|Session Name||Big Screen to Game Console: Case Studies|
|Speaker(s)||Nina Dobner, Chris Williams, Laird Malamed, Mario Coculuzzi, Doug Cooper, Rick Rekedal, Chris Williams, Doug Cooper, Laird Malamed, Mario Coculuzzi, Nina Dobner, Rick Rekedal, Chris Williams, Doug Cooper, Laird Malamed, Mario Coculuzzi, Nina Dobner, Rick Rekedal, Chris Williams, Doug Cooper, Laird Malamed, Mario Coculuzzi, Nina Dobner, Rick Rekedal|
|Company Name(s)||Electronic Arts, LucasArts Entertainment, Activision, Inc., Ubisoft Montreal, DreamWorks Animation, DWA Consumer Products, , , , , , , , , , , , , , , , , ,|
|Track / Format||Vision|
Games based on feature films present a number of challenges: translating a linear storyline into an interactive game, matching an established production design, meeting potentially sychronized release schedules, passing the numerous hurdles of studio approvals, and maintaining consistent creative direction from film to game. Each of these challenges has a corresponding benefit, including an established world, characters, and look to start from; marketing tie-ins; and the potential for a pre-etablished audience for the game.
This course deconstructs the production of games based on popular feature films. With representatives from both the film and game production sides, the discussion explores the challenges and benefits of managing creative direction, sharing production assets, and scheduling delivery of film-based game properties. The discussion also touches on the impact of next-gen platforms on the sharing of film and game assets.