Final list of speakers announced for MIGS, with only four days remaining for earlybird discount
The fifth annual Montreal International Games Summit is fast approaching, with only four days left to score an earlybird discount on attending the event.
Early-bird registration discounts could save individual attendees as much as CA$200 (£110), providing they book for the event before September 26.
The event, set to launch from November 16-17, will see key speaker sessions from companies such as Maxis, Valve, Square Enix and Media Molecule.
Develop will have a presence at the key industry event, through our attending editorial team, but as well a special Canada-themed edition of the landmark 100th issue of Develop magazine.
To get involved or find out more, contact Develop’s advertising manager, Katie Rawlings.
Below is a final list of all speakers. Scroll down further to find out more about the early-bird offers.
* Yoichi Wada, President and CEO, Square Enix, Fostering Cultural Diversity in Game Development
* Paul Holden, Lead architect, Media Molecule, Tools and Testing in LittleBigPlanet: Consequences of a user-generated world
* Jason Holtman, Director of Business Development, Valve, Games Entertainment in the Age of Connectivity
* Heather Chaplin, Professor of journalism, The NewSchool, Guy Culture
* Chris Hecker, Technology Fellow, Meaningfully Mass Market
* David Edery, Principal, Edery, MBA Lessons, Applied
* Jeff Goodsill, Vice President and General Manager, Tencent Boston, Planning for Success in the Chinese Game Market
* Jesse Divnich, Director of Analyst Services, Electronic Entertainment Design and Research (EEDAR), By The Numbers – Looking Back and Forward
* Ilari Kuittinen, CEO, Housemarque, Long tail of spaceships and flying objects
* Warren Currell, Président, Sherpa Games Inc., Pitching your Game Title or Development Services : Best Practices
* Gerri Sinclair, Executive Director, Masters of Digital Media Program, Great Northern Way Campus, Riding the Waves of Change: How Video Game Companies Can Flourish in an Environment of Relentless Volatility and Flux
* Hugo Morin, Co-owner/Vice-President Strategic Development, Frima, Making sense of today’s mobile market
* Stéphane Gilker, Lawyer, Fasken Martineau, Legal Do’s and Don’ts when Building and Operating Virtual World
* Reid Schneider, Executive Producer, Electronic Arts, Preaching to the Choir : Do we make games for ourselves?
* Jakub Dvorsky, Game developer, Amanita Design, Machinarium - hand-made robots
* Luis Alonso, Technical artist, Electronic Arts, Rigging : A Practical Guide
* Steambot Team (David Levy - Sebastien Larroude - Joel Dos Reis Viegas - Thierry Doizon), Founders, Steambot team, Teamwork and creative process
* Jonathan Cooper, Lead Animator, BioWare, Cinematics Sans Cutscenes
* Sunder Raj, Art Director, VOLTA, Creating Environment Concepts for Video Games
* Randy van der Vlag, Lead Artist, Big Blue Bubble, Big Worlds on Small Screens
* Andy Beaulieu, Game developer, MVP Microsoft - Silverlight, Le développement de jeux avec Microsoft Silverlight
* Scott Jon Siegel, Game designer, Playdom, Long-Tail Game Design: Creating Successful Games for Social Networks
* Ken Rolston, Lead designer, Big Huge Games, A Narrative Designer's Toolkit
* Marc LeBlanc, Chief Technology Officer, Mind Control Software, Game Design Workshop
* Randy Smith, Game designer, Tiger Style, How to Make Games that Aren't Fun
* Vander Caballero, Creative Director, EA Montréal, Digital distribution will change your game
* Brenda Brathwaite, Game Designer / Chair, Savannah College of Art and Design, How I dumped electricity and learned to love design.
* Scott Rogers, Creative Manager, THQ, Everything I Learned About Level Design, I Learned From Disneyland
* Thomas Anderson, Senior animator, A2M, Good Violence?
* David Sirlin, President, Sirlin Games, Every Click Counts
* Jason Graves, Composer, Jason Graves Music, Inc., Dead Space: A Musical Post-Mordem
* Ken Yeeloy, Producer, Next Level Games Building Strong Teams around Gameplay
* Dorian Kieken, Development Director, BioWare, What is a living plan and how can we achieve it?
* Virgile Delporte, VP, Electronic Entertainment, Dassault Systemes, Building games driven by artists and small teams: are we (back) there
* Liza Wood, Sr. Director, Development Services, Artificial Mind and Movement, Things I Swore I Would Never Do To Someone Else
* Clinton Keith, Consultant, Clinton Keith Consulting, Lean Production
* Joe Booth, Senior Producer, EA Montréal, You’ll never beat Nintendo.’ Deconstructing Nintendo via ‘Blue Ocean’, ‘Disruption’, ‘Retard’ and other theories.
* Paul Winterhalder, VP, Executive Producer, Playbrains, Building Your First Console Downloadable - What You Need to Know
* Patrick Plourde, Lead Game Designer, Ubisoft, Designing Assassin’s Creed®2
* Simon Ouellet, Team Lead Animation, Autodesk, Character locomotion
* Liko-Paul Pinsonnault, Software Developer, Artificial Mind & Movement, The Art of Dying | Where Animation Meets Physics
* Michiel van der Leeuw, Technical Director, Guerilla, Practical parallel programming - SPU Usage and advice from Killzone 2
* Jacques Deveau, Program Manager, Audiokinetic, Dynamic Audio Mixing for Games - Strategies for interactive sound mixing
* Sylvain Morel, CTO, Beenox, Comment tirer le meilleur parti de votre équipe de production
* Steven Thomas, President, Geekaysoft Canada, Time to Flush the Float :Fixed point-Integer should now be the preferred option
* Christian Desautels, 3D Programmer, Ubisoft, James Cameron’s Avatar: The Game - Stereoscopic integration in the game
* Glenn Fiedler, Online Game Programmer, Sony Santa Monica, Solving the Networked Physics Puzzle
* Neil Trevett, President / Vice President, Khornos Group / NVIDIA, Unlocking Mobile Visual Computing