Author Topic: LivePitch Conference Returns  (Read 2416 times)

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Offline Jonnyboy117

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LivePitch Conference Returns
« on: June 29, 2004, 07:49:15 AM »
It's a chance for developers to pitch their games to publishers.

LIVEPITCH.COM REGISTRATION NOW OPEN TO GAME DEVELOPERS SEEKING TO PITCH THEIR GAME TO LEADING GAME PUBLISHERS  


PC, Console, Internet or Mobile Game Pitches to Take Place at Austin Game Conference September 9-10, 2004


AUSTIN, Texas, June 29, 2004 – The Austin Game Initiative (AGI) today announced that registration is now open for its second annual LivePitch sessions at Austin Game Conference (AGC), to be held Sept. 9-10, 2004, in Austin, Texas. LivePitch is the AGI’s industry matchmaking initiative that provides opportunities for developers to meet with and pitch their PC, console, internet or mobile game to the world's leading game publishers.  


Last year Hudson Soft, Midway Home Entertainment Inc., Gathering / Take Two, Eidos Inc and Vivendi Universal Games reviewed pitches from more than 40 independent developers and met with several at the AGC. Already this year, Disney's Buena Vista Games has been added to the LivePitch publisher roster.  


Game Developers can apply to participate in LivePitch at no cost, by visiting the LivePitch Web site at http://www.LivePitch.com. Developers interested in participating in LivePitch should complete the application, providing information about their demo, game developing experience and past publishers that have been pitched the idea.  


Developer applications are accepted between now and August 15, 2004. If selected by one or more publishers, developers receive 30 minutes to demo their game one-on-one with each interested publisher in a private meeting room at the Austin Game Conference September 9-10, 2004. Developers must have a working demo to participate. Publishers interested in participating in LivePitch should contact publishers@livepitch.com  


Austin Game Conference sponsors include Activision, Microsoft X-Box, TKO Software, Nokia, BOXX Technologies, GameSpy, Academy of Art University, Linden Lab, M7 Networks, Perforce Software, Onsite Computer Solutions and others. Media partners include Business Wire, Develop Magazine and GameDev.net.  


In addition to the LivePitch! Sessions, the Austin Game Conference features 6 tracks (48 sessions) from industry leaders including veterans from Sony Online, Microsoft, NCSoft, Ubisoft, Electronic Arts, Red Storm, Disney, Monolith, Turbine, Taldren, Mythic and others. Keynotes include a unique shared keynote from Microsoft and Sony discussing “Massively Multiplayer Console Is Coming”. Scott Henson, Director, Platform Strategy, Microsoft Xbox will discuss Microsoft’s approach to bringing MMOGs to the Xbox and Glen Van Datta, Director of Online Technology, Sony Computer Entertainment will discuss Sony’s PlayStation strategy. Separately, Professor of Economics Edward Castronova will provide a keynote on digital economies. Additionally the Women’s Game Conference runs concurrently with the AGC.  


Austin Game Conference Highlights:  


• Multiplayer Online Games Tracks – Discussions with visionaries and veterans, providing detailed insight with four tracks: Tech, Design, Service and Production. The definitive conference on multiplayer online games.  â€˘ Future of the Development Pipeline - Focuses on streamlining the design process. With the length of today’s development cycle don’t be left behind. Includes PC and console focuses.  


• Mobile Market Design and Profits - Revenues and profits are just now being realized. Understand this fragmented market and the opportunities. Learn how to get product out the door and make a profit.  


• LivePitch - Developer/Publisher Pitch Sessions - Independent developers vie to pitch with leading publishers at the show. Go to http://www.LivePitch.com for details.  


• Technology Pavilion - Showcasing the latest tools, technologies, products and services. Booths and/or private meeting rooms available.  


• Machinima Theater - Machinima is the convergence of filmmaking, animation and game development. By combining the techniques of filmmaking, the flexibility of animation production and the technology of real-time 3D game engines, Machinima makes for a very cost- and time-efficient way to produce films.  


Registration Information  


Early Registration for the two-day event is now open and can be accessed by logging on to http://www.gameconference.com . Early registration for professionals prior to August 15 is $125. After August 15th the price is $145 for professionals. Onsite registration price is $175 for professionals. Early registration for students prior to August 15 is $85. After August 15th the price is $110 for students. Onsite registration price is $135 for students. One day passes are also available. Conference Registration gains access to the AGC, technology pavilion and the Women’s Game Conference which runs concurrently with the Austin Game Conference.

THE LAMB IS WATCHING!

Offline Ian Sane

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RE: LivePitch Conference Returns
« Reply #1 on: June 29, 2004, 11:06:11 AM »
Looking at the publishers involved I imagine this is the sort of pitch that would get chosen:

Okay so my game has this main character who is this hot chick, right?  Anyway she runs around a "fully explorable breathtaking 3D environment" where she kills these, uh, bad guys and they explode in lots of blood and guts.  Anyway this chick's health is kinda like that dude in that Goblins 'n' Ghouls game who loses his armor only she loses HER CLOTHES!  So like when she's just in her bra and panties if she gets hit again she dies.  So the whole idea is if you suck at the game it's okay because you get to see this chick get stripped down.  And to make this game really great we're planning on using Pamela Anderson's name and likeness for the main character and having Snoop Dogg make an appearance.  He can like give you hints in the options screen or something.  The name of our game: UNDRESSED TO KILL!  What do ya think?

Offline KDR_11k

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RE: LivePitch Conference Returns
« Reply #2 on: June 29, 2004, 12:10:58 PM »
Ian Sane: VADE DEMON!!! You just brought back memories of Dangerous Vaults!

Offline Nephilim

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RE:LivePitch Conference Returns
« Reply #3 on: June 29, 2004, 02:52:35 PM »
sounds good
thu the mass ammount of people wouldnt make it very good
iv had many ideas which have been brillant but are well forgot over the years

Offline nickmitch

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RE:LivePitch Conference Returns
« Reply #4 on: June 29, 2004, 03:08:23 PM »
Hey I'd buy Ian's game as long as there's more hot chicks to choose from.
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Offline Deguello

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RE: LivePitch Conference Returns
« Reply #5 on: June 29, 2004, 06:57:02 PM »
Or....  How about a game where it starts like like your typical Console RPG, except the bad guy comes to the world with the power of Real Time and thus is able to win every turn-based fight just because the rules of typical RPGs do not apply to him.  You know, he can just move around and attack when he wants to instead of waiting his "turn" to pop up.  And so the Heroes must leave "RPG land" in search of the Power of Real Time, so they can combat thie evil terror.

I'm setting it up in my mind that this game is totally cross-genre.  It's totally overambitious and I may end up like Derek Smart.  Each land is a different genre.  And while I am generally poking fun at RPGs for being turn-based bore fests, in each "genre-land" I'll poke fun at the cliches and typicality of each genre, while trying really hard not to  follow that road.

In an inspiration from the original idea for Conker: Twelve Tales 64, I'll have the main characters costume change in each area, to of course, reflect the stereotypical designs of the genre, except platformers where I'll guess I'll have a "Platformer costume generator."  I can't think of the steretypical platformer...

I think the idea's neat...
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Offline Deguello

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RE: LivePitch Conference Returns
« Reply #6 on: June 29, 2004, 06:59:26 PM »
BTW I don't really like the idea of this conference...

I remember Marvel comics had something similar to this where they asked the fans of good ideas for comics.  The fans pitched, Marvel turned down every idea, cancelled the contest, and then started using the ideas they supposedly turned down for themselves.  I think that's how it happened.
It's time you saw the future while you still have human eyes.

... and those eyes see a 3DS system code : 2750-1598-3807