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Game Developers Conference 2004

Sponsored Track: Security

Wednesday, March 24, 2004

San Jose Convention Center, Room C4
Open to GDC Attendees. No Additional Fee.

Agenda



9-10 am

Security in an Unsecured Environment

George Goodman, Intel

An Intel security expert will talk about game protection in an inherently vulnerable environment – the PC. Your game will be cracked, it’s just a matter of time. This session is designed to let you decide when, how or even if you should be doing anything about it. Topics include:
  • Understanding the security lifecycle: prevention, detection, response, healing
  • Pros/cons of integrating security actively into your product.
  • Security and Trusted Computing.
Idea Takeaway:
An in-depth understanding of the latest issues and trends around protecting game content.

Intended Audience:
Producers and programmers who oversee game protection strategy and develop in-game security for PC games.

12-1 pm

The Security Bottom Line

Panelists:
Andrew Shane Huang, Hacking the Xbox Author and developers TBA.
Gavin Dodd, Director of Tools Development, Insomniac Games.
Michael Gilmartin, Director of Publishing Support, Atari.
Siang Loo, Vice President of Engineering, WildTangent.
Moderator:
John Borland, CNET

A panel will share their real-life experiences and advice on the most effective means of protecting games, including some that didn’t work so well. Learn what methods have been most successful for different types of games and distribution methods, when you need to think about security and what security implementations publishers are looking for from their developers.

Idea Takeaway:
The most effective strategies for game protection from a panel of your peers who’ve been there.

Intended Audience:
Producers and managers responsible for game security decision-making, including developers who self-publish their games.
2:30-3:30 pm

Inside the Hacker Mind

Andres Torrubia, CTO, Trymedia Systems

A content protection expert will expose the ‘hacker mindset’ and provide specific tips on what to watch out for, how to save time, how to avoid costly security integration and other pitfalls. Popular techniques, tools and methods hackers use to attack an application and break its security will be demonstrated to illustrate how game protection can either protect your game…or fail it almost instantly.

Idea Takeaway:
Find out where games are most vulnerable and how to minimize the risks of piracy.

Intended Audience:
Producers and programmers who oversee game protection strategy and develop in-game security for PC games.
4-5 pm

Feel Good Game Security

Gabe Zichermann, VP Strategy & Communications, Trymedia Systems

Let’s face it, most developers are primarily concerned with making a good game that people will like and tell their friends about. What’s the big deal if a few people copy it? After all, once you’ve been paid to develop the game isn’t that the publisher’s problem? Animated (and sometimes controversial) speaker Gabe Zichermann explores the concepts of secure sharing, simplified product activation, viral marketing and more great ways to make everybody – from developer, to publisher to end-user - happy. There is something in it for you after all.

Idea Takeaway:
Learn how game protection can be a more positive experience…and maybe even earn you some extra income to boot.

Intended Audience:
Producers and managers responsible for game security decision-making, including developers who self-publish their games.
5:30-6:30 pm

ActiveMARK Tutorial

Andres Torrubia & Mike Pohl, Trymedia Systems

In-depth tutorials designed to optimize the developer and end-user experiences with the most powerful game protection available. Learn specific ways to use the ActiveMARK SDK and Packaging tools:
  • See the step by step real-time process for packaging an application, including setting trial criteria, modifying in-game pages, and end-user experience.
  • Create user interfaces that will integrate seamlessly with the look and feel or your game.
  • Set up custom business rules using the ActiveMARK SDK.

Idea Takeaway:
A step-by-step ‘how to’ on using the ActiveMARK development tools.

Intended Audience:
Programmers who implement in-game security for PC games.




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