Sep 242007
 

A stellar line-up of mentors from all over Australia and a few internationals have been confirmed for the 7th Live-in-lab (LAMP: Story of the Future) on South Stradbrooke Island, Queensland Nov 07. They can be seen on the mentors page or copied below.

GUARDIAN MENTORS

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.

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.

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 Business (User co-creation relations: Emerging social network markets) here.

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.

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.

ANTHONY EDEN – Interactive Producer and Designer

Anthony EdenAnthony “Arse” Eden is a co-founder and director of Snepo Research, an Australian software and game development studio with a strong focus on innovation. Arse spends his time at Snepo researching new interface and software technologies as well as directing the production of public facing interactive systems. Over the last two years Snepo has cemented its place as a premier development shop, servicing customers all over the world.

Arse has co-authored books on software development and digital creativity, including New Masters of Flash and titles on 3D and Game development. He’s developed award winning educational software for Microsoft and the ICAC and his work has appeared on NBC, CBC and Channel 4. He’s run interactive game development workshops in Norway, Wales and Canada. He’s also an internationally known speaker, having presented at conferences all over the world.

His passions lie in the application of abstract mathmatic principals to the digital realm. By combinding those principals with his fascination with natural patterns and organic relationships he creates truely unique and engaging interactive experiences.

JACKIE TURNURE – Non-linear storyteller

Jackie TurnureWith script editing and writing experience in both traditional and new media, Jackie Turnure brings a unique perspective to the role of narrative in cross media production. For the last 15 years she has been working across film, television, games and online production, with a particular focus on animation and children’s content.

Jackie received her Bachelor of Arts (Visual Communications) from Sydney College of the Arts and her Master of Fine Arts (Film Production) from San Francisco State University. She spent nine years in the US teaching screenwriting at New York University, Hunter College and the Academy of Arts College, San Francisco. During that time, Jackie wrote and directed eight short films and videos that have won awards and screened internationally.

After returning to Sydney, Jackie produced and directed three 3D animated kids’ games for PC, “Bananas in Pyjamas ” It’s Party Time”, “Oz – The Magical Adventure” and “Oz – The Interactive Storybook”. The games have won numerous awards and been distributed in 18 countries. Jackie lectures part time at AFTRS, was an industry mentor at the NSW Film and Television Office’s Indigenous Writers Workshop, ran a Game Design Workshop in FTI in Perth and gave a workshop on Alternative Narratives for the Australian Writer’s Guild. In addition, Jackie works as a script editor and story consultant on feature films, animated television series and animated games. She recently completed story producing and writing 3 episodes on Deadly, a half hour animated TV series based on the books by Paul Jennings and Morris Gleitzman. Jackie was the script editor and voice director on Stolen Life, an animated feature produced in Machinima, written and produced by Peter Rasmussen. She has just recently won a development award at Milia 2007 from Ogilvy and AMEX for her ARG project ‘Diamond Reef’.

GARY HAYES – Director LAMP and Head of Virtual Worlds, TPF

Gary Hayes

Gary is the Director of LAMP and the Head of Virtual Worlds with the UK ‘The Project Factory‘. He has led The Laboratory for Advanced Media Production at AFTRS since 2005 that has helped develop 54 Australian emerging media projects and run hundreds of workshops and industry seminars. As Head of Virtual Worlds at the Project Factory he has personally produced, designed and built Second Life presences for Australian brands, including Telstra, Tourism and MultiMedia Victoria, Physical TV and ABC TV. He is currently developing experience worlds for fortune 100 and other global companies.

Before coming to Australia Gary was Senior Producer at BBC Broadcast and New Media for 8 years devising and producing many of the BBC’s digital “firsts” – the first 24/7 Interactive TV service, the first live internet documentary and the first truly interactive programming for Broadband TV. He also created over 20 other enhanced TV shows, several future BBC cross-platform navigators and was part of BBC Imagineering developing early “inhabited TV”, Virtual World and TV Mixed Reality formats.

He was a driving force behind New Media training and strategy and became BBC Senior Development Manager in New Media and simultaneously chaired the Business Models for TV-Anytime (the global personalized TV standard). He moved to the US in 2004 to develop on-demand TV with broadcasters such as NBC and CBS and also line produced the Showtime’s enhanced L-Word, PVR service as part of the AFI initiative. He recently co-authored a UK Department Trade and Industry Report on Personalised TV and has been an International Interactive Emmy juror for the past two years.

Gary recently keynoted on virtual worlds at CeBit, AIMIA, Monash and presented on education and brands in virtual worlds on radio, podcasts and many seminars. He produces dramatic and corporate machinima and runs workshops in virtual Multi User Story Environments (vMUSE’s) for cinematographers, designers, and script writers – exploring the potential of shared, social online virtual worlds for collaborative production, creativity and education. He runs several popular blogs including media personalisation, digital brands, new media forms (personalizemedia), Second Life POV (justvirtual) and many others found here on his Wikipedia user profile.

PRODUCTION MENTORS

CATHERINE GLEESON – Interaction Designer

Catherine GleesonCatherine has been working as a Creative Director in print and new media since 1988. She has extensive experience in information design and visual communication. Her projects include: creative direction of visitor multimedia for the National Gallery of Victoria’s (NGV), Centre for Australian Art at Federation Square.

Past work includes consultation, creative direction and design on local and international projects for clients such as: the National Geographic (Washington); the Smithsonian Institute (Washington); the American Museum of Natural History (New York); Foster’s Brewing Group; Lonely Planet and ANZ.

Through her company Platform09, Catherine also maintains a separate creative practice. Past projects have included: collaborative, installation work for Experimental; motion graphics, animation and multimedia design for theatre, film and video.

PETER GILES – Head of Digital Media AFTRS & Producer LAMP

Peter GilesPeter has worked as the Head of the Digital Media Department since 1998 and has established Australia’s leading postgraduate and professional programs in Visual Effects, Interactive Media, Broadcast Design and Computer Animation. The Department has produced short films that have won both Australian and international awards for artistic and technical excellence.

Prior to joining the AFTRS Peter worked as Digital Media Manager for Metro Screen where he initiated programs to develop the skills of new and emerging filmmakers. He managed a wide range of innovative production workshops in partnership with organisations including the Loud Youth Festival, IBM, the Australian Film Commission, the NSW Film and Television Office, ABC Online, SBS TV, the Performance Space, the Australian Centre for Photography and the Australian Network for Art and Technology.

Peter has developed digital media curriculum and taught workshops at the University of Sydney, the University of Technology, Sydney, Griffith University and the Queensland University of Technology in Brisbane.

Over the past 15 years Peter has produced projects for radio, television, film and interactive media. His video artwork has been exhibited at the Museum of Modern Art in New York, the Museum of Contemporary Art in Sydney and the Institute of Contemporary Art in London. Peter is a well known commentator on digital media and is currently the Chair of the Sydney Chapter of ACM SIGGRAPH, the leading computer graphics industry body.

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Dec 042006
 

“Games don’t need a story – writers in the games industry are essentially unnecessary” Mark Laidlaw, VALVE

Jackie Turnure presented by AFTRS LAMP as part of its Friday Futures Series.

Taken out of context, this comment could be dynamite, but the point made by Mark and many of the speakers at the Writing for Games conference is that the most important question game players ask is ‘is it fun to play?’. This statement goes to the heart of the need for games writers to understand that they serve the player. Storytelling for games only works if it is immersive and interactive. Forget this and you’re not writing a game.

How story works in a game, the role of the writer, and how to technically script a game are all topics Jackie Turnure will be touching on in her 1 hour overview of the 2006 Austin Texas, Writing for Games Conference

Summary of the presentation

Jackie Turnure is one of the mentors at LAMP and lecturers at AFTRS in the area of games, online role playing, extended reality and virtual worlds (full bio below). This talk combines much of her knowledge as professional writer gained from her experience in the interactive industry along with a recent trip to the Austin Games Conference where she met and heard some of the best Games Writers in the World. She referred to presentations by four key writers who presented at the conference. The first Mark Terrano of Hidden Entertainment talked in his keynote about stories that are like home movies, meaningful to them, about not using other mediums to analyse or design games and most importantly for would be writers to actually play games to understand them. He finished on the importance of embracing user content, the personal experience, people want to personalize. Alexis Nolent a writer for Ubisoft made a key point that a writer is involved through the whole game production process not just at the beginning. Games are not remembered for the writing, gameplay is. But gamers often complain about bad story so it is critical to embed writers with the level designers to produce strong narrative at all points.

The third writer was John Sutherland from Microsoft who talked about conflict is important for drama. “Try selling the superman story without kryptonite”. Story will emerge from conflict and for MMO’s once the conflict is set up the writer has to learn to let go, as the players themselves create the story. Rules of games, do – if possible, show – if you must, tell -last resort. Rafael Chandler from Media Sunshine made a point in his talk about the production process, that gamers dont want story, they already have it. The final speaker was outside the writing stream. Raph Koster is renowned for dropping bombs in conferences and his main point here was that the ‘big’ games are finished. Console games and gigantic MMO’s are finished, ‘Age of the Dinosaurs’. His point was that games become services not products and that publishers and games creators will start to fragment with many hundreds and thousands entering the market creating small, niche services.

For this talk Jackie finished on her own ‘busted myths’ that she gleaned from the conference. They included myths such as:

  • Games = shooters
  • Games aren’t stories
  • Audience contribution is new
  • Interactivity breaks emotional engagement
  • Conflict = combat
  • Personalised content is not story
  • Story is king

and had some good news to finish on. Traditional skills do cross over in story, emotional engagement, genre, character, conflict, structure and dialogue and her final, final message was about the new skills many writers need to develop:

  • Balancing narrative with agency
  • Player is the protagonist
  • Making navigation transparent
  • Controlling rhythm and pacing
  • Incorporating personalisation
  • Encouraging real world interaction

PDF (83k) of the Powerpoint

MP3 recording time 41:15. (9.5MB) Click to listen

PODCAST SUBSCRIPTION
All LAMP podcasts are also published through the iTunes store.

ABOUT JACKIE
Jackie TurnureWith script editing and writing experience in both traditional and new media, Jackie Turnure brings a unique perspective to the role of narrative in cross media production. For the last 15 years she has been working across film, television, games and online production, with a particular focus on animation and children’s content.

Jackie received her Bachelor of Arts (Visual Communications) from Sydney College of the Arts and her Master of Fine Arts (Film Production) from San Francisco State University. She spent nine years in the US teaching screenwriting at New York University, Hunter College and the Academy of Arts College, San Francisco. During that time, Jackie wrote and directed eight short films and videos that have won awards and screened internationally.

After returning to Sydney, Jackie produced and directed three 3D animated kids’ games for PC, “Bananas in Pyjamas ” It’s Party Time”, “Oz – The Magical Adventure” and “Oz – The Interactive Storybook”. The games have won numerous awards and been distributed in 18 countries. Jackie lectures part time at AFTRS, was an industry mentor at the NSW Film and Television Office’s Indigenous Writers Workshop, ran a Game Design Workshop in FTI in Perth and gave a workshop on Alternative Narratives for the Australian Writer’s Guild.In addition, Jackie works as a script editor and story consultant on feature films, animated television series and animated games. She recently completed story producing and writing 3 episodes on Deadly, a half hour animated TV series based on the books by Paul Jennings and Morris Gleitzman. Jackie is currently script editing and voice directing Stolen Life, an animated feature produced in Machinima, written and produced by Peter Rasmussen.

Recorded at AFTRS Sydney 1 Dec 2006

Audio edited and processed by Gary Hayes.

May 302006
 

The Digital Distribution Business Model © Peter Giles 2006.

Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams developing emerging media projects.

Keren Flavell “If you can get traffic, interest in your property, create a community and measure it…that is a really compelling argument to get funding…the advertisers want to reach people who are interested in a specific subject/product”. Peter covers a large part of the brand, business models and distribution ‘new revenue’ landscapes in this talk and begins by referring to the simple things such as getting your ‘name’ right in the global mix, so that you are able to effectively take part in the long tail phenomenom, “Mass audience to global niche audiences”. He plays a short excerpt of Chris Anderson explaining the long tail concept and shows other examples of recent successful models such Artic Monkeys, Michael Moore web 2.0 applications, MySpace, JibJab, Lego cross-branding and Rocketboom.

Peter says today’s model is primarily getting audience share as cheaply and effectively as possible – by understanding and using social networks and the blogosphere but also by being unique and viral. Once these audiences are in place then it is far easier to monetize and bring in advertising interest. Another important area of digital distribution is being heard in the noise. Peter talks eloquently about the findability and consistency of branding at each point of entry that the user makes into your service. He then talks about the easy ways to increase your exposure and chances of being found by highlighting the key web 2.0 (user publishing, collaboration & democratized distribution) services such as blogs, podcasting, RSS and many more. He continues by talking about the four ‘m’s’ (citing Ken Rutkowski) as a way to think about the business development of your digital property. Move people, Manage them, Monetize them and most crucially Measure them – really understanding how the audience have used your service/s is critical now. He finishes by pointing out that it is critical to adopt a combination of methods (web 2.0 and others such as search optimisation) and use the cross-media paradigms that permeate peoples lives now – much of the new ways to get your digital property into the marketplace are relatively cheap or even free and should not be overlooked.

PODCAST SUBSCRIPTION
All LAMP podcasts are also published through the iTunes store.

PETER GILES – Head of Digital Media, AFTRS

Peter has worked as the Head of the Digital Media Department since 1998 and has established Australia’s leading postgraduate and professional programs in Visual Effects, Interactive Media, Broadcast Design and Computer Animation. The Department has produced short films that have won both Australian and international awards for artistic and technical excellence.Prior to joining the AFTRS Peter worked as Digital Media Manager for Metro Screen where he initiated programs to develop the skills of new and emerging filmmakers. He managed a wide range of innovative production workshops in partnership with organisations including the Loud Youth Festival, IBM, the Australian Film Commission, the NSW Film and Television Office, ABC Online, SBS TV, the Performance Space, the Australian Centre for Photography and the Australian Network for Art and Technology.

Peter has developed digital media curriculum and taught workshops at the University of Sydney, the University of Technology, Sydney, Griffith University and the Queensland University of Technology in Brisbane.

Over the past 15 years Peter has produced projects for radio, television, film and interactive media. His video artwork has been exhibited at the Museum of Modern Art in New York, the Museum of Contemporary Art in Sydney and the Institute of Contemporary Art in London.

Peter is a well known commentator on digital media and is currently the Chair of the Sydney Chapter of ACM SIGGRAPH, the leading computer graphics industry body.

Perth 12 May 2006
Click to listen

May 292006
 

Thinking Big on the Small Screen © Keren Flavell 2006.

Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams developing emerging media projects.

Keren FlavellKeren looks broadly at the business, creative and future implications of the mobile industry. Beginning with a ‘branded Octopus’ metaphor Keren approaches “Thinking Big on the Small Screen” from the key perspective of mobile being an offshoot of the web and saying how it should be allowed to grow organically in the same way. The key challenges she raises with the independent content producer at the moment include how to reach the audiences, the skill of platform targeted service design, how to distribute content on and off portal and how to make money from all of this. With 2.5 billion mobiles in the world we are seeing more and more people accessing the internet via mobiles yet content providers are not creating mobile friendly sites and content delivered via this IP route.

Keren then talks about mass niche, the broadcast model evolved to personalized content that is relevant and timely to individuals. The mobile device at the moment is the most appropriate for this kind of personalized content but highly under utilised. She talks further about creating a richer experience on the next generation of devices that can handle much richer media and more importantly ubiquitous application environments such as Flash. Among the range of tips that Keren gives are: a) if you are creating services use the expertise of each operator to format your content for the vast range of devices on the market, dont waste time trying to do it yourself, b) if you go it alone then make sure people can get to your content using a range of referrals (she talks about semacode for example) and c) also try to build a community up around your content. She mentions that people are just waking up to mms sharing and that we all should be encouraging this activity as content providers by integrating this into our services.

In summing up Keren talks about usuability, relevance and experience. The quality of service is critical, if a game or video download fails then people will not go back and buy more. She talks about some innovative community services such as Funky, Sexy, Cool – a simple peer voting application that really grows communities using this as an example to point out that localised partners are critical to its success. As a final point she says there are real opportunities in building users through services that draw audiences into sharing, distributing, creating and involved in topical discussion – web 2.0 on mobiles.

PODCAST SUBSCRIPTION
All LAMP podcasts are also published through the iTunes store.

KEREN FLAVELL – Interactive Producer

Keren Flavell is an award-winning producer with over 10 years experience in interactive media production, documentary, radio and print, taking projects from conception through to production to sales and distribution. While heading up digital media production company, Springtime Productions, she won the prestigious Gold Hugo Award at the Chicago International Film Festival – Best Entertainment Website for the ABC/Film Victoria Digital Media Fund Accord project Sounds Like Techno.She also produced online documentary projects for SBS and Chunky Move. Keren’s other credits include producing major websites for BMG, Universal Music and Sanity. Keren is frequently engaged as a consultant on interactive media production strategy and implementation and her clients include ACMI (Australian Centre for the Moving Image), Jack Morton Worldwide, Southern Cross Cables, Royal Children’s Hospital and MusicMate.

Presently she is on the Lab3000 steering committee and AIMIA Victoria sub-committee. Keren has been a speaker at events such as the AIMIA conference, AIDC, Adelaide Festival FutureProof and lectured in new media production at Victoria College of the Arts, La Trobe University and Victoria University.
She is course director of the Development for Mobile Content course, run by AFTRS. Keren is the convenor of Mobile Monday Melbourne networking event and hosts a weekly podcast called the Mobile Media Show as well as a regular guest position on technology show Byte Into It (3RRRFM).She also runs a mobile entertainment network blog called OMG.tv. Prior to launching into a career in new media Keren wrote a guidebook titled Camping and Tramping in Australia’s National Parks (Random House) that has sold over 20,000 copies and reprinted five times.

Perth 10 May 2006
Click to listen

May 292006
 

The Art of the Pitch © Jackie Turnure 2006.

Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams developing emerging media projects.

Jackie Turnure Jackie continues her journey into the importance of the pitch and effectively communicating your cross media idea. “if you can’t pitch your project then you don’t know what it is” and “you can’t over pitch” in terms of constantly refining it. How to grab attention, what’s at the heart of the project, how to take the listener on a journey, engage them, making it real, focusing on the content then the medium but most importantly eloquently describing the experience.

She then goes on to talk about the experience from a reward perspective and how important it is to experiment with your communication, test it, try new things and understand your audience. Get inside their heads and understand their perspective, they have often come with good will “build on the good will, believe in it and they will too”

PODCAST SUBSCRIPTION
All LAMP podcasts are also published through the iTunes store.

JACKIE TURNURE – Non-linear storyteller

With script editing and writing experience in both traditional and new media, Jackie Turnure brings a unique perspective to the role of narrative in cross media production. For the last 15 years she has been working across film, television, games and online production, with a particular focus on animation and children�s content.

Jackie received her Bachelor of Arts (Visual Communications) from Sydney College of the Arts and her Master of Fine Arts (Film Production) from San Francisco State University. She spent nine years in the US teaching screenwriting at New York University, Hunter College and the Academy of Arts College, San Francisco. During that time, Jackie wrote and directed eight short films and videos that have won awards and screened internationally.

After returning to Sydney, Jackie produced and directed three 3D animated kids’ games for PC, “Bananas in Pyjamas ” It’s Party Time”, “Oz – The Magical Adventure” and “Oz – The Interactive Storybook”. The games have won numerous awards and been distributed in 18 countries. Jackie lectures part time at AFTRS, was an industry mentor at the NSW Film and Television Office’s Indigenous Writers Workshop, ran a Game Design Workshop in FTI in Perth and gave a workshop on Alternative Narratives for the Australian Writer’s Guild.In addition, Jackie works as a script editor and story consultant on feature films, animated television series and animated games. She recently completed story producing and writing 3 episodes on Deadly, a half hour animated TV series based on the books by Paul Jennings and Morris Gleitzman. Jackie is currently script editing and voice directing Stolen Life, an animated feature produced in Machinima, written and produced by Peter Rasmussen.

Perth 11 May 2006
Click to listen

May 282006
 

Hypercompetitive © Jim Plamondon 2006.

Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams developing emerging media projects.

James PlamondonJim Plamondon spent the last decade of his corporate working life as a Technical Evangelist for Microsoft in the USA and now runs, in part retirement, a company called Thumtronics Ltd in Western Australia and he talks here about the tension that exists between digital and physical, the intersection of digital media and physical devices. He looks back at the early history of computer operating systems and how the pairing of OS and hardware proved to be a highly successful model (“the apple mac was a dongle”) – a business model that should always be considered. Jim talks eloquently about the importance of patents and even more importantly the thing that makes patents work, patent insurance. “Never go into a business unless you can establish a monopoly” he uses as a mantra to say there is little money to be made in a downward spiral, competitive marketplace – you need to protect your copyrights and patents to block other players offering the same goods at lower prices.

In looking at internet globalization and distribution he talks about fair trade agreements using developing countries to make product cheaper while at the same time giving a fair relative wage in the manufacturing country. Jim talks about the electronics industry is basically plastic wrapped around electronics and how mass production is so much easier now – with contract manufacturing (keeping cost low and quality high), effective R&D labs and much more reliable distribution – particularly global postal networks.

He gets to a key point when he mentions that manufacturing has very thin profit margins but IP (intellectual property) in product is where its at. Digital is great for virally marketing a product and following that up with a dongle (paper, protected hardware) – “physical media is a way of hiding information”. R&D, manufacturing and distribution should be private but marketing should be public and hopefully pirated and spread wide. Jim finishes by talking about the long tail and its implications for those looking at digital distribution.

You can find out more on Jim’s innovative music instrument the thummer at http://www.thummer.com/

PODCAST SUBSCRIPTION
All LAMP podcasts are also published through the iTunes store.

Jim Plamondon has a distinguished career as a technical evangelist and involved in many of the world changing operating systems to come from Microsoft and others in Silicon Valley and Seattle. As a Technical Evangelist in Microsoft Research’s University Relations Group, he established and/or enhanced the relationship between Microsoft Research and Computer Science research groups at over a dozen universities worldwide. He identified and funded interesting university research projects at MIT, Harvard, Ohio State, Northeastern, Northwestern, etc. He designed and executed Microsoft’s strategy for moving the coin-operated video-game industry to the use of Windows-based PCs (replacing the dedicated, proprietary systems in use today). Conducted extensive market research and business-model analysis to validate and justify the PC-based coin-op model. Travelled the world evangelising the resulting business model.Gained phenomenal mindshare and momentum in a very short period.

Jim designed and executed Microsoft’s strategy and tactics for starving the Mac platform of its developers by bringing them over to Windows. Organized and led technical conferences on Windows programming for Mac developers. Arranged for and oversaw the writing of a technical book on Windows programming from a Mac perspective, by the author of Apple’s most famous Mac programming books, and arranged for its inclusion in every copy of the most popular Macintosh software development environment.

As part of the BAE team, he encouraged dozens of Independent Software Vendors (ISVs) to use the new features of upcoming versions of the Windows family of operating systems, such that their applications would (1) be available only on Windows, or (2) be best on Windows, or (3) be first on Windows.Worked with local software developers’ organizations to improve Microsoft’s image in Silicon Valley.

Perth 10 May 2006
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May 242006
 

Business vs Creativity: Mobile and Broadband Production © David Gurney 2006.

Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams developing emerging media projects.

David GurneyDavid looks at the digital industry in his unique way pointing out both the immaturity in the marketplace and the key opportunities. He talks about key elements of repurposing content, massaging the content for each platform, how broadband and TV can work together by allowing audiences to participate effectively. David also looks at how mobile is often driving new players into the market such as Big Brother due to the high revenue returns.

“We know that interactivity changes the way the audience feels about your show…it becomes their show” as an introduction to his award winning Dog and Cat news service David evangelises about the real empowerment that can take place in the market. He continues by pointing out the levels of engagement inside services like Everquest that starts to blur peoples perception of real life and virtual world and suggests that people who are already involved in these immersive worlds are not going back to sitting and watching a film. It is possible customise these worlds and there is money being made often aimed at young kids and ethical issues are raised.

Davids central piece is a wryly humorous look at the true economics of making money from mobile content – at least one piece at a time! He finishes by showing demos of Hoota and Snoz and a range of other surprising successes globally that have brought much acclaim on his company Blue Rocket as well as their winning Milia 360 pitching entry Urban Anarchy.

PODCAST SUBSCRIPTION
All LAMP podcasts are also published through the iTunes store.

David Gurney is a well known creator of animated cartoons. He created, produced and directed Australia’s first fully 3D animated television series, Hoota & Snoz. The series has sold worldwide into over 100 countries. David is a prolific developer of cartoon characters and concepts and with his business partner Alicia Rackett, runs Blue Rocket Productions, an award winning cartoon studio based in Hobart, Tasmania. Other animated TV produced, written and directed by David include Time Cracks (2 series), Mörmel Spots (3 series), The Dog and Cat News (2 series), Bang the Cat (2 series), and short films The Further Adventures of Stafford the Prawn and Spikey Joe’s Truck. David was also creative director of The Hoota & Snoz Official Website and The Dog and Cat News Website which won Best of the Best and Best Children’s at the 2006 AIMIA Awards. David is also involved in the creation of mobile entertainment including an exclusive deal to produce all 3D animated mobile content for Manchester United. Blue Rocket’s mobile content is sold in over 37 countries worldwide.

Perth 9 May 2006
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May 232006
 

Web 2.0, TV 2.0 © David Jensen 2006
Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams developing emerging media projects.

David JensenDavid helps us understand what broadband TV really is and talks about the future of branded entertainment and how this now more important than networks or publishers. He continues with references to the new content over broadband networks, televisual design and raises questions – “what is the content? who owns it? how do we make it? how do we borrow from past media production that inform our practise in this new world? – Content that is 3 minutes long and two hours wide”.

David includes a demo and insight into his companies tool for rich media publishing across multiple platforms called Zetools. This can be used by traditional media companies to create and package their video content or in the future by users to effectively create their own media channels with rich interconnected supplementary content that can be aimed at monetization. The tools are aimed at media professionals who need an easier route to market over IPTV and broadband TV or PC. He takes us through a recent Telemundo ‘murder mystery’ project that used his tools to realise the project quickly. David finishes with advice on how to produce innovative content and differentiate yourself in the market place and achieve success. Such as Left/Right Brain – get all aspects of production working together. Blue Sky, reality, business, creative etc: Competitive analysis – how can you do it better? Candidate testing, peer review and baking in effective business models and much more.

PODCAST SUBSCRIPTION
All LAMP podcasts are also published through the iTunes store.

David Jensen’s 15 years of experience in the delivery of information, interactive media and entertainment has made him a leading member of many industries. He built and led Razorfish’s Broadband / Future Television practice, in addition to managing Razorfish’s Media and Entertainment practice for North America. Under his leadership, his team helped more than 100 media companies with technology, strategy and branding solutions. Clients include: Sony, Disney, DirecTV, I-Blast, News Corp, Fox, HBO, RAI, and Vivendi/Universal. He is currently head of business development for Zetools, an enterprise media company where he oversees all sales, marketing and alliances. Zetools systems enable rich media, multi-platform publishing, creative scheduling and flexible branding.

Prior to Razorfish, Mr. Jensen worked in the education sector creating interactive and community network initiatives for the world’s largest operating foundation, the J. Paul Getty Trust. Projects ranged from building community networks to launching broadband and interactive television channels for education. David has also produced and designed films, music videos, interactive media and television for HBO, MTV, Universal, PBS, Fox and Alive, among others. Mr. Jensen holds a M. Arch. from Harvard University and a B.Sc. from the University of Houston.

Perth 8 May 2006
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May 222006
 

Disruption, Changing Audiences and New Business Models © Duane Varan 2006.

Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams developing emerging media projects. Length 51 minutes.

Duane Varan“The best thing you can do as content producers is to break your dependency on the Australian market, a very hard thing to do, but you have got to do it to remain in step with the global economy”. Duane Varan talks about the market disruption facing the current TV industry from a range of perspectives including the advertiser, broadcaster, independent producer and the audiences. Looking at other disruptive technologies over the last 50 years he talks about the implications of remote control, timeshifting, interactive TV and video-on-demand then highlights the blunt instruments used at the moment to measure TV viewing. The economic paradigm of TV is shifting, economies of scale no longer work and value is now about producing different goods across platforms and creating engagement.

Duane suggests that the challenge now is about programme promotion, getting your content into the box or the portal and he continues by looking at recent research in how interactivity, especially interactive ads significantly increase engagement. Also touching on interactive storytelling he points out that advertisers not programme makers are way ahead and new business opportunities are being overlooked. In the q and a session he eloquently suggests the Australian market is irrelevant on the global stage to the big brands and that government protecting the status quo in Australia (denying disruption) is hindering real business development opportunities. Duane finishes by talking about global brands, IPTV and the future of the Australian industry.

PODCAST SUBSCRIPTION
All LAMP podcasts are also published through the iTunes store.

Professor Duane Varan is Director of the Interactive Television Research Institute at Murdoch University where he holds the Foundation Chair in New Media. Professor Varan is the recepient of a wide range of presitigous awards including the Australian Prime Miniter’s Award for University Teacher of the Year (2001), the Australian Award for University Teaching in Economics, Business and Related Studies (2001), a Texas Excellence in Teaching Award (1990) and an Asia-Pacfici ITT Award of Excellence in recognition of his contributions towards bridging the gap between business strategy, information technology and creative design. Professor Varan is a global authority on the nascent digital television industry. His clients include Procter and Gamble, Nike, Pizza Hut, the BBC, BSkyB (UK), TV Cabo (Portugal), Leo Burnett, Saatchi and Saatchi and other broadcasters, telcos, advertisers and global brands.

Perth 8 May 2006
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May 222006
 

Designing Cross Media Entertainment © Christy Dena 2006
Recorded live and unedited during the LAMP lab in Perth in May 2006 in front of the seven teams developing emerging media projects.

Christy Dena Christy talks about the five ways producers can deliver cross media to distributed audiences and gives examples of each.
Repurposing: republishing the same content on each platform
Altering: editing, redesigning or creating new content according to the
affordances and constraints of each platform.
Adapting: providing versions of your property in different formats and platforms.
Augmenting: providing additional, complementary or contradictory information in
different platforms.
Stretching: distributing the plot or game across platforms.
In the talk Christy involves the audience (with occassional q&a) in investigating the important questions of ‘why’ we should use each of the above techniques. Examples referred to in the talk include: The Second Shift, The Matrix, Homicide.com, 24, Random Place, Forget the Rules, Lord of the Rings and others. She finishes her talk with a perspective on effective call to action – primer, referral and reward, pointing out that evolving participatory entertainment is also shifting paradigms and gives an example the importance of the fictional character having a more direct relationship with the viewer.

POWERPOINT PRESENTATION: 1.9MB PDF

PODCAST SUBSCRIPTION
All LAMP podcasts are also published through the iTunes store.

Christy is a world wide, leading practitioner and researcher in cross-media narrative, new media types and their creative application in emerging media. Her published articles have covered game-play, artificial intelligence and new narrative forms and she has written creative works for TV, theatre and multi-platform. She also teaches new media arts theory at Melbourne and Swinburne Universities, is on the Editorial Committee of New Antigone (a fully refereed international journal), co-edits a renowned site on new media arts, www.WriterResponseTheory.org, and runs a popular research blog, www.cross-mediaentertainment.com.

Perth 9 May 2006
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