PDF File - SIEGE!
PDF File - SIEGE!
PDF File - SIEGE!
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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.