IGDA Finland August Gathering - 28th August 2007

Hello Everyone! It's time for a new season in IGDA Finland chapter! As probably most people already had their summer holidays and the weather is still sunny and hot, System Rock is a great place to catch up on industry happenings and cool yourself with a drink or two.

* IGDA FINLAND AUGUST GATHERING *

Place: System Rock, Keskuskatu 4, 00100 Helsinki (map: http://igda.fi/?page_id=5) Time: Tuesday 28th August, doors open at 19.00

Miikka - Chapter Coordinator

2006-2007 Season Report, part 1: Biggest Achievements of the Season

Hi Everyone! The 2006-2007 Season that just ended in June has again been our most successful one ever. IGDA Finland has seen some serious growth in several areas.

In this post, we will focus on some of IGDA Finland's biggest achievements of 2006-2007 Season, as judged by the coordinators. Later post will look at all the Gatherings as well as give you some very impressive statistics about our growth. Don't want to hit you with too much information all at once :P.

But now, on to the achievements

1) International Prestige & Recognition

The IGDA Finland has been receiving great recognition for it's work this year and we have had some major visibility within IGDA. This year the international IGDA mother organization and the games development scene in large has noticed what a great chapter we have here. At a IGDA VIP luncheon during GDC this year, we were awarded with one of three MVP awards for the year, our Gathering After Action Reports made it to the igda.org front page twice (the other time with the infamous 'Queue of Death' picture) and a picture from our December Gathering was seen by everyone in the IGDA Annual Report for 2006.

2) Re-organization

During 2005-2006 Season, we recruited the original set of volunteers to help the chapter team with the increasing workload of running the rapidly growing chapter. This season our organization took the next step forward, when chapter team was split into an advisory board and group of coordinators. Without this restructuring, we could not have handled the growth and kept things running while preparing new initiatives for the future.

3) Website design, v.3.0

Last summer gave birth to the third iteration of IGDA Finland website and all season long it has been slowly developing into what it is today. We also moved the hosting to a local server here in Finland, which gives us much more flexibility and control over our website. You have already enjoyed some of the benefits of this in form of more and new types of content such as the featured articles. Rest assured, much more is planned for the future.

4) Events in Gatherings

We managed to arrange two great sponsored events this season, together with our sponsors Recoil Games, AMD, AMO/Nintendo Finland and Samsung. Again, a big huge thanks to all or our sponsors for their co-operation and contribution! We also managed to do something I've been dreaming about for a while: have a more joyful little X-mas party event in December. And what a success it was, largely thanks due to the Wii madness :).

We also brought Finnish games more into spotlight as we have hoped to do for a long time. In April attendees saw a sneak-preview video of Flatout Ultimate Carnage, in May we got to play Super Stardust HD prior to it's launch on Playstation Network on June 29th and in June, it was Flatout Ultimate Carnage that peole got to play (prior to launch also).

5) Group of Volunteers

Our group of volunteers, consisting mostly of students, grew from 15 to 21 this year. We also had a chance to reward all their hard work by a behind the scenes visit to one of the powerhouses of Finnish mobile game development - Sumea Studio.

6) Great Year for Finnish Game Industry

Finnish game industry has been doing extremely well during this season and ultimately that's what really counts. Obviously, we can't take credit for that and I in no way intend to. The credit is due to all the hardworking developers behind the games and the companies that develop them. Ultimately the success of the industry in Finland is what we are all after at IGDA Finland and that's why I wanted mention it here. Hopefully our activities have helped the industry succeed - even if just a little bit.

It's been a very eventful and rich year in the Finnish games industry. From the avalanche of awards at IGN Best of 2006 awards to the multitude of titles either launched (Super Stardust HD on PS3, Flatout Ultimate Carnage on X360, etc.) or announced (Earth No More, Shadowgrounds Survivor, etc.) to the fact that a new next-gen studio, Recoil Games, was founded or how Universomo was bought by THQ, making THQ the first big publisher to become part of the Finnish game development community.

That's it for now, stay tuned for part 2 of the season report...

Jay - Lead Chapter Coordinator

You can read the second part of this three-part report here and the third part is here.

Preliminary Dates for 2007-2008 Season

Hi everybody! These are the preliminary dates for next year. Mark them down in your calendar, but be sure to check back here regularly for any changes!

Fall 2007: August 28th September 11th October 9th November 13th December 11th

Spring 2007: January 8th February 5th (Ski holidays?) March 11th April 8th May 6th June 10th

These dates have been laid trying to avoid all major holidays and special events in Finland as well as all major games industry events world-wide. If you spot any conflicts, let us know early and we can try to adjust the dates. One thing worth of note is also that February date has not yet been checked against ski holidays in Southern Finland.

In addition to that we've tried to space them out evenly (except for August-September, which are close due to many people being still on holidays in August).

We've received a lot of feedback to pick a more regular time of month and we've tried to do that also. If the opportunity after all this existed to put them on 2nd Tuesday of each month, we did just that, but as you can imagine not many of them actually made that day anymore due to theese other considerations :).

Jyri - Lead Chapter Coordinator

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

June Gathering - Opportunity to Play First Ever Finnish Xbox360 Title "Flatout Ultimate Carnage" Before Street Date

The season ending June gathering continued the strong attendance streak with 115 attendees! It seems that the summer vacations had started and some regular visitors had escaped to their summer cottages already.

This time it was Flatout Ultimate Carnage that was being showcased via an xbox 360 demobooth with a playable copy of the game few days before it's official street date.

There was a constant line of people wanting to get their hands on the game and the game was clearly the main topic of the gathering. The crowd consisted of strong console game company presence and amidst the international visitors this time there were people from Sega Europe.

For more photos click HERE

It was easy to see that the new law is now in effect, banning smoking inside bars & clubs. This caused a constant flow of people to the terrace outside of Public Corner and back to System Rock. At least the air is fresh from now on and non-smokers are happier to stay longer.

Special thanks to all the volunteers who showed up early to setup the demobooth! Thanks to you the event was a another huge success! Big thanks also to good folks at Microsoft for supplying us with the demostation! -Miikka Luotio