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		<title>LAMP</title>
		<itunes:author>Australian Film TV and Radio School</itunes:author>
		<link>http://www.lamp.edu.au</link>
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		<description><![CDATA[The Laboratory of Advanced Media Production from the Australian Film TV and Radio School. "Your Media Evolved"]]></description>
		<itunes:subtitle>From AFTRS, Presentations, seminars and papers discussing the future of emerging media.</itunes:subtitle>
		<itunes:summary>The Laboratory of Advanced Media Production from the Australian Film TV and Radio School. &quot;Your Media Evolved&quot;</itunes:summary>
		<language>en</language>
		<copyright>AFTRS 2006</copyright>
		<itunes:owner>
			<itunes:name>GaryHayes</itunes:name>
			<itunes:email>gary.hayes@aftrs.edu.au</itunes:email>
		</itunes:owner>
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			<url>http://www.lamp.edu.au/podcast/lampPODCAST300_144.jpg</url>
			<title>LAMP</title>
			<link>http://www.lamp.edu.au</link>
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		<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		<itunes:explicit>no</itunes:explicit>
		<item>
			<title>GameJam08 - Dan Graf &quot;Story and Game&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Dan gives a thoughtful talk about the conceptual framework of film or book to game adaptation. He talks about experiential design and audience centric focus when you plan your interactive version. An interesting session at the end when Ian Brown joins the discussion and  the perennial issue of narrative vs play is brought to the fore again.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Dan Graf 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Dan gives a thoughtful talk about the conceptual framework of film or book to game adaptation. He talks about experiential design and audience centric focus when you plan your interactive version. An interesting session at the end when Ian Brown joins the discussion and  the perennial issue of narrative vs play is brought to the fore again.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam_DanGraf.mp3" length="14050245" />
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			<pubDate>Fri, 07 Nov 2008 23:57:59 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:28:22</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Guy Gadney &quot;The Life of an MMORPG Diaspora&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Guy takes us on a personal tour of one of the first 'grass roots' online games as he tells the story of Diaspora. 

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Guy Gadney 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Guy takes us on a personal tour of one of the first &apos;grass roots&apos; online games as he tells the story of Diaspora. 

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam08_Guy.mp3" length="7202092" />
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			<pubDate>Fri, 07 Nov 2008 23:09:54 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:11:59</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Peter Giles &quot;Future of Game Education&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Peter looks at many of the issues that are facing educators and academic institutions as they begin to consider games as a core part of curriculum.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Peter Giles 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Peter looks at many of the issues that are facing educators and academic institutions as they begin to consider games as a core part of curriculum.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
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			<pubDate>Fri, 07 Nov 2008 23:02:32 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:10:56</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Physical TV &quot;You Are Going To Die&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Karen Pearlman and Richard James Allen are the creators of a cross-media property called Thursday's Fiction. They worked with Gary Hayes on the virtual world aspect of the project and talk more about where the proposition is headed as it moves into game space.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Physical TV 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Karen Pearlman and Richard James Allen are the creators of a cross-media property called Thursday&apos;s Fiction. They worked with Gary Hayes on the virtual world aspect of the project and talk more about where the proposition is headed as it moves into game space.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
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			<pubDate>Fri, 07 Nov 2008 23:02:32 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:12:16</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Marigo Raftopoulos &quot;Galapagos: Serious Game&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Marigo introduces us to her serious game concept to help businesses understand the benefits of thinking about the environment.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Marigo Raftopoulos 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Marigo introduces us to her serious game concept to help businesses understand the benefits of thinking about the environment.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
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			<guid>http://www.lamp.edu.au/podcast/GameJam08_Marigo.mp3</guid>
			<pubDate>Fri, 07 Nov 2008 23:02:32 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:09:58</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Brett Robertson &quot;History of Games&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Brett takes us on a light hearted trip down memory lane and also at the current state of the games industry.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Brett Robertson 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Brett takes us on a light hearted trip down memory lane and also at the current state of the games industry.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam08_Brett.mp3" length="8311704" />
			<guid>http://www.lamp.edu.au/podcast/GameJam08_Brett.mp3</guid>
			<pubDate>Fri, 07 Nov 2008 23:02:32 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:15:38</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Ian Brown &quot;Portal, Your Cake and Eat It Too&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Ian takes us behind the scenes from a user and passionate fan perspective of one of the most unique games to have become commercial, portal. He also looks at the original game, Narbuncular Drop, designed by students that Valve used to develop Portal. 

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Ian Brown 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Ian takes us behind the scenes from a user and passionate fan perspective of one of the most unique games to have become commercial, portal. He also looks at the original game, Narbuncular Drop, designed by students that Valve used to develop Portal. 

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam08_IanBrown.mp3" length="7762354" />
			<guid>http://www.lamp.edu.au/podcast/GameJam08_IanBrown.mp3</guid>
			<pubDate>Fri, 07 Nov 2008 23:02:32 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:14:37</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>GameJam08 - Michela Ledwidge &quot;MOD the Movies!&quot;</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Michela takes us deep into Sanctuary and the thinking behind allowing the audience to customise, mash-up and generally Mod cinematic content.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes & Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Michela Ledwidge 2008. Recorded live at GameJam 2008 at the Australian Film TV and Radio School, Sydney, Australia</itunes:subtitle>
			<itunes:summary>Michela takes us deep into Sanctuary and the thinking behind allowing the audience to customise, mash-up and generally Mod cinematic content.

Short YouTube video of GameJam08 at http://uk.youtube.com/watch?v=MezaJjbvOnM

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Gary Hayes &amp; Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/GameJam08_Michela.mp3" length="7750567" />
			<guid>http://www.lamp.edu.au/podcast/GameJam08_Michela.mp3</guid>
			<pubDate>Fri, 07 Nov 2008 23:02:32 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:13:18</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Art and Craft of Previsualisation - Chris Edwards</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Chris Edwards is the CEO of Third Floor (http://www.thethirdfloorstudios.com/), an LA company who specialises in pre-visualistion for feature films, commercials and games cinematics.  Third Floor completed extensive previsualation work on Cloverfield and the Narnia movies in addition to games cinematics for Lair and Resident Evil 5.
This is a podcast of a talk Chris gave in Sydney on the 5th June 2008 for the local chapter of the Visual Effects Society. Chris’s visit to Australia was sponsored by Omnilab and Framework and he spoke to Australian games development, visual effects and animation companies during his visit.
Previsualisation is a hotly contested area at the moment particularly between Visual Effects supervisors, Cinematographers, Directors and Production Designers. 
“Previs is a win win for directors and producers – it is one of those few things, it helps artistically and it simultaneously saves money. It also helps directors convey their vision to their entire cast and crew…it can also be used to enable endeavours that would have normally been too impossibly complicated to tackle and lastly previs can be used to raise money to for films that have yet to be greenlit”
 “I feel the future is more a ‘multi-player’ experience of creating things (the not too distant future either).  I think what you want to have is software that will allow you to log in as a user and then the director can log in – I imagine he’d be a bit bigger of an icon or something  - and you could literally, if you’re playing Halo with your friends – you could have a guy drive the truck and someone else driving the camera and then having extras out there and then people in the back room actually set dressing behind the scenes. I think it’s definitely going to happen.”
Chris studied at Film School and went to work for Disney on animated projects including ‘Dinosaur’. He went to work at Skywalker ranch on the previs teams that worked up the Starwars Prequel features before setting up Third Floor.]]></description>
			<itunes:subtitle>© Chris Edwards 2008 A talk Chris gave in Sydney on the 5th June 2008 for the local chapter of the Visual Effects Society</itunes:subtitle>
			<itunes:summary>Chris Edwards is the CEO of Third Floor (http://www.thethirdfloorstudios.com/), an LA company who specialises in pre-visualistion for feature films, commercials and games cinematics.  Third Floor completed extensive previsualation work on Cloverfield and the Narnia movies in addition to games cinematics for Lair and Resident Evil 5.
This is a podcast of a talk Chris gave in Sydney on the 5th June 2008 for the local chapter of the Visual Effects Society. Chris’s visit to Australia was sponsored by Omnilab and Framework and he spoke to Australian games development, visual effects and animation companies during his visit.
Previsualisation is a hotly contested area at the moment particularly between Visual Effects supervisors, Cinematographers, Directors and Production Designers. 
“Previs is a win win for directors and producers – it is one of those few things, it helps artistically and it simultaneously saves money. It also helps directors convey their vision to their entire cast and crew…it can also be used to enable endeavours that would have normally been too impossibly complicated to tackle and lastly previs can be used to raise money to for films that have yet to be greenlit”
 “I feel the future is more a ‘multi-player’ experience of creating things (the not too distant future either).  I think what you want to have is software that will allow you to log in as a user and then the director can log in – I imagine he’d be a bit bigger of an icon or something  - and you could literally, if you’re playing Halo with your friends – you could have a guy drive the truck and someone else driving the camera and then having extras out there and then people in the back room actually set dressing behind the scenes. I think it’s definitely going to happen.”
Chris studied at Film School and went to work for Disney on animated projects including ‘Dinosaur’. He went to work at Skywalker ranch on the previs teams that worked up the Starwars Prequel features before setting up Third Floor.</itunes:summary>
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			<pubDate>Mon, 22 Sep 2008 21:16:38 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:59:27</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Growing Worlds - Joe Velikovsky</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Please note: Audio for the first half is 'doubled by an error in the camera capture' - it returns to normal after half way....A presentation by Joe Velikovsky who has developed several games from film IP and talks about the games industry, theory and practice. Part of a presentation featuring Gary Hayes and Matt Costello detailed below.

Come and hear award-winning novelist, TV and games writer Matt Costello talk about the key ingredients for planning, writing, designing and structuring a compelling game.
Presented by: AFTRS LAMP, Australia Council Literature Board and Screen Tasmania

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.
Seminar participants get to:
    * Learn about the latest innovations in emerging media from leading practitioners
    * Take part in brainstorming exercises designed to promote innovative thinking
    * Explore the emerging opportunities of online media to enrich creative projects
    * Stay up to date with the latest cutting edge work in web 2.0, mobile media, advanced TV, games and virtual worlds
    * Attendees will also 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.]]></description>
			<itunes:subtitle>© Joe Velikovsky 2008. A presentation at the Growing Stories seminar in Hobart, Tasmania in May 2008</itunes:subtitle>
			<itunes:summary>Please note: Audio for the first half is &apos;doubled by an error in the camera capture&apos; - it returns to normal after half way....A presentation by Joe Velikovsky who has developed several games from film IP and talks about the games industry, theory and practice. Part of a presentation featuring Gary Hayes and Matt Costello detailed below.

Come and hear award-winning novelist, TV and games writer Matt Costello talk about the key ingredients for planning, writing, designing and structuring a compelling game.
Presented by: AFTRS LAMP, Australia Council Literature Board and Screen Tasmania

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.
Seminar participants get to:
    * Learn about the latest innovations in emerging media from leading practitioners
    * Take part in brainstorming exercises designed to promote innovative thinking
    * Explore the emerging opportunities of online media to enrich creative projects
    * Stay up to date with the latest cutting edge work in web 2.0, mobile media, advanced TV, games and virtual worlds
    * Attendees will also 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.</itunes:summary>
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			<pubDate>Mon, 22 Sep 2008 20:32:11 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:22:25</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Working Services - Peter Giles, Andrew Apostola</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Working Services © Peter Giles and Andrew Apostola 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.

Andrew and Peter outline typical online revenue generating systems and business models. They touch on direct payment types such as free and chargable content, and indirect payment types such as pay per click advertising models based on traffic volume and sales results. They discuss various forms of subscription models, one example being micropayments as used by iTunes with the ‘buy per song’ purchasing system. The infomedia model is primarily a data mining model, and consists of onselling collected data to third parties. 
Peter and Andrew provide case studies that demonstrate the packaging of multiple revenue streams and the types of information required to convince advertisers to partner with your online service.

ANDREW APOSTOLA - Creative Director Portable Content

Andrew 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.

PETER GILES - Director of Digital Media AFTRS

Peter Giles is the Director of Digital Media at the Australian Film Television and Radio School (AFTRS) where he has established leading postgraduate and professional programs in Computer Animation, Visual Effects, Interactive and Emerging Media. Projects developed in these programs have won major national and international awards for creative excellence.

Peter specializes in developing innovative media education programs that interface directly with industry. He has worked in partnership with companies including MTV, Nickelodeon, ABC, SBS and Fuel TV to deliver advanced courses with real world production outcomes.

Since 2005 Peter has led a national initiative to address skills shortages and knowledge gaps in Australia’s media industries. He has worked with a range of international thought leaders in the emerging media field and established leading programs in the area.

Prior to working at AFTRS Peter established digital media programs at Sydney’s Metro Screen including innovative workshops run with the Loud Youth Festival, IBM, the ABC, SBS TV, the Performance Space, the Australian Centre for Photography and the Australian Network for Art and Technology.

Peter has produced projects for delivery on a wide range of media platforms. He has worked as a radio journalist producing programs for ABC Radio National’s ‘Radio Eye’, ‘Background Briefing’ and ‘Life Matters’ and JJJ’s ‘Morning Show’. He worked in film sound recording and post production for BBC TV and on a wide range of independent projects in the UK and Australia. He has produced interactive media and museum exhibition projects and taught media production courses at the University of Sydney and the University of Technology, Sydney. Peter’s video artwork has been exhibited at the Museum of Modern Art in New York, the Museum of Contemporary Art Art-of-Estimation in Sydney and the Institute of Contemporary Art in London.

Peter is a well known commentator on digital media and has appeared on ABC Television programs including ‘Stateline’ and ‘Mondo Thingo’. He has facilitated and spoken at a wide range of public forums including Popcorn Taxi, the Australian Effects and Animation Festival and the Sydney Film Festival. He is the past Chair of the Sydney Chapter of ACM SIGGRAPH, the leading international computer graphics industry body.

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Live audio recorded by Peter Giles and Brett Robertson
Description by Rachael Hainsworth
Editing, processing and podcasting production by Gary Hayes ]]></description>
			<itunes:subtitle>© Peter Giles and Andrew Apostola 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.</itunes:subtitle>
			<itunes:summary>Working Services © Peter Giles and Andrew Apostola 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.

Andrew and Peter outline typical online revenue generating systems and business models. They touch on direct payment types such as free and chargable content, and indirect payment types such as pay per click advertising models based on traffic volume and sales results. They discuss various forms of subscription models, one example being micropayments as used by iTunes with the ‘buy per song’ purchasing system. The infomedia model is primarily a data mining model, and consists of onselling collected data to third parties. 
Peter and Andrew provide case studies that demonstrate the packaging of multiple revenue streams and the types of information required to convince advertisers to partner with your online service.

ANDREW APOSTOLA - Creative Director Portable Content

Andrew 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.

PETER GILES - Director of Digital Media AFTRS

Peter Giles is the Director of Digital Media at the Australian Film Television and Radio School (AFTRS) where he has established leading postgraduate and professional programs in Computer Animation, Visual Effects, Interactive and Emerging Media. Projects developed in these programs have won major national and international awards for creative excellence.

Peter specializes in developing innovative media education programs that interface directly with industry. He has worked in partnership with companies including MTV, Nickelodeon, ABC, SBS and Fuel TV to deliver advanced courses with real world production outcomes.

Since 2005 Peter has led a national initiative to address skills shortages and knowledge gaps in Australia’s media industries. He has worked with a range of international thought leaders in the emerging media field and established leading programs in the area.

Prior to working at AFTRS Peter established digital media programs at Sydney’s Metro Screen including innovative workshops run with the Loud Youth Festival, IBM, the ABC, SBS TV, the Performance Space, the Australian Centre for Photography and the Australian Network for Art and Technology.

Peter has produced projects for delivery on a wide range of media platforms. He has worked as a radio journalist producing programs for ABC Radio National’s ‘Radio Eye’, ‘Background Briefing’ and ‘Life Matters’ and JJJ’s ‘Morning Show’. He worked in film sound recording and post production for BBC TV and on a wide range of independent projects in the UK and Australia. He has produced interactive media and museum exhibition projects and taught media production courses at the University of Sydney and the University of Technology, Sydney. Peter’s video artwork has been exhibited at the Museum of Modern Art in New York, the Museum of Contemporary Art Art-of-Estimation in Sydney and the Institute of Contemporary Art in London.

Peter is a well known commentator on digital media and has appeared on ABC Television programs including ‘Stateline’ and ‘Mondo Thingo’. He has facilitated and spoken at a wide range of public forums including Popcorn Taxi, the Australian Effects and Animation Festival and the Sydney Film Festival. He is the past Chair of the Sydney Chapter of ACM SIGGRAPH, the leading international computer graphics industry body.

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Live audio recorded by Peter Giles and Brett Robertson
Description by Rachael Hainsworth
Editing, processing and podcasting production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/LAMPVIII_PeterAndrew.mp3" length="15379140" />
			<guid>http://www.lamp.edu.au/podcast/LAMPVIII_PeterAndrew.mp3</guid>
			<pubDate>Sun, 23 Mar 2008 22:15:48 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:30:10</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Mobile Engagement - Jennifer Wilson</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Mobile Engagement © Jennifer Wilson 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.

Jennifer discusses legacy technologies leading up to mobile phone Gen 3 services and draws up on staggering statistics that indicate a change toward mobile content delivery over PC content delivery. She illustrates the impact mobiles are making as the new delivery platform of choice; right now there are twice as many mobile phones in the world as internet connections, and SMS is the most heavily transferred data type in the world.  
Jennifer introduces the concept of native mobile applications; applications that are mobile phone dependent, and identifies video as the mobile platform ‘killer app’ for 2008. In addition to defining user demographics by behaviour rather than age, Jennifer shows us how 3G social and geographic networking is already working in the real world, and offers tips on how to develop more user friendly mobile applications.

JENNIFER WILSON - Principal, Lean Forward

Jennifer Wilson is the principal at Lean Forward, a company created to consult in the area of engaging consumer experience based on content or marketing concepts, mobile and online. Lean Forward will also be undertaking bespoke development in this area.

Prior to this, Jennifer was Head of Innovation for ninemsn. In this role, she investigated developments in engagement, interaction, social networking, user generated content and other new technologies and how these shape our online and mobile interactive futures. Jennifer conceived of new products and oversaw the development of some cutting edge new destinations.

Prior to this, Jennifer was Managing Director of HWW, content provider and developer of online and mobile sites under the yourTime™ banner; and builder of third-party content sites.

Jennifer is passionate about single, device-independent relationships with consumers; the power and influence of social networks; and ‘soft’ personalisation –providing a tailored, personalised experience to each consumer.

Jennifer has more than 20 years in interactive communications and digital marketing. She sits on the National Executive of the Australian Interactive Media Industry Association (AIMIA).


ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Live audio recorded by Peter Giles and Brett Robertson
Description by Rachael Hainsworth
Editing, processing and podcasting production by Gary Hayes 

]]></description>
			<itunes:subtitle>© Jennifer Wilson 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.</itunes:subtitle>
			<itunes:summary>Mobile Engagement © Jennifer Wilson 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.

Jennifer discusses legacy technologies leading up to mobile phone Gen 3 services and draws up on staggering statistics that indicate a change toward mobile content delivery over PC content delivery. She illustrates the impact mobiles are making as the new delivery platform of choice; right now there are twice as many mobile phones in the world as internet connections, and SMS is the most heavily transferred data type in the world.  
Jennifer introduces the concept of native mobile applications; applications that are mobile phone dependent, and identifies video as the mobile platform ‘killer app’ for 2008. In addition to defining user demographics by behaviour rather than age, Jennifer shows us how 3G social and geographic networking is already working in the real world, and offers tips on how to develop more user friendly mobile applications.

JENNIFER WILSON - Principal, Lean Forward

Jennifer Wilson is the principal at Lean Forward, a company created to consult in the area of engaging consumer experience based on content or marketing concepts, mobile and online. Lean Forward will also be undertaking bespoke development in this area.

Prior to this, Jennifer was Head of Innovation for ninemsn. In this role, she investigated developments in engagement, interaction, social networking, user generated content and other new technologies and how these shape our online and mobile interactive futures. Jennifer conceived of new products and oversaw the development of some cutting edge new destinations.

Prior to this, Jennifer was Managing Director of HWW, content provider and developer of online and mobile sites under the yourTime™ banner; and builder of third-party content sites.

Jennifer is passionate about single, device-independent relationships with consumers; the power and influence of social networks; and ‘soft’ personalisation –providing a tailored, personalised experience to each consumer.

Jennifer has more than 20 years in interactive communications and digital marketing. She sits on the National Executive of the Australian Interactive Media Industry Association (AIMIA).


ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Live audio recorded by Peter Giles and Brett Robertson
Description by Rachael Hainsworth
Editing, processing and podcasting production by Gary Hayes 

</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/LAMPVIII_JenniferWilson.mp3" length="16272815" />
			<guid>http://www.lamp.edu.au/podcast/LAMPVIII_JenniferWilson.mp3</guid>
			<pubDate>Sun, 23 Mar 2008 22:06:08 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:30:59</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Building a Social Network - Laurel Papworth</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Podcast - Laurel Papworth 'Building a Social Network" Strategies, implementation and management of online communities.

Laurel takes us on a whistle-stop tour of the various features and functions of organic social networks and how to identify positive and negative aspects of existing services. She refers to how on entry the motto/tagline, tools and what the community are discussing should be clearly visible. Other critical components Laurel mentions are sustainability of identity, notification of what is public and private, peer appraisal and methodologies to build trust. She then goes on to explain the many and varied forms of synchronous and asynchronous communication and the types of interaction certain demographics prefer.

Explaining why many sites need to also clearly display premium vs free content she references the member life cycle of visitor, newcomer, registered, responder, leader and elder combined with the various leadership types goes to make a rich tapestry of how communities form and evolve. Laurel talks about the best ways to manage closely knit communities and associated swarm behaviour - how empowering structured small groups actually engenders trust and makes it self-contained and ready to grow itself. She ends with a very useful summary of all the key points and answers as few questions such as fake content, her favourite community and reiterates the three main types of social networks (depth of content, filter and straight communications).

LAUREL PAPWORTH - Online Community Strategist, World Communities

Laurel PapworthLaurel Papworth is a consultant specialising in educating companies in how to maximise value from social networks, social media and web 2.0 technologies.

In the past she had lead roles in digitising Fairfax Newspapers and establishing Optus Convergent media and now Laurel lectures on marketing into social networks at the University of Sydney and advising clients such as Channel 10 (Australian Idol community) and Telecom New Zealand.

Laurel frequently presents on Web 2.0 technologies and how they can best be used at a business level including corporate blogging, RSS feeds, user documentation wikis and vibrant customer communities.

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Peter Giles and Brett Robertson
Description, editing, podcasting and production by Gary Hayes ]]></description>
			<itunes:subtitle>© Laurel Papworth 2008. A series of podcasts of short presentations given by mentors at the LAMP VIII residential lab in Marysville, Victoria in February 2008.</itunes:subtitle>
			<itunes:summary>Podcast - Laurel Papworth &apos;Building a Social Network&quot; Strategies, implementation and management of online communities.

Laurel takes us on a whistle-stop tour of the various features and functions of organic social networks and how to identify positive and negative aspects of existing services. She refers to how on entry the motto/tagline, tools and what the community are discussing should be clearly visible. Other critical components Laurel mentions are sustainability of identity, notification of what is public and private, peer appraisal and methodologies to build trust. She then goes on to explain the many and varied forms of synchronous and asynchronous communication and the types of interaction certain demographics prefer.

Explaining why many sites need to also clearly display premium vs free content she references the member life cycle of visitor, newcomer, registered, responder, leader and elder combined with the various leadership types goes to make a rich tapestry of how communities form and evolve. Laurel talks about the best ways to manage closely knit communities and associated swarm behaviour - how empowering structured small groups actually engenders trust and makes it self-contained and ready to grow itself. She ends with a very useful summary of all the key points and answers as few questions such as fake content, her favourite community and reiterates the three main types of social networks (depth of content, filter and straight communications).

LAUREL PAPWORTH - Online Community Strategist, World Communities

Laurel PapworthLaurel Papworth is a consultant specialising in educating companies in how to maximise value from social networks, social media and web 2.0 technologies.

In the past she had lead roles in digitising Fairfax Newspapers and establishing Optus Convergent media and now Laurel lectures on marketing into social networks at the University of Sydney and advising clients such as Channel 10 (Australian Idol community) and Telecom New Zealand.

Laurel frequently presents on Web 2.0 technologies and how they can best be used at a business level including corporate blogging, RSS feeds, user documentation wikis and vibrant customer communities.

ABOUT LAMP PODCASTS

This podcast presentation by LAMP @ AFTRS.

Audio recorded by Peter Giles and Brett Robertson
Description, editing, podcasting and production by Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Laurel_LAMPVIII.mp3" length="22814642" />
			<guid>http://www.lamp.edu.au/podcast/Laurel_LAMPVIII.mp3</guid>
			<pubDate>Tue, 18 Mar 2008 00:36:14 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:30:38</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Game of Writing Games - video</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[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. 

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.”
 
The 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. 

ABOUT LAMP PODCASTS

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 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.
]]></description>
			<itunes:subtitle>© Matt Costello 2007. A vodcast of a short interview recorded at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.</itunes:subtitle>
			<itunes:summary>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. 

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.”
 
The 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. 

ABOUT LAMP PODCASTS

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 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 &amp; Hutch – for Empire
    * The Italian Job - Eidos

Matt also specialises in the kid&apos;s genre and has created many award-winning games for children. Several years ago he co-created one of the first major experiments in &apos;two-way TV&apos;, called ZoogDisney. Branded as &apos;TV you do&apos; - for two years the ZoogDisney weekend bloc re-shaped the Disney channel, bringing it squarely into the interactive and &apos;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 &amp; 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.
</itunes:summary>
			<enclosure type="video/x-m4v" url="http://www.lamp.edu.au/podcast/mattcostello_courancove_2.m4v" length="132633056" />
			<guid>http://www.lamp.edu.au/podcast/mattcostello_courancove_2.m4v</guid>
			<pubDate>Sun, 27 Jan 2008 17:24:04 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:24:38</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Game of Writing Games - audio</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[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. 

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.”
 
The 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. 

ABOUT LAMP PODCASTS

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 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.
]]></description>
			<itunes:subtitle>© Matt Costello 2007. A podcast of a short interview recorded at the LAMP VII: Story of the Future at Couran Cove Eco Resort in December 2007.</itunes:subtitle>
			<itunes:summary>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. 

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.”
 
The 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. 

ABOUT LAMP PODCASTS

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 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 &amp; Hutch – for Empire
    * The Italian Job - Eidos

Matt also specialises in the kid&apos;s genre and has created many award-winning games for children. Several years ago he co-created one of the first major experiments in &apos;two-way TV&apos;, called ZoogDisney. Branded as &apos;TV you do&apos; - for two years the ZoogDisney weekend bloc re-shaped the Disney channel, bringing it squarely into the interactive and &apos;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 &amp; 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.
</itunes:summary>
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			<guid>http://www.lamp.edu.au/podcast/mattcostello_courancove.mp3</guid>
			<pubDate>Sun, 27 Jan 2008 17:14:02 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:24:44</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Extending Narrative: The Emmerdale Experience</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[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.

Podcast - Marissa Cooke 'Extending Narrative: The Emmerdale Experience'

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.

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

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

Audio recorded, edited and processed by Brett Robertson and Gary Hayes ]]></description>
			<itunes:subtitle>© Marissa Cooke 2007. 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.</itunes:subtitle>
			<itunes:summary>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.

Podcast - Marissa Cooke &apos;Extending Narrative: The Emmerdale Experience&apos;

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.

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 &amp; Multimedia Festival in 2006 &amp; 2007.

ABOUT LAMP PODCASTS

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

Audio recorded, edited and processed by Brett Robertson and Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/marissa_lampvii.mp3" length="6706741" />
			<guid>http://www.lamp.edu.au/podcast/marissa_lampvii.mp3</guid>
			<pubDate>Wed, 16 Jan 2008 23:25:17 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:18:26</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Generation C and Z</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA['
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.

Podcast - Jennifer Wilson 'Generation C and Z'

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.

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

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

Audio recorded, edited and processed by Brett Robertson and Gary Hayes ]]></description>
			<itunes:subtitle>© Jennifer Wilson 2007. A series of podcasts of short presentations given by mentors at the LAMP VI: Story of the Future at Couran Cove Eco Resort in December 2007.</itunes:subtitle>
			<itunes:summary>&apos;
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.

Podcast - Jennifer Wilson &apos;Generation C and Z&apos;

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.

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

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

Audio recorded, edited and processed by Brett Robertson and Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/jenniferwilson_lampvii.mp3" length="2241939" />
			<guid>http://www.lamp.edu.au/podcast/jenniferwilson_lampvii.mp3</guid>
			<pubDate>Wed, 16 Jan 2008 22:55:38 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:06:06</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>How to Make Money from Online Content</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA['
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 'How to Make Money from Online Content'

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.

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

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

Audio recorded, edited and processed by Brett Robertson and Gary Hayes ]]></description>
			<itunes:subtitle>© Andrew Apostola 2007. A series of podcasts of short presentations given by mentors at the LAMP VI: Story of the Future at Couran Cove Eco Resort in December 2007.</itunes:subtitle>
			<itunes:summary>&apos;
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 &apos;How to Make Money from Online Content&apos;

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. &quot;What makes aggregators take notice, audience&quot; 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.

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

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

Audio recorded, edited and processed by Brett Robertson and Gary Hayes </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/andrewapostola_lampvii.mp3" length="5419957" />
			<guid>http://www.lamp.edu.au/podcast/andrewapostola_lampvii.mp3</guid>
			<pubDate>Wed, 16 Jan 2008 22:35:37 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:14:53</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Propogating Social Networks and MMOG Development</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[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.

John Banks 'Propogating Social Networks and MMOG Development'

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.

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 ]]></description>
			<itunes:subtitle>© John Banks 2007. A series of podcasts of short presentations given by mentors at the LAMP VI: Story of the Future at Couran Cove Eco Resort in December 2007.</itunes:subtitle>
			<itunes:summary>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.

John Banks &apos;Propogating Social Networks and MMOG Development&apos;

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.

Dr. JOHN BANKS - Researcher &amp; 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 &amp; 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 </itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/johnbanks_lampvii.mp3" length="6498643" />
			<guid>http://www.lamp.edu.au/podcast/johnbanks_lampvii.mp3</guid>
			<pubDate>Wed, 16 Jan 2008 22:16:11 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:17:55</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Second Life Cable Network - Gary Wisniewski </title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Gary discusses the technical and logistical aspects of making television in 2nd life. He briefly takes us through the background of the 2nd life cable network, the largest and most successful 2nd life television station, 100% of the programming of which is live from 2nd life and broadcast to the web.

Gary talks about the advantages and disadvantages of doing things live in-world, takes us through some of the processes and shows us some of the programs themselves.]]></description>
			<itunes:subtitle>© Gary Wisniewski 2007. Produced by LAMP@AFTRS. Recorded Live at the Museum of Sydney 12 Sep 2007 at a seminar entitled &quot;The Virtual Story&quot;</itunes:subtitle>
			<itunes:summary>Gary discusses the technical and logistical aspects of making television in 2nd life. He briefly takes us through the background of the 2nd life cable network, the largest and most successful 2nd life television station, 100% of the programming of which is live from 2nd life and broadcast to the web.

Gary talks about the advantages and disadvantages of doing things live in-world, takes us through some of the processes and shows us some of the programs themselves.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Second%20Life%20Cable%20Network%20-%20Gary%20Wisniewski.mp3" length="12237694" />
			<guid>http://www.lamp.edu.au/podcast/Second%20Life%20Cable%20Network%20-%20Gary%20Wisniewski.mp3</guid>
			<pubDate>Sat, 08 Dec 2007 13:31:20 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:33:37</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Thursdays Fictions - RJ Allen K Pearlman</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Karen Pearlman and Richard James Allen take you through the transition of their project, Thursday’s Fictions from the stage, to the page, to the screen and now to 2nd life. They discuss what’s exciting about the process of working in virtual worlds, the interweaving of the form and content, the collaborative process involved and what surprised them about working in 2nd life.

They also cover the key shifts they encountered taking Thursday’s Fictions into the film media from the stage show and book, look at the shift from closed forms where the content is delivered to the audience, to a more open form where the audience get to participate, and talk about discovering how working in 2nd life could offer opportunities to explore other themes in a story that has been told across various media platforms.]]></description>
			<itunes:subtitle>© Richard James Allen and Karen Pearlman 2007 Produced by LAMP@AFTRS. Recorded Live at the Museum of Sydney 12 Sep 2007 at a seminar entitled &quot;The Virtual Story&quot;</itunes:subtitle>
			<itunes:summary>Karen Pearlman and Richard James Allen take you through the transition of their project, Thursday’s Fictions from the stage, to the page, to the screen and now to 2nd life. They discuss what’s exciting about the process of working in virtual worlds, the interweaving of the form and content, the collaborative process involved and what surprised them about working in 2nd life.

They also cover the key shifts they encountered taking Thursday’s Fictions into the film media from the stage show and book, look at the shift from closed forms where the content is delivered to the audience, to a more open form where the audience get to participate, and talk about discovering how working in 2nd life could offer opportunities to explore other themes in a story that has been told across various media platforms.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Thursdays%20Fictions%20-%20RJ%20Allen%20K%20Pearlman.mp3" length="11163262" />
			<guid>http://www.lamp.edu.au/podcast/Thursdays%20Fictions%20-%20RJ%20Allen%20K%20Pearlman.mp3</guid>
			<pubDate>Sat, 08 Dec 2007 13:30:39 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:30:42</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Story Environment - Gary Hayes</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Gary talks about virtual spaces and the collaborative nature of creating stories within them. He focuses on worlds that are social i.e. real people collaborating in real time creating experiences, and also looks at mixed reality – people in real space and in the virtual space.

Gary shows a continuum both between the customisation of the worlds from very fixed to very open and between the individual and the collaborative, and looks at where some of these virtual spaces fall within them.

We look at story creation in these environments, the different kinds of environment available, and how these environments can affect the kinds of story you tell. We also hear about the tools of the trade and the four key ingredients to creating anything of value in such a space including character animation and camera manipulation.]]></description>
			<itunes:subtitle>© Gary Hayes 2007 Produced by LAMP@AFTRS. Recorded Live at the Museum of Sydney 12 Sep 2007 at a seminar entitled &quot;The Virtual Story&quot;</itunes:subtitle>
			<itunes:summary>Gary talks about virtual spaces and the collaborative nature of creating stories within them. He focuses on worlds that are social i.e. real people collaborating in real time creating experiences, and also looks at mixed reality – people in real space and in the virtual space.

Gary shows a continuum both between the customisation of the worlds from very fixed to very open and between the individual and the collaborative, and looks at where some of these virtual spaces fall within them.

We look at story creation in these environments, the different kinds of environment available, and how these environments can affect the kinds of story you tell. We also hear about the tools of the trade and the four key ingredients to creating anything of value in such a space including character animation and camera manipulation.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/The%20Story%20Environment%20-%20Gary%20Hayes.mp3" length="11848428" />
			<guid>http://www.lamp.edu.au/podcast/The%20Story%20Environment%20-%20Gary%20Hayes.mp3</guid>
			<pubDate>Sat, 08 Dec 2007 13:29:54 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:32:37</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Creating Places - Kit Devine</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Kit Devine, a lecturer in 3D at AFTRS talks us through her phd project, a virtual version of Sydney’s Rocks area from 1788 to present, as an illustration of the difference between building places as opposed to spaces.

She covers how social interaction is a big part of creating a sense of place, as it is the human meaning associated with a location that makes it a place.

Kit also looks at the quality of real-time playback that is now available from 3D programs and shows how this can be valuable to filmmakers in the use of 3D environments for pre-visualisation.]]></description>
			<itunes:subtitle>© Kit Devine 2007 Produced by LAMP@AFTRS. Recorded Live at the Museum of Sydney 12 Sep 2007 at a seminar entitled &quot;The Virtual Story&quot;</itunes:subtitle>
			<itunes:summary>Kit Devine, a lecturer in 3D at AFTRS talks us through her phd project, a virtual version of Sydney’s Rocks area from 1788 to present, as an illustration of the difference between building places as opposed to spaces.

She covers how social interaction is a big part of creating a sense of place, as it is the human meaning associated with a location that makes it a place.

Kit also looks at the quality of real-time playback that is now available from 3D programs and shows how this can be valuable to filmmakers in the use of 3D environments for pre-visualisation.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Creating%20Places%20-%20Kit%20Devine.mp3" length="5901462" />
			<guid>http://www.lamp.edu.au/podcast/Creating%20Places%20-%20Kit%20Devine.mp3</guid>
			<pubDate>Sat, 08 Dec 2007 13:28:43 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:16:23</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Virtual Film - Jackie Turnure</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Jackie takes us back 11years to the beginnings of Machinima, (combination of Machine and Cinema) to look at how far things have come and where they might be heading. We move through the evolution of Machinima from simple game records through the popularity of stand alone short films to the rise of the episodic and the shift from comedies to more thoughtful drama.

Jackie illustrates the importance of good writing, dialogue and voice acting in machinima and also looks at what makes people choose to create their story using this process.

She touches on the issue of copyright and how to make money from machinima and looks at new tools for creating Machinima license free. Jackie concludes her presentation with her projection for machinima over the next ten years.]]></description>
			<itunes:subtitle>© Jackie Turnure 2007 Produced by LAMP@AFTRS. Recorded Live at the Museum of Sydney 12 Sep 2007. The art of Machinima – the evolution</itunes:subtitle>
			<itunes:summary>Jackie takes us back 11years to the beginnings of Machinima, (combination of Machine and Cinema) to look at how far things have come and where they might be heading. We move through the evolution of Machinima from simple game records through the popularity of stand alone short films to the rise of the episodic and the shift from comedies to more thoughtful drama.

Jackie illustrates the importance of good writing, dialogue and voice acting in machinima and also looks at what makes people choose to create their story using this process.

She touches on the issue of copyright and how to make money from machinima and looks at new tools for creating Machinima license free. Jackie concludes her presentation with her projection for machinima over the next ten years.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/The%20Virtual%20Film%20-%20Jackie%20Turnure%201.mp3" length="13231860" />
			<guid>http://www.lamp.edu.au/podcast/The%20Virtual%20Film%20-%20Jackie%20Turnure%201.mp3</guid>
			<pubDate>Sat, 08 Dec 2007 13:26:12 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:36:42</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Skills of Combining Film and Games</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA["The Craft of Story Environment and Games" – panel discussion about traditional film making crafts and virtual worlds. Moderated by Gary Hayes, panelists: Peter Giles (Head of Digital Media), Mark Ward (Head of Sound), Jon Rohde (Head of Design) and Gary Wisniewski (CEO, SLCN.tv). Significant comments from Karen Pearlman and Teresa Rizzo.

© AFTRS 2007. A panel of experts moderated by Gary Hayes look at the production issues and future implications of combining the skills of filmmaking with games design with emphasis on machinima and virtual worlds
]]></description>
			<itunes:subtitle>© AFTRS 2007 Produced by LAMP@AFTRS. Recorded Live at the Museum of Sydney 12 Sep 2007. A panel of experts moderated by Gary Hayes look at the production issues and future implications of combining the skills of filmmaking with games design.</itunes:subtitle>
			<itunes:summary>&quot;The Craft of Story Environment and Games&quot; – panel discussion about traditional film making crafts and virtual worlds. Moderated by Gary Hayes, panelists: Peter Giles (Head of Digital Media), Mark Ward (Head of Sound), Jon Rohde (Head of Design) and Gary Wisniewski (CEO, SLCN.tv). Significant comments from Karen Pearlman and Teresa Rizzo.

© AFTRS 2007. A panel of experts moderated by Gary Hayes look at the production issues and future implications of combining the skills of filmmaking with games design with emphasis on machinima and virtual worlds
</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/Skills%20of%20Combining%20Film%20and%20Games.mp3" length="11525508" />
			<guid>http://www.lamp.edu.au/podcast/Skills%20of%20Combining%20Film%20and%20Games.mp3</guid>
			<pubDate>Sat, 08 Dec 2007 13:22:44 +1100</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:31:10</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>Designing the Future</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Recorded live and unedited during the LAMP Story of the Future lab in Freycinet in May 2007 in front of the eight teams  developing emerging media projects. 

"Design is all about making creative decisions..The thing I want to stress to day is the thinking of design, that the best designers out there are also the best thinkers...Don't be cool, don't impose an aesthetic on your project, don't impose an attitude, just have faith in your guts, have faith in your own creativity, and to hell with everybody else. Someone said recently that standing out is the new fitting in, because we know we are getting into a really crowded space. Its really exciting that audiences are fragmenting but with more variety you have to be more inventive, authentic and creative yourself."

Catherine works through the complexities of the design process drawing on 20 years experience in the field. She uses a project called Reenchantment (about fairy tales) and how she approached the creative brief and generated a style. One of the biggest issues was how to make it accessible to a broader audience given the content was on the surface quite highbrow and Catherine talks through the thoughts that made is more approachable. She goes into some details about the schematic and interactive architecture but goes back in the end to the power of environments and stories. 

© Catherine Gleeson 2007

The Laboratory for Advanced Media Production is facilitated by the Australian Film TV and Radio School and is probably Australia’s premier emerging media R&D and production labs. Participants actually create proof of concept, develop strong presentations and evolve the business, technical and creative aspects of their property.

It is a unique mix of seminars, workshops, immersive rapid prototyping residentials and industry focused product development. LAMP accepts project applications from all parts of the Australian media industry and we look forward to hearing from you. Click ‘How to Apply’ to see the latest lab dates if you would like to evolve your property for mobile devices, advanced television, broadband, games consoles, multi user virtual environments and beyond.

The four stage process will equip participants and project teams with the tools they need to create compelling interactive content meeting the needs of the audience and marketplace. LAMP is strategically content and service focused, with a healthy mix of creativity, business, technical and audience centricity.

]]></description>
			<itunes:subtitle>© Catherine Gleeson 2007. Catherine uses a project she is currently working on to explore the challenges of how to design from creative ideas through to finished service.</itunes:subtitle>
			<itunes:summary>Recorded live and unedited during the LAMP Story of the Future lab in Freycinet in May 2007 in front of the eight teams  developing emerging media projects. 

&quot;Design is all about making creative decisions..The thing I want to stress to day is the thinking of design, that the best designers out there are also the best thinkers...Don&apos;t be cool, don&apos;t impose an aesthetic on your project, don&apos;t impose an attitude, just have faith in your guts, have faith in your own creativity, and to hell with everybody else. Someone said recently that standing out is the new fitting in, because we know we are getting into a really crowded space. Its really exciting that audiences are fragmenting but with more variety you have to be more inventive, authentic and creative yourself.&quot;

Catherine works through the complexities of the design process drawing on 20 years experience in the field. She uses a project called Reenchantment (about fairy tales) and how she approached the creative brief and generated a style. One of the biggest issues was how to make it accessible to a broader audience given the content was on the surface quite highbrow and Catherine talks through the thoughts that made is more approachable. She goes into some details about the schematic and interactive architecture but goes back in the end to the power of environments and stories. 

© Catherine Gleeson 2007

The Laboratory for Advanced Media Production is facilitated by the Australian Film TV and Radio School and is probably Australia’s premier emerging media R&amp;D and production labs. Participants actually create proof of concept, develop strong presentations and evolve the business, technical and creative aspects of their property.

It is a unique mix of seminars, workshops, immersive rapid prototyping residentials and industry focused product development. LAMP accepts project applications from all parts of the Australian media industry and we look forward to hearing from you. Click ‘How to Apply’ to see the latest lab dates if you would like to evolve your property for mobile devices, advanced television, broadband, games consoles, multi user virtual environments and beyond.

The four stage process will equip participants and project teams with the tools they need to create compelling interactive content meeting the needs of the audience and marketplace. LAMP is strategically content and service focused, with a healthy mix of creativity, business, technical and audience centricity.

</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/lampvi_catherine.mp3" length="9689178" />
			<guid>http://www.lamp.edu.au/podcast/lampvi_catherine.mp3</guid>
			<pubDate>Sun, 01 Jul 2007 23:40:30 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:26:45</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>From Blue Sky to Green Light</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[From Blue Sky to Green Light © Deborah Todd. Deborah talks about the games design development process and how story and character are critically important for reversioning existing properties.

Where: Museum of Sydney, 37 Philip St, Sydney - When: Thursday 28th June 2007, 2pm - 4.30pm

LIVING THE STORY SEMINAR

If film was the medium of the 20th Century and games the medium of the 21st, how do we bring together the best elements of these two monoliths of entertainment?

The next generation of games will rely on story, narrative and character development to immerse users inside the experience so that they are living the story. What skills do the creators of these media experiences need to develop compelling content for the future?

The seminar will be keynoted by Deborah Todd, an award winning games designer from LA and recent author of the best selling book Game Design: From Blue Sky to Green Light. She will talk about the key ingredients of planning, designing and structuring a compelling game, referring to the types of stories and characters best adapted from linear film and TV to the games medium.

Other speakers Jackie Turnure and Luke Carruthers will cover areas including role-playing game environments inside social virtual worlds, production methodologies, user-generated games and a market overview.

This is a must-attend free seminar for linear producers, writers and broadcasters who are considering turning their show or film into a console, online or casual game.

Keynote Speaker Bio: Deborah Todd - Games Designer/Writer

Deborah Todd is a veteran award-winning designer, writer, producer and director in the interactive arena, with 14 published games and 20 published titles to her credit since 1991. Her new book, Game Design: From Blue Sky to Green Light, is published by A K Peters, and was released at GDC 2007. From initial blue-sky sessions to pitching for a green light, Deborah Todd uses creative exercises and examples from classic and contemporary games to highlight different aspects of the game-design process: the decision and brainstorming phase, story and character design, content creation, testing, designing documents, and flowcharting. Many of the game industry’s brightest professionals share insights on key elements in game design and their analysis of what makes a game a blockbuster hit.

She has worked with some of the industry’s top publishers and Hollywood studios, including Disney Interactive, Disneyland, Fox, DreamWorks, Discovery Channel, MGM/UA, Columbia, Warner Bros., Nickelodeon, The Learning Company, Humongous Entertainment, Broderbund, Mindscape, Houghton-Mifflin, McGraw-Hill, Random House, and Steven Spielberg’s Starbright Foundation.

Her projects have garnered such awards as the ABA Book Sellers Choice New Media Award, the ComputEd Best Interactive Story Award, Child Magazine’s Best Software of the Year Award, Parenting Magazine’s Software Magic Award, and U.S. News and World Report’s Top 12 Titles of the Year.

Deborah taught a 4-month game design course at a college in the Silicon Valley, which she developed and which ultimately sparked the idea for her latest book. She has also guest lectured at several universities including UCSF writing for the new media program, UC Hayward master’s program on game design, and at En’jmin in Angouleme, France, also a master’s program in game design, where she is working again this summer on an intensive games workshop.]]></description>
			<itunes:subtitle>© Deborah Todd. Deborah talks about the games design development process and how story and character are critically important for reversioning existing properties.</itunes:subtitle>
			<itunes:summary>From Blue Sky to Green Light © Deborah Todd. Deborah talks about the games design development process and how story and character are critically important for reversioning existing properties.

Where: Museum of Sydney, 37 Philip St, Sydney - When: Thursday 28th June 2007, 2pm - 4.30pm

LIVING THE STORY SEMINAR

If film was the medium of the 20th Century and games the medium of the 21st, how do we bring together the best elements of these two monoliths of entertainment?

The next generation of games will rely on story, narrative and character development to immerse users inside the experience so that they are living the story. What skills do the creators of these media experiences need to develop compelling content for the future?

The seminar will be keynoted by Deborah Todd, an award winning games designer from LA and recent author of the best selling book Game Design: From Blue Sky to Green Light. She will talk about the key ingredients of planning, designing and structuring a compelling game, referring to the types of stories and characters best adapted from linear film and TV to the games medium.

Other speakers Jackie Turnure and Luke Carruthers will cover areas including role-playing game environments inside social virtual worlds, production methodologies, user-generated games and a market overview.

This is a must-attend free seminar for linear producers, writers and broadcasters who are considering turning their show or film into a console, online or casual game.

Keynote Speaker Bio: Deborah Todd - Games Designer/Writer

Deborah Todd is a veteran award-winning designer, writer, producer and director in the interactive arena, with 14 published games and 20 published titles to her credit since 1991. Her new book, Game Design: From Blue Sky to Green Light, is published by A K Peters, and was released at GDC 2007. From initial blue-sky sessions to pitching for a green light, Deborah Todd uses creative exercises and examples from classic and contemporary games to highlight different aspects of the game-design process: the decision and brainstorming phase, story and character design, content creation, testing, designing documents, and flowcharting. Many of the game industry’s brightest professionals share insights on key elements in game design and their analysis of what makes a game a blockbuster hit.

She has worked with some of the industry’s top publishers and Hollywood studios, including Disney Interactive, Disneyland, Fox, DreamWorks, Discovery Channel, MGM/UA, Columbia, Warner Bros., Nickelodeon, The Learning Company, Humongous Entertainment, Broderbund, Mindscape, Houghton-Mifflin, McGraw-Hill, Random House, and Steven Spielberg’s Starbright Foundation.

Her projects have garnered such awards as the ABA Book Sellers Choice New Media Award, the ComputEd Best Interactive Story Award, Child Magazine’s Best Software of the Year Award, Parenting Magazine’s Software Magic Award, and U.S. News and World Report’s Top 12 Titles of the Year.

Deborah taught a 4-month game design course at a college in the Silicon Valley, which she developed and which ultimately sparked the idea for her latest book. She has also guest lectured at several universities including UCSF writing for the new media program, UC Hayward master’s program on game design, and at En’jmin in Angouleme, France, also a master’s program in game design, where she is working again this summer on an intensive games workshop.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/deborah_livingthestory.mp3" length="11570346" />
			<guid>http://www.lamp.edu.au/podcast/deborah_livingthestory.mp3</guid>
			<pubDate>Fri, 29 Jun 2007 14:22:52 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:31:40</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>The Future Business of Games</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[Luke Carruthers - "The Future Business of Games"

© Luke Carruthers. Luke concentrates on games trends, the complexity of the Business and the heirarchy of market dictating what gets made.

Where: Museum of Sydney, 37 Philip St, Sydney - When: Thursday 28th June 2007, 2pm - 4.30pm

LIVING THE STORY SEMINAR

If film was the medium of the 20th Century and games the medium of the 21st, how do we bring together the best elements of these two monoliths of entertainment?

The next generation of games will rely on story, narrative and character development to immerse users inside the experience so that they are living the story. What skills do the creators of these media experiences need to develop compelling content for the future?

The seminar will be keynoted by Deborah Todd, an award winning games designer from LA and recent author of the best selling book Game Design: From Blue Sky to Green Light. She will talk about the key ingredients of planning, designing and structuring a compelling game, referring to the types of stories and characters best adapted from linear film and TV to the games medium.

Other speakers Jackie Turnure and Luke Carruthers will cover areas including role-playing game environments inside social virtual worlds, production methodologies, user-generated games and a market overview.

This is a must-attend free seminar for linear producers, writers and broadcasters who are considering turning their show or film into a console, online or casual game.

Luke Carruthers

Luke Carruthers is a games developer who runs a company called Imaginary Numbers in Sydney. The company creates online games and their first title Tactica Online is a fast-moving strategy RPG set amidst conspiracy and intrigue of Da Vinci’s world.  Luke Carruthers’ first company, Magna Data, was founded in 1993, and went on to become one of Australia’s most successful early Internet service providers. Sold in 1999 for A$16 million, it was noted for its innovative services, including operating one of the country’s first DSL broadband networks. 

Since then he has founded three more companies, all focused on the Internet and telecommunications market, including Inter-touch, an in-hotel network operator recently acquired by NTT DoCoMo for US$70 million, and Alterna Telecom, which provided wholesale PSTN switching services and was acquired by RSLCom in 2002. Secretary of the Internet Industry Association from 1995 to 2001, and joining the board of the Game Developers Association of Australia in 2005, he has also worked with numerous government and industry bodies aiding in the development of the legislative and regulatory framework for the telecommunications, media, and entertainment industries.]]></description>
			<itunes:subtitle>© Luke Carruthers. Luke concentrates on games trends, the complexity of the Business and the heirarchy of market dictating what gets made.</itunes:subtitle>
			<itunes:summary>Luke Carruthers - &quot;The Future Business of Games&quot;

© Luke Carruthers. Luke concentrates on games trends, the complexity of the Business and the heirarchy of market dictating what gets made.

Where: Museum of Sydney, 37 Philip St, Sydney - When: Thursday 28th June 2007, 2pm - 4.30pm

LIVING THE STORY SEMINAR

If film was the medium of the 20th Century and games the medium of the 21st, how do we bring together the best elements of these two monoliths of entertainment?

The next generation of games will rely on story, narrative and character development to immerse users inside the experience so that they are living the story. What skills do the creators of these media experiences need to develop compelling content for the future?

The seminar will be keynoted by Deborah Todd, an award winning games designer from LA and recent author of the best selling book Game Design: From Blue Sky to Green Light. She will talk about the key ingredients of planning, designing and structuring a compelling game, referring to the types of stories and characters best adapted from linear film and TV to the games medium.

Other speakers Jackie Turnure and Luke Carruthers will cover areas including role-playing game environments inside social virtual worlds, production methodologies, user-generated games and a market overview.

This is a must-attend free seminar for linear producers, writers and broadcasters who are considering turning their show or film into a console, online or casual game.

Luke Carruthers

Luke Carruthers is a games developer who runs a company called Imaginary Numbers in Sydney. The company creates online games and their first title Tactica Online is a fast-moving strategy RPG set amidst conspiracy and intrigue of Da Vinci’s world.  Luke Carruthers’ first company, Magna Data, was founded in 1993, and went on to become one of Australia’s most successful early Internet service providers. Sold in 1999 for A$16 million, it was noted for its innovative services, including operating one of the country’s first DSL broadband networks. 

Since then he has founded three more companies, all focused on the Internet and telecommunications market, including Inter-touch, an in-hotel network operator recently acquired by NTT DoCoMo for US$70 million, and Alterna Telecom, which provided wholesale PSTN switching services and was acquired by RSLCom in 2002. Secretary of the Internet Industry Association from 1995 to 2001, and joining the board of the Game Developers Association of Australia in 2005, he has also worked with numerous government and industry bodies aiding in the development of the legislative and regulatory framework for the telecommunications, media, and entertainment industries.</itunes:summary>
			<enclosure type="audio/mpeg" url="http://www.lamp.edu.au/podcast/luke_livingthestory.mp3" length="10239458" />
			<guid>http://www.lamp.edu.au/podcast/luke_livingthestory.mp3</guid>
			<pubDate>Fri, 29 Jun 2007 14:22:48 +1000</pubDate>
			<category>Higher Education</category>
			<itunes:explicit>no</itunes:explicit>
			<itunes:duration>00:28:08</itunes:duration>
			<itunes:keywords>technology, education, international, emerging media</itunes:keywords>
		</item>
		<item>
			<title>When Films and Games Collide</title>
			<itunes:author>Australian Film TV and Radio School</itunes:author>
			<description><![CDATA[JACKIE TURNURE - "When game and film collide"

© Jackie Turnure 2007. Jackie gives an overview of the games universe and talks about the importance of story, character and agency. 

Where: Museum of Sydney, 37 Philip St, Sydney - When: Thursday 28th June 2007, 2pm - 4.30pm

LIVING THE STORY SEMINAR

If film was the medium of the 20th Century and games the medium of the 21st, how do we bring together the best elements of these two monoliths of entertainment?

The next generation of games will rely on story, narrative and character development to immerse users inside the experience so that they are living the story. What skills do the creators of these media experiences need to develop compelling content for the future?

The seminar will be keynoted by Deborah Todd, an award winning games designer from LA and recent author of the best selling book Game Design: From Blue Sky to Green Light. She will talk about the key ingredients of planning, designing and structuring a compelling game, referring to the types of stori