________________________________ IGDA Newsletter December 2009 I’d like to take this opportunity to say thank you to all of the member volunteers who make time to create, nurture, and grow the IGDA. Whether organizing Chapter activities, Special Interest Group programs, organization-wide initiatives, or serving as a mentor, the spirit of volunteer service is what makes IGDA what it is and what it can be. As I look back on this year, I am grateful and inspired by the other volunteers I have had the pleasure of working with. Personal role models at all levels, who rose to the occasion at one time or the other to make a meaningful impact on our organization in this transition year. I have learned a great deal from these interactions. One of the most fascinating aspects of a volunteer-based organization is the organization dynamics of a group of volunteers who are joined and motivated by non-financial goals to work together. I’ve always found this type of work to be extremely personally challenging (and rewarding) in that it hones ones skills. Anyone we work with is doing so voluntarily and because they care enough about the group vision to find extra hours in their busy lives. This “work/life/service balance” might be what some would call the ongoing efforts of all of you to find the time and energy in your days to give back to our professional community. And many of you also contribute significant time to other organizations in your community and industry. All of these efforts weave a fabric that gives our industry character and establishes a foundation that advances our profession, not just our art and science, of making games. Along these lines, we recently adopted IGDA’s first professional code of ethics. This code establishes a common expectation and language, and a baseline for what we all expect of ourselves and each other. We are not yet at the point of attempting to force or enforce a common code throughout our profession, but this is a step towards defining that it exists. So, in closing, thank you to everyone who has helped ensure 2009 was a successful transition year for IGDA. I am excited to hear of all of the plans and aspirations each of you has for the future of IGDA, and imagine what 2010 will bring!