MIGS 2013 SCHEDULE

Presented by  

Day 1 – Monday Novembre 11

 

Room

Lobby

520A

Arts & Visual Effects

520B

Technology

520C

Production

518

Business

519

Design

522

Audio

521

Sponsored
08:30
Registration and Badge Pickup
09:30- 10:00

Opening Ceremony

10:00- 11:00

OPENING KEYNOTE- Best Practices in Leadership and

Communication- Dr. Ray Muzyka, Threshold Impact

11:15- 12:15

-FX-

The Last of Us – Cinematic Journey – David Lam, Naughty Dog

-TC-

Biometrics In Games For Actionable Results – Pierre Chalfoun, Ubisoft Montreal

-PO-

Speedrun: The making of Tiny Brains – Simon Darveau, Spearhead Games

-BU-

How Metrics Impact Your People – Jennifer Whitson,  Technoculture Arts and Games (TAG) – Concordia University

-DS-

Character Flaws and Choices: How to Engage Players Emotionally Without Alarming Your Producer – Alex Epstein – Compulsion Games

-AU-

Audio Post-Mortem for “Outlast” – Sam Girardin,  – Game On Audio

-S-

Creating Artwork and Animation for 2D Games – Lilly Vogelesang – Toon Boom Animation Inc.

12:15- 1:30
Lunch Break
1:30- 2:30

-FX-

Creating a Strong Connection with the Audience by Treating your Characters as Actors – Patrick Beaulieu,  – Squeeze Studio Animation

-TC-

Dynamic Duo – Stacy Smith, ARM

-PO-

Better Mentors - Jean-Francois Malouin, Momentum R&D

-BU-

Why Does Free Work? – Nicholas Lovell, Games Brief

-DS-

Next Gen Game Design: The Right Tool for the Right Job – Ian Frazier, BioWare Montreal

-AU-

CRASH! BANG! WALLOP! Foley for AAA Games – Anthony Faust, Atlantic Post Production

-S-

Unity’s Mobile Optimization Techniques – Carl Callewaert, Unity

2:45- 3:45

-FX-

Making a movie and a game at the same time – lessons learned creating the cinematics of Arkham Origins – Ben Mattes, WB Games Montreal

 -TC- 

HTML5 Game Development In-depth – Richard Davey, Photon Storm Studio

 

-PO-

Making Puzzle Chef: How gumi Europe Adds Japanese Sauce Into Its Mobile Game Development Mix – Nicolas Godement-Berline, Gumi

-BU-

Marketing and Monetization for Mobile Indies: Lessons from the Trenches – Keith Katz, Execution Labs

-DS-

The Evolution of Sam Fisher: Character, Camera & Controls in Splinter Cell Blacklist – James Everett – Ubisoft Toronto

-AU-

Music and Games as Shifting Possibility Spaces – David Kanaga, Proteus

-S-

Powering up level creation and rendering in next-generation games with Umbra 3 – Antti Hätälä,  Umbra Software

4:00- 5:00

-FX-

No More Boring User Interfaces – Joe Kowalski,  User Interfaces

-TC-

PANEL – Companion Games: The Challenges of Cross-Device Development – Pierre Fortin – Marc-André Belle-Isle – Dave Tremblay, Ubisoft Quebec

-PO-

Pros and Cons of HTML5 Game Development – Christopher Brousseau, Big Viking Games

 

-BU-

A PR Playbook: Executing an Effective PR Program, with Real-World Insight from a PR Maven and Demiurge Studios – Albert Reed, Demiurge Studio – Elicia Basoli, Elicia Basoli Communications

-DS-

Options or Choices? – Brian Moriarty, Worcester Polytechnic Institute

-AU-

Words, Words, Words: Writing, Editing, Localizing, and Recording Big, Huge Projects - Alexander Horn, – ZeniMax Online Studios

 -S-

 

5:15- 6:15

-FX-

Building World of Warcraft, an Artist’s Perspective – Gary Platner, Blizzard

-TC-

Tranquility: The Architecture of EVE Online and DUST 514′s Shared Game Cluster – Nicolas Tittley, CCP Games

-PO-

41 Shades of Troll: Managing a Live Product with Community Input – Tayber Voyer, A Thinking Ape

-BU-

What Publishers Want – an in-depth examination of the Game Connection publisher Survery – Warren Currell, Sherpa Games Inc.

-DS-

Scope Poster: a Tool to Clarify and Communicate a Vision – Jean Guesdon, Ubisoft

-AU-

The Art of Interactive Music in Remember Me – Olivier Deriviere, Ameo Prod

 -S-

 

 

7:00- 9:00
VIP Cocktail presented by Invest Quebec – Vieux Port de Montréal – Invitation only
9:00- Late
Official MIGS Party – Vieux Port de Montréal – All welcome!

Day 2 – Tuesday Novembre 12

 

Room
Lobby

520A

Arts & Visual Effects

520B

Technology

520C

Production

518

Business

519

Design

522

Audio

521

Sponsored
08:30
Registration
10:00- 11:00

OPENING KEYNOTE- Developing Old School RPGs using New School

Models: Kickstarter Development – Chris Avellone,

Obsidian Entertainment

11:15- 12:15

-FX-

The Concept of Being an Artist – Claude Bordeleau - Sunder Raj, Volta

-TC-

Data Driven Development: The Technology Behind Live-Ops - Dan Menard, Double Stallion Games

-PO-

Producing Locations for Batman: Arkham Origins – Guillaume Voghel – WB Games Montreal

-BU-

Going Indie in AAA – Patrick Plourde – Ubisoft Montreal

-DS-

Romance Games: Unpopular Genre or Untapped Market? – Heidi McDonald – Schell Games LLC

-AU-

Next Gen Audio is about Game Developers – Mark Yeend, Microsoft Studio

-S-

Unity’s New Features – Carl Callewaert, Unity

12:15- 1:30
Lunch Break
1:30- 2:30

-FX-

Art Direction Process: Creating a Unique Style and Identity – Jeff Agala, Klei Entertainment

-TC-

Fast Graphics in the Web Browser? Yes You Can! – Justin Novosad, Google

 

-PO-

Battlefield Premium: The Launch is Just the Beginning – Fredrik Loving- DICE L.A.

-BU-

Maximizing User Retention, Monetization and Satisfaction in F2P games: Data, Best Practices and Case Studies – David Chiu, Kongregate A GameStop company

-DS-

PANEL – Making Emotions Come to Life in Games through Creative Design, Production and Technology – Vander Caballero – Ruben Farrus – Julien Barnoin, Minority Media

-AU-

Assassin’s Creed Liberation: The Power of Musical Themes – Winifred Phillips, Generations Productions LLC

-S-

Profiling and Debugging Games on Mobile Platforms – Anand Patel, ARM

2:45- 3:45

-FX-

Are We Ready for Animation on the Next Generation of Consoles? Lessons Learned from Developing Watch_Dogs – Colin Graham, Ubisoft Montreal

-TC-

Game ON! Manage your Ops for the Win Win Win – Pascal Sick,  Gameforge Productions GmbH

 

-PO-

Women Making Games: the Who, the What, and the How - Phoenix Perry – Tanya Short, Pixelles

-BU-

All in With The Red Barrels – Philippe Morin, Red Barrels

-DS-

Rethinking Game Design Through Behavioral Economics – Benjamin Devienne, Gameloft

-AU-

Ensemble Production and Recording – Michael  Csurics, Brightskull Entertainment

-S-

China’s Gaming Industry: Growth and Opportunities - Peng Jin, China Cultural Industry Association

4:00- 5:00

-FX-

Movement & Form: The Art of Understanding Body Mechanics – Samantha Youssef, Studio Technique

-TC-

Converging for success - Grant Blake, BioWare

 

-PO-

Live-Ops: No Joke, the Real Work Starts Once You Launch – Chris Scholz, Free Range Games LLC

-BU-

Mini Size Me: Surviving the Transition from Big Studio to Small Developer – Behrouz Bayat, Gamerizon

-DS-

Creating Candy Crush – King´s Recipe for Sweet Success – Tommy Palm, King

-AU-

Embrace the Crazy: A Saints Row IV Technical Audio House Party – Roel Sanchez, Deep Silver Volition

-S-

 

 

 

 

5:15- 6:15

CLOSING KEYNOTE- MIGS Brain Dump 2013: Do or Die

Chris Avellone, Obsidian Entertainment – Jason Della Rocca, Execution Labs – Stephanie Harvey, Ubisoft Montreal – Michael McIntyre, WB Games Montreal – Brian Moriarty, Worcester Polytechnic Institute – Steve Ogden, Firaxis – Richard Rouse III, Microsoft Game Studios – Henry Smith, Sleeping Beast Games – Jason VandenBerghe, Ubisoft Montreal

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