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Agenda 2008

* = invited
Tuesday, May 20th 2008
4:00 - 7:00 Registration Opens - Vancouver International Game Summit
5:00 - 8:00 Media Event hosted by Slant Six Studios
 
Wednesday, May 21st 2008
8:45 - 8:50 OPENING Remarks:
Howard Donaldson, 2008 Vancouver International Game Summit Co-Chair, Vice President, Studio Operations, Disney Interactive Studios
8:50 - 9:00 WELCOMING Remarks:
Senator Larry Campbell and Park Board Commissioner Allan De Genova
9:00 - 10:00 SESSION 1 - Opening Keynote - Interview
Shane Kim, Corporate Vice President, Microsoft Game Studios With Live Interview by Victor Lucas, The Electric Playground
10:00 - 10:15 MORNING Break
10:15 - 11:45 SESSION 2 - Concurrent Panel Sessions

PANEL A: MANAGEMENT TRACK

Untapped Markets, Who are the customers? - Casual games developed because gamers' ages and demographics have changed. So knowing who the customers are for console, handheld, casual, mobile etc. is valuable information. What is the state of the current client base and where is it forecasted to be in the future? This panel will provide current data on what groups have not yet been accessed representing new markets and opportunities for the game designs of tomorrow for both large and small studios.

  • Min Kim, Director of Game Operations, Nexon North America Inc.
  • Catherine Warren, President, FanTrust Entertainment Strategies
  • Will Shen, Head of Production - North America, Nokia

PANEL B: TECHNOLOGY TRACK

New Frontiers in Animation - Are Next-Gen requirements in conflict with innovative game play? What about the "fun factor"? Advanced character animation techniques are continuing to increase the realism of gameplay, leading to more immersive overall environments. This panel will discuss: Keyframe vs MoCap, what role middleware can play, and new technologies are used to accelerate the animation process and to bring game characters to life. It's more than just polygons, shaders and teraFLOPS...

  • Steven Wrinch, Technology Lead, Propaganda Games
  • Anthony Brown, Managing Director, Seven Group Inc. Digital Media
  • David Fracchia, Vice President of Technology; Radical Entertainment
  • Ian Lloyd, Art Director, EA
  • Rick Stringfellow, Art Director, EA

PANEL C: DESIGN TRACK

The Story and Focus Narrative - How does a story go from paper to full game integration? What are the issues, challenges and decisions faced that have lead to these great game successes. This panel will discuss how the writer and game producer were able to take a great story and make it a living success.

Moderator: Brenda Bailey, COO Deep Fried Entertainment

  • John Meadows, Lost
  • Marianne Krawczyk, Writer, God of War
  • Tracy Seamster, Designer, The Agency, Sony Online Entertainment
11:45 - 1:00 LUNCH Break
1:00 - 2:30 SESSION 3 - Concurrent Panel Sessions

PANEL A: MANAGEMENT TRACK

New Business Models for the Next Decade - The purpose of this panel is to have a variety of speakers who can represent numerous successful models for running a game development company including how to structure a game design studio, alternative revenue streams and possible business models of the future.

  • Steve Bocska, Video Game Consultant/Analyst
  • Tarrnie Williams, President, Relic
  • Marc Jackson, Managing Partner, Videogame Finance Inc.
  • Sean Murch, CEO, Playful Entertainment

PANEL B: TECHNOLOGY TRACK

Adapting your Pipeline to Multi Technology Platforms - This panel will provide a few case studies on how technology forces major design decisions such as what platforms the game will be played on and how the design of a game needs to be adjusted for a multi-platform game. Challenges faced and lessons learned will be discussed.

  • Mark James, Senior Technical Director, Radical
  • Jorge Freitas, Director, Technology, Propaganda Games
  • Julian Walshaw-Vaughan, Group Technical Director, Soccer - FIFA Franchise, EA

PANEL C: SPECIAL - ENVIRONMENTAL TRACK

Sustainability and Environmental Awareness - "Going Green" and how that applies to the Video Games Industry.

  • Neal Clarance, Ernst and Young
  • Warren Carr, EcoNeutral Entertainment
  • Gordon Hardwick, BC Film Commission
  • Eric Randall, President, Next Level Games
2:30 - 2:45 AFTERNOON Break
2:45 - 3:45 SESSION 4 - Concurrent Panel Session - Workshops/Presentations
  1. Landmines on the Technology Roadmap: BioWare's tales from the trenches
    Technology is expensive. It doesn't matter if you are buying or building, technology is going to cost you plenty. Making the right choices for technology can make or break a company. The good news is your company wants a long term strategic plan. The bad news is you have been "volunteered" to create it...
  2. Mini-Game Week
    Propaganda Games representatives Josh Holmes (Founder, Studio General Manager) and Gary McKay (Studio Director) will give a presentation on Propaganda's Mini Game Week, a creative exercise that was recently held at their studio. Propaganda broke their studio into 18 multi-disciplinary teams, each of which was then responsible for designing, developing and presenting a new mini-game over the course of a week, starting from scratch. The presentation showcases some of the mini-games created during the exercise while focusing on the value of rapid prototyping and some of the lessons learned.
3:45 - 5:15 SESSION 5 - Plenary Panel Session

Fostering the Leaders of Tomorrow - The industry recognizes that there is currently a talent shortage and this lack of resource is further strained by projections stating that the industry will double in size over the next 3 years. The purpose of this panel is to present creative approaches on how the industry overall is going to foster the new leaders of tomorrow, beyond just recruiting from each other.

  • Kelly Zmak, President, Radical Entertainment
  • Christa Ovenell, Director of Student Services, Masters of Digital Media Program, Great Northern Way Campus
  • Brenda Bailey, COO Deep Fried Entertainment
  • Matt Manuel, Propaganda Games
  • Jeff Ryan, Head of Human Resources, EA Sports
  • Edoardo de Martin, Studio General Manager, Next Level Games
6:00 Opening Day Reception - VIGS/VIDFEST at the Vancouver Art Gallery featuring "KRAZY"
8:00 Opening Night Party @ Caprice Nightclub
 
Thursday, May 22nd 2008
8:50 - 9:00 Opening Remarks:
Kenton Low, 2008 Vancouver International Game Summit Co-Chair, President, New Media BC
9:00 - 10:00 SESSION 6 - Keynote Speaker:
Jason Rubin, Founder, Naughty Dog
10:00 - 10:30 MORNING Break
10:30 - 12:00 SESSION 7 - Concurrent Panel Sessions

PANEL A: MANAGEMENT TRACK

Outsourcing Concepts - Outsourcing both international and local. A panel discussing the resources both near and far, how to find them and the development opportunities they can provide.

  • Rick Mischel, President, Reach Games
  • Rodney Lum, Propaganda Games
  • Douglas Tronsgard, CEO, Next Level Games
  • Joel De Young, COO & Producer Hothead Games

PANEL B: TECHNOLOGY TRACK

Audio Production - This presentation will provide demonstrations using examples from past games to show the power audio treatment and music has to create and frame game play experience and compliment the game's design. The speakers will discuss the audio choices made they made including the challenges, benefits and sacrifices associated with those choices.

  • Dan Irish, CEO, Threewave Software, Inc (Moderator)
  • Paul Ruskay, Composer, Homeworld 1-2, TUROK, Studio X Labs
  • Jon Mitchell, Advanced Tools Group and Scarface Audio Programming, Radical Entertainment
  • Steve Ouimette, Composer, Guitar Hero III, Steve Ouimette Studios
  • Marty O'Donnell, Halo I-III, Bungie/Microsoft
  • Mark Griskey, Freelance Composer, The Chronicles of Narnia: Prince Caspian, Star Wars: The Force Unleashed, and Iron Man
  • Gordon Durity, Studio Audio Director, Electronic Arts Canada

PANEL C: DESIGN TRACK

Low-Fi Prototyping - This panel will discuss a number of different, successful, low-tech methods for prototyping a game. What are the thought processes used in the real world to formulate and design the game concepts? How were these real world concepts then implemented into the game?

  • Tony Laborie, Threewave Software Inc.
  • Dave Elton, EA
  • Josh Mosqueira, Design Director, Relic
  • Tyler Sigman, Design Director, Big Sandwich Games
12:00 - 1:30 LUNCH Break
1:30 - 3:00 SESSION 8 - Concurrent Panel Sessions

PANEL A: MANAGEMENT TRACK

International Markets - What are the Opportunities, What are the Challenges?

  • David Laux, Global Games Executive IBM
  • Ming Haoxia, Shanghai Multimedia Association
  • Adam Boyes, Capcom Entertainment, Inc.

PANEL B: TECHNOLOGY TRACK

The Art and Technology of Game Animation

With each new console cycle, the computing power available to us as game developers brings us closer to the matching the visual quality of computer graphics in film. As the appearance of characters and environments in games become more realistic, our players' desire for immersive experiences and expectations for lifelike, believable behavior increases. While the animation industry has a long and rich history of artists breathing life into lines on paper (or clay, or 3D models on a computer), games bring with them the unique challenge of requiring the developer to provide a responsive, interactive experience to the player. In the panel, we will present different philosophies, techniques and technologies that have been applied to bringing characters to life in some of today's top character-based games.

  • Athomas Goldberg, Director of Animation & Simulation Technologies, EA
  • Wayne Gilbert, Sr. Animation Director for Skate, EA Games
  • Todd Batty, Producer for NBA Street: Homecourt & Facebreaker, EA Sports Freestyle
  • Christian Gyrling, Animation Engineer, Uncharted: Drake's Fortune, Naughty Dog
  • Brad Kinley, Lead Animator, Mass Effect, Bioware

PANEL C: DESIGN TRACK

"Exploration of the Creative Design Process for Environments" Digipen Institute of Technology

Whether creating an environment for a prerendered animation or for the level of a game, considerable design effort is required to produce the visual experience demanded by today's audience. Success in this area is not dependent on any specific digital art tools but instead, requires a solid creative design process to find the right visual solution. Come join a panel discussion that will talk about the creative process as it applies to background design.

  • Raymond Yan, Senior Vice President, DigiPen Institute of Technology, formerly with Nintendo Software Technology
  • Geraldine Kovats, Instructor, DigiPen Institute of Technology, formerly with Disney Feature Animation
  • Peter Moehrle, Instructor, DigiPen Institute of Technology, formerly with Disney Feature Animation
3:00 - 3:15 AFTERNOON Break
3:15 - 4:30 Closing Keynote:
"Call of Duty 4: Modern Warfare - The Business and Game Design behind the 2007 Game of the Year"

Moderator: Dan Irish, CEO, Threewave Software Inc.

"A talk with Infinity Ward's Vince Zampella and Tabitha Hayes from Activision on the success of Call of Duty 4: Modern Warfare. How business, brands and exceptional game design came together for a worldwide blockbuster hit."

The purpose of this panel is to discuss the powerful partnership and tremendous success that can be accomplished when a long term vision and exceptional game design come together with integrated marketing and dynamic brand management. As the closing event, you'll not want to miss exploring how the team created unparalleled success for the title, the brand and their fans. Take a look behind the scenes to see how this team rose to the challenge to deliver the 2007 Game of the Year.

This is a moderated panel. Questions will be pre-screened, please submit your questions on the VIGS Blog:

www.vancouvergamesummit.com/blog/?p=12

4:30 - 6:30 RECEPTION

TITLE SPONSOR

EA
Vancouver Game Community
Event Partner EA
Come and visite beautiful Vancouver
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