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India Game Developer Summit 2010 :: Online Gaming, Mobile Gaming, Audio in Gaming, Gaming Business, Gaming Career :: Saltmarch Summits

Speaker Presentation Files: IGDS 2010 Slides for Download

Presentation files from India Game Developer Summit 2010 (Lite Edition) are made available after the summit has concluded and the speaker has given us the files. We will update this page with more presentations as and when we receive more decks from speakers. (However, please note some speakers choose not to share their presentations.)

Create, Distribute and Monetize your Games using Adobe Flash Platform
Harish Sivaramakrishnan
Game Programming; Game Business/Management

The Adobe Flash Platform is the leading platform in the world for developing games on the web and devices. In this session we will learn about leveraging the Adobe Flash Platform ecosystem to build, distribute and monetize your games. The session will cover some of the great features that Adobe offers in building rich gaming experiences using Adobe tools as well as popular opensource libraries and physics engines built on top of the Adobe Flash Platform. Also covered are the ways to distribute the games through the popular social platforms and finally monetizing your games using Adobe's Try-Buy service codenamed - Shibuya.

Envision, Enable, Achieve
Carl Jones
Game Programming

For a long time, the games industry was considered a rather small part of the global entertainment industry – the prevailing view was of a niche industry developing products for minority groups of nerds and geeks. Lately, this changed dramatically. The market share of the gaming industry has risen significantly and, today, it is one of the top-selling media sectors. According to recent studies, the overall sales volume of the games industry increased to more than 50 billion US dollar in total and is comparable in size to the global film industry.

In this inspiring keynote address, Carl Jones will show, through the history, experiences and current practices of his organisation, how an uncompromising insistence on setting new benchmarks in all areas resulted in Crytek’s growth into a leading developer of digital entertainment and technology. The lessons learnt by Crytek during their first decade can apply to all developers and this keynote will hopefully inspire anyone with big ambitions!

Building Gaming Experience for Mobile & Devices
Hemanth Sharma
Game Programming; Mobile Gaming

As vast and rich as the experience in Flash content is, the session gives you an insight regarding how easy the whole process of building attractive games using Adobe Flash technology is. This session would also cover the steps involved, the tools Adobe provides and the practical walkthrough to build innovative Flash games for devices in a matter of minutes. We also will briefly cover the new features of Flash Platform that are offered to end users, gaming enthusiasts and developer geeks right from designing, developing, emulating on your desktops to successfully making your content provide similar user experience across a range of devices/platforms.

Becoming an Indie Game Developer
Karthik Subramaniam
Games Business/Management; Gaming Careers

The term 'Indie' is commonly used in the game industry to represent a small team or an individual who independently develops a commercial-quality video game. This session aims to help independent game developers succeed in the competitive game industry. Few young and energetic entrepreneurs/students choose the indie route rather than joining a professional game studio to unleash their creative freedom. Indies have challenges in all aspects of game development such as funding, developing, publishing, marketing and selling their games. It becomes increasingly difficult to have access to expensive state-of-the-art tooling for creating game content. This session covers all aspects of Indie game development ranging from the choice of gaming platform - PC/Mobile/Console to pros & cons of self publishing and digital distribution. Since indie teams have budget constraints, they don't have access to modern 2D and 3D content creation tools that professional game studios use. To address this specific problem, the session shows how high-quality open source content creation tools could be used as a viable alternative to their commercial counterparts. This presentation introduces a set of free, production-quality open source software such as Blender, GIMP, MyPaint, etc with a brief overview of their capabilities. Depending on the type/genre of game, indies can benefit from open source game engines to drastically reduce time to market. The session concludes with the presentation of a cost-effective marketing strategy and few successful indie case studies.

Challenges in Managing the Lifecycle of a Multi Platform Mobile Game
Dayanidhi M G
Mobile Gaming; Games Business/Management

Given the fragmentation of mobile handsets and limited computing resources (processor power, memory etc), it is a unique challenge to manage the lifecycle of a mobile game through its different key phases such as studio production, post-production (porting onto hundreds of phones), packaging and submission to all carriers worldwide with local language support. What starts like a blend of making an animation movie (with conceptualisation, creative direction, production etc) and writing a software (with over 50,000 lines of code) on a couple of reference handsets starts expanding horizontally to cover hundreds of phone, several languages in each technical platform such as Java, Brew, iPhone, Android, Windows etc. In this session, Dayanidhi will share the experience gained while meeting the challenges in building a team (from scratch to the current size of 150), setting up processes, building and maintaining automation tools to achieve best possible productivity giving benefit of optimised time-to-market to the organisation operating in the worldwide market. A mobile gaming production team resembles a software factory giving an opportunity to apply the classic production management principles while dealing with hundreds of SKUs on a daily basis. At the end of this session, the participants will be aware of life cycle of a mobile game that is unique.

Bootstrapping for Mobile Game Development in India
Krishna Chaitanya Pediredla
Mobile Gaming; Game Business/Management

In this one of a kind session, K C Pediredla will address the current State of the industry and Opportunities and prospects for future of Mobile Game Development. He will throw light on the revolutionary, direct, single channel sales approach heralded by the Apple App Store and provide insight into other App stores by Nokia, BlackBerry, Android etc. to cover the Mobile App Store circuit. In the second part of his session, he will leverage from his experience of starting a Mobile Game Development company, and share tips and strategies for new developers to start mobile game development companies in India, covering information on the various methods of financing available to a budding start-up and the How-to, advantages and disadvantages of Boot-strapping. In the concluding section of his talk, Pediredla will offer his definition of Boot-strapping, its advantages and disadvantages, the prospects of freelance and collaborative work and Indie recognition worldwide using indie licenses for Unity and Unreal Engines.

Preparing for the Great Indian Social Gaming Rush
Sumit Gupta
Online Gaming; Games Business/Management

Social Games are a hybrid of 'games' and 'social interactivity', tending to be more immersive and focused on production qualities and graphic capabilities as opposed to traditional games. Social gaming is a free-to-play model, so it attracts a broad demography of people. There are now hundreds of millions of people playing social games, and as a category, social gaming became the big surprise of 2009. The US market alone is around $1 billion today, and growing at a clipping 100% year on year, the Social Gaming market holds the potential to reach $3-5 billion over the next three years.

In this session, Sumit will outline the trends in Social Gaming and why they are leading to many new and valuable gaming companies, besides opening up a plethora of opportunities to entrepreneurs in India. New social games startups, including free to play MMORPGs, social network games, web based games and single player gaming communities, are busy converting the much larger market of casual players into their customers. This session will focus on how game developers can evolve to build compelling social interaction into the games they are developing and what opportunities exist for gameplay to take advantage of the social graph. The session will also focus on viable and proven business models for social games and how game developers should go about choosing the best business model for their games.

Quality Asset Creation & Sound As A Storyteller
Varun Nair
Audio in Gaming

It is common among writers, story tellers and even the audience/game players to believe that visuals alone can tell a story well. While visuals can bring life to the story and connect to the audience actively, sound can connect to the audience passively and most unobtrusively. This is what makes sound - a combination of music, dialogues and sound effects - very important in story telling & enhancing realism in game play. Visuals without complimenting sound is like a story told with no emotions.

  • Importance of music as a story telling tool
  • Designed sound and their uses (it's very rarely realism, it's hyper realism that works!)
  • Foley & real world sounds and it's importance in enhancing & adding depth to game play
  • Dialogues. The importance of writing & casting
  • Learning & adapting from other media & forms of entertainment - films, theatre & music
  • The importance of planning ahead. Sound is not a last minute tool to 'fix things'
  • Grasping the player's attention equally - between visuals, music & effects - the 2.5 rule.
  • What is a brief?
  • Time and asset management. Management and communication is just as important as creating cool sounds.

The technicalities & their creative applications:

  • Choosing the 'right' sound. Space, Perspective, Timbre, Pitch
  • Quality
  • Understand delivery & working formats
  • Common equipment & tools used to create sounds - know the concept not the knob!
  • The mix. Understanding the use of contrast & the power of silence. The use of the 2.5 rule & the importance of listening.

Stretching Torque to Duplicate a Commercial AAA Game Engine in Ghajini
Imran Khan
Online Gaming; Game Programming; Game Development

Torque from Garage Games is the engine of choice for Indie game developers. It offers the best range of tools and options when it comes to rapid game development. Most of the commercial successes for Torque are in the casual game genre. This session details the changes we made to the 3D gaming engine for it to scale up and support the game design expected of a commercial AAA game engine. It outlines the production issues, pipeline details and approach to be adopted in making a 3D game. The talk also touches on optimising a 3D game for integrated graphics, which is the platform of choice for the default game machines in India. This optimization helped make the game, being cited in the example, critically acclaimed and a success in terms of unit sales.

The Creative Core Team
Jithin Rao
Game Programming; Games Business/Management

For a start-up game development studio the main hurdle faced by even the smallest of studios is the communication and collaboration of various teams as one sole team. This is especially true in video games where teams ranging from artists to engineers, sound artists to game designers etc. differ in their culture, vision and goals for the project. Each team has a consolidated process defined with Technology/Middleware/Tools or related to art and design, but they prone to have different visions of the same product in production. This forces us to build a bridge that enables communication between the teams about their intentions, suggestions and/or opinions and therefore clearing the cultural gap between the people as well as within the production process. Irrespective of the genre and game platform, content-rich entertainment software products are achieved only when the end-user feels the gaming experience that the creators intended to share. It is therefore essential for us to have a unified vision of the product, and work together to achieve it. A good practice is to have a Core Team that manage the cultural differences with the various teams of experts. During this session we will addressing the following questions:

  • Why do we need a Core Team?
  • What does the Core Team do?
  • How does the Core Team do it?

Open Source for Your Game Development
Yadu Rajiv
Games Business/Management

In this session, Kinshuk and Yadu will introduce industry-quality open source tools that can be utilized in the development of video games without compromising the quality of the game or the experience. Through this session, the speakers intend to showcase some Open Source tools that can have a huge impact on your gaming business -- not just game features, functionality, experience and quality but also the bottom line. Acceptance of Open Source Tools and Technologies in the gaming industry is not at an inflexion point right now, even though Open Source is beginning to dominate the technology spectrum in other domains. While there can be many contributing factors for this phenomenon, one important factor is an ignorance of the open source tools and technologies. By its very nature, open source is exceptionally good and doing a splendid job, but shy enough to promote itself.

This session will begin by defining Open Source and establishing its context in the game development business. It will then move on to a general discussion of Open Source Tools and Technologies empowering game developers and companies in making wise investments into their games. Kinshuk and Yadu will discuss the features, in general, of Open Source Tools and Technologies and look specifically in 5 specific cases of Open Source Tools and their impact on the gaming business. They will do a comparative analysis of the Open Source tools with their rival proprietary tools and evaluate their impact on the game development lifecycle, game features and the cost of the whole exercise. They will also showcase the contribution of the Open Source Tool in commercially successful projects. With this comparative analysis, this sessions intends to showcase how open source tools are wise investment choices for small and medium game development studios and how they make it feasible for them to compete with larger development studios and work towards a AAA Title. The five tools under consideration are: OGRE 3D, Open AL, Blender, Bullet and RakNet.

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