New Job update! ----- 01/08/2008



>> The Wii: Parables A-Plenty!





Hooray For Hollywood And Games!

The “Hollywood And Games Summit,” held last year at the Beverly Hills Hotel, was the video games industry’s first real attempt to publicly break down the language barrier between movie makers and game makers. The “first annual event” was one day long and deemed a good first try by many in attendance.

Highlights included “The Art Of Pitching” with Fox’s Steve Asbell and Electronic Arts’ Neil Young sharing insights into how to get your idea made. More comical was director Paul Anderson’s talk which contained a few choice observations, but was mostly insightful because he inadvertently revealed that he clearly didn’t understand the games he was translating to the big screen. Which pretty much sums up most of the history until now between Hollywood and video game IPs

Our industry is still being treated as an “exploitation” medium by most. We’re still expecting stories that were built specifically for games to translate to the big screen as is. And we’re still falling victim to a business model that fails when marketing folks who don’t understand the machina behind gaming get insecure about losing their jobs.

Luckily, this year’s “Hollywood And Games Summit” conference schedule is a bit more evolved and, hopefully, indicative of how far we’ve come in bridging the communication barrier between games and movies from an entirely holistic standpoint.

For instance, the keynote speaker -- Clive Barker -- is someone who, unlike most who merely view the games medium as another means for IP exploitation, is making a conscious effort to really understand games from an emotional and psychological perspective. Famed for the classic horror flick, “Hellraiser,” Barker is now embarking on a somewhat experimental horror game called “Jericho” to be released by Codemasters in the fall for PC, PlayStation 3, and Xbox 360.P> Seemingly part “Silent Hill,” part “Geist,” and part “Aliens,” Barker and the team at Madrid-based Mercury Steam Entertainment are trying to create a game environment where you don’t shoot one zombie, its head falls off, and then you move on to the next zombie. The game’s goals are to ask the question “what is evil?” and to give the player intelligent enemies with whom they may either sympathize or to whom they may even relate. [Click here for a video interview with Barker.]

The conference will also feature a game maker talking about moving into film, specifically Jordan Mechner of “Prince Of Persia” and “Karateka” fame, discussing “How Talent Can Successfully Cross the Digital Divide.”

Mechner is now co-writing the big-budget adaptation of the “Prince Of Persia: Sands Of Time” story under the Disney umbrella. With Jerry Bruckheimer and Michael Bay teaming up as producer and director respectively, it’s expected to have huge potential, though Bay’s inclusion in a movie that won’t have any car chases or anything blowing up will no doubt raise questions, regardless of how well Bay’s July 4th tentpole “Transformers” does.

This year’s conference already looks like it’ll improve on last year’s, though it’s anyone’s guess whether any real, hard questions will be asked of the panel, unlike last time. For example, will any of the journalists in attendance ask Electronic Arts’ Neil Young whether they’ll market the senior game development staff on the boxes for their Spielberg game alongside Spielberg’s name? Shouldn’t they put the names of senior developers on the box like you see the names of the movie makers on movie posters? Why use film talent to sell a game and not promote your game talent?

Unfortunately, this year’s conference still painfully excludes the “Chronicles Of Riddick” team who, in my opinion (and GameRankings’ opinion, too, it would seem), made the best day-and-date game-movie ever. Also missing is the Activision/Dreamworks development partnership team, which turns out some well-targeted father-daughter demographic, high-quality games in a manner that deserves discussion.

For those interested, the second annual “Hollywood And Games Summit” is now spread out over two days -- June 26 and 27 -- and has been relocated to the Renaissance Hollywood Hotel. I’ll be there. Feel free to buy me a beer if you see me propping up the bar.

By now, Wii parables are plentiful among both the gaming community and the mainstream press.

>> Ultimate In Convergence: Casting Actors For Games
There will soon come a day when creating a video game will be not much different than filming a movie. Two current games illustrate the fine line that divides the two processes -- and the actors who were cast for the games, rehearsed for them, and then acted in their "filming" can surely attest to their similarities.

>> COUNTING ON YEAR-END BLOCKBUSTERS
The last three months of the year are make-or-break time for the video games industry -- as they are every year. In 2007, Americans will shell out as much as $18 billion on the interactive entertainment, reports Port Washington, NY-based NPD Group. Approximately half of that spending will occur between Oct. 1 and Dec. 31.

Oct 2007

>> Secret Level: Making The Decision To Be Acquired
After seven years as an independent game developer, San Francisco-based Secret Level was acquired by Sega last year.

>> Q&A: I Want My MTV Video Games
To much of America over a certain age, MTV -- which stood for “Music TV” when it launched in 1981 -- is that cable channel that shows an endless stream of rock videos. Mika Salmi wouldn’t be surprised if that same demographic has no idea that MTV is heavily into video games these days. And will rely much more heavily on gaming these next few years.

>> DAY TWO: TRYING TO DO THE HOMEBREW DEVELOPER THING
Presumably, you've already read Part One in this multi-part series of articles about trying to make a demo of a bowling game, as a one-man show, at home, using one of the three big homebrew game dev tools available today -- Virtools, Unity 3D, and Torque Engine Builder. Here comes Part Two ...

Oct 2007

>> Casual Games: Too Much Of A Good Thing?
From a developer’s point of view, casual games are the place to be. They’re relatively quick and cheap to create, simple to distribute, and the easy-to-learn video games appeal to such a huge mass audience that the more that can be made, the merrier.

>> Xfire: Building Community For PC Gamers
Chris Kirmse is the VP of engineering at Menlo Park, CA-based Xfire, the MTV Networks-owned company that is bringing gamers closer through their dedicated applications.

>> Day One: Trying To Do
The Homebrew Developer Thing

What you are about to read is the first in a series of articles about trying to make a game demo, as a one-man show, at home, using one of the three big homebrew game dev tools available today -- Virtools, Unity 3D, and Torque Engine Builder.

Sep 2007

>> TIMEPLAY: BRINGING GAMES TO THE SILVER SCREEN Jon Hussman, president and CEO of Toronto and Los Angeles-based Timeplay Entertainment, launched the company after being involved with Playdium Entertainment, a huge, 40,000-sq.-ft. entertainment center in Ontario, jam-packed with arcade games, batting cages, mini-golf, a go-kart track, and more. It was the ultimate destination center for gamers, but the capital costs were just as huge. Here he takes a few minutes to chat with DAM about Timeplay’s unique interactive gaming platform.

>> WOO'S LATEST ACTION: TURNING FILM INTO GAME
Talk about convergence. When "John Woo Presents Stranglehold" leaped onto video game shelves at the end of August, it was the first time a full-length movie was packaged with a game on the same disc.

>> MORE SUPPORT FOR THE GARAGE DEVELOPER
These last few months, further developments have taken place in support of aspiring and capable developers, indie or otherwise. Recently, at E3, Sony announced a deal with Epic whereby PC owners of “Unreal Tournament 3” could build a game level, then share it with PlayStation 3 users around the globe. Specifically, they would use the Unreal 3 editor and build the level as developers using the engine are doing, then simply share the level by way of digital transfer or hosting Web site.

July 2007

>> DAM Q&A With Gaia Online’s Craig Sherman
Craig Sherman, the CEO of Gaia Online, joined “the fastest-growing online hangout for teens” in May 2006 after sizing up 250 companies, looking for one that met his two criteria.

>> A Place For Indie Developers To Kongregate
As George Carlin used to say, everybody needs a place for their stuff.
But finding a place for game developers’ “stuff,” somewhere where they can show off their wares, get a little exposure -- and perhaps some cash to boot -- hasn’t always been so easy.

>> Nielsen Turns To TV Viewers To Report On Video Games
They say the third time is the charm and Nielsen Games is hoping that’s true. On July 25, the research company was scheduled to start providing a metric to measure the effectiveness of in-game advertising. But this isn’t its first attempt.

July 2007

>> Top 10 Misconceptions About Video Game PR
Public relations might be one of the most misunderstood professions in the interactive entertainment industry. Many publishers do not know they need it, while some think they need it for all the wrong reasons.

>> Boomers Are Gamers, Too!
When the news broke that playing video games helps keep senior citizens' minds alert and crackling, it was a big day for game-loving boomers. And an even bigger day for marketers of the so-called "brain games."

>> Hollywood & Games Or Art VS. Money?
Horror pioneer Clive Barker opened this year’s recent “Hollywood & Games” conference by sharing with an intimate crowd of games and movie professionals his personal experiences and understanding of games as a medium.

June 2007

>> Hooray For Hollywood And Games!
The Hollywood And Games Summit held last year at the Beverly Hills Hotel, was the video games industry’s first real attempt to publicly break down the language barrier between movie makers and game makers. The “first annual event” was one day long and deemed a good first try by many in attendance.

>> Picking Casual Gaming’s Top Model
It’s called the “99% problem” by those in the casual games business and, like something out of a Sherlock Holmes novel, the search is on for the “99% solution.”

>> DAM Q&A With Insomniac Games’ Mike Acton
Mike Acton is the engine director at Burbank, CA-based Insomniac Games, where he works with a crack team of engine programmers defining the next-generation of PS3 technology.

>> Standby For Episodic Casual Gaming
Like the episodic cliffhangers of the silver screen, the health and welfare of episodic gaming seems to be in constant danger.

>> Getting Past That Old MMOG Grind
It's called grinding. Or farming. To players of massive multiplayer online games, it means killing the same monster over and over and over in order to earn experience points.

May 2007

>> Video Game Art Is Increasingly "To Go"
There had never been an "outsource manager" at Foundation 9, the video game industry's largest independent developer; never been a reason for one.

>> Q&A: Introversion: Still In Possession Of Its I.P.
This is part three in a series of articles about how people are improving the creative climate in the business, be it for themselves or for others by example.

April 2007

>>Dialogue With Richard "Lord British" Garriott On The Holy Grail Of MMOS
Garriott predicts that the next-generation of MMOG will have the same excitement as solo games.

>> Dialogue With Mike Wilson: The Gamecock Crows
As a publisher, Wilson believes it's his role to fund the developer, then get out of the spotlight.

March 2007

>>Now We’re In That City By The Bay!
DAM is expanding into the San Francisco area to better servce its clients and candidates in N. California.

>> Burger King Has It Their Way With Advergame Sales
Burger King sold more than 3.2 million copies of its three advergames in the last three months.

Febuary 2007

>> The Mass Re-Emerging Of The Bedroom Coder
In the last few years,garage developers have been making somewhat of a low-key resurgence.

>> Wii Ambitions At Buena Vista Games
Disney's Buena Vista Games named Scott Novis VP and general manager of its new Fall Line studio.

>> Rob Pardo On The WoW Factor
As Blizzard's VP of game design, Rob Pardo is the man ultimately responsible for making "World of Warcraft" happen.

January 2007

>> Brainstorming At A Video Game "Think Tank"
Developers gathered to identify workable solutions for what stops effective game design from happening.

>> Video Games That Watch Back
New techniques allow developers to watch gamers who are playing online.




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