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NZGDC14 Workshops

When:

Thu 18 Sep 2014, 10:00am–3:00pm

Where: AUT University, 55 Wellesley Street East, CBD, Auckland

Restrictions: All Ages

Registration Types:

  • 3D Art: From Concept to Completion: Free
  • Unity3D Project Workflow Techniques: Free
  • Interactive Script Writing: Jigsaw Storytelling: Free
  • Gaming for Export Workshop: Free
  • Eventfinda tickets no longer on sale

Listed by: AUT_Colab

Prior to the New Zealand Game Developers Conference 2014 (Thursday 18 September) five workshops will be hosted by Colab at AUT University. These workshops cover a diverse range of subjects within a games context.

Tickets are free for conference attendees. Workshops run concurrently so you can only register for one workshop.

You must enter your conference ticket number to secure a ticket.

We have a limited number of workshop tickets to non-conference goers. If you would like to attend a workshop please email harry Silver on: harry.silver@aut.ac.nz

All workshops have a non-catered lunch break between 12pm and 1pm.

Interactive Script Writing: Jigsaw Storytelling.
Edwin McRae will take attendees on a guided tour of this idiosyncratic form of storytelling. He will begin by defining what video game storytelling IS and what it IS NOT by comparing game narratives such as Bioshock and DotA with an interactive animated series like The Walking Dead. He’ll then move on to an autopsy of Path of Exile, an online NZ-made Action RPG, looking at how jigsaw storytelling has been applied to create a cohesive narrative experience. Finally, Edwin will provide practical guidance to the attendees through a series of writing exercises that will introduce them to the experience of applying ‘jigsaw storytelling’ to their own (previously prepared) game story concepts.

3d Art: From Concept to Completion.
Featuring various local 3D artists and Art Directors, AutoDesk’s David Zwierzchaczewski will facilitate a day-long journey through the complete Maya pipeline for game art.
David Zwierzchaczewski has been working in the Film/ TV and games industry for almost 15 years. Trained as a traditional 2D animator David quickly transitioned over to 3D where he moved up through the production ranks to direct several projects. Some of the recent project he has been involved in are Civilisation V, Dark Siders II, Saints Row the Third, L.A. Noire He is now the resident 3D specialist at Autodesk, where he is on the BETA development teams for Maya, 3DS Max, MudBox and Motion Builder.
Room: WE230, 10am-3pm

Gaming for Export Workshop.
This half-day workshop with two leading international games business consultants is for studios serious about taking their business to the next level. Discussion will be guided by the biggest issues facing the studios in attendance, with our mentor’s experience covering the full gamut of games business issues including: Corporate structure and development, Common legal challenges and issues, Employee compensation and incentives, Developing strong middle management, Licensing, and IP protection, Joint ventures and collaboration, Utilising distribution and publishing partners, Strategic planning, Positioning / grooming for investment / acquisition, and the current market appetite. The workshop will also include two case studies from local mobile game success stories.

Motion Capture for Games Pipeline
This workshop starts with a hands-on Unity3D workflow demonstration and moves on to showcase cutting edge performance capture technology and emerging techniques. This will also be a chance to openly discuss economically viable strategies for integrating motion capture in to your local pipeline and form relationships for future collaborations with the motion capture crew, and their performance networks.

Unity3d Project Workflow Techniques.
Unity gives you a rich set of building blocks that can be used to construct any type of game. As a result it can sometimes be difficult to know how to set up your game project in a way that’s easy to iterate and build upon. In this hands-on workshop, Unity Evangelist Rus Scammell, will discuss basic architecture structures for your game and point out some commonly overlooked details that can have a major impact on performance. The talk is geared towards designers and programmers with some Unity scripting skills but will be most useful for developers with broad roles in small development teams.

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