Unknown Worlds Entertainment

IGDA SF meeting tonight (Pecha Kucha style)
April 6, 2011

Hey everyone,

There's a new and very cool sounding format to the IGDA meetings that I thought you might want to know about. It's a series of very quick presentations on a wide variety of topics ("Pecha Kucha" format). This is like the "microtalks" format we've seen at GDC which had some of the densest and most enjoyable content in my mind.

Note: This is the first time I've cross-posted another event here - please let me know if you object.

The first event is tonight, here's the full info:

http://www.facebook.com/AutodeskME#!/event.php?eid=157867417607724

The San Francisco chapter of the International Game Developers Association announces its first Pecha Kucha event and a new meeting location!

When: Wednesday, April 6th, 2011 at 7PM

Where: Autodesk Gallery, One Market St., San Francisco - across from the Ferry Building, and just steps from the Embarcadero BART/Muni station.

Directions/map: http://usa.autodesk.com/gallery/visit-us/

RSVP: http://www.facebook.com/event.php?eid=202353206449825

Pecha Kucha is a dynamic event format where each presentation is limited to 20 slides that each display for 20 seconds.

We have a diverse lineup of speakers and topics!

Jordan Blackman http://www.linkedin.com/in/jordanblackman Description: I've seen countless game pitches from studios and can help you make a compelling proposal. Using examples from real developers (with permission), I'll show what works and what doesn't and tell you why.

Jason Lars Bergquist http://www.linkedin.com/pub/jason-lars-bergquist/2/513/3a9 Description: Games are moving into new territory all the time. They're played on TVs, Computers, phones, handheld devices, even in the world itself with services like foursquare. With such diversity of size, purpose, business-model, and environment, however, how should the user think of these games critically in a framework that makes sense? How can we move towards meaningful criticism in a way that will advance design when games are moving simultaneously in so many different directions?

Matthias Worch http://www.worch.com/ Description: A look at the systems/level designer relationship using a painting analogy: a game is a series of paintings - systems designers create the paint, level designers create the painting. This is a great development analogy, but needs refinement to describe the designer/player relationship. In the closing 3 minutes, I examine how players can (or can't) find themselves in the games that we currently make. Too often we present players with finished paintings, or - in more positive cases - with blueprints that simply need to be filled in with colors. We need to create game experiences that are more than simple paint-by-numbers: blank canvases and guidance for the player on how to create the painting. We need to teach our players how to paint.

Tim Keenan http://www.blog.misfitsattic.com/who.html Description: "Life is what happens when you're making other plans". As Ferris Bueller predicted, our first title as a new studio is anything but a model of design efficiency. But it's taught us that there may be a middle ground between the dogma of game design documents, and the reckless abandon of continuous design.

Cameron Petty http://www.jumpcore.com/ Description: One game per year, one year per slide - spanning the course of a 20 year career in the games industry, with thoughts on how exactly each game exemplifies the trends that the industry has experienced over that time span. And, of course, the very last slide will have to be a prediction . . . a prognostication . . . a glimpse into my crystal ball . . .

Lisa Wong http://www.linkedin.com/profile/view?id=2305187&locale=en_US&trk=tab_pro Description: "$h!# i'm old, and you kids don't know how well you have it" I hope to give a quick overview of how what being a game artist has evolved from the time I entered it, to now. And what expect it will mean in the future. This is my personal take, not a company take. I have to emphasize this otherwise I won't be able to speak. :)

Thomas Grove http://www.lion-gv.com/resume Description: I will show two evolutionary branches in free roaming top down shooters and explain why one of them is largely stagnant and the other rarely attempted.

Our sponsor Autodesk will also be giving a brief overview of their tools for game developers, including highlights of recent product releases.

Our venue, the Autodesk Gallery, has a fascinating array of exhibits, including a Tesla Model S and a multi-display, racing wheel simulator of the new approach to the Golden Gate Bridge!

We look forward to seeing you there!

-The San Francisco IGDA Organizers-