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This profile was last updated on 8/3/14  and contains information from public web pages and contributions from the ZoomInfo community.

Senior Gameplay Programmer

Phone: (415) ***-****  HQ Phone
Email: a***@***.com
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....   more
Background

Education

  • degree , Computer Science and minors
    Rutgers University
49 Total References
Web References
Continue reading "Q&A: Double Fine's ...
www.gdconf.com, 3 Aug 2014 [cached]
Continue reading "Q&A: Double Fine's Anna Kipnis digs into the mechanics of good dialog" » | Permalink Game Developers Conference | Q&A: Double Fine's Anna Kipnis digs into the mechanics of good dialog
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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: Senior Gameplay ...
www.projectanarchy.com, 25 April 2014 [cached]
Anna Kipnis: Senior Gameplay Programmer at Double Fine; Creator of the "Molyjam" game development event
Anna Kipnis, senior gameplay ...
www.gamasutra.com, 21 Mar 2014 [cached]
Anna Kipnis, senior gameplay programmer at Double Fine, shared her childhood growing up in Kiev. Playing cards with her father piqued her curiosity for game design and the power of games to enrapture and unite players with their systems.
Kipnis was inspired when her childhood friends, playing a simple game she'd made up, started coming up with their own variants and new ways to play. To hear her tell it, playing and collaborating on games together made her feel as though she could lead her friends to explore new worlds together. Now, more than ever, women need to promote themselves as leaders.
"We need to show the industry that women are capable game creators known for masterworks in the games medium," said Kipnis. She admitted that she hadn't actually tried to create her own game until very recently, when she challenged herself to pitch a game, Dear Leader, as part of Double Fine's most recent Amnesia Fortnight game jam.
Kipnis took pains to point out that female developers avoid leading games for the same reason male developers do - they aren't interested in taking on the responsibility of leading a project.
But we need more female developers to be recognized for their work, and that means more women need to be proactive about pitching and leading game projects. An easy way to encourage this, suggests Kipnis, is to foster a studio culture of collaboration, creativity and acceptance where everyone -- from the programmers to the administrative staff -- feels comfortable playing games and sharing their ideas with the team.
Doing so encourages everyone -- but especially women or anyone who might feel themselves unwelcome -- to do what matters most in this industry: make games.
"To my fellow female developers, I say let's continue the tradition of women game creators, and give young girls more names to think of as they grow into game developers," said Kipnis.
Game Developers Conference | March 17-21, 2014 | Moscone Convention Center | San Francisco, California
www.gdconf.com, 10 July 2014 [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.
Continue reading "Q&A: Double Fine's Anna Kipnis digs into the mechanics of good dialog" >
Anna Kipnis, Senior Gameplay ...
www.nwcidisplays.com, 14 Feb 2014 [cached]
Anna Kipnis, Senior Gameplay Programmer at Double Fine Productions
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