We offered speakers the opportunity to do some shorter sessions, following more of a microtalk format, and here they are.
George Kokoris – The Cutting Room Floor
Session – Game design schools usually spend a little time teaching students about scope, but it’s not always given the importance it really deserves. Scope can make or break any project, from the smallest 48-hour game jam entry to the most opulently funded AAA blockbuster. Scoping mistakes are one of the most common reasons that game projects fail, but they are also avoidable with a little perspective and determination.
Bio – George is an ex-cinematographer, a graduate of Full Sail University, and a game designer at Microsoft Studios. As a member of game development collective Colorcave, he’s contributed code and design to small-scale indie titles as well as to Microsoft’s AAA portfolio. He’s a stubborn advocate for rapid prototyping and iterative design, and will ramble at great length about both if given half a chance. George currently resides in the Pacific Northwest.
Travis Sanchez – The Blue Screen of Death
Session – Game crashing for everyone but you? It happens to all of us. Learn how professionals deal with bugs before shipping their game, and how you can improve your own beta or first deployment.
Bio – Travis is a graduate of New Mexico Tech with a BS in CS who worked for 4 years at High Impact Games shipping games across PSP, PS2, PS3, XBox 360, Wii and 3ds. Travis is primarily a programmer who has worked on optimising code and developing efficient multithreaded implementations for the XBox 360 and PS3, amongst many other things. Travis recently left the games industry to take a position at Google, where he is a Software Engineer
These great sessions and many more are taking place as part of the AltDev Student Summit, this coming weekend. Check out more information on the conference mini-site and make sure you sign up through Eventbrite to be kept up to date.