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GDC2010レポート(2) 『前日編つづき』

  • ハバモバ.jp
  • at 2010/3/09 14:55:27

前回のエントリでも書いたとおり、GDC参加のために、サンフランシスコに来ています。

さっそく、受講パスのレジストレーションも済ませてきました。

 

今回、受講者にもれなく、Androidケータイ(DroidかもしくはNexusOne)が進呈される、という素敵な特典がありましたが、、、実は、配布は明日の9時だということが分かりました。ちょっと焦りすぎですね^^;

また、受講者に配られたGDC特製トートバッグ。

 

この中には、、、

 
↑表面

 
↑裏面

こんなグリーティングカードを今回、入れさせてもらいました。

表面は、世界中から集まるゲームクリエイターの方々へのメッセージ、裏面は、GDCに来てくださった日本のゲームクリエイターの方々へのメッセージです。

 

さて、明日から、いよいよGDC開幕です。

ギリギリになってしまいましたが、ようやく、受講したいセッションを絞り込み、計画を立てました。このとおりに受講できるかは分かりませんが、ご参考までに掲載しておきます。

本当に魅力的なセッションが目白押しで、かなり、「泣く泣く諦めた」セッションも多いんですよね…。そうしたセッションは、今後の情報交換などで相補完していければと思っております。

下記のセッションの一部は、twitter上でもつぶやく予定です。ご興味あれば、フォローをどうぞ。

■GDC2010 実況がんばる Twitter
http://twitter.com/havahava

そうそう、Twitterと言えば、今回のGDCは、昨年とはうってかわって、ものすごいTwitter押しになっています。まずは、コレ。事前にウェブで申し込んだチケットを、会場にあるPC端末でカードにセルフサービスで刻印します。そのときに・・・


↑Twitterアカウントをバッジに記載するかどうか?のチェック欄

じゃーん!バッジに、TwitterIDがくっきりとw

 

また、GDC会場にも、いろいろなところに、Twitterに関するポスターが置かれています。

 

では、私の最終的な、GDC受講計画です。


◆幅のGDC受講計画 (GDC公式サイトのスケジューラを利用)

Session Speaker(s) Day Start End Room
Building the Server Software for ELIMINATE Speaker/s: Stephen Detwiler anJames Marr
Tue 10:00 AM 11:00 AM Room 306, South Hall
Learn how ngmoco:) built the server software for ELIMINATE. This session we will show solutions for realtime presence, matchmaking and gameplay that works over 3G and wifi. The developers will describe how the aggressive schedule led to specific choices about when to reuse existing technology and when to build new systems. They will also discuss how early load modeling and constant load testing helped define a network architecture that scales to meet demand. Additionally, they will cover how Eliminate is completely stateless by leveraging the features of the Plus+ network and how this simplified server maintenance requirements. Plus the speakers will wear silly hats.
Maximizing Sales and Downloads for Indie Mobile Game Developers Speaker/s: Aaron Isaksen and Dave Castelnuovo
Tue 11:15 AM 12:15 PM Room 309, South Hall
This roundtable will discuss how indie mobile game developers with limited budgets can maximize sales and downloads through successful distribution and marketing strategies. We will cover ideas such as advertising, blogging, social networks, pricing, and reviewing that smaller companies can use to improve downloads and visibility for their mobile games. We will also discuss current and future iPhone, Blackberry, Windows Mobile, Android, Nintendo DSi, BREW, and J2ME distribution methods for smaller development teams, focusing on the major changes that are currently happening at mobile carriers and mobile app stores that will impact how people will discover and purchase indie mobile games.
Fastest Path from Concept to Top Paid Speaker/s: Tom Higgins
Tue 12:30 PM 1:00 PM Room 306, South Hall
Tom Higgins, Product Evangelist at Unity Technologies talks about Unity iPhone and why it's become the dominant middleware solution for content published in the App Store. The presentation will include an overview of the tool and its feature set, the development workflow and a sampling of success stories to highlight what's possible with the amazing Unity game engine.
Opportunities and Pitfalls in Launching Your Own Virtual Currency Speaker/s: Jameson Hsu
Tue 2:15 PM 2:45 PM Room 131, North Hall
What are the opportunities and pitfalls in launching a new virtual currency? Mochi Media's CEO Jameson Hsu will present a postmortem of their experience launching Mochi Coins, a virtual currency platform for game developers. He goes in depth on what went right and what went wrong from a variety of issues ranging from developer implementation of virtual currency, design questions, and setting currency exchange rates. As games proliferate across social networks and other online channels, virtual currency and goods are quickly becoming the new frontier in online gaming. The presentation will reveal the rights, wrongs, and lessons learned from first-hand experience.
Bringing UE3 to Apple's iPhone Platform Speaker/s: Josh Adams
Tue 3:00 PM 4:00 PM Room 306, South Hall
This talk will cover the methods Epic used to bring a large-scale game engine over to a mobile device in only a few months time. Important points include what we had to change in Unreal Engine 3 to target the iPhone, what we were able to leverage directly, and what features we cut to overcome limitations of the hardware. Low-level systems such as rendering, file I/O, input, and threading will be addressed in addition to how our Windows-focused tools and engine are used with the Mac-centric development of the iPhone.
Application Stores: What You Should Know Before You Get Started Speaker/s: Kyu C. Lee
Tue 4:15 PM 4:45 PM Room 309, South Hall
This lecture will cover a list of things that you should be aware of before approaching each application store: Apple's AppStore, Google's Android Market, Blackberry's AppWorld, Microsoft's Marketplace, Nintendo's DSiWare, PSN Mini and Zeebo. Discussing his own experience with all of these platforms's, Kyu Lee will provide a walk-through from development to market for each.
Publishing Mobile Games in a Multi-store, Multi-platform Environment Speaker/s: Maarten Noyons
Tue 4:45 PM 5:15 PM Room 309, South Hall
In this session Maarten Noyons, Consultant and Founder of the International Mobile Gaming Awards analyzes the commercial potential of the different App Stores, shops and other point of sales that have emerged after the launch of Apple's App Store. For each store, whether they are launched by operators, handset manufacturers of aggregators, the commercial potential is analyzed and compared. The comparison includes the stores of Nokia, Samsung, Blackberry, Apple, Google, Sony Ericsson, Orange, Vodaphone, China Mobile, Verizon, Orange, and O2.
Surviving the iPhone: EA's Original Game Bet Speaker/s: Oliver Miao
Wed 10:00 AM 10:30 AM Room 306, South Hall
During the holidays, one EA game on the iPhone's Top Grossing list stuck out from the rest. Why? Unlike TETRIS, MONOPOLY, and MADDEN, most people had never heard of SURVIVING HIGH SCHOOL. Discover how EA bet on an original game and won. Get the inside story on how decisions were made on a new business model. Learn how to create a mobile team that can release new content every week. And explore the iterative process EA went through to fuse microtransactions with free, weekly downloadable content to create an iPhone success story.
Promoting and Monetizing Your App: Finding Success in Mobile Speaker/s: Brendon Kraham and Charles Yim
Wed 11:15 AM 12:15 PM Room 122, North Hall
Creating a business in mobile is the next step after developing a killer game app. In this fast-paced session, learn how to earn revenue from your mobile traffic by serving ads as well as how to promote your app to drive downloads and boost your ranking through advertising. AdMob is a leading mobile advertising network with more than 4,000 app developer partners and we'll show you real examples and case studies of success from games developers who are gaining traction in mobile.
Next-Generation Social Games Speaker/s: John VecheyBrian ReynoldsJustin SmithJeff Tseng and Owen Mahoney
Wed 1:30 PM 2:15 PM Room 305, South Hall
Social games with virtual goods business models took off in 2009. Will they continue to grow at a fast rate in 2010, or are they just a flash in the pan? How will social games evolve in the future? What would you call a next-generation social game? We'll talk with some of the experts at the companies that are making major bets in this space.
One Year in the App Store: A Case Study of Backflip Studios Speaker/s: Julian Farrior
Wed 2:15 PM 2:45 PM Room 306, South Hall
Popular independent developer Backflip Studios has had some early success in the app store with 4 top 5 applications in the overall rankings (RAGDOLL BLASTER, PAPER TOSS, PAPER TOSS: WORLD TOUR, RAGDOLL BLASTER LITE), 13,000,000 downloads and over $2,000,000 in sales. Join, Julian Farrior, Backflip's CEO for a discussion and quantitative analysis of their first year in operation. Focus will be on marketing wins/flops, distribution opportunities, sales catalysts and key takeaways. Special attention will be given to analyzing real numbers associated with Backflip's three key sources of revenue: a) straight app sales, b) in-app purchases and c) mobile advertising in free games.
How to Keep Your Game on Top of The Charts Speaker/s: Igor Pusenjak
Wed 3:00 PM 4:00 PM Room 306, South Hall
Igor Pusenjak of Lima Sky, the developer and publisher behind DOODLE JUMP, will discuss strategies that keep a great game alive, interesting, and on top of the charts beyond the initial spike spurred by being featured on the App Store.

DOODLE JUMP has sold 21 units on its first full day on the App Store. Some 9 months later, close to 80,000 units were sold on Christmas day alone. Through a combination of addictive gameplay, frequent updates, direct communication with players, and employment of social networking tools, DOODLE JUMP has managed to stay in the Top 25 of the Top Paid Apps category far longer than many other great games.
A Sea Of Mobile Devices Speaker/s: Neil YoungMark FriedlerEric ChuBart Decrem and Aunkur Arya
Wed 4:30 PM 5:15 PM Room 305, South Hall
How is the landscape for mobile games changing as more consumers adopt smart devices that can run downloaded apps? Apple is launching the iPad tablet computer. Will Google's Android Will it create a new category in games? Is mobile gaming the next frontier for social games? And will mobile games begin to monetize as well as social games do on Facebook?
Tegra - Developing Killer Content for Advanced Mobile Platforms Speaker/s: Lars Bishop
Thu 9:00 AM 10:00 AM Room 310, South Hall
1
After the iPhone...What? Speaker/s: Jeff EssexPeter DrescherDave SparksAaron HigginsJeff Bush and Rajeev Massand
Thu 10:30 AM 11:30 AM Room 112, North Hall
Get a concentrated overview of the technical strengths and market position of four iPhone alternatives in one session.
Free to Play, Pay for Stuff: Virtual Goods Go Boom! Speaker/s: Daniel James and Matt Mihaly
Thu 1:30 PM 2:30 PM Room 114, North Hall
Leave with a greater understanding of the dynamics and pitfalls of the virtual goods business model. Hear from pioneers in the space and expect candid sharing of battle stories and data.
Marketing in a Digitally Distributed World: What to Do When the Old Bag of Tricks Won't Work Anymore Speaker/s: Clive Downie
Thu 3:00 PM 4:00 PM Room 132, North Hall
TEST Submission
Fate of a Small Social Game Studio Speaker/s: Justin Hall
Thu 5:05 PM 5:30 PM Room 125, North Hall
Attendees will learn about building social games on the web, and building companies to build social games on the web. Specifically, attendees will learn about online social game prototyping, raising venture capital, building a team, managing change, and integrating products and corporate communications with the 2010 internet. As much as Hall can fit into 25 minutes!
The 12th Annual Independent Games Festival Speaker/s: Speaker N/A
Thu 6:30 PM 7:30 PM North Hall D, Lower Level
TEST Submission
The 10th Annual Game Developers Choice Awards Speaker/s: Speaker N/A
Thu 7:30 PM 8:30 PM North Hall D, Lower Level
TEST Submission
Building Games for Netbooks Speaker/s: Omar A Rodriguez and Orion Granatir
Fri 9:00 AM 10:00 AM Room 310, South Hall
TEST Submission
BrandVille: How to Attract Big Brand Advertisers to Social Games Speaker/s: Matt Shea
Fri 1:30 PM 2:30 PM Room 310, South Hall
1
Bringing the Best of Xbox LIVE to Windows Phone 7 Series Speaker/s: Adam Schaeffer
Fri 2:30 PM 3:30 PM Room 301, South Hall
TEST Submission
The Role of Middleware in Game Development: Today and Tomorrow Speaker/s: Martin WalkerKevin ScharffMatthew Shaw and Mark Stevens
Fri 4:30 PM 5:30 PM Room 123, North Hall
1
I Want Music in My Apps, Widgets and Viral Videos! Pushing the Boundaries of Music Licensing Speaker/s: Tim O'BrienAnthony CastoroBrooke WentzAndrew Lee and Larry Goldberg
Sat 9:00 AM 10:00 AM Room 112, North Hall
Attendees will learn the following: * What labels, publishers and music supervisors do * What music copyrights are involved in using music for a mobile app, widget, viral video, mashup or streaming site * What is traditional sync licensing, and how labels and publishers apply the old model to new media * How much money it costs to license music * Strategies for reducing the cost of licensing or avoid paying altogether * Ideas for strategic partnerships that appeal to publishers and labels * How startups have successfully handled the issue of music rights * Mistakes made by startups who have wanted to use music * What to do if you receive a cease and desist letter * Changes that labels, publishers, music supervisors and music startups foresee in the industry of music licensing (e.g., copyright reform)
Uncharted 2 Character Pipeline: An In-depth Look at the Creation of U2's Characters Speaker/s: Judd Simantov anRichard Diamant
Sat 10:30 AM 11:30 AM Room 305, South Hall
We will share all of our tips and tricks and hopefully give as much insight into the entire process of how we develop a character at Naughty Dog. Attendees will leave the talk with a complete overview of the inner workings of an Uncharted 2 character, both the good and bad.
Adaptive Music: The Secret Lies Within Music Itself Speaker/s: Clint Bajakian
Sat 1:30 PM 2:30 PM Room 124, North Hall
Equipped with a definition of what constitutes good musicality in adaptive soundtracks along with supporting best practices will hopefully challenge the video game music industry to be more thoughtful about music itself and to work even harder to achieve excellence in their adaptive soundtracks.
The Game Renaissance: Art History for Game Devs Speaker/s: John Sharp
Sat 3:00 PM 4:00 PM Room 133, North Hall
Attendees will have the knowledge and convincing arguments to position games in the history of art. Attendees will also come away with a thumbnail sketch of the history of art over the last five hundred years. Finally, the session will show game developers that many of the issues confronted today have been confronted by early artists, and will demonstrate that games are part of the history of art.

View GDC 10 Schedule Builder

 

【予告:50万アクセス突破記念プレゼント企画】
 2010年3月8日現在のアクセス数: 532,005 アクセス
 ※すでに50万を突破しましたが、読者プレゼント企画の
  開始まで、もう少しお待ち下さい~!

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Article by 幅 朝徳(Haba Tomonori)
iPhone & SmartPhone 推進室長 of CRI Middleware Co., Ltd.
e-mail, twitter, facebook, mixi, are available on Profile page.
Feel free to follow or unfollow me on twitter... ID : havahava

"予備校や大学の授業選択してるみたいなノスタルジアw"


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