INDEPENDENT GAMES FESTIVAL MARCH 5-7,
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2006 - Grand prize winner Darwinia gets both digital distribution via Valve's Steam system and U.S. retail distribution from new indie label Cinemaware Marquee.

2005 - Multi award-winner Alien Hominid receives publishing deals in the U.S. (via O3 Publishing) and Europe(via Zoo Digital), much critical acclaim, and even spawns a mobile version.

2005 - Fan favorite N wins the audience award. N+ is currently announced as in development for Xbox 360 Live Arcade, Nintendo DS, and Sony PSP.

2004 - Innovative casual strategy game Oasis wins the web/downloadable grand prize, going on to launch on major online portals the following year.

2003 - Super X Studios' Wild Earth, a photographic game based around a worldwide safari, takes multiple prizes and subsequently becomes a motion simulator ride.

2000 - Tread Marks, created by the late Seumas McNally, which the IGF's grand prize is now named after, wins 3 major awards.

1999 - Vicarious Visions, now a major handheld / console developer, honored for Terminus.

 
   
   
   
   
 
 
 
 
 

 

 

 

2008 IGF Competition Jury

Chris Baker
Senior Associate Editor
Wired Magazine

Chris writes and edits articles about games for Wired Magazine. He has also contributed to Entertainment Weekly, Blender, Slate, Giant Robot, Film Threat, EGM, and the 1-Up zine. He's a prolific independent game designer as well...if messing around with the level building tools in Lode Runner and Excite Bike counts as indie game design.

Scott Berfield
Producer
Xbox Live Arcade

Scott started out in the professional theater in the early 80's then decided to get a real job and went into games. He has worked as a producer, designer, and manager for companies such as Mindscape, Virtual Worlds, Activision, Sega, EA, Sony and Microsoft -- and no, he can't hold a job. He has credits on dozens of titles across multiple platforms and feels really, really old sometimes. Scott is currently a producer for the Xbox LIVE Arcade service where he is taking great pleasure in working on really creative stuff that takes less than 3 years and 150 people to make.

Jonathan Blow


Hi.

Brandon Boyer
Writer
Freelance

Brandon's wild, pure, simple life has seen him at various times acting as artist, programmer, indie record label head and writer, whose work can currently be seen in Edge magazine, Sweden's LEVEL, and Gamasutra.com.

Raigan Burns
Co-Founder
Metanet Software

Raigan Burns n (1889): a set that is closed under two commutative binary operations and that can be described by any of various systems of postulates all of which can be deduced from the postulates that an identity element exists for each operation, that each operation is distributive over the other, and that for every element in the set there is another element which when combined with the first under one of the operations yields the identity element of the other operation. He is also a co-founder of IGF prizewinning N creator Metanet Software.

Simon Carless
Chairman/Editor-in-chief
IGF, Game Developer, Gamasutra.com

Simon is the Chairman of the IGF and the Editor-In-Chief for both Game Developer magazine and Gamasutra.com, part of the CMP Game Group. He originally hails from London, England, but now lives and works in the Bay Area. He was formerly an editor at the techgeek site Slashdot, concentrating on the Slashdot Games page, and also worked on multiple digital archiving projects at the nonprofit Internet Archive in San Francisco. Before that, he was a lead game designer at companies such as Eidos Interactive and Atari, where he worked on a diverse set of titles for both console and PC platforms, and also recently authored 'Gaming Hacks' for technical book publisher O'Reilly & Associates.

Chris Charla
Executive Producer of Development
Foundation 9 Entertainment

Chris Charla is executive producer, development at Foundation 9 Entertainment, working with teams across the company on game pitches and new IPs. Prior to selling out and becoming a suit, he helped conceive and produce F9E subsidiary Backbone Entertainment’s original IP, Death, Jr. He produced a number of other titles at Backbone since 2001. Before joining Backbone, he wrote about games and interactive entertainment in a variety of press jobs, including editor-in-chief of Next Generation magazine and launch editor of IGN.com. In his spare time, he writes text adventures and goofs around with robots.

Mark Cooke
Lead Gameplay Programmer
Nihilistic Software

Mark joined Nihilistic in August 2004 after interning at the company 3 years earlier. Having graduated in 2003 from UC Berkeley (go Bears!) with a degree in electrical engineering and computer science, he immediately went to work in corporate software but quickly decided that he would be much happier following his life long desire of working in the game industry. During his time in the industry Mark has earned credits on Dark Forces: Jedi Knight, Grim Fandango, Vampire the Masquerade, and Marvel Nemesis: Rise of the Imperfects. Mark's current role is lead gameplay programmer on Nihilistic's yet-to-be-announced next generation XB360/PS3 title.

Greg Costikyan
Manifesto Games

Brian Crecente
Editor/Writer
Kotaku/Rocky Mountain News

Brian is the editor of and writer for gaming blog Kotaku and video game writer for the Rocky Mountain News, where his work appears on the Scripps-Howard Wire Service. Brian has been a newspaper reporter for 11 years and has written about video games for the past seven years, starting with the Palm Beach Post in Florida. He has written for Geek.com, Gamezilla, Extended Play, Access magazine and Jester.com. Besides covering video gaming for the Rocky and Kotaku, Brian currently writes pieces for Playboy magazine, Variety, Wired magazine, 360 magazine, Hype! and his personal blog, Red Assed Baboon. He is married and the father of a 6-year-old son Tristan, who occasionally contributes to Kotaku.

N'Gai Croal


Joshua Dallman
Producer
GarageGames

Joshua launched his indie studio Red Thumb Games four years ago and is currently working as a producer reviewing games daily for GarageGames.

Mark DeLoura
Technical Consultant
Satori.org

Mark is currently working on a variety of projects and contracts, mostly technical and sometimes "serious". He has previously worked as Technical Director for Ubisoft North America, Developer Relations Manager for Sony Computer Entertainment America, Editor-in-Chief of Game Developer Magazine, and Lead Software Engineer at Nintendo of America. He is also the founding editor of the Game Programming Gems series of books, which are big hardback volumes full of programming wisdom from professional game developers. In the past, Mark has also been an arcade game programmer and virtual reality researcher.

Bernd Diemer
Senior Game Designer
Crytek

Bernd Diemer works at Crytek and is the Senior Game Designer working on “Crysis”. He designs levels and core gameplay features, working together with all departments of the development team until a feature is fully integrated and tweaked to satisfaction. Before joining Crytek in 2005, he worked as Designer and Writer for German and Austrian game developers and as the Head of Faculty at the Games Academy in Berlin. He is incredibly busy, but very happy to live in Frankfurt.

Jason Dobson
eToychest/Gamasutra

Jason Dobson is a freelance video game journalist with credits that include writing for Gamasutra and Serious Games Source, as well as working as the senior editor on game-related web site eToychest. He's 31 years old and lives in Broken Arrow, OK.

Trevor Elkington
Senior Associate Producer
Surreal Studios/Midway

Trevor Elkington is Senior Associate Producer with Surreal Studios. He previously worked as a Producer for SCEA's 989 Studios and as a private consultant for a number of independently-financed multimedia and interactive projects. Outside of the video game industry, Trevor has a PhD in comparative literature and media studies from the University of Washington, and has researched and taught at a number of universities, most recently including the University of Copenhagen. He has published an essay anthology and numerous articles on film and media studies .

Joe Engalan
Developer
Operation Zero

Joe is a game developer at Operation Zero. He has worked on Galactic Civilizations: Altarian Prophecy, The Political Machine, and was most recently the 3D engine architect for Galactic Civilizations 2. In his spare time, Joe teachs Computer Science courses and Game Design summer camps at Lawrence Technological University.

Andrew Gahan
Producer
Evolution Studios

Andy Gahan started out in the games industry in 1992 at Digital Image Design working on the Amiga version of Robocop 3D after taking a summer job there. From there he worked his way through a number of flight simulations and space games (including T.F.X, Inferno, EF2000 and F22 ADF) and some training systems for the military. He then jumped from PC development over to PS2 and completed GTC Africa for Rage. He then spent the next 5 years working on five World Rally Championship titles at Evolution Studios, one of the best place to work in the industry. He Completed work on MotorStorm for PlayStation 3 and is now completing work on MotorStorm 2 for PS3.

Troy Gilbert
Field Engineer
Criterion

Troy began experimenting with computer games in the late eighties while learning to program the Commodore 64. Now a field engineer for Criterion Software, Troy is working with, and more importantly learning from, some of the best game developers in North America. Prior to the games industry, Troy founded the OpenSWF Project as his obligatory dot-com contribution and graduated from the University of Arkansas by writing his undergraduate thesis on the oh-so-geeky premise of using behavioral models to control particle systems.

Darren Gladstone
Senior Editor
Games for Windows: The Official Magazine

When not editing articles for his nine-to-five job at GFW, Darren searches for the latest independent and free games as The Freeloader. He writes the magazine's regular "Free Play" section and the annual "101 Free Games" feature--among other things. Aside from a terribly designed Texas Instruments text adventure-and a poorly planned Doom WAD-he still knows a good indie game when he sees it.

Chris Grant
Editor
Joystiq

Motivated by either an unhealthy Messianic complex or a dearth of career opportunities (he never could decide which), Chris put his college education to good use as a carpenter before becoming editor of the popular gaming blog, Joystiq. In this role, he spends a statistically impossible percentage of each day writing, exploring the blogosphere and, when he comes up for air, covering gaming for local alterna-paper, the Philadelphia Weekly. If he isn't busy playing or writing about games, he's doing other, no doubt less important, things... though he probably shouldn't be.

Jules Grant
Product Evaluations
Got Game Entertainment

Following a long stint producing print, internet, and television criticism of videogames, Jules currently does product evaluations for Got Game Entertainment, and occasionally for other publishers, or developers, as well as teaching game design and criticism at colleges in Vancouver.

Kyle Gray
Designer
Electronic Arts - Tiburon

Kyle Gray graduated from Carnegie Mellon University's Entertainment Technology Center in 2005 where he co-started the Experimental Gameplay Project. He started gainful employment at industry juggernaut EA and a year later used his experience from EGP to pitch his own project at Tiburon. He is currently the lead designer on an original unannounced DS title. Boo yeah.

Garner Halloran
Senior Software Engineer
Red Storm Entertainment

Garner is a Senior Software Engineer at Red Storm Entertainment. He is a 11 year veteran of the game industry with credits such as Tom Clancy’s Rainbow Six, Tom Clancy’s Ghost Recon, and most recently Rainbow Six: Lockdown for PS2 and PC. In a clever career move he has switched from the grind of making games to the grind of making tools for games.

JC Herz
CEO
Joystick Nation Inc.

J.C. is a researcher and designer with a background in ecology and computer game design. Her focus is multiplayer interaction design, and systems that leverage the intrinsic characteristics of networked communication. Clients include multinational corporations (Nokia, Herman Miller), nonprofit organizations (PBS, MacArthur Foundation, AARP) and the U.S. Defense Department. She is currently working with the National Science Foundation on ways to reinvent science education for the 21st century, and is working on a neat and semi-mysterious software project.

Jeff Hoffman
Merchandising
Sony Computer Entertainment America

Jeff has been playing games since the inception of the Atari 2600. His natural talents extended to the arts and has acquired a Bachelor degree in Theatre Arts from Illinois State University as well as a Master of Fine Arts degree in Film and Video from Columbia College Chicago. He is an independent filmmaker with 17 films to his credit. Jeff recognizes art and talent within Interactive Media and his product knowledge led him to a merchandising position at SCEA. Jeff continues to help bridge the gap between Interactive Media and Film.

Alec Holowka
Programmer/Designer/Composer
Bit Blot

Alec Holowka is too humble to write his own bio. What a guy! He did the programming, co-design and music for Aquaria. And that's why he made that freaky looking judge picture. Not the greatest idea.

Geoff Keighley


Shane Kneip


Chris Kohler
Editor, Game|Life
Wired

Chris Kohler is the editor of Game|Life, Wired's videogame blog. He is the author of two books on games: Power-Up and Retro Gaming Hacks. He lives in San Francisco. He likes Portal.

Adam Mechtley
Artist
6ix Set Studios, LLC

Adam currently works as an artist and character technology consultant in the games industry. He has spent the last few years working on next-gen console products for companies in Phoenix, Arizona. He currently does work primarily for web games.

David Millard
Senior Designer
Kuju Entertainment

David Millard is the Senior Designer for the Surrey studio at Kuju Entertainment in the UK, with 8+ years experience in the industry. David first honed his design skills on Amiga cover disks and shareware, bedroom developing into the early hours. This carried him into an obsession with computers and consoles that drove him to every expo and import shop in the country. He even found time at university to work on games, whilst primarily studying design, film and animation. As a graduate he found his feet with Kuju, taking a few years out to hone his skills at Argonaut Games, then returning to his old stomping ground to work on high profile action titles for PC, PS1, PS2, XBOX and PSP.

Alex Neuse
Creative Director
Santa Cruz Games

Alex is a ten year veteran of the video game industry. He has worked his way up through the ranks of esteemed video game companies, LucasArts and Activision and is currently calling Santa Cruz Games his home. His tenure with LucasArts started in 1997 when he began in Test, before being hired on as a Level Designer in 2000 where he spent the rest of his tenure working on the critically acclaimed Gladius. Alex joined the Activision team as a Producer in 2004 where he went on to produce The History Channel's award winning Civil War Bull Run game for the PC, and the children's game Madagascar Island Mania, where he met and worked with Santa Cruz Games for the first time. He joined the Santa Cruz Games team as Project Manager in 2005 and now heads up their Design department and is a company director.

Aaron Pulkka
Senior Director of Outsourcing
Vivendi Games

Aaron loves to play games, particularly 'great games' that are well executed and/or especially innovative. So, after growing up as a hobbyist game programmer, he focused his studies on computer science, artificial intelligence, and virtual reality to eventually earn his Master's degree in Computer Science from the University of Washington in 1995. He then moved to California to work at Disney's VR Studio and hasn't left the state since (extensive travel notwithstanding). He did move on to Sony Development (which later spun-off as Hyper Entertainment), then to THQ, and finally to Vivendi Games. Over the years he has worked as designer, programmer, technical director, project director, and director of game development on a variety of projects for the home and for location-based entertainment centers. At Vivendi he is directing the company's centralized outsourcing efforts to help empower internal production teams to make great games.

Chris Rausch
Co-Founder / Chief Creative Officer
SuperVillain Studios

Will this make me famous? SWEET! Well let's see, I would call myself a Jack of a few trades game designer and team leader on my good days. I've been in the videogames industry for close to 15 years now, having started at Virgin Interactive in 1993. After a few company name changes, I left VIE/Burst/Westwood/EA (nice huh?) to become one of the original members of the Tony Hawk's Pro Skater team at Neversoft. OH SNAP! In 2004 I left Neversoft and co-founded SuperVillain Studios, hoping to get back to a smaller and more cohesive team atmosphere. Well, we're still here (win!) and now working on a few original titles (win again!), so Mission Acomplished! I think. ;-p

Brian Reynolds
President
Big Huge Games

A fifteen-year industry veteran, Brian Reynolds is recognized as one of the industry's most talented and productive game designers. Honored by PC Gamer magazine as one of twenty-five "Game Gods," Reynolds has masterminded the design of an unbroken stream of hit strategy games, including Civilization II, Alpha Centauri, Rise of Nations, and Rise of Legends. Highly regarded for his mastery of the art of programming, Reynolds' double specialty gives him the substantial advantage of being able to bring his own visions to life--and he has built a reputation for creating finely tuned strategy games. As President of Big Huge Games, Reynolds brings to bear his proven talent for balancing the many and diverse elements which come together to create an addictive game design, a happy team, and a successful product.

Brian Robbins


Richard Rouse III
Director of Game Design/Writer
Midway Games

Richard is a game designer and writer who has been working in computer and video game development for more than a decade. Currently he is director of game design at Midway Games, where he consults on a number of next-generation titles. Most recently, he was creative director and writer on the hit action/horror title THE SUFFERING and its sequel, THE SUFFERING: TIES THAT BIND. During his time in the industry, Richard has led the design on a number of games, including CENTIPEDE 3D, DAMAGE INCORPORATED, and ODYSSEY: THE LEGEND OF NEMESIS, as well as contributing to the design on DRAKAN: THE ANCIENTS' GATES. He has written about game design for publications including Game Developer, SIGGRAPH Computer Graphics, Develop, Gamasutra, and Inside Mac Games, and has lectured on game design at the Game Developers Conference and the Electronic Entertainment Expo. Richard's popular and sizable book about game design and development titled Game Design: Theory & Practice was released in an expanded second edition in 2004.

Ben Ruiz
Art R&D
Crunchtime Games

Ben Ruiz is a dedicated game artist and indie game enthusiast. He is stout yet flavorful, with a hint of citrus.

Emanuele Salvucci
CEO, Managing Director, Technical Artist, Consultant
Forward Games

Emanuele Salvucci started his professional career in 1997 providing art for a multimedia company. In 1998 he joined Prograph Research as a 3D artist/animator developing his first 3D realtime title Tsunami 2265 and creating art for another minor title. He then joined Revolution Software to start researching visual style for Broken Sword: The Sleeping Dragon. He's inventor of the exclusive lightmapping technique behind the game as well as being background artist and Lightwave tools developer. His tools published on his website www.forwardgames.com are widely used in the VFX industry. With five published titles, he's now freelancing in the game industry.

Kellee Santiago
President
thatgamecompany

Kellee Santiago is a recent graduate of the Interactive Media program at USC School of Cinematic Arts. While in school she worked on a number of games including "Darfur: Play Your Party" and "E.L.E.C.T.," a game that teaches negotiation and cultural sensitivity to Army officers. She also work on the award-winning student project "Cloud." Kellee is currently President and Co-Founder of thatgamecompany (http://www.thatgamecompany.com). Kellee is dedicated to fostering environments to produce creative works that push boundaries and still have market appeal. She believes that games can simultaneously be both deeply engaging and wildly entertaining, and her dream is to show this to the rest of the world. For more information on Kellee Santiago, visit her website at http://www.kelleesantiago.com.

Mare Sheppard
Co-Founder
Metanet Software

Mare is a game developer and artist from Toronto, and is half of Metanet Software, creators of IGF prizewinner N. She's got literally a ton of interests, which have too much mass to list here.

Marc Tardif
Sr. Vice President, Business Development
Gearbox Software

Marc started his career as a Marketing and Business Development Manager for Sierra Online working on such franchises as Half-Life and NASCAR Racing. After realizing that making games was more fun than publishing them he made the move to developer Gearbox Software. For Gearbox, Marc manages the company's business development and marketing and has earned Producer credits on many Gearbox Projects including Halo PC and Brothers in Arms.

Alice Taylor
Vice President, Digital Content
BBC Worldwide, Los Angeles

Alice Taylor has a decade of experience working in new media, from early days developing the first Channel4.com in 1996 to recent projects at the BBC in digital media Strategy & Innovation. Alice specialises in sociable software and videogaming crossovers with television and radio: from in-game broadcasting and virtual music festivals to developing interactive fiction, 3D dramas and interactive cartoons for kids. Alice used to play semi-professional Quake in her spare time, and was on the first ever UK team playing international matches. She founded and co-edits the gamecentric blog Wonderland (wonderlandblog.com) and has written about gaming for sites and magazines, including BBC News, Kotaku.com, the Guardian and Paste magazine.

Stephen Totilo


Tim W.
Editor-in-Chief
Independent Gaming

Tim is the Editor-in-Chief of Independent Gaming and TIGSource's Senior Editor. He has contributed numerous articles about indie games for several major publications, and was previously involved in mobile applications development for more than five years.

Mark Warner
President and CEO
Nexus Entertainment, LLC.

Mark is the President & CEO of Nexus Entertainment and has over 22 years of writing and 7 years of game design experience. He continues to work to develop Nexus Entertainment into a prominent development house as they work on the development of an MMO, and several other projects, all based on new intellectual property. Mark is also the coordinator of the Orange County, CA chapter of the International Game Developers' Association (IGDA).

Don Wurster
Co-Director
Gastronaut Studios LLC

Don joined Gastronaut in early 2005 as an experienced software developer. He has worked in a number of different environments, but his passion for games has been a constant.

Derek Yu
Designer, Lead Artist
Bit Blot

Derek is the editor-in-chief of The Independent Gaming Source, and one of the co-creators of Aquaria, the winner of the 2007 IGF Grand Prize award.

2008 IGF Student Showcase Jury

Founding Student Judges

Dustin Clingman
President and CEO/Lecturer
Zeitgeist Games/Full Sail Real World Education

Dustin is president and CEO of Zeitgeist Games. Zeitgeist Games focuses on casual game development for large franchises and properties. For the last seven years, Dustin has served as a lecturer in the Game Development degree program at Full Sail Real World Education where he teaches about code architecture and project development principles. Dustin founded the Orlando Chapter of the IGDA in an effort to help grow the local talent and businesses into the national limelight. As a regular speaker at the annual Game Developers Conference as well as other IGDA and game industry related events throughout the nation, Dustin is recognized for his dedication to formalizing the relationship between the game industry and academia. His publications include Get in the Game, New Riders 2002; Beginning Math and Physics for Game Programmers, New Riders, 2003; IGDA Quality of Life whitepaper, IGDA, 2004; Practical Java Game Programming, Charles River, 2004.

Jen Sward
Designer/Writer/Producer/Project Manager
DigiPen Institute of Technology

Jen is a designer, writer, producer and project manager teaching game design and production at DigiPen Institute of Technology in Seattle, WA. Jen started with the IGF Student Showcase competition in 2001, helping to organize and promote the showcase for the next generation of game developers. She is the chapter coordinator of the Seattle IGDA, working with local companies to create a professional group focused on continuing education in the industry. She has recently co-authored Introduction to The Game Industry, published by Prentice Hall, and has been a technical reviewer for several other books in the production and design roles for the game industry. Jen worked as an executive producer and producer at companies including Leapfrog Enterprises, LucasArts Entertainment, Westwood Studios, and RealTime Associates.

Student Judges

Derric Clark
Faculty Council Chair and Gaming Faculty of Game Studies
University of Advancing Technology

Derric has been involved in the game, virtual reality (VR), programming and animation industries for over 10 years. He is currently a professor, specializing in game design and development, and faculty council chair of Game Studies at the University of Advancing Technology (UAT) in Tempe, Arizona, where he was a founder of their game development program. Derric was a member of the IGDA's academic summit, composed of both developers and educators to develop an educational curriculum framework. Some of Derric's other contributions to the field include developing virtual reality worlds for the Ministry of Education in Egypt, serving as vice president of Product Development for 3D2U, and working with countless student project groups as a mentor. Derric holds a bachelor of applied science in CAD Technology specializing in VR and a bachelor of arts in multimedia specializing in digital animation production.

Matt Curtis
Head of School, Melbourne
Academy of Interactive Entertainment, Australia

Matt joined the Academy of Interactive Entertainment in 2004 to develop and deliver the programming curriculum, drawing upon his experience writing games software for Atari Melbourne House, before taking over the reins of the Melbourne campus in 2006. Programming for a living since 1991, Matt has written software for everything from laser tag systems to market research tools. Working as a games and systems programmer for Melbourne House, his published credits include KKND2: KROSSFIRE, MICROPROSE GP 500, LE MANS 24 HOURS, LOONEY TUNES: SPACE RACE, MEN IN BLACK II: ALIEN ESCAPE, GRAND PRIX CHALLENGE, and TRANSFORMERS. He also consults to games studios in the areas of sound engines and recruitment, and speaks at game development conferences and events.

Drew Davidson
Director
ETC @ CMU

Drew Davidson is a professor, producer and player of interactive media. His background spans academic, industry and professional worlds and he is interested in stories across texts, comics, games and other media. He completed his Ph.D. in Communication Studies at the University of Texas at Austin. Prior to that, he received a B.A. and M.A. in Communications Studies at the University of North Carolina at Chapel Hill. He chaired Game Art & Design and Interactive Media Design at the Art Institute of Pittsburgh and the Art Institute Online and has taught and researched at several universities. He consults for a variety of companies, institutions and organizations and was a Senior Project Manager in the New Media Division of Holt, Rinehart and Winston. He was also a Project Manager in Learning Services at Sapient, and before that he produced interactive media at HumanCode. He is chairing the Sandbox Symposium, an ACM SIGGRAPH conference on video games and serves on the IGDA Education SIG, the ACTlab Steering Committee, and many review boards and jury panels. He founded the Applied Media & Simulation Games Center at Indiana University of Pennsylvania. He is Editor of the nascent ETC Press and has written a forthcoming book on narratives across media and is writing another on cross-media communication.

Tracy Fullerton
Assistant Professor, Co-Director, Game Designer, Author
USC School of Cinema-Television/Electronic Arts Game Innovation Lab

Tracy is a game designer, educator and writer with 15 years of experience. Currently, she is an assistant professor in the Interactive Media Division of the USC School of Cinema-Television and Co-Director of the Electronic Arts Game Innovation Lab. She is also the author of Game Design Workshop: Designing, Prototyping and Playtesting Games, a design textbook in use at game programs worldwide. Prior to joining USC, she was president of the interactive television game developer Spiderdance and served as a designer and creative director for R/GA Interactive, Interfilm Technologies, and Synapse Technologies.

David Giles


Katherine Isbister
Professor
Rensselaer (RPI)

Katherine is director of the Games Research Lab at Rensselaer, where she has worked to build an undergraduate major in game design, as well as a robust program of games-related research. She developed and taught a course at Stanford University on the Design of Characters for Games, before joining RPI's faculty. She received her Ph.D. from Stanford, with a focus on using ideas from social psychology to design better, more effective interactive characters. Katherine recently completed a book entitled: Better Game Characters by Design: A Psychological Approach, which has been well received by the game developer community. She has published work in a wide variety of venues, and has given invited talks at research and academic venues including Sony research labs in Japan, Banff Centre in Canada, IBM, the Royal Institute of Technology in Stockholm, and others. www.friendlymedia.org

Myque Ouellette
Game Design/Level Design Lecturer
The Guildhall at SMU

Myque began working in the game industry in 1995 in Origin Systems' Quality Assurance/Customer Service department. He quickly moved into production filling several positions including lead programmer/associate producer on the ULTIMA Collection, and senior design on ULTIMA IX: ASCENSION (working with Richard Garriott) and ULTIMA ONLINE 2. He then moved on to Retro Studios where he worked on an action/RPG called RAVENBLADE. After doing some freelance design work, Myque arrived at Paradigm Entertainment where he has served as senior designer on MISSION IMPOSSIBLE: OPERATION SURMA and the coop sections of TERMINATOR 3: REDEMPTION and assistant lead designer on STUNTMAN 2. Myque joined The Guildhall faculty in December 2005 where he teaches the final two terms of the Level Design curriculum and the Programming for Level Design 2 elective.

Ian Schrieber
Instructor
Ohio University

Ian Schreiber has been in the game industry since the turn of the millenium, as a programmer and then a game designer. He has worked on five published games and two serious game projects. He currently teaches game design at Ohio University.

Kyung Sik Kim
Professor
Hoseo University, South Korea

Kyung Sik Kim received BS, MS, and Ph.D. degrees in the department of computer engineering from Seoul National University respectively in 1982, 1984, and 1990. He was a senior member of research staff at the Design Automation Section of ETRI from 1984 to 1991, and was a visiting fellow in the Computer Science and Engineering department at University of New South Wales, Sydney, Australia from 1994 to 1995. In 2006, hewas a visiting scholar in the game culture and technology lab at University of California, Irvine. He has been teaching game programming as a Professor in the department of game engineering in Hoseo University, South Korea since 1997. He has published 3 international papers and 62 domestic papers in Korean conferences in the areas of game and multimedia. He has received two best paper awards from Korea Game Society in 2004 and 2005, and has been serving as a Chairman in Korea Game Society since 2005. He is also a conjuct professor of Graduate School of Culture Technology in Korea Advanced Institute and Science Technology. He is a member of Korea Digital Contents Community, Korea Multimedia Community, and Korea Electric Community.

Steve Swink
Instructor
Art Institute of Phoenix

[Please note that IGF Student Showcase Jury members are not permitted to cast votes on games that may have been produced by their own or related institutions.]

 

 

 
 

 

 

 

 
 
 
 
 
     
 
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