Sessions
The ASSEMBLY Summer 2011 ARTtech seminar sessions are listed below.
Wonders of Kinect Windows SDK
Interested in developing a software that you can control with waving your hand or stomping the ground?
This talk will take you through the facts on what it means to develop with Kinect Windows SDK using C#. You will get some very concrete info on how to start, where to get the tools and what are the key points on developing to this new and exiting platform!
| Speakers | Teemu Tapanila |
| Date | Friday 5th |
| Time | 19:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Everyone, game developers, demo programmers |
Angry Birds on the web
We'll discuss how Angry Birds is leveraging the web across various angles.
| Speakers | Ramine Darabiha, Serdar Soganci |
| Date | Saturday 6th |
| Time | 17:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Everyone, game developers |
All aboard to the Dark side of the Moon
Primary photography was finished and this means that Iron Sky is now shot and moving forward in Post-Production. Film will be released on 4th of April 2012. Assembly offers you a good opportunity to come and hear how the filming went in Frankfurt and in Australia. But don’t you worry; we have lots of bullets for those Moon-Nazis before the premiere.
| Speakers | Pekka Ollula, Jarmo Puskala, Juha Salmijärvi |
| Date | Saturday 6th |
| Time | 16:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Everyone |
The art and design of Ridge Racer Unbounded
Bugbear’s Art Director and Lead Designer give you an insider view on how Ridge Racer Unbounded came together. The presentation covers key art and design decisions. Just how is it going to differ from Bugbear’s and Namco’s previous games?
| Speakers | Mikael Achrén, Karri Kiviluoma |
| Date | Saturday 6th |
| Time | 14:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Everyone, game developers, designers |
The Making of RO.ME
3 Dreams of Black is an interactive film by Chris Milk for Danger Mouse & Daniele Luppi’s ROME album. It's also a website that aims to showcase WebGL. On this talk we'll go through the development process and learn some of the tricks, discoveries and mistakes.
This session is presented by
| Speakers | Ricardo Cabello |
| Date | Friday 5th |
| Time | 15:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Demosceners, web developers, designers |
"In the country of the blind, the one-eyed man is king" - or how fumbling my way through pixel-based effects made learning WebGL a lot easier
Insights to the creative process of Bilotrip's "MKULTRA" demo for WebGL, how it came to be and what technological challenges it posed.
Presentation includes a demonstration of the editing tools that were developed for the demo, and an overview of the evolution of our demo tools over the past two years, and how that evolution great influenced the way we create demo art.
This session is presented by
| Speakers | Visa-Valtteri Pimiä |
| Date | Friday 5th |
| Time | 14:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Demosceners, programmers, designers |
Browserscene: Creating demos on the Web
The Web is ready for the demoscene. In this talk Rob shows you the technologies available for demo creators, game developers, and visual programmers. He'll run through some of the best demos that have been created with these Web technologies, and highlights some of the issues to be aware of. This is a all-encompassing talk that you shouldn't miss if you want to create demos on the Web.
This session is presented by
| Speakers | Rob Hawkes |
| Date | Friday 5th |
| Time | 12:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Web developers, programmers, demosceners, designers |
Deconstructing a browserscene demo
Demos created with Web technologies are nothing more than HTML, CSS, and JavaScript, the same languages you use to build a website. In this seminar Rob deconstructs a simple Web demo to show you how it was made, highlighting some of the key technologies along the way.
This session is presented by
| Speakers | Rob Hawkes |
| Date | Friday 5th |
| Time | 13:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Web developers, programmers, demosceners, designers |
Rocking your socks off with Windows Phone 7
Take a ride with me to the wonderful world of Windows Phone development! See what's the phone really about and what does the new Windows Phone Mango bring. We'll get jiggy with some Silverlight development and see how to get all up in that phone!
| Speakers | Drazen Dodik |
| Date | Friday 5th |
| Time | 18:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Everyone, mobile developers, designers |
Developing Games for Nokia Phones
In this session, Nokia's Mika Pesonen talks about using the Qt development framework to develop games for new Nokia phones. This session presents a game example and covers topics including audio playback and mixing, OpenGL ES 2.0 rendering and optimizations and user input.
| Speakers | Mika Pesonen |
| Date | Friday 5th |
| Time | 17:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Game developers, mobile developers |
Remix Culture In The Demoscene
For this presentation I'm interested in exposing the grey area between the creative versus the technical side of the demoscene, and how they aren't necessarily opposed. I plan to focus the presentation on some aspects of the remix culture and how it's perceived within the demoscene. I also plan to cover some aspects relating to copyright issues and the free culture movement: how the demoscene started from piracy and ended up converted into some sort of libertarian culture with unwritten rules of lame versus cool for what is an acceptable reuse / reappropriation of material, even before creative commons were invented or the copyright piracy hunt was instated by the MAFIAA.
| Speakers | Filipe Cruz |
| Date | Thursday 4th |
| Time | 20:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | creative folks, demosceners, general public |
Why Being Poor and Having No Budget is Good For Making Games
Presenting few ideas why making games without money or budget is actually a good thing. Examples included.
| Speakers | Petri Purho |
| Date | Thursday 4th |
| Time | 19:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Game developers, demosceners |
Developing next generation of online games - how to create an immersive experience in a browser
Lassi Leppinen, co-founder & technology lead at Supercell talks about the development of browser MMO Gunshine.net, which provides gamers an immersive and deep game experience in a web browser, based on Flash so most users do not need to download anything. What kind of tools and methods were used in creating and balancing hundreds of enemy types, hundreds of missions and thousands of items? How did the MMO aspect affect to the architecture of the game?
| Speakers | Lassi Leppinen |
| Date | Friday 5th |
| Time | 16:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Game developers, programmers |
Future of location-based mobile games
The talk will touch upon the future of mobile games and how location might play a role in the future of mobile gaming.
| Speakers | Ville Vesterinen |
| Date | Saturday 6th |
| Time | 15:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Game developers, general public |
Adventures in multithreaded gameplay coding
Gameplay programming is already challenging due to being difficult to define in exact terms and often requiring multiple major iterations to get right.
This session gives insight into how gameplay was programmed for Super Stardust HD (PS3) and Dead Nation (PS3) and discusses future direction on how to make gameplay programming both easier, faster and how to make it scale into multiple computing cores at the same time. The talk will contain specific lower level (C++) discussion, though some of the principles can be utilized by any language/platform.
| Speakers | Jere Sanisalo |
| Date | Saturday 6th |
| Time | 13:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Game programmers, demosceners |
Kajak3D, an open source multiplatform game engine
Kajak3D is an open-source multiplaform game engine being developed at the Kajaani University of Applied Sciences. This presentation will give an overview of the engine and how it can be used.
| Speakers | Veli-Pekka Piirainen |
| Date | Saturday 6th |
| Time | 12:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Game developers, demosceners, programmers |
The Basics of Demo Programming
A brief introduction to programming demos on modern computers. What makes demo programming different from other areas of programming and what is needed in a demo? Covered topics range from timeline and resource management to different techniques for audio synchronization and other specialized topics.
| Speakers | Martti Nurmikari |
| Date | Saturday 6th |
| Time | 11:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Aspiring demosceners, programmers, game developers |
DRM of Pacman
Copy protections are everywhere. On music, movies, games, pretty much everything that is digital. But where did it start ? Not on your C64 in 1982 or any other home computer from that era but many of the R&D that we still see today found its origin in the Arcades of the early 80s. This seminar covers the copy protection scheme's of way back then and how they influence the world today... From angry letters over encryption to planned system suicide.
| Speakers | Peter Smets |
| Date | Thursday 4th |
| Time | 21:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Everyone |
Robot Combat / Robosota
All about Finnish robot combat. When and how all started and what is the situation of robot combat now (in Finland). Combat rules and practice. How to build first robot and how to participate. This presentation is aimed for Finn audience and is spoken in Finnish.
| Speakers | Eemu Bertling |
| Date | Saturday 6th |
| Time | 17:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Everyone! |
Digital resistance: the non-compromising attitude of East European demo art
The Alternative Party presents a showcase of old computer hardware (and new software for them) from the Soviet Union and East European countries, showing a rare glimpse of the unique computing culture that is very different from the corporate-driven, western hardware offerings. A show of unique styles of digital art, influenced by demo art and local computer hobbyist cliques, with a distinct Eastern flavour.
Alternative Party is also showing how it is going to change the world.
| Speakers | Jari Jaanto and Visa-Valtteri Pimiä |
| Date | Thursday 4th |
| Time | 18:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Everyone! |
Perfect harmony: crowdsourcing matches musicians and sound designers to game developers
Learn how to use crowdsourcing as a part of your game development process to get audio production to work. In this session you'll learn about how the process works from the beginning to the end, and how you communicate effectively with the sound designers who are working for you. Tommi will explain the pros and cons for using crowdsourcing to get audio audio production. Crowdsourcing can provide high quality results with less costs, and this can be extremely valuable for the indie game developer communities.
For the sound designers and musicians this session will help them to understand the initial sound design task and how to present their audio production work to the client. In this session we'll also have some case examples from AudioDraft. AudioDraft is platform that allows anyone to create open sound design contests for a global community of musicians and producers. Tommi will also explain how the open sound design contests can help an artist to build their production skills and portfolio, and how the contests can actually help them to get hired by the companies.
| Speakers | Tommi Koskinen |
| Date | Friday 5th |
| Time | 10:00 |
| Location | Seminar area, 3rd floor, next to Oldskool area |
| Target audience | Sound designers, musicians, game developers |


