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as a Staff Software Engineer where he is the Project Lead for COLLADA and the Khronos COLLADA work group chairman. He has given presentations about COLLADA design and features at Siggraph 2004-2006, Imagina 2005, IGDA SF 2005, and GDC 2005. Mark's experience and knowledge in the field of visual simulation includes database tools, distributed processing, and real-time graphics. Mark is well known for his work on the OpenFlight format while at MultiGen-Paradigm Inc. Position Statement:New and better tools are needed for video game production! Video game quality is no longer limited by console hardware performance. On the contrary, the current generation of consoles are starved for high quality content that is stressing the capabilities of artists using proprietary tools whose features are lagging behind the needs of the industry. Your next-gen gaming experiences are being held back for lack of innovations in the tools of a very few companies with bloated, expensive products. The video game industry thrives on innovation and creativity and is searching for solutions! Open source software is prevalent in computer graphics today. As game production becomes more expensive and complicated, it's valuable to quickly combine available software packages to support novel tool pipelines rather then creating an entire pipeline from scratch. Our panelists are primarily the project managers for open source projects and are here to discuss the motivation, collaboration, and integration of open source tool pipelines that meet the growing demands of next-gen game developers. Jon PhillipsJon Phillips (www.rejon.org) is an Open Source developer, artist, writer, educator, lecturer, and curator with 13+ years of xperience creating communities and computing culture. His involvements with mixing culture and software development have been presented internationally
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