Austin Game Devs will be hosting a free “Visioneering” workshop, facilitated by the ZFactor Group (www.ZFactorGroup.com) for indie game studios, game company founders and game teams of all kinds.
· Are you stuck in development hell?
· Have you been unable to get your team working on the right things at the right times?
· Do you have a plan on how to make money and scale?
· What is “Visioneering?”
It begins with the questions: (1) what does success look like? and (2) what is our desired future state? Working backwards from these goals, workshop attendees will use the Z-Factor methodology to identify their path forward to success. At the end of the workshop, attendees will have a plan of action!
As a workshop, to get the maximum benefit, we will be asking for small indie teams (2-5 participants, though your studio can be larger!) to attend as a group, with either a game design in mind or live or ready to launch. Teams interested in attending should apply at https://austingaming.typeform.com/to/TN1490 with their team members names, roles, game name, and company name.
If you don’t have a team or a game yet, you can still attend! We’ll have seating for those who just want to attend and learn about the Z-Factor Visioneering method. Please RSVP via our Meetup.com page so that we can accommodate you!
Event will be on 29 June starting at 6:30 at We Work University Park and workshop will end at 9:00 pm.
About the Facilitators:
The ZFactor Group (www.ZFactorGroup.com), provide business acceleration support to SMBs and are the pioneers of the concept of “executives-as-a-service/”. They will be hosting and facilitating this free “Visioneering” workshop valued at $1,250 when provided 1:1 to company teams. The ZFactor Group team has real-world business builder experience and are eager to inspire new thinking for achieving growth, navigating change and overcoming crisis in your new game studio!
O.K., SXSW is over. You have caught up on your sleep and killed off the hangovers. Onto the next big thing!
Join us for an amazing evening at our Austin Game Devs co-sponsored Video Game Gamers Unite! Meeting on April 14th., from 7pm – 9pm and our traditional Afta’ Party at Buffalo Billiards.
The April Video Game Makers Unite! Meeting is being co-programmed with the Austin Game Devs (the Austin affiliate of the IGDA) and will focus on the role of the video game producer. All aspects of a game’s production ranging from ideation, funding, game design and development, operations and getting the game out the door, published, marketed and discovered. What skills do they need to have and how do you get to be one?
Back in February, I was pleased to have the chance to speak to students of the Austin Art Institute about the challenges and excitement of working in the video game industry. Lots of great questions and interest! Looking forward to seeing them join the community of Austin game developers in the coming years.
Thanks to Kathy Amell, and Josh Russell, current president of the AI chapter of the International Game Developers Association for putting the event together!
Join Austin Game Devs on Monday, March 7 to review our accomplishments from 2015 and to discuss strategic planning in 2016.
Chapter leadership will unveil our 2016 mission, how it corresponds to the greater Austin game development industry, event programming themes, and welcomes community input on which direction to take the chapter as we venture forward with new purpose and goals.
Join us for a meal and drinks, as well! We are excited to see what our friends (new and old) are up to and continue to provide our game development community with the resources needed to make Austin THE place for developers to work, grow, and create the highest quality products in the industry!
Along with a number of other representatives of the video game industry (nice seeing you Todd Coleman and Gordon Walton), I had the chance to attend Bank of America’s most recent Austin Technology Innovation Forum yesterday at the W Hotel. Great talks by a number of interesting panelists and speakers.
No surprise that security was a top consideration. The variety of topics, risk vectors and potential fixes is staggering.
Lots of good discussion on how tech is transforming society; key areas: mobile, social, and big data – all considerations for game developers. The “Internet of Things” is coming along fast – what kind of games can we make if everything is interconnected? Interesting omission (at least at the macro level): VR.
Thank you Bank of America and Merrill Lynch for the great event! Looking forward to 2017.
IGDA Austin is excited to start 2016 with a panel discussion: “How to Pay Your Mortgage Making Video Games.”
The video game industry demands much of its community. Extraordinary talent, deep experience and luck just might be enough to keep you employed, either with a company or on your own! Come to TechRanch on 28 Jan 16 and hear from a panel of distinguished experts on how they have survived – and thrived – in a hit driven world.
Neal Nellans: Neal Nellans has over 15 years of professional game making experience. After Graduating with a BFA in Computer Animation from the Ringling College of Art and Design, Mr. Nellans was immediately recognized for his work in Animation by being awarded the 1998 Gold Medal Academy Award for his Animated short entitled, “Jataka” later earning the Digital Cinematography Scholarship from the Hollywood visual effects studio Rhythm and Hues. Mr. Nellans was approached by Steven Spielberg to work first at Dreamworks SKG and then Electronic Arts on an Original WWII video game which later became known as Medal of Honor. Mr. Nellans founded the Austin based VR games company, “Ghost Machine” in 2014.
Adrian Glover: Adrian Glover is the Assistant General Manager for Spacetime Studios, the premier independent studio for multiplayer mobile games on Android and iOS. At Spacetime he has focused on creating excellent products in a live and free-to-play environment as well as building cohesive and high functioning development teams who are directly engaged with their customers. His entrepreneurial experience includes bootstrapping two business: Rare World Features, which shipped the independent feature documentary The Children’s War and Thunderdog, LLC. a development and software consultancy studio that was profitable in its first year.
John Talley: John Talley is the president and founder of Simply Good Games, an independent game studio that launched its first game in 2011. John started his professional career as an aerospace engineer designing the guidance system for the International Space Station while creating game technology in his free time. Following his passion for game development, John landed at Origin in the early 90’s and has since founded and sold multiple game development studios. John created Simply Good Games as a truly independent studio, with no ties to publishers or third party distributors, taking advantage of the distribution channels now available to independent content creators.
Chris Primozich: Chris has logged over 20 years in software with about half that in games. He began in quality assurance at Origin Systems (Command & Conquer Champion, 1995) before leaving the glamorous world of games for the even more glamorous world of high tech startups. After enjoying the boom (and bust) of the first .com wars, Chris helped start a studio called Challenge Games and created one of the first web-based MMO platforms. Challenge sold to Zynga in 2010, and he then built two more web/mobile game companies before settling in as a Software Architect and Web Platform Lead at Chaotic Moon, a creative technologies studio known for flame throwing drones and biometric tattoos.
Moderator: Frank Coppersmith, chair IGDA-Austin.
Looking forward to seeing you there!
Back in October, we were excited to help Intel bring to Austin their “Intel Buzz Workshop,” an event focused on game development and how Intel tech can help. Over the course of the day, we had a ton of great speakers including Warren Spector (Director, Denius-Sams Gaming Academy) and Starr Long (Portalarium). The agenda is below; if you missed it, you can catch the entire event on Twitch here:
Warren Spector, Director of the Denius-Sams Gaming Academy
|11:45-12:35||Women In Games: All-Star Discussion Panel
Panelist: Stephanie Orkand, XO Group Inc.
Panelist: Tess Snider, Hidden Achievement
Panelist: Sheri Graner Ray, Big Noise Games
Moderator: Jennifer Bullard, Founder, Captivate Conference
|Put Your Player in the Game: Experience Deeper Immersive Experiences with Intel’s RealSense
Speaker: Joe Scheinberg, SW Engineer, Intel
|2:10-2:45||So You Want to Build a Snowman? …but it’s Summer – Tips on building a Unity game while keeping future platforms a consideration
Speaker: Corey Johnson, Unity
|3:00-3:30||Design Vision vs. Feedback: Developing in the Open
Speaker: Starr Long, Executive Producer, Portalarium
|3:45-4:15||Make Good Games into Great Games with Intel® INDE Graphic Performace Analyzers
Speaker: Brandon Blair, Intel
|4:15-5:00||How to Launch and Fund Games – All-Star Panel
Panelist: Raphael Colantonio, Arkane Studios
Panelist: Gordon Walton, Art & Craft Entertainment
Panelist: Elizabeth Howard, Aspyr Media
Moderator: Frank Coppersmith, President, IGDA-Austin
Back in October, Finn Staber of Portalarium and a member of Austin’s IGDA steering committee, served on a panel at Unite!
Successfully adding AR or VR to your studio’s arsenal is expensive, and requires significant R&D burn. Programmers & Designers must act as “early adopters” of this new tech to keep ahead of the curve, and accurately convey emerging feature requirements to clients or other developers. The standard for developing AR/VR experiences is rapidly evolving as developers pioneer new interaction methods & gameplay mechanics. This session will explore best practices for AR & VR as we stride in to the future, and how studios can position their teams ahead of the development curve.