Les Ateliers du Jeu Vidéo 2009 Lundi 5 janvier 2009 10h30

Transcription

Les Ateliers du Jeu Vidéo 2009 Lundi 5 janvier 2009 10h30
Les Ateliers du Jeu Vidéo 2009
Lundi 5 janvier 2009
10h30 : Serge Tisseron - Psychiatre, psychanalyste, docteur en psychologie
Sujet : "Les moteurs psychiques des jeux vidéo"
1. Nous recherchons les images parce que nous sommes chacun la première machine a
fabriquer des images a laquelle nous ayons eu affaire.
2. Nous y désirons deux choses : Y être immerge comme dans un rêve : ce sont les pouvoirs
d'enveloppement des images ; et en rester le maitre : ce sont les pouvoirs de transformation
des images. Les premiers sont des pouvoirs d'illusion, les seconds des pouvoirs de maitrise.
Les deux sont absolument complémentaires.
3. Les jeux vidéo ont pour originalité de mettre en jeu avec une intensité extrême ces deux
caractéristiques, en associant en proportion variable deux types d'interactions : sensori
motrices d'un cote, émotionnelles et narratives de l'autre.
Bio :
Serge Tisseron s'est fait connaitre par ses travaux originaux sur les secrets de famille, nos
relations aux images et les liens que nous entretenons avec les objets, notamment les
nouvelles technologies. Son langage simple et clair a fait de plusieurs de ses ouvrages des
best-sellers, notamment Tintin chez le psychanalyste (1985) et Secrets de famille, mode
d'emploi (1996). Il a publie une trentaine d'ouvrages personnels et participe a une
cinquantaine d'ouvrages collectifs. Ses livres sont traduits dans douze langues. Serge Tisseron
est également scénariste et dessinateur de bandes dessinées (cinq albums parus ce jour, Ed.
Calmann-Levy, Reedition Marabout poche).
18h00 : Eric Zimmerman, Co-Founder and Chief Design Officer, Gamelab
Subject : "The Ludic Century: In the Future, Everyone will be a Game Designer"
In this wide-ranging and far-reaching talk, Eric will build on his fifteen years of experience as
a game designer to talk about the wider relevance of games to the culture at large. What are
games? What is game design? And in what ways is our culture changing to become more
game-centric? The importance of thinking in terms of complex systems, playful technologies,
and the world as a designed construction are bringing about new ways of making meaning,
and demanding new kinds of literacies for understanding these meanings. In a talk that will
include a sneak peek at his next major unreleased game title, Eric will provide a provocative
glimpse into a very playful future.
Bio :
Eric Zimmerman has been working in the game industry for fifteen years. He is the cofounder and Chief Design Officer of Gamelab, an independent game development company
based in New York City. Gamelab creates and self-publishes innovative singleplayer and
multiplayer games that are distributed online, on mobile phones, and through retail, including
the hit downloadable games Diner Dash, Miss Management, and Jojo's Fashion Show. PreGamelab titles include SiSSYFiGHT 2000 and the PC title Gearheads. Eric has taught courses
at MIT, New York University, and Parsons School of Design. He has lectured and published
extensively about game design and is the co-author with Katie Salen of Rules of Play: Game
Design Fundamentals (MIT Press, 2004), and The Game Design Reader: A Rules of Play
Anthology (MIT Press, 2006), as well as the co-editor of RE:PLAY (Peter Lang Press, 2004).
The company :
Gamelab is a unique game company. Founded by veterans with decades of game experience,
Gamelab is eight years old and is New York City's longest-running game development studio
with offices currently in the Flatiron/Chelsea section of Manhattan. We focus on creating
innovative games for a broad audience, and have created web games, downloadable titles, and
online multiplayer games. Our hit downloadable title, Diner Dash, was the biggest selling
casual game of 2005, and our most recent downloadable game, Jojo's Fashion Show, was
nominated for Casual Game of the Year for 2007. The company has a strong braintrust, with
many on our staff teaching at universities, publishing books and essays, and speaking at major
industry conferences. Companies like Disney Imagineering, LEGO, PBS, Mattel, LeapFrog,
Nickelodeon, AOL, Hasbro, and many others have hired us to think about new kinds of game
platforms, game audiences, and gameplay experiences. Recently, Gamelab received a first of
its kind MacArthur Foundation research grant to create software that teaches game design by
letting players create and modify games. We are a recognized, award-winning leader in the
game industry. Our unusual focus on broad audiences, online games, and gameplay
experimentation position us perfectly to create the next generation of games for new and
existing audiences. More information about the company is available on our website,
http://www.gamelab.com/.
Mardi 6 janvier
10h30 : Bruno Bonnell, President Directeur General, ROBOPOLIS,
http://www.robopolis.com/
Sujet : "3D, On-line, WIImote, ...et après? Au delà du jeu sur écran."
Le jeu vidéo a-t-il atteint les limites du réalisme en simulant parfaitement les sons, couleurs et
formes du monde qui nous entourent ou inventant des univers parfaits? Quelles sont les
nouvelles étapes de l'interactivité de loisirs? Une réflexion sur les objets interactifs et leurs
capacités à générer de nouvelles expériences de loisir.
Bio :
Bruno Bonnell, 50 ans, est le fondateur d'INFOGRAMES devenu en 25 ans un des leaders du
jeu video mondial. Il a aussi été a l'origine d'INFONIE, premier ISP français en 1997 et de
GAME ONE la seule chaine de télévision entièrement dédiée au jeu video. Depuis avril 2007,
il dirige Robopolis, société spécialisée en robotique personnelle qui distribue et conçoit des
applications robotiques, hardware et software dans les domaines domestiques, éducatifs et
ludiques.
La société :
ROBOPOLIS est la première société européenne de robotique personnelle. Elle distribue les
plus grandes marques de robots a usages domestiques, éducatifs ou ludiques : IRobot, leader
des aspirateurs robots, Fischer-Technics avec des robots utilises dans l'enseignement,
ROBOTIS et le BIOLOID, ... ROBOPOLIS conçoit des applications logicielles pour les
plateformes robotiques. Basée a Lyon, la société emploie 10 personnes. Elle a un point de
vente en propre a Paris au 107 Bd Beaumarchais, 75011.
14h30 : Jason Chown, Tools Director, NW Studio Group, Sony Computer
Entertainment , http://www.playstation.com/
Subject : "Advanced Build Pipelines."
As game sizes and development teams increase, making sure all team members are able to get
their content in the game simply and robustly has never been more important - or challenging.
This lecture will talk about the various tools and techniques needed in order to build robust
and scalable code and data pipelines, as used in modern videogames, and describe some of the
internals of our proprietry build tool Imogen.
Bio :
Jason Chown has been in the games industry for over 20 years, having started writing games
for the BBC Micro as a teenager. In the last ten years has been at SCEE Studio Liverpool,
working as Technical Director on the F1 series of games (2001-2006) and, more recently, as
the author of an innovative proprietry build tool, Imogen. This software is now used by almost
all SCE internal studios, including Guerrilla (Killzone), London (SingStar, EyeToy, Home),
Insomniac (Ratchet & Clank, Resistance) and Zipper (SOCOM).
The company:
The SCEE NW Studio Group is a recent amalgamation of two of SCEE's internal studios Studio Liverpool, developers of the F1 and WipEout franchises and Evolution Studios,
developers of the Motorstorm and WRC series. Both have strong track record of delivering
AAA racing games for the PlayStation consoles. Most recently, they have released WipeOut
HD and Motorstorm Pacific Rift on PS and are currently working on even more spectacular
iterations of these, along side new concepts.
18h00 : Jesse Schell, CEO of Schell Games/Professor of Entertainment Technology,
Carnegie Mellon University, www.schellgames.com
Subject : "Hardcore Games for Casual Audiences"
Jesse Schell has made a career out of taking hardcore videogame concepts, such as flight
simulators, first person shooters, and MMORPGs, and turning them into games loved by
casual players. In this talk, he will give examples from interactive theme park attractions,
MMOs for kids and family (such as Toontown Online and Pixie Hollow Online), as well as
serious games. In combination, these examples will show some underlying principles that can
expand the audience of any game.
Bio :
Jesse Schell has taught Game Design and led research projects at Carnegie Mellon's
Entertainment Technology Center (etc.cmu.edu) since 2002. Jesse is also the CEO of
Pittsburgh's largest videogame studio, Schell Games (schellgames.com), the author of The
Art of Game Design: a book of lenses (artofgamedesign.com), and the former chairman of the
International Game Developers Association (igda.org). In 2004, he was named one of the
world's Top 100 Young Innovators by Technology Review, MIT's magazine of innovation.
Before coming to Carnegie Mellon, he was the Creative Director of the Disney Virtual Reality
Studio, where he spent seven years as designer, programmer and manager on several projects
for Disney theme parks and Disney Online. Before that, he was a software engineer at IBM
and Bell Communications Research, and a writer, director, performer, juggler, comedian, and
circus artist for both Freihofer's Mime Circus and the Juggler's Guild.
The company :
Schell Games is a highly talented group of artists, programmers, and game designers led by
game industry veteran Jesse Schell. Presently, we focus on creating innovative 3D Internet
gaming experiences.
Mercredi 7 janvier
10h30: Guillaume de Fondaumiere, Directeur General, Producteur Executif, Quantic
Dream, http://www.quanticdream.com/#home
Sujet : "Produire un AAA en France aujourd'hui."
Quantic Dream travaille depuis juillet 2006 avec Sony sur un titre exclusif PS3. Cela n'était
pas arrive en France depuis plus de 10 ans. Comment la société a-t-elle réussie a convaincre
un constructeur de travailler sur un AAA en France ? Quel type d'organisation et quel schéma
de production ont été mis en place par le studio pour faire face à ce challenge ?
Bio :
C'est a l'âge de 15 ans que Guillaume fonde sa première entreprise. C. de C. Promotions lance
un concept d'événements thématiques novateurs fusionnant défiles de mode, concerts live et
fête en plein air. En 1993, il cofondé ARXEL TRIBE, société franco-slovène spécialisée dans
la création d'images de synthèse et d'effets spéciaux pour la publicité. En 1996, en
collaboration avec Paulo Coelho (L'Alchimiste) et le dessinateur Moebius (L'Incal, Tron),
Arxel Tribe produit Pilgrim, son tout premier jeu video (Infogrames). Le studio remporte un
succes international avec son second jeu, Ring, adapte de l'opéra éponyme de Richard
Wagner. En 2001, ARXEL TRIBE devient aussi éditeur de jeux vidéo et compte plus de 120
collaborateurs. Le groupe est rachète par son distributeur italien CTO Spa, cote en bourse.
Guillaume de Fondaumiere reste Président-Directeur General d'ARXEL TRIBE jusqu'en mars
2003. Il rejoint Quantic Dream au poste de directeur général adjoint et produit Fahrenheit.
Aujourd'hui DG délégué, Guillaume supervise tous les aspects administratifs, juridiques,
financiers et commerciaux de l'entreprise. Producteur exécutif, il initie et supervise les
relations avec les tiers impliques dans la production de nos jeux (éditeurs, auteurs, acteurs)
ainsi que les productions dérivées de nos propriétés intellectuelles. Il est également Président
de l'APOM, l'association des Producteurs d'œuvres Multimédia.
La societe :
David CAGE fonde QUANTIC DREAM en 1997 a Paris. Notre studio est depuis reconnu a
l'échelle internationale pour ses innovations dans les domaines de la narration interactive et de
l'émotion. Studio de production de jeux vidéo spécialise dans le développement de propriétés
intellectuelles originales, nous avons été amène a collaborer avec de grands éditeurs tels
qu'Eidos, Vivendi Universal Games, Microsoft Game Studios et Atari. Nous sommes les
créateurs des jeux OMIKRON-THE NOMAD SOUL, en collaboration avec David Bowie, et
plus récemment FAHRENHEIT (INDIGO PROPHECY en Amérique du Nord), l'un des jeux
les plus récompenses en 2005. Quantic Dream travaille actuellement a la production d'une
nouvelle propriété intellectuelle en coopération avec SONY COMPUTER
ENTERTAINMENT WORLDWIDE STUDIOS, en exclusivité sur PlaystationTM 3. Notre
studio de Motion Capture est compose d'un système optique Mx F40 de nouvelle génération,
d'un scanner 3D de haute performance et d'un studio d'enregistrement audio en 5.1. Depuis
plus de 7 ans, nous proposons nos services aux industries de la publicité, du cinéma et du
divertissement interactif. Quantic Dream dispose de fait d'une expertise sans équivalence en
matière de création d'acteurs Virtuels 3d temps réel hyper réalistes. Le studio de
divertissement que nous avons récemment fonde produit et exploite des projets de
divertissement non interactifs, dérives sur nos créations originales.
18h00: Barry Caudill, Executive Producer, Firaxis Games, http://www.firaxis.com/
Subject : "Lessons Learned From the Master."
There are few people in the game industry more revered and admired than Sid Meier. For the
last seven years I have had the privilege of working closely with him in a variety of
circumstances and have had the rare opportunity to learn first-hand about his methods and
concepts. From identifying the fun, to early prototyping and rapid iteration, to Sid's rules and
thoughts about making games, I will offer insight into some of his techniques and values that
can make you a better designer or just a better game developer in general.
Bio :
Barry Caudill is the Executive Producer at Firaxis Games, one of the world's most renowned
game developers and home to Hall of Fame designer Sid Meier. Barry began his career in the
industry in 1998, as a game tester at Microprose Software one of the original game publishing
companies founded by Sid Meier. He then moved to Firaxis in 2002 to become the Quality
Assurance Manager and soon made his way into product development as Sid Meier's producer
on his remake of Sid Meier's Pirates. Barry went on to produce the blockbuster titles Sid
Meier's Civilization IV and Sid Meier's Civilization Revolution, and now, as Executive
Producer, he oversees the production of all Firaxis Games titles.
The company :
Firaxis GamesTM is one of the world's premier game development studios, and home of
legendary designer Sid Meier. Firaxis has developed some of the most successful and awardwinning computer and video games on the market today including: 2005 PC Game of the
Year - Sid Meier's Civilization IV®, the expansions Civilization IV: Warlords®, and
Civilization IV: Beyond The SwordTM the blockbuster Sid Meier's Civilization® III series,
Sid Meier's Pirates!® (PC, Xbox® and PSP®), Sid Meier's SimGolfTM and Sid Meier's
Railroads!TM. Firaxis legacy titles include the Sid Meier's Civil War Series!TM
(Gettysburg!, Antietam!, and South Mountain), and the Sid Meier's Alpha Centauri® series.
In 2005, Firaxis Games was acquired by Take-Two Interactive Software, Inc., joining its 2K
publishing label. The company released Sid Meier's Civilization® RevolutionTM for console
and handheld platforms in summer 2008.
Jeudi 8 janvier
10h30: Gonzalo Frasca, Chief Creative Officer, Powerful Robot Games, Ph.D. in Game
Research, http://www.powerfulrobot.com/ / http://www.ludology.org/
Subject : "Roll over Beethoven: understanding the transition from hardcore to
casual games."
In 1956, Chuck Berry ended his hit song with the following verse: "Roll over Beethoven and
dig these rythm and blues". As the anecdote goes, Chuck and his sister Lucy were constantly
battling over their living room high-tech appliance: their piano. Lucy insisted on playing
classical music while Chuck had a thing for modern popular music. As a consequence of this,
Chuck wrote "Roll over Beethoven" both as a joke to his sister - so she would leave him
access to the piano - but also as a hymn to the 20th century's cultural shift from classical to
pop music. We are currently witnessing a similar moment in the realm of videogames,
between the so-called "hardcore" and "casual" ways of playing. Hardcore gamers, raised with
the values set by 1970's California geeks are watching in amazement how the hordes of
regular people are taking videogames to a mainstream level. Is this the end of gaming as we
know it? How are these two ways of playing going to coexist? What are the cultural and
technological reasons that explain this current shift in gaming? Is it the first time that this
happened in history? And, more importantly, how does this affect the future of gaming? This
talk will address these and other questions not by simply exploring the more 40 years of
existence of videogames but also within the context of thousands of years of traditional,
unplugged games and toys.
Bio :
Gonzalo Frasca, Ph.D., is a game designer, researcher and entrepreneur. He's co-founder and
Chief Creative Officer at Powerful Robot Games, one of the largest game studios in South
America. Frasca's research focuses on game rhetoric, the relationship between play and game
and games and politics. In 2003, Frasca co-created the first official videogame ever
commissioned for a US Presidential election. More recently, he created an unofficial game
supporting Obama: Debate Night. Frasca - who is a former journalist at CNN - is also behind
the Newsgaming.com project, which mixes videogames with news. Frasca currently lives in
Uruguay, travels quite a lot and sometimes blogs at Ludology.org
The company :
Powerful Robot Games was founded in 2002 by Gonzalo Frasca and Sofia Battegazzore.
Based in Uruguay, it became one of the largest game studios in South America. Its latest hit
game for Cartoon Network, AwesomeHouseParty.com, gathered over 22 million player
accounts over two years and became the network's most successful game to date. Powerful
Robot Games is also well-known for its experimental and political games, including
September 12th and various games created for political campaigns. These include Cambiemos
(for the Uruguayan elections) and The Howard Dean Game for Iowa (the first videogame ever
commissioned for a US Presidential campaign, co-created with Persuasive Games).
18h00: Trip Hawkins, Chief Creative Officer, DIGITAL CHOCOLATE,
http://www.digitalchocolate.com/
Subject : "The omni media revolution and what it means for game developers."
In the last five years we have witnessed explosive adoption of new digital media content
across a variety of new platforms that are reaching a truly mass market of consumers for the
first time. How did this happen? What does it mean? Most aspects of this Omni Media
revolution apply to games, with notable examples in highly disruptive products like Facebook
and the iPhone. In this talk, the founder of industry giant Electronic Arts will discuss the
history of how we got here, where we are going, and what it means for the public, gamers,
game publishers, game developers, and students aspiring to have careers in the game industry.
Bio :
A true pioneer with over 30 years of experience in new media, Trip Hawkins is best known as
the founder of Electronic Arts, a company whose creation and foundation wese planned ten
years before he personally incorporated the company in 1982. At EA, he originated the use of
celebrities in video games and personally designed and produced many hit games, notably EA
Sports games such as Madden Football. Prior to founding EA, Hawkins was one of the first
managers at Apple and played a key role in the development of the personal computer.
Hawkins also founded 3DO, an early pioneer in the consumer use of 3D graphics, CD-ROM
media, digital video, and client-server networks. In 2003 Hawkins founded Digital Chocolate,
a leader in mobile, casual, and social gaming that for the last three years has won more awards
for mobile games than any other publisher. Best known for cross-platform hits like Tower
Bloxx and Rollercoaster Rush, Digital Chocolate is also pioneering new social media such as
AvaPeeps and Party Island. Hawkins is the only business executive in the Hall of Fame of the
Academy of Interactive Arts and Sciences.
Vendredi 9 janvier
10h30: Charles Cecil, Managing Director / Chief Creative Officer, Revolution Software,
http://www.revolution.co.uk/
Subject : "Video Games - Creativity tempered by business reality: Past, Present
and Future."
Despite his youthful looks, it has been 25 years since Charles wrote his first video game - a
text adventure for the Sinclair ZX81. This lecture will consider the pragmatic approach to
developing narrative-driven video games from the perspective of an independent developer.
He will talk about how to reconcile cost with ambition, fundamental opportunities and
constraints of the medium, and how we can look back to predict future creative and
commercial opportunities.
Bio :
Charles Cecil, founder and Managing Director of Revolution Software, has been a key figure
in the Interactive Entertainment industry for over 25 years. Revolution is Europe's leading
adventure game developer. Revolution's Broken Sword series, which sells an average of a
million units per iteration, is the most successful adventure franchise to have appeared on any
games console. In 2006 Charles was awarded the status of 'Industry legend" by Develop,
Europe's leading development magazine.
The company :
Founded in 1990, Revolution Software is Europe's most successful developer of narrativedriven games. Responsible for writing a string of hugely-successful adventure games,
including the Broken Sword games which have sold over three million copies worldwide and
have earned over $100 million, the company has also developed games based on major TV
and movie franchises for companies such as Disney, Dreamworks and Celedor.
www.revolution.co.uk
18h00: Peter Molyneux, Managing Director, Lionhead Studios (part of MGS),
http://www.lionhead.com/
Bio :
Peter Molyneux is one of the best-known names in the international world of computer
games. He co-founded Bullfrog Productions in 1987 and created a new genre of computer
games, the god game with the release of Populous. Since then Peter has been responsible for a
string of massive selling games including Powermonger, Theme Park, Magic Carpet and
Dungeon Keeper. Cumulative sales of these Bullfrog games are around ten million
worldwide. In 1997 Peter left Bullfrog Productions to form a new games development
company Lionhead Studios. The company has released five games Black & White in 2001,
Fable in 2004 Black and White 2 (PC), The Movies (PC) and Fable The Lost Chapters (PC
and Xbox) in 2005. Cumulative sales are approaching the 5 million mark. Lionhead now
numbers over 135 employees. In April 2006 Lionhead Studios was sold to Microsoft Corp.
The company's first release under Microsoft ownership, Fable 2 went on sale in October 2008
and shot straight to the top of UK All Formats chart in its first week of launch.
The company :
Lionhead Studios is widely regarded as the leading videogames developer in the UK, in an
industry where the UK leads the world. Headed up by Peter Molyneux, the studio has created
some of the past decade's most exciting original IP including Fable, Black & White and The
Movies. The company has just released its first next gen game Fable 2 to rave reviews. Work
is now underway on a revolutionary new project which like all Lionhead games pushes
boundaries and redefines genres.

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