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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.

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