Time |
Track |
Presenter |
Session Title |
09:00 AM - 10:00 AM |
Game Design |
Matthew Ford, Producer, Auran
Pty Ltd |
MMP Game Design Challenges and Solutions (200k) |
Programming & Production |
Marc Atkin, AI Programmer, Irrational Games |
Scaling up to More Sophisticated AI Without
Overburdening Developers - Lessons Learned (9.4Mb) |
Platforms |
Michael Werle, Senior Engineer, Sony Computer Entertainment,
Europe |
Introduction to PSP Networking |
Business Matters |
Adam Lancman, Managing Director, Atari Melbourne House |
Surviving the Next Generation Console (207k) |
Art |
Facilitor Matt Ditton - Krome Studios |
Art vs Artisan |
Audio |
Stephan Schütze, Lead Audio Design,
BlueTongue |
Audio Design within Game Design (172k) |
10:00 AM - 10:25 AM |
Morning tea |
10:25 AM - 11:25 AM |
Game Design |
Jason Hutchens,
Lead AI, Team Bondi
Pty Ltd |
Dynamic Dialogue, Interactive Drama and
Sandbox Worlds (3.8Mb) |
Programming & Production |
Chris Oat,
Senior Software engineer,
ATI Research |
Advanced Character Rendering (8.2Mb) |
Platforms |
Suzie Cardwell, Director, 3RD sense Australia |
Big Opportunities for Little Games |
Business Matters |
Ari Last, Regional Director - Asia & Oceania,
Exent Technologies |
The Business Potential of Games-on-Demand
Services (2.1Mb) |
Art |
Matt Ditton, Lead Artist, Krome Studios |
Now We Know We Can, Lets Never Do That
Again |
Audio |
Scott Selfon,
Audio Content Support Manager,
Xbox |
Multichannel and 3D Technologies for Video
Games |
11:25 AM - 12:25 PM |
Keynote |
Martin Cooper, Team Bondi Pty Ltd |
Alternative Game Funding Models (52k) |
12:25 PM - 01:25 PM |
Saturday Lunch |
01:25 PM - 02:25 PM |
Game
Design |
Robin Walker, Design Manager, Valve |
The Design and Production of Half-Life
2 (1.7Mb) |
Programming & Production |
Facilitator Tony Albrecht,
RatBag Games Panellists Robin Maddock & Karl
Burdack, RatBag Games, Myles Abbott, Atari Melbourne House,
Steve White, Torus Games & Mark Feldman, Tantalus Interactive |
Managing Programmers and Programming Managers |
Platforms |
Martin Wells, CEO & Colin Pyle, Lead
Artist, Tasman Studios |
Secrets of Mobile Game Development (236k) |
Business Matters |
Grantley Day, PC Business Unit Director,
Namco Hometek Inc |
Attracting a US Publishing Partner |
Art |
Dan Miller, Teacher & Sebastian Perri,
Senior Teacher, Academy of Interactive Entertainment Canberra |
Mental Ray, Reactor and Particles in Max |
Audio |
Stephan Schütze, Lead Audio Design,
BlueTongue |
Creating and Implementing Cross Platform
Audio (1Mb) |
02:30 PM - 03:30 PM |
Game Design |
Penny Sweetser, Researcher, University
of Queensland |
Using Cellular Automa and Influence Maps
in Games (142k) |
Programming & Production |
David Pevreal, Programmer, Krome Studios |
Cross Platform Game Development Considerations (1.2Mb) |
Platforms |
Simon Hayes, Chief Technology Officer,
BigWorld Pty Ltd |
Using BigWorld Technology to create a MMOG
in 1 Hour |
Business Matters |
Judges Adam Lancman, Atari Melbourne House,
Lee Jacobson, Midway
Games, Inc. USA and
Michael Deny, Sony Computer Entertainment
Europe, UK |
Hynes Lawyers Pitching
Competition |
Art |
Facilitator Steve Stamatiadis,
Krome Studio
Panellists Robert Walsh, Krome Studios, Graham Edelsten, Auran
Pty Ltd and Thomas Schober, Act3animation |
Outsourcing Art or Keeping it In-House? |
Audio |
Scott Selfon,
Audio Content Support Manager,
Xbox |
Developing Next Generation Solutions for
Audio Challenges |
03:30 PM - 03:55 PM |
Afternoon Tea |
03:55 PM - 04:55 PM |
Keynote |
Facilitator Steve Polak Freelance Journalist,
Games-Technology-Online
Panellists Bill Roper, Flagship Studios, Jason Rubin, Naughty
Dog, Adam Lancman, Atari Melbourne House and John De Margheriti,
Micro Forté |
The Challenges Ahead |
04:55 PM - 05:30 PM |
Official Closing Ceremony |
7:00PM - 11:30 PM |
On Course - Gala Awards
Dinner |
* Denotes Sponsored Session
Schedule is subject to change. |