Animex Game schedule
Animex Game is a packed two day programme of talks from top AAA and exciting indie studios worldwide.
Overwatch - Blizzard Entertainment
25 May 2017
Gabrielle Kent - Festival Director
OL1 Europa Building, Teesside UniversityGabrielle Kent
Shooty Shooty Gun Hands: making a VR experience from the ground up
Robo Recall has been lauded by many as the best VR experience to date and the first system seller for Oculus Touch. The developers also screwed a bunch of stuff up and had no idea what they were doing. Thankfully, making functional VR is starting to really make sense, and these early projects provide tons of education for those who follow, which is why they gave the whole thing away, source and all, for free. Let's talk input devices, design philosophy, project pillars, technical issues, making something with a tiny team, and why holding a coffee mug with your pinky out is so important.
OL1 Europa Building, Teesside UniversityWyeth Johnson
Making games for kids
Children are the future, so it’s important we set them on the right track. Chris Walter will talk about his experiences as a games producer for BBC Children’s Interactive, making games that go hand-in-hand with television brands and the incredibly diverse ability of the 2-12 year age range.
OL1 Europa Building, Teesside UniversityChris Walter
In conversation with Rhianna Pratchett
Veteran word wrangler and narrative paramedic, Rhianna Pratchett, returns to Animex to join children's author, Gabrielle Kent, in a cosy chat about writing, game narrative, and possibly Cher's 1991 fitness video.
OL1 Europa Building, Teesside UniversityRhianna Pratchett
Dialogue systems in Double Fine games
You might have toyed with the idea of having recorded dialog in your game and wondered what, exactly, that would entail. In this session Anna will give a broad overview of how dialog gets into a Double Fine game, from the moment a line is written to hearing and seeing the line in the engine, even in a foreign tongue. This session will focus on the technology required to make it possible, as well as exploring some useful approaches, including examples of dynamic dialog systems.
OL1 Europa Building, Teesside UniversityAnna Kipnis
Animating the mechanical creatures in Horizon Zero Dawn
Richard joins us to discuss the tricks and challenges that came with animating the awe-inspiring mechanical creatures for one of this year’s most striking open world games.
OL1 Europa Building, Teesside UniversityRichard Oud
26 May 2017
So, what's the story... with Bethesda's stories?
Join Emil as he dives into Bethesda's approach to telling stories in games such as Skyrim and Fallout, and the three general rules that he applies when doing so.
OL1 Europa Building, Teesside UniversityEmil Pagliarulo
Game design and VR: working with new rules
Many have called VR the wild frontier of videogames because so many things that used to work for regular games no longer apply to VR titles. In a similar way, new rules are being written for great ways of doing things in VR and things that you should never ever do. However, from working hands on in VR many are discovering that the list of dos and don'ts can be broken very quickly. Gary Napper from Supermassive Games discusses working with VR and some of the discoveries and theories surrounding development.
OL1 Europa Building, Teesside UniversityGary Napper
Navigating a Sea of Thieves
Ahoy! Hop on board as Louise tells us of her merry crew’s voyage, spinning a tale of brave battles, hijinks, and uncovered treasures, in the development of Rare's highly anticipated action-adventure Sea of Thieves.
OL1 Europa Building, Teesside UniversityLouise O'Connor
Purpose and personality in the first-person animation of Overwatch
Each member of Overwatch’s diverse cast of heroes has a lovingly crafted visual design and a distinct personality. How does one maintain this sense of character in a game primarily experienced through the first person? This talk dives into the artistic and technical challenges of creating personality in first-person animation while staying true to the designer’s intent for gameplay.
OL1 Europa Building, Teesside UniversityMatt Boehm
Designing to be overlooked
There's one area in games that's best when it's not noticed. User experience design encompasses both the user interface and the introduction of the game to the player, and a good user experience does this without added frustration on the player's part. This is a short introduction to user experience design, how it ties in to game design and how you can use it to streamline both the experience of play and the mechanics of your game.
OL1 Europa Building, Teesside UniversityÅsa Roos