Speakers

GCAP 2011 SPEAKERS


Mike ActionMIKE ACTON

Insomniac Games

Mike Acton is Engine Director at Insomniac Games. When he’s not searching for new ways to optimize Insomniac’s engine, he’s dreaming about how to help the development community. Mike can often be found extolling the virtues of understanding the data and the hardware first along with programming for performance.

Keynote Address: #gamedev: We Need To Aim Higher

Session Description

GCAP 2011 opening address and Mike Acton keynote presentation

 Video (Courtesy Tsumea)


Neil BoydNEIL BOYD

Head of School, AIE

Neil Boyd is the Head of School at the Academy of Interactive Entertainment (AIE) Sydney and manages AIE’s animation curriculum. In 2012 Neil coordinated the iFEST Independent Games Festival and launched the AIE Incubator Program, both designed to support the growth of Australian independent games. Neil’s professional game development work includes seriously fun educational games for Royal Australian Air Force, Australian Information Industry Association, Department of Immigration and Multicultural Affairs, Seeing Machines and the Australian Federal Police

Session: Meeting the Needs of an Evolving Games Industry

Session Description

 

 


Mike BrennanDr MIKE BRENNAN

Director General Simulation

Mike Brennan was appointed as Director General Simulation in June 2009, on secondment from the Defence Science and Technology Organisation (DSTO). In this role he has responsibility for simulation governance in Defence, and for initiating the Defence Simulation Capability major program JP3028. He holds a BSc(Hons), and a PhD in Atomic and Molecular Physics from Flinders University in South Australia. Since completing his PhD in 1986, Mike’s professional career has spanned appointments to the Swiss Federal Institute of Technology, the Research School of Physical Sciences and Engineering at the Australian National University and the Defence Science and Technology Organisation (DSTO). Within Defence he was initially responsible for simulations in support of the Royal Australian Navy’s proposed mid-life upgrade to the Laser Airborne Depth Sounder (LADS), leading to reductions in the uncertainty associated with laser depth soundings. Later, as part of DSTO’s Land Operations Division, he held responsibility for DSTO’s constructive simulation and wargaming capability, support to Army’s Experimentation and Modernisation Programs and, as Research Leader Human Systems Integration, he maintained oversight of LOD’s Human Sciences Capability and Army S&T program. This included leadership of the Army Training and Preparedness research area. He is the co-author of influential papers on strategic policy and the capability requirements for contemporary land tactics.

Serious Games Session: Making and Owning Future Serious Games for Defence – There’s an App for that – but an App Store as well

Session Description

 

 


Paul CallaghanPAUL CALLAGHAN

Paul is a freelance writer and independent game developer who has worked in the games industry since 1998 as a programmer, designer, writer, and teacher for companies as diverse as Atari, Infinite Interactive, AIE, 2K Marin, Chocolate Liberation front, the ABC, and The Project Factory. An active member of the development and education community, Paul has presented on topics including writing for games, play, what education can learn from game development, and the fundamentals of game design at the National Screenwriters’ Conference, GCAP, VITTA, TEDxMelbourne, the Emerging Writers’ Festival, the State Library of Victoria, Screen Australia, ACMI, CAE, and RMIT.  Paul is the director of the Freeplay Independent Games Festival and currently sits on the board of the Game Developers Association of Australia and the advisory panel for if:Book Australia.  His writing on games, play, and storytelling has appeared online at if:Book Australia, Kill Your Darlings, ibrary, The Edge, and The Australia Council for the Arts, and in print in the Emerging Writers’ Festival Reader, Newswrite, Storyline, and Meanjin.

Session: Turning Off Our Screens

Session Description

Presentation

Presentation

 

 

Panel Session: The Assessment Panel

Session Description

Video of Panel Session

Video (Courtesy Tsumea)

 

 


Carl CallewaertCARL CALLEWAERT

Unity Evangelist

Carl is Unity evangelist at the award winning company Unity Technologies. Carl has 10 years experience working in game development and game education around the world.

 

 

Panel Session: Streamlining Your Games Development Pipeline

Session Description

 

 

Video of Panel Session

Video (Courtesy Tsumea)

 

 


Tom CragoTom Crago

CEO, Tantalus

Tom Crago is the CEO of internationally renowned video game developer Tantalus, a studio with more than thirty-five highly acclaimed titles to its credit. Tom is also the CEO and Founder of Straight Right, a sister company to Tantalus focusing primarily on digitally distributed content. Straight Right recently released Need for Speed Shift 2: Unleashed on iOS, in partnership with EA Mobile. Recent Tantalus titles include Cars: Race o Rama, Drift Street International and MX vs ATV. Tom has degrees in Arts, Law and International Business, is a past President of the Game Developers’ Association of Australia, and is presently serving on the Federal Innovation Minister’s IT Industry Innovation Council, as well as the Book Industry Strategy Group.

Panel Session: Who Says the Australian Video Game Market is Dead? It Doesn’t Even Smell Funny

Session Description

 

 

Video of Panel Session

Video (Courtesy Tsumea)

 

 


Matt Ditton MATT DITTON

Matt Ditton has a long history in Australian Game development. Starting as one of the original people at Krome in 1999, Matt has worked the gamut of roles. From Environment Artist, Lead Artist, Principle Technical Artist, Programmer and Producer. Matt’s worn a lot of hats.  In the last couple of years Matt has been the Convenor of the Griffith Film Schools Bachelor of Games Design, while also working on his PHD in procedural game art systems. An amazing rewarding and hair losing experience. Recently Matt has just finished production on the ABC’s Alternator project with Defiant Development. He’s going on sabbatical and moving to Melbourne to work on his PHD and further interstate relations in the Australian Games Industry.

Panel Session: Journeys with Friends

Session Description

 

 


Shainiel DeoSHAINIEL DEO

CEO, Halfbrick

Shainiel Deo is the founder and CEO of top Australian games developer Halfbrick Studios. He began the company in 2001 and has since managed internal development across many handheld and digital platforms including Nintendo DS, Sony PSP, Xbox Live, iPhone and Android. Under Shainiel’s direction the studio has served over 100 million downloads worldwide in 2011, establishing Halfbrick as one of the premier mobile and digital developers in the world. He also serves as Vice President of the Game Developer’s Association of Australia.

Panel Session: Understanding the Chinese Mobile Market

Session Description

 

 


Jesse DivnichJESSE DIVNICH

EEDAR

As the Vice President of EEDAR’s Financial Services Division, Mr. Jesse Divnich is responsible for the business development and execution of EEDAR products for the private investment and equity sector. Prior to joining EEDAR in 2007, Jesse operated as an independent industry consultant and analyst for numerous private firms and institutions with strong financial interests in the interactive entertainment sector, in addition to his over 7 year’s experience within multi-media retail. In addition to contributing to the development of new product lines for EEDAR in the areas of due diligence, risk management and analysis of industry trends, Mr. Divnich also represents EEDAR for the majority of media and press relations activities. Mr. Divnich is most known for his appearances on CNN Money, G4TV, The Street, Reuters, Market Watch, GameSpot, and IndustryGamers. Additionally, Mr. Divnich is a regular on the speaking circuit and has presented at GDC, MIGS, DigiLond, EMA Conferences, Interactive Ontario, and many more.

Keynote Address: Stop Building Games, Start Building Brands

Session Description

 


Video of Session

Video (Courtesy Tsumea)

 

 


Alisha FisherALISHA FISHER

CEO, Simulation Australia

Alisha Fisher joined Simulation Australia as the inaugural Chief Executive Officer on 4 April 2011. Alisha was previously the Chief Executive Officer (SA/NT) of the Australia-Israel Chamber of Commerce. For over ten years there, she re-branded and grew the organisation, and strengthened its relationships with Government, Academia and Corporate. She has experience in liaising with large and small businesses through industry-focussed trade missions and business introductions; Professional Event Management Services; Business to Business Networking – Fostering networking and consistent attention to connecting people and Partnerships with high-level industry leaders from government, corporate and academic areas.

Serious Games Session: The Simulation Industry & Serious Games – The Reality

Session Description

 

 


Rod Fung ROD FUNG

Senior Developer Account Manager, Worldwide Games Publishing, Microsoft Corporation

For the past 21+ years, Rod Fung has led top-tier game development studios, created AAA award-winning games, and led major games publishing divisions. In addition Rod is a founding member of the the Xbox 360, Kinect, and Xbox LIVE launch teams. He is currently a senior manager within Microsoft’s Worldwide Publishing team, Rod manages developer relations with top tier game studios throughout the world helping them to create ‘best in class’ titles for all Microsoft gaming platforms including Xbox 360, Xbox LIVE, Games for Windows Live, and Windows Phone 7 gaming.

Panel Session: Who Says the Australian Video Game Market is Dead? It Doesn’t Even Smell Funny

Session Description

 

 

Video of Panel Session

Video (Courtesy Tsumea)

 



Oliver GlennOLIVER GLENN
Senior Account Manager, OpenFeint division of GREE

Oliver Glenn is a Senior Account Manager for OpenFeint division of GREE, the world’s largest mobile social game network with 125 million users and 7,000 games. He spends his days helping developers implement distribution, social and monetization hooks into their games. Prior to OpenFeint, Oliver worked for mBlox, where he helped content and service providers transact using txt services. He lives in San Francisco with his wife and daughter, enjoys playing golf and living the California dream.

Session:

 


Ruth HarleyDr RUTH HARLEY

CEO, Screen Australia

Dr Ruth Harley was appointed Chief Executive Officer of the newly established Screen Australia in November 2008. For the ten years prior to this, Ruth was CEO of the New Zealand Film Commission where she oversaw the transformation of the organisation and assisted it in attracting strong political support. During Ruth’s tenure the international profile of New Zealand filmmaking grew significantly and there was resurgence in domestic audiences. Ruth has more than 20 years experience in the cultural and media sectors.  Her previous roles include Commissioning Editor of TVNZ, inaugural CEO of television funding agency New Zealand On Air and National Media Director of Saatchi and Saatchi.  She also held a senior management role at the Queen Elizabeth II Arts Council.  Ruth holds a PhD from the University of Auckland.  She is a former Fulbright Scholar and former Chair of Fulbright NZ. Ruth’s commitment to broadcasting and the arts was recognised in 1996 with an OBE and in 2006 when she received a Companion of the New Zealand Order of Merit for her services to film.

Session: Screen Australia’s State of Play

Session Description

 

 

Ruth Harley’s Speech at GCAP launching the report ‘Playing for Keeps: Enhancing Sustainability in Australia’s Interactive Entertainment Industry’

Speech

 

 


Luke HenryLUKE HENRY

LDB Accountants & Advisors

Luke is a Partner at LDB Accountants & Advisors, a firm with a long history of partnering with start-up developers to guide them from part-time enthusiasts to large studios with multiple projects and a myriad of issues.  As well as his work with the GDAA, Luke advises many developers on taxation, accounting and general business issues. He provides a unique perspective to the issues facing start-up developers and aims to bridge the gap between creative minds and faceless ‘suits’.

 Session: From Conception to the Console: A practical guide to beginning your own Start Up

Session Description

 

 


Richard IwaniukRICHARD IWANUIK

BioWare

Richard Iwaniuk is the Senior Director of Business Planning and Development for BioWare. Currently, Richard and his team support multiple aspects of BioWare’s business operations, including the development and execution of key business, strategic, financial and legal initiatives. A Chartered Accountant since 1993, Richard joined BioWare in 2000 where during his tenure as BioWare’s Director of Finance, BioWare grew from a studio of 80 developers to a multi-studio operation with over 600 employees.  Richard is a recipient of the Early Achievement Award by the Institute of Chartered Accountants of Alberta, which recognizes Chartered Accountants who demonstrate excellence and accomplishment in their career and commitment and excellence in community and volunteer services.

Keynote Address: The Evolution of Audience Engagement

Session Description

 

 

Video of Session

Video (Courtesy Tsumea)

 

 


Morgan JaffitMORGAN JAFFIT

Morgan is a game developer with over a decades experience in Australia and North America.  He’s worked for Irrational Games, Relic Entertainment and Pandemic Studios before co-founding Defiant Development in 2010.  Defiant are current hard at work on Warco (a game about journalism in warzones) and Quick Quest (an action RPG for mobiles and tablets).

 

 

Session: Green sprouts among the wreckage.  Building a profitable independent in Australia.

Session Description

 

 

Panel Session: The Assessment Panel

Session Description

 

 

Video of Panel Session

Video (Courtesy Tsumea)

 

 


Andrew JamesANDREW JAMES

Uppercut Games

Andrew received a degree in Industrial Design from Newcastle University in 1996. He worked as an animator and later Art Lead for a number of years at Brilliant Digital Entertainment in Sydney.  In 2000 he moved to Los Angeles to setup a new animation studio for BDE, focused on creating music videos.   In 2002 Andrew moved to Canberra to work as Lead Artist at Irrational Games/2K Australia, after leading the team of artists on many award winning projects, in 2009 he became Art Director of the Studio. In early 2011, Andrew left 2K Marin to co-found Uppercut Games.

Games of note:

•    XCOM (2011), 2K Games

•    BioShock 2 (2010), 2K Games

•    BioShock (2007), 2K Games

•    Freedom Force vs The 3rd Reich (2005), Irrational Games LLC

•    Tribes: Vengeance (2004), Vivendi Universal Games, Inc.

 

Session: Creating EPOCH for iOS with UDK

Session Description

 

 

Video of Session

Video (Courtesy Tsumea)

 

 


Simon JoslinSIMON JOSLIN

Co-Founder, The Voxel Agents

Simon co-founded The Voxel Agents in 2009, brought Train Conductor to iOS, and is currently working on a new brain teasing puzzle game. He leads the creative direction in the studio and openly loves gameplay driven titles. He is active on the board of the GDAA, strongly believes there’s never been a better time to go indie, and gets furious when his development pipeline is not in shape! He has recently found the joys of Unity.

Panel Session: Streamlining Your Games Development Pipeline

Session Description

 

 

Video of Panel Session

Video (Courtesy Tsumea)

 

 


Ben KilsbyBEN KILSBY

CEO, Holopoint

Ben Kilsby is the co-founder and CEO of Holopoint Interactive who are an Adelaide based simulation and serious game developer. Ben has worked extensively at Holopoint to create a number of interactive developments for a diverse range of industry sectors including transport, security, music tuition, healthcare, mining and most recently defence. He is a passionate advocate of serious game developments and has a strong interest in developing a future capability in the interactive space. Ben has demonstrated this in the founding of The Indie Games Room in 2007 and his numerous appointments in state level round tables, steering committees and advisory boards.

Panel Session: Streamlining Your Games Development Pipeline

Session Description

 

 

Video of Panel Session

Video (Courtesy Tsumea)

 

 


Jay KyburzJAY KYBURZ

Iron Helmet Games

Jay spent over 10 years building games for publishers before founding Iron Helmet Games in 2010, an independent developer of innovative web based strategy games.   Jay’s credits include the upcoming Xcom, Bioshock and Bioshock 2, Swat 4, Tribes and Freedom Force. Iron Helmets first game Neptune’s Pride was well received and even won a few awards in the 2010 end of year round up. PC Gamer Magazine awarded us web game of the year, and Edge Magazine awarded us runner up to indie game of the year.

Session: From a team of 50 to a team of 1, the awesome power of no meetings!

Session Description

 

 

Video of session

Video (Courtesy Tsumea)

 

 

 


Ryan LancasterRYAN LANCASTER

Uppercut Games

Ryan started in the video game industry in 2002 with Canberra company Irrational Games, working his way up from junior programmer, through mid and into a senior programming role. In early 2011, Ryan left 2K to pursue his own game-making desires, and then joined Uppercut Games with Ed Orman and Andrew James.

Games of note:

•    XCOM (2011), 2K Games

•    BioShock 2 (2010), 2K Games

•    BioShock (2007), 2K Games

•    Swat 4: Stechkov Syndicate (2006), Vivendi Universal Games, Inc.

•    Tribes: Vengeance (2004), Vivendi Universal Games, Inc.

Session: Creating EPOCH for iOS with UDK

Session Description

 

 

Video of Session

Video (Courtesy Tsumea)

 

 


Phil LarsenPHIL LARSEN

Chief Marketing Officer, Halfbrick Studios

Phil Larsen is the Chief Marketing Officer at Halfbrick, the studio behind mega-hit games such as Fruit Ninja, Jetpack Joyride and Age of Zombies. A lifelong gamer and marketing professional, over the past three years he has helped to build the games and bring the brands of Halfbrick to over 80 million players worldwide, firmly securing the Brisbane studio’s spot as Australia’s most prominent game developer.

 Session: Position With Power!

Session Description

 

 

Video of Session

Video (Courtesy Tsumea)

 

 


Yangtian LiYANGTIAN LI

The Voxel Agents

Yangtian Li has been working at The Voxel Agents as the lead artist since completing her bachelor degree in animation and receiving Valedictorian at Qantm college. She has worked on the company’s flagship titles; Train Conductor Australia and Train Conductor 2: USA. Yangtian is also in charge of the art direction of the company’s new project that is in development.

 Session: Invisible Art – Throw Your Work Away

Session Description

 

 


Jeff Lyndon JEFF LYNDON

Co-founder, iDreamsky

Jeff Lyndon has over 10 years of experience in game development and publishing, his first game was Shadowbane. He co-founded iDreamsky, a mobile game publisher and brand manager focused in Greater China. Under Jeff’s direction, iDreamsky has successfully become one of the best partners in China for mobile game developers including Rovio, Halfbrick, Hotgen and many more. Jeff is also the first Asian who has won the 30 under 30 Developer award by DEVELOP magazine.

Panel Session: Understanding the Chinese Mobile Market

Session Description

 

 


Corrie McLeodCORRIE McLEOD

Managing Director – Espresso Communications

With more than seven years at the helm of Espresso Communications, Corrie McLeod is great at working closely with clients to identify innovative PR campaigns and strategies. Corrie has an excellent grasp of the evolving communications landscape, particularly social media, and is skilled in creating PR activities that map specifically to communication and business objectives. Corrie has earned the respect of the media industry and has been nominated three years consecutively for ‘Best Media Relations’ by the Australian IT Journalism community.   Espresso has also snagged a Highly Commended for its R18+ Classification for Video Games campaign at the 2010 PRIA NSW State Awards for Excellence and won the same award at the 2011 awards for the pro bono campaign for qldfloods.org. Espresso is a member of the Registered Consultancies Group of the PRIA and Corrie is a member of the Australian Businesswomen’s Network.

Session: PR for Australian Game Developers –  Tools to Build Your Profile and Success with the Right  Audiences

Session Description

 

 

Video of Session

Video (Courtesy Tsumea)

 

 


Luke MuscatLUKE MUSCAT

Halfbrick Studios

Luke Muscat is a lead designer at Halfbrick, and the creator the smash-hit iPhone games Fruit Ninja, Jetpack Joyride and Monster Dash. He loves to design, talk about design, argue about design, and design new ways to learn about design. Over the past 18 months, Halfbrick games under Luke’s direction have been downloaded over 45 million times.

 

Session: I Love Randomness, Sometimes: Working with and designing ‘random’ systems

Session Description

 

 


Ed OrmanED ORMAN

Uppercut Games

Ed started in the video game industry in 1997 with Canberra company Micro Forte, rapidly moving into a senior management role as Lead Designer and Associate Producer. In 2001 he joined Irrational Games/2K Australia, continuing his work as a designer on several award-winning games. In early 2011, Ed left 2K Marin to co-found Uppercut Games.

Games of note:

•    XCOM (2011), 2K Games

•    BioShock (2007), 2K Games

•    Tribes: Vengeance (2004), Vivendi Universal Games, Inc.

•    Freedom Force (2002), Crave Entertainment, Inc., Electronic Arts, Inc.

•    Fallout Tactics: Brotherhood of Steel (2001), Interplay Entertainment Corp.

Session: Creating EPOCH for iOS with UDK

Session Description

 

 

Video of Session

Video (Courtesy Tsumea)

 

 


Randy PargmanRANDY PARGMAN

Federal Bureau of Investigation

Randy Pargman is a learning game designer and programmer for the Federal Bureau of Investigation.  Randy was the first member of the FBI Simulation Team at the FBI Academy in Quantico, Virginia, where he has worked for the last seven years.  Randy has designed and developed 3D animations and a viewer program in DirectX to help instructors teach tactical room clearing, firearms teaching animations, and games to help learners comprehend complex topics through simple, fun interactions. Randy is currently working with the Simulation Team to design simulation training on the topic of crime scene processing, consulting on a virtual reality tactical training system, and reconstructing an actual crime scene in a virtual environment.  Randy’s current topics of interest include the design of simpler navigation controls for 3D environments and user interfaces that feel natural to users, and he would love to talk with anyone who has ideas to improve user interfaces for non-gamers. Prior to working for the FBI, Randy was a Software Engineer with MTL, Inc., a Computer Scientist with the US DoD in High Performance Computing, and a Communications Officer with the Washington State Patrol.

Serious Games Session: How Serious Games and Simulations Are Used For Training at the FBI

Session Description

 


Sebastian Perri SEBASTIAN PERRI

AIE

Sebastian has been delivering courses for over 10 years for Academy of Interactive Entertainment. He has been involved in the development of students games thought AIE’s Advanced Diploma of Game Development delivering the 3D art stream of the course. Sebastian is also a practicing 3d artist and traditional artist. He holds a Bachelor of Visual arts from the Australian University and an Advanced diploma in Professional Computer Game Development from AIE.

Session: Meeting the Needs of an Evolving Games Industry

Session Description

 

 


Jean-Francois PrevostJEAN-FRANCOIS PREVOST

Developer Account Manager for Asia Pacific, Microsoft

Jean-Francois has been part of the games industry since 1998, when he joined the then recently founded Montreal studio of Ubisoft in his native country of Canada. There he had the chance to develop his technical skills working on several AAA games for consoles and PC. He was primarily involved on the technical side of the game development being Lead Programmer for many years, and then Technical Director. He relocated to Singapore in 2008 and immediately fell in love with the region! He is now part of the Third Party Publishing team at Microsoft in Singapore, where he is a Developer Account Manager for Asia Pacific. He manages developer relations for all Microsoft gaming platforms including Xbox 360, Games for Windows Live and Windows Phone.

Session Description: The Rules of Kinect

Session Description

 


Amir RaoAMIR RAO

Supergiant Games

Amir grew up in the very place in which Supergiant Games was headquartered for its first two years – the same home in which he took up hosting pen-and-paper role-playing sessions at the age of 10. After majoring in English at Columbia University, he joined Electronic Arts to work on the Command & Conquer franchise, where he was responsible for design on Command & Conquer 3: Tiberium Wars and Command & Conquer: Red Alert 3. He left EA in 2009 to co-found Supergiant Games in his ongoing quest to give back to gaming what gaming’s given him. At Supergiant, Amir designs content for the studio’s games and manages day-to-day operations.

Keynote Address: The Building of Bastion

Session Description

 

 

Video of Keynote Session (and GCAP 2011 closing)

Video (Courtesy Tsumea)

 

 


Neil RennisonNEIL RENNISON

Tin Man Games

Neil comes from a background in product design. He first started out as a 3D modeler and got his first games industry break working with Razorworks in the UK on a series of racing games. Working as a freelancer for a number of years, Neil then started Fraction Studios, a game art contracting outsourcing company specialising in handheld and low-end console art asset modeling and texturing, with aimed at designing robust art pipelines for developers. Neil has worked on over 20 published games including high profile titles such as the Need For Speed series, Nascar series, Sims series and the Tiger Woods series for a variety of platforms including iPhone, DS, PSP, and Wii. In 2008, Neil moved to Melbourne and started Tin Man Games, an independent game developer and has released 10 titles on the App Store including the highly acclaimed Gamebook Adventures series. Neil has spoken many times on games industry related subjects, including 18 months part-time lecturing on an animation degree in the UK as well as partaking in numerous presentations and panels for IGDA (Midlands UK and Melbourne) and Freeplay.

Session: Creating a brand from scratch

Session Description

 

 

Video of Session

Video (Courtesy Tsumea)

 

 


Eros ResminiEROS RESMINI

VP Marketing and Developer Relations, OpenFeint division of GREE

Eros Resmini has over 15 years experience in digital entertainment and gaming focused on Marketing and Customer Relationship roles in both large and small company settings. He currently runs Marketing and Developer Relations at OpenFeint division of GREE, the leading mobile social gaming network with 125 million users and 7,000 games. He has held similar roles at Hewlett Packard, Real Arcade (GameHouse), and is a founding partner of San Francisco’s independent label Los Kamikaze Records.

Session: The Rise of Free to Play on Mobile: Best Practices

Session Description

 

 


Cam RogersCAMERON ROGERS

Cam is a screen industries lawyer, specialising in film, tv, transmedia projects and the games industry. He is a founding board member of the Freeplay Independent Games Festival. Cam has acted for several games companies around Australia, including Tin Man Games and The Voxel Agents, and is passionate about the future of the industry in Australia.

 

Session: From Conception to the Console: A practical guide to beginning your own Start Up

Session Description

 

 


Giselle RosmanGISELLE ROSMAN

Giselle discovered the creative and analytical space that is local games development in 2007 when working in marketing and public relations at the Academy of Interactive Entertainment. For the past two years Giselle has been the driving force behind IGDA Melbourne, opening up collaborative learning spaces through community development and educational networking opportunities (alright, and the occasional beer).

 

Panel Session: Journeys with Friends

Session Description

 

 


Kevin SchoolerKEVIN SCHOOLER

Autodesk Specialist

Kevin specialises in performance capture and animation for film, games, live events and broadcast. He has worked for Walt Disney, Imagineering, Sony Pictures Imageworks as well as consulting on projects for universities in the USA, Australia, South Korea and Singapore. Kevin has been with Autodesk for over  five years representing the Media and Entertainment 3d product suites and has run presentations in over a dozen countries.

Panel Session: Streamlining Your Games Development Pipeline

Session Description

 

 

Video of Panel Session

Video (Courtesy Tsumea)

 

 


Jens SchroederDr. JENS SCHROEDER

My research interests mainly lie in the history of digital games and the roles they play in different societies. I first explored this field in my German Masters thesis, which covered the history of digital games in East Germany in depth and explored how they helped to support the regime. In 2005 I moved to Australia to acquire my Master in Arts and Media from Griffith University, where I was awarded the Griffith Award for Academic Excellence. My doctoral thesis, written at the University of Film and Television Studies Potsdam, Germany, deals with the differences in perception of mass media in Germany and Australia and how these differences relate to modes of distinction. The thesis is the first social history of gaming in both countries. In 2010 I permanently returned to Australia and currently act as the Academic Coordinator for the Sydney campus of Qantm College and lecture in digital game design.

Session: Designing for Innovation or The Aristocracy of the Hardcore vs. The Great Unwashed of Farmville

Session Description

 

 


Epona SchweerEPONA SCHWEER

Academy of Interactive Entertainment

Epona grew up in the games industry; spending weekends with Dad at the office during Crunch time at Microprose and proofreading Game Design Documents during summer vacation. It was from him and the industry around him that she learned about and fell in love with the craft of game development. She has since run the creative gambit between theatre, illustrating comics to leading teams on academy award winning films; but nothing has been able to match the camaraderie and innovative energy of that early games industry exposure. After leaving entertainment to learn business development in the IT and finance sectors, Epona has come back full circle to exploring the craft of great game design. When she isn’t coordinating game projects she’s helping Indies with the business side of game development.

Session: Working with Humans – Tools for Talking when Communication is Difficult

Session Description

 

 

 

Session: Meeting the Needs of an Evolving Games Industry

Session Description

 

 


Ben Britten SmithBEN BRITTEN SMITH

Tin Man Games

Ben has been developing software for over 20 years, and developing apps using Cocoa on the Mac platform for over 15 years. He was the senior programmer and architect for Spydercam Aerial Camera Rigging for 8 years and won an Academy Award for technical achievement in 1995 for his work on 3d volumetric motion control. His software was used in over 40 feature films including films such as Spiderman and IronMan. He has been developing applications on the iPhone since the SDK became available. Due to the similarities between Cocoa and  CocoaTouch, Ben was able to bring his 15 years of application experience in Cocoa to bear in his iPhone projects. Ben has been the senior or sole developer for over ten applications for the iPhone. In late 2009, Ben joined Tin Man Games and has since become the Technical Director, developing the Gamebook Adventures series. Ben has given many industry based presentations over the last few years to Australian education institutions as well as Freeplay in Melbourne. He is well known for his technical talks on the subject of developing using Unity.

Session: Creating a brand from scratch

Session Description

 

 

Video of Session

Video (Courtesy Tsumea)

 

 


Dr Marcus TierneyDr MARCUS TIERNEY

PricewaterhouseCoopers

Marcus is a Partner within the R&D Incentives group at PwC. He has worked solely in the R&D tax space over the past 11 years enabling 100’s of clients to maximise R&D tax claims and gain access to grant funding. The clients he has advised include many local, national and international companies, organisations and Government agencies, which cover most industries including games, software, mining, construction, property, biotechnology and manufacturing.  Marcus has assisted many companies within the Games sector including large platform game developers and numerous companies involved in App developments for the iPhone and iPad.

Session: R&D Tax Incentive Classroom: Everything You Need to Know About Preparing Your R&D Claim

 

 


TrunaTRUNA aka J. TURNER

truna aka j.turner is the Brisbane IGDA Chapter auntie, game activist and researcher. She is dead keen on supporting a vibrant Aussie independent game community and has been involved in running a series of outreach programs to foster understanding about the medium (and business) of the game since 2004. Along with a number of partners in crime, truna is also responsible for the fabulous 48-hour game making challenge – now entering its fifth year. She believes that the game is an extraordinary powerful form of media and that more people should be exploring and extending its potential. truna is into software culture, she writes about the nature of the game interface, its fun, flaws, foibles and [f]antasmagorias … she believes design is power, and game design more so.

Panel Session: Journeys with Friends

Session Description

 

 


Marcus WatsonASSOCIATE PROFESSOR MARCUS WATSON

Executive Director, Clinical Skills Development Service – Queensland Health

A/Prof Marcus Watson has 12 years experience in healthcare simulations that builds upon his work in defence simulations. He leads Australia’s largest healthcare educational and research simulation program distributed across Queensland. He is an A/Prof in Medical Education at the School of Medicine and an Honorary A/Prof in the School of Psychology at the University of Queensland. His work in healthcare simulations has led the development of systematic approaches to the integration of simulations to address individuals’, teams’ and systems’ concerns.

Serious Games Session: Healthcare, Pedagogy & Serious Games


Session Description

 

 


John WelshJOHN WELSH

Defence Program Manager, Sydac Pty Ltd; Owner, The Serious Games Consultancy

With a history that includes “blowing things up!” John Welsh is the defence program manager for Sydac Pty Ltd and owner of the serious games consultancy.  Based in Adelaide, South Australia, he oversees the provision of Live, Virtual and Constructive simulation solutions for various industries including transportation, defence and healthcare.  Passionate about experiential learning he has been instrumental in defining serious game solutions nationally and internationally, spearheading serious game initiatives and providing consultancy, subject matter expertise and turnkey solutions through the serious games consultancy (www.theseriousgamesconsultancy.com).   Building on a career that spans service in the British Army, the video games industry and the simulation industry he also applies extensive training experience, capability and knowledge gained through managing and delivering developmental training.  A regular speaker on serious game capabilities John has previously presented at GCAP and the national simulation event SimTecT.  Having travelled extensively, including time spent operating a marina and water sports business in Jamaica, he and his family are currently based in Adelaide, South Australia.  John is a very mediocre video games player (but he thinks he’s getting better).

Serious Games Session: Serious Games – A Vanilla Slice


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Jay WilburJAY WILBUR

Vice President of Business Development, Epic Games

Jay Wilbur is a 22-year veteran in the computer gaming industry. Currently, Wilbur holds the position of Vice President of Business Development to Epic Games where he works as part of the Epic management team. Jay’s responsibilities include managing Epic’s Business Development, Finance, Legal and Engine Licensing teams. Under Jay’s management Epic’s success in these key areas remains dramatic most recently expanding Epic’s reach with engine license and/or support teams in Asia and Europe. Previously, Wilbur was the co-owner and business manager of id Software, a highly successful computer game development company. At id, Wilbur managed all of the company’s business activities including developing, implementing and maintaining id’s highly successful direct and retail distribution and marketing strategies for such blockbuster titles as Wolfenstein 3D, Spear of Destiny, DOOM, DOOM II, Final DOOM, QUAKE and all related ancillary software/non-software products. Wilbur’s responsibilities at id also included managing publishing and third party developer relationships; public relations; overseeing legal affairs, including all contract negotiating/closing activities; and managing financial related activities. Prior to id Software, Wilbur managed Apple II and IBM-compatible software development at Softdisk Publishing in Shreveport, LA. Before that, Wilbur spent three years managing Apple II software development for UpTime, a software development company in Newport, RI.

Panel Session: Who Says the Australian Video Game Market is Dead? It Doesn’t Even Smell Funny.

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Video of Panel Session

Video (Courtesy Tsumea)

 

 


Jim WillsonJIM WILLSON

Konami Digital Entertainment

As the Head of Sales and Marketing, Americas for Mobile at Konami Digital Entertainment, Jim Willson is responsible for defining the business and product strategy for mobile and driving revenue for the division. Prior to Konami, Jim held various roles in sales, operations and business development with JAMDAT Mobile, EA Mobile and Vivendi Games Mobile.

Session: The Pros and Cons of Working With Established Video Game Publishers in the Age of Digital Distribution

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Panel Session: Who Says the Australian Video Game Market is Dead? It Doesn’t Even Smell Funny.

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Video of Panel Session

Video (Courtesy Tsumea)

 

 


Michael Woods MICHAEL WOODS

Executive Producer, Media Saints

Michael Woods is the most under qualified person on this glorious list of video game professionals. But this 24 year old uni drop out has still managed to build Media Saints, a 14-man development studio based in Melbourne. From humble beginnings in 2006 filming video game tournaments, Michael’s career has flourished. By 2008 he was the youngest member of the Australian CEO Institute, Journalist in the MX newspaper and was running eSport competitions with prize pools at nearly $100,000. Stepping up in the food chain in 2009 to run the Digital Distribution Summit with Film Victoria, Michael saw that the time was ripe to start his own studio. Taking $50k out of his bank and partnering up with Per Bredenberg, Media Saints was launched in 2010 after securing the development contract for Knowledge Quest. Today, Michael can be found every day having breakfast at Dukes on Chapel Street.

Session: Media Saints: The Journey of a Successful Startup

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Chris WrightCHRIS WRIGHT

Chief Surprise Architect at Surprise Attack

Chris Wright is a veteran of video games marketing with more than 100 campaigns executed under his care for publishers including THQ, Microsoft, Sega, Capcom, Disney Interactive Studios and many more. He was the Marketing Director for THQ’s Australian studios (Blue Tongue Entertainment and THQ Studio Australia) when they were closed in August 2011 and recently launched Surprise Attack, a marketing agency focused on helping independent developers promote their games.  Chris has been a member of Film Victoria’s Digital Media Assessment Panel since 2009. The panel assesses applications in respect of Film Victoria’s Digital Media funding programs, providing recommendations to the Board for final approval.

Panel Session: The Assessment Panel

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Video of Panel Session

Video (Courtesy Tsumea)