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December 2015 Game Industry Events Calendar

To help you plan attendance for this month’s game industry conferences, conventions, festivals and other events, we post a consolidated list of events each month. View the complete December event list below!

December 2015 Game Industry Events Calendar:

Click here for the main calendar view.

December 30-02 MUM
1-3: AnDevCon
2-4: GAMEON
3: App Promotion Summit Berlin
4: Google Cast Games Bootcamp
5-6: PlayStation Experience
7: Games Business
8: Intel Buzz Workshop London
10-11: DevGAMM Minsk
10: Whippering Indie Cup
11-13: GX3 (GaymerX)
11-13: Geekonomicon
11-14: INSOMNIA56
16: GMIC Taipei
18-20: Con Alt Delete

This list is obtained from the main calendar. Did we miss an event? Let us know!

What to Expect at PlayStation Experience 2015

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This year, the PlayStation Experience, the official celebration of all things PlayStation, moves from Sin City to the unofficial high-tech capital, San Francisco. Held December 5-6, 2015, at the oft-used Moscone West Convention Center, this event is sure to bring out the PlayStation fandom. Here are a few of the features to plan and look for if you intend on joining your throngs of fellow gamers.

Pay Less to Attend:

Before even heading into San Francisco or committing to a ticket, there is at least one change with PlayStation Experience worth noting.

Even though early bird rates have passed, it’s still cheaper by at least a few bucks to attend PlayStation Experience this year versus last year. For the available passes this time around, Saturday Only is $45, Sunday Only is $40 and 2-Day is $75. On the other hand, it’s more costly to do most anything in San Francisco versus Las Vegas, including being a tourist or a visitor.

Playable PlayStation 4 Games:

Naturally, first and foremost on most gamers’ minds, when attending PlayStation Experience, are the bragging rights gained by having the chance to check out a bunch of unreleased preview games.

Among the 113 games on the list (which may see more additions) include favorites for many gamers, such as “Dark Souls III,” “Call of Duty: Black Ops III,” “Resident Evil 0,” “Street Fighter V,” “Far Cry Primal” and many others. Expect to see a few surprise announcements for new games and favorite franchises during the course of the event.

Capcom Cup:

Just as the PlayStation Experience has had a change of locale, the Capcom Cup is making an adjustment from being a standalone event in 2014 to a partner event with PlayStation Experience 2015. Capcom, of course, has a steady, strong following for its “Ultra Street Fight Fighter IV” chapter in the resiliant side-scrolling fighter franchise. Most likely, it will be the last year the game is featured front and center in competition before “Street Fighter V” is launched in 2016.

Only one spot remains in the 32-seat final, with that last coveted spot to be determined during the upcoming Dreamhack Winter.

The competition is December 6, 2015, and the format will be bracketed by double elimination, with the best two out of three matches up to top 16 players. Thereafter, all matches will be the best three out of five. The first-place winner will walk away with $125,000, with prize winners up to the eighth-place rank. For those not attending in person, don’t fret: Streams will be set up to watch the action from afar.

For more information, visit the official site for PlayStation Experience 2015, or if you know you want to go, register for the PlayStation Experience 2015. Be sure to follow Events for Gamers for more coverage.

International Games Day at Your Library 2015

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Many folks still see libraries as dusty archives of magazines and books from a bygone age. Heck, even CDs and DVDs qualify as “old media” now. Many libraries are staying current with technological and cultural trends in a variety of different ways. One such way of keeping pace is an event celebrating interactive entertainment, International Games Day at Your Library, which this year is November 21, 2015.

Organized in conjunction with Nordic Game Day, the Australian Library and Information Association and the L’Associazione Italiana Biblioteche, the American Library Association is working with more than 1,900 libraries worldwide and a swarm of volunteers dedicated to showcasing games in a variety of ways.

Although librarians at each location customize the experience for each set of patrons — so no one experience is bound to be alike — there are a couple of international events with several libraries and gamers expected to participate. These events include the following:

The Global Gossip Game, which involves the passing of a phrase from person to person (and library to library), shows the evolution of the phrase in this game. In the end, it will be published to show how the phrasings evolved via “gossip.”

Minecraft Hunger Games tournament, open for a week to libraries of all types around the world, where each library is a “district,” whose players may be chosen as representatives in a series of PvP survival matches inside a “Minecraft” world. Districts who earn the highest points will live to fight another day at an international tournament.

The list of participating libraries in International Games Day is huge, so check the official map, and contact your local participating library for details.

GDC 2016 Organizers Announce Daniel Brewer Session for AI Summit

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Game Developers Conference 2016 organizers have debuted the first of many summit sessions. Daniel Brewer, lead programmer with Digital Extremes, will be leading a session of the AI Summit track.

In the Daniel Brewer session, “Crafting AI for Epic Boss Battles in Warframe,” Brewer will be sharing practical advice on how to craft great AI boss battles, as well as some of the challenges the “Warframe” team faced. He also will offer design and engineering advice for boss battles in action games.

GDC 2016 takes place March 14-18, 2016, at the Moscone Center in San Francisco.

Ricoh Imaging Americas Receives CES 2016 Best of Innovation Award for Digital Imaging

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Ricoh Imaging Americas announced that it has received the CES 2016 Best of Innovation Award for digital imaging for its Ricoh Theta S 360-degree camera.

The camera is the first 360-degree spherical camera that captures a scene in a high-resolution photo or video. It can take pictures with 14 megapixels and records HD video at 30fps with a maximum recording time of 25 minutes. The high-quality images are made possible by an enlarged image sensor and fast F2.0 lenses, which allow more light through Ricoh’s proprietary ultra-small twin-lens folded-optical system.

Once you take pictures, you can upload them to theta360.com, and then share the images via Facebook, Twitter, Tumbler, Google Maps, Google+ and YouTube’s 360 Channel.

The camera will be on display at CES 2016 January 6-9, 2016, in Las Vegas.

New Research Underscores Breadth and Vibrancy of U.S. Video Game Industry

The following is a press release from the Entertainment Software Association.

Report Highlights Increasing Number of Development Studios and Video Game Design Programs

OCTOBER 27, 2015 – WASHINGTON, DC – 1,641 video game development studios and publishing companies operate 1,871 separate video game facilities nationwide, according to new research from the Entertainment Software Association (ESA), the trade association representing the U.S. video game industry, and the Higher Education Video Game Alliance (HEVGA), a consortium of more than 80 colleges and universities that offer video game design programs. ESA and HEVGA also announced that 406 U.S. colleges and universities offer graduate and undergraduate degrees or professional certificates in video game design and development – an increase from 390 in 2014. These college programs and game companies stretch across 46 states and 84 percent of congressional districts.

“The video game industry is helping fuel the American economy. From outstanding video game design programs that prepare future leaders with critical skills necessary to succeed to outstanding studios that create immersive world-leading entertainment, this is a snapshot of the American creative tech engine,” said Michael D. Gallagher, president and CEO of ESA. “Our industry thrives anywhere there is talent and an environment conducive to growth. This data reflects the truly national impact of our industry.”

Degree programs range from awarding professional certificates and associate degrees to bachelor and master’s degrees. Schools recently adding such programs include University of Delaware, University of Florida, Lock Haven University, Texas A&M University and University of Wisconsin-Madison. A number of historically black colleges and universities (HBCUs), including Howard University and Kentucky State University, were also new to the list this year.

“Video games are unique multidisciplinary platforms, intersecting fields like healthcare, education and the arts,” said Constance Steinkuehler, executive director of HEVGA. “Programs in game development and design allow students to build a foundation of knowledge that prepares them for success in high-tech jobs across sectors, which is why so many of our graduates go into a broad range of careers from the gaming industry, to national defense to creating their own tech startups.”

California leads the nation with 66 schools offering video game-related programs. Other leading states include Texas (29), Pennsylvania (26), Florida (21), New York (20), North Carolina (19), Arizona (14), New Jersey (14), Illinois (14), Michigan (12) and Massachusetts (12).

Research shows that game development programs are effectively preparing students for successful careers. According to a study conducted by HEVGA, 93 percent of program alumni have gainful employment one year after graduating and are earning an average salary of $76,200, or $24,000 more than the U.S. national average. These students also reported high rates of job satisfaction and wellbeing, with 89 percent saying they are “thriving” in their workplace.

As of October of 2015, there are more than 1,600 video game studios and publishers in the United States. The top five states with the highest number of video game company locations are California (546), Texas (196), New York (154), Washington (149) and Massachusetts (92).

The complete list of schools offering video game courses and degree programs can be found at:http://www.theesa.com/about-esa/courses-certificates-degree-programs/. An infographic highlighting key findings from the research, including a map of game programs and companies, is available here.

About the Entertainment Software Association

ESA offers services to interactive entertainment software publishers including conducting business and consumer research, providing legal and policy analysis and advocacy on First Amendment, intellectual property and technology/e-commerce issues, managing a global anti-piracy program, owning and operating E3, and representing video game industry interests in federal and state government relations. For more information, please visit www.theESA.com or follow us on Twitter at @RichatESA or @ESAGovAffairs.

About the Higher Education Video Game Alliance

The mission of Higher Education Video Game Alliance (HEVGA): “To create a platform for higher education leaders which will underscore the cultural, scientific, and economic importance of video game programs in colleges and universities. The key is to create a robust network of resources – including unified advocacy, policymaker engagement, media coverage, and external funding – in order to incubate and harness the impact of this community in a 21st Century learning environment.” For more information, please visit http://www.higheredgames.org or follow HEVGA on Twitter:@HigherEdGames.

November 2015 Game Industry Conferences and Other Events

To help you plan attendance for this month’s game industry conferences, conventions, festivals and other events, we post a consolidated list of events each month. View the complete November event list below!

November 2015 Game Industry Conferences and Other Events:

Click here for the main calendar view.

November 2-5 SIGGRAPH Asia
3-4: GameSoundCon
6-7: BlizzCon
6-8: Ohio Game Developer Expo
7-8: Geekfest Montreal
9-10: VR Intelligence
9-10: VRX
11-15: Reboot infoGamer
12-15: G-Star
13: The Craft and Creative of League of Legends
15-17: MIGS15
19-22: Gameacon
21-22: New Jersey Comic Expo
21-22: Ottawa Pop Expo
26-29: Dreamhack Winter
27-28: Game Developers Session
28: REVIVAL Winter Warmer

This list is obtained from the main calendar. Did we miss an event? Let us know!

Sony Announces Details for PlayStation Experience 2015

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Sony has announced the PlayStation Experience 2015 game lineup and developer attendees.

All of the major publishers are accounted for among the list of companies with booth spaces. Sony also said that almost 50 games will be playable at the event. Two of the featured demos are Campo Santo’s “Firewatch,” and “Kerbal Space Program.”

“GNOG,” Sony’s upcoming VR (formerly Project Morpheus) will make an appearance at the event, but there is no confirmation that PlayStation Experience attendees will be able to play “GNOG” with the full VR experience.

Here is the full list of playable demos:

  • Amplitude
  • Assault Asteroid Cactus
  • Blind
  • Chasm
  • Cosmic Star Heroine
  • Crypt of the NecroDancer
  • Darkest Dungeon
  • Death’s Gambit
  • Distance
  • Drifter
  • Drive!Drive!Drive!
  • Dungeons & Dragons Sword Coast Legends
  • EarthNight
  • Firewatch
  • FutureGrind
  • GNOG
  • Gunsport
  • Invisible, Inc.
  • Kerbal Space Program
  • Killing Floor 2
  • Klaus
  • Life Goes On: Done to Death
  • Lost Sea
  • Manifold Garden
  • Metrico+
  • Moon Hunters
  • Night in the Woods
  • Nuclear Throne
  • Randall
  • Ray’s the Dead
  • Revolver360 RE: Actor
  • ROCKETSROCKETSROCKETS
  • Salt and Sanctuary
  • Screencheat
  • Severed
  • SmuggleCraft
  • Space Dave
  • Stories: The Path of Destinies
  • Strike Vector
  • The King of Fighters XIV
  • Thumper
  • To Leave
  • Tumblestone
  • Videoball
  • Viking Squad

PlayStation Experience 2015 is December 5-6, 2015, in San Francisco.

Master Classes at MIGS15 to Support Quebec’s Skilled Workers

Montreal, October 27th, 2015 – Montreal International Game Summit – MIGS 2015 and TECHNOCompétences join forces for the very first time to offer 13 master classes on video game industry issues varying from user experience, data science, writing creative narratives and many more. The master classes will be held next November 16 and 17th during MIGS15 at the Palais des congrès de Montréal.

MIGS15 master classes address targeted content, identified by an advisory committee of experienced professionals working in the industry, and encourage participants to sharpen their skills. “We are very pleased to provide our employees a chance to meet top experts and allow them to address key issues in depth”, said Martin Carrier, president of Alliance Numérique. Warren Spector, author of the first Deus Ex, Eric Peterson, one of the pioneers of crowd funding Star Citizen, and Keith Guerrette, head of visual effects on Naughty Dog games: Uncharted 2 and 3 and The Last of Us, will be among the masters at MIGS.

The video game industry in Quebec is thriving and stands out from other industries with an economic impact of 827 million dollars related to the video game operating expenses. In the province of Quebec, this represents 10,000 direct and indirect jobs in over 120 companies and a 7% growth prospect per year globally.

“To support this sector’s incredible growth and skilled workforce, it’s crucial to provide the opportunity to workers from the gaming industry to optimize their talent and learn new skills that are transferable to their workplace. It’s the perfect opportunity for professionals of the industry to get unique training for a small cost, thanks to TECHNOCompétences’ partial refund of the attendees’ wages”, highlights Martin Carrier, president of Alliance Numérique.

The master class program offers up to 60 hours of intensive training for a limited number of gaming professionals. The complete list of master classes is available at www.migs15.com.

About Alliance numérique

Since its creation in 2001, Alliance numérique (AN) has been the business network for Quebec’s video game industry. Its membership includes a full range of video game and digital entertainment developers of all sizes. It is also a key industry contact for government relations. Its mission is to support the growth and competitiveness of its members and put the province of Quebec, center stage in the field of interactive content creation, production and distribution. www.alliancenumerique.com.

About TECHNOCompétences

TECHNOCompétences has a vision for Québec’s ICT sector: making it a world leader for the quality of its workforce. Since 1998, TECHNOCompétences is the reference in ICT labor market information. It also helps to develop workforce qualifications and skills, promote careers in ICT and contributes to strengthening and improving HR management practices in the sector.

Taipei Game Show 2016 Exhibit Registration Closes October 30, 2015

The following is an edited press release from Taipei Game Show:

The Taipei Game Show 2016 is expected to reach more than 500,000 public visits and 3,000 trade visitors. As of today, the event has attracted more than 130 game companies and teams from 24 countries signing up for the B2B zone, and Taipei Game Show 2016 exhibit registration closes October 30, 2015.

Taipei Game Show is based in Taiwan, a small island that is both promising in its domestic market and crucial to the Asia-Pacific game industry. With its high smartphone penetration rate and annual disposable income, game revenue in Taiwan is growing. According to NewZoo, Taiwan is the top 4 Asian country by game revenue in 2015. In Google Play alone, Taiwan ranks top 4 in global mobile game revenue.

Taiwan has strong cultural connection to China and Japan and is relatively more open to different styles and platforms of games. Research by MIC Institute shows that mobile, PC and console games each has 70 percent, 54 percent and 47 percent support, respectively, from Taiwanese gamers. Thus, it is the best gateway or testing market to other Asia-Pacific regions.

From previous success, Taipei Game Show has proven to be the spotlight of the Asia-Pacific game market. More than 1,300 buyers from over 20 countries, including China and Japan, joined Taipei Game Show 2015, which led to 3,000 business-matching meetings in two days. Since the announcement for registration in late July 2015, more than 130 companies and indie game developers from France, Hong Kong, Indonesia, Japan, Korea, Russia, Singapore, the United States and more have registered for the B2B zone at Taipei Game Show 2016. From the popularity of B2B zone registration, the organizer, Taipei Computer Association, expects the B2B zone to double in size compared with previous shows.

Taipei Game Show 2016 is not only an international exhibit for gamers to experience innovative products, but also a great platform for business, networking and exchanging experiences in the game industry. With limited time and spots left, application for exhibiting should be submitted before the deadline is met by the end of October.

The Taipei Game Show 2016 takes place January 28, 2016, to February 2, 2016, in Taipei City, Taiwan.

Q&A: Yoshifumi Kitamura Talks About SIGGRAPH Asia 2015, New Programs

Yoshifumi Kitamura, conference chair for SIGGRAPH Asia 2015, recently chatted with Events for Gamers to talk about the upcoming conference in Kobe, Japan on November 2-5, 2015.

Q: Please share with us a quick history of your graphic arts involvement.

A: Computer graphics and visualization are indispensable key technologies to many related fields. Interactive technology, a field in which I have been working in for many years, is one of them. I have been engaged with SIGGRAPH and SIGGRAPH Asia for many years, mainly involved in the emerging technologies or e-tech program where my students and I demonstrated hands-on research on interactive techniques for almost 20 years.

Over the last couple of years, I was serving the community as the SIGGRAPH Asia e-tech director. I believe that the progress of computer graphics and visualization, including neighboring fields, is important for further development of our research fields, which will also be good for the future improvement of humans’ lives as well.

Q: Give us a quick background of what the SIGGRAPH events are all about and what the term especially means for SIGGRAPH Asia.

A: SIGGRAPH continues to grow over the years — each edition has been better than the last, and both the conference and exhibition continue to attract a bigger following.

For SIGGRAPH Asia 2015, the committee has endeavored to showcase works that have not been screened elsewhere. There is more emphasis on original short films that have been produced specifically for the festival. More importantly, audiences can look forward to the best works in animation and special effects from around the world.

While SIGGRAPH Asia continues to be an important platform to showcase Asian works to the world, it is also an opportunity for Asian professionals to be inspired by the best works that the world has to offer. For professionals in Japan especially, it is my hope that the array of works and technology showcased in SIGGRAPH Asia can further motivate creativity in this industry.

Q: Where will SIGGRAPH 2015 be held, and how many people have historically attended in past years?

A: SIGGRAPH Asia 2015 will take place in the vibrant and culturally significant city of Kobe in Japan, which also happens to be my hometown. In the history of SIGGRAPH Asia, we have always had thousands of participants every year. I hope similar number of people, say, around 6,000, come to SIGGRAPH Asia 2015.

Q: Why was Japan selected for SIGGRAPH Asia 2015?

A: Computer graphics has constantly been at the forefront of technology development, making significant impact across the industry by changing the way we think, work and live. SIGGRAPH Asia has been able to reinvent itself each year, much like its host city, Kobe. This year, Kobe was strategically chosen as the venue for SIGGRAPH Asia to help further grow and foster strong connections to important communities in Asia.

Q: Who in the game industry is SIGGRAPH Asia most suited for, and how can newcomers to the industry benefit in attending?

A: We have a variety of programs for people in the game industry, including engineers who are interested in research. For example, this year we have a workshop on R&D in the video game industry conducted by Square Enix Co. Ltd. In this half-day program, they will discuss and share about the importance of research in the computer graphics and gaming industry, how to use academic research when developing games and programs, and guidelines on how to conduct R&D within a game company. In addition, we have a course on game AI techniques for current digital games, conducted by Yoichiro Miyake, which is held both in English and Japanese.

Asia holds a unique cultural range in arts, indeed digital arts. What do you see as the special difference in SIGGRAPH Asia in relation to the U.S. edition of SIGGRAPH?

A: While SIGGRAPH Asia continues to be an important platform to showcase Asian works to the world, it is also an opportunity for Asian professionals to be inspired by the best works that the world has to offer. For professionals in Japan especially, it is my hope that the array of works and technology showcased in SIGGRAPH Asia can further motivate creativity in this industry.

However, I do not see any clear differences in approaches between Asian audiences and other parts of the world.

Q: What are some of the exciting showcases at SIGGRAPH Asia 2015?

A: SIGGRAPH Asia will have richest number of affiliated programs in the history of the conference, including two completely new programs — Symposium on Education and Symposium on Visualization in High Performance Computing.

There will be a variety of exciting and high-quality content this year, including panel sessions and workshops conducted by Pixar Animation Studios and Walt Disney Pictures. Each day of the event will offer something exciting and engaging for all participants, with infinite opportunities to learn something different every day. We have also curated workshops and demonstrations on some of the exciting trends in the industry right now, including haptic media, robotics, mobile applications and augmented reality.

The team has been working tirelessly to organize SIGGRAPH Asia 2015, and we are all looking forward to hosting some of the world’s top academics and creative geniuses down to Kobe in November!

Q: Are there any sessions or displays you are especially looking forward to?

A: If we consider quality of life in our future society surrounded by technologies, human-computer interaction is one of the most important research themes. SIGGRAPH is called a conference of computer graphics and interactive techniques, I think the interactive techniques are still the most important challenges that SIGGRAPH is facing.

The programs of emerging technologies and technical papers have been a pair of driving wheels of SIGGRAPH for many years because it is a conference of computer graphics and interactive techniques. The e-tech has attracted many participants at the venue every year because it shows a high-level of practical engineering expertise, and even fine craftsmanship. This spirit is considered to be the key toward the technology development in next decade.

Additionally, for the first time this year, we are offering the Symposium on Visualization in High Performance Computing. It aims to widely cover the development, technology and demonstration of visualization techniques and their interactive applications.

SIGGRAPH Asia 2015 is November 2-5, 2015, in Kobe, Japan.

Calvin Ayre to Participate in Panel Discussion at MIGS15

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Calvin Ayre, the man who founded the Bodog entertainment brand, will participate in the “Century of Gaming” discussion November 17, 2015, at MIGS15.

Ayre made Bodog one of the most recognized brands. It earned him the cover of Forbes’ 2006 Billionaires issue. Although Ayre doesn’t have an active role in Bodog’s gambling operations, he still maintains a presence through CalvinAyre.com.

The “Century of Gaming” panel discussion also will feature great IGaming veterans such as Paris Smith, CEO of Pinnacle Sports; Mark Blandford, founder of Sportingbet PIc; Pontus Lindwall, CEO of Betsson AB; and Dr. Franz Wohlfahrt, CEO of Novamatic Group.

MIGS15 is November 15-17, 2015, in Montreal, Quebec, Canada.

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