Deliverables:

Stage One Submissions
One Image, (with title) no greater than 800px wide in JPEG format.
One Story, excerpt, synopsis or combination of both, written in English
Stage Two Submissions
Final high resolution Image, (with title) as a refined version of the stage one submission. The final image must be in both JPEG, and TIF format (at a print-resolution of no less than TIF 300dpi).
Your final image dimensions should be in print resolution (as large as you can possibly render). Do not send in a low-resolution placeholder and ask us to get back to you, as we won't.
(A guideline is 2657 pixels wide and/or 3636 high, 300 DPI (portrait), or 3636 pixels wide and/or 2657 pixels high, 300 DPI (landscape). Your image aspect ratio and layout will dictate the final resolution. These are given as guidelines. To be safe, render images that are larger than these specified).
DO NOT upsample your images to achieve higher resolution. If you cannot reach the desired full-page resolution, just send in what you have
Final Story, excerpt, synopsis or combination of both
· Written in English
Animation, one 10 second clip with sound
· Sorenson Video 3 Pro
· 320 x 240
· 30 frames per second
· MPEG-4 Audio
Additional materials and high quality animation files will be required from each of the six finalists for promotion and screening at GDC 2006. Competition organizers will notify the finalists following the completion of judging.
FTP

Stage Two submissions of animated and print-resolution artwork will be undertaken via FTP. If you are not familiar with FTP and how to use it, you should seek help on its use well prior to the close of the competition - late submissions due to inexperience with FTP will not be accepted.
Judging Priorities
Emotional impact and engagement will be the primary criteria for judging. Technical aspects will be secondary. In addition to the quality of the delivery items the entrants skills in building emotional attachment will be carefully appraised. The image, animation and story elements should all be viewed as a single progression drawing the player in. They should not be simple repeats and expansions but should work in harmony.
Image
Energy, conflict and drama… these are the things that are of paramount importance. The still image can be created by any means – it does not have to be from the animation models or even 3D rendered. However entrants must consider the continuity from the image to the animation. The image sets up an expectation within the player of what is to come. It is like making a visual promise… a promise that you have to deliver on at the next stage.
The image should work as a poster and focus clearly on the main character(s). The lighting, color, composition and environment should all support the central character(s).
A brief title is required. Entrants are reminded that the title should enhance the image and story. A title that is “obvious” is a wasted opportunity to influence and engage the emotions of the gamer.
Animation
The animation must build on the atmosphere and tension portrayed in the image and demonstrate, in ten seconds, the turning point or “Pivotal Moment” of the narrative.
Story
With characters, atmosphere and action firmly embedded in the minds of the viewer the story takes them to the world that is captive in the creator’s imagination. Written as a synopsis, excerpt or a combination of both the story must fill in the gaps and describe the full context of the animation. In a commercial environment the story would be the final lever used to get the viewer to watch, the player to play or the customer to buy. |