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by Petri Purho
Presenting few ideas why making games without money or budget is actually a good thing. Examples included.
by Peter Smets
Copy protections are everywhere. On music, movies, games, pretty much everything that is digital. But where did it start ? Not on your C64 in 1982 or any other home computer from that era but many of the R&D that we still see today found its origin in the Arcades of the early 80s. This seminar covers the copy protection scheme's of way back then and how they influence the world today... From angry letters over encryption to planned system suicide.
Learn how to use crowdsourcing as a part of your game development process to get audio production to work. In this session you'll learn about how the process works from the beginning to the end, and how you communicate effectively with the sound designers who are working for you. Tommi will explain the pros and cons for using crowdsourcing to get audio audio production. Crowdsourcing can provide high quality results with less costs, and this can be extremely valuable for the indie game developer communities.
For the sound designers and musicians this session will help them to understand the initial sound design task and how to present their audio production work to the client. In this session we'll also have some case examples from AudioDraft. AudioDraft is platform that allows anyone to create open sound design contests for a global community of musicians and producers. Tommi will also explain how the open sound design contests can help an artist to build their production skills and portfolio, and how the contests can actually help them to get hired by the companies.
by Mika Pesonen
In this session, Nokia's Mika Pesonen talks about using the Qt development framework to develop games for new Nokia phones. This session presents a game example and covers topics including audio playback and mixing, OpenGL ES 2.0 rendering and optimizations and user input.
by Lassi Leppinen
Lassi Leppinen, co-founder & technology lead at Supercell talks about the development of browser MMO Gunshine.net, which provides gamers an immersive and deep game experience in a web browser, based on Flash so most users do not need to download anything. What kind of tools and methods were used in creating and balancing hundreds of enemy types, hundreds of missions and thousands of items? How did the MMO aspect affect to the architecture of the game?
Kajak3D is an open-source multiplaform game engine being developed at the Kajaani University of Applied Sciences. This presentation will give an overview of the engine and how it can be used.
Gameplay programming is already challenging due to being difficult to define in exact terms and often requiring multiple major iterations to get right.
This session gives insight into how gameplay was programmed for Super Stardust HD (PS3) and Dead Nation (PS3) and discusses future direction on how to make gameplay programming both easier, faster and how to make it scale into multiple computing cores at the same time. The talk will contain specific lower level (C++) discussion, though some of the principles can be utilized by any language/platform.
by Mikael Achrén and Karri Kiviluoma
Bugbear’s Art Director and Lead Designer give you an insider view on how Ridge Racer Unbounded came together. The presentation covers key art and design decisions. Just how is it going to differ from Bugbear’s and Namco’s previous games?
The talk will touch upon the future of mobile games and how location might play a role in the future of mobile gaming.
by Ramine Darabiha and Serdar Soganci
We'll discuss how Angry Birds is leveraging the web across various angles.
4th–7th August 2011