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The conference was an amazing
experience for aspiring game developers and a huge success as a forum for
exchange of ideas as well as tools of the trade. So many noteworthy discussion
sessions were going on with commendable speakers, but I managed, I was able to
sit in on some very interesting discussions.
On Saturday July 22nd, 2006 the conference opens
with a keynote from a devoted indie who started up Manifesto Games to help
independent developers compete in today’s market, CEO Greg Costikyan. We
briefly reviewed what genres mean and how it affects the success of a game. The
body of the speech was focused on publishing and distribution of the games.
Aside from having a big publisher, there are many other alternatives to
financing and advertising games at a low cost. When I sat in on a discussion by
Gordon Walton from Bioware, he too emphasized alternatives to indie development
as well as adding the importance of team work with people that compliment your
weaknesses. All in all, I was inspired and learned so much from both speakers
but if I have to take away one thing it would be: if one is to succeed then
create or redefine a genre! I shall not end my Saturday just yet because I was
most definitely fascinated with what Jay More of Garage Games had to say about
his game design engine, Torque; this was the power behind Tribes 2. So much you can do with the engine and so little time to
do it all. As do all things come to end, the evening settled with some game
improvisation and demos from some of the indie developers. Eric Peterson, who
came from Gizmondo, rocked the conference with some of his amazing designs. I
got to meet the creators of the popular game Starport Galactic Empires and
witness their innovation for the first time with commentaries on future projects.
I took away so much from a single day, it was exciting, and as an aspiring
student in game design the conference really enlightened me on how hard the
developers work to see a vision come alive.
Sunday July 23rd had to
be one of the most interesting mornings because many of us we recovering from a
long Saturday. However, thanks to Warren Spector of Junction Point Studios with
his keynote, we all left the discussion with smiles on our faces as well as
some feedback left ringing in our ears form the microphone. The highlight of
day was Steve Jackson of Steve Jackson Games were I learned many differences
between paper and digital games but most of all that QA (quality assurance)
should be play testing; determining whether or not the game is any fun rather than
focusing solely on the bugs. Sure the day was not as long but still very
fulfilling.
When the opportunity was given, I
am so glad that I took advantage of it because without the inspiration of the extraordinary
indie developers for which I had the chance to meet I would not have the
knowledge nor the confidence to seek further interest in game development. I
like to thank all the sponsors and supporters of conference and especially
Steve Farrer, conference director, for allowing me to attend given the circumstances.
Links:
www.manifestogames.com
www.bioware.com
www.garagegames.com
www.starportgame.com
www.junctionpoint.com
www.sjgames.com
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