All times EST. Session links go to previous sessions by that presenter

Nov. 5 Workshops via Zoom (register in advance for the workshops)

  • 5-6 pm A.B. Osborne, Augusta University, “3D Character Creation Pipeline”

A full overview of what goes into creating a 3D character for a video game, including concept, sculpting, texturing, retopology, rigging and animation. Register HERE

  • 6-7 pm Amber Johnson, Wake Technical, “DIY Photogrammetry for Game Development”

This workshop shows you how to begin using photogrammetry to create art assets to use in a game engine. This sessions goes over techniques for the best capture, equipment (even on a budget), software, and creating finalized assets. After this session, attendees should be ready to try out the techniques on their own. Register HERE

Learn how to program a brain in Proxi using the Memory Maker. Register HERE

Nov. 5 PantherLAN Presentations

Join us for another of our fun and educational collaborative game art workshops using Magma Studio. Focus on character development for game design and compete with your fellow attendees.

Nov. 6 SIEGE Virtual Art & Audio Presentations

  • Noon-12:30 pm Walter Woods, Imperfect Games, “Bringing New Life to a Dead Artist: Creating the Art Style of ‘Imperfect’”

Take a behind-the-scenes look at the unique art process that created “Imperfect”, a psychological horror game that uses the legendary art of 19th century master Gustave Doré for its dark and ominous look. This talk outlines the full process as well as the creative and practical reasons for the style.

  • 12:30-1 pm Ian Russell, The British Voice, “Getting the Voices Out of Your Head and into Your Game”

Join us for a look at the casting and directing process for voiceover in games. eg How to find talent for your game, how to prepare for the process, budgeting, communication, what you can do to get the best from your budget.

  • 1 pm-2 pm Sandee Chamberlain, “Moving Imagery and the Foundation of the 12 Principles of Animation”

The 12 principles, as developed by Frank Thomas and Ollie Johnston, act as a solid foundation in game design. Join us for a brief introduction to the history of traditional 2D animation and learn how the 12 principles of animation are essential to believable movement in game play and world building. Participants will learn fun exercises they can try at home to get their foundational study started in 2D animation – exercises that are both tactile and digital

Nov. 6 SIEGE Game Production Microtalks

  • 2-2:10 pm Robin Koman, Story Tonic, “Ten Tips for Better LGBTQ+ Characters”

In this session, out-and-proud game designer and educator Robin Koman offers character design advice to help game designers and writers craft better queer characters. Video games can feature characters that are relevant and purposeful in their queerness rather than playing to stereotypes.

  • 2:10-2:25 Anatoly Lubarsky, x2line “The Last 10% before You Launch on Mobile”

You already have a good working game. You plan to launch it on mobile: Apple Store and Google Play. Now learn what are the most important things you need to do before launching on mobile. This includes choosing the name of the game, what to focus on during the QA, understanding your target audience and what are the complications (children audience, female audience ,etc) on Android vs Apple. Introducing KPIs: what are key performance indicators (retention), how to measure them (implement Analytics) and what are the most important KPIs for mobile platforms. The talk also looks at specific platform social integrations that may improve the KPIs (leaderboards, achievements, sharing, rewarding). Additionally learn how to build support around the game via Facebook/Twitter page, website, feedback and support site, email list, and promotions.

  • 2:25-2:50 Brook Burgh, Ubisoft, “Variance through Variants”

Explore the wide-reaching world of alternate game modes, see why to use them; find out what makes them good or bad; and learn tips on how to come up with and implement them.

  • 2:50-3:00 Robin Koman, Story Tonic, “10 UI Tips to Help Your Game Work for Aging Gamers”

Did you know that gamers over 50 spent more than $3 billion on video games in 2019 alone? Without a doubt, there is money to be made if we can create enjoyable, user-friendly content. Designers can learn to anticipate and adapt to age-related cognitive and physiological changes and make more accessible experiences. Join this session and walk away with 10 user interface design approaches to support older adult gamers.

As the games industry continues to grow and indie studios continue to rise in popularity, there are multiple indie-dev focused PR and marketing agencies/freelancers that serve different games and budgets. Whether you’re a solo dev who needs some extra marketing support, or a full-time studio gearing up for launch day, here are the key things you should consider when you’re on the hunt for some PR support.

  • 3:30-3:45 Ian Schreiber, Indie Dev, “The Designer’s Notebook”

Many game designers keep a notebook (actual or virtual), documenting ideas for games, stories, mechanics, etc. that they haven’t gotten around to making (yet) but would like to some day. For most of us, we generate ideas at a faster rate that we can work on them, and these ideas grow unbounded over time… until we die, at which point those ideas are generally lost. (And sure, many of the ideas in there probably suck, but let’s take a moment of silence for the brilliant games we’ll never get to see because their creator passed on before they could work on something that would have been life-changing.)

Join us for a look this phenomenon and what can be done about it: in particular, getting past our Impostor Syndrome and sharing our ideas with others; organizing game jams or other short-form events to give us (or others) the excuse to work on some of these. I’ve actually run classes where students were invited to explore some of my ideas (or pitch their own); I’ve set up an online page where people can share their ideas or read through other people’s for inspiration; and you can even hire student interns to work on your ideas (they’re hungry for the experience, and surprisingly cheap when you add up the costs).

  • 3:45-4:30 Sande Chen, Indie Dev, “Game Writing Job Hunt Misconceptions”

Aspiring game writers and narrative designers often have mismatched expectations about the application process. They have questions about how long it usually takes and what it takes to land one of these coveted entry-level narrative positions. This session unmasks common misconceptions and reveals truths on how best to navigate the process so that job searchers are better prepared and know exactly what to expect.

  • 4:30-5:00 Simon Hoffiz, KSU, “Blueprint of a Game Experience: Documenting a game’s design using the Relational Joints Framework Methodology”

Any design process is very complex. Conceptual models and documentation tools (e.g., diagrams, drawings, design documents, etc.) are essential to simplify and enhance the analysis, development, and communication of any design. In this session, we examine some of the tools used by other design disciplines to determine 1) where they overlap or differ from the current game design industry’s approach and 2) what we can learn and incorporate from their design tools to augment our current toolbox for designing games. We examine how to deconstruct and document the design of a game with the Relational Joints Framework’s methodology and use a case study example to bring together lessons learned from other disciplines. This lets us develop a conceptual model that documenst a designed experience in a novel manner. This framework helps designers break down and organize the game in terms of its interrelated elements, thus providing a clear “road map” or “design skeleton” to visualize how the design is to be experienced and operated by the user. The framework offers the designer a clear, longitudinally holistic understanding of the game design dynamics that enables them to better comprehend how any given design decision and element relates to and affects the rest of the designed experience, thus enhancing our capabilities to design better games. 

Nov6 The Business of Games

  • 5 – 5:45 Christian Allen, Epic Games, “Five Shipping Lessons for Indie Devs”

With experience both shipping indie titles and assisting hundreds of indie developers around the world, Christian has gathered five key lessons for indie game developers looking to implement their most important feature: Shipping.

  • 5:45-6:00 Dr. Jay O’Toole & Peter Stathopoulos, “The Economic Contribution of Georgia Game Devs”

The game industry continues to bring in millions of dollars to Georgia from all over the world, advance cutting-edge technologies, and inspire students to learn the STE(A)M disciplines. Join us for a look at just how significant this impact has become.

  • 6-6:30 Liam Hislop, Hi-Rez Studios, “Getting Your Team AMP’d!”

Nothing matters more to the success of a game than the people making it. Join us for a look at how to create a foundation for motivating your teams and employees

Nov. 6 Keynote

  • 6:30-7 pm Brad Merritt, Cartoon Network, “Game Devs: Stop Using the F-Word”

“Fun” is not an informative word and not a useful communication tool. Learn more precise ways to talk about “the fun” and communicate your gameplay goals more effectively with your team and audience.

Nov. 6 Game Design Improv via Zoom &

Free and open to everyone regardless of game design experience, sign up now to reserve your place!

No design? No problem! After more than a decade as one of the most popular events at SIEGE, this fast-paced, challenging workshop now comes to you as a Zoom workshop. The value of a good designer is in his or her ability to turn anything into a game, and to take any problem and come up with a fun, viable solution. Participants will take on a variety of game design challenges based on various constraints. Game Design Improv gives you both practical advice and practice based on real-world situations. No experience necessary!

Run by Ian Schreiber, co-author of “Challenges for Game Designers” and the SIEGE master of Improv. The Zoom link will be sent to everyone who registers by Nov. 4. See a SIEGE Game Design Improv here: