by Chris Dewolfe and Michael Snider
Take the dynamic world of cross-platform gaming and mix it with the knowledge garnered from the former CEO and co-founder of MySpace and you’ve got a behind the scenes look at the ins and outs of the $5.5 billion social gaming market. Now helming Social Gaming Network (SGN), Internet pioneer DeWolfe is best known as co-founder of MySpace, the online network that redefined the concept of socializing around shared interests. With his finger always on the digital pulse, Chris sits down with USA Today’s Mike Snider to discuss the social gaming opportunity, lessons learned…and how cross-platform gaming is adding up to big bucks.
by Morgan Webb, N'Gai Croal, Ross Miller, Matt Buchanan and Jamin Warren
We've gathered the brightest and most opinionated minds from Kotaku, Destructoid, KillScreen and the Verge to discuss emerging topics in video game development. Topics will include: how mobile/tablet could kill consoles, connectivity across all gaming platforms, movement-based interfaces, adaptable AI, games in education and game devices as cross-over consumer products untethered from consoles. Join us in a very animated and informative conversation about the future of games.
The 2012 SXSW ScreenBurn Arcade is where the latest video game industry announcements, product demos and exciting game tournaments happen. ScreenBurn brings together the different worlds of gaming, including console, PC, mobile, toys, board games and comics to SXSW registrants and the general public through hands-on demos, panels, tournaments, networking events and more. Anyone can experience the FREE and open-to-the-public ScreenBurn Arcade, where industry and enthusiasts engage.
Schedule available at SXSW.com.
by Cindy Au, Kellee Santiago, Matthew Kozlov, Michael Shirley and Ted Regulski
Independent game development is stronger than ever and this panel will highlight alternative sources of funding that are not dependent on the traditional publisher funding model. Did you know that the National Endowment for the Humanities (NEH) funds video game creation? The NEH's Michael Shirley will offer insight into their grant writing process. Kellee Santiago will discuss Indie Fund's commitment to help indie developers get, and stay, financially independent. Kickstarter's Cindy Au will review the new crowdfunding milestones reached with their vibrant, gaming community. Ted Regulski, from Sony (SCEA), will talk about Sony's PubFund. Matt Kozlov will explain how Moonshark, backed by CAA and Qualcomm, funds and publishes mobile games by pairing Hollywood creatives with developers. Join us in an informative panel that will walk through processes, present examples of successful projects funded and provide an occasion for attendees to discuss their projects with these panelists.
by Allan Leinwand, Ari Levy, Darryl Eaton, George Miranda and Megan Wohlford
Over 25 years ago, Super Mario was the only one who could say he was gaming in the cloud, stomping Goombas, eating mushrooms and occasionally using extraordinary leaping skills to jump from cloud to cloud in search of Princess Peach Toadstool. Fast forward to over a decade later and come hear from Rackspace, Zynga, EA Games and RightScale how they are also gaming in the cloud. Cloud Gaming is the next generation in online gaming. The main upside to using the cloud is that huge upfront costs are gone. Users don’t have to get expensive and bulky consoles - all they need is a reliable and fast Internet connection and service providers can provide an almost seamless and quick online gaming experience. The panelists will talk about how gaming leaders are using the cloud to keep track of in-game player achievements and building out the software. They can also discuss how they are relying on the cloud to provide the scalability needed as the games gain more users and functionality.
by Jack Buser and Scott Rohde
With the emergence of highly accessible electronic games developed for Facebook and smartphones, there has been a clear democratization of electronic gaming that has led to many people discovering video games for the first time. It has also caused some to suggest that console game companies such as PlayStation, Nintendo and Xbox could struggle to survive against the games targeting casual gamers from companies like Zynga and Glu. However, what these casual gamers are really showing is that the expansion of this technology is opening up new gameplay opportunities to the advantage of developers. Technology is progressing in many ways, helping developers improve the game experience. For example, technology is making games part of everyday life. Rendering technology is also becoming increasingly available and powerful. This combination creates game experiences that are more diverse, and many games are now blurring the line between casual and hardcore games.
by Peter Swearengen and Tish Shute
Peter Swearengen, Executive Producer at Stupid Fun Club, Inc., and Tish Shute, Reality Architect, Stupid Fun Club Inc, will explore the cross pollination of games with life. Peter and Tish will talk from the often competing perspectives of immersive transmedia gaming experiences and social engagement in life. They will discuss how the next generation of mobile local social games and lifestyle apps will create opportunities to experience new dimensions of life, and lifestyles with a gaming sense.
by Asi Burak
This talk will address the power of computer and video games as a mature entertainment medium and a largely untapped art form. It will make an impassioned case for using games for social impact and learning, with an overview of the latest trends and core challenges game developers and funders are facing.
Burak will share case studies and success stories from around the world, including his unique entry into the field, leading the team behind the award-winning game “PeaceMaker”.
Attendees will learn about the field at large and how Games for Change is leading the future of this movement on the global stage, and engaging policy makers such as Vice President Al Gore and Supreme Court Justice Sandra Day O'Connor.
by Brandon Schmittling, Markus Hametner, Sam Lavigne, Sean Mahan and Thomas Lotze
Each Summer, thousands of people of all ages and interests participate in local variations of the alternate reality game known as "Journey to the End of the Night", a free, non-sponsored, community-supported race through the streets of major metropolitan cities. The rules are simple but the outcome is anything but: Players travel between checkpoints as fast as they can while avoiding being caught by chasers. Those who survive are rewarded while those who are caught become chasers themselves. Based on the successes of SFZero's model of collaborative gaming, Journey to the End of the Night has grown into an international cultural phenomenon and continues to fascinate new players year after year.
This panel brings together game organizers from the EU and both coasts of the United States to discuss the motivation, planning, and concept development behind each Journey, the need for mass-culture events free of mainstream influence, use of mobile gaming technology, stories and unique insights from the field, and what has been learned from more than 20 combined years of planning and executing this unique alternate reality game.