SXSW Film & TV Festival

SXSW Film 2016 Program Guide

The digital version of the SXSW Film Program Guide is now available! Log into SXsocial and click on "SXSwag" to find yours today. Packed full of information, this guide is a must-read before leaving home, and a great resource on the ground.

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FILM CONFERENCE 7 5 2 0 1 6 S X S W F I L M P R O G R A M G U I D E G m i n g FILM CONFERENCE FILM CONFERENCE F R E E A N D O P E N T O T H E P U B L I C GAMING THURSDAY, MARCH 17 SATURDAY, MARCH 19 AUSTIN CONVENTION CENTER ★ 1ST AND 3RD FLOORS THURSDAY 11:00 AM AUSTIN CONVENTION CENTER ROOM 4ABC . . . . . . . . . . . . . . . . . . . PANEL Brethe Life into Your Gme: Sound Authenticit As the visual component of games becomes more and more high-quality, realistic and authentic, games' believability depends on whether their sound matches that. With game developers constantly striving for top movie quality and authenticity in their games, top sound and voice experts offer advice and insight that will help developers achieve that in sound. Carrie Faverty, Sidecar Casting; Ed Lewis, Ed Lewis Voiceover Booth and Casting Direction; Patrick Christensen, Sound Lounge ROOM 5ABC . . . . . . . . . . . . . . . . . . . . SOLO Gmes Plus Cognitive Equls Gme Chnger! Now more than ever, organizations are leveraging the power of games and play to provide greater agility in an increasingly complex business environment. Hear how games can contextualize big data through play and cognitive computing. We will show you how other game developers have worked with IBM to create applications that take engagement to the next level and how this journey is just beginning! Porter Stowell, IBM Serious Games & Gamification 12:30 PM ROOM 5ABC . . . . . . . . . . . . . . . . . . . PANEL Chec Online for Session Scheduled t this Time Things Change! Check schedule.sxsw. com, the digital program guide at sxsw. com/filmguide or the SXSW GO app to find updated information about what will be scheduled here. We're sure it'll be something really cool that you won't want to miss, whatever it is! ROOM 4ABC . . . . . . . . . . . . . . . . . . . . DUAL Personl Touch: New Boundr- ies of Gme Interction By using numerous examples in which alternative game controllers – voice, touch, breath, etc. – are explored, the space between the virtual and the physical is redefined and a new area of creativity and interactivity is sketched. Simultaneously, chances and possibilities of these new modes of play will be discussed on the level of cognitive and emotional development and meaningful interaction. Paulien Dresscher, Cinekid; Niki Smit, Monobanda Play BALLROOM C . . . . . . . . . . . . . . . . . . . PANEL Pitch to the Pros: Gme Nrrtive Critiques This session will provide attendees the chance to pitch their ideas for a game nar- rative to a panel of seasoned professionals and get immediate feedback. Attendees are invited to bring their ideas for any kind of video game narrative, from the most linear, cinematic experience to the most abstract, gameplay-focused narrative system. Chris Avellone ; David Varela Drew McGee, Stoic Studio; Jared Mason, Schell Games; Alexander Horn 1:30 PM BALLROOM C . . . . . . . . . . . . . . . . . . . PANEL Esports: From LAN Prties to Stdiums What has caused the rise in esports and why the big interest now? How do we sustain this momentum in esports and how do we regulate as the interest and amount of teams and leagues grows, with more money involved. #SXSWGaming Ujesh Desai, Logitech; John Gaudiosi, Greenlit Content Llc; Paul Brewer, Turtle Entertainment America; James Grunke, NVIDIA 2:00 PM ROOM 5ABC . . . . . . . . . . . . . . . . . . . PANEL Cn We Just Pl? The Leglit of Let's Pl Video Let's play videos are more popular than ever – however, for many creators what's legally okay and what isn't is more unclear than ever. Come learn the basics of copyright and trademark law that you need to know to keep your videos and streams up. Also, get a chance to hear from legal experts and video creators about hot topics like Easter egg videos, esports and using in-game music. #NMR Angelo Alcid, Fixer Studios; Art Neill, New Media Rights; Teri Karobonik, New Media Rights; Jacob Rogers, Wikimedia ROOM 4ABC . . . . . . . . . . . . . . . . . . . . SOLO Co-Development: Open nd Agile Gme Development Traditional game development consists of developers working behind closed doors on their vision. Codevelopment, by being open and agile, completely changes that paradigm. Customers see the game at all stages and begin playing it as soon as it is possible, providing feedback that can change the game for the better. This method requires full transparency and a regular cadence of content delivery. #co-develop Starr Long, Portalarium Inc 2:30 PM BALLROOM C . . . . . . . . . . . . . . . . . . . PANEL Crtoon Networ: Disrupting with Post Its nd Pencils What's the best way to tackle an age where platforms are proliferating and technology is disrupting how stories are made, told and distributed? Join artists from Cartoon Network Studios (Adventure Time, Regular Show, Steven Universe) as they draw and discuss why artists are best suited to lead in an age of multi-platform, multinational development. Robert Sorcher, Cartoon Network Studios; Ian Jones-Quartey, Cartoon Network Studios; Julia Pott, Cartoon Network Studios; Kyle Carrozza, Cartoon Network Studios 3:30 PM ROOM 4ABC . . . . . . . . . . . . . . . . . . . PANEL Cn Gmes Equl Profit Plus Impct? If games are to realize their full potential to change lives, commercial game companies will be major players. Yet, how the 95 billion dollar commercial gaming industry views games for impact is unclear. Do companies that apply their best talent to improve learning, health and society view those efforts as charity, corporate responsibility, smart business strategy or all of the above? #games4good Michelle Miller, Joan Ganz Cooney Center; Erik Huey, Across The Aisle Music; Susana Pollack, Games for Change; Abby Speight, Zynga.org ROOM 5ABC . . . . . . . . . . . . . . . . . . . PANEL Chec Online for Session Scheduled t this Time Things Change! Check schedule.sxsw. com, the digital program guide at sxsw. com/filmguide or the SXSW GO app to find updated information about what will be scheduled here. We're sure it'll be something really cool that you won't want to miss, whatever it is! BALLROOM C . . . . . . . . . . . . . . . . . . . PANEL Modding: Reimgine the Gme Veterans of various modding communities discuss the history and power of game customization and its ongoing impact to gamers and makers alike. #ModMadness Bryan Mclemore, Curse; Anna Wildman, Curse; Daniel Ratcliffe 4:30 PM BALLROOM C . . . . . . . . . . . . . . . . . . . PANEL Expnding Beond the Digitl World YouTube stars Jordan "CaptainSparklez" Maron and Meghan "Strawburry17" Camarena discuss their experiences as popular YouTube personalities and how they've grown beyond their YouTube channels into multifaceted, successful entrepreneurs, offering attendees a unique look at how to expand a brand and the different obstacles each has faced in their journey to digital stardom. #SXSWGaming Jordan Maron, Captainsparklez; Meghan Camarena, Strawburry17; David Tochterman, Canvas Media Studios; Erin Hofmeister, Twitch 5:00 PM ROOM 4ABC . . . . . . . . . . . . . . . . . . . . SOLO How the Internet Ruins Gmes nd Rel Time Apps The internet needs fixing. It was built for commodity traffic that could take seconds to get from sender to receiver, but now more and more applications need real time performance. In this session, Maynard-Koran will discuss some problems with the Internet's construction and what implications those problems present for gamers, real time applications and for the network providers themselves. Peyton Maynard-Koran, Riot Games ROOM 5ABC . . . . . . . . . . . . . . . . . . . PANEL Shnghi to Siberi: Finding Gming's Next Hotspot While the US and Europe are the primary markets for video game publishers today, there's growing interest in three other countries and regions: Russia, China and Latin America. What's the growth potential for the industry in these regions? What are the logistics and risks? And how do publishers best take advantage of all of this? #GlobalGame Julia Ognieva, Facebook; Jay Cohen, Wargaming.net; Chris Morris, CNBC/ Fortune/Yahoo; Chris Early, Ubisoft 5:30 PM BALLROOM C . . . . . . . . . . . . . . . . . . . PANEL Mreting Indie Gmes Through Socil Pltforms This panel will discuss the impact that social media influencers have on the sale of indie games. Topics of discussion will include best practices, past experiences and a Q&A. The panelists will include

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