Everyone must RSVP via email@example.com and indicate WHICH topic they want to participate in (either one specifically or both). Each topic has limited seating of 35. Priority access will be given to IGDA members in good standing. If you are not a member, you can join online before RSVPing.
Workshop Swap Topics & Discussion
Workshop Swap is a new format that has an expert presenting on a deep topic to set the stage for peer discussion and Q&A. Each lecture will be no more than 30minutes, leaving at least 30minutes for discussion. The workshops will run one after the other. While one workshop is in session, the participants of the other workshop can mingle and network at the bar.
Doors will open and attendees can mingle starting at 6:30pm. Doors will close and the first topic will officially start at 7:00pm and will run until 8pm. The second topic will start at 8:00pm and run until 9:00pm. After the discussions, everyone is welcome to grab a beer at the bar to unwind. The topics are as follows:
Topic #1: “Designing Drama”
Whether your ambition is to write killer cinematic scenes, or design procedural stories that really work, mastering the fundamentals of drama is essential to keep your audience hooked. This workshop is aimed at designers as much as writers, and takes us back to the basics of what makes characters tick and stories move. Elements of drama are examined in terms of design and game dynamics, keeping player motivation in view.
by Jill Murray – Founder, Discoglobe Interactive
Jill Murray is an award-winning game writer and young adult novelist. Best known for her work on Assassin’s Creed III: Liberation (Ubisoft), she launched game narrative studio Discoglobe Interactive in 2015 to work with small teams on innovative and diverse projects such as VR games Fated (Frima), and Time Machine VR (Minority Media), procedural narrative RPG Moon Hunters (Kitfox Games), and teen dating simulator, LongStory (Bloom Digital). A compulsive tinkerer, she likes to play with procedural generation experiments in her spare time. In 2016 she begins developing her first independent title, a YA fantasy text adventure.
Topic #2: “Coding Multiplayer”
AAA and indie alike, a robust and smooth online multiplayer experience is a must for large scale success of your game. This will be a technical session that will explore topics such as having an asynchronous mindset, leveraging cloud-based dedicated servers, and implementation of matchmaking. Lots of war stories from shipping many online multiplayer games will be shared.
by Simon Picard – Senior Online Programmer, Ubisoft
With 12 years in Online Development, Simon has built a solid knowledge in the domain. He has shipped multiple multi-platform AAA titles with online and multiplayer features including James Cameron’s Avatar: The Game, Splinter Cell: Conviction, Assassin’s Creed Black Flag and Rainbow Six: Siege.
Chapter Sponsors for the 2015-2016 Season
Big thanks to our generous season sponsors! Without their ongoing support, IGDA-Montreal simply would not be so awesome.