I recorded both Ken Perlin and John Buchanan's talks at FuturePlay 2008. Instead of releasing the raw audio of these I will be turning them into two episodes of thunderbird six in the next few weeks. I of course will put them on the feed here.
Thanks to everyone at FP, it was great meeting everyone, and the talks were great. Plus, I got a bunch of new facebook and twitter followers...
Sunday, November 9, 2008
Tuesday, November 4, 2008
Hard Rock Cafe Tonight
I have been asked to blog this by the powers that be, which sounds ominous doesn't it?
Some folks are heading over to the Hard Rock Cafe around 6 pm for dinner and beverages...
Some folks are heading over to the Hard Rock Cafe around 6 pm for dinner and beverages...
Monday, November 3, 2008
Jackie Copland's Keynote: Living The Dream
Jackie is from Electronic Arts and she is a member of the Global University Relations Team for EA.
Her talk focussed on life in the industry (specifically at EA). Her presentation included videos of EA emplyees talking about working at EA and what they expected and did not expect. My take on her talk, if you want to work in this industry be sure to know how to work with REALLY big code bases (like oh millions of lines of code) and learn to play with others. Indeed most of EA's projects involve huge teams. If you are designing a computer science curriculum that is intended to stream people towards the industry you might want to take this into account.
Enjoy Jackie's talk.
Her talk focussed on life in the industry (specifically at EA). Her presentation included videos of EA emplyees talking about working at EA and what they expected and did not expect. My take on her talk, if you want to work in this industry be sure to know how to work with REALLY big code bases (like oh millions of lines of code) and learn to play with others. Indeed most of EA's projects involve huge teams. If you are designing a computer science curriculum that is intended to stream people towards the industry you might want to take this into account.
Enjoy Jackie's talk.
Ben Sawyer's Keynote: Are We Learning Yet?
Ben Sawyer kicked off FuturePlay 2008 with his keynote about the serious games space and he asked the question "Are we learning yet?"
My impressions from his talk are that content and context are king, you can't teach oceanography with an FPS, and you can't use the America's Army model for every problem. (I am VASTLY oversimplifying the message here...) His talk was great, so I hope you enjoy it.
Ben's talk.
My impressions from his talk are that content and context are king, you can't teach oceanography with an FPS, and you can't use the America's Army model for every problem. (I am VASTLY oversimplifying the message here...) His talk was great, so I hope you enjoy it.
Ben's talk.
Tag Your Media, Tag Your Tweets
Those of you at the conference, be sure to tag any blog posts, pics etc with "FuturePlay2008".
Oh and tag your twitter posts with #futureplay.
Oh and tag your twitter posts with #futureplay.
Friday, October 24, 2008
Just announced - One Day Registration Option
Wow, just got this, the organizers have announced a special one day registration rate, so if you can only make it for one day, this might be the ticket for you. Seems like a good idea if you can only make it for a single day.
Wednesday, October 22, 2008
New this year, the first-ever three-day Project Management Course for Game Development, led by Heather Chandler
This workshop session is ideal for anyone who leads a game development team of any size. Those new to the leadership role will leave with new tools to help them keep projects on track, motivate team members, and conduct risk analysis. More experienced producers will also benefit from learning the production techniques and methods discussed.Registration includes your copy of the Game Production Handbook, 2008 Edition.
Learn ways to keep projects on track, by using cross-functional teams, prototyping game features, and conducting a risk analysis. Develop new skills to build and motivate your team, and learn new strategies for improving developer and publisher relationships including how to define milestones and accommodate scope changes.
The game development course is 16 hours in duration. The course is worth 1.6 Continuing Education Unit (CEU) credits. Participants who complete the course will receive a certificate of completion and documentation of the amount of CEU's earned.
Learn ways to keep projects on track, by using cross-functional teams, prototyping game features, and conducting a risk analysis. Develop new skills to build and motivate your team, and learn new strategies for improving developer and publisher relationships including how to define milestones and accommodate scope changes.
The game development course is 16 hours in duration. The course is worth 1.6 Continuing Education Unit (CEU) credits. Participants who complete the course will receive a certificate of completion and documentation of the amount of CEU's earned.
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