NZGDC17 Workshops

6 September 2017

Auckland University of Technology - Gate 3 WG building, 30 Wellesley Street East, Auckland, New Zealand Map

IMPORTANT: The following workshops are available to you if you have a valid NZGDC17 pass that includes workshops. We will be checking each registration to ensure this, so please purchase your NZGDC17 pass before registering for Workshops. You can purchase an NZGDC ticket at https://nzgdc17.lilregie.com/

The New Zealand Game Developers Conference (NZGDC) is an annual professional game development conference hosted in Auckland, New Zealand. NZGDC17 will be an action-packed three-day conference for professional and indie game developers.

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Paul Tobin

With countless imaginary worlds engulfing the entertainment industry, one of the greatest challenges for designers today is to strive for a sense of authentic originality. This intensive one day workshop takes artists on a holistic design journey, exploring different approaches to creating compelling original cultures that inform environments, characters and technological design.

----- Target Audience -----
This workshop is best suited for Design School students and graduates or current Industry Designers.

----- Gear Requirements -----
Preferably a Laptop with Photoshop installed and a Wacom tablet.
Alternate: laptop/tablet device to use for references, and paper & pencils

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Jen MacLean

Congratulations! You do amazing work, so you're being promoted (without any training or guidance on how to be a great manager)! A great manager can make a tremendous difference in the success of their project, team, and company-this workshop will provide specific techniques for great leadership, guidance on things you need to know as a new manager, ways to adjust to the changes in your responsibilities, and additional resources for ongoing help.

----- Target Audience -----
New managers, people who want to move from individual contributor to manager, managers of managers. Also for great for existing managers!

----- Gear Requirements -----
Pen or other device to take notes.

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Tim Ponting

IMPORTANT: This workshop is intended for people working in a team of at least 2 people. To participate in this workshop you must attend with at least 1 other person from your team. A team size of 2-6 people attending is preferred. This workshop is not intended for solo attendees.

Games don’t sell if no one knows about them. Once you’ve worked out why your game is exciting to the audience, you need a communications plan to inform them – and this workshop will teach you to build this for your current game, from now to launch and beyond, and expand it organically as you progress. You’ll learn about “touchpoints”, and create moments that convey your game’s key features to the right people, at the right time, using original tactics and using the most appropriate channel.

NB. There is homework before you arrive.

----- Target Audience -----
No experience required – but you will get the most from this workshop if you prepare your key messaging in advance – you will be provided a guide to create this, or you can just write out your messages from your own gut feelings.

----- Gear Requirements -----
None

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Pat Dunal

This workshop will go over the varied tool used to rapidly create environments in Unreal Engine 4. Using a project based approach, participants will learn new techniques while creating their own level in Engine. The workshop will balance technical skills, visual aesthetics as well as best practice for designing memorable interactive worlds.

----- Target Audience -----
No prior experience or knowledge is required for this workshop, however an understanding of navigation within Unreal is suggested.

----- Gear Requirements -----
Laptop capable of running Unreal Engine 4, with Unreal Engine 4 installed (version 4.14-4.16). Mouse recommended.

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Chris Murphy

You're invited to join Epic Games for a VR starter session, a live training tutorial where participants will learn the basics of creating VR projects and VR best practices in Unreal Engine.

----- Target Audience -----
This presentation assumes participants have 3D game development expertise, but no prior experience with UE4. You will learn the basics of creating a VR project from starter content using the UE4 Blueprint visual scripting system. Blueprints are easily leveraged by all game development disciplines, so artists, designers, and programmers are welcome.

----- Gear Requirements -----
None

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Richard Durham & Miranda Verswijvelen

This talk presents models to underpin a game with clear learning objectives that support the creation of engaging game elements. The action mapping model for e-learning design focuses on actions rather than knowledge or information. It is therefore incredibly useful as a foundation to design meaningful but engaging game activities that achieve learning. We will explain how to use the model to create a map of clear learning goals that can be a constant go-to while you design and develop your educational game.

----- Target Audience -----
Game designers looking for a new method, or educators looking to make games. Some prior game design experience suggested, but not required

----- Gear Requirements -----
None.

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Rustum Scammell

It's a great time to start making 2D games in Unity. New layout tools have been released that make it a pleasure to design 2D game worlds. In this session we will explore how these tools address common concerns in 2D game development workflows.

----- Target Audience -----
Beginner to intermediate, Artists/Designers/Programmers. The workshop will be addressing some very basic features of the new 2D features. For advanced programmers it will address how these features can be extended. Absolute beginners may find this workshop a little difficult.

----- Gear Requirements -----
Laptops with a mouse. Trackpads are not ideal for interacting with Unity.
Unity 2017.2b6 or newer. Latest beta is usually best and can be found here: https://unity3d.com/unity/beta

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Edwin Lim, Jason Rudkin-Binks, Sarah-Jane Lawson

Conceiving, designing, launching and commercialising a game is an exciting but daunting project. What arrangements should you have in place between the co-founders? Should you set up a company? How do you get investors on board? Can you use that game asset? Does someone already own the rights to the name? Do you need a licence to use third party content? How do you license the game? This interactive workshop, presented by leading IP, media and technology lawyers and business advisors from Hudson Gavin Martin, will be run as part presentation, part worked example, and will tackle these issues and many more. Come armed with questions!

----- Target Audience -----
Anyone running a game business. No prior experience or knowledge required

----- Gear Requirements -----
Notepad & Pens/Pencils

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Carl de Visser & Richard Durham

In this workshop, you’ll learn how to take a simple card game and iterate towards varied design goals. Along the way, you’ll learn how to work as a team, and respond to changing constraints and doing iterations on a project while injecting your own voice into the design. As a bonus, you’ll get to tell everyone about that sweet-as game you made.

----- Target Audience -----
Fresh faced designers trying their hand at design to experienced ones looking to hone their craft with specific challenges.
(From no experience, to the already expert.)

----- Gear Requirements -----
None.

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Chris Murphy

You're invited to join Epic Games for Getting Started with Technical Art in Unreal Engine 4, a live training tutorial where participants will learn a series of advanced techniques for creating environments and effects in UE4.

----- Target Audience -----
This tutorial assumes participants have basic previous experience with UE4 and will build upon fundamentals to demonstrate how to develop effects, level tools and enhance their existing projects. These effects will be developed using Blueprints which are easily leveraged by all game development disciplines, so artists, designers, and programmers are welcome.

----- Gear Requirements -----
None

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John Sietsma

Add cinematics and gameplay sequences to your game with Timeline and CineMachine. Timeline allows you to visually arrange audio, animation, cameras, particles and more giving power to artists and designers to create and tweak game content. CineMachine is a camera system that will choose the best shot for you. Together with Timeline, CineMachine will blend seamlessly between set shots, gameplay cameras and dolly cameras.

----- Target Audience -----
Basic Unity knowledge required.

----- Gear Requirements -----
Laptop with Unity 2017.1 installed.

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