Game Legends Will Wright and John Romero are confirmed for the First Annual Foundation Charity Dinner at the IGDA Leadership Forum, Friday, Nov. 5 at the San Francisco Airport Marriott, the final day of the IGDA Leadership Forum.
The dinner, preceded by a cocktail reception, will feature a live, on-stage discussion between John Romero and Will Wright, whose work on series such as the Sims and Spore has helped define the game industry. Romero, a prolific game developer himself, is best known for his design and coding work on such titles as DOOM, Quake and Wolfenstein 3D.
The designer-to-designer discussion is in keeping with the mission of the Romero Archives, which is dedicated to preserving the work, processes and history of game design and game designers. Romero, a passionate advocate for the preservation of game design history, has already completed design documentary discussions with Sid Meier, Bob Bates, Don Daglow, Noah Falstein and others with many more in progress.
Proceeds from the dinner will help support the various charitable projects supported by the Foundation including the Romero Archives, the Eric Dybsand Memorial Scholarship for AI Development, the Accessibility SIG “Gamers with Disabilities” Project and the other charitable works of the IGDA Foundation.
Join industry leaders and luminaries to support the IGDA Foundation and its charitable works.
Seating is limited for this event. Register now!
Cost is $125 for Leadership Forum attendees and IGDA members and one guest each and $150 for general public (group pricing available).
November 5, 2010
6:30 10 p.m.
San Francisco Airport Marriott
1800 Old Bayshore Highway
Burlingame, California 94010
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The Romero Archives
The Romero Archives was founded by programmer and game designer John Romero and is dedicated to preserving the work, processes and history of game design and game designers. The mission of the Romero Archives is five-fold:
1. To catalog and preserve the work of game designers.
2. To catalog and preserve the design process of game designers.
3. To make this work freely accessible to game historians, art historians, new media historians, academics, students of game design and game designers.
4. To encourage game developers to archive their design process for future study.
5. With the assistance of all the above, to make apparent the validity of game design as an art form.