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DAM BLAZES NEW DEVELOPMENT MODEL FOR ENTERTAINMENT COMPANIES SEEKING GLOBAL DEVELOPMENT RESOURCES
New Production Road Division will manage creation of high-quality digital entertainment for film, TV, video game, and new media companies.
Digital Artist Management Inc. (DAM), the premier staffing and recruiting agency for interactive entertainment, has launched a full service production studio, Production Road. The studio will produce, direct, supervise, and manage the development of high-quality digital entertainment through a worldwide network of over 100 top-tier global development studios.
Production Road is currently working with video games, visual effects, broadcast television, and animation studios throughout North America to customize development solutions that will meet their desired needs. Production Road then manages the entire process -- from the initial concept to final delivery. Our award-winning staff and external global network of development studios can be brought into projects at any point of development to produce anything from individual assets to the completion of a full product lifecycle.
The company is strategically positioned to ensure the highest-quality deliverables on-time and within budget by situating its core team of multi-lingual producers and technical directors onsite with its clients and global development studios.
"Our innovative approach to project management allows Production Road to be more creative, agile, and scalable -- which, to our clients, means better, faster, and much more cost-effective development," says Andy Cheren, president of Production Road. "Our multi-lingual team of producers, technical directors, and IT staff create a framework for the best developers and production studios in the world to design, develop, or collaborate on all aspects of any project."
By leveraging the business and production experience of its founders and the excellent reputation and extensive database of DAM, Production Road earns instant credibility as the one-stop shop for the digital entertainment industry.
Click here for more information about Production Road.
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| [Industry insight from Lisa Bell Stewart, senior account manager at DAM.]
BOON OR BOONDOGGLE: TIPS FOR A SUCCESSFUL GDC
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For the thousands of intrepid souls who journey to GDC each year, it is a pilgrimage to the land of geek, a foray into the fortress of fun.
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GDC season is upon us again. Time for booth duty, seminars, new gadgets, renewing acquaintances, meeting people, and parties galore.
For some people, the 2008 Game Developers Conference (and the time leading up to it and immediately following it) can be a springboard of productive activity to shake off post-holiday languor. For others, GDC is a first-quarter boondoggle that marks the beginning of this year's game development march. If you're a hiring manager, exhibitor, job searcher, or other game industry aficionado out to maximize your visibility and networking prowess at GDC, read on.
For the thousands of intrepid souls who journey to GDC each year, it is a pilgrimage to the land of geek, a foray into the fortress of fun. Let's face it, at GDC we revert to kids in a toy store full of exciting, stimulating, next-great-thing toys. And just like kids, we immediately lose our focus and start looking at all the pretty, bright, shiny objects.
After a number of years of hands-on research, we are pleased to share some ideas to help you maximize your GDC experience, and maybe even help you kick that bright, shiny object obsession:
Plan Your Attack. Know why you are attending GDC. Are you an exhibitor? A job seeker? An industry professional hoping to learn a few new tricks? Know how much time you will be there, what obligations you have during the conference -- parties, booth duties, interviews, seminars, and so forth -- and with what you expect to walk away -- candidates, knowledge, job leads, tchotchkes? Build your schedule and strategy around the "desirables" by filling in the "musts" first.
Preview The Schedule. Once you've locked down your plan, check out the schedule online or in your welcome packet. Then highlight the …
Click here to read the full article »
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| [Industry insight from journalist Paul “The Game Master” Hyman. Reprinted with permission from “The Hollywood Reporter.”]
WBIE ON DEVELOPER SHOPPING SPREE
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Warner Bros. bought UK-based developer TT games which will release "LEGO Indiana Jones: The Videogame" this summer. |
When it comes to large media companies playing in the video games sector, the two most aggressive contenders are clearly Walt Disney Co. as No. 1 and Warner Bros. as No. 2. Both are spending a lot of money and moving quickly.
But because Disney has been in the business longer and Warner Bros. is a relative newcomer, having built its first game in-house just three years ago, well, as they say in the car rental business, No. 2 has to try harder.
Just recently, Warner Bros. Home Entertainment Group acquired its second external developer, U.K.-based developer TT Games. Three years ago it purchased its first, Monolith Prods., but it won't be another three years before it buys its third and its fourth.
Warner has a shopping list and, even if Samantha Ryan won't let anyone peek at it, she won't deny it's a big part of her strategy for success. Ryan is senior VP of development and production at Warner Bros. Interactive Entertainment, overseeing the development and production of all of the company's video games, whether built in-house or out. She was formerly president and CEO of Monolith (where she is still CEO) and came to WBIE when it bought her company.
"I'm a firm believer that internal production gives you, as the publisher, more control and greater insight into the production process," she explains. "I would like to see Warner Bros. acquire more internal studios over time, just as we did TT Games, and I'd like to see a nice diverse set of studios."
Indeed, Kevin Tsujihara, president of WB Home Entertainment, underscores the importance of having what he calls …
Click here to read the full article »
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February 6-8, 2008
D.I.C.E. Summit 2008
Las Vegas, Nevada
www.dicesummit.org/
February 6-8, 2008
Casual Connect Europe 2008
Amsterdam, The Netherlands
http://amsterdam.casualconnect.org/index.html
February 18-22, 2008
GDC 2008
San Francisco, California
www.gdconf.com/
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DAM at GDC ‘08!
Come visit our exhibit at Career Pavilion booth #722.
www.gdconf.com/ |
March 7-11, 2008
The 2008 ScreenBurn Festival
Austin, Texas
http://screenburnfest.com/2008/
March 29-30, 2008
Indie MMO Game Developers Conference
Minneapolis, Minnesota
www.mmogamedev.info/
April 3-4, 2008
Virtual World 2008
New York City, New York
www.virtualworlds2007.com/
May 13-15, 2008
ION '08 Game Conference
Seattle, Washington
www.ionconference.com/
July 22-23, 2008
Gamefest 2008
Seattle, Washington
www.xnagamefest.com/
July 23-25, 2008
CGA Casual Connect Seattle 2008
Louisville, Kentucky
http://seattle.casualconnect.org/
July 30-August 2, 2008
12th International Conference on Computer Games: AI, Animation, Mobile, Educational & Serious Games
Louisville, Kentucky
www.cgamesusa.com/
August 11-15, 2008
SIGGRAPH 2008
Los Angeles, California
www.siggraph.org/s2008/
August 20-24, 2008
GC Games Convention
Leipzig, Germany
www.gc-germany.com/index.php
September 15-17, 2008
GDC Austin
Austin, Texas
www.austingdc.net/
October 9-12, 2008
Games Convention Asia
Singapore
www.gc-asia.sg/
October 22-24, 2008
Artificial Intelligence and Interactive Digital Entertainment (AIIDE)
Stanford, California
www.aiide.org/
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909 North Sepulveda Boulevard
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El Segundo, CA 90245
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