Developers Track: Producing, architecting & operating virtual worlds
New for this year - a third stream of curated-content with the latest technical and developer topics, presented by some of the best in the business.
Programme
6th October |
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| 11.20 | Evolution through revolution: new MMO genre possibilities
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| 11.50 | What MMOGs are made of: content development, management and release This brief session will cover aspects of content creation during MMOG development and post-release, including:
The realisation 'Content Is King' is an old one on traditional medias such as television, films and music. Games, however, still suffer from technology hype which often takes the development focus away from creativity and content, resulting in products disconnected from its intended audience. Pick a game box, look at its back -- you'll find 'marketing' lines such as 'featuring advanced graphics, H&L transformations, particles, thousands of weapons, destructible environments...', something akin to enticing people to watch a movie because it was filmed on Panavision cameras. Once a production team understands what makes a game tick -- content -- its time to navigate the uncharted and subjective waters of quality content generation, using technology as nothing more than tools to achieve this goal. The session will expose how Jagex and its teams deal with creativity, content production, evaluation and delivery, along with methods to reach good and consistent end results in a fast-paced development environment. Henrique Olifiers, Director of Game Content, Jagex |
| 12.20 | Building microworlds – where small is smart Find out about the cost savings, UGC potential and unique development issues in building microworlds and widgetized interactive content Bruce Joy, CEO, Vastpark |
| 12.50 – 2.00 | LUNCH |
| 2.00 | How do we get serious? - The practicalities of using Serious Games in an enterprise environment
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| 2.30 | ENISA Report on Virtual World Security and Privacy The vulnerabilities – including:
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| 3.00 | How can corporates and educationalists capitalise on game-based theory’s unique insight into learning?
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| 3.30 – 4.00 | BREAK |
| 4.00 | Visualising virtual footprints
Stefan Rehm, Corporate Identity & Architecture, Marketing Communication, SEAT S.A. / VW Group |
| 4.45 | Open source and innovation in virtual worlds
Jeff Barr, Web Services Evangelist, Amazon Melanie Thielker, CEO, Xumeo |
| 5.30 | CLOSE OF DAY 1 |
7th October |
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| 11.20 | Building a virtual world is a long-term commitment – what do developers need to know to plan for long-term success? Building and launching a new virtual world is just the beginning of a long haul effort. Development never stops, technologies evolve and sometimes are completely replaced, and even business models may need overhauling. How can you plan the resourcing and investment needed to stay successful over years of operation? Osma Ahvenlampi, CTO, Sulake Corporation Ltd. |
| 11.50 | Virtual cultures: It’s not just a product - it’s a service. How to do both at once?
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| 12.20 | An introduction to developing assets for PlayStation®Home This presentation will cover the major features available in the Home Development Kit and will give an overview of how to create art, audio and scripted assets for PlayStation®Home. Creation of environments, mini-games, Home Rewards and launching PS3 titles from Home will be covered. Information will also be provided for developer support. James Cox, Senior Producer - Home Tools and Support, Sony Computer Entertainment Europe |
| 12.50 – 2.00 | LUNCH |
| 2.00 | A strategic approach to developing virtual world applications for mobile devices
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| 2.30 | Artificial intelligence bots – how are they being used to enhance virtual worlds? The Semantic Web, intelligent avatars, and non-player characters: commercial reality time is here Phil Hall and Mark Meadows, two of the leading experts in the field, tell you why blue chip companies such as BT, Renault, Sky, LTSB, Philips and Verizon are investing in conversational systems and what is coming around the corner. Often fronted by Avatars, conversational interfaces can replace services such as telephone call centres and face to face customer relationship management. Non-player characters have been a feature of the gaming industry for years, but if you put conversational systems and NPC's together in virtual worlds ... it makes logical sense. The panel will show the value of scripted and self-learning systems through case studies and live demonstrations, illustrate the future potential for businesses operating in virtual worlds, and show a glimpse of the near future. The session will be moderated by Lizzie Jackson who is completing a PhD on the facilitation of BBC interactive content. The session will cover:
Phil Hall, MD & Founder, Elzware Ltd Lizzie Jackson, AHRC Researcher, University of Westminster |
| 3.15 – 3.45 | BREAK |
| 3.45 | What if the TV audience invades virtual worlds? Server development - load balancing, scaleability and hosting Lode Nachtergaele, Business Architect, VRT – Belgium |
| 4.15 | Usability - what are the do's and don'ts?
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Speakers
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Conferences have become a byword for dull productions where the atmosphere is as stale as the quiche. THE VWF was the most energetic and vibrant for some time - speakers, ideas and chat. Away from the stage there was more networking than I'd expect at speed dating night.
















