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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.

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