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As next generation consoles loom on the horizon, what lessons can Flash game developers learn from blockbuster console game makers? What are best practices in art, design and player engagement that should make the leap to Flash, F2P and Social Games? What features and mechanics will help deepen engagement and monetization ? and which are just noise? In this lecture, Kabam General Manager Justin Lambros will look at both sides of the coin, drawing on his experience creating massively multiplayer Flash games as well as a decade of experience at traditional gaming companies like EA, Marvel, Sega and Lucas Arts.
Delivered at the Flash Gaming Summit @ Casual Connect Seattle, July 2012.
Justin Lambros
Justin Lambros is currently a General Manager at Kabam, leading the development of massively multiplayer games. Previous to that he was Senior Producer on Dante?s Inferno at EA?s Visceral games Studio. Before that, he was Vice President, Interactive, at Marvel Studios, running their video game division. Justin has also served as a Producer for both Capcom and Sega of America on such titles as Super Street Fighter II Turbo HD Remix, Sonic the Hedgehog, Chromehounds, Yakuza, Alien Syndrome, and Super Monkey Ball Banana Blitz. Justin started his career in game development at LucasArts, working in the production department on numerous Star Wars projects, such as the Episode III video game, Empire at War, Knights of the Old Republic, the Jedi Knight series, and Galaxies, among others, as well as some other non-Star Wars titles, like Gladius and Indiana Jones and the Emperor?s Tomb. And before that Justin was in the gaming press, as an editor for GamePro Magazine.
[Email Justin]
Next Generation Flash Gaming - Lessons from Console Development | Justin LAMBROS,staff sgt. robert bales jason russell norfolk state st patrick s day parade duke invisible children garbage pail kids
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