A behind the scenes look at Shatter PSN, an original title from Sidhe. This video focuses on Gameplay, and the many different things you can do in the game. For more information on Shatter, see www.shattergame.com
Matt Ditton has been making games in Brisbane for about ten years and he's been through almost every part of the art team including character modeler, level modeler, lead artist, asset manager, and technical artist. At his time at Pandemic he concentrated his efforts on the data side of art and games, focusing on the art tools and pipeline integration. Matt will offer insights into why artists in gaming should learn code and why more artists should approach programming as the next big visual art medium!
Opening keynote and presentation
Tony Reed, Event organiser
Chris Avellone, Creative Lead & Co-Owner, Obsidian Entertainment
Design Aikido focuses heavily on the changing needs of today's gamer and looks at the importance of story in games in the future.
Chris was the Lead Designer on Star Wars Knights of the Old Republic II: The Sith Lords, moved on to a Senior Design role on Neverwinter Nights 2 and Mask of the Betrayer, worked briefly as the Creative Lead of the Aliens RPG, and then went back to lead design on Alpha Protocol, Obsidian's espionage RPG.
The team from 3 Blokes Studios, a highly successful Brisbane-based game development company, share practical tips for meeting strict design deadlines. Learn about working efficiently without compromising your creativity.
3 Blokes Studios chat about the recent Studio Game On project, re-visit the games designed during 2008's massive 48hr Game-Making Challenge, and discuss the industrial environment of gaming within the current economic climate.
These are Australia and New Zealand's awards for games developed by Australian or New Zealand developers. The Award Program is managed by the Game Developers Association of Australia (GDAA), with nominations encouraged in the lead-up to the Game Connect: Asia Pacific 2008 Conference and Trade Display.
The finalists and winners of the GDAA Awards were announced at the Game Connect: Asia Pacific Conference and Awards Dinner, taking place on Friday, 21 November 2008.
PANEL DISCUSSION : Ask a Publisher: A Q&A Panel hosted by Australian Gamer's Guy 'Yug' Blomberg
Steve Dauterman - THQ
Pierre-Elien - Ubisoft
Bob Loya - Activision
Teaching Artists to Code and Why It's Such a Good Idea
Matt Ditton, Technical Artist, Pandemic Brisbane
Matt has been making games in Brisbane for about 9 years and he's been through almost every part of the art team including character modeller, level modeller, lead artist, asset manager, and technical artist. He's currently working at Pandemic Brisbane, and is about to become principal technical artist on team alpha there.
These days he concentrates his efforts on the data side of art and games, focussing on the art tools and pipeline integration. To this end, his exporter and pipeline tools are finding fans across the seas at Pandemic L.A. This year, Matt has been working part time for the Queensland College of Art in the new bachelor of games design. This year's long foundation subjects in programming for artists forms a basis for his talk today on why artists in gaming should learn code.
Ed Orman, Lead Designer, 2K Australia
Penny Sweetser, Senior Game Designer, 2K Australia
Andrew James, Lead Artist, 2K Australia
A constructive session on bad management practises in the game studio. The panel discusses and provides examples of their top ten areas where management slip during game development, and how particularly damaging it can be to staff while undermining the whole development process.
Not so Casual Anymore: The Latest Trends and Innovations in Casual Games
Evan Spytma, PopCap Games
Evan leads PopCap's marketing department throughout all channels in the Asia Pacific region which is a key market for the company as it expands it's leading role producing hit casual games from the United States.
Evan joined PopCap in early 2008 and has worked throughout Asia for seven years and holds an MBA in international business management from Thunderbird school of global management as well as a bachelors degree in global business from Arizona state university.
The Advantages of Using Middleware in Game Development
Jay Wilbur. Epic Games Inc
Rowan Wyborn, 2K Australia
Epic Games Vice President, Jay Wilbur, talks about integrating middleware into the development process, providing some insights from the developer of Unreal and Gears of War.
Jay is joined by Rowan Wyborn, Technical Director at 2K Australia, who shares some of the experience of using the Unreal Engine as a licensee on their hit title, Bioshock.