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Les Ateliers du Jeu Video : retransmission a la Cite des Sciences PDF Imprimer Email
Du 5 au 9 janvier prochain, l'Enjmin et NX Publishing organisent une semaine de conferences sur le jeu video. Ces interventions auront lieu en live a Angouleme ou en visio aux Etats-Unis et seront retransmises a la Cite des Sciences et de l'Industrie, en partenariat avec le CNC.

Rencontre avec les acteurs majeurs de l'industrie du jeu video.
Organises autour d'une dizaine de conferences (en live et en visio), ces ateliers ont pour objectif principal de permettre la rencontre entre les etudiants et les professionnels de l'industrie du jeu video en France et a l'international. Ces moments privilegies d'echange donnent une occasion unique aux futurs professionnels de s'enrichir des experiences de personnes cles du milieu industriel et creatif du jeu video. En effet, les intervenants traitent non seulement de questions techniques et creatives precises mais evoquent egalement leurs parcours respectifs, leurs visions du metier et engagent une reflexion sur les enjeux et les evolutions de ce secteur d'activite.

Pour les conferences se deroulant a l'Enjmin (121, rue de Bordeaux - Angouleme / Salle Nemo de la CIBDI), l'entree est libre dans la limite des places disponibles.
Inscription obligatoire aupres de Cette adresse Email est protégée contre les robots spammeurs, vous devez avoir Javascript actif pour la voir .

Pour les conferences retransmises à la Cite des Sciences et de l'Industrie
, l'entree est libre dans la limite des places disponibles.
Inscription obligatoire : cliquez ici.
Lieu: salle AGORA du Carrefour Numérique (niveau -1 de la Cite des Sciences - Mediatheque Est)
Pour obtenir le plan d'acces, cliquez ici.



Coup d'oeil sur le programme



Programme detaille

Lundi 5 janvier 2009

10h30 : Serge Tisseron - Psychiatre, psychanalyste, docteur en psychologie

Serge Tisseron - Photo Franck FervilleSujet : "Les moteurs psychiques des jeux video"
1. Nous recherchons les images parce que nous sommes chacun la premiere machine a fabriquer des images a laquelle nous ayons eu affaire.
2. Nous y desirons deux choses : Y etre immerge comme dans un reve : ce sont les pouvoirs d'enveloppement des images ; et en rester le maitre : ce sont les pouvoirs de transformation des images. Les premiers sont des pouvoirs d'illusion, les seconds des pouvoirs de maitrise. Les deux sont absolument complementaires.
3. Les jeux video ont pour originalite de mettre en jeu avec une intensite extreme ces deux caracteristiques, en associant en proportion variable deux types d'interactions : sensori motrices d'un cote, emotionnelles et narratives de l'autre.

Bio :
Serge Tisseron s'est fait connaitre par ses travaux originaux sur les secrets de famille, nos relations aux images et les liens que nous entretenons avec les objets, notamment les nouvelles technologies. Son langage simple et clair a fait de plusieurs de ses ouvrages des best-sellers, notamment Tintin chez le psychanalyste (1985) et Secrets de famille, mode d'emploi (1996). Il a publie une trentaine d'ouvrages personnels et participe a une cinquantaine d'ouvrages collectifs. Ses livres sont traduits dans douze langues. Serge Tisseron est egalement scenariste et dessinateur de bandes dessinees (cinq albums parus ce jour, Ed. Calmann-Levy, Reedition Marabout poche).


18h00 : Eric Zimmerman, Co-Founder and Chief Design Officer, Gamelab

Eric ZimmermanSubject : "The Ludic Century: In the Future, Everyone will be a Game Designer"
In this wide-ranging and far-reaching talk, Eric will build on his fifteen years of experience as a game designer to talk about the wider relevance of games to the culture at large. What are games? What is game desig? And in what ways is our culture changing to become more game-centric? The importance of thinking in terms of complex systems, playful technologies, and the world as a designed construction are bringing about new ways of making meaning, and demanding new kinds of literacies for understanding these meanings. In a talk that will include a sneak peek at his next major unreleased game title, Eric will provide a provocative glimpse into a very playful future.

Bio :
Eric Zimmerman has been working in the game industry for fifteen years. He is the co-founder and Chief Design Officer of Gamelab, an independent game development company based in New York City. Gamelab creates and self-publishes innovative singleplayer and multiplayer games that are distributed online, on mobile phones, and through retail, including the hit downloadable games Diner Dash, Miss Management, and Jojo's Fashion Show. Pre-Gamelab titles include SiSSYFiGHT 2000 and the PC title Gearheads. Eric has taught courses at MIT, New York University, and Parsons School of Design. He has lectured and published extensively about game design and is the co-author with Katie Salen of Rules of Play: Game Design Fundamentals (MIT Press, 2004), and The Game Design Reader: A Rules of Play Anthology (MIT Press, 2006), as well as the co-editor of RE:PLAY (Peter Lang Press, 2004).

The company :
Gamelab is a unique game company. Founded by veterans with decades of game experience, Gamelab is eight years old and is New York City's longest-running game development studio with offices currently in the Flatiron/Chelsea section of Manhattan. We focus on creating innovative games for a broad audience, and have created web games, downloadable titles, and online multiplayer games. Our hit downloadable title, Diner Dash, was the biggest selling casual game of 2005, and our most recent downloadable game, Jojo's Fashion Show, was nominated for Casual Game of the Year for 2007. The company has a strong braintrust, with many on our staff teaching at universities, publishing books and essays, and speaking at major industry conferences. Companies like Disney Imagineering, LEGO, PBS, Mattel, LeapFrog, Nickelodeon, AOL, Hasbro, and many others have hired us to think about new kinds of game platforms, game audiences, and gameplay experiences. Recently, Gamelab received a first of its kind MacArthur Foundation research grant to create software that teaches game design by letting players create and modify games. We are a recognized, award-winning leader in the game industry. Our unusual focus on broad audiences, online games, and gameplay experimentation position us perfectly to create the next generation of games for new and existing audiences. More information about the company is available on our website, http://www.gamelab.com/.



Mardi 6 janvier


10h30 : Bruno Bonnell, President Directeur General, ROBOPOLIS, http://www.robopolis.com/

Bruno BonnellSujet : "3D, On-line, WIImote, ...et apres? Au dela du jeu sur ecran."

Le jeu video a-t-il atteint les limites du realisme en simulant parfaitement les sons, couleurs et formes du monde qui nous entourent ou inventant des univers parfaits? Quelles sont les nouvelles etapes de l'interactivite de loisirs? Une reflexion sur les objets interactifs et leurs capacites a generer de nouvelles experiences de loisir.

Bio :
Bruno Bonnell, 50 ans, est le fondateur d'INFOGRAMES devenu en 25 ans un des leaders du jeu video mondial. Il a aussi ete a l'origine d'INFONIE, premier ISP francais en 1997 et de GAME ONE la seule chaine de television entierement dediee au jeu video. Depuis avril 2007, il dirige Robopolis, societe specialisee en robotique personnelle qui distribue et concoit des applications robotiques, hardware et software dans les domaines domestiques, educatifs et ludiques.

La societe :
ROBOPOLIS est la premiere societe europeenne de robotique personnelle. Elle distribue les plus grandes marques de robots a usages domestiques, educatifs ou ludiques : IRobot, leader des aspirateurs robots, Fischer-Technics avec des robots utilises dans l'enseignement, ROBOTIS et le BIOLOID, ... ROBOPOLIS concoit des applications logicielles pour les plateformes robotiques. Basee a Lyon, la societe emploie 10 personnes. Elle a un point de vente en propre a Paris au 107 Bd Beaumarchais, 75011.


14h30 : Jason Chown, Tools Director, NW Studio Group, Sony Computer Entertainment , http://www.playstation.com/

Jason ChownSubject : "Advanced Build Pipelines."
As game sizes and development teams increase, making sure all team members are able to get their content in the game simply and robustly has never been more important - or challenging. This lecture will talk about the various tools and techniques needed in order to build robust and scalable code and data pipelines, as used in modern videogames, and describe some of the internals of our proprietry build tool Imogen.

Bio :
Jason Chown has been in the games industry for over 20 years, having started writing games for the BBC Micro as a teenager. In the last ten years has been at SCEE Studio Liverpool, working as Technical Director on the F1 series of games (2001-2006) and, more recently, as the author of an innovative proprietry build tool, Imogen. This software is now used by almost all SCE internal studios, including Guerrilla (Killzone), London (SingStar, EyeToy, Home), Insomniac (Ratchet & Clank, Resistance) and Zipper (SOCOM).

The company:
The SCEE NW Studio Group is a recent amalgamation of two of SCEE's internal studios - Studio Liverpool, developers of the F1 and WipEout franchises and Evolution Studios, developers of the Motorstorm and WRC series. Both have strong track record of delivering AAA racing games for the PlayStation consoles. Most recently, they have released WipeOut HD and Motorstorm Pacific Rift on PS and are currently working on even more spectacular iterations of these, along side new concepts.


18h00 : Jesse Schell, CEO of Schell Games/Professor of Entertainment Technology, Carnegie Mellon University, www.schellgames.com

Subject : "Hardcore Games for Casual Audiences"
Jesse Schell has made a career out of taking hardcore videogame concepts, such as flight simulators, first person shooters, and MMORPGs, and turning them into games loved by casual players. In this talk, he will give examples from interactive theme park attractions, MMOs for kids and family (such as Toontown Online and Pixie Hollow Online), as well as serious games. In combination, these examples will show some underlying principles that can expand the audience of any game.

Bio :
Jesse Schell has taught Game Design and led research projects at Carnegie Mellon's Entertainment Technology Center (etc.cmu.edu) since 2002. Jesse is also the CEO of Pittsburgh's largest videogame studio, Schell Games (schellgames.com), the author of The Art of Game Design: a book of lenses (artofgamedesign.com), and the former chairman of the International Game Developers Association (igda.org). In 2004, he was named one of the world's Top 100 Young Innovators by Technology Review, MIT's magazine of innovation. Before coming to Carnegie Mellon, he was the Creative Director of the Disney Virtual Reality Studio, where he spent seven years as designer, programmer and manager on several projects for Disney theme parks and Disney Online. Before that, he was a software engineer at IBM and Bell Communications Research, and a writer, director, performer, juggler, comedian, and circus artist for both Freihofer's Mime Circus and the Juggler's Guild.

The company :
Schell Games is a highly talented group of artists, programmers, and game designers led by game industry veteran Jesse Schell. Presently, we focus on creating innovative 3D Internet gaming experiences.



Mercredi 7 janvier


10h30: Guillaume de Fondaumiere, Directeur General, Producteur Executif, Quantic Dream, http://www.quanticdream.com/#home

Sujet : "Produire un AAA en France aujourd'hui."
Quantic Dream travaille depuis juillet 2006 avec Sony sur un titre exclusif PS3. Cela n'etait pas arrive en France depuis plus de 10 ans. Comment la societe a-t-elle reussie a convaincre un constructeur de travailler sur un AAA en France ? Quel type d'organisation et quel schema de production ont ete mis en place par le studio pour faire face a ce challenge ?

Bio :
C'est a l'age de 15 ans que Guillaume fonde sa premiere entreprise. C. de C. Promotions lance un concept d'evenements thematiques novateurs fusionnant defiles de mode, concerts live et fete en plein air. En 1993, il co-fonde ARXEL TRIBE, societe franco-slovene specialisee dans la creation d'images de synthese et d'effets speciaux pour la publicite. En 1996, en collaboration avec Paulo Coelho (L'Alchimiste) et le dessinateur Moebius (L'Incal, Tron), Arxel Tribe produit Pilgrim, son tout premier jeu video (Infogrames). Le studio remporte un succes international avec son second jeu, Ring, adapte de l'opera eponyme de Richard Wagner. En 2001, ARXEL TRIBE devient aussi editeur de jeux video et compte plus de 120 collaborateurs. Le groupe est rachete par son distributeur italien CTO Spa, cote en bourse. Guillaume de Fondaumiere reste President-Directeur General d'ARXEL TRIBE jusqu'en mars 2003. Il rejoint Quantic Dream au poste de directeur general adjoint et produit Fahrenheit. Aujourd'hui DG delegue, Guillaume supervise tous les aspects administratifs, juridiques, financiers et commerciaux de l'entreprise. Producteur executif, il initie et supervise les relations avec les tiers impliques dans la production de nos jeux (editeurs, auteurs, acteurs) ainsi que les productions derivees de nos proprietes intellectuelles. Il est egalement President de l'APOM, l'association des Producteurs d'oeuvres Multimedia.

La societe :
David CAGE fonde QUANTIC DREAM en 1997 a Paris. Notre studio est depuis reconnu a l'echelle internationale pour ses innovations dans les domaines de la narration interactive et de l'emotion. Studio de production de jeux video specialise dans le developpement de proprietes intellectuelles originales, nous avons ete amene a collaborer avec de grands editeurs tels qu'Eidos, Vivendi Universal Games, Microsoft Game Studios et Atari. Nous sommes les createurs des jeux OMIKRON-THE NOMAD SOUL, en collaboration avec David Bowie, et plus recemment FAHRENHEIT (INDIGO PROPHECY en Amerique du Nord), l'un des jeux les plus recompenses en 2005. Quantic Dream travaille actuellement a la production d'une nouvelle propriete intellectuelle en cooperation avec SONY COMPUTER ENTERTAINMENT WORLDWIDE STUDIOS, en exclusivite sur PlaystationTM 3. Notre studio de Motion Capture est compose d'un systeme optique Mx F40 de nouvelle generation, d'un scanner 3D de haute performance et d'un studio d'enregistrement audio en 5.1. Depuis plus de 7 ans, nous proposons nos services aux industries de la publicite, du cinema et du divertissement interactif. Quantic Dream dispose de fait d'une expertise sans equivalence en matiere de creation d'acteurs Virtuels 3d temps reel hyper realistes. Le studio de divertissement que nous avons recemment fonde produit et exploite des projets de divertissement non interactifs, derives sur nos creations originales.


18h00: Barry Caudill, Executive Producer, Firaxis Games, http://www.firaxis.com/

Barry CaudillSubject : "Lessons Learned From the Master."
There are few people in the game industry more revered and admired than Sid Meier. For the last seven years I have had the privilege of working closely with him in a variety of circumstances and have had the rare opportunity to learn first-hand about his methods and concepts. From identifying the fun, to early prototyping and rapid iteration, to Sid's rules and thoughts about making games, I will offer insight into some of his techniques and values that can make you a better designer or just a better game developer in general.

Bio :
Barry Caudill is the Executive Producer at Firaxis Games, one of the world's most renowned game developers and home to Hall of Fame designer Sid Meier. Barry began his career in the industry in 1998, as a game tester at Microprose Software one of the original game publishing companies founded by Sid Meier. He then moved to Firaxis in 2002 to become the Quality Assurance Manager and soon made his way into product development as Sid Meier's producer on his remake of Sid Meier's Pirates. Barry went on to produce the blockbuster titles Sid Meier's Civilization IV and Sid Meier's Civilization Revolution, and now, as Executive Producer, he oversees the production of all Firaxis Games titles.

The company :
Firaxis GamesTM is one of the world's premier game development studios, and home of legendary designer Sid Meier. Firaxis has developed some of the most successful and award-winning computer and video games on the market today including: 2005 PC Game of the Year - Sid Meier's Civilization IV®, the expansions Civilization IV: Warlords®, and Civilization IV: Beyond The SwordTM the blockbuster Sid Meier's Civilization® III series, Sid Meier's Pirates!® (PC, Xbox® and PSP®), Sid Meier's SimGolfTM and Sid Meier's Railroads!TM. Firaxis legacy titles include the Sid Meier's Civil War Series!TM (Gettysburg!, Antietam!, and South Mountain), and the Sid Meier's Alpha Centauri® series. In 2005, Firaxis Games was acquired by Take-Two Interactive Software, Inc., joining its 2K publishing label. The company released Sid Meier's Civilization® RevolutionTM for console and handheld platforms in summer 2008.



Jeudi 8 janvier


10h30: Gonzalo Frasca, Chief Creative Officer, Powerful Robot Games, Ph.D. in Game Research, http://www.powerfulrobot.com/ /
http://www.ludology.org/

Gonzalo FrascaSubject : "Roll over Beethoven: understanding the transition from hardcore to casual games."
In 1956, Chuck Berry ended his hit song with the following verse: "Roll over Beethoven and dig these rythm and blues". As the anecdote goes, Chuck and his sister Lucy were constantly battling over their living room high-tech appliance: their piano. Lucy insisted on playing classical music while Chuck had a thing for modern popular music. As a consequence of this, Chuck wrote "Roll over Beethoven" both as a joke to his sister - so she would leave him access to the piano - but also as a hymn to the 20th century's cultural shift from classical to pop music. We are currently witnessing a similar moment in the realm of videogames, between the so-called "hardcore" and "casual" ways of playing. Hardcore gamers, raised with the values set by 1970's California geeks are watching in amazement how the hordes of regular people are taking videogames to a mainstream level. Is this the end of gaming as we know it? How are these two ways of playing going to coexist? What are the cultural and technological reasons that explain this current shift in gaming? Is it the first time that this happened in history? And, more importantly, how does this affect the future of gaming? This talk will address these and other questions not by simply exploring the more 40 years of existence of videogames but also within the context of thousands of years of traditional, unplugged games and toys.

Bio :
Gonzalo Frasca, Ph.D., is a game designer, researcher and entrepreneur. He's co-founder and Chief Creative Officer at Powerful Robot Games, one of the largest game studios in South America. Frasca's research focuses on game rhetoric, the relationship between play and game and games and politics. In 2003, Frasca co-created the first official videogame ever commissioned for a US Presidential election. More recently, he created an unofficial game supporting Obama: Debate Night. Frasca - who is a former journalist at CNN - is also behind the Newsgaming.com project, which mixes videogames with news. Frasca currently lives in Uruguay, travels quite a lot and sometimes blogs at Ludology.org

The company :
Powerful Robot Games was founded in 2002 by Gonzalo Frasca and Sofia Battegazzore. Based in Uruguay, it became one of the largest game studios in South America. Its latest hit game for Cartoon Network, AwesomeHouseParty.com, gathered over 22 million player accounts over two years and became the network's most successful game to date. Powerful Robot Games is also well-known for its experimental and political games, including September 12th and various games created for political campaigns. These include Cambiemos (for the Uruguayan elections) and The Howard Dean Game for Iowa (the first videogame ever commissioned for a US Presidential campaign, co-created with Persuasive Games).


18h00: Trip Hawkins, Chief Creative Officer, DIGITAL CHOCOLATE, http://www.digitalchocolate.com/

Trip HawkinsSubject : "The omni media revolution and what it means for game developers."

In the last five years we have witnessed explosive adoption of new digital media content across a variety of new platforms that are reaching a truly mass market of consumers for the first time. How did this happen? What does it mean? Most aspects of this Omni Media revolution apply to games, with notable examples in highly disruptive products like Facebook and the iPhone. In this talk, the founder of industry giant Electronic Arts will discuss the history of how we got here, where we are going, and what it means for the public, gamers, game publishers, game developers, and students aspiring to have careers in the game industry.

Bio :
A true pioneer with over 30 years of experience in new media, Trip Hawkins is best known as the founder of Electronic Arts, a company whose creation and foundation wese planned ten years before he personally incorporated the company in 1982. At EA, he originated the use of celebrities in video games and personally designed and produced many hit games, notably EA Sports games such as Madden Football. Prior to founding EA, Hawkins was one of the first managers at Apple and played a key role in the development of the personal computer. Hawkins also founded 3DO, an early pioneer in the consumer use of 3D graphics, CD-ROM media, digital video, and client-server networks. In 2003 Hawkins founded Digital Chocolate, a leader in mobile, casual, and social gaming that for the last three years has won more awards for mobile games than any other publisher. Best known for cross-platform hits like Tower Bloxx and Rollercoaster Rush, Digital Chocolate is also pioneering new social media such as AvaPeeps and Party Island. Hawkins is the only business executive in the Hall of Fame of the Academy of Interactive Arts and Sciences.



Vendredi 9 janvier

10h30: Charles Cecil, Managing Director / Chief Creative Officer, Revolution Software, http://www.revolution.co.uk/

Charles CecilSubject : "Video Games - Creativity tempered by business reality: Past, Present and Future."
Despite his youthful looks, it has been 25 years since Charles wrote his first video game - a text adventure for the Sinclair ZX81. This lecture will consider the pragmatic approach to developing narrative-driven video games from the perspective of an independent developer. He will talk about how to reconcile cost with ambition, fundamental opportunities and constraints of the medium, and how we can look back to predict future creative and commercial opportunities.

Bio : 
Charles Cecil, founder and Managing Director of Revolution Software, has been a key figure in the Interactive Entertainment industry for over 25 years. Revolution is Europe's leading adventure game developer. Revolution's Broken Sword series, which sells an average of a million units per iteration, is the most successful adventure franchise to have appeared on any games console. In 2006 Charles was awarded the status of 'Industry legend" by Develop, Europe's leading development magazine. 

The company :
Founded in 1990, Revolution Software is Europe's most successful developer of narrative-driven games. Responsible for writing a string of hugely-successful adventure games, including the Broken Sword games which have sold over three million copies worldwide and have earned over $100 million, the company has also developed games based on major TV and movie franchises for companies such as Disney, Dreamworks and Celedor. www.revolution.co.uk


18h00: Peter Molyneux, Managing Director, Lionhead Studios (part of MGS), http://www.lionhead.com/

Peter MolyneuxBio :
Peter Molyneux is one of the best-known names in the international world of computer games. He co-founded Bullfrog Productions in 1987 and created a new genre of computer games, the god game with the release of Populous. Since then Peter has been responsible for a string of massive selling games including Powermonger, Theme Park, Magic Carpet and Dungeon Keeper. Cumulative sales of these Bullfrog games are around ten million worldwide. In 1997 Peter left Bullfrog Productions to form a new games development company Lionhead Studios. The company has released five games Black & White in 2001, Fable in 2004 Black and White 2 (PC), The Movies (PC) and Fable The Lost Chapters (PC and Xbox) in 2005. Cumulative sales are approaching the 5 million mark. Lionhead now numbers over 135 employees. In April 2006 Lionhead Studios was sold to Microsoft Corp. The company's first release under Microsoft ownership, Fable 2 went on sale in October 2008 and shot straight to the top of UK All Formats chart in its first week of launch.

The company :
Lionhead Studios is widely regarded as the leading videogames developer in the UK, in an industry where the UK leads the world. Headed up by Peter Molyneux, the studio has created some of the past decade's most exciting original IP including Fable, Black & White and The Movies. The company has just released its first next gen game Fable 2 to rave reviews. Work is now underway on a revolutionary new project which like all Lionhead games pushes boundaries and redefines genres.
 
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