As 3D and online games become more film-like in terms of their development and distribution, game developers need to be more concerned with procuring appropriate rights of 3rd party content and contributions from others. A legally sound game will attract more funding and more interest than others that carry a significant risk to studios and investors. Moreover, having one's legal ducks in a row at the outset, will protect the independent game developer and the licensing studio or development company from undue legal risk. Entertainment attorney, Larry Waks of Austin firm, Jackson Walker LLP, and Intellectual Property attorney, Erik Metzger of Intel Corporation, will provide a "from idea to distribution" overview of the legal concerns behind modern 3D and online game development. This panel is intended for the online and 3D game development community.
by Chris Petrovic, Rob Dyer, Steve Carlin and Chris Morris
As we’ve seen with the music industry, more and more entertainment services are transitioning from physical goods to digital distribution. This panel will focus on the video game sector and how the growing acceptance of digital distribution is impacting both traditional video game publishers and retailers.
Art, education, economics, propaganda. Games are arriving at the forefront of media to become an important way to engage entire generations of people. What's different from before? Five billion people are replacing the most common communication device, the simple cell phone, with a full-fledged gaming system in their pocket. There are multiple ways to publish and distribute games over the Internet and to the masses. For many, game creation is becoming a regular activity, as tools become both easier to use and more powerful for people without programming knowledge. This panel will cover unique perspectives on how games are becoming more meaningful forms of expression and a significant tool for communicating ideas.
by John Grohol
The line between enjoyment of technology and feeling unable to disconnect or spend less time in front of a computer or TV screen is a fuzzy one. Professionals don't recognize Internet or video game addiction, yet many people still use those words to describe the sense of being sucked into the Internet or gaming and being unable to cut back. What have your experiences been with spending too much time online or playing video games? Have you ever tried to cut back? How successful were you? We'll discuss strategies to help you get back your life and re-connect with your face-to-face life. This is a core conversation.
How do you drive up user engagement? What game-like design patterns get your users to complete the sign-up, bring friends and come back? This session will expose the design patterns of engagement and incentives, including relevant metrics. Led by Nadya Direkova, Sr. Designer at Google and game designer, it will teach useful techniques that can drive up - and keep - your user base. You will leave with an arsenal of 7 design patterns to: design effective sign-up sessions and tutorials, promote virality, invite return visits, and apply game mechanics beyond points and bagdes. About the speaker: Nadya Direkova is Google’s local search designer and a game mechanics consultant - helping millions of users find knowledge and fun. She comes from the world of game design, having created fun games for Leapfrog and Backbone. She’s taught design at M.I.T. and spoken at IXDA’09 and SXSW’10.
by Alex Hachey
Learn about the latest advancements in augmented reality and mobile game play in this detailed case study about Tag, The Mobile Assassination Game. Track friends using location and social tools, shoot them with your mobile camera, and upload the kill shot to the community for ratings, rankings and, in general, ruckus and entertainment.
The joke goes something like this: if interaction designers had made Super Mario Brothers, the game would just have one large button labeled “Rescue Princess.”
There is some truth to that. Interaction designers strive for products that let people get tasks done quickly and easily. Yet, the fun of gameplay is overcoming challenges and rules deliberately set to impede a player’s progress. So as interaction designers, how do we separate challenges that add to the gameplay from those points of frustration which detract?
For game developers without access to interaction designers or researchers, the challenge can be even greater. When developing a new game, what general principles should be followed to make sure it remains safely on the fun side of frustrating?
Jakob Nielsen gave us the ten canonized Usability Heuristics for web and system design; our humble goal is to do the same for computer games. This presentation will provide ten interface heuristics applicable to games as well a few useful “discount” evaluation techniques for when you don’t have the time, or the money, for a full lab study.
For decades, prohibitive cost prevented creative independents in both the gaming and movie industries from getting their visions on screens of any size. Now that indie games and movies are known quantities on their own, we explore how they can collaborate and mutually benefit from the similarities and differences in their respective processes. This panel will serve as a case study of a specific project to be announced.
11th–15th March 2011