Posts Tagged Freeplay
Sessions available on YouTube
Posted by Paul in Uncategorized on November 3rd, 2009
Thanks to Chris Watts and Souri from tsumea, the following sessions are available on the tsumea YouTube channel:
Opening & Welcome
The New iKid on the Block
Kynan Woodman – Development Director at Firemint
Neil Rennison – co-founder of Tin Man Games
Paul Motion – Senior Producer with IronMonkey Studios
Launched in 2007, Apple’s iPhone has, in its brief lifetime, created a new market for independent developers looking to create highly-innovative, smaller-scale projects. This panel explores the issues, challenges, and successes that the iPhone brings to traditional developers.
Agile Development
James Hudson – Nocturnal Entertainment
Agile development is an attempt to allow development to be more reactive to change, to increase iteration speed, and to increase communication between members. This workshop looks at the pros and cons of using agile in a real world game project.
Playing in Someone Else’s Sandpit
Cameron Lee – Development Director at Electronic Arts
Blake Mizzi – Lead Designer at Torus Games
Tarwin Stroh-Spijer – Director at Touch My Pixel
Craig Duturbure – Freelance Games Designer
Australia has a reputation for delivering licensed titles – including Spongebob Squarepants, Transformers, The Fast and the Furious, and others. This panel looks at the challenges involved in working within the constraints of somebody else’s idea – and how you maintain your own creative voice while doing so.
The Art of Getting Things Done
Rory Hart – Head of Development on the virtual worlds project ExitReality
The collaborative nature of games development is one of it’s most rewarding facets, and also one of the most difficult to get right – from estimating tasks, to scheduling milestones, to handling communication, many starting developers struggle with this shift away from their core discipline.
This workshop looks at the fundamentals of managing projects and teams.
Petri Purho – Keynote
Petri Purho, creator of Crayon Physics Deluxe, makes a game every month within a strict 7-day time limit. Freeplay asks him the how and the why of it all.
Experimental Gameplay Project
Posted by Paul in Uncategorized on September 30th, 2009
Inspired by Petri and the Experimental Gameplay Project, we’re taking a leaf out of their book and trying to get the local community involved in rapidly prototyping and iterating over any and all wacky gameplay experiments rattling around their head. It’s all very informal at the moment, so we don’t have many rules, and it’s pretty much: take a theme, make a game, don’t spend more than 7 days on it, and try to do something experimental with the mechanics. You can use whatever tech you want, you can build as big a team as you want, you can outsource all of your art, just don’t take any longer than the 7 days!
When we’re close to the end of the month, we’ll sort out some sort of exhibition / party / get-together to show off everyone’s projects, and we’ll also look at hosting them on the freeplay web-site. Oh, and because it’s our first month we’re going to leave the theme open, but if you need some structure, use the one from the official Experimental Gameplay Project site.
We’ve set up a discussion space on our forums, but if you’re interested in being more public, feel free to comment below.