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IGDA @ GDC 2012

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Every year, about the end of February, game developers around the globe begin to slip into the dream that is the Game Developer’s Conference. Unlike any other conference in the world, the San Francisco GDC pulls in gamemakers from around the world to share, showcase and discuss the bleeding-edge issues in the interactive entertainment industry. This year was no different. Held March 5-9, this year’s GDC called in more than 20,000 attendees from all corners of the globe to stake their claim. The International Game Developers Association, the largest nonprofit membership organization serving we the people who create video games, was there to welcome each and every one of those attendees with open arms.

The Booth

Image from Gamedev.net

Nowhere was that better represented than at the IGDA booth on the second floor of the towering Moscone Center West. Though tucked in a corner, away from the chaos on the main floor, it was constantly brimming with smiling faces — people of all shapes, colors, nationalities and sizes eager to make a difference. A home for all, away from the lecture halls and expo floors, it showcased what the IGDA is all about: people.

An army of volunteers stood always at the ready to help and lend a hand. From answering questions, to recruiting new members, handing out Local No.12’s Metagame card decks, and more, they showcase what’s best about the IGDA — people that care. They care about all game developers, and it shows in their every step. From VIP to seasoned-sour-puss, to noob, no expense was spared in making all feel at home.

Our Board of Directors was right there to support them, too: Brian Robbins (chair), Jane Pinckard (vice-chair), Dustin Clingman (treasurer), Scott Berfield, Tobi Saulnier and Coray Seifert all took shifts at the booth and stopped by whenever possible to lend a hand, answer questions and cheer everyone on.

Annual Meeting

The GDC plays host to the IGDA’s annual meeting, a place where the board and members can meet to discuss the past year and make plans for the coming one. This year’s goals as outlined by Dustin Clingman are 1) rebuild the IGDA website; 2) revamp the Scholars program; 3) improve the IGDA Summit; and 4) grow the Global Game Jam.

Board Elections also took center stage as board candidates Kate Edwards, Ed Fries, James Kosta and Sheri Rubin took turns on the mic to make their cases for election, which was held March 18. Newly elected candidates took office April 1.

VIP Lunch

Photo by Neil Kirby

Each year the IGDA hosts a VIP luncheon as a small gesture of thanks for all the hard work put in by the association’s major players. Indeed the IGDA’s owes much of its success and progress to the support and involvement of volunteers from the community who rise above the rest to give selflessly, and in ample.

In spring 2005, the Most Valuable Player (MVP) Awards were introduced as a way to call out IGDA members and volunteers who stood up and went beyond expectations to make a difference. Each and every year the IGDA management makes a selection and presents VIP awards. At this year’s luncheon, Gordon Bellamy was quick to recognize a range of individuals for their tried and true services to the IGDA. This year’s recipients included:

  • Brandi Grace
  • Marty Poulin
  • Kenji Ono

Gordon went on to raise some big questions for the IGDA. First and foremost: “Who are we?” His answer was clear and simple: The IGDA is about “people and preventing developers from being commodified.” You and I, and indeed the rest of the gang coming together despite differences (and NDAs) sharing, building community, and standing for all developers as one.

Special Interest Groups

Via WomeninGamesNL on Twitter

To get a firsthand look at the smaller communities within the IGDA, one needed only to head to one of the many Special Interest Group (SIG) gatherings. This year’s GDC showcased more than 20 SIGs, including: Audio Development and Implementation, Game Design, Online Games, Game Writing, Education, Quality of Life, Positive Impact Games, Foundation, Women in Games, and more. Though this year, a new SIG stole the show.

Not wanting to step on the toes of the many other SIGs and formed a mere two weeks prior the conference, the Learning Education Games SIG was out in full force to attack the hot topic that is educational games and learning. Spearheaded by SIG chair and longtime IGDA member Stephen Jacobs, it was created to “address all matters related to the design, development, distribution, promotion, use and assessment of games that are created to teach concepts and skills in both formal and informal contexts.” The SIG kicked off with a splash at the IGDA booth for its inaugural meeting.

Thanks in no small part to the SIGs Steering Committee members Tory Van Voorhis, Dr. David Simkins and Megan Gaiser, within 24 hours of announcement, the group was to up 50 members, and by the end of the show, it had increased to 75. Record numbers by this writer’s count.

To get a full look at the SIG meeting line-up check out the IGDA website.

IGDA Scholars

This year saw a revamp of the IGDA Scholars program. As a former recipient, it was great to see the IGDA championing these growing members. From events and a new online social community, to mentors and all-access passes for student game developers, few experiences can compare to being a scholar at the GDC. This year’s recipients included:

  • Anna Lotko,University of Southern California,United States
  • Arthur Marris,George Brown College,Canada
  • Chin Xiang Chong, DigiPen Institute ofTechnology,United States
  • Jacqulyn MacHardy,JamesMadisonUniversity, United States
  • Jennifer Ash,New York University,United States
  • Katharina Tillmanns,Cologne University,Germany
  • Kornel Kisielewicz,University of Wroclaw,Poland
  • Kyle Rentschler,New York University,United States
  • Luke Dicken,University of Strathclyde,United Kingdom
  • Matt Anderson,University of Utah,United States
  • Michael Chu,University of Southern California,United States
  • Mihir Sheth,University of Southern California,United States
  • Molly Maloney, Academy ofArtUniversity, United States
  • Pavel Krajcevski,UniversityofNorth CarolinaatChapel Hill,United States
  • Yun Dai,University of Southern California,United States

Party

No GDC would be complete without a romp with the gang at the annual GDC Party. Organized by the Silicon Valley IGDA Chapter and held at Ten15 the night was a spectacle to behold. Full of fun, laughter, networking opportunities and games, the party was a great place to let go and mingle outside the lecture halls and booths. Although most of the night’s events will remain unwritten, this was a party to rule them all.

The MetaGame Tournament

Once again Local No. 12’s Metagame Tournament, a massively multiplayer social game in which players argue and debate about games, was at the GDC in full force. The game is best described in Local No. 12’s own words:

The Metagame is a card game where you argue and debate about videogames. Some of the cards feature illustrations of classic and contemporary videogames — like trading cards for games. Others feature comparison statements, like “Which gives players more freedom?” or “Which tells a better story?”

All throughout the conference, on- and off-site, fellow developers could be seen playing and debating. Legend has it the game actually began being developed in 2006 when adamant IGDA member Eric Zimmerman was asked to contribute to Wired magazine. He suggested a fold-out board game about video games and quickly enlisted Frank Lantz to assist in the design. Though dropped from the issue originally designated, Zimmerman and Lantz were quick to bring it to the GDC for a session in 2007. With iteration and testing over the years, the game made its debut at GDC last year to much acclaim, and this year saw it get a meta-plus-one thanks to the additions of Local No. 12’s Colleen Macklin, Mike Edwards and John Sharp. The finale was held at the IGDA booth, and boy did the crowds turn out.

IGDA founder Ernest Adams organized a flash-mob crash on the IGDA booth just as the Metagame Tournament finals were ending. It was a befitting moment that culminated in a poem titled “My Perfect Game,” which you can read at Game Set Watch or watch a clip of it on YouTube.

When prompted with the question of what the IGDA means to him, Ernest quickly replied, “It’s the best opportunity for game developers to get together and make their voices heard by the community at large.” That more than anything stood out at this year’s conference: developers getting together to share their voices.

Within the sea of game development, there is a rock by which seasoned veterans, aspiring students and everyone in between can attach themselves to weather the rise and fall of the tides of game development, and that is the IGDA. Not vested in personal gain, the IGDA is a bastion of hope for us all in a time of change.

Stephen Dinehart is a narrative designer, writer, educator and artist, currently acting as chief creative wizard for independent mobile game developer Narrware. Stephen has worked with publishers THQ, Activision, Zenimax, EA, JAMDAT, Warner Brothers and more on franchises ranging from The Marvel Universe, Prey, F.E.A.R., Batman, and The Lord of the Rings, to Warhammer 40k and Company of Heroes. He also lead production on two hit independent games, Cloud and Journey of Jin. Stephen received his Master of Fine Arts in interactive media from the University of Southern California’s School of Cinematic Arts in 2006, and his Bachelor of Fine Arts in digital media from the College for Creative Studies (Detroit) in 2001. He is an active member of the IGDA and the Writers Guild of America.

 

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More from the April issue of the IGDA Perspectives Newsletter:


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