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900 Visitors Make Respawn One of Europe’s Popular Game Developers’ Conferences (PRESS RELEASE)

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Cologne / Mülheim, 20 August 2014: Attended by some 900 visitors, the “Respawn – Gathering of Game Developers” conference held in Cologne on 12 and 13 August closes the gap to Europe’s leading game developer conventions. With this year’s focus on the indie developer scene, the conference effectively doubled attendance since its debut last year. The concept of multiple presentations taking place in parallel in a single large hall was readily accepted by the participants. They were able to listen to different speakers on wireless headsets and alternate between the various presentations while moving around freely in the new event venue, Dock.One in Cologne. It has been decided that there will be another Respawn installment during the 2015 gamescom week, with the exact date to be announced as soon as possible.

Renowned international speakers, including Jason Della Rocca (Execution Labs), Daniel Matros (DICE), Martijn Wenting (Bitstorm Games), Fasih Sayin (Crytek), Odile Limpach (Ubisoft Blue Byte), Teut Weidemann (Consultant) and Ralf C. Adam (flaregames GmbH), captivated their audiences as they shed light on issues such as challenges for indie developers, gender diversity, games education, digital games as a cultural element, or best-practice tips for young game developers.

A new business format entitled “Pitch & Match” saw its premiere this year. Developers were given the opportunity to present their game or product to established companies like Nintendo, Sony Computer Entertainment Europe, Google, Square Enix Collective and Unity3D. Engaging discussions helped to lay the foundations for promising collaborations.

Stephan Reichart, Aruba Events managing director and Respawn organizer, is more than pleased with the outcome of the conference: “The tremendous increase in attendance shows that the games industry’s interest in indie topics is growing continuously. With Respawn, we again provided a fitting environment that contributed to a vibrant exchange between AAA game professionals, indie developers and students.”

This is seconded by Tobias Kopka, Respawn’s program director: “We are very happy that the visitors liked our mix of knowledge transfer, debate and relaxed networking as much as they did. We focus on content and substance, regardless of whether it is presented by AAA studio veterans, indies, freelancers or  medium-sized studios, and that seems to strike a chord with the developer community.”

For the first time, “Respawn – Gathering of Game Developers” was presented in cooperation with “GDC Europe”. Visitor benefits included special pricing offers: Respawn attendees had access to the GDC Expo, received a 10-percent rebate on a GDC Europe All Access Pass, and all GDC visitors were admitted to Respawn free of charge. Furthermore, this year saw the first jointly hosted evening event: More than 1,500 participants of both conferences followed the invitation to the “GDC Europe and Respawn Developer Night powered by flaregames” on the evening of 12 August and came to the “Bootshaus” to network and celebrate.

Additional information on Respawn – Gathering of Game Developers is provided on www.respawngathering.com,www.facebook.com/RespawnGathering and www.twitter.com/respawn_conf. Tickets for Respawn are available onwww.respawngathering.com/tickets.

The Best Games announced at Gamescom 2014

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Gamescom 2014 is just about over, but there were plenty of new titles announced by Sony and Microsoft. Microsoft also revealed that the next Tomb Raider is really a timed exclusive for Xbox One. Sony also praised their 10MM PS4 sales figure, saying that the war with Microsoft is becoming a blowout in their favor.

Here is what Coop Dojo had to say about the lineup of games announced at Gamescom 2014:

Dead Island 2

Deep Silver showed off a cooperative horde demo to demonstrate Dead Island’s 2 improved combat and seamless multiplayer. The engine is really good, and the marketing team are doing a good job of marketing the game. The fighting is pretty solid and lighthearted as you attack zombies with a weed-whacker. There were some flaws in the first two games that need to be addressed, and the NPCs exhibit less life then zombies.

Assassin’s Creed Rogue

According to Coop Dojo, the only good thing about Assassin’s Creed Rogue is if you don’t own a PS4 or Xbox One, then at least you can still experience the Assassin’s Creed series.

Metal Gear Solid 5

The look and potential of the game is mind blowing, but the audience is left stunned that we can’t weaponize that good, or that trained guards will become mindless zombies at the site of a picture of a scantily dressed woman. The only good aspect of this game is the graphics, but we still have no idea when the game is actually coming out

Shadow Realms

Bioware debuted its next biggest title since Mass Effect, but it doesn’t land that well. The game is a fantasy fighter RPG that pits 4 coop players against the Shadow Lord. With the incredible talent at Bioware, let’s hope that this title won’t be a forgettable blip on the radar for gamers.

Bloodbourne

Hidetaka Miyazaki announces his followup to DarkSouls, Bloodbourne. With the word blood in the game title, players will see lots of blood as they lay waste to the land’s inhabitants.

Wild

Michael Ancel, the man behind Rayman and Beyond Good and Evil is back with an animal-centric adventure game, Wild. The animals in the trailer did look entertaining, but the Groods were not that impressive. The content is the trailer was very vague, so we have no idea about what is happening in the game.

The Witcher 3

Even though The Witcher 3 got pushed back to next year, CD Project Red showed six minutes of gameplay footage. The game looks just look you would expect it to look for a Witcher game, and this title should be the first must play title for next generation consoles. The gameplay footage also suggests that the game is production-ready.

Follow this link to read more about these games and see some images:

http://coopdojo.com/great-games-gamescom-2014/

 

PAX Aus Indie Showcase 2014 winners revealed

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Friday 15 August, 2014 – Highlighting the most unique and worthy independent games to come out of the Australian/New Zealand regions, the PAX Aus Indie Showcase (AIS) features six titles as selected by a panel of gaming industry peers from a pool of nearly 100 submissions.

We are proud to present the PAX Aus Indie Showcase 2014 winners, all of whom will be playable at the show:

Airscape: The Fall of Gravity
AIRSCAPE: THE FALL OF GRAVITY
Developed by Cross-Product
Captured from its undersea home by a mechanical alien race, the player – a ‘Grimpoteuthis abyssicola’ (Dumbo Octopus) must journey through a strange and disorienting environment where gravity follows the contours of the land and blobs of water float suspended in the air. There’s no fighting in Airscape – you’ll have to run, jump, and dodge your way past torpedoes, rockets, lasers, seekers, and more.
http://www.airscapegame.com

Assault Android Cactus
ASSAULT ANDROID CACTUS
Developed by Witch Beam
Assault Android Cactus is a manic twin stick shooter with one to four player local co-op, combining arcade style gameplay with masses of enemies, transforming environments and a colourful cast of synthetic heroines. Using a battery timer mechanic in place of lives, Assault Android Cactus is built around high speed gameplay and skillful chaining of enemy kills. Set across five decks of a massive spaceship, robot opponents slash, shoot, launch missiles from their backs, fire screen sweeping lasers and create smaller enemies to attack, while the giant enemy bosses fight with everything they’ve got across multiple phases.
http://www.assaultandroidcactus.com

Expand
EXPAND
Developed by Chris Johnson and Chris Larkin
Expand is a single player video game in which players explore a circular labyrinth constructed as an abstract black and white geometric landscape. Players must avoid getting squashed as the labyrinth twists, stretches and reveals itself, always responding to the players actions and movements.
http://expandgame.com

Gunscape
GUNSCAPE
Developed by Blowfish Studios
Gunscape provides a toolbox of iconic weapons, monsters and level elements as the foundation for players to build co-op and single-player levels or multiplayer arenas in the most intuitive way possible. It does this by offering a series of easy-to-use tools based on a block-placement interface most gamers are accustomed to. And unlike similar tools currently available on the market, Gunscape aims to empower its authors to enjoy the process of abstract level design by imposing the same kind of refreshing constraints that the still-enduring user map communities of the earliest FPS games such as Doom™ enjoyed; rather than building a game, players build a level within a game that features robust action gameplay and a vast array of weapons, enemies and level components specifically designed to complement one another.
http://www.playgunscape.com

Screencheat
SCREENCHEAT
Developed by Samurai Punk
Screencheat is the split-screen party shooter where everyone is invisible and you have to “screencheat” to win!
http://www.samuraipunk.com

Wave Wave
WAVE WAVE
Developed by Thomas Janson
Wave Wave is a savage arcade game that challenges players to shift up and down precisely as a sharp wave, desperately dodging a never-ending onslaught of geometric doom. Players are hooked into a blitzing world of constant deaths and instant restarts.
http://www.wavewavegame.com

PAX Australia will be held at the Melbourne Convention and Exhibition Centre from 31 October to 2 November, 2014 and is organised by ReedPOP in conjunction with Penny Arcade.

FridaySunday, and 3 Day International Tickets are still available and can be purchased only through the PAX Aus website:www.paxaustralia.com.au/registration.

For further information visit www.paxaustralia.com.au or follow PAX Australia updates via official Twitter and Facebook.

Early Registration for GameSoundCon Ends Soon (PRESS RELEASE)

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Register for the 10th Conference on Video Game Music and Sound Design in Los Angeles by September 1 at early bird discounted price

Seattle, WA (August 14, 2014) – GameSoundCon 2014, the leading conference on video game music and sound design, has announced early bird discounts on all registrations until September 1, 2014. The organization’s 10th conference will be held October 7-8 at the Millennium Biltmore Hotel in Los Angeles and feature two days of sessions, panel discussions and hands-on workshops from over twenty of the game industry’s leading composers, sound designers and audio directors.

“The video game industry has been changing rapidly,” said Brian Schmidt, Executive Director of GameSoundCon. “New consoles have been launched, casual and social games have exploded onto the scene. We’ve put together speakers and sessions this year that reflect the changing challenges of working in videogames for both aspiring and professional composers and sound designers. GameSoundCon continues to be the premier audio event for people who want to understand the creative, technical and business challenges of working in sound for games.”

GameSoundCon comprises four concurrent session tracks. Game Audio Essentials features presentations and panels on essential topics in game audio, specifically designed for professional composers and sound designers who want to expand into games. Game Audio Pro features talks and roundtables for seasoned game audio professionals, while separate sessions providing Hands-on FMOD Studio training and Hands-on WWise training allow attendees to bring their laptops and receive training on creating interactive music and sound effects using the industry’s leading game audio design tools.

This year’s featured keynote speaker will be Marty O’Donnell, creator of perhaps the most iconic game soundtrack of the recent era with his work on HALO. O’Donnell, formerly audio director at Bungie, now with his own studio, will talk about stimulating creativity, the video game business, and what it was like to collaborate with Sir Paul McCartney on the upcoming game Destiny.

GameSoundCon 2014 Los Angeles will be held on October 7-8 at the Millennium Biltmore Hotel in Los Angeles, California.

For a complete list of speakers, sessions and more information or to register for GameSoundCon, visit www.GameSoundCon.com.

ESL, Twitch and ReedPOP Unite for New York’s Largest eSports Event with ESL One Dota 2 Tournament at Madison Square Garden (PRESS RELEASE)

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ESL One to make competitive gaming history during New York Super Week this October

(New York) August 13, 2014 – ESL, the world’s largest, independent eSports brand, is proud to announce their next groundbreaking Dota 2 tournament will be held in The Theater at Madison Square Garden October 9-10, serving as the crown jewel of interactive entertainment for ReedPOP’s inaugural New York Super Week. As the largest in-person competitive gaming event ever held on the East Coast, thousands of video game enthusiasts will watch the top eSports teams in the world compete in the finals of a global Dota 2 tournament. In partnership with Twitch, the world’s leading online video platform and community for gamers, the event will be live broadcast on ESL‘s Twitch channel. In addition, join DOTA will once again join the team as ESL‘s coverage partner, providing on-air talent for the show.

Combining the world’s most passionate fans with the innovators of the eSports industry, ESL, Twitch and ReedPOP will present the largest eSports event ever in New York City – and a cornerstone of New York Super Week, a 10 day long festival with over 60 nerdy, geeky, cool pop culture events across all five boroughs of NYC in the lead up to this year’s New York Comic Con! This prestigious event will feature eight of the top Dota 2 teams in a battle for $100,000. Details about the roster and information about invitees and qualification will be released in the coming weeks.

By staging this event at the iconic Madison Square Garden, we’re going to see history in the making,” said James Lampkin, Product Manager for ESL One. “ReedPOP, Twitch and ESL are coming together to create something special that New York City has never seen before.”

Lance Fensterman, Global Senior Vice President of ReedPOP added, “ESL and Twitch are helping to make the first ever New York Super Week the ultimate celebration of pop culture in New York City and bring the fan experience to the next level. This is a keystone event in a week filled with amazing programming and will set the bar for future events.”

The event comes off the back of ESL One Frankfurt, which took place on June 28th-29th this year. Competition saw eight teams take to the stage in a World Cup Football stadium (Commerzbank-Arena, Germany) for an event that broke viewership and attendance numbers worldwide. Over 12,500 visitors attended the stadium each day to watch the action unfold live on a 412m2 screen, with an additional peak of over 500,000 concurrent viewers watching the show online.

Twitch has worked with ESL since 2011. Since that time, enthusiasts from over 180 countries have tuned in to watch ESL’s content on Twitch. Twitch recorded a peak of over 280,000 concurrent viewers on a single stream during IEM Cologne in 2013. This was broken only a few months later during the IEM Katowice 2014, when the concurrent viewership in the Western world peaked at 643,000 across all games at the event.

Esports are not only rivaling traditional sporting events, they’re eclipsing them, especially when it comes to the live online viewership numbers on Twitch,” said Kevin Lin, COO, Twitch. “In partnership with ReedPOP and ESL, we’re bringing to the US more of what the audience wants – big events at historical venues. This ESL One milestone-setting Madison Square Garden event is testament to the future of the esports industry.”

To find out more about the tournament, visit http://www.esl-one.com. You can also learn more about the qualifiers by following @ESL on Twitter.

PAX Prime 2014 schedule is live

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The schedule for PAX Prime 2014 is now live on the web; the panel is going to more focused on the video game industry as a whole. Max Scoville wrote up this description for for the PAX Prime 2014 panel: “In Heavy Rain, we changed a diaper. In Fallout 3, we cured a broken leg by eating mashed potatoes found in a toilet. In Bioshock Infinite, we stole a hot dog from a dead man’s pocket, and ate that too. In Gone Home, we picked up everything we could and threw it on the floor, like a toddler or chimpanzee. Sometimes it’s the game that’s silly, and sometimes it’s the player. Join us as we reflect upon some of the more absurd moments from our time spent exploring virtual worlds.”

A majority of the panels are rated age 13 and up only. Here is the entire shceudle:

Friday:

  • 10Am @ Sandworm Theatre: Volition to reveal an upcoming project. Saints Row related ?
  • 10:30 AM @ Wombat Theatre: Tripwire Interactive’s Killing Floor 2 panel
  • 5PM @ Main Theatre: Assassin’s Creed Unity panel

Saturday:

  • 10Am @ Sandworm Theatre: How Media Molecule made Tearaway
  • 10:30Am @ Hedgehog Theatre: First look at Camp Santo
  • 11AM @ Main Theatre: Halo and the Journey of the Master Chief
  • 12:30 PM @ Sasquatch Theatre: Firaxis Games Mega Panel
  • 4:30PM @ Main Theatre: Grim Fandango: Bringing the Dead Back to Life with Tim Schafer

Sunday:

  • 10 AM @ Hedgehog Theatre: The Game Industry Rumble! Live on the N64!
  • 10:30 AM @ Main Theatre: Inside Gearbox Software
  • 11AM @ Sasquatch Theatre: Destructoid Presents: Video Games Are Stupid: The Inherent Silliness of the Medium
  • 12PM @ Hedgehog Theatre: So our game is called Destiny. Now what?

Monday:

  • 1:30PM @ Hedgehog Theatre: Middle-Earth: Shadow of Mordor – Nemesis System Evolves Gameplay and Storytelling

Visit the PAX Prime 2014 website for more information: http://prime.paxsite.com/

 

Shenzhen Hosts SIGGRAPH Asia for the First Time Asia’s Largest Computer Graphics Conference and Exhibition Expected to Feature Over 130 Exhibitors from 60 Countries

SHENZHEN, 11 August 2014 – Over four days this December, Asia’s largest computer graphics (CG) event, SIGGRAPH Asia 2014, will be hosted in Shenzhen, China. SIGGRAPH Asia 2014 is dedicated to presenting the most cutting edge graphical achievements and product developments across a range of fields. Over 7,700 attendees from over 60 countries are expected, making the conference and exhibition the largest and most respected computer graphics conference in Asia.

SIGGRAPH Asia 2014 will present a myriad of experts and exhibits in a range of fields, including hardware and software, film and game production, as well as research and education.

SIGGRAPH Asia 2014 – showcasing China’s place in the computer graphics industry

The host city of Shenzhen is especially relevant, given the burgeoning graphics industry located there, and China’s position as a hub of graphics design innovation and production. With Chinese multimedia and creative industries growing at a rapid rate, the location of SIGGRAPH Asia 2014 in Shenzhen will offer a score of opportunities for businesses both regionally and internationally.

Currently China is undergoing a wave of reform and development within the industry, with government policies encouraging strong investment in animation, graphics and 3D technology. In Guangdong Province, the regional government has provided policy and capital support to develop an animation culture. China’s animation industry had a combined production value of CNY20.8 billion in 2010, and industry sales are projected to exceed CNY50 billion by 2015, largely as a result of government-led policies. Similarly, government-led education initiatives have overseen growing improvement and development of the computer graphics industry, both hardware and software. According to the 2013 China Game Industry Report, the total revenue of the China game market in 2013 was CNY83.17 billion, a 30% year-on-year growth from 2012. The highest recorded growth category was within the cell phone game market, which saw revenues of CNY11.24 billion in 2013 – a 246.9% increase on the preceding year’s performance.

Meanwhile, the 3D technology industry has evolved strongly since 2010, when epic Hollywood movie Avatar was partly produced in China. Subsequently, China effectively leveraged this opportunity to develop its own 3D industry, starting member organizations, launching 3D television programs and establishing government-sponsored industrial parks.

Experience the best SIGGRAPH Asia 2014 activities

Held from 3 to 6 December, the conference will also include a diverse range of programs, including: a Business Symposium, dealing with discussions related to the business, creative management, production and efficiency, as well as best practices of the computer graphics industry; Computer Animation Festival that showcases the most innovative and compelling of international animation and visual effects works; exciting and inspiring Courses on contemporary topics in computer graphics and interactive techniques, and a showcase of Emerging Technologies which features hands-on demonstrations and installations focusing on virtual reality, augmented reality, robotics, wearable devices, 3D graphics, haptic devices and more .

Other programs include the Symposium on Mobile Graphics and Interactive Applications, which will highlight recent developments and inventions in the rapidly changing world of mobile apps, computer hardware, augmented reality, location-based services, animation, social networking and more. Technical Briefs, Technical Papers and the Posters program are forums that represent the forefront of research breakthroughs in computer graphics and interactive techniques.

This year there is a new program at SIGGRAPH Asia known as Workshops. Held in conjunction with the other conference programs, Workshops are sessions that present and discuss novel research ideas in the area of emerging topics of computer graphics and interactive techniques. Workshops this year will cover such topics as Indoor Scene Understanding, Autonomous Virtual Humans and Social Robots for Telepresence, Creative Shape Modeling and Design, Designing Tools for Creating Interactive Content, and Urban Visualization.

Baoquan Chen, SIGGRAPH ASIA 2014 Conference Chair, welcomed this years’ inclusion of the Workshops program. He said, “The Workshops program allows attendees to directly ask questions and gain a greater understanding of the topics at hand from true masters of the subject. It’s a forum for open discussion and sharing, which leads the path to greater understanding, and therefore innovation. And most importantly, it emphasizes the SIGGRAPH ethos of collaboration, not competition.”

The Exhibitor Talks & Sessions are another key component of SIGGRAPH Asia 2014; they are focused on a trade audience and take place across all days of the exhibition and consist of hands-on presentations of the latest developments in product/services innovation. Held from 4 to 6 December, the SIGGRAPH Asia 2014 Trade Exhibition showcases innovations from hardware and software vendors, production houses, animation and game studios, as well as educational and research institutions. The exhibition is open to any local or international exhibitors and visitors who want to keep abreast of exciting developments in the global computer graphics technology industry and meet prospective customers, resellers, distributors and collaborators. Included among the 130 exhibitors this year is NVIDIA, DELL, Wincomn Technology, Shenzhen Macrotellect Technology, Noitom Technology, Cogito Software, RenderDigimania, Green Forest Animation Studio and Forum8.

Rick Xu, Vice President and Creative Director of SIGGRAPH Asia 2014 exhibitor Green Forest Animation Studio, said, “SIGGRAPH Asia is always our first choice, not only to promote our company and services but also to connect with the global community at large. We meet different people; get to know about their products, ideas and latest technologies. It’s like a big show where we get to find solutions for upgrading our pipeline, find our business partners, new talents and more. We also have opportunities to feature our animations and lectures to visitors, allowing us to connect with a healthy Asian audience and more.”

Similarly, David Lu, CEO of Shenzhen Macrotellect Technology noted that participation in SIGGRAPH Asia opens doors to both international and Asian partners, “SIGGRAPH Asia is also a great venue to meet with key professionals and industry partners; we successfully partnered with a Hong Kong- based incubation center and local schools at the event.”

GAME DEVELOPERS CONFERENCE EUROPE OPENS TODAY FOR SIXTH YEAR IN COLOGNE, GERMANY (PRESS RELEASE)

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BERLIN – August 11, 2014 – The 2014 Game Developers Conference™ Europe (GDC Europe) kicks off today at the Congress-Centrum Ost of the Koelnmesse in Cologne, Germany. Produced by UBM Tech Game Network, organizers of the distinguished Game Developers Conference® series, GDC Europe is the continent’s leading game development event. GDC Europe will run from August 11-13. For additional information on GDC Europe, please visit www.gdceurope.com.

Returning for the sixth year to Cologne, GDC Europe continues to be the pinnacle event in educating and inspiring developers across the continent. The conference will feature more than 80 sessions on game development across five Main Conference tracks (Business, Marketing & Management, Design, Production, Programming, and Visual Arts) and the Independent Games Summit, with each one providing well-rounded content about the business and art of making video games.

GDC Europe opens Cologne’s Games Week, which also features gamescom, the leading European interactive entertainment consumer trade show, taking place from August 13-17, also at the Koelnmesse. GDC Europe welcomes nearly 130 national and international speakers, over 225 members of the press and industry leading exhibitors and sponsors from across the globe to the 2014 conference.

The robust roster of speakers at the 2014 conference will address topics that showcase the significance of business logic, forward thinking, and technical knowledge when creating and marketing successful video games. The Main Conference tracks will feature talks from leading industry voices, including Jed Ashforth, Senior Game Designer at Sony Computer Entertainment Europe and one of the developers who is charting the frontiers of VR for Sony’s Project Morpheus; Oculus VR’s Software Architect, Tom Forsyth; and Quentin De Beukelaer, Game and Economic Designer at Ubisoft and one of minds behind Assassin’s Creed IV: Black Flag and Assassin’s Creed Unity.

The popular and well-received “#1ReasonToBe” panel will debut at GDC Europe on Tuesday.  The panel, which was originally introduced at GDC 2013 and returned to GDC 2014, features women from a variety of disciplines across the industry who will share their experiences, both high and low, exploring a vision for a positive future. Hosted by Brenda Romero and Leigh Alexander, panelists include Auriea Harvey (Tale of Tales), Zuraida Buter (zo-ii), Henrike “Riker” Lode (Machineers), Siobhan Reddy (Media Molecule) and Annakaisa Kultima (University of Tampere).

In addition to a day of lectures for the indie developer in the Independent Games Summit, the Summit will also host the first-ever European Innovative Games Showcase.  The showcase used a panel of judges to pick the most intriguing and different independent games from nearly 150 submitted for the inaugural event. Each selected game will present what’s unique and special about their in-development or already released game in a series of fascinating mini-talks. In this showcase, the speakers will explore the future of games through their innovative concepts, prototypes or nearly finished games. The session is meant to give a voice to possibly unknown developers who are working on innovative games, big and small.

GDC Europe is also bringing back the Classic Game Postmortem this year, the popular series across many of the GDC events that aims to deconstruct and note the lessons learned during the development process of some of the industry’s most iconic titles. This year, the conference welcomes Charles Cecil, the influential game designer best known for his work creating seminal adventure games like the Broken Sword franchise and Beneath A Steel Sky. Cecil will be delivering a Classic Game Postmortem about the groundbreaking Broken Sword: Shadow of the Templars, the award-winning 1996 adventure game that developers at studios like Telltale Games and the now-defunct LucasArts cite as a meaningful influence on their work.

“Once again, we hope that GDC Europe will provide new inspirations and insights to the continent’s development community and give attendees the edge on advancing the European business of making games,” said Meggan Scavio, General Manager of the Game Developers Conference events. “We’re especially excited to debut the popular #1ReasonToBe panel and introduce the Innovative Game Showcase as a launch pad for indie developers.”

This year, GDC Europe partnered with Aruba Events to offer Respawn ( www.respawngathering.com) attendees free access to the GDC Europe Expo Floor and a discount on the full conference pass, which grants access to lectures and panels with significant, applicable takeaways for today’s development community. On August 12, GDC Europe and the organizers of Respawn, Aruba Events, will team up for the ‘GDC Europe and Respawn Developer Night’ party, which will be the first jointly hosted evening event.

In addition, GDC Europe provides several opportunities for networking, creative exchange and business development, with venues including the GDC Europe Expo Floor, VIP Lounge, and the GDC Europe Business Lounge at gamescom, plus a host of industry parties and events.

For up to the moment details on GDC Europe, including a schedule of all conference events and parties, plus a complete exhibitor list, please visit http://www.gdceurope.com/.

CALL FOR SUBMISSIONS NOW OPEN FOR THE 2015 INDEPENDENT GAMES FESTIVAL (PRESS RELEASE)

Main Competition Entries for the 17th Annual IGF Due October 22Student Showcase Entries Due October 31

SAN FRANCISCO – August 6, 2014 – The call for submissions are now open for the 17th annual Independent Games Festival (IGF), the longest running festival, summit, and showcase for indie games.  The 2015 IGF will be held at the Game Developers Conference (GDC) in San Francisco March 2-6. Entries for the Main Competition are now being accepted through October 22, 2014; entries for the Student Showcase categories are due October 31, 2014. Finalists will be announced in January 2015.

All IGF finalists will be playable at the IGF Pavilion March 4-6 at the 2015 Game Developers Conference Expo Floor, and will compete for over $50,000 in prizes. The Independent Games Summit, which is a series of lectures, postmortems, and roundtable sessions centered on the dialogue and best practices for indie developers, will take place at GDC March 2-3.

Winners will be announced live onstage at the IGF Awards ceremony on Wednesday, March 4, 2015 at the Moscone Convention Center in San Francisco. The categories for the IGF Awards include Excellence in Visual Art, Audio, Design, and Narrative, with the winning developer or team in each category receiving a $3,000 prize. The winner of the Seumas McNally Grand Prize is set to receive a prize of $30,000. There will be six finalists for each of these categories.

Two special categories will feature eight finalists, those being for Best Student Game ($3,000 prize) and the Nuovo Award ($5,000 prize), which honors abstract, shortform, and unconventional games. Additionally, a public vote by the Main Competition finalists will determine the winner of the IGF Audience Award ($3,000 prize).

Since being launched in 1998, the IGF Awards have served as the largest and longest-running annual event for independent video game developers, celebrating the finest in indie game development. In that time, the IGF Awards have become an avenue to propel indie games into major commercial and critical success, with notable past winners that include Minecraft, Limbo, Castle Crashers, Braid, Everyday Shooter, Oasis, and 2014’s Seumas McNally grand prize winner Papers, Please.

“The IGF continues to be one of the most exciting events of the year for showcasing the range and scope of what videogames can be,” said IGF Chairman Brandon Boyer. “All of us here look forward to celebrating the work of some of the artform’s best-known talent, as well as discovering bold new voices that will continue to evolve the way we think about games in the years to come. Best of luck to all entrants — we can’t wait to see what you create!”

Submissions to the competition are now open to all independent game developers; important dates for IGF 2015 are as follows:

  • August 6, 2014 – Submissions are Open
  • October 22, 2014 – Submission Deadline, Main Competition
  • October 31, 2014 – Submission Deadline, Student Competition
  • January 6, 2015 – Finalists Announced, Main Competition
  • January 20, 2015 – Finalists Announced, Student Competition
  • March 2 – March 6, 2015 – Game Developers Conference 2015
  • March 2 – March 3, 2015 – Independent Games Summit @ GDC 2015
  • March 4 – March 6, 2015– IGF Pavilion @ GDC 2015
  • March 4, 2015 – IGF Awards Ceremony (Winners Announced!)

For more information on the 2015 Independent Games Festival, including submission specifics and frequently asked questions, please visit the official Independent Games Festival website: http://www.igf.com. IGF Main Competition entries can be submitted at the following website: http://submit.igf.com. IGF Student submissions can be entered here: http://students.igf.com.

The Classic Gaming Expo will feature classic games

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The Classic Gaming Expo will be held September 12-14, 2014 at the Riviera Hotel and Casino Convention Center. This event has been running for 15 years, and brings games from the classic 60’s to today’s hottest products. People will be able to play games from an expanded collection of over 100 playable arcade and console video games.

One of these games is an impressive Pinball Hall of Fame coin-up collection of over 40 classic pinball and video games. There will also be an exhibit called The Video Game History Museum. This exhibit will showcase 7,000 square feet of rare items like prototypes, limited-release items, accessories, and memorabilia.

Besides the showcase of games and The Video Game History Museum, CGE is loaded with contests, tournaments, prizes, exhibitors, vendors with must-have products, and musical acts performing retro and tech-themed favorites.

Visit this link to see some pictures from CGE events: http://www.vegasnews.com/118691/the-classic-gaming-expo-cge-comes-to-riviera-hotel-september-12-14.html

Visit the event website for more information:

www.cgexpo.com

 

 

 

August 2014 Game Industry Conferences and Other Events

To help you plan for upcoming month’s Game Industry Conferences and Other Event attendance and news tracking, we post a monthly consolidated list of game industry events at the beginning of the month.

Here are events in August 2014, sorted by the days they run within the month:

31-2: ARGfest-o-Con
31-3: ChinaJoy
3-6: DiGRA
7: Intel Buzz Workshop (Seattle)
7-10: Nine Worlds
9: Game Loop
9: Join
9: Oklahoma Video Game Exhibition
9-10: Full Indie Summit
9-10: Revival
10-14: SIGGRAPH Vancouver
11-12: GDC Europe
12-13: Respawn
13-17: GamesCom
14-17: GenCon Indie
14-17: SOE Live
16-17: Video Gamers United
18: 3GSE
20-22: Unite
22-25: Insomnia 52
27-28: PAX Dev
29-1: PAX Prime
29-1: Dragon Con
29-1: Gateway (Strategicon)
29-2: Pacificon Game Expo

This list is obtained from the main calendar. Did we miss an event? Please let us know!

2015 GAME DEVELOPERS CONFERENCE CALL FOR SUBMISSIONS OPEN NOW THROUGH AUGUST 28th (PRESS RELEASE)

Two Inspirational Industry Leaders Join the Advisory Board to Program the Event: Designer and Scholar Brenda Romero and Composer Penka Kouneva

SAN FRANCISCO – July 31, 2014 – UBM Tech Game Network, the organizers of the Game Developers Conference® (GDC) 2015, are now accepting submissions to present lectures, roundtables, panels, posters and tutorials through Thursday, August 28th.

GDC 2015 is the game industry’s most comprehensive and longest running professionals-only conference, where game developers meet for a week of learning, networking and inspiration. GDC 2015, the event’s 28th edition, will take place March 2nd-6th at the Moscone Convention Center in San Francisco, California.

The GDC advisory board is considering session submissions for seven Main Conference tracks—five on the various disciplines of making games: Audio, Design, Production, Programming and Visual Arts–as well as a track on Advocacy, which covers social issues from diversity to quality of life, and, finally, a track covering Business, Marketing & Management. Proposals can be submitted via the official GDC website at: http://www.gdconf.com/conference/c4p/. The call for submissions to present talks at the GDC Summits specific to a variety of sectors within the industry will open in September 2014.

The GDC Main Conference advisory board, which includes game industry leaders such as Microsoft’s Chris Charla, Konami’s Julien Merceron, Media Molecule’s Siobhan Reddy, Oculus VR’s Laura Fryer, and Double Fine’s Lee Petty, is also thrilled to welcome two new members to contribute in planning content for the conference.

Brenda Romero is an award-winning game designer, Fulbright scholar, entrepreneur, artist, writer and creative director who entered the video game industry in 1981. Brenda has worked with a variety of digital game companies as a game designer, creative director or consultant, including Atari, Sir-tech Software, Electronic Arts and numerous companies in the social and mobile space. She is presently the Program Director of UC Santa Cruz’s Master’s in Games & Playable Media Program, Co-founder / Chief Executive Officer of Loot Drop, a casual game company, and an independent game developer at Romero Games, LLC. Brenda has more than 30 years of experience in PC, console and casual gaming.

With more than 15 years of professional composing experience, Penka Kouneva has a diverse background of classical training and media scoring.  To highlight some of Penka’s credits, she is a lead orchestrator and composer on game & film titles grossing $10 billion worldwide: Matrix, Transformers, Pirates (films), World of Warcraft, Starcraft II, Gears of War 2, 3, Prince of Persia: Forgotten Sands, Sims 3, Diablo III, Need for Speed, Dragon Age II (games).  Last year she became the first woman since Shirley Walker to be the Lead Orchestrator on two studio films with budgets over $100M — Elysium and Ender’s Game.  She is extremely excited to contribute to the community she feels most energized by – game makers and game composers.

“In this ever-evolving industry, the best lessons come from each other, so we encourage developers to submit proposals that demonstrate best practices learned, as well as those that cover recent challenges and how they overcame them,” said Meggan Scavio, General Manager of GDC Events. “Our advisory board members are a dedicated group of industry leaders that truly have a passion for the craft, and an eye to the future.  We look forward to working closely with them in creating the best GDC content to date.”

For more details on the submission process and to view the complete list of GDC 2015 Main Conference advisory board members, please visit http://www.gdconf.com/.