Lifemode Signs With Digimation – 2

Lifemode Signs Distribution Agreement with Digimation and Announces New Educational License

May 12th 2005 – Lifemode Interactive, developers of leading facial animation technology, today announced a major agreement with Digimation, a leading distributor in the 3D industry, to distribute LIFESTUDIO:HEAD® in the United States. This is Lifemode’s thirteenth major worldwide reseller signing in a year and will bring the company’s facial animation technology to a large number of new users.

Digimation is renowned as a leading developer and distributor of premier 3D tools and content in the US and throughout the world and they are excited to be able to offer LifeStudio:HEAD to their customers.

Lifemode Interactive also announced that it is launching a new educational license which is a fully-functional version of LIFESTUDIO:HEAD for students, teachers, lecturers and institutions. The educational license has flexible terms and is available as an annual license or can be renewed on an ongoing basis. Lifemode recognizes the importance of the educational sector and placing its technology in the hands of new users.

LIFESTUDIO:HEAD is intended for games, multimedia products, animated movies, broadcast graphics, business presentations, education and training programs and an assortment of character-based web projects. The software contains an impressive set of features supported by the original Macro-Muscles technology. These include easy modeling, realistic texturing, automated lip-synch and many other powerful facial animation features. A free demo of the software is available at http://www.lifemi.com/?id=download

LIFESTUDIO:HEAD® 2.6 is available in three versions: Editor Package, Artist Package, and a full Pro Package and available for shipment from Digimation. For price inquiries, please contact: Tel: +1 504 468-3372, email: sales@digimation.com, or visit www.digimation.com.

The Lifemode team will be attending the 2005 E3 conference and encourages those interested in character and facial animation to view a demo and speak to company representatives. Please contact Natalie Polikarpova Natalie@lifemi.com for more information.

About Digimation:
Now in its thirteenth year, Digimation is the world’s leading developer and publisher of plug-ins and software which compliment today’s leading 3D applications. Digimation also publishes the world’s largest library of premier 3D digital content and provides custom content solutions to customers in entertainment, advertising, visual simulation, computer-based training and corporate communications. Digimation’s 3D solutions are used to create stunning digital effects for films, television programs, advertisements, games and multimedia titles.
Contact Details: www.digimation.com. Tel: +1 (504) 468-7898; Fax: +1 (504) 468-5494

About Lifemode Interactive:
Lifemode Interactive is a privately owned and independent software company incorporated in 2001 and located in Belmont, California, which specializes in the development of game-related technologies, high-end software tools and SDKs for game developers, 3D art studios and web designers. The company employs a team of twenty skilled artists, programmers and game design specialists. Lifemode has appointed thirteen worldwide distributors for its software products. Recent projects include Russia’s best strategy game of 2003 JoWood/Nival, Interactive’s “Silent Storm” and FireFly Studios’ “Stronghold 2” released in April 2005 and published by 2K Games, a publishing label of Take2 Interactive.
Contact details: www.lifemi.com
Tel: +7 (095) 236 59 67; Fax: +7 (095) 959 74 46
Press: Alexandra Selezneva selezneva@lifemi.com
Marketing and Sales: Natalie Polikarpova Natalie@lifemi.com

Nephin Games – 2

Nephin Games
Alan Duggan
00353 91 704896
http://www.nephingames.com
Nephin Games is the developer of ‘WKN Kickboxing for mobile’, which also features back-end database applications for customer relationship marketing. Nephin provide engaging community based gaming entertainment to players that also captures critical marketing data from end-users for customer relationship marketing purposes.

Nephin Games has been developing a compelling marketing communications channel, accessible to personal cell phone users, which enables brand champions to powerfully promote films, television programming, and consumer goods – while at the same time capturing vital consumer data and forming loyal customer relationships – through the use of captivating cell phone games and Internet technology.

End customers who download Nephin Games tailored games onto their cell phones join a brand-championed community that yields targeted, personal interactive communications on a highly cost-effective basis

In close cooperation with device manufacturers such as Nokia, SonyEricsson, Motorola and Siemens, as well as network operators like Vodafone, O2, Orange and T-Mobile, Nephin Games develops cutting-edge technology for multinational brands and their consumers.

Lifemode Signs With Digimation

Lifemode Signs Distribution Agreement with Digimation and Announces New Educational License

May 12th 2005 – Lifemode Interactive, developers of leading facial animation technology, today announced a major agreement with Digimation, a leading distributor in the 3D industry, to distribute LIFESTUDIO:HEAD® in the United States. This is Lifemode’s thirteenth major worldwide reseller signing in a year and will bring the company’s facial animation technology to a large number of new users.

Digimation is renowned as a leading developer and distributor of premier 3D tools and content in the US and throughout the world and they are excited to be able to offer LifeStudio:HEAD to their customers.

Lifemode Interactive also announced that it is launching a new educational license which is a fully-functional version of LIFESTUDIO:HEAD for students, teachers, lecturers and institutions. The educational license has flexible terms and is available as an annual license or can be renewed on an ongoing basis. Lifemode recognizes the importance of the educational sector and placing its technology in the hands of new users.

LIFESTUDIO:HEAD is intended for games, multimedia products, animated movies, broadcast graphics, business presentations, education and training programs and an assortment of character-based web projects. The software contains an impressive set of features supported by the original Macro-Muscles technology. These include easy modeling, realistic texturing, automated lip-synch and many other powerful facial animation features. A free demo of the software is available at http://www.lifemi.com/?id=download

LIFESTUDIO:HEAD® 2.6 is available in three versions: Editor Package, Artist Package, and a full Pro Package and available for shipment from Digimation. For price inquiries, please contact: Tel: +1 504 468-3372, email: sales@digimation.com, or visit www.digimation.com.

The Lifemode team will be attending the 2005 E3 conference and encourages those interested in character and facial animation to view a demo and speak to company representatives. Please contact Natalie Polikarpova Natalie@lifemi.com for more information.

About Digimation:
Now in its thirteenth year, Digimation is the world’s leading developer and publisher of plug-ins and software which compliment today’s leading 3D applications. Digimation also publishes the world’s largest library of premier 3D digital content and provides custom content solutions to customers in entertainment, advertising, visual simulation, computer-based training and corporate communications. Digimation’s 3D solutions are used to create stunning digital effects for films, television programs, advertisements, games and multimedia titles.
Contact Details: www.digimation.com. Tel: +1 (504) 468-7898; Fax: +1 (504) 468-5494

About Lifemode Interactive:
Lifemode Interactive is a privately owned and independent software company incorporated in 2001 and located in Belmont, California, which specializes in the development of game-related technologies, high-end software tools and SDKs for game developers, 3D art studios and web designers. The company employs a team of twenty skilled artists, programmers and game design specialists. Lifemode has appointed thirteen worldwide distributors for its software products. Recent projects include Russia’s best strategy game of 2003 JoWood/Nival, Interactive’s “Silent Storm” and FireFly Studios’ “Stronghold 2” released in April 2005 and published by 2K Games, a publishing label of Take2 Interactive.
Contact details: www.lifemi.com
Tel: +7 (095) 236 59 67; Fax: +7 (095) 959 74 46
Press: Alexandra Selezneva selezneva@lifemi.com
Marketing and Sales: Natalie Polikarpova Natalie@lifemi.com

Dublin’S New Flame

Mark Greenshields, CEO of DC Studios, leans back in his chair, framed by a cacophony of digital sound at San Francisco’s GDC 2005, and talks business. “There’s too much ego and bullshit in our industry. DC Studios deliver, we do what we say. If that suits you, come and talk to us and we’ll listen, but if it’s all hot air and fluff, go somewhere else.” A hard front? Perhaps, but it’s an ethos which has propelled DC from a small Glaswegian development studio in 1999 into an expanding and continuously profitable international in 2005. Fiercely independent and committed to his staff and work, Greenshields is the real deal. He talks the talk and what’s more he’s about to walk the walk in Ireland.

“Who the hell are DC,” some readers might ask. “Aren’t they comic book publishers?” A reasonable question. The company has flown beneath the radar since inception, eschewing hype in favour of getting the job done on time and within budget. The studio’s resume speaks for itself – over 40 titles as a third party developer for publishers as diverse as Konami, THQ, Ubisoft, Majesco, Disney, ABC and Mobilescope. Their development covers every current hardware platform – PC, PS2, GBA, Nintendo DS, Sony PSP – including mobile phone handsets. Titles include Bratz dancing games (Ubisoft), Tour de France Centenary Edition (Konami), Fear Factor: Unleashed (Arush Publishing) and the freshly launched Rayman DS. With offices in Montreal, Canada, and Glasgow and Bristol in the UK, DS Studios straddle
the Atlantic with John Wayne finesse.

image2

DC Studios Dublin is set to open its doors in April 2005. Their proposed 50-person studio, probably in the vicinity of the Digital Hub (“we can’t be too far away from the Guinness factory!”), will use technology derived from Montreal but won’t act in support for any of the other studios. It will be DC’s leading European operation. What brought Greenshields to our fair isle? “In recent years, Montreal has ceased to be a low cost resource and it’s tough finding senior talented staff because Ubisoft are expanding rapidly there. Plus Canada is a high tax country. We were exploring avenues of expansion and I had heard about Ireland’s lower tax system from meetings with the IDA at ECTS. Secondly, we wanted more of a European presence. We have a studio in Glasgow which has been expanded but focuses on cellphone work. Also, there are no development studios of our ilk in Dublin so that’ll give us an element of distinction.”

To understand Mark Greenshields is to understand DC Studios: the man has been developing since he was a boy in Scotland. Aged 15 – the early years of home gaming – he was writing games in Basic like Bomber, packaging and selling them to local computer shops. His company Digicom consisted of a single employee: him. His office? A bedroom. A company called Interference Publications got wind of his skills, asked if he could write books, and two months later a manuscript on code and games for the Commodore 64 arrived on their desk. The book was published in 1981, followed by another the next year. Greenshields then became a freelance programmer, writing 35 games for the Commodore 64, IBM, BBC Micro and other platforms. “I’m probably best known for a shoot-em-up called Hades Nebula. One of my best reviewed titles was a puzzle game called Split Personality which I wrote in 1986.”

image4

After a stint working for French based pay-TV producer Canal+, where he helped run the company’s multimedia division, Greenshields moved back to Glasgow in November 1999 to found DC Studios. Having “been through the mill a bit” his reputation was favourable – he was known as the guy who made things happen. DC’s initial auspices were GameBoy games but soon they landed a Nintendo 64 contract, initially sub-contracting work and building a 14-strong team within a few months. Greenshields continues: “We wanted to have a studio elsewhere, preferably on the other side of the Atlantic since all our clients were U.S. based. Plus, I’m not a lover of rain!” By September 2000 DC Studios had expanded to Montreal where Ubisoft, the other major developer in town, weren’t exactly the powerhouse they are today. Talent was reasonably easy to acquire, and the cost of salaries and premises were low. “Not any more,” he smiles.

In industry circles, DC has become known as a studio that develops plenty of titles for girls, probably due to 20% of their Montreal staff being female – an unusual trend in such a male-dominated industry – but their forte is far-reaching. Design-focused yet building their own technology, the company also creates hardware devices like the C64 D2TV, a console that features 30 of the Commodore 64’s better known titles. Today, DC Montreal consists of 60 staff. Although plans are afoot to increase their team to 75, the rest of the company’s expansion is set aside for Dublin. Will Ireland’s growing industry reputation, especially as a middleware country, play to their advantages? Greenshields isn’t so sure. “We just try to concentrate on our own strengths. Of course, Dublin has a reputation as a cool place to visit and we’ll use that to our advantage.”

When it comes to recruitment and the strength of Irish talent, Greenshields is under no illusions. “I know there’s a lot of talent, not just within Ireland but indigenous Irish in the UK and US who would love to come back if the jobs were there. There’s no point in having tax benefits if we can’t hire local talent and there are many Irish programmers in the UK who, given the right opportunity, would jump across the water. Initially, we’re recruiting experienced seniors but I believe in having strong alliances with local colleges in Ireland. At the end of the day our future employees are going to come from there. It’s cheaper for us because they haven’t got 20 years experience and it’s good for them because they are thrust into working environments straight away. The other benefit is that college R&D and research can be directly applied to commercial environments.

“While I also intend to work with graduates and undergraduates from Irish colleges on joint projects, it’s important to point out that our Dublin studios won’t be a factory. It doesn’t make commercial sense in either Dublin or the UK – where the costs, salaries and premises are high – to be a cheapskate. This will be high value stuff. Although we have yet to officially announce Dublin’s opening, a lot of Irish people are applying to us and we’ve already selected a number of senior Irish staff.” In total, 36 recruits are already lined up for the studio, as is a major project for the PS2, Xbox, PC and possibly Sony’s PSP. If anyone is interested, Greenshields is still seeking experienced console programmers and artists. Short-term sales and marketing will be conducted from Montreal but in a year’s time the company may need someone to handle business development. Ever-cautious, Mark says it’s wise to be “careful with those [marketing] guys because a lot of them talk it up but can’t deliver. We want good quality people who are willing to put their balls on the line.”

The final legalities are underway to launch DC Dublin and the prospects for our indigenous development industry are promising. DC Studios are one of the world’s few developers that are 100% independent, privately held, and profitable since the day they started. From all accounts, their staff are content, well paid and don’t work 80 hours a week. What’s more, their CEO, while warm-hearted and blessed with an infectious dry wit, does not suffer fools or time-wasters lightly and has refused to succumb to industry pitfalls of shoddy work or unprofessional standards. “I can’t wait to get started in Ireland,” he grins, before taking off for another round of GDC meetings. “Dublin isn’t a development hub… yet. Maybe we’ll be the ones to change that.”

Dublin’S New Flame – 2

Mark Greenshields, CEO of DC Studios, leans back in his chair, framed by a cacophony of digital sound at San Francisco’s GDC 2005, and talks business. “There’s too much ego and bullshit in our industry. DC Studios deliver, we do what we say. If that suits you, come and talk to us and we’ll listen, but if it’s all hot air and fluff, go somewhere else.” A hard front? Perhaps, but it’s an ethos which has propelled DC from a small Glaswegian development studio in 1999 into an expanding and continuously profitable international in 2005. Fiercely independent and committed to his staff and work, Greenshields is the real deal. He talks the talk and what’s more he’s about to walk the walk in Ireland.

“Who the hell are DC,” some readers might ask. “Aren’t they comic book publishers?” A reasonable question. The company has flown beneath the radar since inception, eschewing hype in favour of getting the job done on time and within budget. The studio’s resume speaks for itself – over 40 titles as a third party developer for publishers as diverse as Konami, THQ, Ubisoft, Majesco, Disney, ABC and Mobilescope. Their development covers every current hardware platform – PC, PS2, GBA, Nintendo DS, Sony PSP – including mobile phone handsets. Titles include Bratz dancing games (Ubisoft), Tour de France Centenary Edition (Konami), Fear Factor: Unleashed (Arush Publishing) and the freshly launched Rayman DS. With offices in Montreal, Canada, and Glasgow and Bristol in the UK, DS Studios straddle
the Atlantic with John Wayne finesse.

image2

DC Studios Dublin is set to open its doors in April 2005. Their proposed 50-person studio, probably in the vicinity of the Digital Hub (“we can’t be too far away from the Guinness factory!”), will use technology derived from Montreal but won’t act in support for any of the other studios. It will be DC’s leading European operation. What brought Greenshields to our fair isle? “In recent years, Montreal has ceased to be a low cost resource and it’s tough finding senior talented staff because Ubisoft are expanding rapidly there. Plus Canada is a high tax country. We were exploring avenues of expansion and I had heard about Ireland’s lower tax system from meetings with the IDA at ECTS. Secondly, we wanted more of a European presence. We have a studio in Glasgow which has been expanded but focuses on cellphone work. Also, there are no development studios of our ilk in Dublin so that’ll give us an element of distinction.”

To understand Mark Greenshields is to understand DC Studios: the man has been developing since he was a boy in Scotland. Aged 15 – the early years of home gaming – he was writing games in Basic like Bomber, packaging and selling them to local computer shops. His company Digicom consisted of a single employee: him. His office? A bedroom. A company called Interference Publications got wind of his skills, asked if he could write books, and two months later a manuscript on code and games for the Commodore 64 arrived on their desk. The book was published in 1981, followed by another the next year. Greenshields then became a freelance programmer, writing 35 games for the Commodore 64, IBM, BBC Micro and other platforms. “I’m probably best known for a shoot-em-up called Hades Nebula. One of my best reviewed titles was a puzzle game called Split Personality which I wrote in 1986.”

image4

After a stint working for French based pay-TV producer Canal+, where he helped run the company’s multimedia division, Greenshields moved back to Glasgow in November 1999 to found DC Studios. Having “been through the mill a bit” his reputation was favourable – he was known as the guy who made things happen. DC’s initial auspices were GameBoy games but soon they landed a Nintendo 64 contract, initially sub-contracting work and building a 14-strong team within a few months. Greenshields continues: “We wanted to have a studio elsewhere, preferably on the other side of the Atlantic since all our clients were U.S. based. Plus, I’m not a lover of rain!” By September 2000 DC Studios had expanded to Montreal where Ubisoft, the other major developer in town, weren’t exactly the powerhouse they are today. Talent was reasonably easy to acquire, and the cost of salaries and premises were low. “Not any more,” he smiles.

In industry circles, DC has become known as a studio that develops plenty of titles for girls, probably due to 20% of their Montreal staff being female – an unusual trend in such a male-dominated industry – but their forte is far-reaching. Design-focused yet building their own technology, the company also creates hardware devices like the C64 D2TV, a console that features 30 of the Commodore 64’s better known titles. Today, DC Montreal consists of 60 staff. Although plans are afoot to increase their team to 75, the rest of the company’s expansion is set aside for Dublin. Will Ireland’s growing industry reputation, especially as a middleware country, play to their advantages? Greenshields isn’t so sure. “We just try to concentrate on our own strengths. Of course, Dublin has a reputation as a cool place to visit and we’ll use that to our advantage.”

When it comes to recruitment and the strength of Irish talent, Greenshields is under no illusions. “I know there’s a lot of talent, not just within Ireland but indigenous Irish in the UK and US who would love to come back if the jobs were there. There’s no point in having tax benefits if we can’t hire local talent and there are many Irish programmers in the UK who, given the right opportunity, would jump across the water. Initially, we’re recruiting experienced seniors but I believe in having strong alliances with local colleges in Ireland. At the end of the day our future employees are going to come from there. It’s cheaper for us because they haven’t got 20 years experience and it’s good for them because they are thrust into working environments straight away. The other benefit is that college R&D and research can be directly applied to commercial environments.

“While I also intend to work with graduates and undergraduates from Irish colleges on joint projects, it’s important to point out that our Dublin studios won’t be a factory. It doesn’t make commercial sense in either Dublin or the UK – where the costs, salaries and premises are high – to be a cheapskate. This will be high value stuff. Although we have yet to officially announce Dublin’s opening, a lot of Irish people are applying to us and we’ve already selected a number of senior Irish staff.” In total, 36 recruits are already lined up for the studio, as is a major project for the PS2, Xbox, PC and possibly Sony’s PSP. If anyone is interested, Greenshields is still seeking experienced console programmers and artists. Short-term sales and marketing will be conducted from Montreal but in a year’s time the company may need someone to handle business development. Ever-cautious, Mark says it’s wise to be “careful with those [marketing] guys because a lot of them talk it up but can’t deliver. We want good quality people who are willing to put their balls on the line.”

The final legalities are underway to launch DC Dublin and the prospects for our indigenous development industry are promising. DC Studios are one of the world’s few developers that are 100% independent, privately held, and profitable since the day they started. From all accounts, their staff are content, well paid and don’t work 80 hours a week. What’s more, their CEO, while warm-hearted and blessed with an infectious dry wit, does not suffer fools or time-wasters lightly and has refused to succumb to industry pitfalls of shoddy work or unprofessional standards. “I can’t wait to get started in Ireland,” he grins, before taking off for another round of GDC meetings. “Dublin isn’t a development hub… yet. Maybe we’ll be the ones to change that.”

Uu Launch Summer School For 14-16 Year Olds – 2

The University of Ulster has launched a one week introduction to computers course for 14-16 year olds to be run over the summer. The course (‘summer school’) appears to have some games related curricular activities, though the exact content is as of yet unknown. Below follows the official press release:

Computing Summer School
University of Ulster: Magee Campus
Are you 14 – 16 years old?

Do you want to find out more about:
Computer Games?
The Internet?
How Computer Programs Work?
The Latest Computer Applications?
How Electronic Systems Work?

The School of Computing & Intelligent Systems at the Magee Campus of the
University is offering a one-week summer school. This will be of benefit to students/pupils who are considering a career in computing/engineering/ computer games but will also be appropriate to young people with a general interest in computing, electronics or multimedia.

Dates 4 – 8 July 2005
Times 9:30 – 4:30

If you want a great introduction to IT then telephone Michelle on 028 7137 5382 for further details and a booking form.

Fee
1st Child £50
2nd Child £25
Additional Children £10 each
50% concessionary rate for UU staff and families on benefits

Cando Interactive

CanDo Interactive develop interactive 3D content for the web.
CanDo have a long history of creating innovative online rich media content, for the purposes of marketing.

Our core development revolves around creating interactive 3D online marketing solutions.

Previous projects include marketing games for companies like Sony Pictures ( the new Triple X 2 movie ), and an SUV training game for the US government.

Contact Details:
Mal Duffin
02890 923308
Belfast

Fitchsounds

– Full orchestral soundtracks can be created with the latest sample libraries, or recorded using professional Irish musicians.
– MIDI translations can be produced from your audio files, reducing the space required by your soundtrack.
– Ambient backgrounds ideal for film, documentary and games can be designed to picture or video.

Contact Details:
20, St.Anthony’s Villas, Laytown Co.Meath
www.fitchsounds.com
fitch@fitchsounds.com

Uu Launch Summer School For 14-16 Year Olds

The University of Ulster has launched a one week introduction to computers course for 14-16 year olds to be run over the summer. The course (‘summer school’) appears to have some games related curricular activities, though the exact content is as of yet unknown. Below follows the official press release:

Computing Summer School
University of Ulster: Magee Campus
Are you 14 – 16 years old?

Do you want to find out more about:
Computer Games?
The Internet?
How Computer Programs Work?
The Latest Computer Applications?
How Electronic Systems Work?

The School of Computing & Intelligent Systems at the Magee Campus of the
University is offering a one-week summer school. This will be of benefit to students/pupils who are considering a career in computing/engineering/ computer games but will also be appropriate to young people with a general interest in computing, electronics or multimedia.

Dates 4 – 8 July 2005
Times 9:30 – 4:30

If you want a great introduction to IT then telephone Michelle on 028 7137 5382 for further details and a booking form.

Fee
1st Child £50
2nd Child £25
Additional Children £10 each
50% concessionary rate for UU staff and families on benefits

Bsc. In Computer Games Development Carlow It

This is a four year degree which started for the first time in September 2004.

Computer Games in year one introduces students to different types of games and gets them to analyse their structure. Programming (C++) is a subject in all years and games engineering is studied in year two and three. There is a visual stream which offers 3D graphics and audio in year one, two, and three and AI in year four.

Applied Physics, Human Computer Interaction, Online Gaming Technologies and practical projects keep the students busy. In year three students go on a six month work placement. In year four a module called Programming for Games Devices will give students a taste of mobile and other gaming platforms.

COURSE OVERVIEW:

Year 1: Computer Games, Computer Graphics, Applied Mathematics, Programming, Computer Architecture.

Year 2: Programming and Operating Systems, 3D Graphics and Audio I, Data Structures & Algorithms, Games Engineering I, Applied Physics I, Human Computer Interaction.

Year 3: 3D Graphics and Audio II, Games Engineering II, Network Programming, Applied Physics II, Animation, Project I, Industrial Placement (6 months).

Year 4: Programming for Games Devices, On-line Gaming Technologies, Real World Modelling and Simulation, Artificial Intelligence for Games, Project II.

ENTRY REQUIREMENTS:

Leaving Certificate: 2 subjects at Higher Level grade C or better. 4 subjects at Ordinary Level grade D or better. Subjects must include: Mathematics at Ordinary Level grade B3 or better and English or Irish at Ordinary level grade D3 or better.

ESSENTIALS:

COURSE CODE: CW131
COURSE PLACES: 30
€ GRANTS AVAILABLE
NFQ LEVEL 8

Address: Institute of Technology, Carlow, Kilkenny Road, Carlow.
Contact person: Joseph Kehoe, Acting Head of Department of Computing.
Tel: 059-917 0435
Further information:
www.itcarlow.ie

Experience The Digital Hub – 2

<br />EXPERIENCE THE DIGITAL HUB will be launched by Noel Dempsey TD<br />Minister for Communications, Marine and Natural Resources and the Winners of Dare to be Digital Ireland will be announced on Thursday, 5th May 2005 at 1pm in the Digital Exchange, Crane Street, The Digital Hub, Dublin 8.<br /><br />RSVP to Elaine Parsons on 01-4806200 or exhibit@thedigitalhub.com by Friday 29th April.

Experience The Digital Hub

<br />EXPERIENCE THE DIGITAL HUB will be launched by Noel Dempsey TD<br />Minister for Communications, Marine and Natural Resources and the Winners of Dare to be Digital Ireland will be announced on Thursday, 5th May 2005 at 1pm in the Digital Exchange, Crane Street, The Digital Hub, Dublin 8.<br /><br />RSVP to Elaine Parsons on 01-4806200 or exhibit@thedigitalhub.com by Friday 29th April.

Digital Hub Game Events

These events include four talk digital events: on censorship on the 6th, on game design on the 9th, on mobile games on the 11th and on games and learning on the 18th. The talk digital events are being held at different times so please check our calendar or the digital hub’s website to make sure you know the correct start time and venue. See <LINK><ADDRESS>http://www.thedigitalhub.com/learning/events.asp</ADDRESS><LTEXT>here.</LTEXT></LINK><br /><br />On the 5th of May we will see the winners of the Republic’s Dare to be Digital Heat announced by Noel Dempsey TD, Minister for Communications, Marine & Natural Resources. This event will take place at 1pm in the Digital Hub.<br /><br />Also on the 5th Exhibit 8 will open and will run for the rest of May. This exhibition will focus on emerging interfaces and communication technologies. The exhibit can be visited during office hours in the Warehouse behind the Digital Hub’s Information Office on Thomas Street. <br /><br />According to the publicity blurb ‘The exhibition aims to showcase new developments in gaming from both a consumer and developer perspective. Exhibits will include the latest developments from, Nintendo, Xbox and Vivendi plus PONGMECHANIK by Niklas Roy, celebrated Machinima animation Red vs Blue. Many other games and gadgets will be on show, from an open sourse flight simulator to a selection from Sony Entertainment.’<br /><br />Finally on the 9 and 10th of May the Digital Hub is hosting a Game Careers Expo and anyone wishing to study games in college will find this event useful. Attandance is free. <br /><br />For those of you from outside Dublin it might be worth calling up old friends and booking some floor space for May!<br /><br />More info: <LINK><ADDRESS>http://www.thedigitalhub.com/learning/events.asp</ADDRESS><LTEXT>http://www.thedigitalhub.com/learning/events.asp</LTEXT></LINK>

Digital Hub Game Events – 2

These events include four talk digital events: on censorship on the 6th, on game design on the 9th, on mobile games on the 11th and on games and learning on the 18th. The talk digital events are being held at different times so please check our calendar or the digital hub’s website to make sure you know the correct start time and venue. See <LINK><ADDRESS>http://www.thedigitalhub.com/learning/events.asp</ADDRESS><LTEXT>here.</LTEXT></LINK><br /><br />On the 5th of May we will see the winners of the Republic’s Dare to be Digital Heat announced by Noel Dempsey TD, Minister for Communications, Marine & Natural Resources. This event will take place at 1pm in the Digital Hub.<br /><br />Also on the 5th Exhibit 8 will open and will run for the rest of May. This exhibition will focus on emerging interfaces and communication technologies. The exhibit can be visited during office hours in the Warehouse behind the Digital Hub’s Information Office on Thomas Street. <br /><br />According to the publicity blurb ‘The exhibition aims to showcase new developments in gaming from both a consumer and developer perspective. Exhibits will include the latest developments from, Nintendo, Xbox and Vivendi plus PONGMECHANIK by Niklas Roy, celebrated Machinima animation Red vs Blue. Many other games and gadgets will be on show, from an open sourse flight simulator to a selection from Sony Entertainment.’<br /><br />Finally on the 9 and 10th of May the Digital Hub is hosting a Game Careers Expo and anyone wishing to study games in college will find this event useful. Attandance is free. <br /><br />For those of you from outside Dublin it might be worth calling up old friends and booking some floor space for May!<br /><br />More info: <LINK><ADDRESS>http://www.thedigitalhub.com/learning/events.asp</ADDRESS><LTEXT>http://www.thedigitalhub.com/learning/events.asp</LTEXT></LINK>

Gd Birthday Review – 2

As with any good event there were not enough chairs in the Digital Hub for the number of people who turned up last Friday night for the second birthday of gamedevelopers.ie <br /><br />The evening kicked off about 7pm with a welcome from myself followed by a few words from Eddie Dowse, content manager for games with 02 Ireland. Eddie talked about meeting Jab at the birthday event last year and the work that Jab was now doing for 02. He also talked about a new developer programme which 02 is developing to assist companies to develop games and sell them into the mobile market. <br /><br />When it comes to new companies Ireland has quite a few of them at the moment. Some have been going for a while and are now expanding. Some are about to make fairly large announcements and of course there are high profile companies opening branches of their companies in Ireland. <br /><br />On the night we had presentations from Michael El Baki (Bomberman) from Bit Rabbit in Dublin and Tony Kelly, (Idora) from Torc Interactive in Donegal. Bit Rabbit are very new (2004) while Torc have been working away for a few years but it seems there are a few announcements forthcoming over the next few months. <br /><br />Michael talked about the difficulties involved in getting a publishing deal in the mainstream channels and showed us some great screenshots from finished and current projects, particularly for symbian phones. Tony told us that the Dreadnought demo they developed for AMD is being launched at WinHEC in Seattle on April 22nd and will involve another first for the Irish games industry. Torc’s Instinct engine will also be launched shortly. Finally, Torc are also currently recruiting for a games studio which will be established shortly in the North West. Unfortunately Tony couldn’t elaborate any further than that on the games studio due to ongoing funding negotiations. <br /><br />Next up was Ciaran Vipond who presented the project ‘BlowAway: The Winds of Therslow’ which was originally a final year thesis project in DCU. The project was selected to represent Ireland at the European Multimedia Prix in Vienna last year and this year for the Wired ‘Nextfest’ in Chicago in June. Blowaway has a physical interface and was designed to be immersive for all age groups and to be gender neutral. The group are currently trying to put funding in place to travel to the US and to further develop the project. <br /><br />These talks were followed by the gd.ie awards. As most readers of gd.ie already know, the categories and nominations for the awards are made through the forums on gd.ie and include four awards to people involved in gd.ie and one more general award to recognize the contribution of an individual or group to developing the gamedevelopers community in Ireland. <br /><br />This winners this year were:<br />1. Newbie – Stéphane Ambrosini (steph) <br />2. Stamina – Damian Furlong (Omen) with a special runners up award to Ronny Southwood (ronny)<br />3. Salmon of Knowledge – Tony Kelly (Idora)<br />4. Humour – Peter McNally (Pete) or his Hoffness..<br />5. Gd.ie group of the year 05 – IGDA Ireland committee.<br /><br />The awards were followed by the unveiling, to applause, of the new design for gamedevelopers.ie by Dave Kearney (skyclad) and Ian Hannigan. Dave and Ian have worked tirelessly over the past month to implement a new design and to address feedback from users of gamedevelopers.ie. John Lynch (johnnyslim) has been assisting on porting over the forums. The new look will go live shortly and all users will get a chance to peruse it and test it then. <br /><br />The event ended around 8.30pm with people staying to have a glass of wine and food and then retiring to McGruders beer garden and on later to Handel’s of Fishamble Street where Dancing Dave was given a run for his money by Nooptical. <br /><br />I would just like to thank the Digital Hub for helping us to organize the event and for sponsoring the refreshments. Thanks also to 02 for sponsoring the awards themselves and to everyone who turned up.<br /> <br />

Eurographics Ireland Workshop – 2

The Graphics and Gaming research group at Institute of Technology Blanchardstown are running the Eurographics Ireland Workshop on June 3rd 2005.

This covers all areas of computer graphics and would be of interest to game developers and students.

Deadline for receipt of papers: Fri April 29th

More details here: www.egireland.org

Eurographics Ireland Workshop

The Graphics and Gaming research group at Institute of Technology Blanchardstown are running the Eurographics Ireland Workshop on June 3rd 2005.

This covers all areas of computer graphics and would be of interest to game developers and students.

Deadline for receipt of papers: Fri April 29th

More details here: www.egireland.org

Gd Birthday Review

As with any good event there were not enough chairs in the Digital Hub for the number of people who turned up last Friday night for the second birthday of gamedevelopers.ie <br /><br />The evening kicked off about 7pm with a welcome from myself followed by a few words from Eddie Dowse, content manager for games with 02 Ireland. Eddie talked about meeting Jab at the birthday event last year and the work that Jab was now doing for 02. He also talked about a new developer programme which 02 is developing to assist companies to develop games and sell them into the mobile market. <br /><br />When it comes to new companies Ireland has quite a few of them at the moment. Some have been going for a while and are now expanding. Some are about to make fairly large announcements and of course there are high profile companies opening branches of their companies in Ireland. <br /><br />On the night we had presentations from Michael El Baki (Bomberman) from Bit Rabbit in Dublin and Tony Kelly, (Idora) from Torc Interactive in Donegal. Bit Rabbit are very new (2004) while Torc have been working away for a few years but it seems there are a few announcements forthcoming over the next few months. <br /><br />Michael talked about the difficulties involved in getting a publishing deal in the mainstream channels and showed us some great screenshots from finished and current projects, particularly for symbian phones. Tony told us that the Dreadnought demo they developed for AMD is being launched at WinHEC in Seattle on April 22nd and will involve another first for the Irish games industry. Torc’s Instinct engine will also be launched shortly. Finally, Torc are also currently recruiting for a games studio which will be established shortly in the North West. Unfortunately Tony couldn’t elaborate any further than that on the games studio due to ongoing funding negotiations. <br /><br />Next up was Ciaran Vipond who presented the project ‘BlowAway: The Winds of Therslow’ which was originally a final year thesis project in DCU. The project was selected to represent Ireland at the European Multimedia Prix in Vienna last year and this year for the Wired ‘Nextfest’ in Chicago in June. Blowaway has a physical interface and was designed to be immersive for all age groups and to be gender neutral. The group are currently trying to put funding in place to travel to the US and to further develop the project. <br /><br />These talks were followed by the gd.ie awards. As most readers of gd.ie already know, the categories and nominations for the awards are made through the forums on gd.ie and include four awards to people involved in gd.ie and one more general award to recognize the contribution of an individual or group to developing the gamedevelopers community in Ireland. <br /><br />This winners this year were:<br />1. Newbie – Stéphane Ambrosini (steph) <br />2. Stamina – Damian Furlong (Omen) with a special runners up award to Ronny Southwood (ronny)<br />3. Salmon of Knowledge – Tony Kelly (Idora)<br />4. Humour – Peter McNally (Pete) or his Hoffness..<br />5. Gd.ie group of the year 05 – IGDA Ireland committee.<br /><br />The awards were followed by the unveiling, to applause, of the new design for gamedevelopers.ie by Dave Kearney (skyclad) and Ian Hannigan. Dave and Ian have worked tirelessly over the past month to implement a new design and to address feedback from users of gamedevelopers.ie. John Lynch (johnnyslim) has been assisting on porting over the forums. The new look will go live shortly and all users will get a chance to peruse it and test it then. <br /><br />The event ended around 8.30pm with people staying to have a glass of wine and food and then retiring to McGruders beer garden and on later to Handel’s of Fishamble Street where Dancing Dave was given a run for his money by Nooptical. <br /><br />I would just like to thank the Digital Hub for helping us to organize the event and for sponsoring the refreshments. Thanks also to 02 for sponsoring the awards themselves and to everyone who turned up.<br /> <br />

Dc-Studios Come To Town – 2

Below is the text of the official announcement made today and released by the Department of Enterprise, Trade and Employment. As regular readers of gd.ie know this is not the ‘first’ overseas investment in console software development in Ireland (i.e. Funcom), but we certainly hope it is will provide the impetus for even further growth.<br /><br />’DC Studios to create 50 high quality jobs at the Digital Hub, Dublin<br /><br /><br />Minister for Enterprise, Trade and Employment Micheál Martin TD today (Tuesday 12th April 2005) announced that DC Studios, a Canada based developer of video games for consoles, PCs and mobile phones, is to establish a Development Studio in the Digital Hub in Dublin, with the support of IDA Ireland. This will be Ireland’s first overseas investment in console software development, creating 50 high quality jobs over the next three years, mostly for experienced graduates including software programmers, artists, designers and producers.<br /><br />Minister Martin said “this investment is an excellent fit with IDA’s strategy of attracting knowledge intensive investments to Ireland. The digital media sector has been identified as an area of opportunity for this country and DC Studios, a young ambitious company, will be a valued addition to the growing cluster of digital media activities in Ireland, in particular games development.” <br /><br />The decision by DC Studios to locate in Dublin is a direct response to a substantial growth in its business, with many of its customers based in Europe. Mark Greenshields, CEO of DC Studios, sees Ireland, with its experienced pool of software skills and supportive business environment, as the ideal base to service this growing demand for the company’s services. As well as providing additional capacity, the Dublin facility will soon become a full turnkey development centre employing designers, producers, artists and programmers for developing complete games from conception to production. <br /><br />DC Studios’ primary business is content development work for major console games publishers such as Konami, Ubisoft and Hip Interactive. It also develops its own content and is currently working on a new football game, scheduled for launch later this year. It has developed proprietary games technology, including a market leading toolkit for cellular phones – Fire™. DC Studios, established in 1999, employs nearly 80 people at its headquarters in Montreal, Canada, and in satellite studios in Glasgow, Scotland and Bristol, England. For more information please visit <LINK><ADDRESS>http://www.dc-studios.com </ADDRESS><LTEXT>www.dc-studios.com </LTEXT></LINK>’

Dc-Studios Come To Town

Below is the text of the official announcement made today and released by the Department of Enterprise, Trade and Employment. As regular readers of gd.ie know this is not the ‘first’ overseas investment in console software development in Ireland (i.e. Funcom), but we certainly hope it is will provide the impetus for even further growth.<br /><br />’DC Studios to create 50 high quality jobs at the Digital Hub, Dublin<br /><br /><br />Minister for Enterprise, Trade and Employment Micheál Martin TD today (Tuesday 12th April 2005) announced that DC Studios, a Canada based developer of video games for consoles, PCs and mobile phones, is to establish a Development Studio in the Digital Hub in Dublin, with the support of IDA Ireland. This will be Ireland’s first overseas investment in console software development, creating 50 high quality jobs over the next three years, mostly for experienced graduates including software programmers, artists, designers and producers.<br /><br />Minister Martin said “this investment is an excellent fit with IDA’s strategy of attracting knowledge intensive investments to Ireland. The digital media sector has been identified as an area of opportunity for this country and DC Studios, a young ambitious company, will be a valued addition to the growing cluster of digital media activities in Ireland, in particular games development.” <br /><br />The decision by DC Studios to locate in Dublin is a direct response to a substantial growth in its business, with many of its customers based in Europe. Mark Greenshields, CEO of DC Studios, sees Ireland, with its experienced pool of software skills and supportive business environment, as the ideal base to service this growing demand for the company’s services. As well as providing additional capacity, the Dublin facility will soon become a full turnkey development centre employing designers, producers, artists and programmers for developing complete games from conception to production. <br /><br />DC Studios’ primary business is content development work for major console games publishers such as Konami, Ubisoft and Hip Interactive. It also develops its own content and is currently working on a new football game, scheduled for launch later this year. It has developed proprietary games technology, including a market leading toolkit for cellular phones – Fire™. DC Studios, established in 1999, employs nearly 80 people at its headquarters in Montreal, Canada, and in satellite studios in Glasgow, Scotland and Bristol, England. For more information please visit <LINK><ADDRESS>http://www.dc-studios.com </ADDRESS><LTEXT>www.dc-studios.com </LTEXT></LINK>’

Future Visions – Gdc ‘05

It’s been 19 years since Chris Crawford gathered some game developer friends at his home to sit in a circle to discuss making games and inadvertently give rise to the GDC. These modest beginnings seem all the more surreal when one considers the scale and diversity of the event today. GDC has come a long way in those 19 years but this year’s conference was not about the past; it was very much about the future.

The theme this year was “Future Vision” and while we all know that often woolly marketing taglines such as these do not have any genuine meaning, Future Vision was a deceptively accurate and concise summation of the proceedings that would take place over the course of a truly fascinating week.

It was a week that saw 10,000 attendees pass through the conference doors to take part in a sundry of lectures, workshops and events ranging in topic from visual arts, programming and game design to production, business & legal and audio.

In addition to the core conference, there were many other events taking place including the GDC Mobile mini-conference, the IGDA Quality of Life summit, the GDC Expo, the 2005 Game Developers Choice Awards, the Independent Game Developers Festival and the Serious Games Summit.

The Future Vision theme was also echoed throughout the conference schedule in the form of the debuting Future Vision track. This series of lectures by well-known industry figureheads such as Will Wright, Masaya Matsuura and Peter Molyneux was designed to provoke innovation among developers, inspire the creation of breakthrough content and drive the industry beyond the transition to next generation platforms.

The week’s events culminated in a far-reaching announcement by industry legend and Sims creator Will Wright who completely stole the show with his proposal for a new way to make games, holding up the previously unannounced title “Spore” as proof of the viability of his concept of procedural content (content that is created during the game algorithmically rather than in advance by a team of artists).

The Irish Connection
This year also saw the strongest ever showing from the Irish contingent at GDC. With an air of growing confidence and maturity about them, the Irish companies attending made their presence felt. The middleware sector was the most broadly represented with Havok and DemonWare. However, it is also interesting to note that the other Irish companies in attendance neatly represented a cross-section of the growing game development talent in the country. Donegal-based Torc Interactive flew the PC and console flag, Nephin Games represented the mobile sector and Starcave Studios exemplified the growth of our independent developers.

Havok
With their usual sense of style Havok launched the third version of their physics middleware solution at a party in San Francisco’s hip Swig bar.

With this new version of the Havok engine, the famous Havok rag doll models don’t just fall down anymore – they can now get back up to finish the fight! In addition, the rag doll models now react to in-game impacts and other stimuli, while the integration of animations with the physics package also solves a number of traditional game design problems. For example, simple game world objects such as steps are now handled automatically by the engine resulting in an altogether more realistic set of animations.

Havok’s latest offering certainly offers a dynamic range of new gameplay opportunities for prospective developers and this was evident from the booming applause they received from the game developers in attendance.

image1

DemonWare
GDC provided an ideal platform for Network middleware specialists Demonware to reveal Matchmaking+. A new element of the DemonWare Netcode Suite, Matchmaking+ offers a set of tools for online titles on multiple console, PC and handheld platforms, including friends’ lists, statistics, user management, content downloads and of course matchmaking. DemonWare’s celebrations continued throughout the week and came to a head on the last day of the conference in the shape of a bar disguised as a bus disguised as a tram! Demonware are still riding high following the high-profile appointment of Art Santos and their increasing profile and success in the American market.

Torc Interactive
Donegal’s middleware and game development studio Torc Interactive took time out from a hectic development schedule to meet with potential publishers for their forthcoming PC and Xbox titles. The company is currently focused on their biggest project to date – Dreadnought – a groundbreaking first person mini-game for the new AMD 64 bit processor to be launched at the WinHEC show in Seattle on April 22nd next, and with the official launch of Torc’s Instinct Engine planned for E3 in May, expect to hear many more exciting things from Torc in the very near future.

Nephin Games
Alan Duggan, CEO of Nephin games, the Galway-based mobile phone game developer was at GDC this year, meeting publishers, attending lectures and attending GDC mobile – one of the many mini-conferences to emerge at GDC over the years. Alan is buoyant about the level of traction received both at home and in the US following the triumphant launch of Nephin’s latest title, WKN (World Kickboxing Network). WKN recently earned Nephin games the Digital Games Developer of the year award at the Digital Media Awards held in Dublin.

Starcave Studios
Keith Killilea from Starcave Studios was kept busy hurrying from publisher meeting to publisher meeting while showcasing the latest edition of their first PC title Camelot Galway – City Of The Tribes.

Enterprise Ireland
Jonathon & Maggie from Enterprise Ireland’s Californian office were helping Irish developers to make vital contacts, helping Irish companies to establish a presence in the U.S. and making plans for E3 in May.

Highlights

image2

Will Wright, Spore & Procedural Content
When someone like Will Wright gives a lecture on the future of content people sit up and take notice, the only problem this year was the sheer amount of people that did. People queued for nearly an hour to get into the auditorium, which quickly reached maximum capacity, then the floor of the hall outside filled with people jostling for position to glimpse the hastily erected plasma screens displaying a live feed from the swarming room inside. In any case, neither those inside or outside the auditorium were prepared for what Wright was about say and do as he presented his deceitfully entitled lecture “The Future of Content”.

He began by giving a brief overview of his thoughts on the exponential growth of team sizes relative to the quality of the content they produce and how he sees this as an unsustainable situation. Wright made a projection based on the size of the current development team for The Sims and extrapolated – that if team sizes continue to grow at their current exponential rate by 2050, 1.5 million artists would be required to make a single game.

But rather than generally verbalising about the problem Wright went on to demonstrate the future of content as he sees it in the form of a previously unannounced game with the working title ‘Spore’. Wright had to acquire special permission from the publisher (EA Games) to demo the game.

Spore is groundbreaking for a number of reasons – not least the fact that it allows the player to create their own content with an unprecedented level of control and flexibility, but also the ambition behind the game design is of epic proportions. Spore is one of few games that seeks to redefine interactive entertainment as an art form, taking the player on a journey from the dawn of amoebic life on a planet through to the interstellar level and everything that happens in between. All this is largely controlled by the player.

What is also unique about Spore is its use of so called ‘Procedural Content’ (which involves corresponding animations, models and sounds being generated automatically in real-time based on a set of algorithmic rules) where players can develop their own creatures, buildings and vehicles in an infinite number of ways, giving the players absolute freedom in how they play their own game and simultaneously removing the need for hundreds of artists working endlessly to create the content for the player.

Because of the use of procedural methods, the file-size footprint for each player-created model is relatively tiny, only a few k, opening up the way for a huge asynchronous online database of player-generated content. This means the player can download entire galaxies of content generated by other Spore players directly into their game.

Wright likened these procedural tools to toys, such as Etch A Sketch where the player’s drawings come to life! Beyond gameplay features however, the implications for how games will be developed in the future following Wright’s announcement are truly immense and in many ways Spore is just the side-story here.

The term “artist in a box” was used to describe these tools, in that they should stem the exponential growth of team sizes while simultaneously providing artists and developers with a more liberating and powerful toolset.

Wright concluded his keynote with words of support for aspiring developers everywhere, encouraging them to persevere with original ideas. Citing the central stumbling block to the realisation of Spore as his own self-doubt, Wright recalled that after he convinced himself that it was actually possible to create this game it was a relatively simple task to convince the rest of his team that it was possible. Now all he has to do is convince the industry.

Peter Molyneux at the Movies
To the delight of most attendees, the ubiquitous Peter Molyneux (Black & White) was not in short supply at this year’s GDC. He gave several lectures, showcasing Lionhead’s nearly completed titles “The Movies” and “Black & White 2”. Molyneux also held a public post-mortem of his last title in his lecture “Fable – Lessons Learned”. The session ranged from “making of” style comments to pure post-mortem material in the form of the rights and wrongs mostly centring on the conflicts between high-design concepts, schedules and budgets.

image3

The 5th IGDA Game Developers Choice Awards
The 5th annual IGDA Game Developers Choice Awards featured few surprises with Valve’s ‘Half-Life 2’ scooping up the awards for best writing, best technology and best character design as well as best overall game. The Game Design honour deservedly went to Katamari Damacy from Namco and CryTek creators of ‘FarCry’ took the honour for best new studio.

The 7th Annual Independent Games Festival & Awards
The 7th Annual Independent Games Festival awards ceremony brought laughter, tears, and even an unexpected marriage proposal live on the big screen! Gish by Chronic Logic won the open category, while Reflexive Entertainment picked up two awards. ‘Wik’ won in the web downloadable category and ‘Fable of Souls’ took the overall title. ‘Alien Hominid’ by The Behemoth won the coveted Audience Award. All teams each received the $15,000 Seamus McNally Grand Prize.

XNA Microsoft –
J Allard, Microsoft’s chief XNA architect took advantage of his keynote to give a distinctly polished presentation on Microsoft’s plans to tackle the growing demands of game development with more details on its XNA Studio and a imaginative outline of their strategy to transition into the “high-definition” era as Microsoft see it. Allard concluded the presentation by announcing that a third of the packed audience theatre (of over 3000 seats) had just won themselves a top of the range high-definition TV.

EXPO Floor
With so many other events going on this year only a cursory glance at the GDC Expo was possible. However, amongst the customary recruiters and trade exhibitors on the expo floor, one exhibit that really stood out was the demonstration of Stereo 3D games – not the 3D first person games we have become accustomed to in recent years, but simulated 3D environments reminiscent of what you might see on an IMAX screen! While they are not exactly plug and play yet, 3D games are very much here! Using a polarised screen, two TFT monitors and a pair of polarised glasses the effect was truly remarkable. Interestingly the 3D effect is applied at the hardware level, only requiring a driver update to play any game in full stereo 3D.

Back to the Present
On the final day DemonWare held a party on a tram as it toured San Francisco to celebrate the successful launch of Matchmaking+ and it provided the perfect way to say goodbye to GDC ’05. The lasting impression from the Game Developers Conference 2005 was of the focus on the future of content and the changing subject matter of games. Will Wright gave everyone plenty to consider with his proposal for procedural content. Also increasingly evident is the diversification in approaches to making and selling games – if this vision of the future is in any way accurate then the future of gaming is very exciting indeed!

Just as the jetlag was wearing off it was already time again to board the plane for the ten-hour flight to London and the relatively short hop to Dublin. The departure from San Francisco felt premature, the journey ahead seemed arduous but when you’ve seen the future, there’s much to consider!

Author’s Bio
Ian Hannigan is a Dublin based designer.
Related Links

Havok

Demonware – Matchmaking+
https://www.demonware.net/matchmaking

Torc Interactive

Nephin Games
wkn

Starcave Studios

Marc Ecko Challenges Industry
http://xbox.ign.com/articles/584/584640p1.html

Will Wright Presents Spore… and a New Way to Think About Games
articles/595/595975p1.html

2005 Game Developer Choice Award Winners
php-bin/news_index.php?story=5096

The 7th Annual Independent Games Festival
php-bin/news_index.php?story=5097

Gamasutra – Full GDC Coverage
gdc2005

GDC Conference

Future Visions – Gdc ‘05 – 2

It’s been 19 years since Chris Crawford gathered some game developer friends at his home to sit in a circle to discuss making games and inadvertently give rise to the GDC. These modest beginnings seem all the more surreal when one considers the scale and diversity of the event today. GDC has come a long way in those 19 years but this year’s conference was not about the past; it was very much about the future.

The theme this year was “Future Vision” and while we all know that often woolly marketing taglines such as these do not have any genuine meaning, Future Vision was a deceptively accurate and concise summation of the proceedings that would take place over the course of a truly fascinating week.

It was a week that saw 10,000 attendees pass through the conference doors to take part in a sundry of lectures, workshops and events ranging in topic from visual arts, programming and game design to production, business & legal and audio.

In addition to the core conference, there were many other events taking place including the GDC Mobile mini-conference, the IGDA Quality of Life summit, the GDC Expo, the 2005 Game Developers Choice Awards, the Independent Game Developers Festival and the Serious Games Summit.

The Future Vision theme was also echoed throughout the conference schedule in the form of the debuting Future Vision track. This series of lectures by well-known industry figureheads such as Will Wright, Masaya Matsuura and Peter Molyneux was designed to provoke innovation among developers, inspire the creation of breakthrough content and drive the industry beyond the transition to next generation platforms.

The week’s events culminated in a far-reaching announcement by industry legend and Sims creator Will Wright who completely stole the show with his proposal for a new way to make games, holding up the previously unannounced title “Spore” as proof of the viability of his concept of procedural content (content that is created during the game algorithmically rather than in advance by a team of artists).

The Irish Connection
This year also saw the strongest ever showing from the Irish contingent at GDC. With an air of growing confidence and maturity about them, the Irish companies attending made their presence felt. The middleware sector was the most broadly represented with Havok and DemonWare. However, it is also interesting to note that the other Irish companies in attendance neatly represented a cross-section of the growing game development talent in the country. Donegal-based Torc Interactive flew the PC and console flag, Nephin Games represented the mobile sector and Starcave Studios exemplified the growth of our independent developers.

Havok
With their usual sense of style Havok launched the third version of their physics middleware solution at a party in San Francisco’s hip Swig bar.

With this new version of the Havok engine, the famous Havok rag doll models don’t just fall down anymore – they can now get back up to finish the fight! In addition, the rag doll models now react to in-game impacts and other stimuli, while the integration of animations with the physics package also solves a number of traditional game design problems. For example, simple game world objects such as steps are now handled automatically by the engine resulting in an altogether more realistic set of animations.

Havok’s latest offering certainly offers a dynamic range of new gameplay opportunities for prospective developers and this was evident from the booming applause they received from the game developers in attendance.

image1

DemonWare
GDC provided an ideal platform for Network middleware specialists Demonware to reveal Matchmaking+. A new element of the DemonWare Netcode Suite, Matchmaking+ offers a set of tools for online titles on multiple console, PC and handheld platforms, including friends’ lists, statistics, user management, content downloads and of course matchmaking. DemonWare’s celebrations continued throughout the week and came to a head on the last day of the conference in the shape of a bar disguised as a bus disguised as a tram! Demonware are still riding high following the high-profile appointment of Art Santos and their increasing profile and success in the American market.

Torc Interactive
Donegal’s middleware and game development studio Torc Interactive took time out from a hectic development schedule to meet with potential publishers for their forthcoming PC and Xbox titles. The company is currently focused on their biggest project to date – Dreadnought – a groundbreaking first person mini-game for the new AMD 64 bit processor to be launched at the WinHEC show in Seattle on April 22nd next, and with the official launch of Torc’s Instinct Engine planned for E3 in May, expect to hear many more exciting things from Torc in the very near future.

Nephin Games
Alan Duggan, CEO of Nephin games, the Galway-based mobile phone game developer was at GDC this year, meeting publishers, attending lectures and attending GDC mobile – one of the many mini-conferences to emerge at GDC over the years. Alan is buoyant about the level of traction received both at home and in the US following the triumphant launch of Nephin’s latest title, WKN (World Kickboxing Network). WKN recently earned Nephin games the Digital Games Developer of the year award at the Digital Media Awards held in Dublin.

Starcave Studios
Keith Killilea from Starcave Studios was kept busy hurrying from publisher meeting to publisher meeting while showcasing the latest edition of their first PC title Camelot Galway – City Of The Tribes.

Enterprise Ireland
Jonathon & Maggie from Enterprise Ireland’s Californian office were helping Irish developers to make vital contacts, helping Irish companies to establish a presence in the U.S. and making plans for E3 in May.

Highlights

image2

Will Wright, Spore & Procedural Content
When someone like Will Wright gives a lecture on the future of content people sit up and take notice, the only problem this year was the sheer amount of people that did. People queued for nearly an hour to get into the auditorium, which quickly reached maximum capacity, then the floor of the hall outside filled with people jostling for position to glimpse the hastily erected plasma screens displaying a live feed from the swarming room inside. In any case, neither those inside or outside the auditorium were prepared for what Wright was about say and do as he presented his deceitfully entitled lecture “The Future of Content”.

He began by giving a brief overview of his thoughts on the exponential growth of team sizes relative to the quality of the content they produce and how he sees this as an unsustainable situation. Wright made a projection based on the size of the current development team for The Sims and extrapolated – that if team sizes continue to grow at their current exponential rate by 2050, 1.5 million artists would be required to make a single game.

But rather than generally verbalising about the problem Wright went on to demonstrate the future of content as he sees it in the form of a previously unannounced game with the working title ‘Spore’. Wright had to acquire special permission from the publisher (EA Games) to demo the game.

Spore is groundbreaking for a number of reasons – not least the fact that it allows the player to create their own content with an unprecedented level of control and flexibility, but also the ambition behind the game design is of epic proportions. Spore is one of few games that seeks to redefine interactive entertainment as an art form, taking the player on a journey from the dawn of amoebic life on a planet through to the interstellar level and everything that happens in between. All this is largely controlled by the player.

What is also unique about Spore is its use of so called ‘Procedural Content’ (which involves corresponding animations, models and sounds being generated automatically in real-time based on a set of algorithmic rules) where players can develop their own creatures, buildings and vehicles in an infinite number of ways, giving the players absolute freedom in how they play their own game and simultaneously removing the need for hundreds of artists working endlessly to create the content for the player.

Because of the use of procedural methods, the file-size footprint for each player-created model is relatively tiny, only a few k, opening up the way for a huge asynchronous online database of player-generated content. This means the player can download entire galaxies of content generated by other Spore players directly into their game.

Wright likened these procedural tools to toys, such as Etch A Sketch where the player’s drawings come to life! Beyond gameplay features however, the implications for how games will be developed in the future following Wright’s announcement are truly immense and in many ways Spore is just the side-story here.

The term “artist in a box” was used to describe these tools, in that they should stem the exponential growth of team sizes while simultaneously providing artists and developers with a more liberating and powerful toolset.

Wright concluded his keynote with words of support for aspiring developers everywhere, encouraging them to persevere with original ideas. Citing the central stumbling block to the realisation of Spore as his own self-doubt, Wright recalled that after he convinced himself that it was actually possible to create this game it was a relatively simple task to convince the rest of his team that it was possible. Now all he has to do is convince the industry.

Peter Molyneux at the Movies
To the delight of most attendees, the ubiquitous Peter Molyneux (Black & White) was not in short supply at this year’s GDC. He gave several lectures, showcasing Lionhead’s nearly completed titles “The Movies” and “Black & White 2”. Molyneux also held a public post-mortem of his last title in his lecture “Fable – Lessons Learned”. The session ranged from “making of” style comments to pure post-mortem material in the form of the rights and wrongs mostly centring on the conflicts between high-design concepts, schedules and budgets.

image3

The 5th IGDA Game Developers Choice Awards
The 5th annual IGDA Game Developers Choice Awards featured few surprises with Valve’s ‘Half-Life 2’ scooping up the awards for best writing, best technology and best character design as well as best overall game. The Game Design honour deservedly went to Katamari Damacy from Namco and CryTek creators of ‘FarCry’ took the honour for best new studio.

The 7th Annual Independent Games Festival & Awards
The 7th Annual Independent Games Festival awards ceremony brought laughter, tears, and even an unexpected marriage proposal live on the big screen! Gish by Chronic Logic won the open category, while Reflexive Entertainment picked up two awards. ‘Wik’ won in the web downloadable category and ‘Fable of Souls’ took the overall title. ‘Alien Hominid’ by The Behemoth won the coveted Audience Award. All teams each received the $15,000 Seamus McNally Grand Prize.

XNA Microsoft –
J Allard, Microsoft’s chief XNA architect took advantage of his keynote to give a distinctly polished presentation on Microsoft’s plans to tackle the growing demands of game development with more details on its XNA Studio and a imaginative outline of their strategy to transition into the “high-definition” era as Microsoft see it. Allard concluded the presentation by announcing that a third of the packed audience theatre (of over 3000 seats) had just won themselves a top of the range high-definition TV.

EXPO Floor
With so many other events going on this year only a cursory glance at the GDC Expo was possible. However, amongst the customary recruiters and trade exhibitors on the expo floor, one exhibit that really stood out was the demonstration of Stereo 3D games – not the 3D first person games we have become accustomed to in recent years, but simulated 3D environments reminiscent of what you might see on an IMAX screen! While they are not exactly plug and play yet, 3D games are very much here! Using a polarised screen, two TFT monitors and a pair of polarised glasses the effect was truly remarkable. Interestingly the 3D effect is applied at the hardware level, only requiring a driver update to play any game in full stereo 3D.

Back to the Present
On the final day DemonWare held a party on a tram as it toured San Francisco to celebrate the successful launch of Matchmaking+ and it provided the perfect way to say goodbye to GDC ’05. The lasting impression from the Game Developers Conference 2005 was of the focus on the future of content and the changing subject matter of games. Will Wright gave everyone plenty to consider with his proposal for procedural content. Also increasingly evident is the diversification in approaches to making and selling games – if this vision of the future is in any way accurate then the future of gaming is very exciting indeed!

Just as the jetlag was wearing off it was already time again to board the plane for the ten-hour flight to London and the relatively short hop to Dublin. The departure from San Francisco felt premature, the journey ahead seemed arduous but when you’ve seen the future, there’s much to consider!

Author’s Bio
Ian Hannigan is a Dublin based designer.
Related Links

Havok

Demonware – Matchmaking+
https://www.demonware.net/matchmaking

Torc Interactive

Nephin Games
wkn

Starcave Studios

Marc Ecko Challenges Industry
http://xbox.ign.com/articles/584/584640p1.html

Will Wright Presents Spore… and a New Way to Think About Games
articles/595/595975p1.html

2005 Game Developer Choice Award Winners
php-bin/news_index.php?story=5096

The 7th Annual Independent Games Festival
php-bin/news_index.php?story=5097

Gamasutra – Full GDC Coverage
gdc2005

GDC Conference

Prog And Directions For Gd.Ie Event – 2

The programme for the evening is:

6.30- 6.45
Arrival, Registration and Networking.

6.45-6.50
Welcome from Aphra Kerr, gamedevelopers.ie

6.50-7.00
Eddie Dowse, 02 Ireland. ’02 and Irish game developers’

7.00-7.20
Introducing Two New Companies
Michael El Baki (Bomberman), Bit Rabbit, Dublin.
Tony Kelly, (Idora) Torc Interactive, Donegal.

7.20-7.30
Introducing an Irish Indie development
BlowAway: The Winds of Therslow
Ciaran Vipond (Brand New Page)

7.30 – 7.40
The new look gamedevelopers.ie incorporating IGDA Ireland
Dave Kearney and Ian Hannigan

7.40- 8.00
The gd.ie awards – Aphra Kerr
In recognition of the contribution made by individuals and groups to growing the online and offline Irish game development community.
Awards based on nominations from contributors to the forums on gd.ie

8.00-8.30
Networking etc…

Afterwards retire to McGruders pub about two doors down on the same side of the Street as the Digital Hub.

The event will take place in
The Diageo Liberties Learning Studio,
The Digital Hub,
10-13 Thomas Street
Dublin 8.
Tel: +353-1-480 6200

How to find it: locationMap/theDigitalHubMap.htmlocationMap/theDigitalHubMap.htm

Final Nominees For Gd.Ie Awards 2005. – 2

1. The Newbie award
A person who joined the boards in the past twelve months but who has already made a significant contribution to the life and info on the website not necessarily the most frequent number of posts.

The nominees are
Richard McGowan (r_mc_gowan)
Stéphane Ambrosini (steph)
Peter Blackburn (Peter_B)
Patrick Corrigan (Darksaviour69,
Michael el Baki (bomberman)
Bernard Ward (beans_w)
Ronan Hayes (ronan hayes)

2. The Stamina award
A person who signed up to the forums near the launch date in April 03 and has just kept posting…can only be won once.

The nominees are
Lewis Boadle (boadle)
Damian Furlong (omen)
Ronny Southwood (ronny)
Alan Duggan (aduggan)

3. The Salmon of knowledge award
For the selfless posting of gems of experience and informative posts

The nominees are
Tony Kelly (Idora)
Ian Hannigan (Ian_Hannigan)
Stéphane Ambrosini (Steph)
Ronny Southwood (Ronny)

4. The Humour award
for the funniest post/posts to gd.ie

The nominees are
Dave Kearney (skyclad)
Peter McNally (Pete)
Ian Hannigan (Ian_hannigan)
David McGovern (Nooptical)
Malachy Duffin (Mal)
Ivan McCloskey (Kyotokid)

5. Gd person/group of the year
For their contribution to the growth of the industry and the wider games community as well as gd.ie. Can be a person or group..

The nominees are
IGDA Ireland
Robbie Hegarty (NWIFE)
Tony Kelly (Torc Interactive and IGDA Ireland)
Ronny Southwood (student)
The Digital Hub
Michael Kenna (Enterprise Ireland)
Michael Maguire (MIDAS Dundalk)

The winners will be announced at the gamedevelopers.ie second birthday event at the Digital Hub on Friday the 8th of April. 05.

Prog And Directions For Gd.Ie Event

The programme for the evening is:

6.30- 6.45
Arrival, Registration and Networking.

6.45-6.50
Welcome from Aphra Kerr, gamedevelopers.ie

6.50-7.00
Eddie Dowse, 02 Ireland. ’02 and Irish game developers’

7.00-7.20
Introducing Two New Companies
Michael El Baki (Bomberman), Bit Rabbit, Dublin.
Tony Kelly, (Idora) Torc Interactive, Donegal.

7.20-7.30
Introducing an Irish Indie development
BlowAway: The Winds of Therslow
Ciaran Vipond (Brand New Page)

7.30 – 7.40
The new look gamedevelopers.ie incorporating IGDA Ireland
Dave Kearney and Ian Hannigan

7.40- 8.00
The gd.ie awards – Aphra Kerr
In recognition of the contribution made by individuals and groups to growing the online and offline Irish game development community.
Awards based on nominations from contributors to the forums on gd.ie

8.00-8.30
Networking etc…

Afterwards retire to McGruders pub about two doors down on the same side of the Street as the Digital Hub.

The event will take place in
The Diageo Liberties Learning Studio,
The Digital Hub,
10-13 Thomas Street
Dublin 8.
Tel: +353-1-480 6200

How to find it: locationMap/theDigitalHubMap.htmlocationMap/theDigitalHubMap.htm

Final Nominees For Gd.Ie Awards 2005.

1. The Newbie award
A person who joined the boards in the past twelve months but who has already made a significant contribution to the life and info on the website not necessarily the most frequent number of posts.

The nominees are
Richard McGowan (r_mc_gowan)
Stéphane Ambrosini (steph)
Peter Blackburn (Peter_B)
Patrick Corrigan (Darksaviour69,
Michael el Baki (bomberman)
Bernard Ward (beans_w)
Ronan Hayes (ronan hayes)

2. The Stamina award
A person who signed up to the forums near the launch date in April 03 and has just kept posting…can only be won once.

The nominees are
Lewis Boadle (boadle)
Damian Furlong (omen)
Ronny Southwood (ronny)
Alan Duggan (aduggan)

3. The Salmon of knowledge award
For the selfless posting of gems of experience and informative posts

The nominees are
Tony Kelly (Idora)
Ian Hannigan (Ian_Hannigan)
Stéphane Ambrosini (Steph)
Ronny Southwood (Ronny)

4. The Humour award
for the funniest post/posts to gd.ie

The nominees are
Dave Kearney (skyclad)
Peter McNally (Pete)
Ian Hannigan (Ian_hannigan)
David McGovern (Nooptical)
Malachy Duffin (Mal)
Ivan McCloskey (Kyotokid)

5. Gd person/group of the year
For their contribution to the growth of the industry and the wider games community as well as gd.ie. Can be a person or group..

The nominees are
IGDA Ireland
Robbie Hegarty (NWIFE)
Tony Kelly (Torc Interactive and IGDA Ireland)
Ronny Southwood (student)
The Digital Hub
Michael Kenna (Enterprise Ireland)
Michael Maguire (MIDAS Dundalk)

The winners will be announced at the gamedevelopers.ie second birthday event at the Digital Hub on Friday the 8th of April. 05.

Speakers Confirmed For 8Th April

Companies confirmed are DC Studios, Bit Rabbit and Torc Interactive who have all agreed to speak about their current and forthcoming plans at the gd.ie birthday bash.

Speakers on the night will include Paul Middleton, who will be heading up the Irish DC studio, Michael el Baki (aka Bomberman) head and founder of Bit Rabbit and Tony Kelly (aka Idora) from Torc, who will be giving us some hints as to their studio development plans.

It promises to be a very interesting night.

Attendance is free but please let us know you are coming by sending your name, forum nickname and affilitation to events@gamedevelopers.ie

Robocode Rolls Into Town

Unlike the real-life destruction machines, RoboCode is a game where teams use Java, a programming language, to control robot tanks that battle with each other. The little graphical tanks need to be cleverly programmed to avoid being hit and smart enough to move around an arena without any kind of manual control. All of their intelligence is part of a single Java file, designed by the students. The arena is a large computer monitor that is projected onto a wall. Everyone can see the ruthless robots at work, including information about the energy level and radar scanning capability of each robot.

During the past three months, third level colleges and university students have made perfect “battle bots” with on-board intelligence to maneuver and fire on screen. The RoboCode competition “ is intended as an opportunity for fresher years to demonstrate their programming abilities,” said James Greenslade, Director of ICT Department at Tipperary Institute. The best Robot Tanks from colleges and universities will battle to the finish in Thurles in an event sponsored by the Dell, Sun, the Irish Computer Society, PC Realm, Gamestop, Micromail and Stakelum’s Office Supplies.

This year’s event will feature a display from the Irish “Robot of Destruction” team, who will be exhibiting both full size and miniature robots. It will also feature “Pit Tanks” developed by special guests Patrick Collison, ESAT Young Scientist 2005 and Peter Benilov’s "Robocode Targeting" project. Both Patrick and Peter attended Robocode 2004 as part of a school trip organised by their Castletroy College teacher Lisa Kiely.

Secondary level schools are welcome to attend as part of the audience at this years event and should pre-book by contacting Rita Clohessy, in the ICT Department, on 0504 28250 or email mailto: robocode2005@tippinst.ie robocode2005@tippinst.ie as places are limited.

Full details for the event can be found on the Robocode website located atwww.robocode.ie. Schools attending on the day will be included in a number of the competitions and draws taking place during the event.

About Tipperary Institute

Tipperary Institute first opened its doors to full-time students in 1999. It is a dual campus Institute with campuses located in Clonmel and Thurles. Three departments form the backbone of the Institute’s academic programmes: Business, Information & Communications Technology (ICT) and Rural Development. All programmes are HETAC accredited and a work placement module forms an integral part of each programme.

Speakers Confirmed For 8Th April – 2

Companies confirmed are DC Studios, Bit Rabbit and Torc Interactive who have all agreed to speak about their current and forthcoming plans at the gd.ie birthday bash.

Speakers on the night will include Paul Middleton, who will be heading up the Irish DC studio, Michael el Baki (aka Bomberman) head and founder of Bit Rabbit and Tony Kelly (aka Idora) from Torc, who will be giving us some hints as to their studio development plans.

It promises to be a very interesting night.

Attendance is free but please let us know you are coming by sending your name, forum nickname and affilitation to events@gamedevelopers.ie

Robocode Rolls Into Town – 2

Unlike the real-life destruction machines, RoboCode is a game where teams use Java, a programming language, to control robot tanks that battle with each other. The little graphical tanks need to be cleverly programmed to avoid being hit and smart enough to move around an arena without any kind of manual control. All of their intelligence is part of a single Java file, designed by the students. The arena is a large computer monitor that is projected onto a wall. Everyone can see the ruthless robots at work, including information about the energy level and radar scanning capability of each robot.

During the past three months, third level colleges and university students have made perfect “battle bots” with on-board intelligence to maneuver and fire on screen. The RoboCode competition “ is intended as an opportunity for fresher years to demonstrate their programming abilities,” said James Greenslade, Director of ICT Department at Tipperary Institute. The best Robot Tanks from colleges and universities will battle to the finish in Thurles in an event sponsored by the Dell, Sun, the Irish Computer Society, PC Realm, Gamestop, Micromail and Stakelum’s Office Supplies.

This year’s event will feature a display from the Irish “Robot of Destruction” team, who will be exhibiting both full size and miniature robots. It will also feature “Pit Tanks” developed by special guests Patrick Collison, ESAT Young Scientist 2005 and Peter Benilov’s "Robocode Targeting" project. Both Patrick and Peter attended Robocode 2004 as part of a school trip organised by their Castletroy College teacher Lisa Kiely.

Secondary level schools are welcome to attend as part of the audience at this years event and should pre-book by contacting Rita Clohessy, in the ICT Department, on 0504 28250 or email mailto: robocode2005@tippinst.ie robocode2005@tippinst.ie as places are limited.

Full details for the event can be found on the Robocode website located atwww.robocode.ie. Schools attending on the day will be included in a number of the competitions and draws taking place during the event.

About Tipperary Institute

Tipperary Institute first opened its doors to full-time students in 1999. It is a dual campus Institute with campuses located in Clonmel and Thurles. Three departments form the backbone of the Institute’s academic programmes: Business, Information & Communications Technology (ICT) and Rural Development. All programmes are HETAC accredited and a work placement module forms an integral part of each programme.

Phd Projects In Games

Darryl has two particular projects in mind at the moment.

The first is called ‘Adaptive digital games: Player profiling and modeling for adaptive artificial intelligence in computer and video games’ and a full description can be found http://www.infc.ulst.ac.uk/cgi-bin/infdb/resprojview?projid=565here

The second project title is ‘Dynamic Learning Techniques for Digital Game AI ‘ and again a full description can be found http://www.infc.ulst.ac.uk/cgi-bin/infdb/resprojview?projid=422here

Deadline is the 15th of April 05 for applications. There are a number of grants available to fund the PhDs but applicants normally need to have a 1st class Hons degree to get one (or equivalent).

Further more information from Darryl Charles at mailto: dk.charles@ulster.ac.ukdk.charles@ulster.ac.uk.

Phd Projects In Games – 2

Darryl has two particular projects in mind at the moment.

The first is called ‘Adaptive digital games: Player profiling and modeling for adaptive artificial intelligence in computer and video games’ and a full description can be found http://www.infc.ulst.ac.uk/cgi-bin/infdb/resprojview?projid=565here

The second project title is ‘Dynamic Learning Techniques for Digital Game AI ‘ and again a full description can be found http://www.infc.ulst.ac.uk/cgi-bin/infdb/resprojview?projid=422here

Deadline is the 15th of April 05 for applications. There are a number of grants available to fund the PhDs but applicants normally need to have a 1st class Hons degree to get one (or equivalent).

Further more information from Darryl Charles at mailto: dk.charles@ulster.ac.ukdk.charles@ulster.ac.uk.

Clevercelt Visits Imagina 05 – 2

Imagina 2005 or ‘hymn a gene a’ as French females provocatively pronounce it, is a conference, trade show, exhibition and four day festival of French frolics between the beautiful Mediterranean borders of Italy & France. Imagina2005’s trade show floor mixed American and German interactive virtual research projects with oriental drawer pulling ecosystem students (it’s true) and a smattering of French educational & media training institutions alongside 3d apps, telcos, ISP, vendors, support agencies, 3D TV systems and a man from Dubai – apparently the only country at the centre of creativity in the world – according to the glossiest brochure I have ever binned.

The conference featured panels discussing Games, Animation, HD, FX, Digital Animated and Feature Films, Architecture and some super mega techie number crunching algorithm server type complexity stuff that I obviously understood!

The management of creativity in games development discussion between EA’s Rory Armes and Shinji Hashimotoe of Square Enix suggested that EA’s current development methodologies (much maligned recently) are set to move towards Square’s hierarchal pyramid model, whereby the ‘creative vision’ holder of a large team delegates from it’s zenith.

I was wide awake and busily scribbling right through all those hour and a half sessions – although I honestly confess to catching 40 winks waiting for the ‘cut & a shave’ plug-in guy to get his laptop to perform in real time, it looked productive and intuitive but when the ‘bring my own laptop’ gremlins showed up, he just kept diggin’ & diggin’ while the audience & I entered R.E.M.
image2
Some highlights were the discussions around the implications for broadcasters in the context of HD roll out. The Virtual Actors forum proved interesting and illuminating. The Sony pictures Imageworks’ President Tim Sarnoff explained how across the Spiderman franchise they had evolved their ‘pipeline systems’ and environment creation from low poly environments with high levels of texture detail to Spiderman 3 where they’ll practically model all the rivets on the gutters.

The ‘alternative business models for Games Companies’ session didn’t throw up any surprises, there was a degree of waffle around legally bonding games but good general info around ‘serious’ games from Noah Falstien, for me Jon Jordan from Develop Magazine made the most sense on the day. I did really enjoy the IBM multiplayer server solution’s plug and the on-line member numbers/stats of 17.5 million on one network in Korea used as part of a sponsored evening special event.

The toughest question of the conference “So can you tell me how you solved the gait problem?” (Audience member to Stephane Donikian developer of an interactive real time character animation system) – was so apparently complex and confidential that uttering the answer would have the same effect as the funniest joke in the world and would therefore instantly kill every single member of the audience if heard. At least that’s what I think the translator intimated the professor had said. Now – headsets, translations and the quality of translators – something Peter, Mark and myself had cause to discuss more than once, having attended mostly English speaking gigs like E3, GDC/ECTS, Xfest, etc., I had been accustomed to silently chuckling internally as foreign visitors scrambled for the headphones at the door. Fully engaging, understanding the speaker and topic, depends on the quality of translators & the old native tongue principle. However I had the misfortune of turning up at one Adobe and Matrox seminar, where headsets weren’t actually supplied. The first 10 minutes were grrrrrrreat, then the adobe presenter just said, “I’m really terrible at English am I not yes, so I’m going to do from here the rest of this in French.” L’eau avec gas Clevercelt ? Oui, au revoir Imagina2005!

Author’s Bio: Clevercelt is usually to be found somewhere near Dundalk where he is the manager of the MIDAS initiative, a project which aims to develop a cluster of small to medium sized digital media companies in the east border region. Previously he worked at Microsoft in Dublin.

MIDAS has recently developed a dry-hire high definition post production facility called the ‘Bright Room’ at Dundalk Institute of Technology. MIDAS will be launching its own website very soon…

Clevercelt Visits Imagina 05

Imagina 2005 or ‘hymn a gene a’ as French females provocatively pronounce it, is a conference, trade show, exhibition and four day festival of French frolics between the beautiful Mediterranean borders of Italy & France. Imagina2005’s trade show floor mixed American and German interactive virtual research projects with oriental drawer pulling ecosystem students (it’s true) and a smattering of French educational & media training institutions alongside 3d apps, telcos, ISP, vendors, support agencies, 3D TV systems and a man from Dubai – apparently the only country at the centre of creativity in the world – according to the glossiest brochure I have ever binned.

The conference featured panels discussing Games, Animation, HD, FX, Digital Animated and Feature Films, Architecture and some super mega techie number crunching algorithm server type complexity stuff that I obviously understood!

The management of creativity in games development discussion between EA’s Rory Armes and Shinji Hashimotoe of Square Enix suggested that EA’s current development methodologies (much maligned recently) are set to move towards Square’s hierarchal pyramid model, whereby the ‘creative vision’ holder of a large team delegates from it’s zenith.

I was wide awake and busily scribbling right through all those hour and a half sessions – although I honestly confess to catching 40 winks waiting for the ‘cut & a shave’ plug-in guy to get his laptop to perform in real time, it looked productive and intuitive but when the ‘bring my own laptop’ gremlins showed up, he just kept diggin’ & diggin’ while the audience & I entered R.E.M.
image2
Some highlights were the discussions around the implications for broadcasters in the context of HD roll out. The Virtual Actors forum proved interesting and illuminating. The Sony pictures Imageworks’ President Tim Sarnoff explained how across the Spiderman franchise they had evolved their ‘pipeline systems’ and environment creation from low poly environments with high levels of texture detail to Spiderman 3 where they’ll practically model all the rivets on the gutters.

The ‘alternative business models for Games Companies’ session didn’t throw up any surprises, there was a degree of waffle around legally bonding games but good general info around ‘serious’ games from Noah Falstien, for me Jon Jordan from Develop Magazine made the most sense on the day. I did really enjoy the IBM multiplayer server solution’s plug and the on-line member numbers/stats of 17.5 million on one network in Korea used as part of a sponsored evening special event.

The toughest question of the conference “So can you tell me how you solved the gait problem?” (Audience member to Stephane Donikian developer of an interactive real time character animation system) – was so apparently complex and confidential that uttering the answer would have the same effect as the funniest joke in the world and would therefore instantly kill every single member of the audience if heard. At least that’s what I think the translator intimated the professor had said. Now – headsets, translations and the quality of translators – something Peter, Mark and myself had cause to discuss more than once, having attended mostly English speaking gigs like E3, GDC/ECTS, Xfest, etc., I had been accustomed to silently chuckling internally as foreign visitors scrambled for the headphones at the door. Fully engaging, understanding the speaker and topic, depends on the quality of translators & the old native tongue principle. However I had the misfortune of turning up at one Adobe and Matrox seminar, where headsets weren’t actually supplied. The first 10 minutes were grrrrrrreat, then the adobe presenter just said, “I’m really terrible at English am I not yes, so I’m going to do from here the rest of this in French.” L’eau avec gas Clevercelt ? Oui, au revoir Imagina2005!

Author’s Bio: Clevercelt is usually to be found somewhere near Dundalk where he is the manager of the MIDAS initiative, a project which aims to develop a cluster of small to medium sized digital media companies in the east border region. Previously he worked at Microsoft in Dublin.

MIDAS has recently developed a dry-hire high definition post production facility called the ‘Bright Room’ at Dundalk Institute of Technology. MIDAS will be launching its own website very soon…

New Fas Skills Report & Games

This report looks at general developments in the digital content industry in Ireland and both education and training provision for the section before it moves on to examine games, e-learning and wireless and mobile communications. This is a follow up report to the Price Waterhouse Coopers report of 2002 and was conducted on behalf of the Expert Group on Future Skills.

The overall general finding is that the availability of staff for the digital content industry is not of ‘major concern’ although there are some areas where ‘skill gaps’ occur.

There are over 200 courses in universities and ITs who produce graduates suitable for the digital content industry, over half of which are degrees. The report does note however that there is a need for a mixture of technical, creative and business skills and that many companies which are set up by technical or creative experts often lack business and management skills. The implication is that university and IT courses need to pay attention to this mixture of skills too.

Games are again seen as a key ‘growth area’ for Ireland although mobile is seen as the key growth area. It mentions the launch of gamedevelopers.ie and the establishment of an Irish chapter of the IGDA and Awakenings as key events but notes that project management skills are lacking.

The report recommends that universities rebrand some of their computer courses as games courses, that new courses need to include soft skills (e.g. business, teamworking, project management, communication) and that short courses in Maya be made available. In the short to medium term mobile games programming skills will also be required including newer versions of Java. The report also recommends that the Digital Hub and IGDA Ireland act as intermediaries between companies and training establishments to ensure that ongoing training needs are met.

This report was scheduled to be published over a year ago. As a result some of its recommendations have been overtaken by curricular developments, particularly in the ITs. At the same time the recommendations with regard to continuous training provision are welcome and the section on the games industry draws upon policy recommendations originally gathered by gd.ie through the forums and submitted to Forfas.

Of course I may be biased because I conducted the interviews on which the games section draws and the data on the Irish games industry draws upon my own research. It will be interesting to see what others think.

Copies of the report can be obtained from the:

Skills and Labour Market Research Unit,
Planning and Research Dept.,
FAS,
25 Clyde Road,
Dublin 4.
tel: 00353.1.607.7435

Gd.Ie Award Nominations Open

The categories this year are:

1. The Newbie award –
a person who joined the boards in the past twelve months but who has already made a significant contribution to the life and info on the website…not necessarily the most frequent number of posts…

2. The Stamina gd/ie Hall of Fame award
a person who signed up to the forums near the launch date in April 03 and has just kept posting…can only be won once.

3. The Salmon of knowledge award
For the selfless posting of gems of experience and informative posts.

4. The Humour award
self-explanatory really – for the funniest post/posts to gd.ie

5. Gd person/group of the year
For their contribution to the growth of the industry and the wider games community as well as gd.ie – from April 04 – april 05. Can be a person or group..

To make a nomination please post go to the forums on this site and under general discussions you will find a gd.ie awards nomination thread. Please list the award title, the name of the nominee and the reason for their nomination.

A neutral panel will decide on the winners! Nominations will close on Monday the 4th of April.

Gd.Ie Award Nominations Open – 2

The categories this year are:

1. The Newbie award –
a person who joined the boards in the past twelve months but who has already made a significant contribution to the life and info on the website…not necessarily the most frequent number of posts…

2. The Stamina gd/ie Hall of Fame award
a person who signed up to the forums near the launch date in April 03 and has just kept posting…can only be won once.

3. The Salmon of knowledge award
For the selfless posting of gems of experience and informative posts.

4. The Humour award
self-explanatory really – for the funniest post/posts to gd.ie

5. Gd person/group of the year
For their contribution to the growth of the industry and the wider games community as well as gd.ie – from April 04 – april 05. Can be a person or group..

To make a nomination please post go to the forums on this site and under general discussions you will find a gd.ie awards nomination thread. Please list the award title, the name of the nominee and the reason for their nomination.

A neutral panel will decide on the winners! Nominations will close on Monday the 4th of April.

New Fas Skills Report & Games – 2

This report looks at general developments in the digital content industry in Ireland and both education and training provision for the section before it moves on to examine games, e-learning and wireless and mobile communications. This is a follow up report to the Price Waterhouse Coopers report of 2002 and was conducted on behalf of the Expert Group on Future Skills.

The overall general finding is that the availability of staff for the digital content industry is not of ‘major concern’ although there are some areas where ‘skill gaps’ occur.

There are over 200 courses in universities and ITs who produce graduates suitable for the digital content industry, over half of which are degrees. The report does note however that there is a need for a mixture of technical, creative and business skills and that many companies which are set up by technical or creative experts often lack business and management skills. The implication is that university and IT courses need to pay attention to this mixture of skills too.

Games are again seen as a key ‘growth area’ for Ireland although mobile is seen as the key growth area. It mentions the launch of gamedevelopers.ie and the establishment of an Irish chapter of the IGDA and Awakenings as key events but notes that project management skills are lacking.

The report recommends that universities rebrand some of their computer courses as games courses, that new courses need to include soft skills (e.g. business, teamworking, project management, communication) and that short courses in Maya be made available. In the short to medium term mobile games programming skills will also be required including newer versions of Java. The report also recommends that the Digital Hub and IGDA Ireland act as intermediaries between companies and training establishments to ensure that ongoing training needs are met.

This report was scheduled to be published over a year ago. As a result some of its recommendations have been overtaken by curricular developments, particularly in the ITs. At the same time the recommendations with regard to continuous training provision are welcome and the section on the games industry draws upon policy recommendations originally gathered by gd.ie through the forums and submitted to Forfas.

Of course I may be biased because I conducted the interviews on which the games section draws and the data on the Irish games industry draws upon my own research. It will be interesting to see what others think.

Copies of the report can be obtained from the:

Skills and Labour Market Research Unit,
Planning and Research Dept.,
FAS,
25 Clyde Road,
Dublin 4.
tel: 00353.1.607.7435

Gd.Ie Second Birthday Event – 2

This year the format of the evening will be somewhat different.

The event will start around 6.30 and people will have a chance to chat over a glass of wine, tea/coffee etc..

Following an introduction, Eddie Dowse, from 02 will talk briefly about how 02 is working with Irish developers.

Next three new Irish games companies will have an opportunity to introduce their company and their plans to the gd.ie crowd. Full details of speakers have yet to be confirmed but they will cover different game sectors from mobile to console.

This will be followed by an ‘unveiling’ of the new gd.ie design – an initiative which has been undertaken by a team of volunteers over the past six months.

Finally, there will be the presentation of awards which will recognize the outstanding contribution made by individuals to building both the Irish games industry and the wider community. The award categories are currently being discussed on the forums on gd.ie and voting will also take place through the forums.

All are welcome and especially our contributors from overseas.

E-mail invitations will be sent out in the next week. Registration is free but people are encouraged to e-mail the address given on the invitations in advance so we know how many to expect.

Note:

For newcomers it might be interesting to note the award winners and categories from last year. Forum nickname and full name are given.

1. Stamina award
The person who signed up to the forums near the launch and just stayed posting…
Winner: Pete/ Peter McNally – artistic lead working for Torc Interactive in Muff, Co. Donegal.

2. Sprint award
The person who has most recently registered but is furiously posting and rapidly moving up the posting ladder –
Winner: Kyotokid/ Ivan McCloskey – level designer in Visual Science, Dundee, Scotland.

3. Humour award
The funniest post on the boards…
Winner: Ian Hannigan – interaction designer working for eSpatial in Dublin and a finalist in the N-Gage Challenge.

4. Salmon of knowledge..
The most informative/useful post ..
Winner: Mike/Michael Griffin – CEO of Kapooki Games in Dublin City.

5. ‘GD’ of the year….
The most significant, useful, funny presence on the boards and at the shindigs over the past year
Winner: Idora/Tony Kelly – senior producer, elearning research & innovation group, Intel, Co. Kildare.

More detail on the 2004 gds LINK>community/forums/showthread.php?s=&threadid=219&highlight=game+developers+first+birthdayhere

Gd.Ie Second Birthday Event

This year the format of the evening will be somewhat different.

The event will start around 6.30 and people will have a chance to chat over a glass of wine, tea/coffee etc..

Following an introduction, Eddie Dowse, from 02 will talk briefly about how 02 is working with Irish developers.

Next three new Irish games companies will have an opportunity to introduce their company and their plans to the gd.ie crowd. Full details of speakers have yet to be confirmed but they will cover different game sectors from mobile to console.

This will be followed by an ‘unveiling’ of the new gd.ie design – an initiative which has been undertaken by a team of volunteers over the past six months.

Finally, there will be the presentation of awards which will recognize the outstanding contribution made by individuals to building both the Irish games industry and the wider community. The award categories are currently being discussed on the forums on gd.ie and voting will also take place through the forums.

All are welcome and especially our contributors from overseas.

E-mail invitations will be sent out in the next week. Registration is free but people are encouraged to e-mail the address given on the invitations in advance so we know how many to expect.

Note:

For newcomers it might be interesting to note the award winners and categories from last year. Forum nickname and full name are given.

1. Stamina award
The person who signed up to the forums near the launch and just stayed posting…
Winner: Pete/ Peter McNally – artistic lead working for Torc Interactive in Muff, Co. Donegal.

2. Sprint award
The person who has most recently registered but is furiously posting and rapidly moving up the posting ladder –
Winner: Kyotokid/ Ivan McCloskey – level designer in Visual Science, Dundee, Scotland.

3. Humour award
The funniest post on the boards…
Winner: Ian Hannigan – interaction designer working for eSpatial in Dublin and a finalist in the N-Gage Challenge.

4. Salmon of knowledge..
The most informative/useful post ..
Winner: Mike/Michael Griffin – CEO of Kapooki Games in Dublin City.

5. ‘GD’ of the year….
The most significant, useful, funny presence on the boards and at the shindigs over the past year
Winner: Idora/Tony Kelly – senior producer, elearning research & innovation group, Intel, Co. Kildare.

More detail on the 2004 gds LINK>community/forums/showthread.php?s=&threadid=219&highlight=game+developers+first+birthdayhere

Causeway Institute Games Course

The different units which make up this course were developed by Synergy Learning, a prviate company based in Belfast, in consultation with teachers at the Causeway Institute and in consultation with industry.

Given that the course is a National Diploma in Media the focus of the modules is somewhat different from other courses. There are four core media subjects – Understanding the Media, Research Techniques, Media skills Workshop and Professional Practice; four compulsory modules – Production Management, Professional Brief, Digital Graphics, Game Platforms and Technologies and ten game options which include – Narrative Structure in games, Game design, Sound for games, Video in Multimedia, Object orientated design, HCI, Game engines, 3D modelling, 3D animation and 3D environments. Colleges can pick and choose from a wide of modules and students must complete 18 units for a National Diploma over 2 years or 12 units for a Certificate.

The Causeway Institute has been working closely with Eidos who have helped to train staff. David Brockbank, who teaches on the course, also informed gd.ie that they have a full complement of consoles and PCs for their students. Other links have been made to CanDo.

Entry Requirements are 4GCSEs at Grade C or above and an interview. People who are interested in finding out more should check out the EDXL website for the full list of modules and/or contact David Brockbank on mailto: david.brockbank @ causeway.ac.ukdavid.brockbank@causeway.ac.uk. People can apply direct through the causeway’s own website.

The Causeway Institute is located on two campuses, Coleraine and Ballymoney. The Institute came into being in September 1994 after the merger of two former technical colleges- Coleraine Technical College and Ballymoney’s North Antrim College. Central Administration for the whole Institute is now based at the Coleraine Campus.

More info:

Ed EXCEL
www.edexcel.org.uk/qualifications/QualificationAward.aspx?id=93278 list of modules

Causeway Institute
www.causeway.ac.uk/courses/courses_search_details.asp?fldCourseID=342

Sonic Research Position

The job profile states:

‘The successful applicant will be familiar with the use of new technologies in artistic practice. Applicants are expected to demonstrate expertise and innovative thinking in the design, prototyping and development of public exhibitions or musical performances using new technologies in an artistic context.

Areas of expertise must be music-related and can include – robotic art, hacktivism, live-video and Vjing, new media, virtual environments, haptics, interactive spaces, software art, sound installation, immersive technologies, digital architecture, artworks using artificial intelligence or artificial life software. The New Media Academic Fellow will be based at the Sonic Arts Research Centre (SARC) and will develop creatively-led projects in visual/video technologies which compliment the audio-based work already underway at SARC.’

read more in the jobs section of gd.ie

Causeway Institute Games Course – 2

The different units which make up this course were developed by Synergy Learning, a prviate company based in Belfast, in consultation with teachers at the Causeway Institute and in consultation with industry.

Given that the course is a National Diploma in Media the focus of the modules is somewhat different from other courses. There are four core media subjects – Understanding the Media, Research Techniques, Media skills Workshop and Professional Practice; four compulsory modules – Production Management, Professional Brief, Digital Graphics, Game Platforms and Technologies and ten game options which include – Narrative Structure in games, Game design, Sound for games, Video in Multimedia, Object orientated design, HCI, Game engines, 3D modelling, 3D animation and 3D environments. Colleges can pick and choose from a wide of modules and students must complete 18 units for a National Diploma over 2 years or 12 units for a Certificate.

The Causeway Institute has been working closely with Eidos who have helped to train staff. David Brockbank, who teaches on the course, also informed gd.ie that they have a full complement of consoles and PCs for their students. Other links have been made to CanDo.

Entry Requirements are 4GCSEs at Grade C or above and an interview. People who are interested in finding out more should check out the EDXL website for the full list of modules and/or contact David Brockbank on mailto: david.brockbank @ causeway.ac.ukdavid.brockbank@causeway.ac.uk. People can apply direct through the causeway’s own website.

The Causeway Institute is located on two campuses, Coleraine and Ballymoney. The Institute came into being in September 1994 after the merger of two former technical colleges- Coleraine Technical College and Ballymoney’s North Antrim College. Central Administration for the whole Institute is now based at the Coleraine Campus.

More info:

Ed EXCEL
www.edexcel.org.uk/qualifications/QualificationAward.aspx?id=93278 list of modules

Causeway Institute
www.causeway.ac.uk/courses/courses_search_details.asp?fldCourseID=342

Sonic Research Position – 2

The job profile states:

‘The successful applicant will be familiar with the use of new technologies in artistic practice. Applicants are expected to demonstrate expertise and innovative thinking in the design, prototyping and development of public exhibitions or musical performances using new technologies in an artistic context.

Areas of expertise must be music-related and can include – robotic art, hacktivism, live-video and Vjing, new media, virtual environments, haptics, interactive spaces, software art, sound installation, immersive technologies, digital architecture, artworks using artificial intelligence or artificial life software. The New Media Academic Fellow will be based at the Sonic Arts Research Centre (SARC) and will develop creatively-led projects in visual/video technologies which compliment the audio-based work already underway at SARC.’

read more in the jobs section of gd.ie

Women In Games Abertay. – 2

The Women in Games 2005 conference wants to highlight to both the academic and industrial world the most recent, groundbreaking work in computer game research and development.

Conference proposal themes will include, but are not limited to, the following topics and categories:

1. History of women in computing and computer games
2. Issues facing women in the games industry
3. Games and education
4. Games and usability
5. Understanding gameplay
6. Motivation in gaming
7. MMORPGs
8. Games audience
9. Game art
10. Game activism
11. Depiction of females in games
12. Avatars as female role models
13. Design and usability considerations for women/girls
14. Cultural variation in gameplay
15. Advergames

Types of submission:

Submissions can be made within the following categories: full paper, short paper, poster, panel or student forum. All submissions will be anonymously peer-reviewed by the Women in Games steering committee.

Student Forum

Under-graduate and Graduate students are encouraged to present at the student forum to be held during the conference. Electronically submit a cover sheet, which includes the presentation title, the name, address, phone and fax numbers, and email address of each author and a 30 word summary that will be suitable for inclusion in the programme and on the website to introduce the presentation. Submit an abstract no longer than 1000 words summarising the research activity, which will be used as the basis for review. Successful candidates will present their work at the conference.

Important dates:

March 21, 2005 Deadline for submission for all categories
April 19, 2005 Notification of acceptance
May 31, 2005 Camera-ready deadline for FULL papers
June 30, 2005 Camera-ready deadline for SHORT papers
June 30, 2005 Deadline for providing names and affiliations for panel members and chair

More info:

Women In Games Abertay.

The Women in Games 2005 conference wants to highlight to both the academic and industrial world the most recent, groundbreaking work in computer game research and development.

Conference proposal themes will include, but are not limited to, the following topics and categories:

1. History of women in computing and computer games
2. Issues facing women in the games industry
3. Games and education
4. Games and usability
5. Understanding gameplay
6. Motivation in gaming
7. MMORPGs
8. Games audience
9. Game art
10. Game activism
11. Depiction of females in games
12. Avatars as female role models
13. Design and usability considerations for women/girls
14. Cultural variation in gameplay
15. Advergames

Types of submission:

Submissions can be made within the following categories: full paper, short paper, poster, panel or student forum. All submissions will be anonymously peer-reviewed by the Women in Games steering committee.

Student Forum

Under-graduate and Graduate students are encouraged to present at the student forum to be held during the conference. Electronically submit a cover sheet, which includes the presentation title, the name, address, phone and fax numbers, and email address of each author and a 30 word summary that will be suitable for inclusion in the programme and on the website to introduce the presentation. Submit an abstract no longer than 1000 words summarising the research activity, which will be used as the basis for review. Successful candidates will present their work at the conference.

Important dates:

March 21, 2005 Deadline for submission for all categories
April 19, 2005 Notification of acceptance
May 31, 2005 Camera-ready deadline for FULL papers
June 30, 2005 Camera-ready deadline for SHORT papers
June 30, 2005 Deadline for providing names and affiliations for panel members and chair

More info:

Igda Irish Chapter First Birthday – 2

So here we are, one year on, one year older, one year wiser? Hopefully. But what have the Organising Committee and the chapter been up to over the past year?

When Aphra asked me to write this article I thought back over the various things the IGDA Ireland Chapter and its Organising Committee had participated in and accomplished in 2004 – and with a growing sense of wonderment and satisfaction, I realised that my expectations in setting up the chapter had long ago been surpassed. Actually, scratch that – they were blown out of the water!

When I first thought of the idea and started talking about it with the few Irish games developers I knew, we had no idea that Gamedevelopers.ie was already under way and about to make its online debut. The idea lay dormant for another three or four months, as I didn’t think there was a sufficiently large or vibrant enough community to galvanise and support our efforts. As well as this, the development community within Ireland seemed largely to be aspirational – and if that was the case who would benefit from setting up a Chapter and whatever fruits our labours would bear?

Within a few months of Gamedevelopers.ie being launched, it was obvious that the first assumption was completely wrong. The community may be largely aspirational and geographically dispersed, but it was definitely there and vibrant, and now it had a focus. The second assumption had likewise proved erroneous, as having spoken with EI and the IDA, I could see there was sufficient interest – not to mention, more development companies than was first apparent – to merit at least attempting to set up a Chapter. The final straw came one day while browsing the chapter forums on the main IGDA site and coming across the new Ireland thread – where one of the site admins mentioned there were 190 Irish members of the IGDA! I mailed some of the people involved in the industry in Ireland, choosing those I thought would make the most difference (or have the most influence), and the ball was well and truly rolling.

And so the first IGDA Ireland Organising Committee meeting took place in O’Neills in Pearse Street (yes, it’s a pub!) in early November 2004, and we’ve managed to meet almost every month since in a conference room in the Digital Depot courtesy of the Digital Hub.

Most chapters have a strong social element to them and only a secondary lobbying function. Given the regularity of the Gamedevelopers.ie Shindigs, it was decided early on that the Irish chapter would focus more on the lobbying aspect of things, and try to both stimulate and educate the various bodies involved in forming and implementing policy that most affected game makers.

We launched the chapter in January with a talk & workshop from Ernest Adams, followed that up with a Sony evening in April on the PSP and on 3rd party developer relations.

But I personally think our biggest success was organising & hosting Awakenings 2004 – Ireland’s first ever game development conference. The conference which was sponsored by all the main semi-state funding bodies on the island, saw industry legend Graham Devine (Ensemble Studios), Markus Maki (Remedy), Chris Van Der Kuyl (Vis) and Jason Della Rocca (IGDA) travel over to speak at it. The event, hosted in the Northwest Institute of Further & Higher Education in Derry, got widespread national & international media coverage and raised awareness among the wider industry of the nascent indigenous industry. In the end, we saw 233 people take up places at the conference out of a possible 250 – and both Graham Devine and Markus Maki described it as the best organised conference they had ever been at! Not bad when you consider the amount of GDCs, E3s, etc. these guys have been to over the years – and especially so given that it was our first… Much of the credit for the outstanding success of Awakenings goes to my Torc colleague, Wendy Gibbons and to Robbie Hegarty of NWIFHE.

image2
Awakenings 2004 – Photo courtesy of the Derry Journal. Can you name them all?? hint – most of the keynote speakers are present.

This year we are planning a follow up to the 2004 report, ongoing consultation with government, universities and regional funding bodies, and we are currently planning Awakenings for the next three years. We are also expanding the organising committee in an effort to widen our role, so expect an announcement on this soon.

Many thanks are due the members of the organising committee who give generously of their time, contacts and other resources to plan, organise and run these events on top of already ridiculously busy schedules. In no particular order, I would like to thank Dylan Collins (Demonware), Peter Mee (Meedja), Steve Collins (Havok), Wendy Gibbons (Torc Interactive), Aphra Kerr (University of Ulster) and Mike Griffin (Kapooki Games). I would also like to thank Shane Whelan (Ballyfermot College) who had to resign his committee post late in the year due to his other commitments, but who was there at the off and helped provide some of the momentum the IGDA now enjoys in Ireland.

Thanks are of course also due to the many volunteers who helped out throughout the last year, not least of which are, Dave Kearney, Ian Hannigan, Jamie McCormick& the indefatigable Ronny Southwood.

Thanks also to the many sponsors who helped make the various events the successes they were.

The Year in Brief

1.Ernest Adams talk & workshop
2.Sony PSP & Developer Relations talk
3. Contribution to Forfàs electronic games report
4. Ongoing consultation with IDA & EI – including meeting with potential IDA clients (e.g. DC Studios)
5. Member of committee on Dare to be Digital (ROI) 2004 & 2005
6. Member of committee on Dare to be Digital (NI) 2005
7. Member of committee on judging panel of Digital Media Awards 2005
8. Member of committee on Game Developer Choice Awards 2005
9. Member of committee on IGDA Production SIG
10. Consultation on Ireland’s first games programming degree course in Carlow
11. Participation in the Shindigs and in day-to-day activities of Gamedevelopers.ie
12. Ireland’s first ever games conference, Awakenings ‘04
13. Academics round table & Semi-State Funding bodies at Awakenings
14. Resources on IGDA Ireland website (currently being integrated with the revamped GD)
15. Education Brochure (ongoing)
16.Media activity:
•Irish Independent article on Irish games industry in December 2004
•Chapter launch covered in The Irish Times
•Appearance on RTE’s Prime Time on violence in video games
•Silicon Republic articles on games industry in Ireland
•Hollywood Reporter article on government support for the industry
•Participation in Talk Digital in Digital Hub
•Full page ad in Digital Media Directory 2005
•Spoke at Digital Media Conference 2005
• Awakenings coverage on BBC Radio Foyle, BBC Northern Ireland, Derry Journal, Belfast Telegraph, Silicon Republic, Gamasutra.com, Gamesindustry.biz, IGDA.org and Irish Times
• Representative on Prime Time piece on games and violence, Dec. 05

Related Links:

http://www.igda.orghttp://www.igda.org

Igda Irish Chapter First Birthday

So here we are, one year on, one year older, one year wiser? Hopefully. But what have the Organising Committee and the chapter been up to over the past year?

When Aphra asked me to write this article I thought back over the various things the IGDA Ireland Chapter and its Organising Committee had participated in and accomplished in 2004 – and with a growing sense of wonderment and satisfaction, I realised that my expectations in setting up the chapter had long ago been surpassed. Actually, scratch that – they were blown out of the water!

When I first thought of the idea and started talking about it with the few Irish games developers I knew, we had no idea that Gamedevelopers.ie was already under way and about to make its online debut. The idea lay dormant for another three or four months, as I didn’t think there was a sufficiently large or vibrant enough community to galvanise and support our efforts. As well as this, the development community within Ireland seemed largely to be aspirational – and if that was the case who would benefit from setting up a Chapter and whatever fruits our labours would bear?

Within a few months of Gamedevelopers.ie being launched, it was obvious that the first assumption was completely wrong. The community may be largely aspirational and geographically dispersed, but it was definitely there and vibrant, and now it had a focus. The second assumption had likewise proved erroneous, as having spoken with EI and the IDA, I could see there was sufficient interest – not to mention, more development companies than was first apparent – to merit at least attempting to set up a Chapter. The final straw came one day while browsing the chapter forums on the main IGDA site and coming across the new Ireland thread – where one of the site admins mentioned there were 190 Irish members of the IGDA! I mailed some of the people involved in the industry in Ireland, choosing those I thought would make the most difference (or have the most influence), and the ball was well and truly rolling.

And so the first IGDA Ireland Organising Committee meeting took place in O’Neills in Pearse Street (yes, it’s a pub!) in early November 2004, and we’ve managed to meet almost every month since in a conference room in the Digital Depot courtesy of the Digital Hub.

Most chapters have a strong social element to them and only a secondary lobbying function. Given the regularity of the Gamedevelopers.ie Shindigs, it was decided early on that the Irish chapter would focus more on the lobbying aspect of things, and try to both stimulate and educate the various bodies involved in forming and implementing policy that most affected game makers.

We launched the chapter in January with a talk & workshop from Ernest Adams, followed that up with a Sony evening in April on the PSP and on 3rd party developer relations.

But I personally think our biggest success was organising & hosting Awakenings 2004 – Ireland’s first ever game development conference. The conference which was sponsored by all the main semi-state funding bodies on the island, saw industry legend Graham Devine (Ensemble Studios), Markus Maki (Remedy), Chris Van Der Kuyl (Vis) and Jason Della Rocca (IGDA) travel over to speak at it. The event, hosted in the Northwest Institute of Further & Higher Education in Derry, got widespread national & international media coverage and raised awareness among the wider industry of the nascent indigenous industry. In the end, we saw 233 people take up places at the conference out of a possible 250 – and both Graham Devine and Markus Maki described it as the best organised conference they had ever been at! Not bad when you consider the amount of GDCs, E3s, etc. these guys have been to over the years – and especially so given that it was our first… Much of the credit for the outstanding success of Awakenings goes to my Torc colleague, Wendy Gibbons and to Robbie Hegarty of NWIFHE.

image2
Awakenings 2004 – Photo courtesy of the Derry Journal. Can you name them all?? hint – most of the keynote speakers are present.

This year we are planning a follow up to the 2004 report, ongoing consultation with government, universities and regional funding bodies, and we are currently planning Awakenings for the next three years. We are also expanding the organising committee in an effort to widen our role, so expect an announcement on this soon.

Many thanks are due the members of the organising committee who give generously of their time, contacts and other resources to plan, organise and run these events on top of already ridiculously busy schedules. In no particular order, I would like to thank Dylan Collins (Demonware), Peter Mee (Meedja), Steve Collins (Havok), Wendy Gibbons (Torc Interactive), Aphra Kerr (University of Ulster) and Mike Griffin (Kapooki Games). I would also like to thank Shane Whelan (Ballyfermot College) who had to resign his committee post late in the year due to his other commitments, but who was there at the off and helped provide some of the momentum the IGDA now enjoys in Ireland.

Thanks are of course also due to the many volunteers who helped out throughout the last year, not least of which are, Dave Kearney, Ian Hannigan, Jamie McCormick& the indefatigable Ronny Southwood.

Thanks also to the many sponsors who helped make the various events the successes they were.

The Year in Brief

1.Ernest Adams talk & workshop
2.Sony PSP & Developer Relations talk
3. Contribution to Forfàs electronic games report
4. Ongoing consultation with IDA & EI – including meeting with potential IDA clients (e.g. DC Studios)
5. Member of committee on Dare to be Digital (ROI) 2004 & 2005
6. Member of committee on Dare to be Digital (NI) 2005
7. Member of committee on judging panel of Digital Media Awards 2005
8. Member of committee on Game Developer Choice Awards 2005
9. Member of committee on IGDA Production SIG
10. Consultation on Ireland’s first games programming degree course in Carlow
11. Participation in the Shindigs and in day-to-day activities of Gamedevelopers.ie
12. Ireland’s first ever games conference, Awakenings ‘04
13. Academics round table & Semi-State Funding bodies at Awakenings
14. Resources on IGDA Ireland website (currently being integrated with the revamped GD)
15. Education Brochure (ongoing)
16.Media activity:
•Irish Independent article on Irish games industry in December 2004
•Chapter launch covered in The Irish Times
•Appearance on RTE’s Prime Time on violence in video games
•Silicon Republic articles on games industry in Ireland
•Hollywood Reporter article on government support for the industry
•Participation in Talk Digital in Digital Hub
•Full page ad in Digital Media Directory 2005
•Spoke at Digital Media Conference 2005
• Awakenings coverage on BBC Radio Foyle, BBC Northern Ireland, Derry Journal, Belfast Telegraph, Silicon Republic, Gamasutra.com, Gamesindustry.biz, IGDA.org and Irish Times
• Representative on Prime Time piece on games and violence, Dec. 05

Related Links:

http://www.igda.orghttp://www.igda.org

Nephin Wins Game Award – 2

The award was given to Nephin for their WKN Kickboxing mobile game which also features back-end database applications for customer relationship marketing.

We sent a few Qs to Alan Duggan of Nephin games to find out some more details…

1. So how did the kickboxing game come about?

We approached the World Kickboxing Network with the concept. Their President, Stefane Cabrera, and World Director, Billy Murray, immediately understood the potential for the game to connect the WKN with young adults and expand the WKN community not only through promotion of their brand but also through the find-a-friend and invite-a-friend features supported in the game.

2. So what is the game all about? How do you kickbox on a mobile phone?

The core concept of the game is having fun with your friends as a Kickboxing fighter. Just like in the real world you train, spar with your buddies, challenge other fighters, and take part in tournaments. You can personalize your fighter by choosing your fighter’s name and colours and associating him or her with your club if you wish.

The game is community based so you can play with your friends playing against their profiles on your phone. This means you get the fun of competitive play without the online head-to-head costs. When you win a challenge or sparring session, your friend gets a message to say you beat them to encourage friendly competition.

The game also includes messaging much like texting so that you can taunt and chat with your friends in the game, and of course we support high scores with some nice features like rising stars and above me which allow you to check on the fighters just above you in the rankings.

3. What mobile phone platforms are the game developed for?

The game launched in December 04 on Series 60 Nokia phones which includes the 3650, 7650, N-Gage, and 6630 among others. We are wrapping up Nokia Series 40 support at the moment which will add phones like the 3510i, 7210, 3200, 6820, 6230 and we will be quickly following that up with support for Sony Ericsson, Motorola, Samsung, and Siemens. All of these devices are Java based but our intention is to also include support for BREW in the near future.

4. How can we get our hands on the game?

The game is still available from our launch partner www.fonearcade.com

5. How does one pay for it?

You pay to download the game to your phone and you will find all the directions on how to buy the game on www.fonearcade.com. Nephin Games does not charge you anything for the game thereafter.

6. What projects are you currently working on?

We have big plans for this year. We have a number of branded titles in various stages of development at the moment so you can expect some announcements in the coming months. In line with that, we will be hiring. Needless to say you will find out about it very soon and first on gd.ie.

9. Where is Nephin games located and how many people do you have working for you at the moment?

Nephin Games is based just outside Galway city on the shores of Lough Corrib. We number four people at present but that will be rising pretty rapidly this year. We have used external expertise in the past as needed and where possible we have sourced that talent locally in Ireland, often through gd.ie.

For more information:

Contact Alan Duggan, tel: +353 91 793 196

See also wkn www.nephingames.com/wkn

Nephin Wins Game Award

The award was given to Nephin for their WKN Kickboxing mobile game which also features back-end database applications for customer relationship marketing.

We sent a few Qs to Alan Duggan of Nephin games to find out some more details…

1. So how did the kickboxing game come about?

We approached the World Kickboxing Network with the concept. Their President, Stefane Cabrera, and World Director, Billy Murray, immediately understood the potential for the game to connect the WKN with young adults and expand the WKN community not only through promotion of their brand but also through the find-a-friend and invite-a-friend features supported in the game.

2. So what is the game all about? How do you kickbox on a mobile phone?

The core concept of the game is having fun with your friends as a Kickboxing fighter. Just like in the real world you train, spar with your buddies, challenge other fighters, and take part in tournaments. You can personalize your fighter by choosing your fighter’s name and colours and associating him or her with your club if you wish.

The game is community based so you can play with your friends playing against their profiles on your phone. This means you get the fun of competitive play without the online head-to-head costs. When you win a challenge or sparring session, your friend gets a message to say you beat them to encourage friendly competition.

The game also includes messaging much like texting so that you can taunt and chat with your friends in the game, and of course we support high scores with some nice features like rising stars and above me which allow you to check on the fighters just above you in the rankings.

3. What mobile phone platforms are the game developed for?

The game launched in December 04 on Series 60 Nokia phones which includes the 3650, 7650, N-Gage, and 6630 among others. We are wrapping up Nokia Series 40 support at the moment which will add phones like the 3510i, 7210, 3200, 6820, 6230 and we will be quickly following that up with support for Sony Ericsson, Motorola, Samsung, and Siemens. All of these devices are Java based but our intention is to also include support for BREW in the near future.

4. How can we get our hands on the game?

The game is still available from our launch partner www.fonearcade.com

5. How does one pay for it?

You pay to download the game to your phone and you will find all the directions on how to buy the game on www.fonearcade.com. Nephin Games does not charge you anything for the game thereafter.

6. What projects are you currently working on?

We have big plans for this year. We have a number of branded titles in various stages of development at the moment so you can expect some announcements in the coming months. In line with that, we will be hiring. Needless to say you will find out about it very soon and first on gd.ie.

9. Where is Nephin games located and how many people do you have working for you at the moment?

Nephin Games is based just outside Galway city on the shores of Lough Corrib. We number four people at present but that will be rising pretty rapidly this year. We have used external expertise in the past as needed and where possible we have sourced that talent locally in Ireland, often through gd.ie.

For more information:

Contact Alan Duggan, tel: +353 91 793 196

See also wkn www.nephingames.com/wkn

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