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The first Vancouver International Game Summit took place May 3-4, 2007
at the Sheraton Wall Centre in Vancouver, British Columbia. The event,
dedicated to global perspectives on developing games for the next
generation of consoles, targeted an audience of programmers, artists,
game designers, producers, and studio leads.
Sponsored largely by Electronic Arts and followed by Ernst &
Young, Disney Interactive Studios, and Microsoft, the event was also
partnered with New Media BC and the International Game Developers
Association. The Casual Games Association announced a surprise industry
networking party for the first night of the Summit.
Overall, the Summit’s topics addressed the current state of
game industry. “What it’s really time for is to put ourselves forward
as professionals. This is not a garage industry anymore, we’re an
industry of professionals,” stated Douglas Tronsgard, CEO of Next Level
Games, during a panel on workforce optimization headed up by
International Game Developers Association’s Executive Director Jason
Della Rocca.
With opening remarks were representatives from Vancouver media
industry, the Executive Director of Masters of Digital Media Program at
the Great Northern Way Campus, Dr. Gerri Sinclair, and Lynda Brown, the
President of New Media BC.
Keynotes included the Vice President of Microsoft Canada’s Developer
and Platform Group, Mark Relph, the Founder of Wideload Games,
Alexander Seropian, and the Senior Vice President and Group General
Manager for EA Canada, Rory Armes. Amongst its keynotes, the Summit
held afternoon interactive workshops and three panel tracks:
Management, Technology, and Design.
The Design Track featured David Elton (Senior Designer, EA), Sean
Smillie (Designer, Action Pants), Jonathan Dowdeswell (Producer, Relic
Entertainment), and Clay Jensen (Creative Director, EA Black Box) on
effective pre-production. They discussed methods that can be used to
visualize and test concepts before a studio spends the bulk of their
title budget.
In the Management Track, Neal Clarance from Ernst & Young spoke
alongside Howard Donaldson from Propaganda Games, Vlad Ceraldi from
Hothead Games, and Steven Hnatiuk from Yaletown Venture Partners with
insights and personal takes on how to raise capital and negotiate with
various models of publishing and distribution. Each game development
project has to negotiate for financing on an individual basis, the
panel agreed.
Agile game development came up as a key topic for the Technology
Track. Tarrnie Williams from Relic Entertainment, Dan Irish from Three
Wave Software, Phillipe Kruchten from the University of British
Columbia, and Steve Adolph from WSA Consulting spoke to new approaches
in team structure and the experience of using agile methodology during
the development cycle. The technique relates to with iterative design
and current strides toward managing increasingly large development
teams. However, agile development can also be applied to small
development teams and steps in user-generated content, which is
supported by companies such as Microsoft.
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