GDC China offers an insider's perspective on key regional issues such as outsourcing, next-gen game design, and mobile, online, and casual gaming. It is essential for both Asian and Western companies who want to drill down into game development in the Chinese market. GDC China also provides an unparalleled opportunity for networking with key figures in both Chinese and Western markets. The conference promises to advance the state of the game industry in China by bringing GDC's top-quality content and sense of community.
TRACKS Online Game Development and Business: The market for online gaming continues to experience swift growth. Developing a successful online game requires knowledge of your player and an ability to design with a global mindset.
Outsourcing and Next Generation Games: With ever increasing demands to develop next-generation titles and the need for developers to continually exceed consumer expectations, outsourcing has become an increasingly important tool for the videogame industry.
Mobile: Mobile gaming represents the next step in the evolution of the games industry, by adding interactivity and mobility to traditional gaming options.
Career and Recruitment: Meet top industry professionals, learn how to get into games or simply advance your career. GDC CHINA HOURS: Monday, August 27: Mobile & Tutorials: 9:00 - 17:20 Tuesday, August 28: Conference & Sponsored Sessions: 9:00 - 17:30 Wednesday, August 29: Conference & Sponsored Sessions: 9:00 - 17:30
These seasoned industry professionals have volunteered their time to help construct GDC China's
conference sessions. They work to ensure that the quality of the content provided to attendees is highlevel, relevant, and timely. Their dedication is critical to the success of the conference.
YI FENG Mr. Yi Feng, EVP and Head of Game R&D studios of 9you.com, has been working in the game industry since 1994. As top of the R&D management team, he has a wide range of game development experiences from video games (XBOX, PS2), online casual games to mobile games etc. During his tenure in 9you.com, he led the development of Super Dancer Online and Burst A Fever, two of the most successful Multiple Massively Online Casual Music Games both in China and abroad, which have gained a series of local award-winning titles like “People Online Game Publish Project’s Appointed Products by General Administration of Press and Publication of the People’s Republic of China”, etc. The games with common recognition both at home and abroad have also successfully published in America, Europe, Southeastern and many other countries.
BILLY HSU Billy Hsu has been building games and game studios for over 8 years in US and then in China. He built Electronic Arts China Studio in 2005, and EA/Maxis’ The Sims Console Franchise in 2003. Billy led the development teamsin several blockbuster titles, including The Sims Bust’n Out, and SimCity 4. During his tenure at EA China, he was in charge of building online development and operation teams in preparation of Pogo China, FIFA Online, and NBA Street Online. Besides the studio operation functions, Billy has a wide range of game development experiences from PC, console, to online casual games. He also led large-scale project management and technology sharing initiatives at EA and Autodesk, where he built the core graphic engine of 3D Studio Max and AutoCAD. In 2007, Billy started DJL International as a game industry consultancy and has since been involved in bringing international game business to China.
ZHIGANG LU Lu Zhi Gang currently works in Epic Games China as the President, responsible for the company operation and project management. He got into the game industry from January, 1998 after he graduated from Tong Ji University. He joined UBISOFT Shanghai at that time and worked there till January, 2006. He served as Art & Animation Studio manager in UBISOFT managing over 170 artists and animators in his studio, while he working on an XBOX360 game development as associate producer and lead artist. He also had abundant experience on creating console games for XBOX, PS2, PSP, NINTENDO 64, PS1, and PC in the art field.
In UBISOFT, he also directly joined the creation as the lead artist for Tom Clancy’s Splinter Cell: Pandora Tomorrow XBOX, Tom Clancy’s Splinter Cell 1 PS2, Rayman Rush PS1, DONALD DUCK: Quack Attack PS1, and Formula 1 99 PS1. He also titled on Tom Clancy’s Ghost Recon 2 PS2, Brother in Arms PS2, Crouching Tiger, Hidden Dragon GBA, Tom Clancy's Ghost Recon PS2, Batman: Vengeance PC and many others.
ALAN TAN Alan Tan is co-founder of Shanda Networking, a leading interactive entertainment enterprise in China. He is also the company’s CTO and senior vice president responsible for game development and information-based system as well as business strategy. He and his partners built Shanda in 1999 by running Virtual Graphic Community “Networking GuiGu” whose good performance won the first venture capital.Alan also focuses on game technology to ensure stable business running. He led the team establish Technical Support Center in 2001 where they set up the most advanced system on online game technical maintenance. There are 15,000 servers on the system, which can support more than 2,800,000 users. He also created the Esales system that was the most successful one on E-commerce. The R&D Centre was established in 2002 under him. Many popular online games have been developed over the past several years including The World of Legend, Crazy Cart, Magic Land and more. These games were awarded many honors and part of them have already output to overseas market.
ZHONGHUI ZHAN Mr. Zhonghui Zhan is the Co-Chief Operating Officer and Director of Online Game Department of NetEase.COM, Inc. He graduated from South China University of Technology, joined NetEase in October 1999 and then joined the Online Game Department of NetEase in April 2001. He held a lead role in some online game projects including Westward Journey Online II, Fantasy Westward Journey, Tang Dynasty Online, TianXia II, POPO Game, etc., and has rich experience in developing and operating online games.
Laurent M. Abecassis Founder, Di-O-Matic Laurent has been working with 3ds Max since 3D Studio R3under DOS on various character projects, including videogames, TV series, movie visual effects, motion capture Performances, etc. He has worked with many major production studios such as Microids, Fly Studio, Production Pascal Blais ( the Oscar-2000 winning company ) and Digital Dimension. In 2000 Laurent founded Di-O-Matic, a company that develops
character animation plug-ins and custom plug-ins for 3ds Max as well as interactive training CDs for Autodesk Media and Entertainment animation product line. Since 2003, Laurent has been working on many high-end visual effects projects like Racing Stripes, Exorcist : The Beginning, and TV series like Alias and Lost. His work on the acclaimed TV series Lost recently won a prestigious Emmy Award for Outstanding Visual Effects.
Kristine Coco Producer, Midway Studios Kristine is a producer at Midway, where she heads up the Central Outsourcing Group. She is responsible for finding vendors, and maintaining internal best practices for next-gen projects utilizing outsourcing. She works with vendors in the US, China, Vietnam, and Ukraine. Prior to joining Midway, Kristine worked at Ion Storm where she was an associate producer on Thief: Deadly Shadows.
David Coleman CG Supervisor, Electronic Arts Canada David Coleman is a CG Supervisor at Electronic Arts Canada, working in a character art department which creates next-generation character art assets for various Electronic Arts videogame productions. David is currently responsible for the art authoring tools and workflows for a large team of character artists, and specializes in tools for creating character likeness, facial animation and rigging. David has been with Electronic Arts since 1996, working on various teams including motion capture and art tools groups, and he has worked on over 30 video games. David also taught a motion capture class for 3+ years at the Art Institute of Vancouver.
Shelby Hubick Supervising Programmer, Relic Entertainment Shelby has been a videogame programmer for over 12 years and is currently a senior gameplay/AI programmer at Relic Entertainment in Vancouver, Canada. In his seven years at Relic, Shelby has worked on the Homeworld and Dawn of War series, and most recently the multi-award winning Company of Heroes. Prior to joining Relic, Shelby worked on the first four parts ofthe Need for Speedseries with Electronic Arts Canada.
Chris Jurney Senior Programmer, Kaos Studios
Chris is a senior programmer at Kaos Studios in New York where he is working on AI for Frontlines: Fuel of War. Prior to Kaos, he worked at Relic Entertainment, where he was responsible for pathfinding and AI on the award-winning RTS, COmpany of Heroes. Before entering the games industry at Relic, Chris spent four years in Atlanta working on video slot machines and military weapon simulators as a programmer and project manager. He graduated from Georgia Tech with a B.S. in Computer Science.
Tom Leonard Senior Engineer, Valve Software For the past year Tom has been at Valve as a programmer and "cabal" leader on Half-Life 2 and subsequent releases. His primary responsibilities have been AI systems and NPC design, systems programming, optimization, and leading multithreading development. Prior to that, he co-founded a venture funded non-game company along with several other former game developers, with the specific goal of working in a problem space very amenable to agile development.From 1995 to 2000 Tom worked at Looking Glass Studios, where he was the project director for the Thief 3/Siege project, and was the lead programmer for Thief: The Dark Project, writing the AI and core architecture of the game. Before that, Tom spent seven years working on C++ development tools at Zortech and Symantec. He lives in Seattle with his wife and two kids.
Mark Ollila Director of Technology & Strategy, Games, Multimedia, Nokia At Nokia, Mark is helping drive the next-generation gaming strategy. He is responsible for technology strategy and business development, industry relations and industry marketing, partnerships and Nokia internal collaboration and technology roadmapping within Multimedia. Additionally, Mark is leading the Nokia games publishing effort at Multimedia. Previously, Mark co-founded Telcogames in 2003 and was an executive director focusing on licensing and strategic projects. He is a well-known entrepreneur and highly respected authority in media technology, frequently hosting lectures and publishing research on the sector. In addition to founding Telcogames, Mark has been involved in setting up a number of companies and research labs in media and mobile entertainment. He is on the advisory board of GDC Mobile, focusing on mobile graphics and multiplayer solutions, and is a jury member for the International Mobile Game Awards. During 2002, he became the founding Chairman of Meqon AB, a physics middleware company delivering gaming solutions to the market. Mark brings to bear an unrivalled knowledge of mobile entertainment business and technology.
David Perry CEO/Founder, Gameconsultants.com David Perry was the president and founder of Shiny Entertainment, Inc. running it for 12 years. A 24-year game industry veteran, Perry launched his career at just 15 years of age
by writing videogame programming books in his native Northern Ireland. Since then, Perry has developed or programmed over 100 games across 29 videogame platforms. All told, Perry's games (including #1 hits like The Terminator, teenage Mutant Ninja Turtles, Disney's Aladdin, and "Movie Game of the Year" Enter the Matrix ) have totaled an estimated billion dollars in retail sales. Today Perry is directing three MMO titles, all published by Acclaim, and running two companies: www.gameconsultants.com and www.gameinvestors.com.
Richard Rouse III Director of Game Design, Midway Games Richard is director of game design at Midway Games, where he consults on a wide range 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, Rouse 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. Rouse has written about game design for publications including Game Developer, SIGGRAPH Computer Graphics, Develop, Gamasutra.com, and Inside Mac Games. His weighty book about game design and development, titled Game Design: Theory & Practice, has been released in two editions and remains one of the most popular books on the subject.
Vincent Scheurer Founder, Sarassin LLP Vincent is the founder of Sarassin LLP, a London-based legal consultancy for the game business. He has over nine years of experience in drafting, negotiating, and managing international contracts for mobile, console, PC, and online game projects, including publishing, distribution, outsourcing and license agreements. Vincent read law at Oxford University and qualified at the English Bar before joining a U.K. games publisher as sole in-house counsel in 1997. He joined law firm Osborne Clarke's renowned interactive entertainment team in 1999 and left to found Sarassin inAugust 2004. Vincent is the author of the videogames law section of the Entertainment Law Handbook, published by the UK Law Society in 2007.
Paul Steed Chief Creative Officer, Exigent For the past 16 years, Paul Steed has been making games, giving talks, writing books and generally doing his best to promote how cool the game industry is. His books,
Modeling a Character in Max by WordWare Publishing and Animating Real-Time Game Characters by Charles River Media focus on character creation and animation. Mostly known for his work on the Wing Commander series at Origin Systems and Quake series at id Software, he also worked on the foundation of Xbox360 as the creative director for the Microsoft’s console division. He then spent a year as the creative director for Atari in New York and truly understood what it is game publishers really do. Steed then decided to join the outsource fray and co-founded Exigent, a high-quality game-art company with studios in New Delhi, India and now Beijing, China. Feel free to contact him at
[email protected].
Gordon Walton Co-Studio Director, BioWare Austin Gordon Walton has been building computer games for 30 years. He is currently costudio director at BioWare Austin working on a MMO. Previously he was VP/Exec producer at Sony Online Entertainment, Maxis, Origin and Kesmai Corporation. He also led development at Konami of America and Three-Sixty Pacific, and his own studios.
Bob Zhu HR Director - Asia, Electronic Arts Mr. Zhu joined EA in September of 2005 and helped establish EA Online and World Wide Studio business in China and Asia. Before EA, he took several senior HR positions in different multi-national companies including regional HR director of Tektronix for its Asia Pacific Region, Sr. HR consultant of Capital One Financial Operation ni Richmond of Virginia in US. Mr. Zhu holds a bachelor's degree in Law from Fu Dan University.
FENG Zhu Founder, Feng Zhu Design/Co-Founder, Possibility Space For more than a decade, Feng Zhu has contributed to some of the highest profiled projects in the entertainment industry. Founding his own design company, Feng Zhu Design, his clients include Microsoft, Electronic Arts, Sony, Activision, Industrial Light and Magic, NCSoft, Warner Brothers, Lucasfilm, Bay Films, Epic Games, and many other top studios and directors. His recent projects include the just released Teenage Mutant Ninja Turtles movie, and the upcoming blockbuster, Transformers. His extensive experience in both video game and feature film design makes him one of the most sought after designer in the world. In addition, Feng has produced his own line of training DVDs and teaching materials. He has also spoken at many conferences around the world, from Asia, to Europe, to Canada. In mid-2006, together with his business partner and friend Gage Galinger, Feng Zhu founded Possibility Space, Inc. PSI’s goal is to develop original entertainment IP and games aimed at the world-wide
market. Their first title, Warrior Epic, is slated for a Q4 2007 release.