Digiexpo 07 coverage

On games side in this years Digiexpo EA, Sony, Microsoft & Nintendo were strongly present. EA had the biggest expo area of all and second biggest was Sony's area. ea4.jpgmarion-and-luigi.jpg

I visited Digiexpo on Saturday mid-day and the place was packed full. You had to wait to play all the games, thus my coverage ended up pretty slim since my stay in Messukeskus mostly involved watching others play. Otherwise the event gets thumbs up in my book.

In Nintendo's expo area, people were playing Wii Sports and the usual stuff along with some new Wii & DS games like Super Mario Galaxy, Metroid Prime - Corruption & Zelda - Phantom Hourglass. I got my hands on Mario Galaxy and i can tell you, the controls felt very intuitive and the visuals looked great as i expected.

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Microsoft was displaying their latest games and i could not spot any pre-release games in a quick glance.

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EA was running the show. Displaying tons of new games & even titles not released yet. Amongst the games there were, My Sims, The Simpsons games, Crysis, New sport titles & other coming soon titles. EA was showing off games on almost all gaming platforms.

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In Sony's area Playstation 3 & PSP games were most prominent. Playstation's Home service was quite visible in their expo setup and decoration & was perhaps the most innovative set decoration in the whole expo area. Their set had different areas for different types of game genres and actually these areas were filled up with gamers typical of that genre. EDIT: Apparently Sony had some pre-release games that you could play also.

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Some of the games magazines from Finland were also present, at least Pelit & Pelaaja. Near Pelaaja area the biggest attraction seemed to be Guitar Hero III.

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Click here for photos from Digiexpo 07

Liz's GDC'07 diary

Earlier this year I was awarded 1 of 25 student scholarships from IGDA. The scholarship initially included the following:

  • A Classic Pass to the Game Developer’s Conference (GDC)
  • A mentor from the industry for the GDC week
  • A visit to a game studio in San Francisco

This is an amazing package just by itself, but what they don’t tell you, what I really received, was a one-week backstage pass to the GDC. From soaking up session information to in depth conversation with the best and most brilliant in the industry, my week was packed. The GDC has many amazing sessions but for many the main focus of the GDC is “networking”. In fact, if you attend the GDC, you will probably hear this word 100 times before you leave. Explaining my whole week could take up a 200-page journal, so instead, I would like to explain the highlights of each one of my days.

Sunday: Although Sunday was not actually an official GDC day, I did meet with three Bugbear employees for pizza & beer in Berkeley. It was one of my first chances to really sit down and get to know a few people from the Finnish game industry.

Monday: My first official day at the GDC: I arrived relatively early to register and gather my pass. While the classic pass did not include any of the Mobile or Independent games seminars (Monday & Tuesday seminars/workshops) I still had a full day. As part of being a chapter coordinator for IGDA Finland, I was invited to an all day workshop and then dinner to discuss chapter issues and formalization. It was incredible to meet so many other people who were as motivated about IGDA and the game industry as me and my fellow coordinators and volunteers in Finland. Conveniently, I only managed to stick my foot in my mouth a few times, one occasion I remember in particular included telling Michael Capps, the CEO of Epic Games and Treasurer for IGDA, that I had no idea what Gears of War was (apparently the Game of the Year!).

Tuesday: Tuesday was the first official meeting of all the scholar winners and their mentors. Everyone had really amazing people to be their mentors, but I feel I was particularly lucky in having Don Daglow, CEO of Stormfront Studios as mine. As I had already been in contact with my mentor, this meeting was a chance to get to know the other scholarship winners. We spent about 2 hours talking, eating lunch, practicing our “pitch” and exchanging business cards. (Practice makes perfect) Afterwards most of the scholars went to visit a game studio in San Francisco. I, unfortunately, couldn’t make this. Lost luggage made a visit to the mall somewhat necessary. Tuesday evening was probably the most enjoyable evening of the whole trip. It was the night of the IGDA party. Apparently a bit more popular than expected, IGDA had over 2000 people RSVP for a max capacity 900 bar. I somehow managed to do more networking this evening then my whole week combined, I would guess partially because Michael Capps was kind enough to introduce me to a ton of people. Also, I have to admit, it was interesting being one of the 5% female population in the lounge.

Wednesday On Wednesday I was finally able to attend sessions. I spent the morning and the afternoon attending some wonderful and some so-so producer and business management orientated seminars and roundtables as well as the Sony Keynote. However, the highlight of this day was not a seminar, roundtable or keynote. It was the IGDA VIP luncheon. I had the distinct embarrassment of commiserating with a neighbor at my table about how neat it would be to win an award at this luncheon, when IGDA Finland and specifically Jay Ranki were announced as one of three MVPs for this year. After Jay also pointed out Lasse Seppäinen and me as part of the award, we were surrounded by congratulatory handshakes. This moment was definitely incredible. After this I had a one on one talk with Michael Capps on the way back to the Moscone Center. He let me pick his brain and ask all the questions I could think of in the 5 minute walk back. Very cool of him.

Thursday I spent this morning in another round of sessions including the Designing Gears of War: Iteration Wins session. I was a tad curious about the makings of the Game of the Year, and apparently everyone else was as well, the room was packed. For the last two days, I made it my focus to get some one on one time with people I knew and respected in the industry. I wanted to discuss my future and figure out that ever present question, “Where do I go from here?” To this affect, I requested Jay Ranki from Bugbear and IGDA Finland to sit down to lunch with me. We had a great discussion about what I could do/read and what I should look for. In the afternoon I met up with an old friend, Jason McCord, who works for Treyarch (part of Activision). We spent the afternoon perusing the Expos. He also introduced me to some great people from both Treyarch and Activision, who in turn got us tickets to the Microsoft party that evening. Dinner that night was a sit down with 2 level designers, a tools programmer and an associate producer for a long discussion about the skills of a good producer in their eyes. To their amusement, I took pretty extensive notes on their opinions, but 5 pages of notes were definitely worth it. After our discussion we headed to the Microsoft party; a flashy but relatively disconnected party. It felt like there were more business people there then actual game makers, but on the other hand I was a bit socially exhausted at this point!

Friday Friday was a day for one on one talks. I attended a session first thing in the morning and after met with Jeferson Valadares, who recently moved from Digital Chocolate to EA Mobile, to get some feedback and suggestions. He was able to give me excellent advice and nudge me towards some assistance with my goals. After my meeting with Jeff I met up with my mentor, Don Daglow, to have a long lunch. We had a great discussion about my thesis and made sure that we would keep in touch in the future. As this was the last day of the GDC, I spent the rest of my afternoon searching out my friends to say goodbye. Overall the experience was beyond incredible. There was so much knowledge gathered in one place just waiting to be picked up. Perhaps most importantly, every burning question I had about the game industry was answered, of course they also created 1000 more but that’s to be expected. Most specifically this trip allowed me to really get an idea of what is important and what is not for my next GDC.

Photos taken by Tommi Hartikainen Article written by Liz Lehtonen Formatted and posted by Miikka Luotio

G&S lecture Tue 24th April : Emma Westecott "Play as a Performance

Emma Westecott "Play as a Performance" Tuesday 24th April 2007 17:15-19:00 University of Tampere, lecture hall 1096, PinniB Video venue: University of Art and Design Helsinki, Media Lab, 3 rd floor Lecture Room, (please note the room has changed).

About Emma Westecott: Emma Westecott has worked in the game industry for over ten years. She achieved national and international recognition for working closely with Douglas Adams as producer for the best-selling CD-ROM Adventure Game, Starship Titanic (1998, Simon & Schuster). Since then, Emma has gradually built up a worldwide reputation for developing original as well as popular projects and products, establishing herself as a figurehead and spokeswoman for a more emotional approach to gaming. Emma has been invited to present her vision and philosophy at many prestigious venues including BAFTA, the Tate, the Banff Centre and the Interactive Entertainment Conference LA. She has spoken alongside the ?big players? of the industry such as Peter Molyneux (Lionhead) and Will Wright (Maxis) of The Sims fame. Emma?s focus is based on a belief that the current boom of the industry is not sustainable without a creative evolution of game form, both in terms of creating new experiences and new markets. Most recently she directed the Zero Game studio in Sweden, where an impressive body of work was created under her leadership, see the list of practice-led projects.

The lecture will be in English. Free admittance.

All welcome!

More information:

Web pages: http://www.gamesandstorytelling.net/

TODAY in G&S "Not game to gaming: Cybercultures and the Indian State"

TODAY in Games & Storytelling lecture:Nishant Shah, Expert of Asian cybercultures "Not game to gaming: Cybercultures and the Indian State"

Tuesday, 13th March 2007 17:15-19:00 University of Tampere, lecture hall 1096, PinniB Video venue: University of Art and Design Helsinki, Media Centre Lume, Sampo Auditorium

A particular form of state support and marketing of digital technologies in India renders the otherwise accepted Western ideas of cybercultures as encouraging new public spheres and subcultures like gaming or open source movements, obsolete. This lecture looks at the historico-political ideologies that shape the emergence of cybercultures in India and look at the few sites of gaming which are slowly growing in unexpected areas. In the process we also look at how technologies get integrated into existing social paradigms to create certain patterns of continuities and interruptions.

Free admittance.

All welcome!

-Posted by Miikka Luotio

G&S lecture Tue 6.2.07 Eric Zimmerman

In next Games and Storytelling lecture 6th Feb at 5:15-7 pm. we'll have Eric Zimmerman talking about“Gaming Literacy: Game Design as Model for Literacy in the 21st Century”

Venue: University of Art and Design Helsinki, Media Centre Lume, Sampo auditorium, Hämeentie 135 C. Videoconference venue in Tampere: University of Tampere, lecture hall 1096, PinniB, Kanslerinrinne 1.

In his lecture Eric Zimmerman will talk about how game design can be seen as a model for an emerging set of literacies that are centered on systems, play, and design.

Eric Zimmerman has been working in the game industry for more than twelve years. He is the co-founder and CEO of Gamelab, a game development company based in New York City that focuses on experimental and innovative games. Gamelab creates and self-publishes award-winning singleplayer and multiplayer games that are distributed online, on mobile phones, and through retail, including the hit downloadable game Diner Dash. Pre-Gamelab titles include SiSSYFiGHT 2000 and the PC title Gearheads. Eric has taught courses at Massachusetts Institute of Technology, New York University, and Parsons School of Design. He has lectured and published extensively about game design and game culture and is the co-author with Katie Salen of Rules of Play: Game Design Fundamentals (MIT Press, 2004) and The Game Design Reader: A Rules of Play Anthology (MIT Press, 2006), as well as the co-editor with Amy Scholder of RE:PLAY: Game Design and Game Culture (Peter Lang Press, 2004).

The lecture is in English.

Free admittance.

Welcome!

More information:

Web pages: http://www.gamesandstorytelling.net/