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IGDA Webinars - 2014 Archives
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IGDA Webinars - 2014 Archives

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

Watch the recording!

About Michael (MJ) John
MJ is an industry veteran who has designed commercial video games for close to twenty years, He has a wide range of design credits, including the original Spyro the Dragon games on Playstation 1 and the PSP classic Daxter. He has consulted for Sony, 2K Games and others and is a regular speaker at conference and academic venues like GDC, DICE, USC, Carnegie Mellon, UC Santa Cruz and the University of Washington.

10 December, Artificial Intelligence

Procedural content generation in games: perspectives from the ivory tower
This webinar will survey techniques for generating game content (levels, maps, quests, items etc) that are currently not widely used in commercial development but which are currently the focus of intense research in universities and research labs all over the world. In particular, we will discuss search-based PCG, through the use of evolutionary algorithms, and experience-driven PCG which provides a way of adapting the game to the player, but we will also touch on methods such as using logic programming for content generation and on on the ambitious goal of generating complete games, including their rules. The methods mentioned here provide new perspectives on existing game AI and content generation problems and might make completely new types of games possible.

Watch the recording! (slides)

3 December, Business & Legal

Staying Creative in the Game Business
Technical advancements in game development are spectacular. Iconic characters and memorable moments are deeply embedded in our shared consciousness. Our audience has never been bigger. However sometimes the process of delivering games can beat the creativity out of the creators. The only way to continue to affect culture through this medium is to remember that business and technology depend on creativity.

Watch the recording!

  • How to recharge your creative batteries
  • How to keep your passion alive
  • How to compose an "iconic" theme
  • How to recognize a good "work-for-hire" contract

Marty O'Donnell
Marty O'Donnell earned his Masters of Music Degree in Composition with honors from USC. Marty then founded the Chicago-based commercial music and sound production company, TotalAudio, which in 1997 produced sound design for Cyan’s Riven, the Sequel to Myst, and created all of the audio for Bungie’s award winning Myth series. His body of work also includes numerous original scores for television, radio, and film.

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.

Watch the recording!

19 November, Game Design

The Evolution of Videogame Design
Are modern games such as Destiny more than just a gazillion polygons worth of Mario? Join host Chris 'Wombat' Crowell as special guests Patrick Holleman and Mike Breault present The Evolution of Videogame Design. The webinar reveals that games grew through gradual evolution as well as through breakthrough ideas by designers like Shigeru Miyamoto. The history breaks down into three major periods in the history of game design: the arcade era, the composite era, and the set piece era. We'll even look at how design ideas creep in on goblin feet from outside videogames from such sources as Dungeons & Dragons, changing the landscape of videogame design. As Spock says "Fascinating".

Watch the recording! (slides)

About Mike Breault
Mike has been in the games industry since 1984. He started out in paper/board games with TSR and designed and edited/developed over 100 products there. His first computer games credit was as a co-designer of "Pool of Radiance" in 1988. He transitioned full-time into computer/video games in 1989, contracting for companies like Nintendo, Sega, Broderbund, Spectrum Holobyte, Electronic Arts, and others. Since 1999, he's worked in-house for Volition, Raven Software, Ubisoft, 38 Studios, and Zenimax Online.

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, his compositions at, and the game he has worked on at

12 November, Programming

Managing Scale in Multiplayer Games
Join Judy Tyrer as she shares some of her industry "war-stories" working on multiplayer games and how to plan for scale, what scale means in terms of deployment, and more!

Watch the recording! (slides)

Judy Tyrer
Judy Tyrer would have decided to become a game developer had she known that was an option at the age of 9 when she tried to figure out how to build a robot that would play games with her. She did not succeed, but her passion for games never faltered. After graduating from SMU with a double major in English Literature and Secondary Education, Judy started in the Serious Games Business at Control Data Corporation where she had the unique privilege of working on PLATO, a computer based education system.

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
We are excited to present a talk with a respected royalty auditor with over 13 years of experience. Cedar Boschan and her firm Green Hasson Janks have audited four of the top ten game titles of all time and Cedar has calculated damages and successfully given expert testimony in videogame litigation matters.

Cedar loves to hold publishers and distributors accountable to developers and she is excited to reveal:

  • Why you may not be collecting your fair share of game earnings
  • What you can do about it
  • Who benefits from auditing
  • When to audit
  • How an audit works and what to expect

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.

Watch the recording! (slides)

Cedar Boschan
With over 13 years of innovative royalty audit and forensic accounting experience, Cedar Boschan leads Green Hasson Janks' videogame services. Cedar has calculated damages and given expert testimony in videogame litigation matters. She earned a Bachelor of Science from the University of Southern California in 1999 and has been a featured media commentator and speaker at the Game Developers' Conference, Loyola Law School, The California Copyright Conference and SXSW.

29 October, Open Call

How to Get More Speaking Gigs to Grow Your Career
Join the IGDA Women in Games SIG for a panel on how you can land more speaking engagements at industry and related conferences, such as GDC, SxSW, and more. Hear from veteran speakers as well as those involved in picking speakers as they share tips for getting your voice out there. Attendees will learn the benefits of public speaking, along with how to submit to conferences, reach out to organizers, and give the best speech you can. Part of the WIG SIG's Speaker Development series.

Watch the recording!


Sande Chen
Sande Chen is a writer and game designer whose game credits span over 10 years in the industry. Her writing credits include 1999 Independent Games Festival winner Terminus and the PC RPG of the Year, The Witcher, for which she was nominated for a 2007 Writers Guild Award in Videogame Writing. She is the co-author of Serious Games: Games That Educate, Train, and Inform and has been a speaker at conferences around the world, including SXSW, GDC, LOGIN, and Serious Games Summit D.C.. In 2006, she was profiled on NextGen's list of the Game Industry's 100 Most Influential Women.

Fiona Cherbak
Fiona Cherbak is a games industry staffing, marketing and events professional, responsible for developing strategies and campaigns for a broad cross-section of game companies and organizations. Fiona has provided HR and recruiting services for leading clients such as Take Two, Activision, Disney, Electronic Arts, LucasArts, NCsoft and Sony. Fiona is currently Senior Staffing Specialist for Certain Affinity, a co-development studio known for their work on the Halo and Call of Duty franchises. She was previously Senior Staffing Specialist for Irrational Games and Senior Talent Acquisition Manager for Tencent Boston.

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.

Susan Gold
Susan Gold joined the faculty of Northeastern University in September of 2013 as Professor of the Practice and Associate Director of Games. A veteran and leader of the industry, Susan is responsible for developing new degree curricula and creating key partnerships within the video game industry for the growing interdisciplinary program.

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.

Damion Schubert
Bio pending.

Anne Toole (Moderator)
Anne Toole is a writer of games, television, webseries, and short fiction. Her credits include the Emmy-winning webseries The Lissie Bennet Diaries and the WGA-nominated dark fantasy game The Witcher. Due to her transmedia experience, Anne has spoken at the inaugural Nokia OpenLab 2008 as well as about game design at GDC Europe, GDC Online, South by Southwest, the Login Game Conference, and Comic-con International. In addition to her work with the IGDA, she was appointed by the West Hollywood City Council to serve on the city's Women's Advisory Board. Anne graduated from Harvard with an ever-so-useful degree in Archaeology and suffers a minor zombie obsession.

23 October, Special Presentation

How can you better protect yourself online?
Join Jayne A. Hitchcock as she cover briefly what's been going on recently, gives some cyberstalking statistics from 2013, notes a couple of related cases Working to Halt Online Abuse (WHO@) has worked on, and shares tips on how to better protect yourself if someone attacks you online.

Watch the recording! (slides)

About Jayne A. Hitchcock
Jayne's own experience with cyberstalking, which garnered international headlines, led her to become a noted cyberbullying and cybercrime expert. She speaks about cyberbullying, cybercrime and online security to educational institutions, librarians, corporations, the general public, students and parents, and trains law enforcement personnel throughout the USA, as well as consulting for several organizations, including the Department of Justice Office for Victims of Crime, the National Center for Victims of Crime and many law enforcement agencies. Jayne has also been actively involved in getting online harassment/cyberstalking, online dating, child protection and other laws passed throughout the USA. Learn more about Jayne.

About Working to Halt Online Abuse (WHO@)
WHOA is a volunteer organization founded in 1997 to fight online harassment through education of the general public, education of law enforcement personnel, and empowerment of victims. The mission of WHOA is to educate the Internet community about online harassment, empower victims of harassment, and formulate voluntary policies that systems administrators can adopt in order to create harassment-free environments. We've also formulated voluntary policies which we encourage online communities to adopt in order to create safe and welcoming environments for all internet users. Learn more about WHO@ at

22 October, Leadership & Production

Emotional Intelligence 101: IQ and Technical Expertise Aren’t Enough
Join Keith Fuller as he talks about why those who identify and control their emotions have greater effectiveness as leaders, and why helping others feel connected is better than offering them rewards or threatening them with punishment.

Watch the recording! (slides)

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:

  • Applying the Heroes Journey To The Player Engagement
  • Player LifeCycle - Discovery, Learning, Engaging then Churning
  • Balancing Rewards and 'Unfinished Business'
  • How The Real-World Affects Engagement
  • Creating Persistent Player Narratives

Video and slides pending!

8 October, Artificial Intelligence

Veteran game AI developer Kevin Dill introduces the AI techniques known as "Utility Theory".

Watch the recording! (slides)

About Kevin Dill
Kevin is an industry expert on the subject of AI for games, and a 9 year veteran of the game industry. He has 7 published titles in a wide variety of genres, including: Red Dead Redemption, Iron Man, Zoo Tycoon 2: Marine Mania, Zoo Tycoon 2: Endangered Species, Axis & Allies, Kohan 2: Kings of War, and Master of Orion 3. He was a section editor for AI Game Programming Wisdom 4 and Game AI Pro, the technical editor for Behavioral Mathematics for Game AI and Introduction to Game AI, and is an adjunct professor at Northeastern University. He is currently researching the application of game AI to characters for immersive training environments and serious games at Lockheed Martin's Advanced Simulation Center.

1 October, Business & Legal

Q&A with Michael Pachter
Michael Pachter is the leading video game industry analysts well known for his insightful opinions about the state of our industry. IGDA Chair and game attorney, Tom Buscaglia, will interview Michael in this month's Business and Legal Webinar on Wednesday, 1 October at 0900 PT/1200 ET/1600 UTC. This will be an AMA from Tom about the present state and future of the industry as well as where the opportunities for developers will be in that future.

Watch the recording!

About Michael Pachter
Mr. Pachter is an analyst at Wedbush Securities providing coverage of the Entertainment Software, Entertainment Retail, Social Internet and E-Commerce & Movies and Entertainment sectors.

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
Join Josh Nilson as he discusses how to think more like a start up vs a game studio. You will need to hire, recruit, mentor, lead and onboard people, but how can you do this? How do you track this, and where do you start? Josh will go through some of the huge mistakes East Side Games made and some of the practical things they did right as they grew from 6 people to 50 in a bootstrapped and scrappy studio.

Watch the recording! (slides)

About Josh Nilson
Josh is the CEO and co-founder of East Side Games, a proudly independent studio creating humorous and quirky social and mobile games. Their cult classic title Pot Farm is still going strong on Facebook four years on, entertaining over 8 Million unique players. Dragon Up took home 'Best Art in a Game' award in last year's Indie Prize competition at Casual Connect.

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.

Video and slides pending!

10 September, Artificial Intelligence

Luke Dicken does a masterclass on designing NPC control systems.

Watch the recording!

3 September, Business & Legal

Publishers: Who Needs Em
There was a time when having a publisher was essential to being a successful game studio. They had access to the retail distribution channels essential to getting your game into the hands of end users. But those days are gone...long gone. Digital distribution changed all that. According to a recent news story, 92% of PC game sales were done via digital distribution. Next-gen console distribution is not far behind either. So, who needs publishers? Our panel will look into the scope of benefits that a publisher can bring to bear on a games launch and look into what, if any, value publishers bring to the table in this brave new world.

Watch the recording! (slides)


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 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.

Video and slides pending!

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.

Watch the recording!

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.

Watch the recording! (slides)

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.

Watch the recording! (slides)

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.

Watch the recording! (slides)

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.

Watch the recording! (slides)

16 July, Game Design

Join us for a Q&A session with game designer Adam Thompson of on the topic of Multiplayer Economies.

Watch the recording!

9 July, Artificial Intelligence

Luke Dicken gets hands on with code.

Watch the recording!

2 July, Business & Legal

Your Success & Failure Will Be Measured by the Strength of Your Brand
Nearly everyone would agree that you need to build a strong relationship with your players in order to build a successful studio.

  • Building and engaging a community is all about Branding.
  • Getting players engaged with you game and paying is about Branding.
  • Having people recognize and talk about your game or studio is all about Branding.

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.

Watch the recording!

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!

Watch the recording!

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.

Watch the recording!

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!

Watch the recording!

4 June, Business & Legal

Game Developer Intellectual Property Primer
Tom Buscaglia, The Game Attorney
Today's broader range of accessible distribution platforms for smaller games makes the possibility of creating a successful studio a reality. It is not uncommon for a simple project to turn into a commercially successful game, or even a successful franchise. Game are made of Intellectual Property. So, an awareness of the applicable types of intellectual property and their impact is essential. The what and why of IP in games is a good start. Intellectual property issues impacting the transition from aspirant project to commercial game will be considered and discussed. Attendees will also learn ways to navigate through the various IP issues and initial agreements that they should be familiar with in order to bring their games to market and to protect the game from the "fast followers" and copycats who want to unfairly capitalize on their creativity and success. Of course, a livey Q&A will follow.

Watch the recording!

28 May, Leadership & Production

Bryan Mashinter from Backflip will be talking about his experience in social/mobile production.

Watch the recording!

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.

  • What topics should be covered? What should be their own topics?
  • What expertise level should the topics be tuned for?
  • What level of detail should be striving for?
  • Presentations vs Panel discussions?
  • AMA's, GDC presentations, Post Mortems?

Watch the recording!

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