Presented by Richard Rouse III, Jason Della Rocca, Lee Perry, Tom Salta, Raphael Van Lierop, Chris Pruett, Heather Alekson, Patrice Désilets, David Sears
November 1st11:15 - 12:15Room : Outremont
This fast paced and somewhat irreverent session gives nine accomplished game developers five minutes each to let loose and share something they are really passionate about, whether they love it or hate it. Their subjects can be anything, from a maxim about game development, a game mechanic, a philosophy, a personal experience, or just a game/movie/book/play/song/painting/poem/whatever – what’s important is they feel strongly about it. Each speaker presents a fast-paced series of slides on their selection, in which they lay out their case for why it is the best ever or the worst ever. Expect lots of novel and unpredictable insights into game development from this series of super-short, super-passionate talks.
Richard Rouse III Richard Rouse III is a game designer and writer. He is currently Narrative Director on an unannounced project at Ubisoft Montreal. He was Creative Director and Writer on the hit action/horror title The Suffering and its sequel, The Suffering: Ties That Bind. Rouse has also made various contributions to Homefront, Wheelman, Drakan: The Ancients' Gates and Centipede 3D. He was previously the Director of Game Design at Midway and the Studio Creative Director at Surreal Software. Rouse has lectured about games on five continents and is author of Game Design: Theory & Practice, which remains one of the most popular books on game development. Jason Della Rocca Jason Della Rocca acts as a consultant in the video game industry and works with organizations and studios from around the world. For nearly nine years, he served as Executive Director of the International Game Developers Association (IGDA), and was honoured for his contribution to the development of the industry with the Ambassador Award at the GDC conference. In 2009, Jason was featured in the Top 50 Game Developers in the Game Developer Magazine, which lists the 50 largest contributors in the video game industry. As a recognized expert in the gaming industry, Jason has given lectures at seminars and universities around the world. Lee Perry Lee is in his tenth year with Epic Games, where he pioneered the use of modular static meshes to create environments and advance beyond the age of BSP. Lee was also deeply involved with the development of the popular Unreal Kismet visual scripting system, and created the majority of the gameplay prototypes for each game in the blockbuster Gears of War franchise. Lee was an artist and designer on Unreal Tournament 2003 and Unreal Tournament 2004, lead level designer for Gears of War, and senior gameplay designer for Gears of War 2 and 3. Prior to Epic, Lee’s career included Square Soft, as well as art directing and lead level design for Ion Storm's Anachronox. Tom Salta Tom Salta is one of the most versatile and prolific music composer/producers working in multimedia including film, television, advertising and most notably video games. Salta has garnered widespread acclaim for his distinctive, world-class produced scores featured in popular franchises such as FROM DUST, HALO ANNIVERSARY EDITION, PRINCE OF PERSIA: THE FORGOTTEN SANDS Wii, R.U.S.E., RED STEEL 1&2, TOM CLANCY'S GHOST RECON ADVANCED WARFIGHTER 1&2 and TOM CLANCY'S H.A.W.X 1&2. In addition to his scoring assignments, tracks from his debut Atlas Plug album ""2 Days Or Die"" grace many television shows, film trailers and video games. Raphael Van Lierop Dubbed the “Duke of Awesome” by G4TV Raphael most recently served as the game director on Relic/THQ’s Space Marine, an action-blockbuster adaptation of the beloved Warhammer 40,000 universe. Prior to this, Raphael held creative director, narrative director, producer, and writer roles on such diverse titles as Far Cry 3 (Ubisoft Montreal), Earth No More (Radar), Company of Heroes, Warhammer 40,000: Dawn of War, and Dawn of War: Winter Assault (Relic/THQ). Raphael has a dozen years of experience in the high-tech and interactive entertainment industries, contributing to the successful launching of multiple award-winning entertainment franchises totaling nearly 10-million unit sales, as well as the conception of several original video game & transmedia properties that are currently in development. Chris Pruett By day, Chris runs Robot Invader (robotinvader.com), makers of mechanical devices of destruction as well as video games. He spent three years at Google working as a developer advocate for the Android platform, and is the author of REPLICA ISLAND, an Android side-scroller with over 1.5M users. Chris spent several years in the game industry as an engineer and shipped ten titles for various console platforms. Under the cover of night he maintains a research blog (http://dreamdawn.com/sh) devoted to the dissection and analysis of horror games. Chris lives with his wife and daughter in Menlo Park, California. Heather Alekson After five years within the Aerospace and Defense industry, Heather joined the video game world in March 2007 as a Development Director at EA Montreal, where she worked on the Army of Two franchise. Heather led the Montreal-based development team for Dead Space 2 which also represents the first true collaborative development project under the Visceral Games brand. Alekson is responsible for establishing and refining collaborative development best practices and ensuring on time, on quality delivery of Visceral Games Montreal products. Patrice Désilets After studying in cinema and literature, Patrice Désilets became Ubisoft Montreal's first employee in 1997. As Lead Game Designer, Patrice shipped several games until he was given the mandate in 2001 to reinvent the Prince of Persia franchise. This mandate ultimately led to the award-winning Prince of Persia: The Sands of Time. Patrice was promoted to Creative Director in 2003 with an ambitious new assignment: redefine the Action-Adventure genre for the next generation of consoles. 4 years later, Assassin's Creed was released. With Assassin's Creed II, Patrice cemented his reputation as one of the most brilliant visionaries in the gaming industry. In June 2010 Désilets decided to take a break from the gaming industry to pursue other personal interests and was ultimately recruited by THQ in June 2011 to create a new IP. He now heads the new project and team at the THQ Montreal studio. David Sears David has had the good fortune to work for and learn from some of the world’s most talented game developers. For Zipper Interactive, David was a designer and the creative director for the critically acclaimed and best selling series of SOCOM: US NAVY SEALs games for Playstation 2 and PSP. His first work, an adaptation of Harlan Ellison’s “I Have No Mouth, And I Must Scream” was an award winning PC adventure game. In between, David has designed and directed racing games, platform games and action adventures on a variety of consoles for developers including Virgin Games, Looking Glass Studios, Sony Computer Entertainment of America, Pseudo Interactive, and most recently, Ubisoft Montreal where he is a creative director on an upcoming AAA title.




