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News/Business. (2011) CEO Neale Godfrey, Children's Financial Network. New. (CC) (Stereo)
Topics: eu, noc, eu
Source: Comcast
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Topics: manualzz, manuals, AJ100FCJ5EH/EU, AJ070FCJ4EH/EU, AJ080FCJ4EH/EU, AJ052FCJ3EH/EU, AQV09PSBN,...
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European Council President Donald Tusk delivered a statement in Brussels following British Prime Minister Theresa May's filing of a six-page notice that she was triggering Article 50, the official start of Brexit. President Tusk said the occasion was no cause for celebration in either London or Brussels, and vowed that he and other European leaders would negotiate the U.K.'s exit from the European Union with a focus on minimizing costs to E.U. citizens, businesses, and member states. He took no...
Topic: eu
Source: Comcast Cable
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BADLAND was developed by the new two-man indie studio Frogmind in one year of hard work. Frogmind stayed fully indie and did everything it possibly could in-house. Using only the team's own marketing efforts, the premium priced BADLAND sold over 100,000 copies in its first week on the iOS App Store. Johannes Vuorinen will go through the development of BADLAND, and describe what choices and efforts the team made to launch BADLAND successfully on the iOS App Store while staying small and fully...
Topic: EU
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We have enjoyed some spectacular voyages with our titles at Sony Online Entertainment, and we've weathered more than a few storms over almost 15 years. We've launched more than a dozen different MMOGs. Some continue to sail on magnificently, others have gone to the deeps, and more have been heavily retrofitted to face modern challenges. Change is hard, and we've made a great many changes over the years. In this open and honest session, we'll use case studies to examine how SOE has managed...
Topic: EU
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Series/Special. British Prime Minister David Cameron meets with the members of the House of Commons. (Stereo)
Topic: eu
Source: Comcast Cable
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The pay to win problem always comes up when players, or even developers, talk about the free-to-play business model. However, the pay to win scenario doesn't play a role in popular f2p games. Why is this? Is it that pay to win doesn't exist in those games and that's why they are successful? Or is the pay to win problem exaggerated? This talk will solve the mystery about pay to win in free-to-play games and will establish simple rules to follow to completely circumvent this problem. It will also...
Topic: EU
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Inside the game industry, we praise the outsiders and applaud their tremendous innovation, whimsy and creativity. We crave the freedom we perceive they have. Yet, outside the game industry, those who push the boundaries often feel quite alone, not certain if their ideas are worthwhile or worthless. They have neither parallel nor peer and crave the validation that comes from being inside. Inside wants out, outside wants in. In this talk, Romero explores this paradox, the struggle for...
Topic: EU
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Housemarque has gone through varied times during its 18 years in the business. The lecture concentrates on the studio's continuous attempts to build further 'antifragility' into its DNA, so that the company withstands any high-impact crisis. Important lessons can be learned on how to actually improve a company from events in the company's history. At minimum, leaders of a company should be aware of the consequences that may occur, if nothing is done about an obvious, risky direction the company...
Topic: EU
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The technology is here to port large 3D games written in C++ to run in browsers without plugins, but a lot of pitfalls await the daring adventurer. Gather around the campfire and listen to the traveler who's been through all the joys and horrors of cross-compilation and survived.
Topic: EU
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This first-ever showcase at the Independent Games Summit has used a panel of judges to pick the most intriguing and different independent games from nearly 150 submitted for the inaugural event. Each selected game is going to showcase what's unique and special about their in-development or already released game in a series of fascinating mini-talks - come and get inspired!
Topic: EU
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For many developers, getting funding is still one of the most complex and indecipherable processes on the path to success. This lecture will be a "from the trenches" reality check on how independent studios are getting projects funded and their companies financed today. Nitty-gritty advice on investor options, what each one is looking for, how to be "investable," stacking/layering options, what to watch out for, etc will be covered from first-hand experience in funding games...
Topic: EU
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What are you doing to ensure your organization has a steady supply of future leaders? Being intentional about growing your current employees so they are ready to step into leadership positions as you need them is one of the defining characteristics of great video game studios. Having more people ready to step up only makes your studio better. Whether you are in a leadership position today and want to ensure your team's success into the future, or you are eager to grow into a leadership position...
Topic: EU
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Fireproof Games created the award-winning puzzle game series, The Room. Prior to that, Fireproof Studios worked on the creative environments of other game franchises such as LittleBigPlanet, Forza and Killzone. How did Fireproof get started, and go from creating for other game studios to creating their own games that have reached #1 in the App Store in paid apps in the U.K., U.S. and 64 other countries. Hear from Barry Mead, commercial director and co-founder of Fireproof tell the story of...
Topic: EU
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When it comes to mobile gaming, F2P might be a foregone conclusion for investors, owners, and management, but what about your developers? Despite its prevalence in our industry, F2P is often seen in a negative light. Encountering hesitation and even outright dislike for the business model is not uncommon, particularly from teams with strong premium backgrounds. This presentation aims to provide the tools and concepts needed to lead, not force, these skeptics to F2P through simple mental...
Topic: EU
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By connecting our AI with a liquid physics simulation, we were able to create a world of rich fidelity in Vessel that formed the foundation of all the puzzles and gameplay. This talk will first look at how we created an engine where all of the game's AI characters were composed of simulated liquid. We will then follow through to how that influenced design, resulting in gameplay that was a natural consequence of interacting physical rules and AI behaviors.
Topic: EU
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Bringing the beautiful and lively world of Broken Age simultaneously to five different platforms ranging from older mobile devices to state of the art PCs with only a small team of programmers was a great challenge. This talk will describe the key decisions made to achieve the necessary scalability, and detail the authoring process for characters and environments, the data build pipeline, and run-time techniques such as rendering tricks for rapid iteration and debugging. Several practical...
Topic: EU
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Early milestone-build release models are becoming ever more popular and community engagement during game development itself is, potentially, a very valuable developer resource. Current models for closed alpha or beta testing are not very productive, and are often plagued with many passive participants. This talk focuses on a new, innovative, community-based testing/QA method named POMMS (Project-Oriented Modular Motivational System), which uses elements of gamification to maximize the...
Topic: EU
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ibb & obb is a two-player cooperative platformer out on PlayStation3. Roland and Richard will give a quick glance at the past years of development and share ten points of interest, ranging from finances to artistic choices.
Topic: EU
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This session will focus on the environment art of the Crysis franchise and the team behind it. It will describe the lessons learned during the series' development and how they influenced the decisions leading to Crysis 3's scenario and visual design. Technical aspects about the production pipeline and production aspects about the changing team structure throughout the years will also be discussed.
Topic: EU
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Early milestone-build release models are becoming ever more popular and community engagement during game development itself is, potentially, a very valuable developer resource. Current models for closed alpha or beta testing are not very productive, and are often plagued with many passive participants. This talk focuses on a new, innovative, community-based testing/QA method named POMMS (Project-Oriented Modular Motivational System), which uses elements of gamification to maximize the...
Topic: EU
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F2P is the most disruptive change in the games industry in the past five years. It is also often misunderstood, with debates about the implications from both gamers and developers. This talk will help demystify F2P, with a specific focus on how small, independent developers can enter the field. After a quick tutorial on F2P basics Anthony will talk about what to expect as a developer, what metrics to measure, and what types of monetization are effective. The talk will look at sales data in...
Topic: EU
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This talk details the processes used by Telltale Games to adapt the award-winning DC Vertigo comic book series Fables into the episodic series The Wolf Among Us, following up on the successes of The Walking Dead. Touching on topics such as identifying key pillars of an intellectual property, finding opportunities for interactivity to expand an existing fiction canon, and crafting a narrative-based experience for IP aware and unaware audiences, this session dives deep into the elements that...
Topic: EU
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User experience has become very trendy in the gaming industry, and an increasing number of studios want to create an internal UX team, sometimes even with a staff psychologist. When that new team comes together, however, they are often perceived as fighting against the design team. In reality, their role is to empower the designers to form true hypotheses (rather than subjective opinions) using knowledge in psychology that can be validated through a rigorous methodology. This talk will cover...
Topic: EU
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On the PS3 the SPUs were too limited for doing typical entity logic (e.g. humanoids walking around and shooting), so all of our entity logic was running on a single thread. For the PS4 we adopted the "entity as a job" approach and developed a set of rules that entities have to adhere to. We also developed a way to validate these rules at runtime so that no race conditions occur. This presentation will also show how we spread out entity updates across frames. The resulting system has...
Topic: EU
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Creating a game engine requires knowledge of the hardware and software of your target system. Nowhere is this more important than with virtual reality, where a consistent high frame rate and low-latency are essential to the experience. This presentation will introduce techniques used to deliver high-quality virtual reality with a focus on Project Morpheus, and will describe methods that will help you get the best VR experience from your game engine. Many of these methods are not exclusively for...
Topic: EU
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When smart programmers work on procedural content generation (PCG) or AI, the results are beautiful. Map generation gave us Minecraft, behavior trees gave us Halo. Neural networks gave us Black & White. By making large investments in tech, we can set ourselves apart from competition and bring the medium and industry further. Basing gameplay on technologically advanced algorithms means walking a fine line between production speed and experiment. To succeed at this aspect it's important to...
Topic: EU
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Stop being afraid of Dickbutt and the internet, while cribbing the same old 90's networking tropes. Every game is networked, even single player games have leaderboards and use platform libraries. Low level networking is very optimal, pushing the edge of what is possible. That important first 5 minutes of UX, new approaches to matchmaking and what a small server can do for you. Stop stamping out the same old designs and think around network constraints with high level design rather than trying...
Topic: EU
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The simplicity of the automatic character creation system to create a user's "Champion" in Kinect Sports Rivals hides a wealth of cutting-edge machine vision technology unlike anything previously seen in a consumer product. Using a ground-breaking mix of trained and hand-coded machine vision systems incubated by multiple Microsoft teams including the Rare in-house team, with Kinect Sports Rivals Rare is digitizing physical user characteristics such as body shape, face shape and hair...
Topic: EU
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Can you use D to make games? Yes. Has it been used in a major release? It has now. But what benefits does it have over C++? Is it ready for mass use? Does treating code as data with a traditional C++ engine work? This talk will cover Remedy's usage of the D programming language in Quantum Break and also provide some details on where we want to take usage of it in the future.
Topic: EU
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Space Ape is a 100-person studio, yet only a handful of people are working on their live games. Learn how they continue to grow revenue month after month through sophisticated live operations that allow designers, product managers and other non-technical team members to keep the game fresh with new content, troops, defenses and event types every week with little to no developer support.
Topic: EU
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At Io-Interactive, we are currently working on the next AAA installment in the Hitman franchise. Our vision for this game is to take the Hitman franchise back into its fan beloved assassination sandbox. To make this possible, while still reaching the fidelity we expect of a AAA game, we have changed our traditional monolithic level structure into a much more modular structure, allowing us to reuse game components across missions. This talk is about the changes we have made to our tools and...
Topic: EU
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The European Innovative Games Showcase (EIGS) at GDC Europe's Independent Games Summit returns for its third edition, showcasing the most intriguing and different independent games from all over Europe. Each selected game is going to showcase what's unique and special about their in-development or already released game in a series of fascinating mini-talks. Come and get inspired! The winning games and studios of 2016 (in no specific order): A Normal Lost Phone (Accidental Queens), La Petite...
Topic: EU
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For ten years Tale of Tales has experimented artistically with the medium of video games. It is time for a change. Michael and Auriea have released seven titles and been involved with several research projects. They will discuss their past work and explain how they enabled its production and dealt with its reception. They will then illustrate their hopes for the future with sneak previews of three games currently in production.
Topic: EU
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A talk about the art and design of Crows Crows Crows' debut game 'Dr. Langeskov, The Tiger, And The Terribly Cursed Emerald: A Whirlwind Heist'. Now that the game has been out for a while, you will take a look backstage at the design process, experiences and challenges creating a 3D game set in a coherent world with very few resources. You'll also learn how a small studio pretended they made a game when, in reality, they made an entirely different game.
Topic: EU
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Don Daglow has been creating games for the last 45 years, starting as a university student programming mainframe games for other students to play before the birth of the games industry. He has worked on every generation of game hardware from the beginnings of the industry to the PS4 and mobile games today. In this talk he'll use what he's learned in those 45 years to list 8 strategies that he believes will help you have a long and successful career in games.
Topic: EU
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Many companies struggles in monetizing games for kids are well documented. How can developers create a monetization strategy for kids that is both lucrative and ethical? And just how big is this market anyway? WildWorks' experience taking their hit web property Animal Jam to mobile gave them a unique perspective and the freedom to experiment in this area.
Topic: EU
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So many games and so many MOBAs. Breaking through the noise requires an innovative game but also innovative marketing.This talk explains how Hi-Rez Studios used video content marketing and eSports to help grow SMITE to over 20 million players. Video marketing required only a small budget to get started but has since scaled to large event broadcasts with multi-million dollar budgets.
Topic: EU
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More and more, the television has become the second screen in households. Families are having individual experiences with their primary devices (mobiles & tablets) while 'watching' television. What does this mean for broadcasters? How do we leverage the user's behaviours and leanings towards interactive content to provide high quality storytelling? How do we deliver this 'on the go'? BBC Children has been at the forefront of providing TV branded games in the desktop and mobile space. This...
Topic: EU
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With so many indie games doing the rounds these days, it's so much more difficult to get noticed than it used to be. Gamasutra editor Mike Rose has watched the indie scene evolve over the last several years, and offers ideas and inspiration for how devs in 2013 can go about standing out from the crowd. The talk involves analysis of the sorts of titles that are currently covered by the mainstream media, including why they are picked up and how a relatively new studio can aim to get in on the...
Topic: EU
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You might have toyed with the idea of having recorded dialog in your game and wondered what, exactly, that would entail. In this session Anna Kipnis, senior gameplay programmer at Double Fine, will give a broad overview of how dialog gets into a Double Fine game, from the moment a line is written to hearing and seeing the line in the engine, even in a foreign tongue. The lecture will focus on the technology required to make it possible, as well as some useful approaches, including examples of...
Topic: EU
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Live-stream gaming now boasts some of the highest user engagement metrics on the web -- how can you utilize this for the success of your games? Stuart will demonstrate some of the best use case examples of how developers have used live streaming in the past, and tips on how to create an engaged audience on the platform. Whether you're a AAA boxed producer or an indie embarking on your next title, there's an audience waiting to watch and engage with your game.
Topic: EU
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Criminal Case, by Pretty Simple, is a social and casual game of investigation that has been a runaway hit on Facebook, with 5M DAUs as of April, 97% of which were acquired organically. Designing the virality and retention of Criminal Case was an exercise in going against some commonly-held beliefs in casual Facebook games. Finding our own way of achieving good retention and virality meant creating an inherently social gameplay from the get-go, going for seemingly old-fashioned values such as...
Topic: EU
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inkle's recent iOS release, Steve Jackson's Sorcery!, is a text-based game that tells a story and provides player choices entirely through words - using minimal art and no animation or cut-scenes. Despite this, it achieved 85%+ reviews on IGN, Kotaku and elsewhere, and reached the top 20 all-app iPad chart in both the US and the UK. Creating a commercial success in a genre usually perceived as either too retro or else too avant-garde for the mainstream required a tight focus on the strengths of...
Topic: EU
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Mobile developers have more tools than ever to help them market their mobile games and build a profitable business. However, developers need to carefully balance the business need to acquire new users and monetize them in a way that's conducive to their overall user experience. Chartboost's Ilja Goossens will discuss how mobile game marketing is evolving and what developers can do to capitalize on it. He will also share how developers can use data and analytics improve performance and share...
Topic: EU
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Stop thinking small and make a whole new genre. In this session, Adriaan de Jongh talks about your experimental games as part of a larger move: as game design for the masses, as easy marketing and as technology-pushing.
Topic: EU
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Desmond Lee, a veteran of the video game industry and a pioneer in the second screen space will be providing a personal story of his career and how it has shaped his unique views on this burgeoning opportunity. Finger Food Studios has led the second screen market with innovative applications, including Call of Duty: Elite Windows 8 second screen experiene and Dead Rising second screen experience, but most importantly, they have cultivated a specific consumer driven outlook that will help you...
Topic: EU
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What really goes in to being indie? Is there a checklist that tells you what to do and when to do it? What do you give up and what do you gain? What are the perils that can turn that dream of building your own game into a long-term nightmare? Don Daglow has spent the last six years of his 40-year career working with small teams, and in this session he'll guide you through a feedback-rich dialogue with yourself about if, when and how you want to set sail on your own ship.
Topic: EU
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Crowdfunding is becoming an evergreen topic. Every month, more than 150 video game projects are launched on Kickstarter to get funded. While many projects don't succeed, there are still projects of all sizes that do. Passionately following all trends around the topic, Thomas Bidaux will provide a very honest state of crowdfunding review for the game industry, based on actual numbers, along with pragmatic advice on what it takes to get a video game project funded in 2016.
Topic: EU
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European Council President Donald Tusk gave a brief statement outlining the latest Brexit negotiations with British Prime Minister Theresa May. Earlier in the week, there was reported concern over whether a deal could be struck between the two parties and if the anticipated trade talks could begin. President Tusk said that while he's satisfied with the current terms, challenges still remain ahead, and he warned that the U.K. must respect budget committments and judicial oversight during the...
Topic: eu
Source: Comcast Cable