IDG, who run Macworld Expo
, will be bringing back their very popular gaming area at Macworld SF, 2004.
Gaming Area at MSNY 2001 - Picture ehMax
The "arcade" located on exhibit floor will provide hands-on access to top AAA game titles running on Power Mac G5s and 17" iMacs including Halo, Unreal Tournament, Age of Mythology, Indiana Jones, Splinter Cell, Tron 2.0, Ghost Master, Republic and many more.
ehMax will be sure to get some photos of the gaming area and may even have moment to frag a few Macworld attendees.
Here's the full press release:
IDG World Expo, the leading producer of world-class tradeshows, conferences and events for technology markets around the globe, today announced that the Macintosh Gaming Area at the upcoming Macworld Conference & Expo® in San Francisco will provide the year's first look at the best new games coming to the Mac in 2004. Located on the Macworld exhibit floor, the Macintosh Gaming Area will highlight new games showcased by top game publishers such as Aspyr and MacSoft, as well as popular AAA game titles.
Now in its 20th year, Macworld Conference & Expo will take place January 5-9, 2004 at the Moscone Center in San Francisco.
In addition to exhibits by top game publishers, the Macintosh Gaming Area will feature an all-new Mac Gaming Arcade, sponsored by Apple and equipped with the newest Power Mac G5s and 17" iMacs. In the Arcade, Macworld attendees will be able to experience top AAA game titles first-hand. Featured games will include Halo, Unreal Tournament, Age of Mythology, Indiana Jones, Splinter Cell, Tron 2.0, Ghost Master, Republic and many more.
For gaming buffs interested in creating their own games for the Mac, Macworld Conference & Expo features a two-day Power Tools Conference on Game Development, which runs Wednesday, January 7 and Thursday, January 8. Led by conference chair Jeannie Novack, founder and CEO of Indiespace, this conference teaches the basics of game development, including platforms, genres, applications, story and character development, gameplay, design, art and sound. Sessions will cover:
Historical elements: How did we get here?
Player elements: Who plays and why?
Game elements: What makes a great game?
Game concept development
Level and user interface design
The development cycle: Planning, prototyping and playtesting
The business cycle: Maintenance, management and models
Game art: Tools and techniques
Game audio: Music and sound design
The future of game development.