Jonathan Blow is an independent game maker living in San Francisco, California, USA. His most recent game, Braid, was released in August on the Xbox 360.
A fundamental conflict in contemporary game design
Day 2 17h15 - 18h15

A fundamental conflict in contemporary game designAs games have gotten bigger and higher-budget, stories have taken a prominent role in their design. We often try to make our games more compelling by imbuing them with interesting stories. To some extent, this works; market reactions show clearly that the audience wants these stories.
This is a problem, because gameplay and story fight each other, thus our works are inherently conflicted. While games remain structurally unsound in this way, we will have a very difficult time producing strong, artistically competent works, so it is unlikely that the medium will reach its potential.
Jonathan looks at why this is the case and explores some long-term ideas for remedying the situation.
Award-winning David Braben and his Cambridge based studio, Frontier Developments is recognised worldwide as one of the leading innovators in videogame development technology and design. Frontier's most recent title LostWinds was a US and European launch title for Nintendo's innovative WiiWare service. Rapidly becoming a huge critical hit and the most popular title on the service. Frontier also published Thrillville (LucasArts ) which was the best-selling original children's/family title in North America for 2006. Frontier's work on The Outsider promises to deliver yet another ground-breaking title and a number of gameplay firsts. David is directing the development of several titles which all utilise the studio's sophisticated in-house toolchain. David is particularly well-known for co-writing the seminal game Elite, the first true 3D game and is an outspoken and active supporter of the UK games industry.
Planning for the Future?
Day 2 13h30 - 14h30

Planning for the Future?We have just come to terms with our fifth generation of games machines, so given the break-neck speed of this industry, do we need to start bracing ourselves for the next one?
With each generation, predictions have been about right in terms of the obvious performance and storage improvements, but generally we get the emphasis wrong – many presumed that online was the main ‘big thing’ that would define the fifth generation, but most likely it has been Nintendo’s great controller innovations.
This talk will look at the big changes that might colour the sixth generation, including new business models, and how Frontier has been planning for the future with its current range of titles, including LostWinds and The Outsider.
As Executive Producer for Microsoft Games Studios, Laura Fryer is responsible for shipping great games for the Xbox and Windows platforms. Most recently she was the Executive Producer on Gears of War and she's currently focused on the sequel, Gears of War 2. An industry veteran, Laura was one of the first members of Microsoft Game Studios (MGS) in 1995. As a producer, she shipped several games, including the classic Crimson Skies, and Fighter Ace, Microsoft's first massively multiplayer game. She also conceived and produced Microsoft's first release of Zone.com. Prior to her return to MGS in 2004, Laura was the Director of the Xbox Advanced Technology Group, and a founding member of the Xbox project, which she joined in May 2000. During her tenure, she cultivated worldwide Xbox Developer Support, created the Xbox Advisory Board, and ran Xbox game developer events around the globe. Named one of The Hollywood Reporter's "Top 12 Most Influential Women in Gaming" and one of Next Generation's "Game Industry's 100 Most Influential Women", Laura is dedicated to fostering diversity in the games industry. An avid gamer, Laura enjoys taking "video game vacations" to play video games in marathon all-day sessions. Her other hobbies include reading, gardening, juggling, and playing with her dog Jazz.
Production for People
Day 1 13h30 - 14h30

Production for PeopleThis talk will begin by exploring what it means to be human, and why production is a basic expression of our humanity. Upon that foundation, we will build an understanding of production as it relates to the game development process, particularly how good production manifests, and how to help people achieve their goalswithout destroying the fundamental joy of creation. Finally, we will address the ultimate question: Why?
Takeaway: Achieving goals through good production without destroying the fundamental joys of creation.
Intended Audiebce: keynote"
Lawrence Kutner, Ph.D. is co-director of the Center for Mental Health and Media at Massachusetts General Hospital/Harvard Medical School and co-author of the breakthrough book Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. That book is based on a $1.5-million study funded by the US Department of Justice that looked at why, where, how and with whom young teenagers play video games, and shattered many of the myths surrounding this field. Dr. Kutner is the former internationally syndicated "Parent & Child" columnist for the New York Times and "Ask The Expert" columnist for Parents magazine. He is on the psychiatry faculty at Harvard Medical School and is the author of five other books on child development and parent-child communication. He has an 18-year-old son who's an avid gamer.
Grand Theft Childhood? Real Data on Video Games and Violence
Day 2 08h30 - 09h30

Grand Theft Childhood? Real Data on Video Games and ViolenceThis session (presented with Dr. Lawrence Kutner) reviews research (surveys and focus groups) from Harvard Medical School and elsewhere on how young teenagers and their parents perceive, interact with and respond to video games. What do teenagers say about why they play these games? Which patterns of play appear to be beneficial, and which are worrisome? What are the emotional issues involved in video game play? What do parents know about their children's games? What do they worry about? How do they perceive the influence of games on children, including potentially positive influences? What kinds of information would they like to have to make decisions about appropriate games for their children? Parents have nuanced views on the issue of violent content in video games. What issues are the concerned about that are not addressed by ESRB ratings and other ratings systems? How do teenagers view violent content in games vs. other media?
Takeaway: Teenagers' and parents’ perceptions of and concerns about games are nuanced and sometimes counterintuitive
Intended Audience: Game developers and marketers
Day 2 11h30 - 12h30

Cheryl K. Olson, Sc.D. is a public health researcher, co-director of the Center for Mental Health and Media at Massachusetts General Hospital/Harvard Medical School and co-author of the breakthrough book Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. She also consults to corporations, foundations and academic institutions on effective use of media and on ways to change health-related attitudes and behaviors. Dr. Olson is on the psychiatry faculty at Massachusetts General Hospital and Harvard Medical School.
Grand Theft Childhood? Real Data on Video Games and Violence
Day 2 08h30 - 09h30

Grand Theft Childhood? Real Data on Video Games and ViolenceThis session (presented with Dr. Lawrence Kutner) reviews research (surveys and focus groups) from Harvard Medical School and elsewhere on how young teenagers and their parents perceive, interact with and respond to video games. What do teenagers say about why they play these games? Which patterns of play appear to be beneficial, and which are worrisome? What are the emotional issues involved in video game play? What do parents know about their children's games? What do they worry about? How do they perceive the influence of games on children, including potentially positive influences? What kinds of information would they like to have to make decisions about appropriate games for their children? Parents have nuanced views on the issue of violent content in video games. What issues are the concerned about that are not addressed by ESRB ratings and other ratings systems? How do teenagers view violent content in games vs. other media?
Takeaway: Teenagers' and parents’ perceptions of and concerns about games are nuanced and sometimes counterintuitive
Intended Audience: Game developers and marketers
Day 2 11h30 - 12h30

Warren Spector, veteran electronic game designer/producer, heads up videogame developer Junction Point Studios, a division of Disney Interactive Studios. Warren has worked in the game industry for 25 years! Six years in tabletop gaming, with Steve Jackson Games and TSR, 19 years in electronic games. His videogame career began with Origin Systems, where he produced games in the Ultima, Underworld and System Shock series, among others. A brief stint with LookingGlass Technologies was followed by a seven-year association with Ion Storm, where he founded an Austin development studio and directed the development of the award-winning Deus Ex. He later oversaw development of Ion’s Deus Ex: Invisible War, released in December 2003, and Thief: Deadly Shadows, released in June 2004. Warren left Ion Storm in November 2004 to found Junction Point Studios, Inc., where he and his team developed concepts for a variety of creative and publishing partners. In July 2007, Junction Point was acquired by The Walt Disney Company. He and his team are currently working on as yet unannounced projects.
Gaming's Renaissance
Day 1 08h30 - 09h30

Gaming's RenaissanceIn 2005, I gave a talk at Montreal International Game Summit entitled “Gaming at the Margins.” In that talk, I described the challenges facing videogames in the years to come – and there were plenty of challenges, any one of which, I said, could send us plummeting form the heights of cultural significance and massive profitability to the marginal world of niche markets and the depths of money-losing despair.
I was pretty pessimistic and felt that someone needed to sound an appropriately cautionary note as we headed into the world of Next Gen Gaming.
Now, I look around and see some problems, certainly, especially on the business side but, paradoxically, I see amazing, exhilarating, joyous progress on the creative side. And that fills me with hope for the future.
My talk this year will attempt to make sense of this remarkable situation. I’ll talk about the Most Exciting Thing Happening In Gaming Today; about how the latest round of innovation – and the growing cadre of innovators making it possible – are unlike innovators of the past; and about why this matters. Finally, I’ll talk about what has to happen to sustain this burst of innovation and creativity in the context of commercial game development.
Mostly, though, I hope to resolve my own confusion about this odd state of affairs – you don’t often see a seemingly broken business supporting and promoting innovation everywhere you look. I’ll assess how we came to this place in the medium’s remarkable history, why now and what the future might hold for the game business, game innovation, game culture and game development."














Blow Jonathan – USA

Braben David - England














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