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Wargaming Sydney

Harmonious Co-Development in Large Teams: AAA Production Guide - Ally Mclean & Stefano Martincigh

Speakers
Ally McLean
Stefano Martincigh
Wargaming Sydney
Speaker Date
-
Session type

Making games is hard! Making games with multiple teams spread across the world is... also hard.

Now try making games with large teams spread across the world AND fostering harmonious working relationships to make your products and your people sing.

Working as Product Manager and Development Manager in WG Sydney on co-development of a new AAA title, Ally & Stefano have learned a lot about what works (and what doesn't work) to create a happy and humming production environment.

In this session, they will share their top findings on planning methodologies, agreements and continuous team improvement to help game developers plan for the bigger picture.

GCAP19: Jo Ann Tan & Jerry van Koppen - I can't get no (client) satisfaction

Speakers
Jo Ann Tan
Jerry van Koppen
Wargaming Sydney
Speaker Date
-
Session type

Talk: I can't get no (client) satisfaction

Speakers: Jo Ann Tan & Jerry van Koppen

Whether you are AAA doing co-dev, a mid sized studio doing work for hire or an indie working with a publisher or investor, wouldn't it be nice to know exactly where you stand with your client and what you could do to maximise the chance for future work?

It can be hard when these people are busy and difficult to reach so we've developed a minimally intrusive way to measure their current perception and highlight what already going well and areas to improve upon. We will take you through our journey, looking at the research, current best practices, and lessons learned in implementing these findings in Wargaming Sydney.

Covering challenges, like cultural/personal differences, limited availability of clients and also effectively measuring trust, loyalty and advocacy to develop meaningful metrics for client satisfaction.

Game Connect Asia Pacific 2019: Lighting The Way

Game Connect Asia Pacific is Australia's premier games development conference and a part of Melbourne International Games Week.

Situated in Melbourne, Australia during October, GCAP is world-renowned for its talks, collaboration, expression, networking and inclusive environment.

Video courtesy of GCAP and the Game Developers' Association of Australia.

www.gcap.com.au

GCAP19: Neil Forbes-Richardson - Shipping, Ports, and Other Naval-based Parts of Game Development

Speakers
Neil Forbes-Richardson
Wargaming Sydney
Speaker Date
-
Session type

Talk:  Shipping, Ports, and Other Naval-based Parts of Game Development

Speaker: Neil Forbes-Richardson (Wargaming)

Developing games is difficult work, before even thinking about what platforms the game is intended to be played on. Shipping you may encounter problems with various hardware differences, input devices, fullscreen & windowing, different OS versions, and even other applications interfering with your game!

This talk will go over some of the technical problems we've encountered, how we've solved (or worked around) them, and what trade-offs sometimes have to be made to get game out.

Game Connect Asia Pacific 2019: Lighting The Way

 

Game Connect Asia Pacific is Australia's premier games development conference and a part of Melbourne International Games Week.

 

Situated in Melbourne, Australia during October, GCAP is world-renowned for its talks, collaboration, expression, networking and inclusive environment.

 

Video courtesy of GCAP and the Game Developers' Association of Australia.

 

www.gcap.com.au

GCAP19: Dean Finnigan - Prototyping into Production - Technical and Creative Convergence

Speakers
Dean Finnigan
Wargaming Sydney
Speaker Date
-
Session type

Talk: Prototyping into Production - Technical and Creative Convergence

Speaker: Dean Finnigan

Prototyping is a critical part of the development of ideas and gameplay and requires a highly functioning team of cross disciplines to work together in an arena that can be hugely different from the pace of normal development.

This session will look at my experience of working within a fast paced team and how the role of an artist/technical artist is constantly evolving especially with tools such as unreal allowing the artist creative and technical freedom.

This session will cover ideas of best practices, common pitfalls and observations both from specific skillset point of view but also contributing to the team. The dynamic creation of something that has the potential to emerge that can be more than the sum of it’s parts.

Rather than be a definitive approach to a process, this session should hopefully raise questions and add value to any prototyping process and allow me to share my experiences of identifying where prototypes have been successful, how the team has performed and responded to diverse ideas, and anticipating the clients expectations.

 

Game Connect Asia Pacific 2019: Lighting The Way

Game Connect Asia Pacific is Australia's premier games development conference and a part of Melbourne International Games Week.

Situated in Melbourne, Australia during October, GCAP is world-renowned for its talks, collaboration, expression, networking and inclusive environment.

Video courtesy of GCAP and the Game Developers' Association of Australia.

www.gcap.com.au

Steve Wang, General Manager, Wargaming Sydney

Date
18 Sep, 2020
In this podcast

Today we're hearing from Steve Wang, General Manager of Wargaming Sydney. Before that he was the CEO of Big World, the middleware developer that used to make massively multiplayer systems and license them to companies, including Wargaming, before being acquired to become part of the World of Tanks family and run this critical aspect of its online infrastructure for the whole company and all its games.