2004 Gamefest Schedule
2004 Gamefest Schedule
Monday, April 12 2004
Lectures and Q&A Panel: 4 PM to 6 PM,
Center for Industrial Innovation (CII) Room 4050
- philosopher, game designer with 14 years' experience in the game industry, including Electronic Arts, a major game publisher , 9 published titles, consultant to the interactive entertainment industry, author of "Andrew Rollings & Ernest Adams on Game Design and Break into the Game Industry" in addition to "The Designer's Notebook" , a regular column on game design for Gamasutra. Ernest Adams is Founder and President, International Game Developers' Association, a non-profit professional society for the interactive entertainment industry and he was the former Director, Computer Game Developers' Conference, Inc., a million-dollar business. Ernest will lecture on how the game industry defines games in a reductionist way, in terms of players, rules, and a victory condition. Society has a much more vague definition. Games connote childhood, pretending, play, and insignificance. This lecture examines some of the limitations of the "game" concept and the constraints it imposes on our creativity. It concludes by advocating the creation of a new paradigm for works in the interactive medium.
Ernest will also give an intensive hands-on workshop experience the following day for those who want to learn about designing computer and video games. It begins with a lecture on the fundamental principles, then challenges the participants to apply that knowledge to flesh out new game concepts.
Katie Salen - the Director of Graduate Studies in the Digital Design department at Parsons School of Design and has created games for Microsoft, LEGO, the city of Minneapolis and others. Katy Salen has lectured, published and taught game design and game culture at MIT, RISD, NYU, and major game design conferences worldwide. She has taught visual, game, and interactive design at the University of Texas, Rhode Island School of Design, Parsons School of Design, and N.C. State University. Salen has also partnered with Tommy Pallota to help animate the video "In The Waiting Line" for the group Zero 7, worked as an animator on the Richard Linklater film "Waking Life", and has recently completed Rules of Play, a textbook on game design co-authored with Eric Zimmerman just out from MIT Press. She will discuss the politics of design, offer an overview of the various genres emerging from creative arts practice and programming and offer her expertise in individual discussions with students in our RPI GameFest exhibition..
Karthik Bala - founder and CEO of Vicarious Visions, a highly successful game development company founded in the RPI incubator technology park. Karthik, an alumn of RPI in both computer science and cognitive science, will talk about the necessary ingredients for success as a game developer today. What are some of the key aspects of successful collaboration in a competitive landscape? He will discuss RPI student participation as interns and employees in the formulation of this success and how we can build bridges between industry and the academy.
Tim Stellmach - Design Group Manager at Vicarious Visions Inc. in Troy, NY, where he has most recently acted as project leader for Jedi Knight: Jedi Academy and Doom 3 (XBOX). He started in the game industry as a playtester for Ultima Underworld (PC) in 1992. At LookingGlass Studios, he was the lead designer of Ultima Underworld II, Thief, and Thief II (PC), and also a member of the design teams for Terra Nova and System Shock (PC). He holds a degree in Math with Computer Science from the Massachusetts Institute of Technology.
* Craig Derrick, Vicarious Visions
GameFest Exhibition: 6:30 to 8:30PM
Great Hall of the Darrin Communication Center (DCC)
RPI student designed games, prototypes and poster sessions
Tuesday, April 13 2004
Game Design Workshop: (reservations-only) 10AM to 5PM,
Union Rooms 3510 and 3511
Ernest Adams will give an intensive hands-on workshop experience the following day for those who want to learn about designing computer and video games. It begins with a lecture on the fundamental principles, and then challenges the participants to apply that knowledge to flesh out new game concepts.