Master Classes Sessions
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NOV. 13-14-15 2016 DAY 1 - MONDAY Palais des congrès - Montreal (QC, Canada) // NOV 14, 2016 MIGS16. COM SESSIONS // MIGS HEADLINERS 9 - 9:30 AM Opening ceremony with Alliance Numérique and the Canada Media Fund 9:30 - 10:30 AM OPENING KEYNOTE: Gaming’s Gold Rush with Adam Boyes // Iron Galaxy Studios - Room 517B 10:30 - 11:00 AM COFFEE BREAK (30 MINUTES) PRESENTED BY WB GAMES MONTRÉAL AUDIO BUSINESS & MARKETING TRACK SPONSORED SESSIONS 1 VISUAL ARTS DESIGN PROGRAMMING / TECHNOLOGY MIXED SESSIONS 1 PROD. / PROJECT MANAGEMENT MIXED SESSIONS 2 VGBA SUMMIT PRESENTED BY PIXEL AUDIO // PRESENTED BY TAKE OFF CREATIVE // ROOM // ROOM 518B // ROOM 518C // ROOM 519A // ROOM 519B // ROOM 520B // ROOM 524A // ROOM 524C // ROOM 525B ROOM 518A // ROOM 524B Making of Quantum Cracking the Code: Strategies Environmental The Kool-Aid Man Effect: Connected Reality: Embracing narrative and Amazon Game Services: Thinking Before Acting: Break: The Game Is About for Leveraging Influence and 10 - 11 AM music, the next step for End-to-End Solutions for Animating Lara Croft GO How Full Destructibility AI Planning in Games Bringing the World of IoT the Heroes – The Show Is Building Fan Engagement player experience with user 11 AM - 12 PM interactive scoring? Developers Impacts All Design to Mobile Games interfaces Advanced Drafting/ Eugene Jarvis Evan Hahn About the Villains Sarah Wick // Revelmode Negotiation of Game Olivier Deriviere Dan Winters // Square Enix Montréal Hugh Monahan Neil Haldar Rebecca Cohen-Palacios Contracts // Amazon Digital Games // Snowed In Studios Thomas Puha & Guiz de Pessemier // Ameo Prod Inc. // Stellar Jockeys // Icejam // Remedy Entertainment // Outerminds // Ubisoft 12 - 1 PM LUNCH BREAK (1 HOUR) Building Your First Game with Art Directing and graphic We built a VR game and the Guerilla playtesting for Informant diegetic audio in techniques used in Layers The Rise and Rise of Idle horse carriage that goes Building a sustainable indie studios: lessons in Move your ideas into the Automating your Art : game design Amazon Lumberyard’s Engine Games indie studio How to Work Better, Faster 1 - 2 PM & Tools of Fear with it playtesting your games HoloDeck 12:15 - 1:45 PM Bjørn Jacobsen Anthony Pecorella Lulu Lamer Ryan Peterson // Finger Marie-Christine Marineau Lunch & Keynote Speaker Kevin Ashman Mateusz Lenart Marc-André Girard & Simon Pejman Mirza-Babaei Foods Studio // IO Interactive // Amazon // Team Bloober // Kongregate Ampleman // Frima Studio // Funomena // Execution Labs // Squeeze Studio Animation 2 - 2:15 PM BREAK (15 MINUTES) VR: Why people suddenly Plusing Story What If? Making Your How to make a game Join the Ride: Systemic Saber’s Edge: Open Development: Evolution of care about audio? Unreal Engine 101 - 1/2 Through Animation Game Narrative Dynamic in a day Vehicles in Assassin’s Creed The tumultuous road to hard Engaging Your Community monetization on full (Animation Secrets) Syndicate launching a F2P game priced AAA 2-3 PM 2:15 - 3:15 PM Eloi Champagne, Maximilien Luis Cataldi Benoit Beausejour Privacy Update Simard Poirier, Sam Girardin, // Epic Games Richard Rouse III Fernando Serboncini Richard Arroyo // Paranoid Productions // Google Bartlomiej Waszak & Dave Louis-René Auclair // Turbulent & John Erskine Isabelle Mocquard Matt Boerum & Simon Ashby // iAnimate.net Tremblay // Ubisoft Quebec // Hibernum // Cloud Imperium // Riot Games 3:15 - 3:45 PM COFFEE BREAK (30 MINUTES) PRESENTED BY WB GAMES MONTRÉAL Expertise and roles of senior Breaking into VR: Community Management: DIY: Prototyping Interactive videogame artists: Military Science Dialog Systems in Optimization and coding best The Story & The Game Learning By Doing Photogrammetry and Audio Systems Unreal Engine 101 - 2/2 For Game Designers Double Fine Games practices in Unity Star Wars: Battlefront 3-4 PM 3:45 - 4:45 PM Luis Cataldi An exploratory study Stefan Grambart & Joshua Nicolas Bertrand-Verge; Carlos Yusim David Baron Anna Kipnis Francis Duranceau Andrew Hamilton Litigation Update // Epic Games Dave Hawey // Unity Technologies Manricks Astrid Rosemarin; Laurent // Ubisoft Toronto // NAD / UQAC // Nerdtron Interactive // Double Fine Productions // Secret Location Mercure; Justin Kruger // Dice 4:45 - 5 PM BREAK (15 MINUTES) Pallas of Vines: a revolutionary performance game pioneering Building a Universe - Design Constraints Rendered Emotions Magic The Gathering: Giant Cop: Narrative The Real Costs of ‘‘Crunch 4:15 - 5:15 PM player-creation of original Tools of the (live-ops) trade Procedural Generation in Time’’ Publishing Agreements in Narrative Exploration music in performance-based Mohannad Al-Khatib No Man’s Sky Open World Design in VR Games View from the Top – 5 - 6 PM Joey Lapegna, Kate Edwards, Carlos Martin Interview: Game Industry gameplay & Ramy Daghstani Benjamin Paquette Marc McGinley Richard Rouse III & Tanya // Artifact 5 // Hibernum Innes McKendrick // Seat 7 Entertainment Nels Anderson Leader on Changes Alexander Thumm // Hello Games // Other Ocean Interactive Short // Campo Santo // Lamplight Forest 6 - 9 PM 6 to 9 PM // VIP Cocktail at the Sommet de la Place Ville-Marie, presented by Investissement Québec with the collaboration of Amazon Lumberyard *On invitation only* Computational Intelligence for Games: Designing and prototyping sci-fi cities Reinforcement Learning, Neural Networks 9 AM - 5 PM // ROOM 522B Viktor Antonov // Darewise MASTER CLASSES 9 AM - 5 PM // ROOM 521C and Causality Spyros Samothrakis // University of Essex The Power of Effective Communication The Witcher 3: building a living world 9 AM - 5 PM // ROOM 521 A Pierre Pilon // Pierre Pilon Communication Rediscovering Marketing Segmentation with 9 AM - 5 PM // ROOM 522C Krzysztof Lipka // CD Projekt 9 AM - 5 PM // ROOM 522A Machine Learning Benjamin Devienne // Gameloft Marketing Strategy : build a marketing plan 9 AM - 5 PM // ROOM 521B adapted to your game and your players Julien Wera // Dice NOV. 13-14-15 2016 DAY 2 - TUESDAY Palais des congrès - Montreal (QC, Canada) // NOV 15, 2016 MIGS16. COM SESSIONS // MIGS HEADLINERS 9 - 9:30 AM Welcoming ceremony for MIGS Day 2 9:30 - 10:30 AM KEYNOTE: Minimising Control, Maximising Risks - Supercell’s Approach to Games Development with Timur Haussila // Supercell - Room 517B 10:30 - 11:00 AM COFFEE BREAK (30 MINUTES) PRESENTED BY WB GAMES MONTRÉAL AUDIO PRESENTED BY PIXEL BUSINESS & MARKETING TRACK SPONSORED SESSIONS 1 VISUAL ARTS DESIGN PROGRAMMING / TECHNOLOGY MIXED SESSIONS 1 SPONSORED SESSIONS 2 PROD. / PROJECT MANAGEMENT MIXED SESSIONS 2 AUDIO PRESENTED BY TAKE OFF CREATIVE // ROOM // ROOM 518B // ROOM 518C // ROOM 519A // ROOM 519B // ROOM 520B // ROOM 520C // ROOM 524A // ROOM 524C // ROOM 518A // ROOM 524B Get It Done: Tactics Finance the VR of tomorrow The journey from AAA to What is a pipeline and why Optimizing Psychonauts Procedural Game Audio mobile: Animation Efficiency Open World Gameplay in VR and the rising role of and Strategies for Better should indies care? Producing New Game IP Indies Versus Evil with Pure Data presented by the CMF Watch Dogs 2 Procedural Animation Small Team Game Project in the Rhombus of Ruin for 11 AM - 12 PM Stéphane Cosentino, Dorian Jonathan Abenhaim David Baron & Matthew Playstation VR Leonard Paul Pierre Tremblay/Falko Poiker Ali Helmy Management Doyle Sergei Savchenko Steve Escalante Kieken, Vincent Martel & Jonathan Abenhaim // Nerdtron Interactive & // WB Games Montreal // Versus Evil Aaron Jacobs // School of Video Game Pierre Blaizeau // Ludia // Ubisoft // Crytek GmbH Henry Faber // Gamma Space Collaborative Studios Autodesk // Double Fine Productions 12 - 1 PM LUNCH BREAK (1 HOUR) Immersive Reverberation Lumberyard Cloud Connected Art Direction of We Happy Building Strong Code Through Sparse Voxel Octree usage Find Your Niche - Integrating 3rd-Party SDKs HR Power Panel Asia: Insights & Strategies and the Art of Mixing for Game Development with Few: Depth and Style in a Patterns in game development: How Indies Can Thrive in into UE4 - Part 1 for Mobile Game Developers NVIDIA Indie Spotlight 1 - 2 PM Virtual Acoustic Spaces GameLift, Cloud Canvas, Procedural World Mickey MacDonald possibilities and challenges f2p Mobile Gerke Max Preussner & Zak Jillian Mood, Lidi Giroux, Kim Michael Herauf AWS C++ SDK, and Twitch Al // Microsoft Parrish Pasquin, Mathieu Foran & Josh Burns // NVIDIA Benoit Alary Whitney Clayton // Szymon Jablonski Samir El Agili Isabelle Tremblay // Freelance // Audiokinetic Murray // Amazon Compulsion Games // 11bit // Tilting Point // Epic Games 2 - 2:15 PM BREAK (15 MINUTES) Stories: The Path of Destinies. Why You Should Consider The Impact of Great Integrating 3rd-Party SDKs Quantum Break: Managing Emergence Technology on Player Keep it 100 - What is Players are people too Why the f$#k are you Machine Learning, 90 choices, 25 ends, one AWS for Your Game Merging game and film For City Life AI authentic game design? into UE4 - Part 2 making games? Games and You 2:15 - 3:15 PM soundtrack Greg McConnel & Jeremy Engagement Gerke Max Preussner & Zak Jacob Van Rooyen FX Dupas & Mathieu Lavoie Zigmond Stobe Harju Roxanne Blouin-Payer Jeff Howell Joey Lapegna Parrish // Big Viking Games Jeff Hattem Wolff Dobson // Vibe Avenue // Amazon Web Services // Remedy // Ubisoft // Kabam // Disruptor Beam Inc. // Epic Games // Tuque Games / Google Inc 3:15 - 3:45 PM COFFEE BREAK (30 MINUTES) PRESENTED BY WB GAMES MONTRÉAL Building Wellington Wells: Demystifying Music : Music Authored vs. Systemic: Creating the UI for Gameception: Making the Sharpest Game