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Yi Wang A reasonable economic system is essential for keeping stable and continuous development for a relatively long time of an online game, which can be considered a virtual society. Where shall we start to build such an economic system? What are the concerns? What are the next changes after the transition of the charging system of the large-scale online games from time-based charging to "Free+IB" several years ago? The speaker will share the experiences on establishing economic system during the development and operation process of JX Online and JX World, and the thoughts on future development of the charging system in current large-scale online games. |
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Feng Tian |
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Peixiong Wang Adaption from literature into game, and brand promotion; |
Trends and Challenges Facing the Next-gen 3D Web Games like Drakensang Online |
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Philip Reisberger Drakensang Online is now the most successful 3D web game developed by Java and in the Diablo art style. Join Bigpoint Chief Games Officer, Philip Reisberger, as he discusses the opportunities and challenges of 3D online game development in regards to Drakensang Online. Attendees will gain insight into how they can develop 3D online games from general streaming strategies, cloud gaming to full control through new engine technology. NEBULA the engine developed by the Drakensang team is the key to quality and performance. High creative competence and discipline are the fundament of the technical streaming solution and the high quality of the graphics. The isometric game play is key for the streaming decision. Discover the importance of integrating high-quality game content that gamers will engage, and learn the advantages (and risks) of expanding a company's game portfolio beyond purely 2D web game titles. |
Massively Multiplayer Game Production: From Tiny Teams to Giant Projects |
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Jeremy Gaffney Are you a producer? Do you want to be a producer? Have you ever worked for a producer and wondered what they were thinking? Learn about how to become a respected and effective producer of triple-A MMO titles with industry veteran Jeremy Gaffney, co-founder of Turbine and now Executive Producer at NCsoft's Carbine Studios. Jeremy will lead a candid discussion about the qualities a good producer should have, some of the challenges MMO producers face during the MMO production life cycle, and how to navigate the studio/developer relationship on the way to - and through - launch. |
Double-Coding: Making Online Games for Both the Casual and the Hardcore |
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Damion Schubert Mainstream success does not mean sacrificing the hardcore for the casual, but understanding the deep, symbiotic between the two markets. Double-coding is a design concept talking about designing games and concepts for both casual and hardcore markets - designing games that are approachable, yet offer depth and aspirational goals. This talk discusses how to straddle that divide, how to rethink what value casuals and hardcore players bring to your online game, how to leverage the hardcore to build your casual market, and how to convert your casual players into online devotees. |
Marvel Super Hero Squad Online Postmortem- An MMO For the Whole Family in Under Two Years |
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Jason Robar Marvel Super Hero Squad Online, The Amazing Society's AAA browser-based online game launched in April of 2011. Jason Robar, Studio Manager, the co-founder of the development studio shares his perspective 6 months after launch. Working with Marvel, using Unity3D as the client engine, running a large scale Agile project, capturing the fun in two weeks, launch challenges, and more will be presented. How do you make a game that works for kids and their parents? What key monetization decisions drove the game design and how is it working out 6 months later? The session will be highly interactive, full of humor, war stories and audience participation. Join him as he shares his know-how and passion for creating online games for the whole family, not just the core. |
Capturing Children's Attention and Imagination with Investigative Play |
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Caitlin Feeley In Vanished, a modified ARG for middle-schoolers, over 6000 players participated in an online community for 8 weeks in order to solve a large-scale scientific mystery. During the game, players were so invested that even when they found cheats, they avoided using them because they cared about the game and the community and were unwilling to ruin the game experience. This session will discuss how we encouraged greater participation, squashing the ARG triangle, set up a complex, cascading mystery, and conducted an online game with children still covered by COPPA, all the while creating an edge-of-your-seat experience. |
Building a Multithreaded Web Based Game Engine Using HTML5, CSS3 and JavaScript |
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Corey Clark, PhD As hardware developers push away from creating faster processors in lieu of multicore architectures, game developers have to leverage multithreading technologies to capitalize on these new devices. With multicore mobile devices, the need for a multithreaded web based game engine is a reality. This talk will discuss design of various multithreaded web engine architectures that allow for dynamically processing request in threads by using a thread controller. Utilizing HTML5 and JavaScript APIs such as WebWorkers, WebSockets, and WebGL allows for a new standard in 3D browser-based games that are full featured, truly cross-platform supporting mobile and desktop devices without plugins. |
Fundamental Multiplayer RPG Math |
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Sara Jensen Schubert RPG-style character stats and progression are now common in all sorts of games, from FPSes to social games. But where do all those numbers come from? Learn to create flexible frameworks for basic RPG systems, like character and NPC attributes, items, cash economies, and experience curves. The lecture will include special emphasis on creating data-driven spreadsheets that allow for easy visualization and iteration of the data. |
Designing and Implementing a Satisfying Sword Fight |
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Michael Chang Shooting games are firmly established since the dawn of gaming; everyone knows the basic elements, the vocabulary, and techniques in making them. The same can't be said for melee combat, a gameplay genre very much undiscovered aside from the usual beat-em-ups and Shoryukens. This session will explore the various ideas, pitfalls, and solutions in making an engaging third person melee game. Michael Chang shares his experiences building a playable sword fight, from pacing, to camera work, rigging and animating, and hopefully giving the player something unique to play with. |
Retain Your Customers by Letting Go: Fixing the Short Term Tactics that Threaten Player Loyalty |
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Scott Rigby The churn rate in social & online games is staggering. We often visualize churn as a bucket with holes in it, but in reality, the numbers don’t even justify the existence of the bucket as players pour into one end and out the other. Research indicates that by focusing too much on driving short-term behavior, we actively harm long-term motivation to stay engaged. While we increasingly rely on behavioral metrics to make decisions, we often overlook motivational and psychological data that is critical to success over time. This talk reviews specific techniques for deepening meaningful motivation in the design of social and online games, as well as discussing strategies to collect quantitative motivational metrics alongside behavioral metrics to better gauge success. Multiple game examples/best practices are discussed, along with strategies for game design and testing. |
Gaming and the Cloud: Present and the Future |
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Brian Prince Game developers are among the quickest adopters of the cloud. In this session, Brian will discuss what a game designer can get out of a cloud, and why they would want to use it. This will include capabilities and scenarios in use today, as well as what he sees in the future. He will cover both cloud based services as well as hosted game platforms. |
Latin America Case Studies & Market Overview |
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Jay Heo The lecture will focus on a broad market overview from an economic and cultural standpoint and key information anyone should know who is thinking about doing business in the Latin America territories. Jay Heo, Director of Gala-Net will discuss Flyff, a spanish language game launched in Latin America and it's success as sales and user numbers continue to grow. He will review their marketing strategies, payment gateways and different online game culture in Latin America so that new publishers can easily access and monetize their games in this market. |
Working with European Developers |
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Ian Baverstock |
Designing a Technology Strategy for a Large Publisher |
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Julien Merceron Many platforms, many genre of games, many diverging Team structures or project life cycles... Because of that, almost all Publishers are different: different needs, different intensions, different strength & weaknesses... And - on the technology side - you have to approach them differently to create a technology strategy that is relevant for them, and actionable. So there is no one-size-fits-all in our Industry, and as a CTO your work - and strategy - might very well defer depending on what Publisher you're working with. Being at Square Enix now - and having worked at Ubisoft and Eidos before - Julien will compare the technology development strategies of different Companies, and discuss how such kind of strategy influences the product development of the Company. Then Julien will open up the discussion toward the developing trends to face the future mobile games and web games, and anything to pay attention to form the technology and product development. |
Designing Better Levels Through Human Survival Instincts |
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Christopher Totten |
Rapid Prototyping Techniques for Kinect Game Development |
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Drew Skillman Microsoft's Kinect peripheral opens new possiblities for game developers by giving them access to novel player inputs like motion, depth and color. In fact this hardware is so unique, it's not obvious how to translate it into a successful game experience. This talk shares rapid prototyping techniques developed for Double Fine's recent Kinect titles to help overcome these challenges, and follows the evolution of some early prototypes to their final, shipping incarnation. Along the way we'll touch on our software setup for rapid prototyping (i.e. Kinect "hacking"), augmented reality, and some fun shader based compositing tricks. |
How to Succeed in Game Development With Agile/Scrum |
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Maxwell Peng Agile/Scrum is the fastest growing development way in the industry. By now, many of developers may encounter the challenges in Agile/Scrum. We will talk about the real world challenges we have encountered in game development and the solution we came up with from Sweet Texas hold'em & Planet Legend Online game projects, and how a game studio could start using Agile/Scrum with confidence and minimal risk. |
The Business (and Importance!) of Game Audio |
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Hitoshi Sakimoto Is game audio still an afterthought for game developers? How can they effectively work with their sound team to get the best end product? What is it that makes great game music and sound effects, and how does this grow from a concept to the final product? Hitoshi Sakimoto shares his experiences regarding the business of game audio, and why it matters to all divisions in the game industry. |
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Brian Fargo Brian Fargo has been playing and making RPG games since the 1980's and is still making games to this day. He will look back over 3 decades of RPG games that began with the Bard's Tale and Wasteland and eventually onto such hits as Stonekeep, Fallout, Baldur's Gate, and Icewind Dale and most recently with Hunted: The Demon's Forge. Mr. Fargo will discuss his history with Role-playing games and how he approaches each aspect of the game creation. Topics to include storyline, character development, balance and production philosophy. What are the elements you need to make an immersive game that will stand the test of time and have people say "I spent hours playing your game when I was a kid and loved it." |
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Patrick Liu |
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Yunli Liu |
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Binsen Tang |
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Rony Xu |
Building Console-Quality Games on Facebook |
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Ludovic Bodin With the increase in popularity of social networks such as Facebook and social games, and the development of new technologies such as Unity3D which allows browser-based 3D experiences, gaming companies have an opportunity to shape the next-paradigm in gaming. This session will outline the main opportunities and challenges in building console-quality games on social platforms. We will discuss how CMUNE has faced these challenges and created UberStrike, Facebook #1 3D First Person Shooter and #1 game in 50+ countries on the Mac App Store. |
The Smurfs™ & Co – How to Develop a Successful Facebook Game in China |
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Richard Tsao The Smurfs™ & Co is the number one Facebook game developed by Ubisoft reaching a number over 10 million monthly active users. Among its achievements, it became the Number 1 Licensed based game and reached at its peek the Top 25 applications on Facebook. In the presentation, the speaker will illustrate the key factors that determine the success of the game from the point of view of a Ubisoft Studio Managing Director operating in China. The presentation will include topics oriented in recruitment, resource allocation and high level overview on Facebook development, and also other important decisions that ensured the development of the game and its success on Facebook. |
The Importance of Multi-Platform for Social Gaming |
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Randy Lee CrowdStar was founded in 2009 and has become a leader in web and mobile social games. With hit game titles such as It Girl, Wasteland Empires, Happy Aquarium, Top Girl, Zombie Universe and others, CrowdStar has tens of millions of players a month enjoying their games. In this session, CrowdStar will talk about the importance and various strategies around expanding their global reach to go multi-platform around the world. |
Everything You Need to Know about Facebook Ads: How Much do I Need to Pay to Get 1 Million Players to My Game? |
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Hussein Fazal Buying ads on Facebook is part art and part science. In this talk we will review many important concepts related to Facebook ad buying. We will begin with the basics such as creative rotation and analyzing key metrics such as Click Through Rate (CTR) and Conversion Rate (CVR). We will then discuss the constantly changing supply and demand within the eco-system and narrow in on pricing – looking at the factors that affect the Cost Per Acquisition. Finally – we will put all this together to try and answer the question – how much do I need to pay to get 1 Million players to my game? |
Monetizing Social Games: DeNA's Secrets for Success |
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Kenji Kobayashi Successful games follow a pattern. It's not enough to have agile leaders who are aware of industry and user trends. Rather, developers must approach game creation from both a developer's and service provider's perspective. Each of DeNA's most popular social games on its Mobage platform generates monthly sales of over 13 million US dollars, and Mobage itself boasts an average revenue per user over ten times greater than that of Zynga's. In this session, we will provide you with a behind-the-scenes peek into the development and operation of our most profitable titles as well as insider tips on how you can make social games successful as "services". |
Creating MMO's for Social Platforms |
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Hendrick Sukardi Kabam was the first company in North America to develop Facebook games for hardcore gamers and since then has grown to become the segment leader. The company creates massively multiplayer social games (MMSGs), games that combine the deep gameplay found in MMO's with the interaction models found in social games. In this session, the audience will learn about popular SNS features in Kabam games and about critical success factors for developing games on Facebook and beyond. |
The Road to HTML5 Games: Challenges and Opportunities (Panel)HTML5 games and engines are appearing on the horizon, but how far away are they from coming to the mainstream social gaming ecosystem? Is HTML5 just a fad? Is this the right time to focus research and development efforts on HTML5? Will a product development strategy without HTML5 allow your company to continue to thrive in the future? Answers to these questions and more will be fielded by experts versed in web, social, and mobile games from Kabam, RockYou, Pixelmatic, Spil Games, Kano Apps, and GameHouse. |
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Qi Chen CEO | Spil Games Asia |
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Alexander Mendelev General Manager & Head of Studios | GameHouse |
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Samson Mow Founder & CEO | Pixelmatic |
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Andy Riedel Vice President, Mobile | Kabam |
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Jia Shen CEO | RockYou Asia |
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Tim Teh CEO | Kano Applications Inc. |
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Project Managing a Social Game for the Western Market |
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Xiaojuan He |
The Evolving Role of a Publisher in the Mobile Games Market |
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Is the traditional publishing model dead when it comes to mobile games? While many people would say yes, Chillingo is one of the few publishers to have found great success on the App Store and other digital marketplaces. With titles such as Angry Birds and Cut the Rope under its belt, as well as numerous other number-one hits, the publisher has found a system that's been proven to work time and time again. This presentation will cover a wide range of topics including what a publisher can offer, and what it means to be independent in this day and age. |
Commercial and Creative Opportunities for Small Companies, Small Teams and Solo Developers |
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Adam Saltsman Independent game maker Adam 'Atomic' Saltsman surveys both the commercial and creative opportunities for small teams and solo developers. Adam will help explain the commercial realities of different platforms at the moment, before exploring underserved possibility spaces for games that are a good fit for small creative collaborations. |
From Eden to 4am: My journey from Games to Interactive Art and Sound |
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Baiyon Since the release of PixelJunk™ Eden in 2008, independent artist Baiyon has been working together with studio Q-Games towards a new kind of audio visual composer. The soon scheduled for release PixelJunk™ 4am is something truly experimental and unlike anything before it. However treading new territory has forced Baiyon to employ some unconventional methods while directing 4am, in order to achieve its truly unique content. So how did all the parts in 4am come together? The visuals are directed by sound, which is in turn impacted by the player, but how are these all generated? Unique projects often require a unique approach to direction. Listen to Baiyon explain just how this amazing software was conceived and created using a performance video of 4am in action! Gain an insight into 4am's direction and how unique problems were overcome by working together with Q-Games. |
Video Games as a Medium for Entertainment & Artistic Expression |
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Jenova Chen Video game is one of the most commercially successful form of entertainment among the emerging new media aka interactive media. While any media is potentially artistic. For a long period of time video games are treated more like a software or technology industry. Majority of video games have been treated as a product for profit. In this talk you will learn to see and analyze video games from the perspective of a maturing entertainment medium and an art form that is capable of delivering substantial experiences, feelings and messages. And hopefully this unique perspective could inspire you in creating more unique games in the future. |
Perhaps a Time of Miracles was at Hand: The Business & Development of #Sworcery |
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Nathan Vella Sometimes the best decisions are the ones that appear to be the worst on paper. From the beginning, Superbrothers: Sword & Sworcery EP was a woefully risky project that required new approaches to both business & development. This talk will outline and explain the choices made by the team that helped one of the App Store's weirdest games become a critical and financial success. Specifically, the audience will learn how the team handled 'truly collaborative' development, the process of developing a PR 'voice' to promote the game, and how the team mitigated business risk by being as risky as possible. |
Maximizing Risk: The Building of Bastion |
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Amir Rao In 2009, Amir Rao and Gavin Simon quit their jobs at EA to found Supergiant Games in the living room of a house in San Jose, California. Twenty months later, with a team of seven, Supergiant Games released its debut action role-playing title, Bastion, to critical acclaim and commercial success. This session explores how Supergiant Games formed, grew and created an award-winning downloadable game without taking any funding. It discusses the prototyping process, the production methodology and the conclusions reached from taking the high-risk endeavor of starting your own studio with your own money. This session is intended for anyone who wants to start or alter their own studio to maximize their independence. |
Win in the World's Top Two Mobile Gaming Markets: The U.S. & China |
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Jeferson Valadares iOS and Android have changed the landscape of mobile gaming, opening up tremendous new revenue opportunities. China and the U.S. have emerged as the two most important markets. This session reveals what it takes to build hit games in both markets. Flurry analyzed its analytics data set of over 120 thousand applications, tracking over 20 billion user sessions per months to identify the key differences between these markets. This session sheds light on how to approach user behavior, game design and business models, with emphasis on freemium game design, the most dominant business model in gaming today. |
Domestic Small Teams Design, Develop and Operate Games for European Markets |
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Tao Zhao European and American mobile games market with high purchasing power has a large number of users. The network is relatively stable and fast. There are more mature and user-pay system used. For game developers, they are very attractive markets, but for most small teams, it seems far-fetched. Papaya Mobile will share the design, development and operational experience of small teams based on their co-incubation of the games and the team for the European and American market. |
5 Keys to Making Mobile Games Inherently Social |
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David B. Bluhm Mobile phones were made to be social, but few developers are implementing truly social and scalable game mechanics into mobile games. Many developers believe that incorporating Apple's Game Center or hooking into a social platform somehow makes their game social. However, real social mobile engagement and activity goes far beyond providing leaderboards, community level achievements or Facebook integration. This presentation will discuss 5 key components mobile developers need to understand to create truly social mobile games and will discuss the development hurdles that need to be overcome to build successful social mobile games. |
Doodle Jump - the Story Behind the Legend |
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Igor Pušenjak Igor Pušenjak, President and Founder of Lima Sky, will talk about the making and marketing of Doodle Jump, one of the top selling iPhone apps of all time and an international runaway hit mobile game. |
Sharing with Developers the Vision and Ideas to Achieve a Successful Global Mobile Game |
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Brian Oh |
The Rise and Rise of Fruit Ninja: Developing, Marketing and Supporting a Hit Mobile Game! |
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Phil Larsen Join Phil Larsen for an in-depth look at the creation, marketing and evolution of the Fruit Ninja brand. Fruit Ninja is the #1 mobile game in China, has occupied the Top 10 sales charts in over 60 countries since launch and helped establish Australian developer Halfbrick as a leader in the mobile market. Phil will discuss Fruit Ninja’s initial development and success as a hit iPhone game and the decisions Halfbrick has made over the past 18 months to both support the purity of the original concept but also expand the IP in multiple strategic directions. |
5MM Users in MyTown: Key Learnings from the #1 Geo-Location Game |
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Keith Lee MyTown has established itself as the largest location-based game in the World with more than 5MM users. The secret to our success has been bringing real world elements into interactive experiences for our users. Booyah, Inc. has been through an adventure from MyTown, new international versions, and the brand new launch of MyTown 2. The talk will follow our journey and share learnings of what we learned about combining the fun of games and the real world, supported by anecdotal notes and hard data. |
MDA: The Game Design Workshop |
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Robin Hunicke |
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Jinyu Cen
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Using Game Development Tools to Ensure Efficiency |
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Wei Zhang |
Expand Your Customer Base: Optimize Games for Intel HD Graphics |
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Cage Lu |
Physics for Massively Multiplayer Online Games |
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Ross O'Dwyer |
Lua Prototyping and Lua Module Extensions for the Havok Vision Engine |
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Thomas Pollak |
Vision Customer Case Studies |
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Justin Song |
From DX11 to Mobile: Development of a Multi-Platform Game Engine |
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Harry Kim The rise of mobile platforms has opened up new opportunities for game developers, but at the same time it has created new technological challenges, especially for multi-platform development. Being able to work with a single set of middleware solutions across all targeted platforms - from PC over consoles to mobile devices - reduces risk and shortens development times significantly. This talk answers the question how platforms with vastly differing performance characteristics, input devices, and screen sizes can be targeted with the same game engine. It explains the challenges Havok/Trinigy faced when porting the Vision Engine from PC and consoles to iOS and Android, and provides insights into the platform-specific solutions we found for rendering, user input, scalability, and scene editing. |
Making Waves: How Publishers Leverage Facebook and Comprehensive Services to Help Developers Achieve Global Success |
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Billy Wong While most Chinese developers are focused on making games for China, what about the world's largest social network, Facebook? How can developers find the most comprehensive services available to increase their success rates? This presentation will detail successful case studies and reveal recent innovations in Facebook gaming. We will also share updates on new tools and the latest developer resources available to social and mobile gaming companies. |
The Planning and Design of Serious Games |
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Huamin Li How serious games learn roles, scene, and mission systems from traditional games, explore the balance design between seriousness and entertainment. |
Different Health Games, Different Approaches |
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Michaël Bas Within the Health Care Business different problems arise. Will the Health Care, as we know it, be sustainable? Can we afford the growing costs of a population that is getting increasingly older? Serious games might be an answer to some of the issues. But not for all. To distinguish what problem to tackle with what specific game mechanics is not simple. A lot is still unknown. Research is needed. And how should serious gaming be implemented? As a paid service? As an educational tool? As part of the medication? Serious games for Health is still a brand new terrain that asks for brand new and innovative ideas. In his speech, Michael Bas, will talk about these issues and will show several games made by Ranj serious games over the years. |
Build a Pan-game Industry Circle Basing on Openness and Cooperation |
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Gang Wang Game Base introduces game development ideas, highlights and achievements. Based on the concept of open and innovative cooperation, Game Base embraces wide partnership with industry players, supports the growth of cultural and entertainment industry, and aims to build a healthy game industry to achieve growth for all. |
Panel: The Application and Development of Serious Games
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| Moderator: | |||
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Haiyong Ma Vice-president & Secretary General | Shanghai Information Services Association |
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Qiuping Yang Director | Xuhui Soft Base |
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Vivian Wang Vice Manager | Shanghai e-Generation Network Technology |
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Qi Wang General Manager | Shanghai Online Information Technology Co., Ltd |
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Areil Cai Business Director of Greater China Area | Crytek GmbH |
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Sky Li Vice President | WuXi Giant Network Technology, Inc |
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Li Yu GianTown-Tek; Boarder & VP | TOSE Software (Shanghai) Co., Ltd. and TOSE Software (Hangzhou) Co., Ltd |
Endorsing Units:
Shanghai Municipal Administration of Culture, Radio, Film & TV
Shanghai Municipal Economic and Informatization Commission
Organizing/Co-Organizing Units:
UBM
UBM TechWeb Game Network
Shanghai Municipal Information Service Industry Association
Co-Sponsoring Unit:
Hong Kong Productivity Council (HKPC)
Hong Kong Cyberport
Taipei Computer Association (TCA)
Singapore Game Exchange Alliance (GXA)