Navigation

HP contest image

AGDS 2006: Tracks

Opportunities in Serious Games

Speaker: Noah Falstein

Track: Business

Serious Games are games that have a purpose beyond entertainment - often training, education, or research-oriented. Whether you are new to the games industry and looking for an area to specialize in, or an industry veteran, hoping to utilize your work experience in a new career direction, Serious Games may be the choice for you. This talk is designed to guide game industry people who are curious about what this new field may offer to them.

Dealing with Scope - the Time, Quality and Resources Problem

Speaker: Feargus Urquhart

Track: Production

As teams have gotten larger, games more complicated and budgets skyrocketing, how can a development team control projects? The key is focusing on the scope of a project by planning for it, managing it and always understanding where it is and where it is going. Looking at such games as Fallout, Icewind Dale, Planescape: Torment, Knights of the Old Republic 2 and Neverwinter Nights 2, methods for understanding and managing scope will be given with specific examples that can be taken away and applied to projects starting up or already in production.

Developing Games to Fill a Niche Market

Speaker: Thanit Anantasomboon

Track: Business

As the cost of development of games increase due to both technology and user's expectation, smaller game development studios find that they have to adapt to keep up with the changing times.  Niche markets are areas in which smaller game development studios can find their ground and development successful products.

In this session, game developers talk about their experiences, their technology decisions, implementation considerations, constraints, and a short post-mortem on their decisions.

Open source Console Development. Hello world and beyond

Speaker: Felix Bohmann

Track: Technical

Programming games for the PC is one thing. Consoles are a different story. Imposing limits on memory usage, graphics pipelines and almost all other areas of game development as well. While doing licensed development for any of the consoles requires big budgets, concepts and generally a strong industry background, the open source community has created very useable toolchains and SDKs allowing individuals to step into the world of MIPS processors, vector units, video output formats and DMA streams. Although this might sounds scary at the beginning, it is a great way to gather knowledge needed to successfully develop games on limited platforms. This presentation will show what's available and give a quick glimpse on how to use it.

Lipsync and Facial Animation Systems: Choosing what works for you

Speaker: Alexander Calero

Track: Technical

Lipsync and facial animation is an area in game development that has a lot of room for improvement. There are a variety of ways for generating lipsync and facial animation. There are manual, automated and hybrid systems. This session will discuss the features of each different system type as well as their strengths and weaknesses in the field of game development.

This session will give participants the knowledge to more easily choose the right system for their projects.

The Insider Information on Working with Publishers

Speaker: Kristine CoCo

Track: Business

This lecture will cover what Midway expects from the vendors it works with. The speaker will share details about Midway’s internal processes for vetting & communicating with vendors, and important skills that vendors need to have to do business with Midway.

This session will provide the audience with insider’s information on what this large publisher expects from its art and technical vendors.

The Myths (and Truths) of Java Games Programming

Speaker: Andrew Davison

Track: Technical

This session examines the commonly-expressed criticisms of Java as a games programming language: that's it's too slow, too high-level, prone to memory problems, too hard to install, not available on games consoles, not used in 'real' games, and not even considered a gaming platform by Sun Microsystems. All of these views are incorrect, aside from the console issue.

Team Building: How to build a team for a next or current generation project

Speaker: Tim Donley

Track: Production

This session talks about hiring the best and keeping them. Learn how to train and motivate your team, give them efficient on the job training to bring out the best in your people and improve communication among team members. This is designed to show you it's not about high salaries but about creating the right environment to attract, train and keep the highest performers. Learn techniques to bring the brightest to you. There will be a question and answer session afterwards

Playcentric Game Design: Becoming an Advocate for the Player

Speaker: Tracy Fullerton

Putting player feedback at the center of your design process is a difficult process, but one that can save production dollars and make sure your game is a more successful product. By adapting techniques from usability testing, focus testing and industrial design, designers can integrate useful player feedback into their design process early on, allowing them to take greater design risks and create more innovative player experiences.

Preproduction on Spider-Man 2 and beyond: the dangers of preproduction

Speaker: Jamie Fristrom

Track: Production

The Spider-Man team carried out an extensive pre-production phase for the sequel to their hit game Spider-Man where they prototyped radical new game mechanics and technology; Spider-Man 2 was a great success, a new hit in 2004 with new gameplay mechanics that earned rave reviews. Lately, preproduction has become all the rage--there were at least five talks on preproduction at the last GDC, for example--and many studios are investing heavily in preproduction and prototyping phases, but they're not all seeing the same sorts of success that the Spider-Man team did. Preproduction, it turns out, is not a silver bullet - there are many ways in which it can go horribly wrong, and we'll go into some of those ways here.

An Attempt at Test-Driven J2ME Development

Speaker: Paul Gadi

Track: Technical

Inspired by Noel Llopis’ and Sean Houghton’s talk on test-driven development, we have decided to adopt a test-first development approach for one of our j2me projects. The talk will discuss the success or failure of this experiment on adopting a new programming methodology.

There will be an overview and introduction to Test-Driven Development (TDD), including some history and how it is done. Then, a discussion about our previous programming methodology using Rapid Application Development (RAD), followed by our experiences in adopting TDD, its pros and cons, and the changes in practices/culture needed. This is essentially a postmortem of our experience with TDD.

Cross platform development: The Good, The Bad and The Ugly

Speaker: Abdool Gafoor

Track: Technical

One of the main challenges of doing games nowadays is catering for multiple platforms. While it may take some time and effort to get it right from the beginning, the results can certainly be rewarding further down the development stages. In this discourse, the speaker talks about the techniques involved in setting up a cross platform framework from a coding point of view. He also gives some pointers in making a cross platform build framework.

Game Financing Evolved: Malaysian Case Study

Speaker: Jaffri Ibrahim

Track: Business

The standard funding model for game developers has been the royalty advance model. At the core of this funding model there are two entities, a publisher and developer, who enter into a royalty agreement in which the game’s development is funded by advances on future royalties. Those advances are typically paid upon completion of certain milestones. With cost of game development on the rise, developers and also publishers are looking to other forms of financing. This talk gives an alternate view on game development financing whereby providing money only may not be enough.

Survival course for SEA Indie Studios

Speaker: Siddarth Jain

Track: Business

Growth and survival strategies for SME and Indie project teams in the Games industry that typically have a hard time establishing, scaling and maintaining operations in the region.

Tips for Independent developers that want to work as freelancers and outsourcers on projects.

The Real "Imaginary" World of Interactive Storytelling

Speaker: Sarah Fay Krom

Track: Game Design

As we explore the potentials of interactive storytelling, from interactive fiction to virtual reality, are we expanding our imaginations enough to truly conceive the inconceivable? This presentation poses questions and possibilities about the unexplored territory beyond game, film, literature and theater.

Dynamic Character Design and Development

Speaker: Chris Legaspi

Track: Art

Compelling characters are one of the key elements that breathe life into any story. An effective character design must be compelling, drive the story and be functional. The designer must consider all these elements while retaining a clarity that can easily communicate to other artists, writers, directors and the audience.

This talk will focus on:

  • How to create an effective, story-driven Character Design that is also unique and functional.
  • The importance of fundamental art skills and using them in the design process.
  • The design process and how to quickly conjure ideas and record unique designs.

Shader-driven Graphics Engine Architecture

Speaker: Altair Martinez

Track: Technical

This paper presents the inner workings and performance results of the Pixelstream Graphics Engine prototype. A short discussion on the theory behind some implemented effects are also presented. This is followed by a summary of results from various tests conducted on the engine including the performance impact of increasing scene complexity and increasing number of passes to accommodate the combination of certain shaders. Assumptions, performance considerations, and future plans for the project are also noted.

Virtual Actors - The Next Frontier

Speaker: Alexander Nareyek

Track: Technical

Non-player characters in computer games should ideally be much more than the simple reactive punch balls as in most games of today. They should act in a goal-driven way that makes sense to the user, display convincing emotions and personality, fill a specific character role and actively drive the happenings ahead. This talk provides an introduction on related techniques and what you can expect from research in the future.

Negotiating and Managing a Publishing Deal

Speaker: Chris Natsuume

Track: Business

This is not another “how to get a publisher interested in your game” talk – instead, I will discuss:

  • What you should look out for when making your contract
  • Tips for getting better, cleaner contracts.
  • The basics of "friction free business development"
  • The process of maintaining and improving publishing relationships with publishers from the developer side
  • Preventing common developer problems in working with publishers.

The goal of the talk is to make Southeast Asian developers savvier about what they should or should not expect in making deals, and help SEA developers present a more professionally informed business face to the world.

Games Programming. Starting Out and Standing Out

Speaker: Ng Kian Bee

Track: Technical

Games programming is more than just knowing C++ and graphics function calls. It requires all rounded knowledge and yet in-depth understanding of issues at hand. It asks for problem solving skills and yet demands creativity in finding solutions. To be a successful games developer, it is easier thought than done. This presentation will hopefully give a fundamental view at how one can start out as games programmer and the skills and knowledge required to stay in the game.

More than Outsourcing: Making SE Asia the center of Design, Development, and Knowledge

Speaker: Trey Ratcliff

Track: Business

The talk discusses why we decided to make SE Asia a knowledge center for a global games business. We feel that knowledge capital is not necessarily only the domain and expertise of the West, and that an entire product cycle, from design to development to operations, can be conducted entirely within SE Asia. Challenges still await, such as the sociological and design differences between the East and West, consumer habits, cross-territorial marketing, and how everything can come together in a globally-minded studio.

Enduser Content - The Rising Entry Barrier

Speaker: J.E. Sawyer

Track: Game Design

In the mid-90s, Quake and Half-Life helped usher in a Golden Era of mods. Each year, more games and engines arrive on the scene with tools to assist in the creation of enduser content. Though many developers cultivate the development of enduser content with free tools and tutorials, the rising complexity of game engines and assets often raises the entry barrier. This talk will discuss the successes and failures of recent titles and how developers can deal with the problems of increasingly complex engine features and asset creation pipelines.

Building a development team

Speaker: Bullitt Sesariza

Track: Production

How to mold raw talent that has no gaming industry experience into game industry-capable workers. Training, mentoring, and candidate profiling (testing, selecting people with demonstrated abilities, but not experience).

This talk is based on experience as a game development business pioneer in the region: how to build a team and dealing with team retention.

Indonesian Video Game industry and Market

Speaker: Marlina Sugama

Track: Business

As the last country to join the game developer industry in south east Asia region, Indonesia has been uncovered to have many potentials. First, Indonesia's un-noticed growing online game and mobile market showed more than 100% growth from 2002 to 2006. Second, the country's industry has begun to produce many independent game developer studios, which will be presented in a short animation video.

Kiss, Bow or Shake Hands – Cross Cultural Challenges in an Asian Development Environment

Speaker: Raymond Wong

Track: Production

This sessions explores the process and challenges of knowledge creation in an East v.s. West environment,cross-cultural barriers to effective communication,productivity in the development context, and how cross-cultural uniqueness influences an infant industry.

Turn Based Strategy Games – Obsolete or being different

Speaker: Stephen Yong

Track: Game Design

At this time and age, turn based is almost extinct with most game developers choosing the path of real-time games such as RTS (real-time strategy) and RPG for their game. Some game developers are even combining RTS with RPG elements having seen some that contains hero or generals that have earn experience and can level up.

This topic gives an alternate path that game developers can opt to choose rather than the standard RTS and RPG path and how to design a Massive Online Game on turn based while having the same user interaction as real-time games.