I’m thrilled to announce I’m going to be moderating a panel at FanExpo this year:
Saturday, Aug 28
12:00 pm (noon),
While writing is essential in many video games today, the role of the writer is highly contested and often misunderstood. Writers are often seen at one end of the design spectrum, and the producer at the other. Producers are critical for getting the game done and out to market. Come join writers and producers to hear what challenges and hurdles they face; what producers are looking for, and the differences between writing for a cell phone game to a AAA game.
The list of panelists is terrific – click through to see the full list.
Freelance Writer and Narrative Designer
Having laboured in his father’s blacksmith shop throughout his youth, Max later decided to make the less than obvious transition from blacksmith to wordsmith, trading the occupational hazard of third degree burns for paper cuts.
Max studied journalism and creative writing (with minors in foosball and pub crawls) in Halifax, Nova Scotia at the universities of King’s College and Dalhousie. He went on to earn a Master’s degree in creative writing, as well as a fear for ginger-haired hooligans, at Queen’s University of Belfast.
Previously, Max was a Lead Narrative Designer and Writer at Silicon Knights, where he collaborated on the X-BOX 360 exclusive, Too Human for Microsoft, as well as several other yet-to-be announced titles for leading video game publishers.
Kimberley Ann Sparks
Kimberley Ann Sparks is a writer of video games, television, and film. She is also a professor at the University of Ontario Institute of Technology where she teaches video game writing, and at Seneca College and Humber College where she teaches Media Writing. She has spoken about video games at conferences, including the Game Developers Conference and Future Play. When not chasing her two-year-old daughter, she can be found playing the occasional game of pinball.
Creative Lead, Ganz
Joseph Ganetakos has been involved in the video game industry since 1999, working on titles for Xbox, PS2, Game Cube, Xbox360 and PS3. He worked at Pseudo Interactive on Cel Damage, Cel Damage Overdrive, Full Auto, and Full Auto 2: Battle Lines. Currently, Joseph is Creative Lead of a project team at Ganz, the makers of Webkinz, one of the world’s largest online kids’ games. He is spearheading a Unity3d based MMO, bringing boundless energy, a positive attitude, and unrelenting passion to the project’s lead design efforts. He also wears a producer’s hat in order to work through the grind with other departments to deliver the project on time and to spec.
Senior Producer, Ubisoft Toronto
Alex Parizeau has been with Ubisoft in Montreal since 2005, and shipped Rainbow Six Vegas and Splinter Cell Conviction. With more than 13 years in the industry, Alex has a broad range of experience within the game production pipeline starting from his early roots in QA and game design. A few months ago, Alex joined the Ubisoft Toronto studio as senior producer on the next Splinter Cell title.