Jan 212010
 

As we ended the last decade we were collating/archiving assets from the LAMP site and think it important to recognise the people that made LAMP the Australian icon in effective emerging media development.

Many of the mentors and participants were beginning their own journey on these workshops and residentials and are now leading the industry in Australia and abroad. We hope these ‘retrospective’ posts serve as a record for that which follows LAMP.

LAMP 2005-2009 was:

Continue reading »

Jan 192009
 

Early last year (2008) a LAMP initiated project called “Macbeth:What If” from the 7th residential received development/production funding from the NMC and the Australia Council (who also part funded the LAMP: Story of the Future residential) last year. Project creator Kerreen Ely-Harper teamed up with producer Kate Richards, Virtual World creator Angela Thomas and another LAMP alumni, Designer Adam Nash, to realise the original project. After a year or so of development they created an island in second life that built on the original project idea that was looking at the experiential teaching and awareness of Shakespeare’s works via Second Life and also the ability to perform and create machinima in a rich virtual setting.

The video below is quick & cheerful ‘Space Navigator’ Machinima and Music by Gary Hayes. The whole work was very similar in style and form to Thursday’s Fictions in Second Life, another LAMP initiated project two years ago. Full credits for the Macbeth project below.


Filmed and edited by Gary Hayes. Note: This film does not demonstrate the many interactive elements, social intentions or literary integration. Please visit the island to see those first ‘virtual’ hand. A medium resolution (98MB MP4) download is available here

Macbeth in Second Life Credits
Guide & credits here

SLURL – http://slurl.com/secondlife/Macbeth/44/54/54

A collaboration by Angela Thomas, Kate Richards and Kerreen Ely-Harper, from an original idea by Kerreen Ely-Harper.
Producer: Kate RIchards (Nini Dubrovna)
Director: Kereen Ely-Harper (Dorothy Porta)
Virtual World Content Designer: Angela Thomas (Anya Ixchel)
SL Design Consultant: Adam Nash (Adam Ramona)

This project has been assisted by the Australian Government through the Australia Council, its arts funding and advisory body. Initial stages of this project were mentored and developed through the Laboratory for Advanced Media Production (LAMP) at Australian Film TV and Radio School (AFTRS). This project has been funded and built by the New Media Consortium

NMC Team:
Larry Johnson (Larry Pixel)
Alan Levine (CDB Barkley)
Rachel Smith (Ninmah Ash)
NMC Second Life Building Team:
Chris Holden (CJ Carnot)
Beth Satchjen (Stella Costello)

Voiceover Actors:
Maggie Blinco
Boris Brkic
Christopher Morris
Ophelia Of The Spirits
Alice Parkinson
Evelyn Parsonage
Recorded at Megaphone Studios
Engineer: Shane Fahey

Additional thanks to:
Larry Johnson
Therese Fingelton
Gary Hayes
Jeff Wegener
Ian Waddely
Nick Noakes

sl_macbeth

Sep 162008
 

‘Growing Worlds” An abridged Presentation on Games Writing and Adaptation by Joe Velikovsky

(Note: the first half of the podcast contains loopback echo due to technical issues)

In this abridged (20 out of 35 mins) presentation at a LAMP Insight ‘Growing Worlds – Games Adaptation Seminar’  Joe looks specifically at the practical side of games design and adaptations from existing IP or story ideas. He talks about console games writing, how they are developed and some of the titles he worked on including Looney Toons and Jumper.

“every chapter has its own introductory and outroductory. We ended up with this entire game summary a couple of meters high and wide so that everyone could easily refer to it and know exactly which level they were making at anyone time – what was in it and what the mission objectives and stories were. We ended up with 10 walkthroughs which were about 40 pages per chapter, times 10 chapters and if you included the images there are about 70 pages, 20 cut scenes of about a page each, and this big excel spreadsheet with over 1060 rows of dialogue.”

He talks about his experience across screen writing leading to writing for games and then looks closely at the target demographics and how they influence the design and what content to include alongside the style of gameplay. Joe then looks at the visual aesthetic, game play and design of Looney Toons in more detail and the structual aspects that are inextricably linked to the gameplay and narrative that permeate the story world and the amount of work that is required to create these large game play environments.

JOE VELIKOVSKY – Screen and Games Writer

Joe Velikovsky is a Producer, Designer and Screenwriter in the fields of New/Digital Media, Game Design, TV and Film. He has been a Professional Writer, Game Designer and Producer for over a decade. The game, film and TV genres he has worked in include drama, sci-fi, horror, and comedy. Professional experience includes:

  • Senior Game Designer, Game Co-Writer, and Producer: JUMPER: Griffin’s Story videogame (Xbox 360 SKU only), based on the Fox movie, developed by Redtribe, published by Brash Entertainment, February 2008. [http://www.jumpermoviegame.com/]
  • Game Writing and Design consultant to various New Media producers, for The Australia Council and Screen Tasmania.
  • Senior Game Designer and Game Screenplay Writer, LOONEY TUNES: ACME ARSENAL videogame (on PS2, Wii, and Xbox 360), released worldwide by Warner Bros Interactive, October 2007 in the US, February 2008 in Australia. [http://looneytunes.warnerbros.com/acmearsenal/]
  • Writer/Creator of an EPOC (Electronic Proof Of Concept) mobile phone web-soap prototype, with Australian Film Commission funding, LIFERAFT, 2005. Producer Michael Robertson, Prodigy Films (producer of film Blackwater).
  • Creative Director of A-Rage Pty Ltd. Producer, Director, Game Designer and Writer on the `Augmented Reality’ game Sky Invaders 3-D which won 2nd Prize for the `Best Unsigned Professional Game’ at the 2004 Australian Game Developers Conference. www.a-rage.com
  • Mobile-phone comic-strip producer and author,“Dr N. Sayne” launched by m.Net at www.mobster.com.au. (The first exclusive mobile-phone-comic-strip in Australia) 2004.
  • Co-Game Designer, Saturday Night Speedway, developer Ratbag Games, published by Atari.
  • Writer/Game Designer on sci-fi action thriller PlayStation2 game, IKON, for Ratbag Games (in turnaround), 2002.
  • National Games Market Analyst for Australia, Inform Pty Ltd, Sydney (now GfK). Clients included Sony, Microsoft, Nintendo and all the members of Australian Visual Software Distributors Association, 1999-2000.

MP3 recording time 22:38 (6.7MB) Click to listen

This podcast was recorded as part of the Screen Tasmania, Australia Council and LAMP@AFTRS seminar on Games Writing called Growing Worlds delivered in May 2008.

All LAMP podcasts are published through iTunes – click on the icon below if you have iTunes to subscribe now!

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded on a DV cam by Australia Council (echo issues)

Description, editing, podcasting and produced by Gary Hayes

Aug 122008
 

Previously highlighted on the LAMP site here The Thursday’s Fictions cross-media jamboree continues on and has been put into the Atom finals awards 2008 as Best Multimodal Production (other 3 entries below).

Award Recipients – Names: Richard James Allen, Gary Hayes, and Karen Pearlman

Award Recipients – Organisations: The Physical TV Company, AFTRS LAMP (The Australian Film Television and Radio School – The Laboratory for Advanced Media Production), The Literature Board of the Australia Council ‚- The Story of the Future, and The Project Factory

thursdays02Thursday’s Fictions is a fantastical parable about reincarnation by Australian writer Richard James Allen which has evolved over almost twenty years to become a cross media work for the stage, the page, the screen and most recently with help from LAMP, the new media creative platforms of Second Life (a 3D online immersive interactive story world) and machinima (cinema made inside a games engine).

This documentary devised and edited by Gary Hayes and co-produced with Physical TV.

Voice-overs captured and reassembled from a LAMP Virtual Story seminar in May 2007. Original podcasts here.

Best Multimodal Production (4 finalists)

The Oasis
NSW Ian Darling Shark Island Productions

Find 815
Hoodlum / ABC (US)

Thursday’s Fictions
Richard James Allen, Gary Hayes and Karen Pearlman.

NSW The Physical TV Company, AFTRS LAMP,
The Literature Board of the Australia Council

Girl Friday
Victoria Kylie Robertson Ish Media

Jun 072008
 

John Banks and Peter Giles interview Matt Costello in two parts at the LAMP: Story of the Future Residential held at Couran Cove, Queensland, Australia in December 2007.

The Game of Writing Games with Matt Costello from AFTRSTalks on Vimeo.

Matt talks about story worlds and how the game play is very dependent on the underlying story and how more importantly they really need to be developed in parallel. He uses Bioshock and the first Halo as examples of how story is really starting to permeate games in a more integrated way. Matt also refers to two games he recently wrote, Rage and Pirates of Caribbean as how the iterative and creative process work from first hand experience, but points out that each game development and production is often different from the last.

“There is a heightened awareness that the story is important. Not that the narrative has to be linear or has to drive the gameplay, its just that the way the next generation machines look, the graphics and the new engines that are being developed, it has to be treated as a very serious thing…do I find that a lot of people create that bubble of time to sort of play with those ideas? Sometimes yes and sometimes no but often it can show in a project. But if there is one suggestion I would make to the industry in general is make that time, do the retreat, go for a week in the mountains, and come back and have in paper form the world and the story and the gameplay you want to have.”

Matt Costello 01The discussion moves to adaptations of games using existing properties like Aladdin, the aesthetics of games and in part two the cross-over form between film and game and the skills required by future creatives. Matt thinks that screenwriters are not being given the opportunities at film schools to immerse themselves in interactive media and visa-versa interactive students do not learn the deep storytelling skills. This doesn’t create the opportunity to create a new kind of person – a talented script writer who understands non-linear and interactive. Matt uses the examples of early animation when writing stories for cartoons seemed quite odd at the time of early Disney and then about games leading the film writing and Matt’s work informing the story for the next Pirates of the Caribbean film. The interview finishes with a discussion about the lack of courses looking specifically at growing story worlds and writing for games.

MP3 recording time 24:38 (10MB) Click to listen
MP4 recording time 24:38 (126.5MB) Click to download

ABOUT LAMP PODCASTS

All LAMP podcasts are published through iTunes – click on the icon below if you have iTunes to subscribe now!

This podcast presentation produced and presented by LAMP @ AFTRS.

Filmed by Fadia Abboud, Sound by Peter Giles and Fadia Abboud
Podcast description, editing, processing and publishing by Gary Hayes

MATT COSTELLO – Writer and Games Designer, Polar Productions
Matt CostelloMatt Costello is based in New York, London and LA and has written ground-breaking and award-winning novels, games, and television. Matt has scripted dozens of best-selling games and of one Time Magazine said, “The story is delivered with unusual art.” He wrote the groundbreaking Pirates of the Caribbean 3 game across all platforms and has been commissioned to do the fourth in the series.

Since writing the critically acclaimed classic game The 7th Guest, he has scripted dozens of best-selling games such as Shellshock-Nam ‘67 (Guerrilla Games and Eidos), Bad Boys 2 (Empire) and 2005’s Doom 3 winner of an unprecedented five awards at E3 including the Game Critics Award: Best of E3. Just Cause, co-written for Eidos, debuted as the #1 game for Xbox 360 in the UK. Named ‘Best Adventure Game’ at the 2006 E3, it premiered on the US best-seller lists as the #2 Xbox 360 game.

He has written a major new game for Eidos and Rage a new game for ID Software and other notable games include:

  • Hercules, for Disney Interactive
  • The Dark Half, for MGM.
  • Derelict, for The Sci-Fi Channel
  • Fatal Illusion -The Clue Chronicles – for Hasbro
  • Barbie’s Riding Adventure–for Mattel
  • Clifford’s Reading– for Scholastic
  • Starsky & Hutch – for Empire
  • The Italian Job – Eidos

Matt also specialises in the kid’s genre and has created many award-winning games for children. Several years ago he co-created one of the first major experiments in ‘two-way TV’, called ZoogDisney. Branded as ‘TV you do’ – for two years the ZoogDisney weekend bloc re-shaped the Disney channel, bringing it squarely into the interactive and ‘tweens world. He has written a kids book series for Scholastic , The Kids of Einstein Elementary, which blends adventure and math and also scripted episodes of the award-winning PBS animated series, Cyberchase. Other awards include the landmark Aladdin’s Mathquest with math expert Marilyn Burns for Disney, as well as A Cartoon History of the Universe (Putnam).

Matt is a designer of many role-playing and board games, including Dungeons and Dragons, Call of Cthulhu, Batman, Lone Wolf & Cub, and many others. He also co-wrote episodes of the BBC/Disney series Microsoap, winner of the Prix de Jeunesse and is currently creating an MMOG using Multiverse which integrates its story world with an animated Childrens BBC TV series. Penguin published his latest novel, Nowhere, in 2007.

Apr 242008
 

Marissa talks through her experiences of extending stories into online and other platforms looking specifically at her work on the enigmatic cross-media service created by Hoodlum for Emmerdale. She talks about call-to-actions, multiple entry points, point-of-view, story worlds, gameplay and trail heads as part of this experience creation for the audience. One technique she uses is thinking about how you want them to feel, their role and giving them ownership and a feeling of importance. Something overlooked in many cross-media services is actually giving them stuff to do and Marissa talks about the many and various activities the non-passive, participants in Emmerdale could take part in. There are still places for linear moments in these and more subversive ARG services as that is part of the reward if the players achieve significant progress. She wraps up by saying that the audience needs to know this exists so meticulous planning of the marketing is as important as the service itself.MP3 recording time 18:27 (6.4MB) Click to listen

A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.

MARISSA COOKE – TV, new media and advertising writer, new media producer

Marissa has worked extensively in television, cross-platform entertainment and interactive advertising over the past 10 years as a writer, creative strategist and content producer on a diverse range of innovative, award-winning cross-media projects.

As a new media content producer and senior interactive writer for Australia’s first interactive television series produced by Hoodlum Active, Fat Cow Motel (ABC, Austar), Marissa was responsible for developing an immersive, cross-platform game and producing interactive content across web, iTV, email, mobile and dial-up channels that delivered unprecedented results for the ABC becoming the most visited TV website ever for ABC Online. Marissa also worked on an innovative pre-broadcast viral media campaign delivered via print, radio, email, SMS and web. Marissa won the inaugural Australian Writers’ Guild Interactive Media Award in 2005 for her work on Fat Cow Motel.

Marissa was also a scriptwriter on the AFI award-winning first series of the Foxtel drama series Love My Way (Southern Star), as well as the Australian-German co-production Blue Water High (Southern Star) and the SBSTV Mockumentary Series, S(truth).

Marissa’s recent work includes roles as Interactive Content Producer and co-writer for the Yahoo! 7 interactive drama series and game, PS Trixi produced by Hoodlum Active – a world-first 12 episode new media ‘event’ delivered across web, Instant Messenger, email, mobile and video platforms.

Most recently, Marissa worked as creative strategist, concept and gameplay designer for Emmerdale Online, a new interactive, cross-platform channel and narrative-based game produced by Hoodlum Active for the hugely popular UK television series, Emmerdale. Emmerdale Online has recently been nominated for several prestigous international awards including Best Drama in the MIPCOM Mobile, Internet and CrossMedia TV Awards, and Best TV online channel for the 2007 Pixel Awards.

Marissa is currently developing several of her own cross-platform projects as well as consulting for a range of clients including television programme producers and award winning interactive advertising agency Tribal DDB as a digital content developer and copywriter across campaigns for Volkswagen, NIKE, Gatorade and McDonalds, three of which were awarded Gold Medals at the prestigious Montruex International Advertising & Multimedia Festival in 2006 & 2007.

ABOUT LAMP PODCASTS

All LAMP podcasts are published through iTunes – click on the icon below if you have iTunes to subscribe now!

This podcast presentation produced and presented by Gary Hayes for LAMP @ AFTRS.

Audio recorded, edited and processed by Brett Robertson and Gary Hayes

Feb 122008
 

GROWING WORLDS: TURNING YOUR STORIES IN TO GAMES
Presented by AFTRS LAMP, Australia Council’s Story of the Future and Film Victoria

So what makes a great game and what skills do creators of these experiences need in order to develop compelling commercially viable content for the future?

A seminar, interview and workshop for story-tellers interested in adapting their work for games.

When: Saturday 1st March, 2pm – 5pm
Where:
Screen Pit, ACMI, Federation Square, Flinders Street, Melbourne
Cost:
$45, to Register Call: 03 9602 2300 during business hours to reserve your place. Payments must be received by 29 Feb prior to the event

The recent emergence of games as a storytelling platform is extending the familiar narrative family of books, plays, film and television. The next generation of games will rely on story, narrative and character development to immerse users inside the experience and allow them to live the story. Come and hear award-winning novelist, TV and games writer Matt Costello talk about the key ingredients of planning, writing, designing and structuring a compelling game, referring to the types of stories and characters best adapted from other media. The interview session will also include a look at role-playing game environments inside social virtual worlds, production methodologies, user-generated games and a market overview. Matt will be joined by speakers including Kurt Busch from Krome Studios who will provide an overview of the games development business and contextualise new creative opportunities in this area. Attendees will have the opportunity to workshop stories and games in a rapid development session. This is a must-attend seminar and workshop for creative writers, producers and broadcasters of every flavour who are considering turning their stories into console, online or casual games.
Matt Costello’s innovative work includes ground-breaking and award-winning novels, games, and television.

MATT COSTELLO – Writer and Games Designer, Polar Productions

Matt CostelloMatt Costello is based in New York, London and LA and has written ground-breaking and award-winning novels, games, and television. Matt has scripted dozens of best-selling games and of one Time Magazine said, “The story is delivered with unusual art.” He wrote the groundbreaking Pirates of the Caribbean 3 game across all platforms and has been commissioned to do the fourth in the series.
Since writing the critically acclaimed classic game The 7th Guest, he has scripted dozens of best-selling games such as Shellshock-Nam ‘67 (Guerrilla Games and Eidos), Bad Boys 2 (Empire) and 2005’s Doom 3 winner of an unprecedented five awards at E3 including the Game Critics Award: Best of E3. Just Cause, co-written for Eidos, debuted as the #1 game for Xbox 360 in the UK. Named ‘Best Adventure Game’ at the 2006 E3, it premiered on the US best-seller lists as the #2 Xbox 360 game.

OzCoFilm Vic

Jan 162008
 

A sadly highly abridged 6 minute recording of a great talk by Jennifer looking at upcoming demo/psycho graphics particularly generation C (12-24) that she thinks stands for community, creativity and content. They are non-watch wearers as they have some many devices who needs it. She looks at their current modes of communication and bizarrely they see email as out-dated and have moved on. Exploring social networks, Jennifer points out the four layers of connection within generation C and how the upper limit of 150 is similar to corporate thresholds of efficiency. She finishes, before being cut off, on explaining why email is an issue for this group.MP3 recording time 6:00 (2.2MB) Click to listen

A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.

JENNIFER WILSON – Head of Innovation, Nine MSN

Jennifer WilsonJennifer Wilson has over 20 years in interactive consumer content and information services, from first building interactive voice response systems in the UK, through voting, banking, gambling and marketing services; online and on all forms of telephone, fixed and mobile.

She was previously Managing Director of HWW, a specialist content aggregation, syndication and digital publishing company, which provides the yourTime™ products (yourMovies, yourTV etc). HWW is also a major developer of mobile sites, providing mobile publishing tools for hard-to-source content as well as building third-party mobile (and web) sites. HWW was recently purchased by ninemsn.

Jennifer holds a patent in the delivery of TV to mobile phones. She has a keen interest in social networking, digital public spaces, tribes, blogs and forums and the interesting digital world of Gen-C.

ABOUT LAMP PODCASTS

All LAMP podcasts are published through iTunes – click on the icon below if you have iTunes to subscribe now!

This podcast presentation produced and presented by Gary Hayes for LAMP @ AFTRS.

Audio recorded, edited and processed by Brett Robertson and Gary Hayes

Jan 162008
 

Andrew looks at the nuts and bolts of making money with your content online. He looks at a range of emerging online portals setup to aggregate and share revenues with independent content providers and talks about examples including Revver, Grouper, BlipTV and Crackle. To create a sustainable business you have to connect with interest groups across social networks and existing portals setup to focus a global niche towards your content. “What makes aggregators take notice, audience” leads Andrew to explore that all content put in-front of distributors has to come hand in hand with an existing following. Creative examples investigated are LonelyGirl15, Ask a Ninja, Rocketboom, Afterworld and other notables who were clear about defining their audience and meeting that need. For most content providers nowadays there are two clear paths, sell your audience to a big media group or sell to advertisers who want to reach your audience.MP3 recording time 14:54 (5.2MB) Click to listen

A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.

ANDREW APOSTOLA – Creative Director Portable Content

Andrew ApostolaAndrew Apostola is the co-founder and Creative Director of Portable Content, an Australian based digital studio that designs and manages innovative web applications for a range of clients in the online space.

In 2006 the company successfully launched portablefilmfestival.com, a user generated video site that distributes video to users through portable video platforms including iPods, mobile phones and laptops. In 2007 the project expanded internationally and was recently launched in the United States at the South By South-West Film and Interactive in Austin Texas.

Andrew has worked for a range of broadcasters and media providers and is well known for successfully launching the Student Youth Network alongside Portable Content co-founder Simon Goodich in Melbourne in 2003. The network is the largest youth media orgnanisation in South-East Asia, operating a full-time terrestrial radio license and broadcasting on television and the web.

As Creative Director of Portable Content Andrew follows the emerging online video sector closely and develops and implements innovative video components for the company and its clients. These include the creation of classnet, a video sharing community for educators and students and syn.org.au, an online distribution platform for independent mediamakers.

Andrew has completed a Bachelor of Arts in Media Studies at the Royal Melbourne Institute of Technology (RMIT), a Post Graduate Diploma in English Literature at the University of Melbourne and Film and Television Production at Ryerson University in Toronto.

ABOUT LAMP PODCASTS

All LAMP podcasts are published through iTunes – click on the icon below if you have iTunes to subscribe now!

This podcast presentation produced and presented by Gary Hayes for LAMP @ AFTRS.

Audio recorded, edited and processed by Brett Robertson and Gary Hayes

Jan 162008
 

John explores the intersection of online games and games communities and highlights key techniques in drawing traffic and communities to your property. He uses Fury developed by Auran games as one example and how the relationships with key influencers were nurtured, using genuine and authentic dialogue and co-creation. He is clear pointing out that the wisdom of crowds of key influencers are the best resource for anyone developing a creative service and you must see them as a market and even consider a transparent commercial relationship. Finally he cites Henry Jenkins and says you must be careful and not treat this community as a free resource, it is very easy for it to be counter productive if not managed properly.MP3 recording time 17:55 (6.2MB) Click to listen

A series of podcasts of short presentations given by mentors at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.

Dr. JOHN BANKS – Researcher & Games Manager

John BanksDr John Banks is a postdoctoral research fellow in the Federation Fellowship program, ARC Centre of Excellence for Creative Industries and Innovation, Queensland University of Technology. His research interests focus on the emerging relations between media corporations, educational and cultural institutions, and user-led innovation and consumer co-creation in participatory culture networks. He has a particular interest in videogames.

From 2000-2005 John worked in the videogames industry for Brisbane based Auran Games as an online community manager, focusing on the development of user-led content creation networks within the context of game development projects; he has published widely on research grounded in this industry background. He was also a researcher and project leader at the Australasian CRC for Interaction Design (ACID). His background also includes research and tutoring in literary theory and cultural studies at the University of Queensland (School of English, Media Studies and Art History).

John’s current research & consultancy continues to work at the interface of game developers and gamers as they negotiate emerging co-creation relations. He is currently working with Auran Games on social network strategies for their forthcoming massively multiplayer online game, Fury. In April 2007, John gave an invited presentation to the Convergence Culture Consortium, MIT, addressing the challenges of co-creation relationships (“Navigating Co-Creator Relationships: How do you make this Damned thing Work?”) You can see John’s recent presentation on these issues for AFTRS Centre for Screen BusinessABOUT LAMP PODCASTS

All LAMP podcasts are published through iTunes – click on the icon below if you have iTunes to subscribe now!

This podcast presentation produced and presented by Gary Hayes for LAMP @ AFTRS.

Audio recorded, edited and processed by Brett Robertson and Gary Hayes