According to the spoke-person from the organizing committee, the organizer started inviting speakers right after all the conference topics were confirmed and gained support from game enterprises worldwide, including Blizzard Entertainment, EA, Ubisoft, Microsoft, THQ, NCSOFT, NEXON, Giant Network, Shanda Games, Tencent, The9, Netease, Perfect World, 9 You and Kingsoft. Speakers are gradually confirmed according to the inspection and evaluation of the papers done by the advisory board. The organizing committee will announce all speakers over the course of the next few weeks.
Conference registration for CGDC pass have now started; CGPA now calls on their members, totaling 130 game companies, to collect information from their technical staff and purchase group passes from the organizing committee. With the annual opportunity of exchanging ideas, share experience with other game companies worldwide, CGDC offers a great opportunity to all industry professionals and developers that is not to be missed.
Download the Conference Pass Registration Form at http://www.chinagdc.com.cn/2009down/Audience-register-en.pdf
CGDC 2009 speakers:
Taewon Yun, Platform Operation Director, Blizzard Software Development (Shanghai) Company Ltd.
Case study: Balancing game data using tools
As the platform operation director of Blizzard Shanghai branch office, Taewon Yun oversees several teams that provide technical support to the partners of Blizzard Entertainment, including localization, quality assurance, Web, network operations and customer support.
Taewon joined Blizzard Entertainment in the year 2002. After engineering the launch of "World of Warcraft" in Asia, he left to start his own game development studio. In the mid 2008, he came back to Blizzard Entertainment as platform operation director -- China.
Taewon holds Master's degree of Science in Engineering. He spends his free time learning Chinese language and China's rich history and culture.
David Kristofer Fried, Senior Game Designer, Ubisoft Shanghai
Lecture: Cultural Philosophies of Game Design
David Kristofer Fried started in Quality Assurance at Blizzard Entertainment in 1998. He then moved into Level Design in 1999 working on "Starcraft" for the N64, then made "Starcraft" triggers maps for their customer support program. David Fried created many levels and helped craft the game design for the "Warcraft III" campaign (his favorite level being "The Culling of Stratholme") as well as its expansion, "Warcraft III: The Frozen Throne". He also created about 30 quests for "World of Warcraft" before leaving for Oddworld Inhabitants. There he primarily worked on designing and implementing the gameplay for several boss fights. Then worked on the Da Vinci Code video game at The Collective where He wrote the dialogue for the game, crafted nearly all of the puzzles and designed about half the levels. He spent some time working on "Silent Hill V"'s early gameplay systems before leaving to work at SuperVillain Studios to designing a new IP for Wii Nowhe for Ubisoft Shanghai.
Lei Zhang, Senior Audio Expert, Ubisoft Shanghai
Lecture: Mixing in the Game Audio
Lei Zhang has been working in Ubisoft Shanghai as the Senior Audio Expert for 11 years. Before joining Ubisoft, he was the production manager in Rock Recorder China.
In Ubisoft Shanghai, Zhang Lei finished 11 game products. The audio work he delivered is recognized among the best in the industry.
Ben Mowery, Director, Scaleform
Lecture: Designing Game User Interfaces with Flash Workflow
Ben Mowery is responsible for Scaleform's operations in China, Taiwan and Singapore. He is fluent in Chinese and directs all marketing, sales, customer support and localization initiatives from his base in Shanghai.
Prior to Scaleform, Ben served in a variety of software design and product development roles at Intel, Oracle and NVIDIA, with a focus on systems software, computer graphics, and performance analysis.
Ben holds dual Bachelor of Science degrees in Computer Science and Electrical Engineering and a Master of Science degree in Computer Science from
Yuxin Ren, Senior Executive Vice President, Tencent Corporate
Lecture + Panel: Innovation and development on "ComeStayPay mode"
Yuxin Ren joined Tencent Corporate in 2000. During his previous nine years in Tencent, he has been the GM of value-added product development department, GM of Tencent IED (interactive entertainment division). Since Sept. 2005, he was officially appointed as the EVP of Tencent IED, and responsible for managing Tencent IED in all layers and areas, such as game development, operation, marketing, channel sales. Before joining Tencent, he was in Huawei technology Ltd., responsible for managing and developing communication software, and provided constructive solutions and sophisticated technologies for communications software development. Ren holds a Bachelor's degree in computer science and engineering from the University of Electronic Science and Technology.
Quan Chen, NVIDIA PhysX Tech Support Engineer
Lecture: Effectively using a physics engine application in online games
Since joining the PhysX team in 2006, Quan Chen has been providing tech support on NVIDIA PhysX SDK to game developers worldwide. As the main support source based in China, Quan provides supports to China-based game companies, as well as game companies from Korean and Japan, on PhysX-related issues, e.g. PhysX engine integration, PhysX SDK usage problem solving, and performance profiling, to help them better integrate PhysX into their games.
Jerry Mao, Vice President, Object software Lecture: Effectively using a physics engine application in online games
9 years of experience in game industry.
Year 1998: Bachelor of Science degree in School of Electronic Information, Wuhan University.
Year 1999: Joined Object Software and entered game industry. Participated in the development of "Fate of the Dragon". He then supervised the development of the international version of Fate of the Dragon.
Year 2001-2003: Chief programmer of Object Software. Established Engine Development Department which developed Object Software's self-owned engine: Overmax.
OverMax has been developed into the third generation. Since 2002, all single-player games and MMOGs developed by Object Software are based on OverMax.
2005-present: Vice-president of Object, responsible for international business, development and technology. Also as producer and supervisor of many products of Object Software.
Yongquan Li, R&D Technical Director
QWD1 Lecture: Effectively using physics engine application in online games
Yongquan has 8 years experience of game development. He worked as chief programmer for Rays Multimedia beginning 2000, then joined Konami Shanghai as leader of programmers in 2002. He became the R&D technical director in QWD1 as of 2007 to lead the online game engine development and technology research, overlooking the development of "Legend of Tibet", "Genso Suikoden 2", etc. Specialized in defining and directing development processes, he helped raise code quality and improve the efficiency of the technical team.
Xinchun Gu, Senior Development Manager, The9 Co., Ltd.
Lecture: Applications of P2P technology for online games
Talented and passionate in software developing, Gu is a system architecture with a solid computer science background and about 10 years of industry experience.
He has several years of experience in solution consulting, system delivery in multiple industries, such as motor industry, telecom industry, financial industry, etc.
He spent several years overseas working on software developing, solution consulting, project management, etc.