The conference is developed entirely by the industry, for the industry, with an advisory board and content selection committee comprising of studio heads of most major Indian studios. The main aim of the conference is to accelerate the process of learning within and maturing of the Indian gamedev industry, and in keeping with this goal the content of the conference is a mix of post-mortems, case studies, topics on current and future trends, while keeping in mind relevance to India. The conference also encourages budding entrepreneurs and game designers to pitch their games at the 'Game Super Pitch' with an eminent jury evaluating and providing valuable feedback.
While the inaugural 2009 conference was a 1 day event attended by 150 people, In 2010, the 2 day conference had 20 + sessions attended by more than 300 delegates. The event has hosted eminent speakers like Ed Fries (former head of MGS), Ernest Adams (author of the seminal book on Game Design), Shahid Ahmed (SCEE) to name a few. The audience profile is primarily game programmers, artists, testers, designers and producers and is also a meeting place for CEOs of all major studios in the country.
For international participants, the conference is the best available platform for finding and connecting with talent and teams in India which are delivering quality work to client around the world and for exploring and understanding the rapidly evolving local game market in India.
NASSCOM Game Developer Conference 2011
11-12 November 2011, Pune
11-12 November 2011, Pune
This competition is designed for students from all over the country to compete in developing the best game possible.
Rules:
1. This competition can be entered by individuals or teams
2. A team can consist of a maximum of four members
3. A working prototype of the game is required for judging
4. There will be a basic concept provided as a start point to the competition and all competing parties must follow the concept to qualify
5. Any programming language or development tools maybe used for the creation of the game as long as it follows the concept
6. Since there are no boundaries on the tools and programming languages to be used, judging will be based on creativity and innovation. The following will be the basis of judging:
a. Innovation in Game Design Mechanics
b. Best implementation of these game design mechanics
c. Best use of Technical Tools
d. Most creative use of the given concept
e. Best use of User Interface
f. Best Aesthetics
Concept:
Create a game using only primary geometric shapes for the main visual elements. The only ‘must have’ rule is that your game must have some basic physics implementation. Other than that, you are free to create anything you want within this framework.
NASSCOM would like to promote the interests of Indian content creators and those who aspire to understand and hone his skills in pitching his offering. The whole exercise of thinking your project through in an objective manner and then sharing the various elements that makes your show unique is what the super pitch will enable you to practice.
The objective of the super pitch is to breathe confidence into aspirants who wish to create original content even as your game is exposed to a large audience of stakeholders and decision makers.
For further details please contact Ms. Shruti Verma on 011 23010199 or Shruti@nasscom.in
Takeaways for the Participants
The experience of creating a Bible and the experience of pitching it.
1. The experience of creating a Bible and the experience of pitching it.
2. Exposure to key decision makers and an entire gamut of stake holders in the Indian animation & gaming ecosystem.
3. Special Profile of your Bible on www.nasscom.in/nagfo as exposure to all its readers.
Points & Guidelines for the Bible & Pitch (A basic primer for participants)
While the way you make your pitch is up to the individual, we are providing you with a basic primer with a list of a few essentials that need to be mentioned in your Bible. The sequencing of the same and the materials as well as the manner in which you pitch is left to the individual’s discretion.
A few essentials that need to be highlighted in your Bible / pitch / presentation include:
1. Poster & Title of your game.
2. Target age group / genre.
3. Style / treatment.
4. Initial platform/ product for launch
5. Synopsis.
6. Character sketch / description.
7. Backgrounds & Universe.
8. The USP of your game.
9. Budget for producing the game.
10. Credits, with profile of creators.
Formats
Please send your pitch to NASSCOM in any of the following formats PDF, power point, DVD / CD, Physical Hard Copy
Who can Participate
1. Studios.
2. Institutes.
3. Creative Professionals from Ad Agencies.
4. Writers
5. Actually anyone who has a creative idea for game content.
What can the content be?
1. Console Gaming.
2. Mobile Gaming.
3. PC Gaming.
4. Social Gaming
5. Casual Gaming.
RULES & REGULATIONS
1. There is no limit to the number of entries that can be submitted from individuals as well as studios.
2. NASSCOM has fine tuned the format of the super pitch based on feedback and inputs from the industry.
3. Last date for receiving entries is 2 May 2011.
4. Entries can be sent in formats including PDF, power point, DVD, CD, Hard Copy.
5. All postage/courier charges must be pre-paid.
6. While the show could be of any language, the pitch would have to be made in English.
7. The details on the entry form should be typed or handwritten clearly (In Legible and Readable Capital Letters Only).
8. Entries once submitted to and accepted by NASSCOM, will be considered as final. No alterations, replacements will be permitted.
9. Duplication of entries by the same studio/individual will not be allowed.
10. Each form can be used only for a single Entry; No Multiple Entries per form will be permitted. If you need more forms, you can download them from the NASSCOM website.
11. The NASSCOM Game Developers SUPER PITCH Jury decision will be final and binding for all the entrants.
12. Please label your entries with clarity giving proper credits and details.
13. A covering letter from the entrant claiming ownership of the work must be submitted.
14. The jury of NASSCOM Game Developers super pitch reserves the right not to award a winner in any particular category, if the quality of the entries does not meet up to the required standards.
15. A jury of eminent and experienced people from academia, industry, VC and entrepreneurs will be constituted to select the winners from the short-listed applications.
16. Applicants that get short-listed will be informed by NASSCOM by 1 June 2011 and will be required to make a presentation before the jury.
17. All nominees will be given 20 minutes to deliver their presentations, with 10 minutes allocated for Q&A. The presentation will be made to the jury and an audience comprising NASSCOM member companies. The presentations will be submitted by the applicants to the jury before the presentation.
Panelists will calculate scores and select winners at the final meeting of the jury.
18. Entering the competition, entrants warrant to NASSCOM that they possess or have secured all necessary rights, clearances, and/or licenses with respect to all materials and elements embodied in works submitted for the competition, and that the use by NASSCOM of such works will neither violate nor infringe upon the copyright, trademark, privacy, creative, or other rights of any party not submitting the work. Entrants agree to defend, indemnify, and hold NASSCOM harmless from and against any and all claims, damages, costs, and losses arising out of the breach of this warranty.
19. The final results will be announced in October end.
Winning the NASSCOM Super Pitch could open a world of opportunities. Some of the benefits offered to the winners are:
1. NASSCOM support through suggested partners, providing maximum value to these companies 2. Mentoring, to be offered by industry leaders or someone nominated from the larger players who can spend time with the finalists 3. Coverage in both domestic and global media 4. Participation in trade delegations where these companies will get showcased 5. Visibility of finalists among NASSCOM’s peer associations in other countries 6. Visibility on NASSCOM’s web site, which will showcase and promote these companies
The Top 5 Companies which are selected would feature on the NASSCOM website, with a web link, ensuring significant visibility for the services/products offered. These 5 companies will be showcased in road shows organized across the country would provide the opportunity for exclusive branding, publicity and product awareness. This would be a unique platform for these companies to establish a connect with the relevant consumer/community and get insights from the jury on their services/products.
The zonals would be in 5 cities - Bangalore, Pune, Delhi, (Hyderabad or Kolkata) and Chennai and the final showdown would happen at the NASSCOM Game Developer Conference 2011, Pune
Now in its third year, the NASSCOM GDC is excited to return with yet another must-attend forum for enthusiasts and aspirants from the game development industry- programmers, artists, producers, game designers, audio professionals, business decision-makers among others.
So if you are an artists, a graphic designer, we invite you to go all out, create a logo that is eye-ball grabbing, whacky and engaging, much like your favourites games are and what else, have fun while doing that!
Enter the NASSCOM GDC Logo Design contest and be rewarded by having your design become the longstanding symbol of this multi-million dollar industry in India and being the special guest at the NASSCOM GDC amongst the greatest talents from the industry.
This year the NASSCOM Game Developer Conference brings you focused workshops on
Game Design by Robin Alter, CEO, Kreeda
The first step in being a good game designer is being able to get others excited about the idea, in an efficient manner. A game designer needs to master the art of game idea pitching.
The audience will be given the game pitch templates and will be given 1 hour to fill in an idea. Afterwards, they will have 10 minutes to pitch their design. We will talk around and give guidance during the session, and give critical feedback on the pitch.
1 or 2 pitching presentations will be shared in the workshop followed by sharing few case studies of the game design documents.
Art Workshop by Yiannis Eipame, Creative Director, Trine
This session will deliver Modeling and Texturing Tips and Tricks for Beginner and Intermediate users. What are the common mistakes and how to avoid them. Modeling for Modular Level Design. The tools used will be 3dsmax and Photoshop, but the majority of Tips apply to all tools.
Predicting the future with Agile by Sumit Mehra, Executive Producer, Zynga
Delivering high quality games on time and in budget has been single handedly one of the hardest challenges of our business Agile Workshop is a full day work session where participants will undergo hands-on training on Agile Software development process and how it works in video games production.
Prerequisite: Participants should have at least 6 months of game industry (or software industry) experience to maximize the net takeaway from the workshop. However, anyone can attend the session.
Building Social Games that Scale by Amar Arsikere, Sr. Engineering Manager, Zynga
The tech industry has more than a decade of collective experience in building massive web applications that scale. However when it comes to building social games, an entirely new range of both challenges and opportunities exist.
Social games push the envelope in terms of size and scope of the data, number of users, write throughput and much more. Over the past few years, the industry has been busy building infrastructure for social games that not only scale and but also perform well at scale.
The purpose of this workshop is to look at the fundamental components of a social game with an example and analyse what goes into scaling it to become a truly popular game. Also, we will examine the key challenges of building a social game on Facebook.










