Conference
 
 
 
 
Conference Topics
• Problems facing the industry
• Future direction of the industry
• Latest technologies
• Licensing
• Publishing
• Game development
• Mobile gaming

DAY 1 Friday 30 March
8:30 - 9.30 Opening address by the Minister
Fran Logan

Francis Logan MLA
Minister for Energy, Resources, Industry and enterprise.


  Morning Tea & networking
9.45 - 10:30

Session 1

"The next generation is here... what now?"

Keita Keita Iida
Nvidia
Bio  
10.45 - 11.30

Session 2

Inspiration led Creativity

Keita Tetsuya Mizuguchi
Q Entertainment Inc
Bio  
11.45 - 12.15 Lunch  
12.15 - 1.00

Session 3

"Future direction of MMOGs"

Keita John De Margheriti
CEO BigWorld
Bio  
1.00 - 1.45

Session 4,

"Destroying all humans around the word"

Keita John Passfield
Pandemic Studios

 

Bio  
2.00 - 2.30 Afternoon Tea  
2.30 - 3.15

Session 5

The Imago Effect: Avatar Psychology

Keita Harvey Smith
Midway

 

Bio  
3.30 - 4.15

session 6

Gears of War
– Launching a New Franchise

Keita Rod Fergusson
Epic Games

 

Bio  
4.30 - 5.15

Session 7

Initial Contact

The impact, emotions and feelings of people when they first experience & interact with Video Games

Keita Goichi Suda
Grasshopper

 

Bio  
8.30 - 10.30 Welcome Party  
   
     
DAY 2 Saturday 31 March
10.00 - 10.45

Session 8

Massive's concept group:
How it all begun

Nicklas Nicklas "Cece" Cederström
Massive Entertainment, Sweden
Bio  
11.00 - 11.45

Session 9

"Game development platform in global game portal industry"

Keita Yoo Hee Dong
NHN
Bio  
11.45 - 12.15 Lunch  
12.15 - 1.00

Session 10

“While waiting to cross, an airplane flies over the boxy heads”
 - The inspiration of music on game development and its advancement into the future.

Keita

Masaya Matsuura
NanaOn-Sha

Bio  
1.15 - 2.00

Session 11

How Lucasfilm Animation Singapore created the world’s first integrated digital studio.

Fergus Feargus Carroll
Project Lead – Hand Held
Lucasfilm Animation Company
Bio  
2.00 - 2.30 Afternoon Tea  
2.30 - 3.15

Session 12

Evolution in Technology and Changes in Game Design

Keita Hideo Kojima
Konami
Bio  
3.30 - 4.15

Session 13

Microsoft's Gaming Vision: an Asia Pacific
Overview

Nic Fillingham
Microsoft
Bio  
4.30 - 5.15

Session 14

Efficient art production and 3D rendering from a technical artist perspective.

Lee Sandberg Lee Sandberg
Technical artist
Bio  
   
 

 

SPEAKERS BIO's

Hideo KojimaHideo Kojima - Kojima Productions

Director of Kojima Productions in Tokyo, Japan, Hideo Kojima has experienced a steady ride to the top of video game fame. His upcoming title, Metal Gear Solid 4: Guns of the Patriots, is set to continue his legacy as an innovative, adventurous, and thought-(and laugh) provoking director.

From his breakthrough stealth-action hit, Metal Gear (1987) to the worldwide critical hit, Metal Gear Solid 3: Snake Eater (2004), Hideo Kojima's vision has helped redefine games throughout the past two decades. His original game concepts have expanded beyond stealth espionage action with the vampire-hunting Boktai series and sci-fi epic Zone of the Enders: The 2nd Runner.

Since establishing his own independent game development studio in May 2005, Hideo Kojima's studio has produced seven original titles including the award-winning Metal Gear Solid: Portable Ops and Stock Trading Trainer

RodRod Fergusson - Epic Games

Rod Fergusson is the Producer for “Gears of War” (see http://www.gearsofwar.com), the highly anticipated Xbox 360 exclusive title from Epic Games.  Epic is best known as the makers of the mega-hit Unreal and Unreal Tournament computer game franchises and the Unreal game engine.  The Unreal engine is the technology behind dozens of computer and console games including Splinter Cell, America’s Army, Lineage II, Deus Ex and more (see http://www.unrealtechnology.com).
 
Rod joined Epic in 2005 after a 10 year career at Microsoft which included 7 years as a Producer with Microsoft Game Studios.  While there he helped design and produce a number of internal game projects as well as shipped such titles as MS Train Simulator, Blood Wake and Counter-Strike Xbox.”

ChirsHarvey Smith - Midway

Harvey Smith has been making games professionally since 1993. Currently, he is studio creative director at Midway Studios-Austin. He worked at Ion Storm's Austin office from 1998 to 2004, in key creative roles on the Deus Ex games. (Deus Ex won the 2000 BAFTA and many other awards.) Prior to Ion Storm, he worked as lead designer of FireTeam, an innovative tactical squad game that was one of the earliest video games to feature voice-communications between players. Smith started his career at the legendary game company Origin Systems, working there for almost four years. His passions are communications, team building and game design, specifically related to improvisational gameplay, player self-expression and simulated game ecologies. Smith won the Game Design Challenge at GDC 2006 with his game "Peace Bomb," modeled after the Nobel Peace Prize.

Tetsuya Mizuguchi

Tetsuya Mizuguchi has been a true innovator in his field since the very outset. He is driven by a creative vision that challenges the very limits and boundaries of today’s technology and art.
With a rich portfolio of successful games behind him, including Sega Rally Championship and Space Channel 5, he is perhaps most revered for creating the gaming odyssey that is Rez. It was here back in 2001 that he first blended electronic music with the rich visual textures on screen to create this unique and highly popular shooting game.
Many of today’s gamers and developers cite this as one of their very favorites.
Having created his first game back in 1994 – and a successful one at that in Sega Rally
Championship - he went on to lead the development team at Sega Enterprises and
presided over United Game Artists, before moving on to set up Q Entertainment.
His recent creations include the critically acclaimed music and luminary action puzzle
game series “Lumines,” which was released worldwide in 2004/2005 for the PSP®
(PlayStation®Portable) and has now developed into mobile (“Lumines Mobile”), Xbox
Live Arcade (“Lumines Live!”) and PlayStation 2 (“Lumines Plus”) platforms. Q
Entertainment’s impressive line-up also includes the action puzzle title “Meteos” for the
Nintendo DSTM and fantasy action title “Ninety-Nine Nights” for the Xbox 360TM.

On October 2006, Tetsuya Mizuguchi has been chosen as one of the "Digital 50," a list of
50 "New Media Producers and Innovators" selected by the PGA, the Producers Guild of
America, who are shaping the future of digital storytelling via Broadband, Digital
Animation, Digital Visual Effects, DVDs, Games, Interactive Television, and Mobile
Content.

Pic SoonMasaya Matsuura, President, NanaOn-Sha co.,ltd.

In April 1983 Masaya formed the band PSY'S (pronounced "Size") and the band pushed the frontiers of computer music for the time. After nine hit albums, PSY'S disbanded in August 1996. That same year, Masaya took Japan by storm with the release of "Parappa The Rapper" for Playstation. The game won the 1996 CECA Award, the Japan Software Award, and was also named Japan's “Game of the Year“ for 1997. Masaya’s 1999 release, "Vib-ribbon" (PS1), was another gaming revolution, generating gameplay from the player’s own favorite music CDs.
He is also the first and only Japanese member of the Advisory Board of the Game Developer's Conference(GDC) in The United States. In 2003, Masaya produced and composed sounds for the new Aibo "ERS-7" robot dog, and also released "Mojibribbon"(PS2), a game unique in both gameplay and visual style.
2005 saw the release of "Tamagotchi Connection: Corner Shop" (Nintendo DS) which sold more than a million copies in Japan alone.

Pic SoonGoichi Suda, aka Suda 51

President Grasshopper Manufacture. His works include Moonlight Syndrome for the PSOne, The Silver Case, Michigan and most recently, his first game to be released in the United States, Killer 7. He is known for appearing in pictures wearing a lucha libre mask when promoting Killer 7. He is currently working on a project with Hideo Kojima along with Heroes He is curently working on, Heroes, Kurayami for PlayStation 3,  Project 'S' for Wii  His story writing of Super Fire ProWrestling 3 is considered to be the most infamous work from Suda himself because of the shocking ending.

Keita Iida, Director of Content Management - APAC
NVIDIA Corporation

Keita Iida has been Director of Content Management for the Asia-Pacific region since 2001, heading up the teams that work with software developers and publishers, ensuring that games and applications are well-aligned with NVIDIA graphics and platform hardware. Previously, he was Director of NVIDIA's marketing organization in Japan and Korea. Prior to NVIDIA, Mr. Iida spent 4 years at VM Labs, Inc., where he was involved in the
production of over 10 games. He is also a video game historian, contributing to several books on this subject as well as being cited by CNN, USA Today and others as an expert voice in the field. In 1999, Mr. Iida was honored by Twin Galaxies Intergalactic Scoreboard for his contributions in raising awareness of the cultural significance and historical importance of video games.

 

John De Margheriti - CEO BigWorld Pty Ltd John De Margheriti

John is a true entrepreneur, visionary and one of the most motivated and passionate people in the Australian Game Development Industry, having founded the Australian Game Developers Conference and the Game Developers Association of Australia.  In 1985 John co-founded Micro Forté, an Australian Game Development Studio that has just recently celebrated its 20th birthday. Towards the end of 1999 he saw an opportunity within the online game market for a definitive MMOG middleware solution which was successfully developed and spun out as BigWorld.  This well-known company now has a world wide game developer base and a global focus with offices in Shanghai, Beijing, USA, Sydney and Canberra. The BigWorld Technology solution will be seen in such titles as Netease’s ‘Tian Xia 2’, with many more titles in development in the US, Europe and Asia. BigWorld provides an end-to-end development solution for MMOG production, including client/server code, integrated production environment, support and custom development services.

 

John PassfieldJohn Passfield - Pandemic Studios Australia

John Passfield is the Creative Director of Pandemic Studios Australia and has just finished work on the highly anticipated Destroy All Humans! 2.  He is a veteran of the computer games industry with more than 20 years professional experience as a games designer, lead programmer, director and scriptwriter on numerous award-winning titles. John is also credited as a founding member of the Australian games development community having co-founded some of the first development houses including Interactive Binary Illusions in 1993, Gee Whiz! Entertainment in 1996, and Krome Studios in 1999.

John also designs and produces casual games with his Word Shake! game available on most major portals.

John co-created Krome Studios’ TY the Tasmanian Tiger series and also created and owns the innovative Halloween Harry, Jaruu Tenk and Flight of the Amazon Queen properties.

 

heedongYOO, HEE-DONG - NHN Corporation

Yoo, Hee-Dong is the head of game development for NHN Japan

A more detailed Bio will be posterd shortly

 

Nicklas "Cece" Cederström Massive Entertainment, Sweden

heedong

Nicklas "Cece" Cederstrom started out in Film & Television in 1992 as an Editor and Director for commercials and live sports shows. In 1999 he took the step into the gaming industry as a Game Designer and has been working at Massive Entertainment (Ground Control Series) since 2003 were he was Lead Game Designer for the Research and Development on new titles. He is currently working as single player Game Designer on World in Conflict.

Feargus Carroll, Project Lead – Hand Held
Lucasfilm Animation Company Singapore B.V.

FergusFeargus Carroll joined Lucasfilm Animation Singapore in January as Project Lead for the Handheld Division. He has relocated from the UK with his wife and three children.

Feargus first started in the Games Industry in 1991 as Production Editor for games review magazine called ‘Games-X’, which was the only weekly review magazine in the UK at the time. He then had brief spells in early 3D grahics, BASIC coding and industrial software implementation and testing before joining Psygnosis, one time parent of SCEE, as QA manager. While there he oversaw the testing phase of hit titles such as Lemmings, Shadow of the Beast 3, Wipeout, Destruction Derby, and F1. He later moved to the internal studio, as Head Producer for, among others, Colony Wars, Tenka and Wipeout 64. After spells as Production Manager at Infogrames (UEFA Striker & NGEN Racing) and as Studio Manager at Rage (Rocky) he moved to Electronic Arts. As a Senior Producer with EA Partners, he produced Freedom Fighters with Io (makers of Hitman), Anno 1503 & Anno 1604 with Sunflowers and Black & White 2 with Lionhead, as well working with Free Radical Design, Bizarre Creations and DICE. His last work at EA was in the Studio, as Senior Producer for Battlefield 2:Modern Combat.

NicNic Fillingham - Microsoft

Nic Fillingham is a Technology Evangelist for Microsoft Asia Pacific based in Singapore. For the past six years hehas been responsible for championing Microsoft's digital entertainment products and services - particularly Xbox
and Xbox 360 - across the Asia Pacific region.

Nic's passion for technology first began developing in the early 80's soon after his first foray into the world of electronic gaming on the Apple IIe. Roughly twenty years later, Nic has been fortunate enough to help launch
Xbox in Australia and New Zealand, Xbox 360 throughout North and South East Asia, and support the first official video console launch (Xbox 360) in India in September 2006.

Nic's role sees him working closely with the gaming industry, evangelising Microsoft's gaming and entertainment platforms to developers, gamers, students, hobbyists and media.

Lee Sandberg

Lee Sandberg - AB Colorod Media/Technical Art Director

Lee Sandberg is a technical art director / technical director and has recently been working on a FPS on-line game using Epics Unreal 3 Engine and the next generation game platforms. He is consulting though his company studio in Sweden worldwide. For eleven years he has been creating middleware and art pipes for 3D games engines and simulations. Lee has studied Cognitive Science and AI and has a background from autonomous mobile agents and VR.

 

 

 

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