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2016-04-19T00:00:00.000Z

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Wrong Anna Kipnis?

Anna Kipnis

Senior Gameplay Programmer

Double Fine Productions Inc

HQ Phone: (415) 896-1110

Double Fine Productions Inc

525 Brannan Street Suite 200

San Francisco, California 94107

United States

Company Description

Double Fine Productions is an award-winning independent game development studio founded in 2000 by game industry veteran Tim Schafer, located in San Francisco. Our games include Psychonauts, BrĂ¼tal Legend, Costume Quest, Stacking, Iron Brigade, Sesame S ... more

Find other employees at this company (74)

Background Information

Education

degree
Computer Science and minors
Rutgers University

Web References (147 Total References)


July | 2014 | GDC Europe News | Page 2

www.gdceurope.com [cached]

Game industry veteran Anna Kipnis serves as a senior gameplay programmer at Double Fine Productions, where she's worked on everything from Psychonauts to Brutal Legend to The Cave. Like pretty much everyone at Double Fine, she tackles a wide variety of tasks at the studio - including leading her own game development project as part of Double Fine's most recent Amnesia Fortnight internal game jam - and has experience with the design and implementation of the dialog systems that give voice to some of Double Fine's most iconic characters. In her work as a programmer she's been in charge of implementing dynamic dialog systems as gameplay mechanics, but she's also had the opportunity to work closely with writers, artists, animators, casting directors, and pretty much everyone involved with the process of bringing a line of dialog out of someone's imagination and getting it into a finished game. This August she's bringing her experience to bear by delivering an hour-long talk at GDC Europe 2014, " Dialog Systems in Double Fine Games", a much-expanded version of a lesson she's already given to an audience of developers at NYU. Given Kipnis' work as a Molyjam organizer, a GDC speaker and a Double Fine programmer, we caught up with her on Skype to learn more about why she felt driven to pitch a GDC Europe talk about the art and import of designing robust dialog systems.


GDC Europe debuts VR, #1ReasonToBe talks with under 48 hours to reg | GDC Europe News

www.gdceurope.com [cached]

- Double Fine's Anna Kipnis will be bridging the Design and Programming tracks of the conference with her talk, " Dialog Systems in Double Fine Games. Kipnis plans to explain the technical details of how a line of dialog finds its way into a finished Double Fine title, starting from the moment a line is written and working all the way through to the point where you're hearing and seeing the line in the engine, even in a foreign tongue. Check out our interview with Kipnis to learn more about her work at Double Fine and how it uniquely qualifies her to deliver this much-needed talk.


Game industry veteran Anna ...

www.gdceurope.com [cached]

Game industry veteran Anna Kipnis serves as a senior gameplay programmer at Double Fine Productions, where she's worked on everything from Psychonauts to Brutal Legend to The Cave. Like pretty much everyone at Double Fine, she tackles a wide variety of tasks at the studio - including leading her own game development project as part of Double Fine's most recent Amnesia Fortnight internal game jam - and has experience with the design and implementation of the dialog systems that give voice to some of Double Fine's most iconic characters. In her work as a programmer she's been in charge of implementing dynamic dialog systems as gameplay mechanics, but she's also had the opportunity to work closely with writers, artists, animators, casting directors, and pretty much everyone involved with the process of bringing a line of dialog out of someone's imagination and getting it into a finished game. This August she's bringing her experience to bear by delivering an hour-long talk at GDC Europe 2014, " Dialog Systems in Double Fine Games", a much-expanded version of a lesson she's already given to an audience of developers at NYU. Given Kipnis' work as a Molyjam organizer, a GDC speaker and a Double Fine programmer, we caught up with her on Skype to learn more about why she felt driven to pitch a GDC Europe talk about the art and import of designing robust dialog systems.


Game industry veteran Anna ...

www.gdceurope.com [cached]

Game industry veteran Anna Kipnis serves as a senior gameplay programmer at Double Fine Productions, where she's worked on everything from Psychonauts to Brutal Legend to The Cave. Like pretty much everyone at Double Fine, she tackles a wide variety of tasks at the studio - including leading her own game development project as part of Double Fine's most recent Amnesia Fortnight internal game jam - and has experience with the design and implementation of the dialog systems that give voice to some of Double Fine's most iconic characters. In her work as a programmer she's been in charge of implementing dynamic dialog systems as gameplay mechanics, but she's also had the opportunity to work closely with writers, artists, animators, casting directors, and pretty much everyone involved with the process of bringing a line of dialog out of someone's imagination and getting it into a finished game. This August she's bringing her experience to bear by delivering an hour-long talk at GDC Europe 2014, " Dialog Systems in Double Fine Games", a much-expanded version of a lesson she's already given to an audience of developers at NYU. Given Kipnis' work as a Molyjam organizer, a GDC speaker and a Double Fine programmer, we caught up with her on Skype to learn more about why she felt driven to pitch a GDC Europe talk about the art and import of designing robust dialog systems.

So what inspired you to pitch this talk about dialog systems? Kipnis: I was at Fantastic Arcade last year in the car with a couple of indie developers, and they kind of asked me about how much work was involved to do voiced dialog in games because I was doing so much dialog work at Double Fine, especially voiced stuff.


Anna Kipnis - Gameplay ...

gaymerx.com [cached]

Anna Kipnis - Gameplay Engineer at DoubleFine (Brutal Legend, Broken Age, etc)

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