Agenda 2008
| View Conference Speakers | |
| * = 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.
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...
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
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| 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.
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.
PANEL C: SPECIAL - ENVIRONMENTAL TRACK Sustainability and Environmental Awareness - "Going Green" and how that applies to the Video Games Industry.
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| 2:30 - 2:45 | AFTERNOON Break |
| 2:45 - 3:45 |
SESSION 4 - Concurrent Panel Session - Workshops/Presentations
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| 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.
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| 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.
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.
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?
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| 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?
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.
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.
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| 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: |
| 4:30 - 6:30 | RECEPTION |





