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COVER PAGE


2<br />

PLATINUM SPONSORS<br />

GOLD SPONSORS


Welcome to <strong>SIEGE</strong><br />

What is GGDA<br />

It’s exciting to be part of a convention that can now boast of real successes. Since its<br />

inception six years ago, people have gotten jobs at <strong>SIEGE</strong>, companies have gotten<br />

funded, games have gotten designed, and more than a few toasts have been raised.<br />

People who began as volunteers <strong>SIEGE</strong> are now returning as respected speakers.<br />

While the industry has seen more than a few changes over those years, <strong>SIEGE</strong> itself<br />

has grown while providing insights into both the latest phenomena and the bedrocks<br />

of our industry.<br />

In addition, we at the GGDA have long felt that games are no longer defined by their<br />

programming, art, design, audio or any other single facet. Instead, games are defined<br />

by where these all come together, and in the unique interplay of artist and coder,<br />

designer and audio engineer. In recognition of this, we have numerous sessions that<br />

bring together a multidisciplinary look at a subject, and are excited to have audio<br />

experts on level design panels and programmers discussing tools for artists.<br />

So, this year we celebrate both where the industry has been and where its future lies.<br />

We look at those core parts of what make a game fun, embrace new technologies, and<br />

plunge into unfamiliar waters like games for health, gamification, augmented reality<br />

and more. We focus not only on the creative side of making games, but also the<br />

business side as we develop sustainable models that allow us to create more and<br />

better titles.<br />

Our keynote speakers are perfect examples of the direction in which games are<br />

headed. Dustin Clingman, interim executive director of the International Game<br />

Developers Association, is a veteran game developer who has always kept one eye on<br />

the future and the other eye on ensuring that his games are fun. Rob Carroll, director<br />

of publishing for Tapjoy, has also been working on the front lines of the game<br />

industry and now devotes his energies to expanding the mobile frontiers.<br />

Join them and the rest of the GGDA in helping shape the future of our industry in<br />

ways that are only now becoming apparent. We hope that the skills and friendships<br />

you develop at <strong>SIEGE</strong>2012 prove an instrumental part of this process, and we hope<br />

you will continue your involvement with the GGDA in the year to come.<br />

Respectfully,<br />

Andrew Greenberg<br />

President, Georgia Game Developers Association<br />

TABLE OF CONTENTS<br />

<strong>SIEGE</strong> 2012 ITINERARY 7<br />

SESSION SCHEDULE 10<br />

VENUE MAP 25<br />

QUICK REFERENCE CHART 26<br />

SPEAKERS 28<br />

Georgia Game Developers<br />

Association (GGDA) is a nonprofit<br />

trade association of<br />

businesses and professionals of<br />

the video and electronic game<br />

manufacturing industry of<br />

Georgia.<br />

GGDA is committed to the<br />

growth and development of this<br />

industry and the success of its<br />

members as they compete<br />

internationally.<br />

GGDA’s mission is to promote<br />

the growth and success of game<br />

manufacturers in Georgia by<br />

providing oversight and guidance<br />

of government and academic<br />

involvement, identification and<br />

availability of resources, creation<br />

and application of best practices<br />

and certifications. To learn more<br />

about GGDA, please check out<br />

our website at www.ggda.org.<br />

www.ggda.org


4<br />

Keynote Sessions<br />

<strong>SIEGE</strong> always brings together some of the best thinkers<br />

and practitioners in our industry. This year we are<br />

proud to introduce two speakers who have had a<br />

significant impact on both the kinds of games being<br />

developed and the way they are developed. Join us in<br />

Salon D to hear:<br />

A Time for Optimism<br />

Dustin Clingman<br />

Friday, 5 - 6:30pm<br />

It's been an interesting couple of years for the Game<br />

Industry. We've seen the closure of seemingly<br />

indestructible studios, the departure of luminaries and a<br />

general market confusion that might lead some to<br />

predict the death of our industry. While these things are<br />

worrisome, they are only the beginning of a<br />

transformation that the Industry is just beginning to<br />

embark upon. These changes are not the end of times.<br />

In fact, this Disruption, Terror and Mayhem actually<br />

represents what we will come to refer to as the Second<br />

Golden Age of Game Development. This is not a time<br />

to lament, it is a time for optimism!<br />

Rethinking Fun: Changing the Way Developers<br />

Think of Free-to-Play<br />

Rob Carroll<br />

Saturday, 5 - 6:30 pm<br />

The rise of social networks and the reach of mobile<br />

devices have forever changed the gaming landscape.<br />

There is a new generation of social and mobile gamers<br />

that may never have thought of themselves as gamers.<br />

While these users welcome games into every moment<br />

of their lives, they also are quick to move on to the next<br />

free-to-play phenomenon - making retention and<br />

monetization difficult. Developers must find new ways<br />

to get users engaged with their games; once they’re<br />

hooked, they will voraciously devour every bit of<br />

content you give them - and fund your hard work, too.<br />

Network Lunches<br />

Saturday, 12:30 - 1:30pm<br />

Want to meet other artists, programmers, writers,<br />

designers, and audio engineers Grab lunch in the Cobb<br />

Ballroom (provided by Hi-Rez Studios) and join your<br />

peers for a networking lunch. Be prepared to discuss<br />

major issues in your field, hot topics in the industry,<br />

and network, network, network.<br />

Parties<br />

Opening Night Reception Sponsored by Tripwire<br />

Interactive<br />

Friday 9:00 pm (Cobb Ballroom)<br />

Sweet Suite Parties<br />

Saturday 9:00 pm (Cobb Ballroom and Various<br />

Hotel Rooms)<br />

You may not be able to walk a mile in your colleagues’<br />

shoes. But, you can walk with a smile from suite to<br />

suite to get to know them all a little better. Visit each of<br />

the suite parties and enjoy food, drink, entertainment,<br />

and fellowship. Join Southern Polytechnic State<br />

University, the Georgia Game Developers Association<br />

and others to blow the roof off the hotel. Get a firsthand<br />

look at what these groups are up to, see the results<br />

of recent game jams, and party with your colleagues.<br />

<strong>SIEGE</strong> Session Format<br />

You will notice that few <strong>SIEGE</strong> sessions are singlespeaker<br />

presentations. Our goal is to foster discussion<br />

and a continuing dialogue beyond the sessions<br />

themselves. We have found that moderated panel<br />

discussions and round tables best stimulate ongoing<br />

conversations. Bringing together the best minds and<br />

allowing them to explore interesting topics together<br />

invariably leads to the best sessions. We hope they give<br />

you fodder for conversations during the breaks, at the<br />

parties, and for months and years to come.


5<br />

All attendees are welcome to participate in any session,<br />

but if you have an area of special interest, be sure to<br />

look for our tracks on Art, Audio, Business, Design,<br />

Programming, Pros Only and Serious Games.<br />

Pros Only sessions are roundtables that encourage our<br />

pros to really dig into the meat of their profession<br />

without fear of confusing (or terrifying) anyone. No one<br />

with a student badge will be allowed into these off-therecord<br />

sessions. While each of these sessions has<br />

moderators, their main task is to ensure that all the pros<br />

who have something to say on the subject get their<br />

chance. Join your fellow professionals and learn what<br />

really goes on behind closed doors.<br />

Games for Health Day<br />

<strong>SIEGE</strong> Investment Conference<br />

Now in its second year, the <strong>SIEGE</strong> Investment<br />

Conference brings together game designers and studios<br />

with angel investors, venture capitalists, and other<br />

related industry experts. This is an invaluable<br />

opportunity for developers to pitch projects and<br />

companies and to get feedback on their proposals, win<br />

prizes, and speak with potential investors. On the<br />

investor side, these panels, meetings, and the<br />

Legislative Roundtable provide a detailed and<br />

comprehensive introduction to the opportunities in this<br />

growing international industry, and to meet some of the<br />

most promising up and coming game design studios in<br />

the Southeast. If you are interested in pitching a project<br />

or in many of the funding realities of the game design<br />

industry, we encourage you to join us next year.<br />

This interdisciplinary series of talks is the result of an<br />

exciting new partnership between the Georgia Game<br />

Developers Association and the Games for Health<br />

Project. Games for Health Day highlights a number of<br />

recent projects and innovative games spanning the<br />

continuum of healthcare from education and training to<br />

games on smoking cessation, childhood cancer and<br />

obesity, sensorimotor rehabilitation, teen dating<br />

violence, and much more. Games have tremendous<br />

potential to positively affect human health and society;<br />

we welcome you to this discussion. The GGDA will<br />

host additional meetings and discussions on health<br />

games over the next year leading up to Games for<br />

Health Day 2013.<br />

Town Hall<br />

All <strong>SIEGE</strong> attendees are invited to join us at our Town<br />

Hall meeting Sunday at 3:00 pm in Georgia Ballroom.<br />

Here we discuss this year’s expo, hand out awards, and<br />

begin planning for <strong>SIEGE</strong> 2013. If you have any<br />

comments, thoughts or suggestions, please feel free to<br />

share them with us. This session also encapsulates our<br />

official, annual GGDA membership meeting, to which<br />

everyone is invited.<br />

Georgia Game Developers Association would like to extend its condolences to<br />

the friends and family of Dave Murray, a long-time <strong>SIEGE</strong> supporter and a<br />

leader in public relations for the game industry. We will miss his advice and<br />

encouragement.


6<br />

ADV001-FullPage-Tripwire


7<br />

<strong>SIEGE</strong> 2012 ITINERARY<br />

Wednesday, October 3<br />

<strong>SIEGE</strong> Hackathon sponsored by Microsoft, Blue Mammoth, & Kaneva<br />

Thursday, October 4<br />

College Fair @ <strong>SIEGE</strong> (Open To Public) - sponsored by Westwood College<br />

7:00am - 9:00am Exhibitor Registration<br />

7:00am - 9:00am Exhibitor Setup - Hall A & B<br />

9:00am - 1:00pm College Fair<br />

9:30am - 10:30am High School Sessions 1 & 2<br />

11:00am - 12:00pm High School Sessions 3 & 4<br />

Student Lunch (Pre-Paid Only)<br />

12:00pm - 1:00pm<br />

- sponsored by Hi-Rez Studios<br />

Friday, October 5<br />

<strong>SIEGE</strong> Investment Conference - sponsored by, Tripwire Interactive,<br />

Habif Arogeti & Wynne, & Texas Entrepreneur Networks<br />

8:00am - 2:00pm Registration<br />

8:30am - 12:00pm Investor Pitch Panel & Funding Forum<br />

12:00pm - 1:00pm Lunch Break<br />

1:00pm - 5:00pm Investment Conference Sessions<br />

Games For Health Conference – sponsored by Games for Health Project<br />

8:00am - 2:00pm Registration<br />

8:30am - 12:00pm Morning Sessions<br />

12:00pm - 1:00pm Lunch Break<br />

1:00pm - 5:00pm Afternoon Sessions<br />

Main Conference<br />

2:30pm - 8:00pm Open Registration<br />

3:30pm - 4:30pm Session Block 0<br />

Opening Keynote: Dustin Clingman<br />

5:00pm - 6:30pm<br />

- sponsored by Peak 10<br />

6:30pm - 7:00pm Break 1<br />

7:00pm - 8:00pm Session Block 1<br />

8:00pm – LMS<br />

Opening Night Dinner & Party<br />

- sponsored by Tripwire Interactive


8<br />

Saturday, October 6<br />

Main Conference<br />

9:00am - 5:00pm Open Registration<br />

9:00am - 10:00am Break<br />

10:00am - 5:00pm Exhibit Hall<br />

10:00am - 11:00am Session Block 2<br />

11:00am - 11:30am Break 2<br />

11:30am - 12:30pm Session Block 3<br />

12:30pm - 2:00pm Lunch & Social Networking - sponsored by Hi-Rez Studios<br />

2:00pm - 3:00pm Session Block 4<br />

3:00pm - 3:30pm Break 3<br />

3:30pm - 4:30pm Session Block 5<br />

4:30pm - 5:00pm Break 4<br />

5:00pm - 6:30pm Saturday Keynote: Rob Carroll - sponsored by Tapjoy<br />

6:30pm - 8:00pm VIP Cocktail – sponsored by GGDA<br />

8:00pm - 9:00pm Entertainment<br />

Suite Parties Hosted By IGDA, SPSU,<br />

9:00pm - LMS<br />

Tripwire Interactive, and others<br />

9:00pm - LMS GGDA Member & VIP Party<br />

Sunday, October 7<br />

Main Conference<br />

9:00am - 2:00pm Guest Registration<br />

9:00am - 10:00am Break<br />

10:00am - 5:00pm Exhibit Hall<br />

10:00am - 11:00am Session Block 6<br />

11:00am - 11:30am Break 5<br />

11:30am - 12:30pm Session Block 7<br />

12:30pm - 2:00pm Lunch Break in Exhibit Hall<br />

2:00pm - 3:00pm Session Block 8<br />

3:00pm - 4:30pm <strong>SIEGE</strong> Town Hall / GGDA Annual Meeting


To Our Sponsors, Our Speakers, Our Volunteers, and Our Attendees:<br />

9<br />

We would like to extend our heartfelt appreciation to everyone involved in <strong>SIEGE</strong> 2012. Without our sponsors and<br />

speakers, this Expo would not exist. Without our dedicated staff of volunteers, this Expo could not happen. Without<br />

our wonderful attendees, this Expo would have no purpose. To all of you who helped make <strong>SIEGE</strong> 2012 a success,<br />

you make this Expo what it is, and it could not happen without each and every one of you.<br />

<strong>SIEGE</strong> 2012 Production Staff<br />

Conference Director – Andrew Greenberg<br />

Sponsor Coordinator – Clinton Lowe<br />

Games for Health Leads<br />

– Ben Sawyer, Abby Joslin<br />

Investment Conference Leads<br />

– Rob Hassett, Hall Martin<br />

Art Track Lead – Marcus Strickland<br />

Audio Track Lead – Chris Rickwood<br />

Design Track Lead – Andrew Ho<br />

Programming Track Lead – Jesse Jacobson<br />

Serious Games Track Lead – Robert Becker<br />

Registration – William Alonso,<br />

& Alayna-Renee Vilmont<br />

Exhibitor Coordinator – Jared Sanchez<br />

College Fair Director – Jon Preston<br />

Presenter Liaison – Ron Jones<br />

Volunteer Coordinator – Jake Corle<br />

Press Coordinator – Steven Singler<br />

Graphic Design – Cindy Chen<br />

Program Book Editor: Abigail Joslin<br />

Accounting – Jessica Mytrohovich<br />

Security – Thomas DeSadier<br />

A/V – Matt Franklin<br />

Official Wire Service – GamesBizWire<br />

Official Hosting Service – Peak 10<br />

Official Energy Drink – NOS<br />

GGDA Atlanta Chapter<br />

– Deborah Thomas<br />

GGDA Board of Directors<br />

Asante Bradford<br />

Andrew Greenberg<br />

Christopher Klaus<br />

Mick Larkins<br />

Clinton A. Lowe<br />

Jessica Mytrohovich<br />

Chris Rickwood<br />

TJ Mihill


10<br />

Session Schedule<br />

Keynote Block 1<br />

Keynote - 5:00pm, FRIDAY, OCTOBER 5 th<br />

Sponsored By:<br />

Presented By:<br />

Dustin Clingman<br />

Chief Executive Officer<br />

Zee Gee Games<br />

Rm. Salon D,E<br />

ID:2012-SK01<br />

KEYNOTE<br />

Dustin Clingman<br />

A Time for Optimism<br />

It's been an interesting couple of years for the Game Industry. We've seen the closure of seemingly<br />

indestructible studios, the departure of luminaries and a general market confusion that might lead some<br />

to predict the death of our industry. While these things are worrisome, they are only the beginning of a<br />

transformation that the Industry is just beginning to embark upon. These changes are not the end of<br />

times. In fact, this Disruption, Terror and Mayhem actually represents what we will come to refer to as<br />

the Second Golden Age of Game Development. This is not a time to lament, it is a time for optimism!<br />

Keynote Block 2<br />

Keynote - 5:00pm, SATURDAY, OCTOBER 6 th<br />

Sponsored By:<br />

Presented By:<br />

Rob Carroll<br />

Director of Publishing<br />

Tapjoy<br />

Rm. Salon D,E<br />

ID:2012-SK02<br />

KEYNOTE<br />

Rob Carroll<br />

Rethinking Fun: Changing the Way Developers Think of Free-to-Play<br />

The rise of social networks and the reach of mobile devices have forever changed the gaming<br />

landscape. There is a new generation of gamer on theses platforms that may never have thought of<br />

themselves as a gamer. While these users welcome games into every moment of their lives, they also<br />

are quick to move onto the next free-to-play phenomenon--making retention and monetization difficult.<br />

Developers have to find new ways to get users engaged with their games; once they’re hooked, they<br />

will voraciously devour every bit of content you give them--and fund your hard work, too.


11<br />

Session Block 0<br />

3:30pm, FRIDAY, OCTOBER 5th<br />

Rm. Decatur<br />

ID:2012-SD02<br />

Ian Schreiber<br />

Rm. Marietta<br />

ID:2012-SB15<br />

Randy Herring (m)<br />

Craig Lipinski<br />

Rm. Salon D<br />

ID:2012-SB10<br />

Scarlet Dangerfield<br />

(m),<br />

Phalon Clowers,<br />

Ellen McLain,<br />

Harrison Pink<br />

Rm. Macon<br />

ID:2012-SB04<br />

Eric Chad<br />

Rm. Athens<br />

ID:2012-SB13<br />

Burton Posey (m),<br />

Rebecca Posey<br />

Michael Stanley<br />

Game Design Improv<br />

You’ll spend the weekend learning about games, so how about making some of them now<br />

Back by popular demand, this fast-paced, challenging workshop stretches your mind and your<br />

game design skills. Participants take on a variety of game design challenges based on IP and<br />

other constraints. No experience necessary! The value of a game designer lies in his or her<br />

ability to turn anything into a game, and to take any problem and make a viable and fun<br />

solution. Game Design Improv gives both practical advice and plenty of practice, with<br />

challenges based on real-world situations.<br />

Agile Development: Unexpected Hazards & Rewards<br />

Managing a game project can be a lot like herding cats, but those cats will succumb when you<br />

leash them with Scrum ... or so some Scrum masters say. Join us for a crash course in Agile<br />

Scrum methodology, with a focus on the strengths and weaknesses you never expected. It may<br />

be the last time you sit down for a meeting.<br />

Breaking and Entering - Getting into the Game Industry<br />

Come hear from game industry insiders, veterans and recent arrivals alike, about their paths<br />

into their industries and their thoughts on how others can follow them in.<br />

Chris Rickwood<br />

Joelle Silverio<br />

Benjamin Cavallari<br />

Patent Law: Your Game Studio’s Hidden Treasure<br />

Patents are an untapped gold mine for game studios and a great tool for<br />

adding stability for your equity shareholders in an otherwise volatile<br />

industry. The patent law panel will provide examples of hardware and<br />

software patents in the game industry and offer meaningful insights to<br />

creating patents around your own game designs. Hear the nitty-gritty steps<br />

necessary to build and protect your own treasure chest, whether you are part<br />

of a large studio or a one-person shop.<br />

Pre-Mortem: Robots Love Ice Cream<br />

Addo Games discusses lessons learned and works in progress in pursuit of<br />

“Robots Love Ice Cream”. Topics include IP Rights, Fear of Cloning vs.<br />

Publicity, Paying the bills, Working With Family, Quality Standards,<br />

Managing Press Interest, Enjoying the Journey, and Managing a Team.


12<br />

Session Block 1<br />

7:00pm, FRIDAY, OCTOBER 5th<br />

Rm. Albany<br />

ID:2012-SAr01<br />

Matthew Canei (m),<br />

Tony Gillham<br />

Fix It, Trash It, Change It: Modding with Unreal<br />

The Unreal Engine is an industry standard with a major advantage for learning. IT`S FREE! Even<br />

before it became free, its ability to create custom levels and worlds was included in many games.<br />

Becoming one of the "Mod" community provides an excellent opportunity to build real-world skills<br />

applicable to jobs in the game industry. Some mod teams have even been known to win contests and<br />

start their own, successful game development companies.<br />

Rm. Decatur<br />

ID:2012-SP02<br />

Adam Massingale (m),<br />

Zane Gholson<br />

Leveraging Simulations Across Multiple Engines<br />

Developing serious games is a challenge in itself. Even more difficult is integrating same or similar<br />

content, logic, protocols, and hardware integration in different game engines or applications. Research<br />

Network Incorporated (RNI) utilizes Game Distributed Interactive Simulation (GDIS) to alleviate many<br />

of these and related difficulties. This talk focuses on developing APIs like GDIS and the challenges of<br />

integrating in different game engines. You will also learn about the types of serious games RNI has<br />

developed and the hardware they use to do it.<br />

Rm. Marietta<br />

ID:2012-SAu01<br />

Chris Rickwood (m),<br />

Harrison Pink,<br />

Ken Lightner,<br />

Brad Merritt<br />

What's That Noise The Producer’s Perspective<br />

With experiences as subjective as music and sound, everyone seems to have an opinion about what<br />

makes great game audio and what ruins the experience. This panel of producers and designers delves<br />

into the best and worst sounding games of recent years.<br />

Rm. Salon D<br />

ID:2012-SB02<br />

Ben Sawyer (m),<br />

Rob Hassett,<br />

Chris Pope<br />

Burton Posey,<br />

Michael Williams<br />

Crowdfunding<br />

Crowdfunding has been the savior of numerous small titles and studios, and even<br />

the big guys are jumping into the crowdfunded pool. However, this is not free<br />

money. Join our experts for a look at how to navigate some of the treacherous<br />

waters of this funding innovation.<br />

Rm. Salon E What's New 4 Unity: Unity 4<br />

ID:2012-SP01<br />

James Simpson (m),<br />

Brandon Treadway,<br />

Timothy Johnson<br />

The beta of Unity4 was released scant weeks ago. Our panelists went right out and started<br />

experimenting. They’ve played with the new features. They’ve toyed with switching their projects<br />

over. One even already has a game out on it. Find out their first experiences with the good, the bad, and<br />

the ugly.


13<br />

Rm. Macon<br />

ID:2012-SB12<br />

Bill Cashman (m)<br />

Dustin Clingman<br />

My Servers Did What!<br />

Peak 10 hosts a panel of industry infrastructure experts as they relay their<br />

experiences in infrastructure and equipment choices and designs. Included<br />

discussion topics will touch on downtime, scalability, cost and reliability.<br />

Rm. Athens<br />

ID:2012-SAr11<br />

Tim Lindsey (m),<br />

Britt LaReau<br />

Fresh Palettes: Art in a New Company<br />

When the inevitable churn of projects leads to turnover on your team, how do you cope with the fresh<br />

paint Jump into our round-table discussion of a mosaic of issues related to fitting-in, ramping-up, and<br />

burning-out with an artist's appreciation for the subject. Get an inside look at the culture within our top<br />

studios.<br />

Session Block 2<br />

10:00am, SATURDAY, OCTOBER 6th<br />

Rm. Albany<br />

ID:2012-SAr02<br />

D Cunningham (m),<br />

Eric Evans,<br />

Ben Knapp,<br />

Sean McBride<br />

Rm. Decatur<br />

ID:2012-SS01<br />

Ken Hubbell,<br />

Beverly McCarter,<br />

Kevin Human,<br />

Jeff Smith<br />

Character Design: High-Poly to Low<br />

From beginning to end, game characters have to be optimized for performance, but they are also your<br />

focus for everyone playing your game. They have got to be interesting, perfect, and in most cases as<br />

realistic as possible. Learn what it takes to create the character your game needs, your gamers desire,<br />

and that won't cause the lag death of everyone in game.<br />

Narrative and Storytelling IN Interactive Multiuser Virtual Environments<br />

(Part 1 of 2)<br />

In this two session panel discussion, we address the fact that instructional design is once again at a<br />

crossroads. Organizations are looking for ways to compete effectively in the new market and require a<br />

safe means to learn new skills and behaviors through experience. The role of learning instructor and<br />

facilitator is changing from traditional learning events to learning journeys and continuous, problembased<br />

learning scenarios. It is in these scenarios that the importance of narrative storytelling by the<br />

learner before, during and after interaction, and gamification drives learner motivation and engagement.<br />

Games provide the rails upon which such a "safe" environment can be constructed and define how the<br />

experience facilitator (formerly game master or referee or instructor) enforces game rules impartially,<br />

provides situations encountered by the players, describes the world, and provides the background story<br />

from which learners build their experience. Modern game development processes have created new<br />

methods of world building, a practice that game masters, fantasy and science fiction writers, and<br />

filmmakers have been using for years to create fantastic fictional universes. Many gaming companies<br />

insist on hiring screenwriters to tackle their most ambitious projects, while TV studios have begun<br />

hiring playwrights. In this world gone mad, is a screenwriter really who we want writing our games<br />

What about a narrative designer Are those the same thing, or are we just making up words We may<br />

not get all the answers, but we’ll sure tell a good story.


14<br />

Rm. Marietta<br />

ID:2012-SAu02<br />

Chris Rickwood (m),<br />

Hamilton Altstatt,<br />

Chris Nicholson,<br />

Rob Warren<br />

Enough With The Epic Music Already<br />

The specifications for music are all the same. “Make it sound massive, make it memorable, make it like<br />

Stars Wars... but BETTER!” This panel of musicians explores the massive variety of music available<br />

today and how taking risks with your music can pay big dividends in the end.<br />

Rm. Salon D<br />

ID:2012-SD03<br />

Chris DeLeon (m),<br />

Burton Posey,<br />

Carlos Quinones<br />

Designing Your Second Game<br />

As a developer, you've seen your first project through all the way to launch, complete with the usual<br />

trials and tribulations. Now how do you take what you've been through and what you've learned (good<br />

or bad) and use these lessons to move ahead into your next game project This panel revisits the most<br />

common "gotcha" events of the second encounter with game development, to help you see them<br />

coming and prepare appropriately. We will also touch on a few key lessons learned about how to once<br />

again get the ball rolling towards another fantastic game!<br />

Rm. Salon E<br />

ID:2012-SB05<br />

Rob Hassett (m),<br />

TJ Mihill<br />

The Legal Landscape: An Executive Briefing on Current Issues<br />

Join us for the inaugural meeting of this must-attend session for general counsel and CXO types. Rob<br />

Hassett and TJ Mihill provide an executive-level briefing of changes in legislation, rules, law suits, and<br />

torts that have occurred or have been introduced since our prior-year <strong>SIEGE</strong> conference.<br />

Rm. Macon<br />

ID:2012-SB11<br />

Jesse Lindsley (m),<br />

Deborah Thomas<br />

3rd Party Projects: Working with Clients & Publishers<br />

Managing crunch time is bad enough. Now I have to manage client expectations too Prepare for your<br />

next 3rd party project with tips, tricks, and totally-doable bits that will have you clubbing with your<br />

clients and partying with your publishers.<br />

Rm. Athens<br />

ID:2012-SD04<br />

Harrison Pink (m)<br />

The War of World Craft(ing)<br />

In crafting a meaningful experience for the player, there can oftentimes be a struggle in balancing the<br />

needs of the narrative and of the interaction. In this round table discussion, we explore how we build<br />

worlds, how we communicate with players, and how to interpret what they are telling us. What are we<br />

doing right or wrong with regards to interaction and the storytelling medium What have we learned<br />

from our mistakes<br />

Session Block 3<br />

11:30am, SATURDAY, OCTOBER 6th<br />

Rm. Albany<br />

ID:2012-SAr03<br />

D Cunningham, Ben<br />

Knapp, Sean McBride,<br />

Louice Adler (m)<br />

Project Polyway: Digital Clothing<br />

Game characters have come a long from their early days of uni-colored blocks with a black stripe to<br />

denote a belt and some brown triangles for shoes. Now the days of highly textured yet noticeably<br />

polygons are rapidly coming to an end as multiple CPU's and specialized GPU's are capable of so much<br />

more. Time to see what the CG 3D textile industry is capable of achieving.


15<br />

Rm. Decatur<br />

ID:2012-SS01<br />

Ken Hubbell,<br />

Beverly McCarter,<br />

Kevin Human,<br />

Jeff Smith<br />

Narrative and Storytelling IN Interactive Multiuser Virtual Environments<br />

(Part 2 of 2)<br />

Continuation of prior session.<br />

Rm. Marietta<br />

ID:2012-SAu03<br />

Chris Groegler (m),<br />

Matte Wagner<br />

Back To The Future Soldier: Where we’re going, we need Rodes!<br />

The team from Ubisoft / Redstorm Entertainment gives you a peek inside what it takes to make a<br />

blockbuster-sounding game such as Tom Clancy’s Ghost Recon: Future Soldier.<br />

Rm. Salon D<br />

ID:2012-SD05<br />

Michelle Menard (m),<br />

Adam Kunz<br />

‘Social’ Games Deconstructed<br />

Social games - insert your own personal shudder or squeel here. ‘They aren’t social’, ‘They aren’t a<br />

game’, ‘They aren’t worth the time’, proclaims the bastion of 'core' gaming. ‘Yes they are social’, ‘Yes<br />

they are games’, ‘Yes they are the future of gaming’, retorts the small army of die-hard decorators and<br />

startup companies. So, which is it What are social games really, and how do they fit in with the<br />

traditional AAA games we're used to seeing on our PCs and consoles. Do they have more in common<br />

with MMOs or single-player experiences Do the perceived differences in target markets affect<br />

developmental concerns like scale and pacing Are they even games... and does it matter<br />

Rm. Salon E<br />

ID:2012-SAr10<br />

Daniel Lilleberg (m)<br />

Breathing Life Into God(s)<br />

The online game, SMITE, has a diverse collection of<br />

playable gods. Learn about the rigging and animation<br />

creative & technical challenges in bringing these gods to life.


16<br />

Rm. Macon<br />

ID:2012-SBXX<br />

ROUNDTABLE<br />

Jon Preston (m)<br />

Academic Roundtable<br />

This round table is open to everyone within the academic community who teaches, advises, recruits,<br />

places, or otherwise incubates the next generation of talent for the video game industry. The round<br />

table addresses issues of best practices, professional standards and certifications, and guidance for<br />

using game-related topics in high school and youth education curricula.<br />

Rm. Athens<br />

ID:2012-SP09<br />

Jesse Jacobson (m)<br />

Breaking Open the Black Box<br />

Game developers know they cannot afford “Not Invented Here” syndrome.Libraries, engines, virtual<br />

machines; closed-source or open; there are tons of black boxes of code we use from people we cannot<br />

strangle when things go wrong. Come share hard-won knowledge of individual black boxes. Ask<br />

questions about that new library you’ve been playing with. How far do you go looking v.s. create it<br />

yourself Maybe even learn about a black box that solves your current problem. Trade war stories and<br />

experience.<br />

Session Block 4<br />

2:00pm, SATURDAY, OCTOBER 6th<br />

Rm. Albany<br />

ID:2012-SAr04<br />

Tom Biondolillio (m),<br />

Louice Adler,<br />

John Bridges,<br />

CHUK Vinson,<br />

Tyler Windham<br />

Whose Idea Was That: Concept Art<br />

Can you do fine art with a deadline Can you take someone's written words and return them as<br />

fascinating visual details Can you take vague ideas and craft them into something that teams of people<br />

will look at as their foundation for creating the lives and civilizations of the game worlds of tomorrow.<br />

Not sure Come find out. Confident you can Come learn ways of doing it even better.<br />

Rm. Decatur<br />

ID:2012-SB17<br />

Jesse Lindsley (m),<br />

Dov Jacobson,<br />

Gordon Rogers,<br />

Ben Sawyer,<br />

Deborah Thomas<br />

Gamification: Secret Sauce or Pure Pudding<br />

Whether it's hype or insight, gamification has a real impact on the bottom line. Join our panel as they<br />

discuss how this trend persuades and alienates people across your business. Get real-world tips and best<br />

practices for applying and avoiding gamification principles and paradigms.<br />

Rm. Marietta<br />

ID:2012-SAu04<br />

Chris Rickwood (m),<br />

Mark Muraski,<br />

Jack Menhorn<br />

Audio Engine Shootout<br />

Audio implementation is a critical step in the sound design for games process. Join us for a review of<br />

the pros and cons of video game engines such as Unreal3, Crytek, Wwise, and FMOD as well as<br />

custom solutions.


17<br />

Rm. Salon D<br />

ID:2012-SD06<br />

Andrew Greenberg (m)<br />

Bill Bridges,<br />

Nathan Knack,<br />

Ethan Skemp,<br />

Eddy Webb<br />

Deeds, Not Words: Writing for Games<br />

You've heard the fancy words -- "Narrative Design," "Content Designer" -- but what do they mean<br />

How does one write using visuals, sounds, and actions rather than words From cut-scene cinematics to<br />

NPC quest dialogue to world lore journals to level design and more, content designers discuss the<br />

indispensable role of storytellers and worldbuilding in an interactive medium.<br />

Rm. Salon E<br />

ID:2012-SP07<br />

Mick Larkins (m)<br />

The Physics of Tribes: Ascend<br />

Whether soaring through the air with a jetpack or skiing downhill at blazing<br />

speeds, one of the defining features of Tribes: Ascend is the physics of player<br />

movement. This session will cover how real-world applications of physics such as<br />

potential and kinetic energy were implemented in the Unreal Engine. Join Hi-Rez<br />

Studio's senior gameplay programmer Mick Larkins for a look inside the technical<br />

approach that makes Tribes: Ascend the world's fastest shooter.<br />

Rm. Athens<br />

ID:2012-SBXX<br />

Clinton Lowe (m)<br />

Michael McMain<br />

CXO Feedback<br />

This session is a semi-confidential opportunity for studio and business executives to share ideas, seek<br />

advice, and simply network with peers. VIP passes and gifts will be distributed. Clinton Lowe shares<br />

the GGDA's strategies for continued growth of the game industry across the southeast.<br />

Session Block 5<br />

3:30pm, SATURDAY, OCTOBER 6th<br />

Rm. Albany<br />

ID:2012-SAr05<br />

Matt Canei (m),<br />

Kevin Powell,<br />

Leland Scali<br />

Rebuilding the World: Environmental Art<br />

It's just a video game, so why is your skin crawling and your hair standing on end Game immersion is<br />

more than a good story or making the controls feel natural. What captivates players and pulls them<br />

deep into your game What is going to jar them back to reality and leave them feeling dissatisfied and<br />

unfulfilled This panel discusses the art and the techniques that help your players get lost in your<br />

world.<br />

Rm. Decatur<br />

ID:2012-SB03<br />

Dov Jacobson (m)<br />

Song as Learning Vector<br />

Carefully engineered songs can inject ideas directly into a mind, bypassing its defense mechanisms. In<br />

this presentation, a veteran producer shares successes and failures in recent attempts to use music and<br />

words for serious game purposes. These purposes include training, branding, tutorials and proposals.<br />

The differences between successful and failed attempts is studied, with the hope of increasing the<br />

former. Examples feature work by talented musicians in the Atlanta area.


18<br />

Rm. Marietta<br />

ID:2012-SAu05<br />

Kevin Powell (m),<br />

Adam Hatch,<br />

Mark Muraski,<br />

Matte Wagner<br />

Rocking Your World<br />

When art, design, and audio come together, your video game world can come alive. This panel<br />

discusses the pipeline, the innovations, and the team collaboration necessary to create complete<br />

immersive environments for your game.<br />

Rm. Salon D<br />

ID:2012-SP03<br />

Matt Woomer (m),<br />

Jesse Lindsley<br />

Turning Pro<br />

So you want to get a job programming games. You’re up against some fierce competition. What are<br />

companies looking for in a new programmer How can you make yourself stand out And if you get a<br />

job, what things should you avoid at all costs What things will make you indispensable to other<br />

programmers, and even artists and designers Listen to answers from people who really evaluate novice<br />

programmers.<br />

Rm. Salon E<br />

ID:2012-SP05<br />

CHUK Vinson (m),<br />

Mick Larkins,<br />

Al Nelson<br />

Chris Rickwood<br />

Doing Things the Unreal Way<br />

When you pop the hood on this engine, it doesn't take long to notice its unique characteristics, but<br />

finding resources to address that is an epic-level quest in itself. This session explores the architecture of<br />

the engine and how programming, art, and audio are produced “the Unreal way.” Join these Unreal<br />

experts for a look at the tips and tricks you won't find on-line.<br />

Rm. Macon<br />

ID:2012-SB01<br />

Tom Buscaglia (m),<br />

Cliff Lovette,<br />

Deborah Gonzalez<br />

The Negotiation Game<br />

The proper negotiation of a contract is a process too often ignored by developers, especially those eager<br />

to get a deal. One reason for this is that the stereotypical game maker neither likes nor enjoys the<br />

process. The harsh reality is that many, if not most, publishers are so used to developers being passive<br />

about the negotiation process that they have become arrogant and unwilling to actually engage in a<br />

meaningful negotiation dialog with developers. Instead they become rigid and inflexible when it comes<br />

to their contract negotiations out of habit. They are also much more experienced in the process than the<br />

typical developer as they handle many more negotiations each year than most developers do in their<br />

entire career.<br />

Rm. Athens<br />

ID:2012-SB20<br />

Ian Schrieber (m),<br />

Jeff Chastine,<br />

Jon Preston,<br />

Joseph Saulter<br />

Want Bread With That Jam<br />

Game jams have become a very important part of the video game industry. Education, collaboration<br />

and creative innovation are key elements. However, wouldn’t it be nice to add some financial currency<br />

(pocket change) to your endeavors Want Bread with Your Jam gives you an opportunity to learn how<br />

to cash in on your creative talents in a big way. We are in an unprecedented time in the video game<br />

industry where independent creative game developers can call the shots, not only in the games we make<br />

and play but in the way we choose to operate our business organizations. We will discuss the avenues<br />

and opportunities for game jammers across the country and internationally to make some BREAD…


ADV002-FULLPAGE-HIREZ<br />

19


20<br />

Session Block 6<br />

10:00am, SUNDAY, OCTOBER 7th<br />

Rm. Albany<br />

ID:2012-SAr06<br />

D. Cunningham (m),<br />

Nick Dolce,<br />

Eric Evans,<br />

Andrew Quintiliani<br />

Rm. Decatur<br />

ID:2012-SP06<br />

Sam Mendenhall (m),<br />

Yan Xu,<br />

Paul Tillery<br />

Rm. Marietta<br />

ID:2012-SAu06<br />

Chris Nicholson (m),<br />

Jack Menhorn,<br />

Rob Warren<br />

Rm. Salon D<br />

ID:2012-SD08<br />

Kevin Powell (m),<br />

Adam Hatch,<br />

Tim Lindsey<br />

Katelyn Pitstick<br />

Rm. Salon E<br />

ID:2012-TBA<br />

Glen Gordon (m)<br />

Tools for Artists<br />

From concept sculpting to level design, all artists want ways to quickly create what they see in their<br />

heads, and they often want ways to drop their assets into working environments for testing or simply to<br />

help work through some conceptual ideas. Waiting on others to help them get their ideas in motion can<br />

be more than a bit frustrating. Many tools exist to help artists work independently, all the way from<br />

initial asset creation to user-friendly game engines that will let you try out your own set ups. Learn<br />

ideas for re-working your personal project pipelines and getting your assets finished in an independent<br />

manner.<br />

Augmented Reality: Nerdherder Case Study<br />

Augmented Reality games seem to constantly be just over the horizon, always promising compelling<br />

and novel game experiences, Enter Nerdherder, a casual Augmented Reality game where you take the<br />

role of a manager whose job is to lure employees back to their cubicles. Powered by Qualcomm’s<br />

Vuforia software, our team created the theme, aesthetics, interaction, puzzles, and social experience.<br />

Come hear a firsthand account of the lessons learned during the year-long development cycle of an<br />

experimental Augmented Reality game.<br />

Small Budgets, Huge Sounds<br />

Indie game studios are becoming the mainstream, and even though their budgets are small, they still<br />

require killer audio design. This panel will open your eyes to the best sound libraries for your game.<br />

You may even find that it’s as cost effective to use custom sounds and music.<br />

Level Up!<br />

Level design theory changes faster than a chaingun eats through ammo. In addition, level design<br />

philosophies and techniques vary and change throughout genres. Our panel discusses the unique<br />

challenges that arise when designing levels for different genres and the best practices for preparedness<br />

to meet these challenges in the development process.<br />

Windows 8: The Next Big Gaming Platform<br />

Windows 8 is poised to provide the single largest developer opportunity in history.<br />

With over 650 million licenses of Windows out there today, a reimagined user<br />

experience, the new windows Store for apps, and a slew of exciting new devices<br />

and form factors, now is the time to create apps for Windows 8. Casual and serious<br />

gaming will make up a huge portion of that opportunity, and now is the time to take<br />

advantage of the launch wave of Windows 8 by learning the options for game<br />

development on Windows 8. In this session, you’ll learn about the Windows 8<br />

platform, how to building games in HTML, C#, DirectX, and other platforms like<br />

Xamarin and Unity, and how to publish to and get the most out of the Windows<br />

Store. Plus you’ll get tons of resources for being successful with your game<br />

development ventures.


21<br />

Rm. Macon<br />

ID:2012-SB06<br />

Clinton Lowe (m)<br />

Speaking to Money: How to Program Your Investor<br />

You can dramatically improve your success rate with investors by learning to speak their language. Or,<br />

you can simply program them to do your bidding. Clinton Lowe shares his experience working with<br />

angels, venture capitalists, investment bankers, and CFO's.<br />

Session Block 7<br />

11:30am, SUNDAY, OCTOBER 7th<br />

Rm. Albany<br />

ID:2012-AR02<br />

Nick Dolce (m)<br />

Flash Graphics Optimization<br />

Flash games have not only not been rendered obsolete, there are whole new ways to make Flash even<br />

more powerful and modern. Tools like Stage3D can vastly improve game performance, and<br />

understanding AGAL can help you get the most out of your shading technology. Learn what to do and<br />

what not to do before you ever start your next Flash project. Benefit from the experience of others, and<br />

plan your objectives and features accordingly. You will soon be creating games you didn't know were<br />

possible in a "2D" environment.<br />

Rm. Albany<br />

ID:2012-AR08<br />

CHUK Vinson (m)<br />

Andrew Quintiliani<br />

How NOT to Get Hired as an Artist<br />

That presentation that went so wrong you never got a call back. Those words that slipped out before<br />

you could bite your tongue. And, perhaps most important, the works in your portfolio that mean you<br />

are still looking for work. Learn from the pros which stumbling blocks will cause you to stumble,<br />

which judgement calls will be held against you, and what finishing moves will cause your ultimate<br />

fatality.<br />

Rm. Marietta<br />

ID:2012-SAu07<br />

Chris Rickwood (m),<br />

Chris Groegler,<br />

Chris Nicholson<br />

Sonic Deconstruction<br />

In this panel we take a close look at exactly how a sound is built from concept to reality. Where to find<br />

the best source and fitting them together into a dynamic sound is a balance of art and science.<br />

Rm. Salon D<br />

ID:2012-SD09<br />

Teemu Vilen (m)<br />

Rm. Salon E<br />

ID:2012-SP08<br />

Chris DeLeon (m),<br />

Adam Gensler,<br />

Walter Luh<br />

Design Philosophy, Sandbox Style<br />

This lecture discusses our philosophy of design at CCP Games for sandbox MMORPGs from<br />

foundation theory to design principles and practical examples. Some topics include social networking,<br />

meaning of life, emergence, fallacy of fun and the importance of painful loss.<br />

Flash vs HTML5<br />

In-browser gaming is big and only getting bigger. Traditionally this has been done via plugins, and<br />

Flash is the 800-lbs gorilla in that arena. HTML has been improving, and now includes a canvas.<br />

JavaScript now includes websockets. In short, the browser is becoming more and more a virtual<br />

machine in its own right (and one supported on iOS devices). Is the future now Come learn why you<br />

may want to make the switch, and why you may not want to yet.


22<br />

Rm. Macon<br />

ID:2012-SB09<br />

Jessica Mytrohovich<br />

(m)<br />

How to Keep Score: ACCT Statements<br />

Learn how to speed-read your financial statements to determine the health of your<br />

studio. Use the numbers in your accounting software to instantly measure your<br />

company's pulse and prescribe the right actions for growth and success.<br />

Rm. Athens<br />

ID:2012-SBXX<br />

Tanya Cannon (m)<br />

Jared Collins<br />

QA Roundtable<br />

Game testing is one of the most important, frequently overlooked and always rushed aspects of our<br />

industry. Join our QA experts for a round-table discussion of how studios large and small can maximize<br />

their test process and minimize the problems with their games.<br />

Session Block 8<br />

2:00pm, SUNDAY, OCTOBER 7th<br />

Rm. Albany<br />

ID:2012-SAr09<br />

William Munk (m),<br />

Matt Canei,<br />

Nick Dolce,<br />

Eric Evans,<br />

Randy Herring<br />

Through the Veil: Artist-Programmer Communication<br />

"That's not what I asked for!" "This it totally unusable!" "I don't understand what they are asking me."<br />

"Why does it need to be so complex" "That will blow up the whole system!" "Why is it taking so<br />

long" "They have NO idea how this works!" If these statements have been haunting you whenever you<br />

deal with the "Other Side", now would be a good time to watch a panel of know-it alls cut through the<br />

noise and help you understand how the opposite life form actually functions. Leave with methods for<br />

communication that don't require a psychic translator.<br />

Rm. Marietta<br />

ID:2012-SAu08<br />

Ellen McClain (m)<br />

A Conversation with GlaDOS<br />

As the voice of some of the most iconic characters in games today, Ellen McLain has reached superstar<br />

status in the video game universe. Join the charming Ellen McLain in an intimate question-and-answer<br />

session and discover how someone so nice can play someone so evil.<br />

Rm. Salon D<br />

ID:2012-SD10<br />

Ian Schreiber (m)<br />

Rm. Salon E<br />

ID:2012-SP04<br />

Mick Larkins (m)<br />

Advanced Design Improv<br />

Are you ready to take on the impossible and do it anyway Back by popular demand, teams will<br />

compete in this advanced version of the Game Design Improv session to make the best non-digital<br />

game in a short period of time. Based on attendee vote, one group will reign supreme as <strong>SIEGE</strong> 2012’s<br />

Ultimate Iron Designers.<br />

Quaternions<br />

Representing the rotation of an object in three-dimensional space is of vital importance in the graphics,<br />

physics, and animation in 3D games. Of the many ways to represent orientation, quaternions are a<br />

favored solution. But they are also an obscure 19th century 4-dimensional (only three imaginary<br />

dimensions!) positions on a hypersphere; hence, to many people they are purely black magic. Get an<br />

overview of what quaternions are, why and how they work, and walk away with a tool you’re actually<br />

comfortable using.


23<br />

ADV003-HALFPAGE-WESTWOOD<br />

ADV004-HALFPAGE-TAPJOY


24<br />

Rm. Macon<br />

ID:2012-SB03<br />

TJ Mihill (m),<br />

Zach Bishop,<br />

Cliff Lovette<br />

Start-Up Law<br />

Computers Check! Modeling Software Check! Great game idea Check! Partnership agreement<br />

Hmm ... Starting a new game involves more than just the best technology. It also involves the best<br />

planning. This session addresses some of the most important aspects of new games that too many game<br />

developers never consider.<br />

Session Block 9<br />

Rm. Georgia<br />

Ballroom<br />

PLENARY<br />

Andrew Greenberg<br />

Clinton Lowe<br />

3:00pm, SUNDAY, OCTOBER 7th<br />

TOWNHALL MEETING<br />

Come enjoy a post-mortem review of <strong>SIEGE</strong> 2012 and commentary of special moments shared by<br />

friends over the weekend. Awards and special recognitions will be given. Help grow and improve the<br />

conference by participating in our interactive feedback session.


VENUE<br />

25


26<br />

GRID LEFT


27<br />

GRID RIGHT<br />

Resume &<br />

Portfolio<br />

Review<br />

Flash vs.<br />

HTML5<br />

Quaternions


28<br />

Speakers<br />

KEYNOTE<br />

Clingman, Dustin (CEO, First5 Games)<br />

A 14-year veteran of the Game Industry, Dustin has developed games for nearly every mobile platform. In 2002 he<br />

founded Zeitgeist Games, which was acquired in late 2008 by IMI Labs and relaunched as ZeeGee Games to focus on<br />

the growing Social Games market. In 2012 he founded his newest label, First5 Games to focus on creating games<br />

with the core mantra that they “Be understood in 5 Seconds and Loved in 5 minutes or less!” Presently, he is the<br />

Chairman of the Board of Directors of the International Game Developers Association and a Lifetime member of the<br />

IGDA.<br />

KEYNOTE<br />

Caroll, Rob (Director of Publishing, Tapjoy)<br />

Rob Carroll is the Director of Publishing for Tapjoy, where he runs their developers fund and manages the publishing<br />

activities for the company. In his role with Tapjoy, Rob advises game developers of all sizes in the best practices of<br />

monetization, game mechanics and viral distribution for their mobile and social games. In his time with Tapjoy, Rob<br />

has helped to launch over 120 games on iPhone and Android with developers all over the world. Prior to joining the<br />

Tapjoy team, Rob worked in the real world as a designer and producer for Zynga and Hive7 on their social games and<br />

as a console game producer at LucasArts. Odds are you have played one of his titles, such as Mafia Wars, Vampire<br />

Wars, Street Racer, Pirates, YoVille, Knighthood, The Sindicate, Youtopia, Star Wars: The Force Unleashed, Star<br />

Wars: Elite Squadron and many others.<br />

Adler, Louice (Concept Artist/Graphic Designer, Tripwire Interactive)<br />

Born in Helsingborg, Sweden, Louice currently lives and works in Atlanta, GA as a Concept Artist and Graphic<br />

Designer for Tripwire Interactive. She completed her Bachelor of Science degree in Computer Animation at Full Sail<br />

University, FL (Nov. 2008) and have taken classes in Fine Art and Graphic Design at James Cook University,<br />

Australia. Possessing a lively imagination and creativity ever since childhood, Louice quickly found her passion and<br />

inspiration to draw and create through Nintendo, 80-90s cartoons, Anime/Manga and Fantasy books. She plays video<br />

games and RPGs to this day and still loves to watch cartoons. Louice also has a healthy appetite for music and can<br />

often be found listening to it while working or relaxing.<br />

Baden, Dan<br />

Dr. Dan Baden is a family physician and has held numerous leadership positions at the Centers for Disease Control<br />

and Prevention (CDC). He is also an avid gamer and a published game designer. He has an undergraduate degree in<br />

computer science and coordinates CDC’s games and innovation for public health Community of Practice. He is<br />

interested in the use of games to introduce or reinforce health concepts in the public. Most recently, he presented on<br />

the topic of Games and Innovation for Public Health at the 2011 Games for Health conference.


29<br />

Becker, Robert S.<br />

Robert S. Becker, PhD has helped organize the Serious Games track of the <strong>SIEGE</strong> conference for three years. When<br />

not volunteering for the Georgia Game Developers Association, he designs and produces online learning - in<br />

particular serious games and training simulations. Bob founded Becker Multimedia, Inc. in Atlanta in 1994 and<br />

moved his base to Chicago in 2011. He has worked for larger organizations in several verticals including health care<br />

and life sciences, financial services, retail, hospitality and telecommunications. Prior to corporate work Bob was a<br />

professor of English and scholar with a global research program in British and Irish literature and history. Earlier in<br />

2011 he presented at the Games for Health Conference in Boston.<br />

Bishop, Zach<br />

Zach Bishop is an attorney with Wyrick Robbins in Raleigh, North Carolina. His practice is concentrated<br />

ontechnology and corporate transactions, including the licensing and distribution of intellectual property, business<br />

process and information technology outsourcing, technology acquisition and development, mergers and acquisitions,<br />

venture capital financings, joint ventures and general corporate matters. Zach's practice includes the representation of<br />

prominent video game and middleware developers on a full range of matters, and he frequently speaks at gaming<br />

industry conferences on legal issues facing gaming companies. Prior to practicing law in North Carolina, Zach<br />

practiced in the Atlanta office of a large national law firm, and he is licensed to practice law in North Carolina and<br />

Georgia. Zach received his B.A. in Economics from Duke University and received his J.D., magna cum laude, from<br />

Tulane University Law School. He was listed among North Carolina Super Lawyers "Rising Stars" in 2009 and 2010.<br />

Boyd, Greg<br />

S. Gregory Boyd is a partner and the chairman of the Interactive Entertainment Group at Frankfurt Kurnit Klein &<br />

Selz, where he represents a wide variety of interactive entertainment and new media clients. Mr. Boyd has extensive<br />

experience negotiating and drafting game development agreements for consoles, PC's, mobile games, social games,<br />

online games, and MMO's. Mr. Boyd negotiates, structures, and drafts IP licensing, development, and employment<br />

agreements for multiple game and high technology media publishers and developers. Mr. Boyd also drafts privacy<br />

policies and terms of use, and has experience with all legal documents associated with the ongoing operations of<br />

online games, social networks, branded entertainment, and high technology media outlets. He has advised high<br />

technology media companies on intellectual property portfolio licensing, strategic development, litigation, and<br />

registration of intellectual property. Mr. Boyd is co-author and editor of the popular textbook Business and Legal<br />

Primer for Game Development (Charles River Media) and serves as an Adjunct Professor at New York Law School<br />

teaching a seminar in advanced intellectual property. He is frequently quoted on interactive entertainment issues in<br />

Gamasutra, Edge-Online, CNN, Fortune, Forbes, and the New York Law Journal. Mr. Boyd has his JD and MD<br />

degrees from University of North Carolina (Chancellor’s Scholar, with honors, 2004). While in law school, Mr. Boyd<br />

wrote for the North Carolina Journal of Law & Technology, and served on its Executive Editorial Board. He also has<br />

an MBA with concentrations in finance and marketing from the NYU-Stern School of Business (2009), and is a<br />

graduate of East Carolina University (MS 1998, BS magna cum laude, 1996). He is admitted to practice law in New<br />

York and is a registered patent attorney with the USPTO.<br />

Bradford, Asante<br />

Asante Bradford is the Digital Entertainment Liaison for the Georgia Film, Music and Video division of the Georgia<br />

Department of Economic Development. Asante will help promote the growth of the video game industry as well as<br />

identify initiatives that will help grow businesses for the state of Georgia in video game development, film & music.<br />

He will also help educate potential prospects and clients information about the Georgia Entertainment Industry<br />

Incentives Act.


31<br />

Bridges, Bill<br />

Bill Bridges is an MMO game designer at CCP NA | White Wolf. He is the co-creator of the "Fading Suns" science<br />

fiction game universe, and is the lead designer of the award-winning Storytelling system rules for all of White Wolf's<br />

World of Darkness games. He designed and developed the award-winning games "Mage: The Awakening" and<br />

"Promethean: The Created", and developed "Werewolf: the Apocalypse". His novels include "The Silver Crown" and<br />

"Last Battle". He has also written for Chaosium, and helped develop Last Unicorn's "Star Trek: The Next Generation"<br />

and "Star Trek: Deep Space Nine" roleplaying games. He co-wrote the scripts for Viacom's interactive horror movie<br />

"Dracula Unleashed", Interplay's "Starfleet Academy", and contributed to world design for Segasoft's "Emperor of the<br />

Fading Suns". He is an advisor for the Mythic Imagination Institute and co-chairs the content committee for Atlanta's<br />

Mythic Journeys conferences.<br />

Bridges, John (Concept Artist, Xaviant)<br />

John Bridges is a concept and storyboard artist, currently working at Xaviant. Previously, he was at CCP Games<br />

developing the World of Darkness MMO, a game setting he's been involved with from the earliest days of White Wolf<br />

Game Studio. John’s other past clients include Chaosium, FASA Corp, Wizards of the Coast, Marvel Comics, and<br />

various advertising agencies. In 1995, he joined Holistic Design as art director of the Fading Suns line of game<br />

products, which included pen-and-paper roleplaying game books, miniatures, and an epic raiding-and-trading PC game<br />

of starship action. John is also part of the leadership team of the Mythic Imagination Institute in Atlanta, GA, a nonprofit<br />

devoted to encouraging wisdom and imagination through the understanding of myth and metaphor in modern<br />

culture.<br />

Bryant, Colman (Level Designer, Hi-Rez Studios)<br />

Colman has been designing levels at Hi-Rez Studios for the past 3 years. His responsibilities include building levels for<br />

both Player vs. Environment (PvE) and Player vs. Player (PvP) missions, working with artists to flesh out concepts and<br />

visual themes for levels and regions, as well as designing bot and boss encounters in the game. In addition to his work<br />

on Global Agenda, Colman has worked on a number of smaller projects, including the indie title Spectraball, U.K.<br />

Lottery Online Instant Win games, and designing music-themed mini-games for the children's title JumpStart World.<br />

Colman holds a BS in Computational Media from Georgia Institute of Technology. When playing Global Agenda,<br />

Colman rarely sticks with one class for long, instead attempting to gain a deep understanding of all of them to aid in his<br />

level designs (as well as keep his coworkers and beta testers in check). In addition to playing GA, Colman is a long<br />

time fan of RPGs, sidescrollers, and platformers, especially those games that fit into multiple genres. When he isn't<br />

designing or playing video games, Colman enjoys programming, cooking, playing piano and violin, drawing, and<br />

traveling.<br />

Buscaglia, Thomas (The Game Attorney)<br />

Tom Buscaglia, The Game Attorney, is a principal in the law firm The Game Attorney PC, with offices in the Seattle,<br />

Washington, area. Tom has assisted game developers since 1991 with all aspects of business and legal matters. Tom<br />

wrote the chapter entitled “Effective Developer Agreements” for the book, The Secrets of the Game Business and has<br />

written numerous articles, including Game Developer Magazine and the Game Law series of articles and an Expert<br />

Blog on Gamasutra.com. Tom is a perennial presenter at numerous conferences such as the Game Developer<br />

Conference and PAX where he speaks on the game industry business and legal matters. Tom Chairs the International<br />

Game Developers Association Charitable Foundation and served on the IGDA Board of Directors from 2005 - 2011.<br />

As FaTe[F8S] Tom is founder and Supreme Warlord of FaTe’s Minions, an online gaming "clan" that has been<br />

competing online since January, 1998. So, in addition to his deep professional knowledge base, he has a gamer's<br />

appreciation and understanding of the game industry. Tom’s firm web site is www.GameAttorney.com.<br />

Canei, Matt<br />

Matt Canei is a 3D Artist at Hi-Rez Studios. He creates mostly Environment Art for Smite but has also worked on<br />

Global Agenda and Tribes: Ascend. Matt graduated in 2010 with a B.F.A in Interactive Design and Game<br />

Development from Savannah College of Art and Design in Atlanta, Georgia. Outside of the game realm, He is an avid<br />

practitioner of Wing Chun. Interests include: games, rocking out, martial arts, beer and rocking out.


32<br />

Cannon, Tanya<br />

Tanya is very active in the Game and Simulation Programming program development process and specifically in<br />

teaching the software engineering for game devel¬opment course ensuring that DeVry students get a well round<br />

background in quality game development best practices based on established software engineering principles to<br />

complement their extensive technical and program¬ming skills. Tanya has spent 19 years in corporate working as a<br />

system analyst, project leader and information system consultant in the IT industry for General Elec¬tric Company,<br />

PaineWebber Brokerage Firm and MetLife Insurance Company before coming to DeVry University as a Professor in<br />

the College of Engineering and Information Sciences. She has taken her many years of experience in industry into<br />

education where she has found her passion. In her 11 year career at DeVry University she has received several awards<br />

demonstrating excellence in and outside of the classroom. She holds a BS degree from the State University of NY at<br />

Albany and a MBA and Masters in Project Management from DeVry University, Keller Graduate School of<br />

Management. One of the highlights of this year is the opportunity to meet and get the autograph of Toru Iwatani, the<br />

creator of her favorite game, PACMAN.<br />

Cashman, Bill (Solutions Design Manager, Peak 10)<br />

Bill Cashman has been active in the IT industry for 18 years, attaining numerous certifications from many difference<br />

areas in the industry including Cisco, Novell, Microsoft, Oracle and VMware. Prior to Peak 10, Bill worked for<br />

businesses such as Craig/is and Bank of America as well as starting several ventures of his own. Since his arrival at<br />

Peak 10 in 2006, he has been instrumental in architecting and implementing the Virtualized Services division of Peak<br />

10's Managed Services department. As Virtualized Services Manager, Bill grew the division into a successful business<br />

unit within Peak 10 and established Peak 10 as a VMware VIP Enterprise partner. Currently, as Solutions Design<br />

Manager, Bill engages directly with customers, helping them to design and implement solutions that scale with their<br />

changing business needs.<br />

Cavallari, Benjamin (Academic Relationship Consultant, Warner Brothers Games/Turbine Inc.)<br />

Benjamin is an Academic Relationships Consultant between the Games industry and GameDev/Comp.Sci programs at<br />

Colleges and Universities. He design-builds advanced curriculum, integrates industry people into faculty, and advises<br />

employee prospects to keep all sides current and the pipeline for integration and collaboration fresh. Benjamin has built<br />

seminar series for Warner Bros. Games with Harvard/MIT and has consulted with top 10 Game Dev. schools including<br />

Becker College, Champlain College and with individuals from WPI, DigiPen, USC, Brown, Tufts, SCAD, and many<br />

more. Prior to consulting for the games industry, Benjamin taught beside GameDev faculty at Champlain College<br />

(Burlington, VT) as well as Duquesne University and other institutes of higher education.<br />

Chad, Eric (Patent Attorney, Merchant & Gould)<br />

Eric practices general intellectual property law with an emphasis on all forms of intellectual property litigation<br />

including cases involving patents, trademarks and trade dress, copyrights, trade secrets, misappropriation of rights of<br />

publicity, false advertising, and unfair competition. Eric has been involved in all aspects complex intellectual property<br />

disputes from pre-filing investigations through post-trial briefing and appellate work. Eric has also represented clients<br />

before the Patent and Trademark Office's Trademark Trials and Appeals Board. Though Eric's technical education is<br />

based in the biological sciences, he has litigated cases involving a wide range of technologies, including HVAC<br />

equipment, computer hardware and software, sporting goods, pharmaceuticals, and hunting equipment. Eric also works<br />

with the Children's Law Center of Minnesota to represent children who have been or are in danger of being removed<br />

from their homes. In addition to his practice at Merchant & Gould, Eric currently teaches the University of Minnesota<br />

Law School's Intellectual Property Moot Court class and coaches the IP Moot Court competition team.<br />

Collins, Jared<br />

Jared is the Quality Assurance Manager at Cartoon Network (Animation Digital Platforms). He has over 10 years<br />

experience working with a wide range of products on multiple platforms. He is currently overseeing all of the digital<br />

games, media and content for CartoonNetwork.com. He has a bachelors in business administration. His favorite<br />

product to work on was his first MMO Anarchy Online. Jared enjoys watching cartoons and playing video games all<br />

day.


33<br />

Cunningham, Delminquoe (Professor, Art Institute of Atlanta; Owner, Phoenix Inceptions Media)<br />

Delminquoe Cunningham is a professional freelance artist with international and continental ties as a media artist and<br />

animator. While attending The Art Institute of Atlanta for his B.F.A, Delminquoe not only excelled as a student but<br />

also learned that he had a passion for teaching. He pressed forward as he created and molded his own company<br />

Phoenix Inceptions Media and later returned to The Art Institute of Atlanta – Decatur to continue his teaching<br />

endeavors as a professor in multiple areas of media and design. Teaching is and learning continue to be a focus for<br />

Delminquoe As he continues his Phd in international business . Delminquoe’s love for technology motivated him to<br />

work in broadcasting in which he held the esteemed position of general manager for two internet radio stations: Radio<br />

Sandy Springs and WGSR Atlanta. His talents have flowed throughout the city of Atlanta and neighboring local<br />

communities in the culinary world as he partnered into local restaurants Lamplighter Café and Sweet Lowdown by<br />

establishing himself as the lead marketing consultant and designer for both restaurants. In addition to Delminquoe’s<br />

growing list of passions which include photography, audio and video production, and animation, Delminquoe has also<br />

offered his talents and keen eye to the motion picture and gaming worlds by working as a freelance artist for various<br />

entertainment and gaming organizations such as Acclaim Entertainment, Crater and NBC Universal.<br />

Dangerfield, Scarlett (Human Resources, CCP Games)<br />

Mrs. Dangerfield joined CCP in 2010, and is responsible for supporting the achievement of business goals, through<br />

partnering with managers to translate the HR and business strategies into tactical, practical and applied HR operational<br />

activities. She brings to CCP 9 years of human resources and recruiting experience from Science and Technology<br />

giants such as SAIC, Booz Allen & Hamilton, and Comtech.<br />

DeLeon, Chris (Game Designer)<br />

Chris has completed an average of 4 freeware games every year since 1998, served as a professional game designer for<br />

both Electronic Arts and Will Wright's Stupid Fun Club, and served as an establishing member of a game company<br />

later sold to PopCap. Additional background includes 219 daily experimental gameplay prototypes, teaching game<br />

creation, and developing roughly a dozen iOS applications including Topple, #2 Top Paid app in late 2008, and<br />

feelforit, an IndieCade 2010 finalist. He has been a speaker at GDC, IndieCade, UC Berkeley, SF Academy of Art,<br />

Carnegie Mellon MOSAIC, IGDA/GGDA events, <strong>SIEGE</strong>, and also presented his work at the Hammer Museum in Los<br />

Angeles as part of the UCLA Game Art Festival. In January 2012 Chris was featured on the Forbes 30 Under 30 list for<br />

Entertainment.<br />

Dolce, Nick<br />

Nick Dolce is a Technical Artist at Blue Mammoth Games. Currently he is working on the recently launched fantasy<br />

browser MMO, Dungeon Blitz. Before his time at Blue Mammoth, Nick worked as a game designer and system<br />

developer at Applause Marketing. In earlier times Nick spent his days painting and skateboarding to pay the bills never<br />

knowing he would one day find his calling in the gaming industry.<br />

Evans, Eric (Sr. Technical Artist, Hi-Rez Studios)<br />

A considerable number of moons ago, Eric landed his first "real" job in the industry as a Character Artist/Jack-of-All-<br />

Trades at Kaneva LLC (an Atlanta-based, virtual world/social networking company). A few years into this gig, Eric<br />

seized upon an internal opportunity, making the fateful decision to pursue a career as a technical artist. Never looking<br />

back, Eric has since assisted in the design of asset pipelines, provided technical support for art teams and often<br />

managed to make himself useful using various white magicks such as MAXScript, Lua, Python and AHK scripting. At<br />

present, Eric serves as a Sr. Technical Artist for Hi-Rez Studios, rigging characters, wrangling assets and generally<br />

harnessing the power of technology for good.


34<br />

Gholson, Zane<br />

Zane Gholson is currently a software engineer for Research Network Inc developing game-based military simulations<br />

and live to virtual bridging technologies. While participating at RNI, Zane has experienced development inside<br />

Unity3d, Adobe Air and (his personal favorite) Unreal. His first contributions to the game industry at American Book<br />

Company in 2010 developing mobile K-12th grade educational games and applications. After that, he began to work<br />

for Eyes Wide Games on "Top Gear: Speed World," a Flash game for Facebook. In his spare time, Zane has been<br />

working on mobile games for Android and iPhone via Unity and Flash. He attends the annual DeVry game industry<br />

advisory board meetings to help inform future game and software developers.<br />

Gillham, Tony (Producer, Rising Storm)<br />

Started modding Red Orchestra: Ostfront 1941-45 with Carpathian Crosses team in 2007. Responsible for getting<br />

Darkest Hour mod for Red Orchestra ready for Steam release. Currently Producer of Rising Storm Pacific Theater mod<br />

for Red Orchestra 2: Heroes of Stalingrad, preparing for retail release 2013.<br />

Gordon, Glen<br />

Glen is a Developer Evangelist with Microsoft based in Atlanta. He brings resources and free training to developer<br />

communities in the southeast.<br />

Greenberg, Andrew<br />

Andrew Greenberg, best known for designing computer games and roleplaying games, is lead developer on the<br />

upcoming Haunted House Tycoon PC/Mac game and the Fading Suns: Noble Armada mobile and tablet game.<br />

Andrew co-created the “Fading Suns” roleplaying and computer games and was the original developer of White Wolf’s<br />

“Vampire: The Masquerade.” He has credits on more than 50 White Wolf products and more than 20 HDI books. He<br />

has also worked on products with other roleplaying game companies, including “Star Trek Next Generation” and<br />

“Deep Space Nine.” His computer game credits include Dracula Unleashed, Star Trek: Starfleet Academy,<br />

Emperor of the Fading Suns, Warhammer 40K: Final Liberation, Merchant Prince II, Mall Tycoon, Dungeon<br />

Lords, The Virtual World of Kaneva, Railroad Tycoon Mobile and the Global Agenda MMO. A fellow with the<br />

Mythic Imagination Institute, Andrew is also the organizer of the Southeast Interactive Entertainment and Games Expo<br />

(<strong>SIEGE</strong>).<br />

Groegler, Chris (Senior Sound Designer, Ubisoft / Red Storm Entertainment)<br />

Chris Groegler is a Senior Sound Designer at Ubisoft/Red Storm Entertainment. He recently shipped Ghost Recon:<br />

Future Soldier for Xbox 360 and PS3 in the position of Audio Lead for Multiplayer. Chris joined Red Storm in 2004<br />

and has worked on such titles as Ghost Recon 2 for Xbox, GRAW1 and GRAW2 for Xbox 360, as well as Rainbow<br />

Six: Lockdown for PS2 and PC. He started his career in game development in 1994 and has over 25 published titles to<br />

his credit. Chris enjoys field recording and has traveled to many places to gather sounds including Europe, Japan,<br />

Canada, Central America, and many places in the US. Chris stays busy by having a part-time job with CanesVision and<br />

Wolfpack TV where he works with The Carolina Hurricanes hockey team as well as NC State football and basketball<br />

programs. He also works as a sound editor and re-recording mixer for different NC based documentary film makers.


35<br />

Hamilton, Lincoln (Co-founder, Blue Mammoth Games)<br />

Lincoln is the co-founder of Blue Mammoth Games, an independent MMO company that created Dungeon Blitz, a side<br />

scrolling action MMO for your browser. Before Blue Mammoth, he started and sold his first web business, Arena<br />

Junkies, in 2008. His expertise is in MMO server achitecture, networking, and gameplay. He has been in the game<br />

industry for five years, working at Cryptic Studios and CCP.<br />

Hanish, Nathan<br />

Nathan Hanish is a software engineer with 12 years of experience in the computer games and related industries. He<br />

holds both a Bachelor and Master of Science in Computer Engineering from the University of Alabama in Huntsville<br />

and an MBA (Management of Technology) also from UAHuntsville. His industry credits include 4 years as client<br />

programmer on the Wish MMO project with (now defunct) Mutable Realms as well as credits on both James Bond:<br />

From Russia With Love and The Godfather: The Game from Electronic Arts, and management and development of the<br />

Virtual Training System for DoD training/virtual-reality/marketing. He is currently an online game client developer<br />

(java+opengl) for Bit Trap Studios. He coordinates meetings for the Huntsville Chapter of the IGDA (Independant<br />

Game Developers Association). Nathan is also an Eagle Scout, and a National Merit Scholar.<br />

Hassett, Rob<br />

Rob is an attorney with the law firm of Casey Gilson P.C. in Atlanta, GA. He practices in the areas of technology,<br />

entertainment and corporate law. He frequently represents companies that are licensing, selling or acquiring<br />

intellectual property.<br />

Rob is a founding board member of the recently formed Intellectual Property Law Section of the Atlanta Bar<br />

Association . Rob is the co-author of Volume 5 on Internet and Interactive Media Law of LexisNexis’ 10 volume<br />

treatise on Entertainment Law Contracts. For 1998-1999 he was Co-Chair and for 1999-2001 was Chair of the<br />

Subcommittee on Policies for Managing Generic Top Level Domains of the Special Committee on Trademarks and the<br />

Internet of the Intellectual Property Law Section of the American Bar Association. He teaches Information Security<br />

Law in the Professional Education Program at Georgia Tech. Rob has served on the Boards of SERIS and IMAGE.<br />

Rob was the Chairman and co-founder of the 1995 Atlanta Interactive Media Expo. He has written numerous articles<br />

which have been published concerning software, entertainment, internet, copyright, and trademark law. He has also<br />

given numerous presentations in these areas. He has, from time to time, appeared on television programs to discuss<br />

issues relating to Internet law. Rob has been listed as a “Super Lawyer” in the Georgia edition of Law and Policy<br />

Magazine most years since it was started in 2004. Rob has also been named as a “Fellow” by the highly selective<br />

Knights of the Bar. Rob graduated from the Georgia Institute of Technology with a Bachelor’s degree in Industrial<br />

Engineering. While attending Georgia Tech, he was a co-op for the Georgia Power Company. He attended law school<br />

at the University of Georgia where he was a member of the editorial board of the Law Review and graduated cum<br />

laude.<br />

Hatch, Adam<br />

Adam Hatch is the Lead Level Designer at Tripwire Interactive. In 2003 Adam was originally involved in the Make<br />

Something Unreal Contest modification, Red Orchestra, that in 2005 spun off the creation of Tripwire Interactive and<br />

the retail release of Red Orchestra: Ostfront 41-45. Before Tripwire Interactive was started Adam parted ways and<br />

worked in the Serious Games industry for 3 years, before rejoining the Tripwire team in 2008. Adam has since then<br />

worked on the retail release (2009) of Killing Floor and Red Orchestra: Heroes of Stalingrad, due for release in 2011.<br />

Adam is self-taught and has been working professionally in the games industry for nearly 5 years.


36<br />

Herring, Randy (Owner, Asgard Studios)<br />

Randy Herring is a Scrum Master and Developer with 30 years of software development experience including agile<br />

project management, programming, designing software, documenting and promoting software, creating user<br />

documentation and web site content. He has experience in helping companies in a variety of industries develop their<br />

products and services. Randy Herring is the owner and a programmer for Asgard Studios.<br />

Herring, Raymond<br />

I am the Game Designer, 3D Artist and Technical Artist for Asgard Studios. I have been involved with digital art for<br />

over 7 years. My tool set includes Photoshop, Modo and Zbrush.<br />

Higgenbotham, James<br />

I got my start…well 22 years ago when I picked up my first game controller to start playing video games. I have been<br />

covering the video game industry for almost 7 years. (Focus on Nintendo) I have covered events from E3, Comic Cons,<br />

Round Tables, and Siege. Helped kick start Pure Nintendo magazine. Which is a digital and physical magazine and<br />

sadly now the only Nintendo Magazine in North America.<br />

Hubbell, Ken (Sr. Mgr. Learning Tech, Ingersoll Rand plc.)<br />

• 27 year veteran in animation, 2D/3D entertainment, business games and simulations – Red Storm Entertainment,<br />

the EPA, Glaxo, Raytheon Missile Systems, Lockheed Martin, Caterpillar, and the FAA.<br />

• Bachelor’s Degree in Industrial Design from NCSU and completing MS in Instructional Design and Technology at<br />

ECU.<br />

• 2011 recipient of the Association for Educational Communications and Technology Immersive Learning Award.<br />

• Gamer (D&D and other role playing computer and board games) since 1977.<br />

• Currently researching advanced techniques for business leveraging games and learning technologies to promote<br />

innovation<br />

Jacobson, Dov (Owner, Games That Work)<br />

Dov Jacobson joined the game industry in 1979, developing online games for Time Warner, art games for NY<br />

galleries, and coin-op games for - well, the Mafia. Later, as head of Turner Interactive in the 90's, he was responsible<br />

for several briefly celebrated mainstream titles. He recently served on the game development faculty of NYU. His<br />

boutique studio, GamesThatWork is a hub of Atlanta game talent. The studio creates specialty games for entertainment,<br />

learning, promotion and research. GamesThatWork has won recent serious game development competitions held by<br />

DARPA and IARPA and is now executing on those visions. At <strong>SIEGE</strong> 2012, the studio will debut "Brush Off", a lively<br />

game for six year-olds produced for the National Institute of Health.


Jacobson, Jesse (Lead Technologist, Games That Work)<br />

37<br />

Jesse Jacobson has worked in the game industry since 1998. He has been worked on a variety of titles from the<br />

children's game "I See Sue" (the first CD-ROM distributed game to be written in Flash), to the "Vanilla Coke Mystery<br />

Game" (web-delivered flash content), to military simulations in a proprietary 3D engine. Along the way he has<br />

developed a natural language scripting format (ConvX), systems for using swarm intelligence to emulate creativity, and<br />

"soul-vision" AI. He co-authored "Flash and XML: A Developer's Guide" and has presented a ConvX implementation<br />

at conferences. He is currently Lead Technologist at GamesThatWork.<br />

Johnson, Timothy (Lead Developer, No, You Shut Up Games)<br />

Founder of Atlanta based game studio No, You Shut Up Games. Has launched dozens of PC and mobile titles for both<br />

independent studios as well as large AA firms.<br />

Knaack, Nathan (Level Designer, CCP)<br />

Since joining CCP Games in 2009, Nathan Knaack has held a variety of roles, including content writing, level design,<br />

and live events for EVE Online and level design for Dust 514 and World of Darkness Online. Before that, he was a<br />

writer and level designer for Global Agenda, the debut title from Hi-Rez Studios. Originally from Detroit, he currently<br />

lives in Atlanta and works out of CCP’s new studio in Decatur. He spends his free time playing games, riding his<br />

motorcycle, and writing short autobiographical summaries.<br />

Konsynski, Benn R.<br />

Benn R. Konsynski is the George S. Craft Professor of Business Administration for Decision & Information Analysis.<br />

He arrived at the Goizueta Business School in 1993 following seven years on the faculty at the Harvard Business<br />

School where he taught in the MBA program and several executive programs. Prior to arriving at the Harvard Business<br />

School, he was a professor at the University of Arizona, where he was co-founder of the university's multi-million<br />

dollar group decision support laboratory. He was named Hewlett Fellow at the Carter Center in 1995. He holds a Ph.D.<br />

in Computer Science from Purdue University. Professor Konsynski specializes in issues of digital commerce and<br />

information technology in relationships across organizations.<br />

Kopelman, Mitchell (Partner In Charge, Habif, Arogeti, & Wynne)<br />

Mitchell is the partner in charge of Habif, Arogeti & Wynne, LLP’s tax practice as well as the technology and life<br />

sciences group, leading 80 full-time professionals. He has been a partner since 1990 with HA&W, which is the largest<br />

Georgia-based tax, accounting and consulting firm. Mitchell works with the majority of Georgia’s gaming companies<br />

as well as companies in the software, clean tech, financial technology (FinTech), health care IT (HCIT), processing,<br />

life sciences (biotech and medical device), and manufacturing industries. Mitchell is regarded as one of the preeminent<br />

thought leaders on R&D, Jobs, and Retraining tax credits and incentives at the Federal and State level. In addition, he<br />

has a particular expertise with the Gaming Tax Credit. He has worked with more than 100 companies this year alone to<br />

enable their successful monetization of R&D tax credits. Within the technology and business community, he is<br />

regularly called on to speak on the topic of monetizing tax credits and incentives.<br />

Kunz, Adam (Co-founder/COO, Mowgli)<br />

Adam graduated from the University of Georgia in 2002 with a degree in digital media and over the next several years<br />

ran operations for two Atlanta-based companies. In 2008, Adam started his own company specializing in digital media<br />

and social media integration. In 2010, Adam paired up with one of his current business partners, Marshall Seese, to<br />

develop a business plan for Mowgli. Mowgli is a company based around a simple concept - connecting people through<br />

social creation. Adam and Marshall then teamed up with Mike VanBeneden to put together an unparalleled team of<br />

designers and developers. Since then, Mowgli has had two successful rounds of fundraising with Adam serving as the<br />

company's Chief Operating Officer. This position has combined five of Adam's biggest passions - technology, music,<br />

design, social media and video games.


38<br />

LaReau, Britt (Art & Audio Director, Xaviant)<br />

Britt was an integral part of the success of RealTime Gaming, where he developed a complete suite of Flash-based<br />

online casino games and was promoted to manage the Flash and Art teams. He transitioned to his role as Art & Audio<br />

Director after joining Xaviant, where he manages a team of 23 artists, animators, and sound designers.<br />

Larkins, Mick<br />

Joining Hi-Rez Studios shortly after its formation in 2005, Mick Larkins has contributed as a senior game programmer<br />

to Tribes: Ascend and Global Agenda. He has three published books on the Maya graphics software application, has<br />

produced tracks for Harmonix’s Rock Band Network, and has served as an adjunct professor at Savannah College of<br />

Art and Design. Mick holds a Master of Fine Arts from Clemson University and a BS in Computer Science from<br />

Furman University.<br />

Lightner, Kenneth (Senior Programmer, CCP Games)<br />

Ken Lightner has over 20 years of experience writing, designing, and programming games. Working now as a Senior<br />

Programmer at CCP Games North America, he has been the CTO of Blue Heat Games, and a founder of Holistic<br />

Design where he worked as a third party developer for leading publishers like S.S.I., Take Two Interactive,<br />

Microprose, and Segasoft. His numerous PC credits include Best Buy top ten selling Mall Tycoon, Final Liberation -<br />

Epic Warhammer 40K, Emperor of the Fading Suns, and strategy game of the year, Machiavelli the Prince. He helped<br />

Blue Heat Games develop titles as diverse as MLB 2008, Snoop Dog Boxing, Sid Meier's Railroad Tycoon Mobile,<br />

Jimmy Neutron Mobile Adventures, and Two Scoop Twist. Ken also has credits in the paper game industry including<br />

the Noble Armada miniature game and the Real Life Roleplaying line at Holistic. His fiction work appeared in the<br />

horror anthology, Book of All Flesh, by Eden Studios. He currently spends days working on the upcoming World of<br />

Darkness MMO and evenings building yet more radio control airplanes!<br />

Lindsey, Tim<br />

Tim Lindsey Design Director Tim Lindsey began his carrier working on X-sports titles for Sony in 1997. Since then he<br />

has held roles as an Environment Artist, Technical Artist, Level Designer, Designer, and Director during his nearly 15<br />

year tenure. Tim’s most notable work was on The Elder Scrolls IV: Oblivion where he was responsible for the<br />

Oblivion Planes. Before joining Xaviant Tim worked with CCP as the Level Design Director where he contributed to<br />

the World of Darkness MMO and multiple EVE Online expansions. As the Design Director at Xaviant, Tim spends the<br />

majority of his time creating a vision, working with developers on simple methods for achieving that vision, and<br />

orchestrating efforts between Art, Design, and Engineering.<br />

Lipinski, Craig<br />

As Producer for Xaviant, Craig carries forward the vision for the game, coordinates efforts among the design, creative,<br />

and engineering teams, and oversees the Development Methodology employed by the studio.<br />

Lovette, Cliff (General Counsel, Macquarium)<br />

Mr. Lovette has 20+ years experience in the Atlanta Entertainment Industry, including as Sr. VP of LaFace Records,<br />

Production Counsel for Fathom Studios (CGI feature film Company), General Counsel of Definition6 (makers of True<br />

Blood mini-movie FB app for HBO), and adviser to Entertainment Arts Research.


39<br />

Lowe, Clinton (Chairman, GGDA, Co-creator, <strong>SIEGE</strong>)<br />

Mr. Lowe is CEO of C. Allen Lowe & Associates, LLC, an executive consulting and venture catalyst firm. Mr. Lowe<br />

has assisted 20+ game studios with business strategy and management issues. His financial plans have been used to<br />

seek or sell over $120 million in assets and equity. He improved the speed and cost-efficiency of the graphic art<br />

pipelines of World Touch Gaming and BBMF/Menue Americas by integrating offshore labor and well-defined<br />

communication protocols. Mr. Lowe works extensively in the casino gaming sector. He currently serves as co-founder<br />

and CTO of Totem Technologies, Inc., producer of Native Lands Lottery serving Native American tribes. Mr. Lowe<br />

currently serves as COO of Visioneering Games, Inc. and an advisory board member to Drowning Monkeys, LLC. He<br />

is co-founder and chairman of Georgia Game Developers Association, Inc. Mr. Lowe is a life-time member of IGDA<br />

and was IGDA Atlanta Chapter Coordinator from 2004-2007.<br />

http://www.linkedin.com/in/clintonalowe<br />

Luh, Walter (CEO/Founder, Corona SDK)<br />

Walter Luh is Founder, CEO and creator of Corona SDK, the marquee product of software development company,<br />

Corona Labs. In a previous life, Walter was Lead Architect for Adobe Flash Lite, a mobile runtime that has shipped on<br />

over a billion devices. During that time, he led the engineering team, pioneered advanced mobile graphics, and jumpstarted<br />

key strategic relationships. Prior to Flash, Walter shipped several industry-standard products for creative<br />

professionals including Adobe Illustrator and Apple’s Final Cut Pro. Walter holds an undergraduate degree in physics<br />

from Swarthmore College, and a master's in computer science from Stanford University.<br />

Massingale, Adam (Lead Game Developer, Research Network Incorporated)<br />

Adam started his career contributing to a Half-Life 2 Deathmatch mod while obtaining his bachelor’s degree in game<br />

programming. He landed his first game industry position designing and programming web and mobile K-12th grade<br />

educational games and applications. When not at his day job, Adam also contributes on game related projects with<br />

friends. In addition to side projects, Adam tutors aspiring game developers and attends universities industry advisory<br />

board meetings. Adam is currently a lead game developer at Research Network Incorporated developing game- based<br />

military trainers and live to virtual bridging technologies. At RNI, Adam works inside of the industry's leading game<br />

engines such as Unreal 3, CryEngine3, and his personal favorite Unity.<br />

McCarter, Beverly (Principal, Human Mosaic Systems, LLC)<br />

• M.S. degree in Counseling Psychology and Human Systems from Florida State<br />

• M.F.A. in Studio Art from the Memphis College of Art<br />

• “Leadership in Chaordic Organizations” scheduled for release Fall 2012<br />

• Award winning work includes the Army’s 2012 Federal Virtual Worlds Challenge: Engaging Learning (3rd Place)<br />

for her Maya Astronomy Center, Phases 1 & 2; and the 2012 Virtual Worlds Best Practices in Education<br />

conference - “Best Example of Educational Practices in a Virtual World" for Maya Island.<br />

• Certified Virtual Worlds Architect and Designer<br />

• Certified Facilitator of Self-Organizing Systems<br />

• National Defense Univ (Federal Consortium for Virtual Worlds) and Smithsonian Institute<br />

McLain, Ellen<br />

Ellen McLain is an opera singer and voice actress, best known as the voice of GLaDOS(Genetic Lifeform and Disk<br />

Operating System) from Valve's hit games Portal and Portal 2. In the hit Portal series GLaDOS is the artificial<br />

intelligence antagonist leading you(the character) through the game. Ellen has also voiced some other recognized<br />

characters such as the announcer in Team Fortress 2, and the voice of the Combine overwatch for the Half-Life 2<br />

series. Ellen is married to John Patrick Lowrie who is a published Sci-Fi writer as well as fellow voice actor for many<br />

video games. Ellen's website can be found at www.EllenMcLain.net Twitter: @EllenMcLain


41<br />

McMain, Michael<br />

Grand Architect, Project Humanity (Chief Executive Officer) Michael brings extensive management experience in IT<br />

and gaming companies to Xaviant. He began his career in gaming in 2001 at RealTime Gaming, a leading platform for<br />

online casino games. After just two years, Michael rose from software engineer to CEO. In this position he not only<br />

helped the company turn a significant corner in market position; he was instrumental in building an organization in<br />

Costa Rica to handle the software development tasks for the platform. In 2008, with the Costa Rica operation up and<br />

running, Michael turned his attention to his passion for video games, and formed Xaviant.<br />

Menard, Michelle<br />

Michelle Menard is a game designer currently at Zynga, as well as author of "Game Development with Unity".<br />

Previously she has worked at Firaxis and as an editor and associate producer, and then for a brief stint as a UI<br />

programmer. When not attempting to finish her book on the Unity Engine, she procrastinates by breaking various body<br />

parts on her spinning wheel, or by making Pokémon catch-rate charts in Excel. She has not, yet, caught them all.<br />

Michelle holds an MFA in Game Design and Development from the Savannah College of Art and Design, and a double<br />

BA from Brown University in Applied Mathematics and Music. On the side, she has worked as an art contractor and<br />

masters-level course developer for SCAD, and will accept an event Regigigas or Darkai in payment for any future<br />

contracts.<br />

Menhorn, Jack (Composer & Sound Designer)<br />

Jack Menhorn is a sound designer, implementer and composer that has been making music and sounds for games for<br />

over 7 years. He has worked on a wide variety of indie games, including The Haunted: Hell's-Reach which won Epic<br />

Game's Make Something Unreal Contest as well as inMomentum and Hack Slash Loot which are all available on<br />

Steam. Jack is also the Editor in Chief of DesigningSound.org which is a well-known resource for film and game sound<br />

designers, field recordists and he is also QA Lead at Villain LLC, an iOS developer in North Carolina. Jack most<br />

recently worked on Offworld, a Unity3D iOS game in which he did all of the SFX and audio implementation as well as<br />

additional music.<br />

Merritt, Brad<br />

As Lead Game Designer for Cartoon Network’s Games Studio, Brad Merritt has designed and directed dozens of<br />

games for CartoonNetwork.com and AdultSwim.com. While working in the web design industry, Brad started creating<br />

Flash games in 1999. He lives with his wife in Atlanta, where he is the organizer of the Atlanta Game Developer<br />

Meetup and has served as a guest instructor at the Art Institute of Atlanta.<br />

Mihill, Thomas<br />

Mr. Mihill’s practice encompasses a wide range of complex business disputes, with an emphasis on intellectual<br />

property. Mr. Mihill has represented individuals and corporations in both bringing and defending against trademark and<br />

copyright infringement claims, trade secret violations, and cybersquatting actions. In the area of video games and<br />

virtual worlds, Mr. Mihill has counseled and represented game developers and publishers in intellectual property and<br />

business matters.<br />

Mr. Mihill has tried cases and represented clients at the state and federal level, in Georgia and nationwide. 

 M<br />

Mihill is a member of the IGDA and GGDA, as well as the American Bar Association, the Federal Bar Association, the<br />

State Bar of Georgia, the Atlanta Bar Association, and the Cobb County Bar Association.<br />

Morales, Hugo (Cinematic Animator, CCP)<br />

In 1995, I started my career as a traditional animator. By 2002 I had transitioned to 3D working at a start up game<br />

company in Quebec, Canada. Although my background is film animation, I would always return to game studios such<br />

as EA and Microids to work on in-game and cinematic animations. After a few years working in the unstable film<br />

industry, I decided to go back to video games as a cinematic animator at Bioware Corp. I came to CCP in 2010.


42<br />

Munk, Bill (Art Director, Tripwire Interactive)<br />

Bill Munk started his exploration as an artist and animator at a very early age, making flip books and drawing daily<br />

starting at the age of 5. He quickly became fascinated by the concept of bringing art work to life. In high school, he<br />

began making animated shorts on Commodore computers and exploring with 3d software. From that point, he was<br />

hooked and decided to put all his creative talent into making animation solely with 3d software. After graduating, he<br />

was awarded 3 scholarships which landed him enrollment at the Art Institute of Pittsburgh. During that time period, he<br />

fine tuned his skills as a modeler, animator and story teller, making 3 animated shorts. After graduating, Bill landed a<br />

job at Trimetro Pictures, a motion pictures development house, as a lead animator. After a year of working in the<br />

motion picture industry, Bill realized that his true calling was in video games so he began work on Hostile Intent, a<br />

modification on Half-life. Following this, he became aware of Red Orchestra, a total Conversion for UT2003 and the<br />

rest was history. He started as a player animator for RO then over a 2 year time period he worked his way up to lead<br />

animator, working heavily on weapon animations. He became the Art Director, helping the team win multiple phases in<br />

the unreal competition and the grand finals. During his Art Director position, Bill still could not resist but to still<br />

heavily get his hands dirty in the project by working on everything from modeling, rigging to animation. After 10 years<br />

of exploration in art and 3d graphics, Bill made his dream come true as a co-founder of Tripwire Interactive, with<br />

responsibilities as Art Director and Lead Animator. He has realized his ultimate goal to become fully involved in the<br />

next generation of Video Game Developers.<br />

Muraski, Mark (Lead Sound Designer, Xaviant)<br />

Mark Muraski is the Lead Sound Designer at Xaviant LLC. Mark joined Xaviant in May of this year to oversee the<br />

audio work on their upcoming title. Prior to working at Xaviant, Mark worked at High Voltage in Chicago Illinois as a<br />

Senior Sound Designer. Mark has shipped over 12 titles across multiple platforms including PS2, Wii, 3DS, Xbox 360,<br />

and PC. As the owner of Fuse Studios in Rockford, Il. Mark worked with clients including Cheap Trick, Comedy<br />

Central, ESPN’s Monday Night Football, and Cory Chisel. He has composed/ produced music for film and TV<br />

including Dawson’s Creek and Sony Pictures. Mark stays busy building custom guitar pedals and amplifiers in his<br />

spare time.<br />

Mytrohovich, Jessica (Sr. Accountant, Habif, Arogeti, &amp Wynne)<br />

Jessica is a senior accountant with the Audit Group of Habif, Arogeti & Wynne. Jessica specializes in compilation and<br />

review procedures and bookkeeping services and is very actively involved with the firm’s technology and gaming<br />

practice. Jessica earned a Bachelor of Science degree and Masters degree in Accounting from Kennesaw State<br />

University. Jessica serves as Treasurer of the Georgia Game Developers Association.<br />

Nicholson, Chris (Composer &amp Sound Designer)<br />

For the past 9 years Chris Nicholson has worked professionally as a Composer and Sound Designer. He has had<br />

placements with some of the industry leaders in entertainment such as CNN, ESPN2, FOX SPORTS NET, TURNER<br />

STUDIOS, CARTOON NETWORK, ADULT SWIM, FUSION TV and TETON GRAVITY RESEARCH. Game<br />

credits include titles such as CLONE WARS: PATH OF THE JEDI, BATMAN: THE BRAVE AND THE BOLD -<br />

DYNAMIC DOUBLE TEAM, BOOMBLASTICA and CARTOON NETWORK TKO to name a few. Chris also<br />

shares his craft through teaching Pro Tools HD, Electronic Music Production and Post Production at the Atlanta<br />

Institute of Music.


43<br />

Patel, Shovaen (Programmer, Robot Entertainment)<br />

Shovaen has worked as a generalist programmer for Robot Entertainment for the past few years. Prior to that, he<br />

attended graduate school at Southern Methodist University, worked as a Field Technical Consultant at Ariba, Inc., and<br />

earned an undergraduate degree in Computer Science from Georgia Tech.<br />

Pink, Harrison (Game Designer, Telltale Games)<br />

Harrison Pink is an award-winning game designer currently employed at Telltale Games in San Rafael, most recently<br />

working on The Walking Dead series. Harrison has designed and developed games for many different audiences, from<br />

child to adult. He is passionate about the immersive nature of the experience, and cites the Myst video game series as<br />

his inspiration (often and frequently!). Harrison always has more than a few board game ideas rattling around in his<br />

head, or half-prototyped on note cards scattered around his house.<br />

Pitstick, Katelyn (Level Designer, Hi-Rez Studios)<br />

Kate is a Level Designer at HiRez Studios in Alpharetta, GA. Originally hired to work on the Global Agenda:<br />

Sandstorm release, she has worked on successive Global Agenda patches as well as developed Arena, CaH, and TDM<br />

maps for Tribes: Ascend. A graduate from the Game Development and Architectural History departments from SCAD<br />

Savannah, Kate enjoys hosting level design workshops for students interested in creating game worlds.<br />

Pope, Chris<br />

Chris Pope (dubbed SpacePope by Sierra/Space Quest/SpaceVenture fans) is an internet personality, producer, social<br />

media mogul, podcaster and co-founder of Guys From Andromeda LLC. Most recently, Chris played a key role in<br />

helping Guys From Andromeda LLC get crowd funding through Kickstarter by taking the reigns to generate<br />

excitement around the return of the Two Guys From Andromeda. This was in regards to their new game idea<br />

SpaceVenture. After the successful funding of SpaceVenture, he now works with his partners, Scott Murphy and Mark<br />

Crowe (Original creators of the Space Quest Series from Sierra) in making the new game become a reality. Prior to<br />

being apart of Guys From Andromeda LLC, Chris first gained internet notability in 2001 when "The Day Report"<br />

announced his breaking of the Arcade Pac-Man Turbo world record as recorded by chief scoreboard record keeper<br />

Walter Day with Twin Galaxies. In 2008 he launched Tech Jives LLC, a social media and podcast production<br />

company. Pope created multiple live interview-based podcasts, including some of the first to do live interviews with<br />

celebrity film and voice actors, such as Robert Clotworthy (Voice of Jim Raynor), Rob Paulsen (Voice of Raphael,<br />

Yakko Warner, and Pinky), Jen Taylor (Voice of Cortana).<br />

Posey, Burton (Co-Founder, Addo Games)<br />

Burton has been enthralled with games his whole life. Wanting to use computers to entertain people, he found himself<br />

pursuing an education and career in programming and ultimately game development. He has created interactive and<br />

game applications for some of the largest companies and brands in the world. As an interactive Flash developer, Burton<br />

managed to make a name for himself as someone who knows a lot of tricks of the Flash platform and Actionscript<br />

language, ever intrigued with how to pull every drop of performance he can find from them. More recently, he has<br />

struck out on his own, founding Addo Games with his wife Becca. The first title to be released by the studio is Robots<br />

Love Ice Cream for the iPad, due out around the end of 2011 and is being developed in Unity.


44<br />

Posey, Rebecca (Co-Founder, Addo Games)<br />

Rebecca Posey is co-founder of the Atlanta-based independent studio Addo Games. Rebecca and her husband Burton<br />

raised nearly $19,000 on Kickstarter over 33 days in 2011 to successfully fund Addo Games’ first independent title,<br />

Robots Love Ice Cream for the iPad. Robots Love Ice Cream has been featured by Indie Games Channel, Wired<br />

Magazine, IGN.com, Boing Boing, Destructoid, and Scoutmob. It is expected to release in time for the 2012 holiday<br />

season. Rebecca holds Master of Science in Public Policy and Master of Business Administration degrees from the<br />

Georgia Institute of Technology. In addition to participating in the development of Robots Love Ice Cream, Rebecca<br />

serves as state director for the Not For Sale campaign to end human trafficking and as the chair of<br />

ATLANTA+acumen, a volunteer-organized chapter of the Acumen Fund. Professionally, Rebecca consults<br />

independently for policy and humanitarian organizations.<br />

Powell, Kevin (3D Artist/Level Designer, Hi-Rez Studios)<br />

Kevin is a 3D Artist/Level Designer at Hi-Rez Studios in Alpharetta GA. He is currently responsible for designing<br />

levels for Tribes Ascend. He was hired in 2010 to work on Global Agenda: Sandstorm expansion. Since then, he has<br />

worked on Tribes and SMITE. He holds a BFA in Interactive Design and Game Development from the Savannah<br />

College of Art and Design. Kevin's interests include Competitive Gaming, Basketball, Soccer, Drinking, and Digital<br />

Sculpting/Painting.<br />

Preston, Jon<br />

Dr. Preston is the coordinator for the Center of Applied Gaming and Media Arts (CAGMA) and coordinator of the<br />

Computer Game Design and Development degree and Associate Professor, School of Computing and Software<br />

Engineering at Southern Polytechnic State University. In the past four years, Dr. Preston has hosted seven game jam<br />

weekends (three of which were part of the Global Game Jam) totaling over 100 games developed by more than 700<br />

participants. Dr. Preston also serves on the Academic Committee of the Georgia Game Developers Association and is<br />

currently the College Fair Coordinator for the 2012 Southeastern Interactive Entertainment and Games Expo. Dr.<br />

Preston’s industry experience includes system development for a mobile platform and media company and 3D game<br />

development tutorials.<br />

Rickwood, Chris (Composer, Rickwood Music)<br />

Chris Rickwood is an award winning composer known for creating dramatic musical scores for video games, film, and<br />

television. Rickwood’s work can be heard worldwide on a variety of mediums for clients such as Activision, THQ,<br />

Microsoft, Cartoon Network, Capcom, and Nintendo. He began his career by composing intense orchestral cues for<br />

several game titles including Kingdom Under Fire: Circle of Doom, Evil Dead: Hail to the King, BloodRayne, and<br />

Maximo: Ghosts to Glory. Since then, Rickwood has composed over 20 scores for Cartoon Network New Media,<br />

contributed music and sound for several PC games including Age of Empires Online, Tribes: Ascend, and Orcs<br />

Must Die!, and experimented with other gaming mediums such as mobile phones and video poker machines. In 2006,<br />

Rickwood was invited to the team of composers hired to produce the new Monday Night Football theme for ESPN<br />

and later composed the theme for EA Sports Madden NFL 12. More of his music was released on Associated<br />

Production Music’s Endgame music library and has been placed in television broadcasts for ABC Family, G4TV,<br />

Comedy Central, and Fox. Currently, Rickwood is working on several projects including Hi-Rez Studio’s Smite and<br />

other next generation games.<br />

Rogers, Gordon (Entrepreneur)<br />

Gordon is an economist, entrepreneur and angel investor. After working as a financial analyst, in 1988 he established a<br />

business (Meliora Systems, Inc.) that created one of the pioneering products in the corporate e-learning & talent<br />

management field (Ingenium). He guided the growth of the company from a start-up to IPO through a merger in 1998<br />

with Paul Allen's company, Asymetrix Learning Systems (ASYM). This exit event yielded a 12X return for initial<br />

investors in the business. See http://bit.ly/gi9hQ. After leaving ASYM/CLKS/SUMT in 2000, he spent the next several<br />

years investing in and serving on the advisory boards of various tech startups in the e-learning and online coaching<br />

sectors. He now focuses primarily on helping early stage ventures in the the digital media and edutainment sectors raise<br />

capital and create strategic partnerships. He is President of Atlanta Technology Angels (www.angelatlanta.com), and a<br />

member of Angel Lounge (http://www.startuplounge.com/tag/angellounge/), the MIT Enterprise Forum, and the<br />

Atlanta CEO Council. He is also Managing Director of Vernon Bridge Ventures, an early stage capital/advisory firm.<br />

He serves on the boards of Rapid LD and Good Egg Studios. He has extensive experience serving on boards of nonprofit<br />

organizations (YMCA of Greater Atlanta, Interfaith Outreach Home, Teacher Support Network, The Lionheart<br />

School). He recently completed his first triathlon to raise money for the Leukemia & Lymphoma Society.


45<br />

Rosman, Ken (Consultant, Visionary Vanguards)<br />

Ken Rosman has spent equal parts of his past 18 years in the video game industry on both the developer and publisher<br />

sides of the business, working at companies including Looking Glass Studios, Virgin Interactive Entertainment, Black<br />

Isle Studios, Vivendi Universal Games, Sierra Entertainment and Radical Entertainment. Ken's most recent position<br />

saw him overseeing the development of PROTOTYPE 2 while managing the operations of Radical Entertainment in<br />

Vancouver BC for Activision|Blizzard.<br />

Quinones, Carlos (Co-Founder, Secret Library)<br />

Carlos Quinones is a Game Design and Development graduate from Full Sail Real World Education in Orlando,<br />

Florida. Since then, he has worked for Turner Broadcasting and TransGaming, Inc. on projects such as GameTap and<br />

GameTree TV where he filled various roles, including Senior Software Developer and Developer Relations. In<br />

November of 2011, he co-founded Secret Library to realize his dream of starting an independent video games studio.<br />

Secret Library released their first game, a local multiplayer iPad game called Centrifeud, earlier this year and are<br />

wrapping up development on their second game, Cool Pizza.<br />

Quintiliani, Andrew (Character Artist, Tripwire Interactive)<br />

Andrew Quintiliani graduated from the Art Institute of Atlanta in 2009 with a BFA in Game Design. After various<br />

freelance projects, he began working as a character artist at Tripwire Interactive in 2010. Having a passion for the<br />

history and development of video games and for anatomy and biology, as well as an extensive knowledge of programs<br />

such as Z-Brush, Photoshop, and Modo, helps Andrew craft unique designs that have assisted Tripwire in creating<br />

award-winning PC titles such as Killing Floor and Red Orchestra.<br />

Saulter, Joseph<br />

Dr. Saulter has spent his life using technology and art to bring people together. As a professional musician and<br />

composer his work includes the seminal electro-funk album Twilight 22 with the hit Electric Kingdom over 1 million<br />

hit on the internet and stretches all the way to the great white way, where he won a Drama Desk Award for his role in<br />

the Broadway musical I Love My Wife. His work also includes the Broadway shows Jesus Christ Superstar and Hair.<br />

Joseph has made a career out of tearing down the walls that separate art forms, people and cultures by fusing his<br />

creative talents with educational outreach and entrepreneurial boldness. Though his educational work — including a<br />

McGraw-Hill series of Design and Development textbooks — and his service as Chairman of the International Game<br />

Developers Association's Diversity Advisory Board, Joseph has opened doors in the gaming industry to thousands of<br />

aspiring artists, designers and developers. Dr. Saulter has launched numerous successful businesses and gaming titles<br />

in collaboration with Sony, Vivendi, Warner Bro, Blizzard, software developer Softimage, Media Fusion 2 and Unity.<br />

He also serves on the steering committee of the Bill Gates Group initiative Blacks in Gaming. Dr. Saulter launched<br />

EARI to take gaming into markets the industry has overlooked and ignored, including faith communities and the<br />

authentic urban scene. His goal: to create an industry powerhouse built on games and interactive media that serve<br />

genres, communities and people who rarely see themselves and their experiences reflected onscreen.<br />

Sawyer, Ben<br />

Ben Sawyer is the co-founder of Digitalmill, a games consulting firm based in Portland, Maine. Since beginning his<br />

career in game development over ten years ago, Sawyer has pioneered major initiatives in the field of serious games<br />

and has become a nationally recognized leader within the games community. In 2004, Sawyer co-founded the Games<br />

for Health project, an initiative which has built the primary social and professional networks of the health games<br />

industry. Through on-line resources and regular regional and national events, Games for Health connects health<br />

professionals, researchers, and game developers in order to advance the development of health games and game<br />

technologies. The Games for Health project receives major funding from the Pioneer Portfolio, an initiative of the<br />

Robert Wood Johnson Foundation. As a game developer, Sawyer has worked on over two dozen major serious game<br />

projects. In 2000, Sawyer began producing the Alfred P. Sloan Foundation's university simulation game, "Virtual U,"<br />

which was an award finalist at that year’s Independent Games Festival. Currently he is working with the Yale School<br />

of Medicine and Schell Games on a new game to help kids at-risk for HIV acquisition.


46<br />

Scali, Leland (Lead Environment Artist, Tripwire Interactive)<br />

Started as a contract texture artist for Tripwire Interactive on Red Orchestra Ostfront.I then Jumped into 3D arts,got<br />

hired at tripwire as an environment/concept artist and never looked back. Since starting onsite in 2007 I worked on all 3<br />

of tripwires releases along with bits on our 3rd party published titles. I've been the Lead Environment artist on both<br />

Killing Floor and RO2.<br />

Schreiber, Ian<br />

Ian Schreiber has been in the game industry since the year 2000, first as a programmer and then as a game designer. He<br />

has worked on five published titles, two serious game simulations, and several other things he can’t talk about. As an<br />

educator, Ian has taught game design and development courses at Ohio University, Columbus State Community<br />

College, and Savannah College of Art and Design. He has co-authored two books, "Challenges for Game Designers"<br />

and "Breaking Into the Game Industry".<br />

Silverio, Joelle (Game Designer, CCP Games)<br />

Joelle Silverio is a video game designer with CCP Games, the creators of EVE Online. She is currently working on the<br />

upcoming World of Darkness, an MMORPG based on the Vampire: the Masquerade roleplaying game. Before joining<br />

CCP, Joelle worked on the first-person shooters Global Agenda and Tribes: Ascend. Joelle volunteers her time<br />

mentoring students who are entering the video game industry.<br />

Simpson, James<br />

James Simpson has been dreaming of writing games since he first touched his Atari 400. He began his career in gaming<br />

by studying C/C++ programming as part of B.S. in computer information systems at DeVry University. James<br />

followed this up by teaching himself a variety of 3D art tools, and has just recently finished his second Bachelor<br />

Degree from Art Institute of Atlanta in Game Art and Design. As part of this he has been working with Autodesk’s<br />

Maya and 3D Max programs and a variety of engines such as Unreal 2004, Unreal 3, C4, and Unity. His first published<br />

game with WildTangent was called “Invasion: The Last Stand” followed by a series of contract projects with various<br />

gaming studios such as Cartoon Network, Shifting Suns, The Game Creators, Vortex Games. At the moment he owns<br />

the game company “Cellbloc Studios”, contracting to create various casual games as well as working on a kid MMO<br />

called Bobbers World.<br />

Skemp, Ethan<br />

Ethan Skemp is a Content Designer for Xaviant. He has over thirteen years of credits in the tabletop roleplaying game<br />

industry, working as an editor, line developer and writer. He’s worked on or developed books for over a dozen game<br />

lines inside and outside the World of Darkness, in particular working as a line developer on Werewolf: The<br />

Apocalypse, Werewolf: The Forsaken, and Changeling: The Lost. He previously worked as a content designer on the<br />

World of Darkness MMO for CCP NA; his current project is Xaviant’s forthcoming game Lichdom. He spends his free<br />

time playing games with his wife and cabal of friends, looking after his neurotic dogs, and designing worlds on a bet.<br />

Smith, Jeffrey, MS, CUXP (IBM)<br />

• Human factors psychologist | Certified User Experience Professional<br />

• Experience Architect<br />

• Master Inventor – Numerous patents<br />

• User experience designer for IBM’s Innov8: CityOne<br />

• ** http://www-01.ibm.com/software/solutions/soa/innov8/cityone/<br />

• ** http://www-935.ibm.com/services/us/gbs/gaming/<br />

• Previous work involving problem-based learning includes NASA Classroom of the Future and NASA’s<br />

Explorer Schools program


47<br />

Sorensen, Blake (Patent Attorney, Merchant & Gould)<br />

Blake Sorensen is a registered patent attorney in the Atlanta office of Merchant & Gould with experience in intellectual<br />

property licensing, drafting and prosecuting patent applications, writing patent opinions, and trademark registration.<br />

Prior to joining the firm's electronics and computer law practice group, Mr. Sorensen amassed seven years of industry<br />

experience in user interface design, statistical analysis software development, online computer game development and<br />

management, and embedded systems development. He is a member of the Intellectual Property and Science and<br />

Technology Sections of the American Bar Association and serves on the Virtual Worlds and Multi-User Online Games,<br />

Open Source Software, and Information Security committees.<br />

Stanley, Michael (Game Designer/Artist, Addo Games)<br />

I am a graduate from the Savannah College of Art and Design with a bachelors degree in Interactive Design and Game<br />

Development. I am well versed in many aspects of game design and am fluent with a number of 3D and 2D design<br />

programs. I know the game design pipeline very well and have seen past projects all the way from start to finish. In the<br />

past I have worked on both 2D and 3D game projects for Mattel, Qualcomm, Hi-Rez Studios and many of my own<br />

where I have played the role of artist and/or game designer. I enjoy both art and game design and take a technical and<br />

creative approach to each. I believe that these qualities led to one of my most significant achievements when, in 2011, I<br />

was awarded "Best in Show" for the Game Design department at the Savannah College of Art and Design's Out to<br />

Launch event. I am currently an employee of Addo Games where I work as a game designer and artist for Robots Love<br />

Ice Cream - a super awesome, SHMUP inspired game coming out for the iPad. I am a very enthusiastic, zealous<br />

individual whose puns will cause involuntary laughter on many occasions. Also, I have a weakness for vintage video<br />

games.<br />

Thomas, Deborah (Founder/President, SillyMonkey LLC)<br />

Deborah Thomas has wanted to be a game designer for as long as she can remember. At every stage of her life, it<br />

seems she has either studied games or worked with people who created games. Now, she is living her dream. Deborah<br />

is the founder, owner and operator of SillyMonkey, LLC, a game-based learning business that works with corporate<br />

clients to help their employees learn difficult concepts in a fun and memorable way through the playful but effective<br />

use of board games, video games, flash games and virtual worlds that she creates. Deborah’s motto for SillyMonkey<br />

sets three goals: “Learn fast, remember more and have fun doing it.” Deborah achieves these goals for her clients by<br />

first taking the time to understand the needs and goals of the client and the employees. She then designs experiential<br />

games and simulations that teach employees how to simplify workflow systems, understand the perspectives of their<br />

co-workers and solve problems from the inside out. Her system provides the full spectrum of learning services from<br />

analysis to implementation, including classroom-based and e-learning solutions as well as innovative training<br />

programs. Deborah worked closely with Indigo and Stanford University researcher to design a debriefing feedback<br />

concept, spatial learning and how to embed technologies to improve conceptual and spatial knowledge. Deborah’s faith<br />

in games as an effective teaching tool is so strong that she would sneak innovative techniques and games into her<br />

courses at different stages of her career. As a public education teacher at one of the worst performing middle schools in<br />

the country, she drove her students’ SAT scores up 30 percent by using innovative educational techniques she created.<br />

She applied that same passion for helping people retain learning objectives as a trainer for Fortune 500 companies by<br />

facilitating and earning trainer of the year multiple times throughout her career. She also served as an operations<br />

manager of technical classrooms. And as a course development manager at The Coca-Cola Company, she designed and<br />

implemented Idea Central and Idea Bank. Now, as the founder of SillyMonkey, she uses the full spectrum of learning<br />

services she has created through the years to develop high-visibility training initiatives in a playful but results-oriented<br />

environment to benefit a global clientele of beverage,sales, manufacturing, safety, energy, pharmaceutical and finance<br />

companies. Deborah is current president of the Atlanta Chapter of the Georgia Game Developers Association, a past<br />

president of the North American Simulation and Gaming Association. She is vice president of Professional<br />

Development for the Greater Atlanta American Society of Training and Development. She is a board member of the<br />

Atlanta chapter of the Technology Association of Georgia Workplace Learning Society. And she is a board member of<br />

the Georgia Game Developers Association and helping to design the Serious Games SIG. She is also a much soughtafter<br />

speaker at gaming and training conferences. As hobbies, she enjoys reading, movies, rouge et blanc vino tastings,<br />

studying improv and swimming.


48<br />

Treadway, Brandon<br />

Brandon Treadway is a full time Software Engineer doing java programming for Liaison Technologies and a Contract<br />

Game Programmer in the Atlanta Area. He graduated from UGA in 2007 with a BS in Computer Science. Mr.<br />

Treadway completed his Masters in Computer Science in 2010. He is currently working on 3 Contracts all involving<br />

Unity 3D. He has been using Unity 3D for about 4 years and has become a proficient programmer using C#. Mr.<br />

Treadway has developed games for game jams built for the Web, PC and Mac platforms. One of his current contracts is<br />

writing an educational game for the iPad. He has a wide range of skills using Unity 3D and would love to talk about the<br />

Engine from a programmer stand point.<br />

Vilen, Teemu<br />

Teemu Vilen joined CCP in 2007, and works as the Content Director on the World of Darkness Online project in<br />

Atlanta. His prior decade of work ranges from other massive virtual worlds to stock exchange mergers and online news<br />

media.<br />

Vinson, Chuk<br />

A local Atlanta game developer of 10 years, he has been broken by the rigors of grass roots indie development, only to<br />

slowly rise again on the shoulders of... more stable and well funded indie development. Currently residing at Hi-Rez<br />

Studios, he spends his days laboring to make art run on budget-level laptops and his nights making weird surrealist art<br />

and chipping in on other grass roots indie game projects. Its a life of chaos man. Straight chaos. If you buy him a beer,<br />

he will certainly pretend to be interested long enough to have a deep chat during the time it takes to drink the beer.<br />

Holler.<br />

Wagner, Matte (Sound Designer, Ubisoft / Red Storm Entertainment)<br />

Matte Wagner is currently working at Ubisoft/Red Storm Entertainment as a Sound Designer. He recently worked on<br />

the adversarial portion of "Ghost Recon: Future Soldier" for Xbox 360, PS3, and PC. A graduate of the Savannah<br />

College of Art and Design in 2006, Matte worked as a touring musician and freelance sound designer for smaller indie<br />

titles until being hired at RSE in 2011. He is now working as a Sound Designer for an unannounced multiplatform title,<br />

is leading development on his own mobile game, and collaborates with Raleigh based filmmaker Turquoise Films<br />

doing location sound and mixing.<br />

Warren, Rob (Music Composer, Rob Warren Music & Sound)<br />

Rob Warren is a music composer and 2012 Telly Award winning sound designer for games, film, and television. Some<br />

of Rob’s credits include Tiger Woods PGA Tour, Warhammer Online, Outlaw Golf, Dragon Tales, You Don’t Know<br />

Jack, NHL ’13, Dance Dance Revolution, Essential Sounds III loop library for Sony Acid, NCAA Football, and<br />

Madden NFL to name just a few. Rob also composed music for the 2008 Beijing Olympics, and was the lead music<br />

producer for Disney’s Phineas & Ferb Live Tour in 2011. His music compositions for the Deer Avenger game were<br />

used by Microsoft to demonstrate the capabilities of its Direct Music Producer tool for the Xbox in 2004. Rob worked<br />

for EA sports from 2005 – 2012 and is currently owner of Rob Warren Music and Sound.<br />

Webb, Eddy<br />

Eddy Webb (with a “y,” thank you) is an award-winning writer and game designer. Hired on with CCP in late 2007, he<br />

has worked on a variety of role-playing games, including acting as Lead Developer for Vampire: The Masquerade 20th<br />

Anniversary Edition. Today he designs content for the upcoming World of Darkness MMO. He lives a sitcom life with<br />

his wife, his roommate, a supervillain cat, and an affably stupid pug.


49<br />

Williams, Michael (CEO/Founder, Oomba, Inc.)<br />

Michael Williams is a Game Legend (entirely in his own mind) who has produced, programmed, and/or designed more<br />

than twenty-five classic video games, including such noteworthy titles as The Bard's Tale II & III, Wasteland,<br />

BattleChess, Men In Black, Pinky & The Brain, Railroad Tycoon II, KISS: Psycho Circus, Time Crisis III, Subspace<br />

(the first MMO!) and Sega Swirl (the first online console game!). Mike is also a serial entrepreneur who has founded<br />

more than fifteen companies in his day, including Tremor Entertainment, CodeFire, Planetwide Games, Reality Gap,<br />

and Oomba.<br />

Wilson, Alan (Vice President, Tripwire Interactive)<br />

Alan has worked in Oil, Defence and Finance sectors over a 30-year "serious" career, before moving over to the games<br />

industry. Alan has also been a military historian, mixing that with game design over the same period. This led to the<br />

“Red Orchestra” mod in 2003. When the team won the MSU contest, Alan supported the creation of Tripwire<br />

Interactive LLC along with the other key players in the original team. Alan worked on the design, budgeting and<br />

planning of the development of “Red Orchestra: Ostfront 41-45”, as well as focussing on raising the required funding<br />

for the company to develop the game completely independently. RO scored in the top 10% on Metacritic for 2006 (81)<br />

and has now sold over 600,000 units on PC worldwide. Tripwire launched the hit co-op zombie shooter, Killing Floor<br />

in 2009, which went to #1 on Steam and Red Orchestra 2: “Heroes of Stalingrad” in 2011. KF has now sold over 1.3m<br />

units on PC. Tripwire has pioneered selling games digitally, alongside traditional retail routes to market, with great<br />

success. Additionally, Tripwire has got involved with other independent developers, publishing Zeno Clash, The Ball<br />

and Dwarfs!, as well as mentoring and advising startups."<br />

Woomer, Matt (Co-founder, Blue Mammoth Games)<br />

Matt Woomer is co-founder of Blue Mammoth Games, an Atlanta based game developer. Their first launched title was<br />

Dungeon Blitz, a browser-based action MMO. Matt has been programming massively multiplayer online games for ten<br />

years. Matt served as lead graphics programmer on City of Heroes at Cryptic Studios, a senior programmer at Hi-Rez<br />

Studios, and a consulting programmer at CCP Atlanta. Matt is teased by fellow programmers because his degree is in<br />

American History.


50<br />

Don’t Forget to Join GGDA (www.ggda.org), participate in year-round<br />

fellowship, networking, and special events, and support our growth initiatives.<br />

See You Next Year!!!<br />

NOTES<br />

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51<br />

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52<br />

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