GDC 2009 Scholarships Notification

The IGDA Student Scholarship Program for GDC09 is now underway! If you're a student interested in the field, be sure not to miss out the opportunity to meet the big guys of the gaming industry in San Francisco, California next March! Through this program, if selected, you will receive a main conference pass with access to all sessions, roundtables and keynotes, an industry mentor that will introduce you around and a chance to visit a local studio and an orientation session as well. This is a big opportunity for anyone who is interested in getting his or her career off the ground! ;-)

If you want to know more about what's ahead, check out reports from previous winners, including Liz's report from 2007. It's also worth mentioning that there's a forum post from one of the judges, Mr. David Weinstein, giving an insight in the judging process. The deadline for all applications is Thursday, January 15th, 2009.

2007-2008 Season Report, part 2: IGDA Finland Growth Continues

Everyone! Welcome to the second part of this season report. You can find the previously published first part of the season report here.

During last season, which ended in summer 2008, IGDA Finland once again grew nicely. We didn't quite reach the 30% yearly growth as previous season, but that just might be because we're pretty much reaching the majority of the Finnish game industry by now. The latest published figures put the amount of jobs game industry jobs in Finland at around 1200-1300 (although this figure is from 2006 - we really need more up-to-date figures). During the season, our invitation mailing list grew 34% reaching 945 people and by the time of writing, we've already exceeded the 1000-mark!

Our membership grew to 235 by end of the season, which means we've doubled our membership in 3 years! Not only did it grew, but we had more individual full members than ever before, seeing both student members and individuals from affiliate studios moving to that category. While we appreciate the membership that we get through our affiliate studios and those of students, nothing spells commitment to IGDA more like people who decide to pay the full membership out of their own pocket. Most importantly, it also tells us we must be doing something right. :)

Last season our gatherings drew in a total of 1486 attendees averaging 135 attendees/gathering, both showing slight growth from last season. November gathering sponsored by Recoil broke the record they helped us set last year with a new attendance record of 243 attendees.

Here are some of the actual statistics of the last season: (Click on a chart image for a full-size version)

Membership Growth by Type

Membership Breakdown

Membership Profile Development

Monthly Gathering Attendance by Season

Growth of Mailing List

The first part of this three-part season report can be found here and the third part is here.

Joona and Lari

December Gathering: Tuesday 9th

Ho-Ho-Ho! Have you been a naughty or a nice game developer in 2008? We have heard rumors that Santa will be visiting the IGDA Gathering on the 9th of December. Santa will give drink tickets and gingerbread to all the nice game developers. Welcome to spend a merry-merry little X-mas party with us at Cuba Café!

IGDA FINLAND DECEMBER GATHERING Place: Cuba Café, Erottajankatu 4, 00120 Helsinki (map:http://igda.fi/?page_id=5) Time: Tuesday, 9th of December, doors open at 19:00

November Gathering: Interaction design and usability under the loupe

img_0982 11th of November was IGDA Finland’s Super-Tuesday! We arranged both IGDA Finland Presentations at White Hall and a pub night at Cuba club. This time IGDA Finland Presentations session was organized in association with Remedy Entertainment, Sigchi and Sulake.

The presentation session was biggest so far with over 130 participants, organized in White Hall at the center of Helsinki. The session focused on interaction design and game usability with an impressive line-up of speakers from Insomniac, Sulake, IronStarHelsinki and HeavyMetal Helsinki. Presenters covered areas from scrum & usability, tutorials in games, lessons learned, user studies and usability on mobile. Presentation session was finished with three quick presentations from researchers and usability experts looking for possibilities of collaboration with game developers.

The night was kick-started with Alan Wake trailer by Remedy Entertainment, followed by Inka Vikman’s (Sulake) presentation on scrum process and usability. Sulake has a lot of data about their users. Currently their Habbo service is in 32 countries. Their user base consists of 56% boys and 44% girls. 63% of their customers are 13-16 years old. When it comes to software development processes Sulake has utilized scrum successfully for several years already. Usability practices are not 100% in line with scrum but Sulake has been able to deal with the challenges and merge usability practices into the scrum process.

Mobile community MoiPal was up next. MoiPal is a mobile community with presence at Facebook and MoiPal.com. MoiPal is targeted to teen and tween girls. Joakim Achren, the CEO of Ironstar Helsinki – company behind MoiPal – said that the key challenges relate to mobile phone as a gaming device. Usability-wise it is not the most perfect device for game play with its small buttons, unstandardized UI and unstable GPRS. Their approach is to tie 2-in-1. In 2-in-1 model the users’ can practice MoiPal interaction on web. The UI on the web site will be the same as on mobile.

Ryan Schneider from Insomniac Games talked about Resistance 2’s usability testing process and lessons learned from creating and developing the Ratchet & Clank and Resistance franchises, most recently Resistance 2. In its previous titles leading to R2, Insomniac used focus testing (8-10 players experiencing large gameplay segments simultaneously while developers and publisher watch privately) to obtain player data. However, in Resistance 2 Insomniac chose to combine this approach along with adding usability testing. The dual testing formats enabled Insomniac to obtain broad, general feedback as well as detailed data on important topics such as aiming, audio design, player navigation and UI interface. Insomniac retained Ronin to manage the usability testing process. All in all, usability testing is still a relatively new process to Insomniac, though the studio plans to incorporate it more in future titles earlier during development. With R2 Insomniac started conducting usability tests late in production (post-Alpha).

The last presentation was given by Olli Sinermä who has worked both as a game designer and game reviewer. He wanted to focus on ways to teach a player to play a game; to understand game mechanics and controls. He was complaining that too often tutorials are hard to understand, too complex, boring or just useless. He showed some good and bad examples of tutorials, playable intros, electronic manual or learn-as-you-go alternatives. Lessons learned: keep it fun and a seamless part of the game experience.

At the end of the day Carolina Islas, Harri Lehmuskallio and Jari Takatalo gave short talks highlighting interesting interaction design issues. Carolina is looking for collaboration in the area of mobile augmented reality gaming. Harri Lehmuskallio from Idean presented their spinn-game prototype for iPhone and Jari Takatalo from the University of Helsinki is doing research on user experience in games.

The after party aka IGDA Gathering was held at Cuba cafe. Little over 100 developers made it through the rain to the colorful and warm atmosphere of Cuba. The talked dwelled around the presentations and especially Ryan, our guest from Insomniac, had a busy night chatting with talkative Finns. :) Cuba cafe closed its doors at midnights. After that the party continued at Erottaja, Rymy Eetu and Manala.

Thanks you all for the great night and see you at the IGDA little X-mas parties in December!

Coordinator Responsibilities for 2008-2009 Season

Our 'About Us' -page has been updated to reflect our current organization and responsibilities, including an organization chart of how we have structured our coordinator team for this season. Basically we've formalized the split of responsibilites a little more than previously. For our most important areas of events and the website, we've also tried to form partnerships where two coordinators always work closely together, able to cover for the other one if they get sick or something.

IGDA Finland Organization Chart for 2008-2009 Season

Sonja and Vesku take care of all events, where Sonja takes care of the more over arching stuff and Vesku handles the concrete details. Vesku also coordinates the efforts of our sizable volunteer pool.

Miikka and Teemu handle the website. Miikka acts as the Editor-in-Chief and is responsible for all the content, Teemu concentrates more on the backend technical stuff but is also responsible for the visual looks. Juho is our new webmaster and Teemu's right hand man. He is also the hand and eye behind our current logo. Teemu and Juho are helped by the volunteeers of the web team and Miikka has been putting together a group of volunteer to act as the content team.

Whereas Sonja, Vesku, Miikka and Teemu concentrate on the ongoing activities of our chapter, Mats takes care of our 'one-of' projects. These are initiatives that actually have a 'finish date'. Right now he is concentrating on getting the chapter team new chapter t-shirts and updating our out-of-date banner.

As the lead coordinator, I try to help out where I can. :)

- Jay Lead Coordinator