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The E3 2006 Conference Program: Presenting a lineup of the game industry's top talent

need translation?If you are looking for the single most impressive lineup of game industry speakers, look no further than this year's E3 Conference Program.

Still more than two months away and already the session topics and lineup of speakers mark the 2006 program as one of the very best.

Sims creator Will Wright, God of War lead designer David Jaffe, The Movie' Peter Molyneux, Indigo Prophecy's David Cage, Mortal Kombat creator Ed Boon, Bioware's Ray Muzyka and Greg Zeschuk, Junction Point's Warren Spector, and Half-Life writer Marc Laidlaw are some of the creative talent participating.

From the business development camp, the program includes Lee Jacobson of Midway Games, EA Canada General Manager Alain Tascan, SOE President John Smedley, Pandemic CEO Andrew Goldman, Electronic Arts' Director of Videogame Advertising Julie Shumaker, and THQ VP of Global Business Development Dan Kelly.

As usual, representation from the international community is rich in talent and influence. David Moon of Korea-based NHN is speaking as is Lumines designer Tetsuya Mizuguchi. Nexon Corp.'s Director of International Business Development Calvin Yoo is attending. Ichiro Otobe, Chief Strategist of Square-Enix joins, as does Nexon Senior Manager Chris Lee.

Some of the industry's most influential analysts are joining the program, some for the first time, including Softbank's Craig Cooper, Screen Digest's Ben Keen, Nielsen Vice President Emily Della Maggiora, and Bear Sterns Asia Chief Online Analyst Antonio Tambunan. NPD analysts Anita Frazier and Richard Ow also are participating.

Games represented--by key members of the design team--include Guitar Hero, Need for Speed, Splinter Cell, King Kong, Spore, Second Life, and The Godfather.

Unique this year is the participation of some of business's most influential strategists, included MTV EVP Jeff Yapp, Fox Interactive Media President Ross Levinsohn, and AOL's EVP of Programming and Products, Jim Bankoff.

The list is impressive--and it continues to grow.

Check back often as we update the program with new speakers and sessions. We look forward to seeing past attendees as well as first timers. Register today to take advantage of early-bird pricing.








As you know there will be a new game announced at E3 2006 by Quantic Dream. We still don't know the name, or something more, so we are waiting for this great game conference to know more about this top secret project. Also we interested in Ageia conference at E3. If you remember Omikron 2 will support Ageia PhisX Processor.


Mark your calendar as E3 will be opening its doors May 10-12, 2006
Los Angeles Convention Center
Conference Program: May 9th—11th
Expo: May 10th—12th



Thursday, May 11, 1:30 PM - 3:00 PM
Room 404AB
An exciting line in the history of game development has been crossed. After years of dialogue and ongoing attempts to deepen plot, build believable characters, and refine programming skills, game designers are now creating interactive experiences that rival a movie's level of depth and engagement. Can a game make you cry? Can it make you believe in a character's mission, in a character's struggle, strengths, weaknesses, and values? Through the inclusion of story specialists--actors, screenwriters, editors, and special-effects experts--games have made spectacular leaps in delivering an immersive experience. The industry's top designers will share the podium with crossover talent from a variety of entertainment arts as they discuss how to create a game that can hold a player's attention for ten to fifty hours, how they invest game characters with emotion, passion, and intelligence, how they build heartbreak, joy, and fear into the story, and what genres are needed in a single title to deliver a satisfying and complete experience.
Moderator: Ian Davis, Ph.D., CEO and Founder - Mad Doc Software, LLC (Empire Earth 2)
Panelists: David Cage, CEO and Founder - Quantic Dream (Indigo Prophecy)
Richard Dansky, Lead Clancy Writer - Ubisoft Entertainment
David Jaffe, Game Director - Sony Computer Entertainment America (God of War)
Marc Laidlaw, Writer/Game Designer - Valve Software (Half-Life, Half-Life 2)
Neil Young, Vice President, General Manager - Electronic Arts - Los Angeles



AGEIA Technologies : Kentia Meeting Room - 7152 /7156 /7158 /7153 /7155 /7157 /7159
Atari, Inc.: Petree - 4003





Whois


CEO and Founder, Quantic Dream (Indigo Prophecy)
David Cage started his professional career in the music industry in 1993. He was one of the first professional musicians in France to create music for video games. In 1997, he founds Quantic Dream to develop a new concept of video game called “OMIKRON-THE NOMAD SOUL”, a futuristic action/adventure title based on original concepts like Virtual Reincarnation. As an early believer in the convergence of media, he convinces famous singer David Bowie to write an original soundtrack for the game and to become the first virtual actor. After collaboration with Microsoft, Cage starts working on a new concept called FAHRENHEIT, initially designed as episodic content. The project is published by Atari in October 2005. Today, David is the creative mind behind Quantic Dream’s titles. Quantic employs 50 full time employees in Paris, France, integrating an infrastructure unique in Europe with an in house Motion Capture set and recording studio. Quantic Dream aims to be a pioneer in creating new forms of interactive experiences based on emotion and interactive storytelling.


Source: E3 Official website

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The E3 2006 Conference Program: Presenting a lineup of the game industry's top talent>Tuesday, March 14, 2006
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Quantic Dream Supports AGEIA PhysX Processor in KARMA

need translation?Real-time physics interactivity of AGEIA PhysX technology is perfect match for the interactive real-time 3D worlds of KARMA

MOUNTAIN VIEW, Calif. – August 30, 2005 – AGEIA™ Technologies, Inc., the pioneer in hardware-accelerated physics for games, today announced that Quantic Dream is making maximum use of the AGEIA PhysX™ processor for its sequel to Omikron: The Nomad Soul. Quantic Dream has been integrating extensive physics functionality into KARMA using the AGEIA PhysX SDK. When these features are hardware-accelerated by the AGEIA PhysX processor, players will experience a depth of interactivity and realism never before seen in electronic games. The AGEIA PhysX processor will be available on PC add-in boards in late 2005.

“Real-time interactive physics enabled by the AGEIA PhysX processor provides a whole new dimension to the entirely real-time 3D world that we are developing for KARMA,” said Guillaume de Fondaumiиre, chief operating officer of Quantic Dream. “The AGEIA PhysX SDK has enabled us to add pervasive physical interactivity to environments, effects and even gameplay for players of KARMA, especially those who have PCs equipped with the AGEIA PhysX processor,” said David Cage, the founder and creative mind behind Quantic Dream.


“We’re very impressed with the innovative ways that Quantic Dream has used the AGEIA PhysX SDK to leverage the power of the AGEIA PhysX processor so far,” said Kathy Schoback, vice president of content acquisition at AGEIA. “Quantic Dream’s support for the AGEIA PhysX processor will make KARMA an even more compelling parallel universe for the explorers of this immense project.”

Ubiquitous Physics Interactivity
KARMA leverages AGEIA PhysX technology to add advanced physics interactivity to its immersive world, a city that has its own day/night cycles, random weather and a vast population with hundreds of passers-by and air-cushion vehicles. Behind every door in the city is a real-time environment for players to explore. Players can stop for a drink in a bar, buy a book in a bookshop, find medication in a pharmacy and more.

Using PCs equipped with the AGEIA PhysX processor, players will experience intense hyper-realism as they interact with the environment, fight with hands or feet, use weapons, drive air-cushion vehicles and reincarnate.

About AGEIA
AGEIA™ Technologies, Inc. is a fabless semiconductor company and the pioneer of hardware-accelerated physics for games. Its flagship product, the PhysX™ processor, is the world’s first dedicated physics processing unit – a completely new hardware category. The PhysX processor and supporting software deliver the processing horsepower to calculate real-time interactive worlds. Developers can define these worlds to obey the laws of classical physics, or create their own physical laws that make their game a unique, hyper-dimensional experience.

AGEIA seeks to ignite innovation in the games industry by working with leading developers, publishers, add-in board vendors and console manufacturers to deliver the next generation of physically immersive entertainment. Consumer add-in boards and systems equipped with the AGEIA PhysX processor and games that take advantage of the technology will be available in late 2005. For more information visit www.ageia.com

* AGEIA, PhysX and NovodeX are trademarks of AGEIA Technologies, Inc. All other products are trademarks of their respective companies.

Source: AGEIA
Language: English

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Quantic Dream Supports AGEIA PhysX Processor in KARMA>Tuesday, August 30, 2005
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