{"id":30,"date":"2018-04-10T21:38:27","date_gmt":"2018-04-10T21:38:27","guid":{"rendered":"http:\/\/lockeruby.com\/WDV240\/Project5\/?page_id=30"},"modified":"2018-04-22T01:26:36","modified_gmt":"2018-04-22T01:26:36","slug":"guest-speakers","status":"publish","type":"page","link":"http:\/\/lockeruby.com\/WDV240\/Project5\/guest-speakers\/","title":{"rendered":"Guest Speakers"},"content":{"rendered":"<p><strong>\u00a0\u00a0\u00a0\u00a0 <img decoding=\"async\" loading=\"lazy\" class=\"size-medium wp-image-264 alignright\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/JohnSmith.jpg\" alt=\"\" width=\"150\" height=\"100\" \/>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 John Smith,\u00a0Game Designer and Media Artist,\u00a0Independent<\/strong><\/p>\n<p>Smith has lectured in various places around the world on topics such as level design, emergent gameplay, leadership, game unit differentiation, future trends and interactive narrative.<\/p>\n<p>Presenting: <a href=\"http:\/\/schedule.gdconf.com\/session\/advanced-graphics-tech-d3d12-and-vulkan-done-right-wave-programming-in-d3d12-and-vulkan\">ADVANCED GRAPHICS TECH: &#8220;D3D12 AND VULKAN DONE RIGHT&#8221; &amp; &#8220;WAVE PROGRAMMING IN D3D12 AND VULKAN&#8221;<\/a><\/p>\n<p><strong>Stacie Hammermall, Engine Director,\u00a0Insomniac Games<\/strong><a href=\"http:\/\/schedule.gdconf.com\/session\/advanced-graphics-tech-d3d12-and-vulkan-done-right-wave-programming-in-d3d12-and-vulkan\"><strong><img decoding=\"async\" loading=\"lazy\" class=\"wp-image-261 alignright\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/StacieHammermall.jpg\" alt=\"\" width=\"116\" height=\"139\" \/><\/strong><\/a><\/p>\n<p>Insomniac Games has developed various games for PlayStations. The company also develops social<br \/>\ngames.\u00a0 As Engine Director, Stacie has played a major role in their animation advancements.\u00a0 Her<br \/>\ntalk will be about motion curves, eye control, critical eye for animation, and principles of animation.<\/p>\n<p>Presenting: <a href=\"http:\/\/schedule.gdconf.com\/session\/animation-bootcamp-animation-microtalks\">ANIMATION BOOTCAMP: ANIMATION MICROTALKS<\/a><\/p>\n<p><strong>Bob Murphy,\u00a0Senior Narrative Designer,\u00a0Eidos-Montreal<\/strong><\/p>\n<p>As an Art Director for graphic games, you are responsible for the overall visual aspects of an game. Mr. Murphy was the key person in <strong><img decoding=\"async\" loading=\"lazy\" class=\"size-full wp-image-269 alignleft\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/BobMurphy.jpg\" alt=\"\" width=\"150\" height=\"112\" \/><\/strong>enhancing the games visually.\u00a0 It is not an one-person job.\u00a0 Overseeing others and influencing heavily how things appear in the games, Mr. Murphy is a genius. Eidos-montreal development studio for a Square Enix company: Think Tomb Raider.<\/p>\n<p>Presenting: <a href=\"http:\/\/schedule.gdconf.com\/session\/art-direction-bootcamp-pantalones-things-i-wished-someone-told-me-prior-to-becoming-an-art-director\">ART DIRECTION BOOTCAMP: PANTALONES! THINGS I WISHED SOMEONE TOLD ME PRIOR TO BECOMING AN ART DIRECTOR<\/a><\/p>\n<p><strong>John Kirk,\u00a0Graphics Architect,\u00a0Oxide Games<\/strong><strong><img decoding=\"async\" loading=\"lazy\" class=\"size-medium wp-image-265 alignright\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/JohnKirk.jpg\" alt=\"\" width=\"115\" height=\"150\" \/><\/strong><\/p>\n<p>Mr Kirk excels in promotions that work.\u00a0 He talks about those that did not necessary meet his criteria and how he changed its approach so they will work!<\/p>\n<p>Presenting: <a href=\"http:\/\/schedule.gdconf.com\/session\/crafting-promotions-that-work-and-how-i-created-one-that-didnt-presented-by-amazon\">CRAFTING PROMOTIONS THAT WORK, AND HOW I CREATED ONE THAT DIDN&#8217;T (PRESENTED BY<\/a><a href=\"http:\/\/schedule.gdconf.com\/session\/crafting-promotions-that-work-and-how-i-created-one-that-didnt-presented-by-amazon\"> AMAZON)<\/a><\/p>\n<p><strong><img decoding=\"async\" loading=\"lazy\" class=\"size-medium wp-image-262 alignleft\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/MarielCartwright.jpg\" alt=\"\" width=\"99\" height=\"150\" \/><\/strong><\/p>\n<p><strong>Mariel Cartwright,\u00a0Art Director, Lead Animator and Head of Story,\u00a0Lab Zero Games<\/strong><\/p>\n<p>As the leadering at Lab Zero Games, Mr Cartwritght led the team success.\u00a0 As\u00a0 team leader, he mentor<br \/>\njunior staff into developing their own talent.<\/p>\n<p>Presenting: How to make a good game a GREAT game!<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Chae Dickie-Clark,\u00a0AI Programmer, Ubisoft<\/strong><a href=\"http:\/\/schedule.gdconf.com\/session\/animation-bootcamp-animation-microtalks\"><strong><img decoding=\"async\" loading=\"lazy\" class=\"size-medium wp-image-267 alignright\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/ChaeDickieClark.jpg\" alt=\"\" width=\"150\" height=\"101\" \/><\/strong><\/a><\/p>\n<p>An artificial intelligence programmer has to see &#8220;what is next&#8221;.\u00a0 Chae shares with us his experience at Ubisoft.\u00a0 Although never having fought in a war, he explored gaming as a beginner and wanting more in a game.\u00a0 He helped developed some of the great programming in Far Cry and Price of Persia.<\/p>\n<p>Presenting: Seeing what is next!\u00a0 Even if is not present.<\/p>\n<p><strong>Jeff Casper,\u00a0President,\u00a0Mind Bullet Games<\/strong><a href=\"http:\/\/schedule.gdconf.com\/session\/art-direction-bootcamp-pantalones-things-i-wished-someone-told-me-prior-to-becoming-an-art-director\"><strong><img decoding=\"async\" loading=\"lazy\" class=\"wp-image-266 alignright\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/JeffCasper.jpg\" alt=\"\" width=\"145\" height=\"145\" srcset=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/JeffCasper.jpg 150w, http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/JeffCasper-65x65.jpg 65w, http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/JeffCasper-100x100.jpg 100w\" sizes=\"(max-width: 145px) 100vw, 145px\" \/><\/strong><\/a><\/p>\n<p>What Jeff loves about his crazy full-onslaught of lasers and bullets, aka DAKKA in Mind Bullet<br \/>\nGames is &#8220;What is next&#8221;.\u00a0 He always finds himself wondering &#8220;what is the next thing!\u00a0 The key<br \/>\nis &#8220;How to get it down&#8221;.\u00a0 You get a great idea.\u00a0 Ideas keeping exploding in your mind.\u00a0 But you have<br \/>\nto keep it so it is understandable and &#8220;makeable&#8221;.<\/p>\n<p>Presenting: Making your ideas into actions!\u00a0 Seeing a outcome!<\/p>\n<p><strong>Stahl Cook,\u00a0Senior Manager. Global R&amp;D,\u00a0Capcom<\/strong><\/p>\n<p>What makes Stahl different than other managers?\u00a0 Seeing the bigger picture while not forgetting those<strong><img decoding=\"async\" loading=\"lazy\" class=\"size-medium wp-image-260 alignright\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/StahCook.jpg\" alt=\"\" width=\"150\" height=\"100\" \/><\/strong><br \/>\nlittle, but utmost important details.<\/p>\n<p>Presenting: How to remember all those details.<\/p>\n<p><strong>William Smith,\u00a0Senior Software Engineer II,\u00a0Blizzard Entertainment<\/strong><a href=\"http:\/\/schedule.gdconf.com\/session\/animation-bootcamp-animation-microtalks\"><strong><img decoding=\"async\" loading=\"lazy\" class=\"size-medium wp-image-258 alignright\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/WilliamSmith.jpg\" alt=\"\" width=\"150\" height=\"127\" \/><\/strong><\/a><\/p>\n<p>When you think of Blizzard Entertainment, you think of WarCraft, Diablo and Starcraft.\u00a0 How do you keep coming up with new ideas for future versions?\u00a0 Bill talks about how they do this.<\/p>\n<p>Presenting: New Ideas.\u00a0 No idea is a stupid idea.<\/p>\n<p><strong>Sydney Hall,\u00a0Senior Analytical Lead, Mobile Apps,\u00a0Google<\/strong><a href=\"http:\/\/schedule.gdconf.com\/session\/advanced-graphics-tech-d3d12-and-vulkan-done-right-wave-programming-in-d3d12-and-vulkan\"><strong><img decoding=\"async\" loading=\"lazy\" class=\"size-medium wp-image-259 alignright\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/SydneyHall.jpg\" alt=\"\" width=\"146\" height=\"150\" \/><\/strong><\/a><\/p>\n<p>Sydney loves her phone.\u00a0 She does not play games on her phone.\u00a0 But she constantly watching how other people react to their games.\u00a0 Her intuition on how people respond helps her make mobile apps that will retain the attention of the users.<\/p>\n<p>Presenting: Mobile Apps for Phones:\u00a0 How to keep their attention!<\/p>\n<p><strong>Catherine Johnson,\u00a0Developer Technology Engineer,\u00a0AMD<\/strong><\/p>\n<p>AMD is a chip maker.\u00a0 Sounds simple.\u00a0 BUT AMD is a leader in making chips that are faster and integrated with the computer.\u00a0 How do you keep the speed going up?\u00a0 Ms Johnson talks us through the <a href=\"http:\/\/schedule.gdconf.com\/session\/art-direction-bootcamp-pantalones-things-i-wished-someone-told-me-prior-to-becoming-an-art-director\"><strong><img decoding=\"async\" loading=\"lazy\" class=\"size-full wp-image-268 alignright\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/CatherineJohnson.jpg\" alt=\"\" width=\"150\" height=\"104\" \/><\/strong><\/a>mechanical and imagination used in development of chips.<\/p>\n<p>Presenting: The key:\u00a0 the microprocesser.\u00a0 You can make a great game, but it does not good unless you have a great microprocessor<\/p>\n<p><strong>Amahad Doies,\u00a0Lead Visual Effects Artist,\u00a0Infinityward<\/strong><a href=\"http:\/\/schedule.gdconf.com\/session\/crafting-promotions-that-work-and-how-i-created-one-that-didnt-presented-by-amazon\"><strong><img decoding=\"async\" loading=\"lazy\" class=\"alignright wp-image-257 size-full\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/AmahadDoies.jpg\" alt=\"\" width=\"119\" height=\"150\" \/><\/strong><\/a><\/p>\n<p>Infinityward is the original studio behind the Call of Duty franchise.\u00a0 How do they keep up with the challenges!\u00a0 Amahad is one of the original visual effect artists.\u00a0 He talks about the challenges of the visual effects with the new games.<\/p>\n<p>Presenting: Games are exciting!\u00a0 But without the Visual Effects, they are plain.<\/p>\n<p><strong>Kim Monotain,\u00a0Creative Director,\u00a0Playlines<\/strong><\/p>\n<p>Creative director is a position where there is never a null moment.\u00a0 How do you bring real life games into fantasy sports?\u00a0<a href=\"http:\/\/schedule.gdconf.com\/session\/crafting-promotions-that-work-and-how-i-created-one-that-didnt-presented-by-amazon\"><strong><img decoding=\"async\" loading=\"lazy\" class=\"size-medium wp-image-263 alignright\" src=\"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-content\/uploads\/2018\/04\/Kim-Monotain.jpg\" alt=\"\" width=\"113\" height=\"150\" \/><\/strong><\/a> Kim Monotain talks to us about the challenges they deal with every day.<\/p>\n<p>Presenting: Fanstasy Sports:\u00a0 Challenges<\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u00a0\u00a0\u00a0\u00a0 \u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 John Smith,\u00a0Game Designer and Media Artist,\u00a0Independent Smith has lectured in various places around the world on topics such as level design, emergent gameplay, leadership, game unit differentiation, future trends and interactive narrative. Presenting: ADVANCED GRAPHICS TECH: &#8220;D3D12 AND VULKAN DONE RIGHT&#8221; &amp; &#8220;WAVE PROGRAMMING IN D3D12 AND VULKAN&#8221; Stacie Hammermall, Engine Director,\u00a0Insomniac Games [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":14,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":[],"_links":{"self":[{"href":"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-json\/wp\/v2\/pages\/30"}],"collection":[{"href":"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-json\/wp\/v2\/comments?post=30"}],"version-history":[{"count":5,"href":"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-json\/wp\/v2\/pages\/30\/revisions"}],"predecessor-version":[{"id":271,"href":"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-json\/wp\/v2\/pages\/30\/revisions\/271"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-json\/wp\/v2\/media\/14"}],"wp:attachment":[{"href":"http:\/\/lockeruby.com\/WDV240\/Project5\/wp-json\/wp\/v2\/media?parent=30"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}