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Some of our publications and conferences:
| White Paper |
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Download our white paper
on the need of Solid PreProductions in video games development.
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| GDCE 2004 (London, Sept '04): Managing Creative Teams
(Round table, 3 hours) |
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Description:
We manage projects, but what about creative teams?
After a lecture on how creative ideas occur, various exercises will
show what blocks or boosts creativity. Some taboos should fall ;)
Several methods (used in various industries) will be presented, as well
as their adaptations to the game industry.
Slideshow sent on request.
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| GDCE 2004 (London, Sept '04): Pipeline & Process
Fundamentals for the Next Generation (Lecture, 1 hour) |
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Description:
The next console generation is approaching fast - will you be ready?
In order to be ready, you will need to become one with the issues surrounding
large teams and with the increasing the importance of pipelines and process
in modern game development.
By studying issues encountered in running large current generation projects
and by anticipating the asset requirements for the next generation, we
can come up with basic pipeline and process guidelines to address production
challenges in the future. Best practices (proven and anticipated) will
be presented and discussed in this session.
This lecture was on the behalf and in the name of Argonaut Games plc.
Download the slideshow.
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| Imagina 2005 (Monaco, Feb '05): Management of Creativity
(Lecture, 1.5 hour) |
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Description:
Drawing on their experience of leading creative teams and managing multimedia
productions, Nicolas Gaume and Pascal Jarry offer some food for thought
and practical tools to answer questions about managing creativity in video
games. The following issues will be raised:
- How can the risks of a development be reduced, particularly those arising
from the software-based and collective nature of video game creation?
- As even professionals have difficulty defining what a video game is,
what basic principles can be used to measure your production risk and
ensure a successful production?
-Bearing in mind that each person arguably only has one or two good ideas
in his or her lifetime, why are long-established teams that have carried
out many projects together preferred when it comes to innovating and producing
in the video games field?
- The success of an IP is measured by the quality of a follow-up, but
what is a follow-up? What must be added or changed compared with earlier
opuses?
To all these questions, answers must be sought through a new approach
to pre-production, and intelligent management of creative teams and appropriate
"tools".
This workshop will offer practical tools, including a fully operational
creativity method.
Download the slideshow.
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