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FIRST ANNUAL GAME
WRITERS CONFERENCE TO TAKE PLACE
OCTOBER 26-27, 2005 IN AUSTIN, TEXAS
Conference Program
Directed By Leading Game Industry Leaders
Austin, Texas - July
26, 2005 - The Game Initiative, a leading producer of conferences and
events for professionals in the computer and video game industry,
announced today the first annual Game Writers Conference, taking place
October 26-27, 2005 in Austin, Texas. Game Writers Conference (GWC) is a
two-day conference dedicated to the art and craft of game writing. GWC
registrants will also be able to attend the Women's Game Conference
(also taking place Oct. 26-27, 2005) and the Austin Game Conference,
taking place Oct. 27-28, 2005. Conference details and registration
information are available at
http://www.GameWritersConference.com
The Game Writers Conference's advisory board members - game-industry
leaders all - graciously gave of their time and expertise to put this
conference together. Advisory Board members include:
Susan O'Connor, Scriptwriter & Conference Chair
Hal Barwood, Designer/Writer, Finite Arts
Dana Fos, User Experience Manager, Microsoft
Clint Hocking, Creative Director, Ubisoft
During the conference, industry leaders will speak on the following
topics:
Gaming the Narrative -
Game writers are in the process of inventing a new form of narrative for
this unique media. How do we deal with the player's desire to 'game the
narrative'? Are there design or narrative mechanisms we can use to
direct this tendency toward developing the narrative, instead of
diffusing or destroying it?
The Language of Games -
Somebody, somewhere, invented the closeup, the fade, the dissolve. These
techniques have contributed to the language of film. We're inventing a
new language now - the language of games. This session takes a look at
examples of this emerging language - and what it means for game writers.
From Concept to Localization Kit -
A Case Study for Writers - How can a writing team successfully shepherd
their story through the development process? A team emerges from the
trenches to share their front-line stories.
The Writer/Designer Tag Team -
A writer and a designer share the stage to discuss the writer's role in
design and the designer's role in writing.
Game Writing Workshop -
This hands-on, small-group breakout session will be an opportunity for
attendees to brainstorm solutions to common game-writing challenges.
Team Dynamics -
How can the writer best collaborate with other team members? Where are
the opportunities for creative collaboration between the writer and the
musician - animator - programmer? How can these collaborations improve
the quality of the stories and the games?
Writing for MMO's -
A panel of MMO writers discuss the trials and tribulations of their
jobs.
Publishers' Panel - Publishers discuss the story development process
from their point of view.
AI for Writers -
A look at what lies ahead for AI, and what it will mean for the
interactive writer. Will intelligent AI = "actors"?
Alternate Reality Games -
A look at the work behind ARG games like ilovebees and Beast.
Game Writers Conference Advisory Board
Susan O'Connor, Scriptwriter & Conference Chair
Susan O'Connor has been writing stories for games since 1998. Her client
list includes Activision, Atari, Disney, Electronic Arts, Microsoft,
Sony Online Entertainment, THQ/Pixar, and Vivendi Universal. She has
worked on over fifteen titles in several different genres, including RTS
titles, action-adventure games, RPGs, and MMOs. Recent projects include
Act Of War (Atari), Dungeon Siege II (Microsoft), and Star Wars
Galaxies: Jump To Lightspeed (LucasArts).
Hal Barwood, Designer/Writer, Finite Arts
Hal Barwood is a freelance writer and designer. For more than ten years
he was a project leader at LucasArts, where he wrote, designed and
directed a number of story-game titles, including Indiana Jones and the
Fate of Atlantis, a PC adventure game, Big Sky Trooper, a Super Nintendo
RPG, Indiana Jones and the Infernal Machine, a real-time 3D
action-adventure, and RTX Red Rock, a character-action title for PS2.
Before Hal began building games he spent twenty years in Hollywood as a
writer, producer and director. Among his movie credits are Sugarland
Express, Dragonslayer, and Warning Sign.
Dana Fos, User Experience Manager, Microsoft
Clint Hocking, Creative Director, Ubisoft
Clint has been working for Ubisoft in Montreal for four and a half
years. Most recently he worked as Scriptwriter, Lead Level Designer and
Creative Director on Splinter Cell: Chaos Theory. Before games he worked
in the web industry and experimented with independent filmmaking while
earning a Masters degree in Creative Writing from the University of
British Columbia. He lives happily in Montreal with his fiancé and his
dog.
Patricia Pizer, Lead Designer, 4orty 2wo Entertainment
Ms. Pizer debuted in the gaming industry at Infocom in 1988, making
games back when you didn't even need graphics. Over the next decade, she
worked at such studios as Boffo Games, THQ/GameFX, CogniToy and Harmonix
Music. Patricia moved into massively multiplayer games as Creative
Director at Turbine Entertainment before working on MMOs at UbiSoft and
Disney's VR Studio, makers of Toontown Online and the upcoming Pirates
of the Caribbean Online. Currently, Patricia is applying her design
skills to Alternate Reality Games for 4orty 2wo Entertainment. Mostly
though, she just likes to play games.
Registration Information
Early registration for the event is now open. To register, log on to
http://www.gamewritersconference.com/register . Early registration
(before August 12th) is $145. After August 12th the registration rate
rises to $165 and onsite registration is $195. Early registration for
students prior to August 12th is $95. After August 12th the price for
students is $115 and onsite registration is $145. Conference attendees
will also have access to the Khronos Developer University, the Austin
Game Conference, the TechPavilion, the Women's Game Conference, and the
Austin Game Conference, which run concurrently with the Game Writers
Conference.
Austin Game Conference Highlights:
- Khronos Developer University - This one day hands-on work shop
provides up-to-the-minute training on industry standard APIs for
embedded graphics and video processing. These APIs, including OpenGL ES
and OpenVG, are vital for state-of-the-art game development on emerging
handheld platforms including cell phones.
- Multiplayer Online Games Tracks - This is the definitive conference on
multiplayer online games. Visionaries and veterans provide detailed
insight with 4 tracks: Tech, Design, Service and Production.
- Future of the Development Pipeline - This special sponsored track
focuses on streamlining the design process - includes networked games,
console games and PC games. With the length of today's development cycle
don't be left behind.
- LivePitch - This well respected industry matchmaking event puts
development projects in front of the world's leading game publishers.
- TechPavilion and Attendee Lounge - The TechPavilion showcases the
latest tools, technologies, products and services. Booths and/or private
meeting rooms are available. The Attendee Lounge includes comfortable
couches and chairs where attendees can relax and network in a casual
environment.
- Machinima and Game Tech Showcase Theater - Cinimatics and Gameplay are
leaping forward. Witness the best of game animation, gameplay and
film-making from 3D game engines.
- Mobile Market Design and Profits - Expanded to 2 full tracks for 2005.
Understand this market and the opportunities. Learn how to get product
out the door and make a profit.
- Women's Game Conference - The second annual Women's Game Conference (WGC)
focuses on women in the computer and video game industry. The conference
program will cover women as an essential market for game growth and
diversity as a necessary tool for game development.
- Game Writers Conference - The first annual Game Writers Conference (GWC)
is dedicated to the art and craft of game writing. GWC is guided by a
group of leading game industry professionals: Susan O'Connor,
Scriptwriter & Game Writers Conference Chair; Hal Barwood,
Designer/Writer, Finite Arts; Dana Fos, User Experience Manager,
Microsoft; Clint Hocking, Creative Director, Ubisoft; Patricia Pizer,
Lead Designer, 4orty 2wo Entertainment
About The Game Initiative
The Game Initiative is a leading producer of conferences and events for
professionals in the computer and video game industry. The Initiative is
chartered with the growth of the industry through events, public
awareness, information and supporting programs and serves the needs of
companies and people involved in producing interactive entertainment
software and hardware for video game consoles, handheld devices,
personal computers and the Internet. Game Initiative events include the
Austin Game Conference, the Mobile Game Conference, the Women's Game
Conference, the Game Writers Conference, the Advertising In Games Forum,
the Casual Games Conference, Game Technology Association Meetings and
the How to Break into the Game Industry national conference series. More
information about The Game Initiative can be found at
http://www.GameConferences.com
Contact:
Tim Williams
The Game Initiative
512.289.8687
tim@engagedigital.com
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