British Academy Games Awards in 2013 - Mass Effect 3 variant cover

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BRITISH ACADEMY GAMES AWARDS IN 2O13


BRING THE SKYLANDERS TO LIFE™

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“THE MOST WICKED GAME IN THE WORLD” NEW SKYLANDERS

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WELCOME Welcome to the British Academy Games Awards in 2013, our annual celebration of inspirational talent and the very best games of the past year… Alongside our Awards, we’re expanding our learning programme, and we now hold more than 250 events a year across the UK and US. These include a multitude of games events and initiatives, including developer Q&As, masterclasses and lectures; most of which are filmed and made available on our BAFTA Guru website. I encourage you to take part, and spread the word – we’re determined to attract the best young talent to the industry, and inspire them to achieve the same level of excellence we honour here tonight. One of our most established games initiatives is the highly-regarded BAFTA Young Game Designers competition, now entering its fourth year. As well as winning a trip to SCE London Studio, the most recent winners, Charlie HuttonPattemore and Christopher Purdy, visited Abertay University, where Charlie had the opportunity to develop his game with a previous Ones To Watch winner. Both Charlie and Christopher’s prototype games are on display this evening. We’re also focused on women in games. Although girls represented a good third of our Young Game Designers entrants last year, our recent Career Pathways survey revealed that young women were markedly

less likely than young men to consider a career in games and, more worryingly, were more likely to be discouraged from entering the industry. So, we have set up a Girls Into Games group, bringing together games professionals, educational establishments, youth groups and careers advisers to understand the issues, showcase best practice and encourage greater engagement. And so to tonight’s Awards. This year we waived the entry fee for the first game that companies submitted, which resulted in an overall increase in entries, particularly from indie developers. We also introduced a new category – British Game – to celebrate creative development here in the UK. Good luck to all tonight’s nominees. Thank you to BAFTA’s energetic production team, including Kelly Smith, Clare Brown and Sophie Deveson, and to our wonderful host, Dara O Briain. Thanks also to the BAFTA juries and the Games Committee, thoughtfully chaired by Harvey Elliott. And thank you all for your support and exceptional work. Enjoy the ceremony. JOHN WILLIS CHAIRM AN OF THE ACADEMY

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THE

NOMINATIONS

BEST GA ME p9 ACTION p5

DEBUT GA ME p12 FA MILY p13

BRITISH GA ME p11 ARTISTIC ACHIEVEMENT p6 AUDIO ACHIEVEMENT p7

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GA ME DESIGN p15


ONLINE Ð MULTIPLAYER p23 GA ME INNOVATION p16 MOBILE & HANDHELD p17

STORY p29

ORIGINAL MUSIC p25

ONLINE Ð BROWSER p19

THE FELLOWSHIP p20

STRATEGY p31

PERFORMER p26 SPORTS/FITNESS p27

JURIES p32

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BECOME A BAFTA MEMBER The British Academy of Film and Television Arts supports, develops and promotes excellence in the art forms of the moving image. We’re looking to grow our committed and influential membership by inviting games industry professionals, in the UK and internationally, to apply to join. BAFTA members represent the best in their profession, ensuring our Awards remain the gold standard. In order to apply to become a member you must have worked in the games industry for a minimum of five years, and have a proven track record within it. If your membership is approved you will be joining an esteemed group of individuals, and an Academy that represents excellence. For more information and to apply, please contact membership@bafta.org or visit bit.ly/joinBAFTA.

MEMBERSHIP BENEFITS INCLUDE: __ The ability to vote in the Games Awards, and receive review copies of entered games (where a publisher/developer decides to send them), to aid in the judging. __ Priority when selecting the jurors for Games Awards juries. __ Access to all events and screenings – including pre-release film, television and games screenings, Q&As and masterclasses – both at BAFTA’s 195 Piccadilly and at partner events. __ Free cinema access at Vue and Cineworld, Monday to Thursday. __ Discounts with partners and suppliers. __ Access to the bar and restaurant of our members’ building, 195 Piccadilly. Its central London location make it an ideal base for members on business trips, and a perfect venue for socialising. __ Discounts on venue hire at BAFTA 195 Piccadilly, where our flexible spaces and state-of-the-art technical facilities form an unrivalled location for conferences, screenings, lectures, and meetings.


ACTION BORDERL ANDS 2 Randy Pitchford, Paul Hellquist, Jeramy Cooke Gearbox/2K Games Riotous fun when firing on all cylinders, Borderlands 2 knows exactly what its strengths are and delivers for both solo players and groups. CALL OF DUTY: BL ACK OPS 2 Development Team Treyarch/Activision Thrilling in all the right ways, this is a supremely polished blockbuster that makes the player feel like an action hero, whether in campaign mode or multiplayer. FAR CRY 3 Dan Hay, Patrick Plourde, Patrik MethÊ Ubisoft Montreal/Ubisoft The action succeeds in every area, offering inventive weapon play and enormous variety. Its emergent gameplay offers surprises and satisfaction at every turn. HALO 4 Development Team 343 Industries/Microsoft Studios One of the strongest entries in the series, Halo’s latest instalment is a very refined, wonderfully paced action experience. HITM AN: ABSOLUTION Tore Blystad, Hakan Abrak, Christian Elverdam IO Interactive/Square Enix A game that rewards the player for plotting their own course, the variety of action in Absolution ensures an intensely enjoyable experience in which both stealth and gunplay excel. M ASS EFFECT 3 Development Team BioWare/EA An action epic with a great sense of scale, Mass Effect 3 is a shooter with a lot of depth and innovation on offer.

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ARTISTIC ACHIEVEMENT BORDERL ANDS 2 Randy Pitchford, Paul Hellquist, Jeramy Cooke Gearbox/2K Games An expansive world with a highly styled aesthetic, which forms a perfect complement to both story and gameplay. DEAR ESTHER Robert Briscoe thechineseroom/thechineseroom A bold and beautifully evocative landscape that hints towards new paradigms in both gameplay and story discovery. FAR CRY 3 Jean-Alexis Doyan, Genseki Tanaka, Vincent Jean Ubisoft Montreal/Ubisoft Far Cry 3’s lush, intriguing and compelling world environment forms a backdrop for some supremely engaging characters and compelling gameplay. HALO 4 Development Team 343 Industries/Microsoft Studios Mesmerising in both environment and artistic detail, Halo 4 is a worthy addition to an already highly successful franchise. JOURNEY Development Team thatgamecompany/Sony Computer Entertainment Europe Journey is a beautiful, intense and almost sublime experience, which raises the bar in both artistry and creativity. THE ROOM Development Team Fireproof Games/Fireproof Games Wonderful detail, innovative puzzle design and a consistently engaging visual aesthetic mark this out as a beautifully crafted game experience.

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AUDIO ACHIEVEMENT ASSASSIN'S CREED III Mathieu Jeanson Ubisoft Montreal/Ubisoft One of its biggest achievements is its creation of believable environments, from convincing cities through to historical settings, bustling with atmospheric detail and localised sounds. BEAT SNEAK BANDIT Simon Flesser, Magnus ‘Gordon’ Gardebäck Simogo/Simogo Beat Sneak Bandit’s use of sound as music works to create something stronger than your usual rhythm action game. DEAR ESTHER Jessica Curry thechineseroom/thechineseroom A brave departure from the norm, Dear Esther creates an emotional and barren world with judicial use of sound. FAR CRY 3 Dan Hay, Tony Gronick, Brian Tyler Ubisoft Montreal/Ubisoft Far Cry 3’s huge scale impresses, with its audio landscape including up in the air, on the ground and beneath the sea. Throughout, it delivers particularly convincing sounds of nature. HALO 4 Development Team 343 Industries/Microsoft Studios Another exceptional addition to the Halo franchise. This iteration’s audio is as slick and cinematic as those that came before it – pure science fiction class. JOURNEY Steve Johnson, Austin Wintory, Keith Leary thatgamecompany/Sony Computer Entertainment Europe Very atmospheric, Journey’s sound and music mesh perfectly together to provide an integral and immersive way to tell an expressive story.

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WHAT A YEAR THAT WAS! 2012 was certainly eventful...giving us the most varied and beautifully crafted short-lists ever. It’s brilliant to be back to celebrate our amazing industry and we thank you for the support you’ve always given us. Now go and get drunk*.

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BEST GA ME DISHONORED Development Team Arkane Studios/Bethesda Softworks Stunningly beautiful art combines with a great storyline and characterisation to create a highly focused game in which all the parts work well together. FAR CRY 3 Dan Hay, Patrick Plourde, Patrik Methè Ubisoft Montreal/Ubisoft An amazing open world shooter that is consistently fun and enjoyable to play. And it has a great bad guy, too! FIFA 13 Development Team EA Canada/EA Well-polished football sim. The core game is very hard to improve upon, while its integration and depth of real world football mechanics, knowledge and stats remains impressive. JOURNEY Development Team thatgamecompany/Sony Computer Entertainment Europe Journey’s mix of stunning art direction and great music creates an epic, emotionally touching and beautiful use of multiplayer gaming. M ASS EFFECT 3 Casey Hudson BioWare/EA A great conclusion to the Mass Effect/Commander Shepard trilogy, driven by an excellent story packed with meaningful player choices. THE WALKING DEAD Dan Connors, Kevin Bruner, Kevin Boyle Telltale Games/Telltale An immersive story and great character development entwine in Telltale Games’ refreshing take on the puzzle adventure genre, based on Robert Kirkman’s zombie comic book world.

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Thanks and congratulations to every single team-member at TT Games who worked so hard last year to make

LEGO® Batman™ 2 and LEGO® Lord of the Rings™, securing three BAFTA nominations! Thanks also to our partners at Warner Bros Interactive Entertainment, LEGO® Company, DC Comics and the Saul Zaentz Company.


BRITISH GA ME DEAR ESTHER Daniel Pinchbeck, Robert Briscoe, Jessica Curry thechineseroom/thechineseroom A haunting narrative adventure that explores and experiments with traditional game design conventions. FORZA HORIZON Development Team Playground Games/Turn 10 Studios/Microsoft Studios Microsoft’s revered driving sim becomes a rambunctious off-road racer thanks to new Warwickshire studio Playground Games. LEGO THE LORD OF THE RINGS John Burton, James McLoughlin, Nicola Daly TT Games/Warner Brothers Interactive Entertainment A surprisingly comprehensive open world game that makes Tolkien’s classic story – and TT Games’ inimitable slapstick approach – accessible to all ages. NEED FOR SPEED MOST WANTED Development Team Criterion Games/EA Blistering, open world street racer that hits the sweet spot between arcade and simulation. THE ROOM Development Team Fireproof Games/Fireproof Games An engaging, enigmatic, beautiful, slow-burn tactile puzzle game, perfectly tailored for touchscreen play. SUPER HEXAGON Terry Cavanagh, Niamh Houston, Jenn Frank Terry Cavanagh/Terry Cavanagh Relentless and uncompromising ‘twitch’-based gameplay, aligned with hallucinogenic visuals and a mesmerising soundtrack.

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DEBUT GA ME DEADLIGHT Raul Rubio, Luz Sancho, Oscar Cuesta Tequila Works/Microsoft Studios Deadlight’s compelling portrayal of a post-zombie apocalypse world, as told through the eyes of a man desperately fighting to reunite with his family, delivers both thrills and chills. DEAR ESTHER Daniel Pinchbeck, Robert Briscoe, Jessica Curry thechineseroom/thechineseroom Provocative and imaginative interactive drama at its finest. Extensive exploration of the mysterious and beautifully rendered island is a must to fully uncover Dear Esther’s tragic tale. FORZA HORIZON Development Team Playground Games/Turn 10 Studios/Microsoft Studios Grabbing your attention from the start and keeping you under its spell through every twist and turn of its challenging courses, Forza Horizon is road racing with personality. PROTEUS Ed Key, David Kanaga Twisted Tree Games/Twisted Tree Games An intoxicating exploration of a surreal dream – accompanied by hypnotic melodies – that leaves you with joyful memories of the somnambulant adventure. THE ROOM Development Team Fireproof Games/Fireproof Games Its Lovecraftian story, told in the subtlest of ways through a series of tactile puzzles, provokes serious contemplation long after exiting the room. THE UNFINISHED SWAN Ian Dallas, Nathan Gary Giant Sparrow/Sony Computer Entertainment Europe The Unfinished Swan’s stunning rendering of a modern day fairytale remains fresh and intriguing every step (or waddle) of the way.

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FA MILY CL AY JA M Chris Roe, Iain Gilfeather, Michael Movel Fat Pebble/Zynga The ability to grow the world through simple touchscreen controls in this beautifully presented game has players, both young and old, coming back for just one more go. JUST DANCE 4 Alkis Argyriadis, Matthew Tomkinson, Veronique Halbrey Ubisoft Paris/Ubisoft A perennial family favourite and one of the most played party games around. Accessibility, fun gameplay and a fantastic choice of tunes are at the heart of this game’s success. LEGO BATM AN 2: DC SUPER HEROES Jon Burton, Jonathan Smith, John Hodskinson TT Games/Warner Brothers Interactive Entertainment Another stunning fusion of two established licenses from TT. Faithful use of the Batman characters, intertwined with non-stop destructive multiplayer action, offer real family fun. Kapow! LEGO THE LORD OF THE RINGS Jon Burton, James McLoughlin, Nicola Daly TT Games/Warner Brothers Interactive Entertainment A brilliant translation of JRR Tolkien’s epic story into the games universe. The balance between storytelling and LEGO-smashing action has never been bettered. MINECRAFT: XBOX 360 EDITION Development Team Mojang/4J Studios/Microsoft Studios Xbox LIVE Arcade A fantastic version of this classic world-building game which, thanks to its split screen multiplayer action, is even more family-friendly than ever. SKYL ANDERS GIANTS Paul Reiche, Fred Ford, Scott Krager Toys For Bob/Activision A truly brilliant and innovative idea. The cross-media and cross-platform universe these semi-real characters live in is the kind of thing that all of us dreamed about as children. Magical!

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GA ME DESIGN BORDERL ANDS 2 Randy Pitchford, Paul Hellquist, Jeramy Cooke Gearbox/2K Games A regularly hilarious script, boasting great characters, Borderlands 2’s exuberant world is conveyed through an enticing, balanced mix of role-play and first-person shooter mechanics. DISHONORED Development Team Arkane Studios/Bethesda Softworks An engaging narrative and innovative design which empowers the player with meaningful and multi-tiered gameplay choices, and is enhanced by its atmospheric visuals. FAR CRY 3 Patrik Methé, Jamie Keen Ubisoft Montreal/Ubisoft A beautifully rendered open world shooter, Far Cry 3’s visceral mix of stealth and adrenalised action rewards exploration and dedication as much as combat and survival. JOURNEY Development Team thatgamecompany/Sony Computer Entertainment Europe A truly innovative game that delivers a joyous, haunting experience that’s packed with wonder. Delightful (and intentional) ambiguity in the design brings originality in abundance. THE WALKING DEAD Dan Connors, Kevin Bruner, Kevin Boyle Telltale Games/Telltale A masterfully written adventure. It succeeds in creating memorable and empathetic characters in a terrifying zombie-infested world by combining compelling narrative with suspenseful gameplay. XCOM: ENEMY UNKNOWN Development Team Firaxis/2K Games A re-imagining of a classic franchise that feels fresh and contemporary. Traditional turn-based tactics are delivered with a dynamic twist by a suspenseful story and dramatic visuals.

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GA ME INNOVATION CALL OF DUTY: BL ACK OPS 2 Development Team Treyarch/Activision For such an established franchise, Treyarch’s willingness to try new things with the CoD series is highly commendable, particularly the new Pick-10 load out system and the live streaming. FEZ Development Team Polytron Corporation/Microsoft Studios Xbox LIVE Arcade While harking back to puzzle gaming of the 80s and 90s, Fez employs plenty of contemporary facets, such as QR codes, to give a novel post-modern twist on a classic genre. JOURNEY Development Team thatgamecompany/Sony Computer Entertainment Europe Visually beautiful, Journey uses simplicity and a unique art style to create a powerful experience. Its intuitive co-op system brings a new aspect to multiplayer gaming. KINECT SESA ME STREET TV Brian Stone, Josh Atkins, Todd Slepian Soho Productions/Microsoft Studios Kinect Sesame Street TV is a high quality children’s game that’s part fun, part learning. Delivering a captivating two-way TV experience, its easy drop in, drop out capability is magnificent. THE UNFINISHED SWAN Ian Dallas, Nathan Gary Giant Sparrow/Sony Computer Entertainment Europe Its bravest move is starting with a completely white screen (a blank canvas) and letting the player take it from there. Its distinct gameplay is highly imaginative and innovative. WONDERBOOK: BOOK OF SPELLS Development Team London Studio/Sony Computer Entertainment Europe Wonderbook: Book Of Spells’ combination of Augmented Reality and motion control is both effective and affecting, helping to bring the magical worlds of books and games together.

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MOBILE & HANDHELD INCOBOTO Dene Carter Fluttermind/Fluttermind Incoboto provides a charming journey, packed with enchanting encounters and evocative visuals. LIT TLEBIGPL ANET ( VITA ) Tom O’Connor, Mattias Nygren, Lee Hutchinson Tarsier Studios/Sony Computer Entertainment Europe The lovable world of LittleBigPlanet returns full of new adventure and unique touch controls for SCE’s PS Vita handheld. NEW STAR SOCCER Simon Read New Star Games/New Star Games A simple yet incredibly addictive football game of exhilarating soccer action and superstar aspirations. THE ROOM Development Team Fireproof Games/Fireproof Games The Room’s beautifully crafted puzzles work well on the format and feel incredibly tactile and engrossing. SUPER MONSTERS ATE MY CONDO Development Team PikPok/Adult Swim Games Adult Swim’s giant hungry monsters are back in this audiovisual tour de force that leaves players over-stimulated and desperately wanting more. THE WALKING DEAD Dan Connors, Kevin Bruner, Kevin Boyle Telltale Games/Telltale Based on Robert Kirkman’s comic book zombie creation, The Walking Dead is an intense and immersive story-driven game experience that is difficult to put down.

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Redefining Kiosks, Securing Tablets and Capturing the Imagination

www.imageholders.co.uk 0845 057 4068 “imageHOLDERS are proud to supply our iHOLD Tablet Kiosks to the British Academy Games Awards for the display of the winning entries in the BAFTA Young Game Designers Competition�


ONLINE Ð BROWSER A M ATEUR SURGEON HOSPITAL Jim Griffiths, Paul Croft Mediatonic/Adult Swim Games Its intoxicating mix of dark humour, smart script and quirky art style make this management sim, with its series of fun mini-games, particularly rewarding. DICK AND DOM'S HOOPL A! Development Team Team Cooper/CBBC Highly accessible, its humorous selection of gross-out mini-games perfectly represents the frivolous fun of Dick and Dom’s children’s TV show. MERLIN: THE GA ME Development Team Bossa Studios/Bossa Studios An impressive extension of an existing property from a different medium, which not only ties in with the narrative of the BBC TV series but is just as well-written and enjoyable too. RUNESCAPE Development Team Jagex/Jagex Vast in both scale and depth, RuneScape still manages to impress technically and continues to evolve the gaming experience for its great community, even after a decade of service. THE SET TLERS ONLINE Christopher Schmitz, Guido Schmidt, Rainer Reber Blue Byte Software/Ubisoft A welcome extension of the long-running series to the online world, which provides fun, compelling and in-depth strategy gaming at an even-tempered pace. SONGPOP Olivier Michon, Thibaut Crenn, Daouna Jeong FreshPlanet/FreshPlanet Its casual approach and compelling gameplay make SongPop easily accessible to gamers and non-gamers alike, providing a fantastic social network gaming experience for all skill sets.

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THE ACADEMY FELLOWSHIP

GABE NEWELL Half-Life 2. Portal 2. Left 4 Dead. Team Fortress. Steam. As a list of accomplishments go, the one for the recipient of this year’s BAFTA Fellowship doesn’t get much better. Words by Rob Crossley, Associate Editor of CVG. There is a suspicious coincidence that unites the pioneering business tycoons of the Internet age. They all found excuses to quit university. In 1983, Valve co-founder Gabe Newell was comparing a probable degree certificate against the chance to do some real work (at Microsoft on something called Windows) and ultimately opted for the latter. It was only Harvard, anyway. No biggie. As with Mark Zuckerberg and Steve Jobs, Newell’s fateful decision to drop out of college started him on the road to his tremendous industry success. But in between those milestones are hundreds of small, untold stories that define his true legacy – stories such as the day Valve formed as a small start-up team, or the time its first breakthrough game arrived at retail,

or the quiet genesis of a revolutionary idea that had formed in Newell’s mind. Rarely are we privy to such accounts from the man himself. Newell is practically allergic to talking about his story, although on being informed of his BAFTA Fellowship, he did say: “It’s an honour for myself and everyone at Valve to be presented such an award by one of the world’s most respected organisations. Valve owes a tremendous thanks to many in the UK. I look forward to accepting this prestigious honour on behalf of everyone in our community.” The impact of Newell’s career is unmistakable: such as how the Steam platform has single-handedly revitalised the PC market. Or how Half-Life 2 and Portal 2 are discussed in critic circles with an almost

Newell (opposite, left) is the driving force behind classic series Half-Life (far right, top), Left 4 Dead (far right, bottom) and the BAFTA-winning Portal (above).

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sacred reverence. Or how, per employee, Valve is more profitable than Google and Apple. And how numerous industry professionals confess they’d drop everything for a chance to work there. Peter Molyneux, a BAFTA Fellow himself, says: “Every design meeting we have, someone references a groundbreaking Valve title.” While Tim Sweeney, the Epic Games founder and tech innovator, says: “I remember in 2002, Valve showed me Steam and talked about this vision for downloadable Internet games in the future. At first my response was, ‘Hmm, so you’re going to try to sell games through the Internet… How’s that going to work?’ It is amazing how Steam took hold and transformed the games industry, opened up gaming to the masses and eliminated big monopolies from the picture.” Newell commands respect from the most important professionals across the games industry, but perhaps more telling is what the customers make of him. In November last year, users of games forum 4Chan visited Valve’s Seattle studio to hand over an enormous T H E AC A D E MY FEL LOWSH I P

card and gift box for Newell’s 50th birthday. In the box was a military helmet (long story!) and above the hundreds of signatures on the card read the message, “Happy Birthday Gaben” – the intentionally misspelt name is, naturally, another long story… Simply put, Newell is adored by gamers because he builds new markets, new models and new structures with their priorities in mind. It’s not just about selling them games. It’s about changing the tides of the industry in the direction that they want to swim. That’s why Newell reads all his emails (gaben@ valvesoftware.com). He wants to know the direction his customers are pointing towards. Sometimes he just wants to read your haiku poems. Other times he wants to address your important questions. But there’s never a working day when he doesn’t seek feedback and communication with his market. The games industry has thrived since the day it was born with that unique selling point of ‘interactivity’. Newell is the first businessman to fully understand that entire companies, not just games, should be extensions of that winning concept. 23


good luck to all of tonight’s nominees 195 PICCADILLY creative marketing communications for the games and entertainment industry lickcreative.com +44 (0)20 8498 4400 daniel.bacon@LickCreative.com andi.ewington@lickcreative.com

PRESTIGIOUS HEADQUARTERS OF THE BRITISH ACADEMY OF FILM AND TELEVISION ARTS Lead your guests up the red carpet into this glamorous and unique venue with versatile entertaining spaces and state-of-the-art screening facilities. For events and reservations: events@195piccadilly.co.uk 020 7292 5860 www.bafta.org/venue-hire


ONLINE Ð MULTIPL AYER ASSASSIN'S CREED III Damien Kieken, Mathieu Granjon, Yann le Guyader Ubisoft Montreal/Ubisoft A highly immersive and surprisingly tense multiplayer experience, which refreshingly focuses on stealth, both for attack and defence, and is all the more compelling for it. BORDERL ANDS 2 Randy Pitchford, Paul Hellquist, Jeramy Cooke Gearbox/2K Games Integrated perfectly into the single-player campaign, the great drop in, drop out nature of the co-op means the fun doesn’t have to stop when one player calls it a night. CALL OF DUTY: BL ACK OPS 2 Development Team Treyarch/Activision Highly polished and very accessible, Call Of Duty’s always great matchmaking and impressive support for new players allows for a highly addictive MP that can be enjoyed by all skill levels. HALO 4 Development Team 343 Industries/Microsoft Studios One of the most complete multiplayer packages, including its episodic content, all wrapped up into one impressive game. With its focus on fun action, Halo 4 delivers an enriching gaming experience. JOURNEY Development Team thatgamecompany/Sony Computer Entertainment Europe A unique and seamless multiplayer experience that positively fosters a connection between players, encouraging interaction and sharing Journey’s wonderfully emotional adventure together. NEED FOR SPEED MOST WANTED Development Team Criterion Games/EA Most Wanted delivers a slick and handsome multiplayer experience, allowing players to compete at their own pace through impressive asynchronous gaming.

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ORIGINAL MUSIC ASSASSIN'S CREED III Lorne Balfe Ubisoft Montreal/Ubisoft An excellent orchestration, with great melodies; the production quality is very high. DIABLO III Development Team Blizzard Entertainment/Blizzard Entertainment A new score that reuses some classic themes to fit well within the gameplay. A polished production, Diablo III ’s arrangement is a great mix and well presented. JOURNEY Keith Leary, Monty Mudd, Austin Wintory thatgamecompany/Sony Computer Entertainment Europe Journey’s score is both haunting and memorable: its atmospheric, fresh sound palette supports the storyline very well. THOM AS WAS ALONE David Housden Mike Bithell/Mike Bithell Its inventive and creative music raises the overall gameplay, while its distinctive arrangement evokes clever emotional development. THE UNFINISHED SWAN Joel Corelitz, Keith Leary, Peter Scaturro Giant Sparrow/Sony Computer Entertainment Europe An impressive selection of instruments and impeccable attention to detail portrays a great sense of wonder and is well-suited to the game’s narrative. THE WALKING DEAD Jared Emerson-Johnson Telltale Games/Telltale Its very high quality composition – using a wide sound palette of traditional and ‘found’ sounds – helps take the player on an emotional journey.

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PERFORMER ADRIAN HOUGH Haytham Assassin’s Creed III Hough’s naturalistic style ensures Haytham is a likeable character, even after a dramatic narrative shift that changes the player’s perception of him. It’s of the same high quality throughout. DANNY WALL ACE The Narrator Thomas Was Alone Wallace provides the perfect voice to accompany this puzzle game, balancing humour and emotion to help players care about those rectangular blocks. DAVE FENNOY Lee Everett The Walking Dead Delivering a broad range of emotions, Fennoy’s great timbre and tone makes the player want to invest their time in the character. Really well cast. MELISSA HUTCHISON Clementine The Walking Dead Hutchison’s performance helps players really care for Clementine as a young, vulnerable character, who grows throughout the five episodes. NIGEL CARRINGTON The Narrator Dear Esther Carrington’s beautifully delivered dialogue really pulls you through the narrative, and is delivered in a way that suggests this is a man who has lost all the joys of life. NOL AN NORTH Nathan Drake Uncharted: Golden Abyss A genuinely funny and great story is created through a completely believable and natural performance from North. It is of a standard equivalent to a Hollywood blockbuster.

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SPORTS/FITNESS F1 2O12 Development Team Codemasters Birmingham/Codemasters Racing Once again Codemasters creates a game that perfectly simulates the sport of Formula 1 racing, including new real-life innovations. FIFA 13 Development Team EA Canada/EA The consummate year-on-year performer, improving and innovating again to create the best FIFA game to date. FORZA HORIZON Development Team Playground Games/Turn 10 Studios/Microsoft Studios It’s hard not to love the new open world Forza. Building the game around a festival of driving was a great idea and knits the otherwise disparate elements together nicely. NEW STAR SOCCER Simon Read New Star Games/New Star Games One-touch controls make this perfect for on-the-move gaming. With just the right balance between football game and management sim, New Star Soccer is very impressive. NIKE+ KINECT TRAINING Development Team Sumo Digital Ltd/Microsoft Studios This makes great use of Kinect to bring fitness training into the home, tracking limb movements beautifully to make sure the exercises are optimised. TRIALS EVOLUTION Antti llvessup, Kim Lahti RedLynx/Microsoft Studios With its delicate controls and a wonderful multiplayer, this improves on Trials HD and showcases just how to design a simple yet modern connected game.

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freud communications is proud to represent the British Academy Games Awards. Get in touch with James Selman on 0203 003 6427 or james.selman@freud.com for more information.


STORY DISHONORED Development Team Arkane Studios/Bethesda Softworks A rich and detail-laden dystopian world that adds extra layers to a compelling story by ensuring every stone uncovered adds an extra level of meaning to the overarching narrative. FAR CRY 3 Jeffrey Yohalem, Lucien Soulban, Li Kuo Ubisoft Montreal/Ubisoft Memorable characters and themes that play with the player’s perception, combined with rewarding, emergent gameplay, bring Far Cry 3’s narrative to life. JOURNEY Development Team thatgamecompany/Sony Computer Entertainment Europe A story that is as much about the player’s imagination as it is about the game’s beautiful tapestry, with an emotional hook that lingers long after the touching finale. M ASS EFFECT 3 Mac Walters BioWare/EA The final epic instalment in a groundbreaking trilogy, which further expands the lore and wonder of the Mass Effect universe, is packed with fantastic characters, moral quandaries and meaningful decisions. THOM AS WAS ALONE Mike Bithell Mike Bithell/Mike Bithell A unique and humorous game that breathes life and personality into coloured quadrilaterals, featuring a narrative that is driven by the most simple yet effective of forms – the voiceover. THE WALKING DEAD Development Team Telltale Games/Telltale An emotional rollercoaster that features superb characterisation and gut-wrenching decisions, gripping the player from start to finish within its stark, decaying yet enthralling world.

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It stops and starts with you; you’ve just got to want to do it. Z AW E A SH TON AC TOR , ‘ F RE SH ME AT ’ Watch, Listen, Read, Explore. Get insights, advice and more at BAFTA Guru.

www.bafta.org/guru


STRATEGY DARK SOULS: PREPARE TO DIE Development Team From Software/Namco Bandai Games A complex, beautifully wrought (and sometimes punishing) epic that presents players with highly rewarding challenges. DIABLO III Development Team Blizzard Entertainment/Blizzard Entertainment With its beautiful art style and polished presentation, this is a compelling mix of accessibility and deep gameplay. And the wide range of tactical options complements the loot gathering. FOOTBALL M ANAGER 2O13 Development Team Sports Interactive/SEGA A comprehensive game covering the whole of football, on, off and far beyond the pitch. Its depth builds on the success of the franchise while also adding new and accessible features. GREAT BIG WAR GA ME David Moss, Steve Venezia, Paul Johnson Rubicon Development/Rubican Development Bite-sized battles unfold a world of strategic decision-making, while keeping a cheeky and light-hearted tone throughout. TOTAL WAR SHOGUN 2: FALL OF THE SA MURAI Pawel Wojs, Janos Gaspar, Chris Waller The Creative Assembly/SEGA Graphically stunning, Shogun 2 delivers fantastic real-time battles on a grand scale to the historical backdrop of an impeccably researched narrative. XCOM: ENEMY UNKNOWN Development Team Firaxis/2K Games A strong blend of strategy and tactics delivers an atmospheric, tense and epic gaming experience. Equally impressive is the very real attachment the player forms with their squad.

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ACTION Johnny Minkley CHAIR Mike Bithell James Brooksby Rory Buckeridge Richard Jolly Nick Marshall Matt Martin Chris Viggers Andy Wallace

BEST GA ME David Braben CHAIR Katherine Bidwell Simon Harris Andrew Parsons Elaine Reynolds Roger Walkden Jonny Watts Alex Wiltshire

ARTISTIC ACHIEVEMENT Jon Weinbren CHAIR Michel Cassius Barclay Deeming Sean Dromgoole Chris Hill James Shepherd Magali Stretton Phil Stuart Siobhan Thomas Jolyon Webb

BRITISH GA ME

JURIES

AUDIO ACHIEVEMENT Ray Maguire CHAIR Nick Arundel Paul Bennun John Broomhall Michael French Darren Potter Ciaran Rooney Graeme Struthers Kenny Young

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Andy Payne CHAIR Byron Atkinson-Jones Barn Cleave Rob Crossley Dan Griliopoulous Aaron Ludlow Kristan Reed Ella Romanos Andrew Smith Keith Stuart Pete Williamson

DEBUT GA ME Imre Jele CHAIR Andy Brammall Will Freeman Jim Greer Sefton Hill Martin Hollis Dan Marshall Henrique Olifiers

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FA MILY Jon Hare CHAIR Ortis Deley Linda James Jim Mummery Gary Penn Simon Prytherch Bert Purchese Jo Twist GA ME INNOVATION Mark Maslowicz CHAIR Jonnie Bryant Ian Chambers Daniel Da Rocha Chris Dring Adam Lay Andrew Oliver Lauren Pears Alex Ward

PERFORMER

GA ME DESIGN Noirin Carmody CHAIR Simon Barratt Ali Bergström-Allen Ian Bowden Kevin Carthew Charles Cecil Charles Griffiths Sean Millard John Nash

ONLINE Ð BROWSER MOBILE & HANDHELD Pauline Bozek CHAIR Keith Andrew Stuart Dredge Tak Fung Will Luton Renate Nyborg Simon Oliver Fani Sazaklidou Matthew Wiggins Anthony Yu

J U R I ES

Georg Backer CHAIR Paul Filby Alexis Kennedy Ian Masters Neil McKenna Simon Parkin Guy Simmons Jody Smith ONLINE Ð MULTIPL AYER Georg Backer CHAIR Matt Broughton Miles Jacobson Neil Postlethwaite Kris Skellorn Jeremy Thomas Sarah Wellock Andrew Willmott

ORIGINAL MUSIC Paul Jackson CHAIR Clive Arundell Joris De Man Mark Green Paul Mac Chris Mann Jason Page Jon Rissik Adam Sawkins

Harvey Elliott CHAIR Mark Backler Will Byles Adele Cutting Brynley Gibson Sam Hart Daniel Leaver Peter Ranson SPORTS/FITNESS Andy Nuttall CHAIR John Beech Ben Board Griff Jenkins Steve Malpass Mark Parry Ollie Purkiss Matt Spall Steve Watt

STORY Rob Lowe CHAIR Richard Cobbett Simon Harris Adam Rosser James Swallow Justin Villiers Marek Walton Rob Yescombe BAFTA ONES TO WATCH Johnny Minkley CHAIR Martin Korda Ella Romanos Andrew Smith Matt Southern Alice Taylor

STRATEGY Sanjay Mistry CHAIR Guy Cocker Ralph Ferneyhough Trang Ho Daniel Leaver Stuart Morton Roger Schembri Alex Simmons Stuart Whyte

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BAFTA ONES TO WATCH in association with Dare To Be Digital This award was created to encourage and reward innovation from emerging games designers. Once again, this year’s three nominated teams were the winning entrants of the games development competition for university students, Dare To Be Digital. The teams were given a number of weeks to address the Dare To Be Digital panel’s comments and produce a final version of their game which combines the best use of technology, market potential and innovation. The BAFTA Ones to Watch Jury were: Johnny Minkley CHAIR Martin Korda Ella Romanos Andrew Smith Matt Southern Alice Taylor

STARCROSSED Kimi Sulopuisto, Vili Viitaniemi, Minttu Meriläinen, Petri Liuska, Andrew MacLean Kind of a Big Deal

PROJECT THANATOS

PIXEL STORY Martin Cosens, Thomas McParland, Ashley Hayes, Benhamin Rushton, Luke Harrison Loan Wolf Games With charming visuals, Pixel Story uses its retro references well, delivering clever puzzles and intuitive controls.

BA F TA O N ES TO WATCH

A professionally polished, fun and easy to understand game with tactile controls and beautiful visuals.

Hugh Laird, Andrew Coles, Thomas Laird, Alexandra Shapland, Thomas Kemp Raptor Games Frightening and ambitious, the game’s tense atmosphere and good use of lighting successfully conveys a sense of fear. IN ASSOCIATION WITH

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BAFTA YOUNG GA ME DESIGNERS 2O12 WINNERS

SUPPORTED IN 2O12 BY

The BAFTA Young Game Designers initiative aims to inspire the creative minds of the future, by giving young people aged between 11 and 16 the chance to design their own game and then develop it with industry professionals... In 2012, the Young Game Designers competition engaged more than 1,200 young people – working independently and through 119 schools – as competition entrants and workshop participants throughout the UK. For the first time, the competition had two strands: the original Game Concept Award, which was won by 15-year-old Charlie Hutton-Pattemore for Vacuum Panic (aka Suck It Up); and a new Game-making Award, presented by Sony Computer Entertainment

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Europe (SCEE), won by 13-year-old Christopher Purdy for his game, Smiley Dodgems. As part of their prize, Charlie and Christopher visited SCE London Studio and worked on their games with experts from Swallowtail Games and YoYo Games, based at the University of Abertay Dundee. The prototypes of the winning games are on display at this year’s British Academy Games Awards. BAFTA YGD will re-open for entries in autumn 2013. For more information, visit www.bafta.org/ygd

D Y DO SMILE

GEM

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VACUUM PANIC (aka SUCK IT UP)

SMILEY DODGEMS

GA ME CONCEPT AWARD WINNER

GA ME-M AKING AWARD WINNER

Created by Charlie Hutton-Pattemore, under the name Chazman, Vacuum Panic was designed for mobile and handheld devices. With the fantastic tagline of “Suck it up before your mum gets home!”, the aim of the game is to help young protagonist Jake vacuum his home to avoid the ire of his mother. The challenge increases progressively, with each level time limited and each room needing a set area of floor space to be cleaned. In his original entry, Charlie describes how players must avoid tangling the cable around any furniture – “You wouldn’t want to knock Granny’s best vase off the coffee table” – and hazards, such as siblings, family pets and household objects, could trigger a minigame, wasting valuable time. He notes that players should also vacuum under the furniture as there may be hidden coins which can be used to purchase handy attachments to make vacuuming easier. Charlie says: “Just be careful you don’t suck up Granddad’s false teeth or Baby’s dummy or there’ll be trouble!” The jurors’ verdict reveals why Vacuum Panic was the Game Concept Award winner: “A stylish design to make the mundane into a fun, rewarding experience. Challenge and variety is provided through the use of mini-games that help translate player failure into a positive experience.” The appeal is clear, as Charlie himself notes: “Any teenager should be able to relate to this crazy game, with its chores, challenges and real-life situations.”

Working under the name of Tanbridge Solo, Christopher Purdy created the winner of the new Game-making Award, Smiley Dodgems. Designed to be a “simple, playable game” for Android and iOS devices, Christopher’s idea features a ‘Smiley’ as its main character, which is being attacked by faceless shapes. As the timer ticks upwards, so the action hots up as more and more shapes (each with a unique attack pattern) barrage poor old Smiley. Christopher notes in his original brief: “The aim of the game is to survive as long as possible, while dodging all of the enemies. It takes around 30 to 50 seconds before being bombarded by the full onslaught.” Originally created as a school project, Christopher went so far as to create the code to get the game up and running, and had strong ideas about potential improvements to his original pitched design. He notes: “Further developments I’d like to make are for the enemies to be introduced more gradually and for there to be a broader world for Smiley to move about, which would also allow more types of enemies (bigger and more complex ones). I would like to keep the simple graphics though, as I think it’s this which makes Smiley Dodgems more playable by a greater range of ages.” It was the game’s simplicity that proved to be a winner with the jurors too, who described Christopher’s creation thus: “Clean visuals and compelling gameplay with impressive finesse.”

Charlie Hutton-Pattemore (centre left) and Christopher Purdy (centre right) meet the teams from Swallowtail Games and YoYo Games at the University of Abertay Dundee.

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A YEAR IN GA MES BAFTA offers a diverse range of events and initiatives for the games industry, from developer Q&As and lectures through to masterclasses and discussion groups. Here are just some of the highlights from 2012…

INDEPENDENTS' DAY To celebrate the rise of indie gaming, The Guardian teamed up with BAFTA to host an afternoon event in February to sample new projects from independent developers across the UK. Discussing their work at this Guardian Gamesblog Indie Social were Mode 7 (Frozen Synapse), HoneySlug (Frobisher Says), Omni Labs (Eufloria) and Mike Bithell (Thomas Was Alone), among others. FIRST, L AST AND ALWAYS Also in February, BAFTA hosted a special Game Developer Q&A with Hironobu Sakaguchi, developer of the Final Fantasy series, in which he discussed and showcased his latest game for the Nintendo Wii, an RPG called The Last Story. During the Q&A, Sakaguchi discussed his breadth of work to a packed auditorium, and revealed he’s working on a surfing game on iOS! GONG HO HEROES Held on 16 March, the Awards celebrated the great and the very great of 2011. The big winner on the night was Portal 2 (Valve), which picked up the top prize for Best Game, among its three awards, while Minecraft developer Markus Persson won the Special Award.

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GHOST STORIES In April, directors François Alaux and Hervé De Crécy were guests at a preview screening of Ghost Recon Alpha, a live-action short film based on the Tom Clancy series which serves as a prelude to 2012’s Ghost Recon: Future Soldier game. The short was followed by a Q&A with the Oscar-winning pair, joined on stage by Future Soldier’s developers. FOR GOODNESS SNAKE Giving some of the most renowned creative forces in games a platform to discuss their personal vision for the future of their industry, the BAFTA Annual Games Lecture was delivered in September 2012 by Hideo Kojima, the creator of the hugely successful and influential Metal Gear Solid stealth ’em up series. The event was supported by Autodesk. BAFTA'S GOT A BRAND NEW CHAIR On 24 September, Harvey Elliott was selected as the new Chairman of the BAFTA Games Committee, replacing the outgoing Ray Maguire, who stepped down in the summer. Elliott is the MD and COO of Marmalade, a leading cross-platform software technology business, and oversees the Ideaworks Game Studio under the same company group.

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From far left to right: Hideo Kojima delivers the Annual Games Lecture; new Games Committee chairman Harvey Elliott; Jonathan Ross at Games Question Time; Markus 'Notch' Persson collects his Special Award.

PANEL GA MES This year saw the debut of BAFTA’s Games Question Time format, with audience members putting their questions to industry legends – Peter Molyneux, David Braben and Ian Livingstone – as well as newer game developers such as TV presenter Jonathan Ross. Three Question Time events took place in London in 2012, with additional panels held in Sheffield, Edinburgh and Dundee. DREA M TEA M At the more diverse end of the scale, BAFTA hosted a Transmedia Meetup with Women In Film & TV, the leading membership organisation for women working in creative media in the UK. On the panel was Hilary Perkins, Multiplatform Commissioning Editor for Drama and Film at Channel 4, whose work includes Dreams Of Your Life, a unique and innovative multiplatform experience to support the release of Carol Morley’s feature Dreams Of A Life. The event was part of an ongoing series of collaborations with different organisations interested in transmedia. AUDIENCE PARTICIPATION Also in December, Renga made its London debut at BAFTA 195 Piccadilly. A feature-length ‘crowd

A YE A R I N GA M ES

game’ for cinema-goers, Renga mixes new technology, adventure and a wry sense of humour as the actions of the game’s lead protagonist are controlled by the audience via laser pointers aimed at the screen. The show was followed by a discussion with directors Adam Russell and John Sear. HOODOO GURU Many of our Games events and interviews with industry luminaries such as Hideo Kojima, Markus Persson, Peter Molyneux and Nolan Bushnell are available to watch, read and listen to on BAFTA Guru, our website aimed at inspiring 18 to 30-year-old career starters. Look out for mini-masterclasses with many of tonight’s nominees going up throughout the coming year on www.bafta.org/guru

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THANKS WITH THANKS TO

FOR BAFTA

Host Dara O Briain

Outside Broadcast Facilities CTV Outside Broadcasts

Head of Television and Games Kelly Smith

Producer Sophie Deveson

Camera Supervisor Sam Bogaert

Head of Production Clare Brown

Director Jim Parsons

Teleprompting Facilities Portaprompt

Awards Event Producer Helen Kierney

T: 020 7734 0022 F: 020 7292 5869 www.bafta.org

Voiceover Gina Mellotte Rob Jones

Floor Manager Mark Harrison

Production Secretary Sophie Klein

Chairman John Willis

Security Music and Arts

Awards Administrator Rob Jones

Chief Executive Amanda Berry OBE

Screen Graphics Starstruck Media

Production Manager Ryan Doherty

Chief Operating Officer Kevin Price

Post Production Partner The Farm Group

Editing Tom Coope

Official Partner GAME

Online Editor Pippa Irvine

Official Promotional Partner Twitch

Head of Partnerships Louise Robertson

Official Live Streaming Partner Alienware

Advertising Sales Phil Eacott

The London Hilton on Park Lane

Managing Editor Christine Robertson

All Publishers and Developers for kindly supplying imagery and clips.

Print Editor Toby Weidmann

BAFTA Content Host Matt Bell BAFTA Content Producers Adrian Dickson James Delow Script Rob Colley Public Relations Freud Communications Production Design Alison Humphries Lighting Director Spirit Design Sound Design Plus4Audio Projection System CTF Ltd

GA MES COM MIT TEE

OFFICIAL PARTNERS

Harvey Elliott CHAIR Georg Backer Paulina Bozek David Braben Paul Jackson Imre Jele Ray Maguire Mark Maslowicz Johnny Minkley Andy Payne Siobhan Reddy Jon Weinbren

Audi UK Badoit Boothnation Champagne Taittinger Deloitte LLP Evian Hotel Chocolat Grolsch M.A.C. Cosmetics Villa Maria Wines

All nominations correct at time of going to press.

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Graphic Designer Adam Tuck

The Academy chooses Regency, supporting excellence in print. Brochure printed on Regency Satin 270g/m² (cover) and 150g/m² (text). The carbon impact of this paper has been measured and balanced through the World Land Trust, an ecological charity. Regency is available exclusively from Howard Smith Paper Group. www.hspg.com

British Academy of Film and Television Arts 195 Piccadilly London W1J 9LN

For highlights and additional interviews from the Awards, please visit www.bafta.org



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