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JAY KYBURZ, Iron Helmet Games

Jay spent over 10 years building games for publishers before founding Iron Helmet Games in 2010, an independent developer of innovative web based strategy games.

Jay's credits include the upcoming Xcom, Bioshock and Bioshock 2, Swat 4, Tribes and Freedom Force. Iron Helmets first game Neptune's Pride was well received and even won a few awards in the 2010 end of year round up. PC Gamer Magazine awarded us web game of the year, and Edge Magazine awarded us runner up to indie game of the year.

"I'd like to talk about the differences between running a studio with over 50 people to working as an independent. More interestingly, I'd like to highlight what things are the same as many of the differences are obvious!

Example: There is the same amount of "Games Design" done. There is roughly the same amount of game mechanics that need to be developed, iterated on, and tuned. This is because the decisions making for the player, the things a player can do is about the same in an indie game as it is in a AAA console game.

Example: There is just as much crunch time and crappy working conditions. You'll crunch because every hour spent on your game will be rewarded with more money in your own pocket, and all those perks, well you have to pay for those yourself!"

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Conference opening of Game Connect: Asia Pacific in Melbourne (November, 2011), with Game Developers' Association of Australia CEO, Antony Reed, followed by international keynote speaker, Mike Acton.

Mike Acton is Engine Director at Insomniac Games. When he's not searching for new ways to optimize Insomniac's engine, he's dreaming about how to help the development community. Mike can often be found extolling the virtues of understanding the data and the hardware first along with programming for performance.

"We Need To Aim Higher"
It's time for game developers to get out of their own way. To refuse to be boxed in by fear or creatively diminished by rigid, outdated schools of thought. We need to reclaim our genius, expand our visions, and get back to doing what we do best: Evolving our products and ourselves and taking the world along with us. We need to aim higher.

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Infinite 8-bit Platformer is a Free Software multiplayer user-created-content platform video game written in Pygame. It's a bit like a cross between a wiki and a game, because the players can also create and edit the levels. In this talk we will look at the development of the game over the last three years, including what has changed since PyCon 2010. We'll examine the sound, graphics, and networking architecture which is built upon pygame and asyncore (PodSixNet).

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Panel moderated by Morgan Jaffitt.

Panelists include:
Alistair Doulin from Bane Games
Matt Ditton, ex Pandemic Aus

The game interface - what exactly is it? Is it the user interface (UI)? Is it the control system?

Nintendo's Wii, Microsoft's Kinect and Sony's Move has seen rise to a host of new UI/control. Some forms of game play are dumping the controller and UI altogether in favour of using the real world, and others are playing with augmenting the real and crafting illusion using AR technology.

So, is it all just novelty or is the game the interface (or is the interface the game)?

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Second part of the Q&A panel discussion with the following questions answered:

Q: What are the skills that are currently in demand in the industry?

Q: What is a good marketing plan for someone releasing a game?

Q: How important is the title and is there a universal system for trademarking and copyrighting?

Q: What is the best to get involved in making games?

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