PROGRAMA
O programa final está apenas disponível em formato pdf.


Este ano a conferência vai durar um dia e meio e será constituída por keynotes, comunicações, posters e demos:

. 4 keynotes

  • Conhecimento, Tecnologia e Inovação, by  Rui Grilo, Deputy Coordinator of the Technological Plan, at Portuguese Government (Portugal)
  • From Outsourcing to Co-Production: Development and Business Pipeline (r)Evolution, by Stefan Baier, Pipeline Architect, at Streamline Studios (Netherlands)
  • New Trends on Character Animation, by Verónica Orvalho, CTO of Face In Motion (Spain)
  • State of the Art of Games in Brazil, by Lynn Alves, Professor at UNEB (Brazil)


. 12 comunicações completas, seleccionadas por 3 ou mais membros do Comité de Programa.

. 4 comunicações reduzidas, seleccionadas por 2 ou mais membros do Comité de Programa.

. 3 posters, seleccionados por 1 ou mais membros do Comité de Programa.

. 5 demos.

. 1 workshop.


Os textos das comunicações e posters serão publicados em formato e-book com ISBN e estarão disponíveis durante a conferência.


KEYNOTE SPEAKERS


Rui Grilo (Portugal)
rui.grilo@cnel.gov.pt

C
onhecimento, Tecnologia e Inovação

Nos dias de hoje, falar de mudança é um lugar comum. Mas quando se torna evidente que as regras do jogo estão a mudar, é preciso perceber de que forma uma economia e as empresas que a integram podem responder a essa mudança. Em Portugal, o Plano Tecnológico simboliza desde 2005 a visão que está na base da resposta que o Governo, os cidadãos e as empresas dão a este momento de transformação. Apostar no conhecimento, na tecnologia e na inovação é fundamental para promover a nossa competitividade e isso deve ser particularmente evidente para os participantes nesta conferência Digital Games 2008.


Rui Grilo serves as Deputy Coordinator of the Technological Plan since March 2006, being responsible for assisting the National Coordinator in the development of the Portuguese Technological Plan, a growth strategy based on knowledge, technology and innovation. In July 2006, he also became Chief of Cabinet of the National Coordinator. Before being appointed to his current position, he worked at the Portugal Telecom Group, as corporate web projects coordinator, managing director of the web portal SAPO.pt and senior business development analyst. Rui Grilo had previously served in the Portuguese Government as Chief of Cabinet of the Minister of Finance and Minister of the Presidency, adviser to the Prime Minister and adviser to the Secretary of State for Youth.
Having a first degree in Management, Rui Grilo was awarded the degree of Doctor of Management in Organisational Change by the University of Hertfordshire in 2005. He is 34 years old, being the proud father of a three year old daughter.


Stefan Baier (Netherlands)
sbaier@streamline-studios.com
 
From Outsourcing to Co-Production: Development and Business Pipeline (r)Evolution

For many years now, outsourcing has been an accepted as part of the video game development model. As the market matures, the game budgets progressively get larger and consumers demand more, developers realize the importance of finding new models that will allow them to decrease cost, improve quality and mitigate risks. ‘Co-Production’ is a new model that leverages the strengths of distributed development, where multiple parties work on one IP equally sharing in the investment and the risk. Since its inception as an outsourcing company, Streamline Studios has continuously stayed on the forefront of the game development innovation wave. The studio has evolved into a co-production company and pushes further towards the matured Hollywood-production model.

This panel is geared towards developers and publishers that are looking at innovative ways to increase their development reach while ensuring manageable costs. Attendees should have an understanding about development and/or business in order to maximize their learning from the information provided.

Stefan Baier, a founding member of Streamline Studios, serves as the company’s Pipeline Architect. Whether working on internal titles such as HoopWorld or content creation projects such as Gears of War, Unreal Tournament, or Saints Row, Stefan is responsible for designing, architecting, and managing all content pipelines at Streamline.

Mr. Baier has extensive understanding and experience in real-time game technology from all perspectives, including Art, Management, and Design, and has worked on over 20 game titles. He has seven years of experience in the games industry in a variety of roles including level and game designer as well as production head.

An accomplished level designer, Stefan is co-creator of ONS-Torlan, the hit vehicle map in Unreal Tournament 2004, and is sole creator of AS-Confexia. Mr. Baier got his start in the industry as one of the forward-thinking creators of The Gunman Chronicles, the first game mode to be released as a full retail product. Stefan has worked in Germany, the US, and the Netherlands, including a stint with Valve Software before he co-founded Streamline Studios in 2001.

 

Verónica Orvalho (Espanha)
veronica@faceinmotion.com

New Trends on Character Animation


The face plays an important role in verbal and non-verbal communication. Everyday, we see many faces and interact with them in a variety of ways: talking, listening, looking, making expressions. Currently, virtual characters are used in a myriad of different situations: medicine, broadcasting, films, videogames, criminology, virtual worlds and others. Thus, facial animation is the key element to convey emotion to 3D characters. Reproducing the subtleties of a face through animation requires developing a sophisticated character rig. But, creating by hand the inner structure and controls of each
character is a very labor-intensive and time-consuming task.

This talk will be divided in two sections. First, I will describe the new trends on character animation techniques used in videogame and films, such as motion capture and skeletal animation. I will also explain the complexity involved in the rigging process and the reasons why facial animation remains a challenge. I will end the first section by presenting a portable character rigging system that integrates into current animation pipelines. In the second part of the talk, I will give an overview of the entertainment industry and describe different ways to get started in the videogame and film industry.

Verónica Costa Orvalho has a Ph.D. in Software Development (Computer Graphics) from Universitat Politècnica de Catalunya (2007), where her research centered on "Facial Animation for CG Films and Videogames". She has been working in IT companies for the past 11 years, such as IBM and Ericsson, and Film companies, like Patagonik Film Argentina.

She has given many workshops and has international publications related to game design and facial animation. She has received international awards for several projects: "Photorealistic facial animation and recognition", "Face Puppet" and "Face In Motion". Now, she is a full time professor of Porto University and co-founder and CTO of Face In Motion (www.faceinmotion.com). She is also a former research member at the Event Computational Lab (http://moving-event.org/) working on virtual reality and character animation. Current and past collaborations include several film and game companies (Blur Studios, Electronic Arts, Microsoft Portugal, Dygrafilms), and research groups (Stanford University, Universitat Politècnica de Catalunya). Now, her research focus on developing new methods related to motion capture, geometric modeling and deformation, and real time animation.

 

Lynn Alves (Brasil)
lynnalves@yahoo.com.br

 

Electronic/digital games are on the rise in the Brazilian academic scenario, leading to research on different areas of knowledge such as: pedagogy, psychology, communication, computer science and design. Especially with regard to these two last fields, which have grown significatively in the game development segment for cell phones and “advergames”. Businessmen and local fomenting agencies through the Education, Culture, Science and Technology Ministries have started building a unique meaning for those Medias, which have been playing the role of cultural devices that go beyond entertainment into learning environments.

In such a scenario, an issue arises: investment on professionals that could handle this game development demand in order to explore effectively and accordingly a competitive market. In this sense, one of the ways to be treaded is to establish partnership in between universities and private companies through informatics Law, involving public, private and international institutions, generating a cooperatively production logic, adding up altogether intelligence and knowledge expressions.

My presentation is split into two parts: First of all, I’ll show you the state of the art of games in Brazil and afterwards I’ll point out not only feasible partnerships between public and private segments, but also effective international technical cooperation towards professional background development, strengthening the digital game development market in Brazil and, particularly, in Bahia.

Lynn Alves is a Doctor/master of education and communication from UFBA. Professor in master’s degree programs in education and contemporaneity (UNEB) and computational modeling (SENAI). Ten-year experience in investigating technological, communicational and educational matters, together with the development of both research and extension projects. Coordination of the research group registered on virtual communities CNPq directory, whose actions are posted on www.comunidadesvirtuais.pro.br. This research group make electronic games which aim at mediating the history teaching learning process, e.g. electronic games Tríade (upon the French Revolution, sponsored by FINEP/MEC) and Búzios: freedom echoes (upon the Insurgence of the Tailors, sponsored by FAPESB). Author of the book Game over – electronic games and violence and author/co-author of various papers published in books focused on the relationship between education and technology (www.lynn.pro.br).