Welcome to the devcom 2017 schedule
including devcom developer conference, RESPAWN - Gathering of Game Developers, devcom Master Classes & Tutorials, devcom Summits and the gamescom Business & Public Keynotes!
Please find all speakers (including keynotes, master classes, summits and tutorial speakers) on the left hand tab "devcom: All Speakers"
If you are a Game Designer, you know how hard it is to communicate your vision clearly to all members of your team. No matter how well (you think) you explain the overall concept or a specific gameplay mission, no matter how many pages of design documentation you write, there are always misunderstandings and important matters are getting lost, forgotten or ignored.
Game Design Drawings are a quick and simple tool to help designers and other team members work towards a shared vision. You don't have to be an artist or particularly good at drawing to do this - all you need is pen, paper, and clear idea. Game Design Drawings are not about art or graphics - they can help visualizing interactions, controls, UI, perspective, level overview and/or gameplay, depending on what you need.
Watch this talk to learn about how and why the concept was developed, to see examples of its application in 7 different games from explorative to educational to personal games, and learn how to make your own.
Over the past decade the nature of game development teams has evolved from a near internal affair into a global exercise as teams from around the world come together to create the next great game. This evolution has changed not only the development process, but also the nature of business relationships between teams into co-developers. Establishing a successful co-development can be a daunting process and this talk goes into the details on how to do it best through practical straightforward advice.
How (not) to design, plan and develop a game when you are a megalomaniac. Open world RPG is the most complicated and feature rich genre a developer can choose. When you choose to develop an RPG with features that no one has tried before, such us first person physics based sword fighting, thousands of autonomous NPCs or non-linear quests and mix them with traditional storytelling with hours of cutscenes and dialogues, you can bet that the development will not be boring. The talk is about many challenges, pitfalls and horrors during the development of such game.
Target Audience:
Those who is interested in developing sports mobile game.
Those who is interested in Chinese mobile game market.
Outtake:
A brand new way of thinking in sports game design.
Voice as a means of an interface is growing more than ever, and it’s here to stay. Both users and game developers need to learn to adapt for voice. This talk will explore the pillars of game design applied to voice, cover best practices using examples and answer questions like: what makes a game fun, what makes users come back? If you want to learn hands-on how to build voice-enabled games with Alexa or how to add a voice experience to your existing game, join our workshop on developing games for Amazon Alexa on Tuesday, August 22 from 13:30 - 15:00: http://sched.co/Bgg3
Alexa is the speech and personal assistant technology behind Amazon Echo. Alexa offers a full-featured set of APIs and SDKs, like the Alexa Skills Kit (ASK), that you can use to teach Alexa new skills, of any type, including games. This hands-on workshop will provide a walkthrough of the latest Alexa Skills Kit specifically applied to gaming and interactive storytelling. A great voice experience stems from great voice design. In the first part of this workshop you will learn voice design best practices as well as get hands-on experience through short group activities. You will then apply those concepts and learn how to build games for Alexa enabled devices running on serverless AWS services Amazon DynamoDB and AWS Lambda.
Preperation requirements:
1. Sign up for an Amazon developer account.
2. Sign up for an AWS account. In the AWS account, select EU (Ireland) as your location. Credit card details are needed, no fee applied.
3. Read our documentation on creating an AWS Lambda function for a custom skill.
4. Read our tutorial on building a fact skill.
5. Come prepared with the following tools: Node.js and a text editor.
Audience: devs, designers
Description
One of the main reasons that game projects fail is a lack of clarity around the game's creative goals. In this master class, veteran designer and studio leader Dave Rohrl will walk participants through a series of exercises intended to help clarify and structure a game's goals. These goals statements can then be used to align and motivate teammates, structure and prioritize design and development, onboard executives, and help marketing express the essence of the game. This is a workshop-style class where a high degree of participation is expected. Attendees should come prepared to do in-class exercises, present their work, and give feedback to others. Expect to leave the class with a clearer creative vision and a stronger pitch than you arrived with.
Takeaways
Participants will walk through a series of practical exercises designed to clarify creative goals for game projects. They will apply these tools to a current project, and will walk away with a clearer vision of their current game and a set of tools to apply to future projects.
Audience addressed: This is an intermediate level class primarily intended for game designers, but it may also be useful to product managers, producers, and executives.
(Part 1/2)
Description
One of the main reasons that game projects fail is a lack of clarity around the game's creative goals. In this master class, veteran designer and studio leader Dave Rohrl will walk participants through a series of exercises intended to help clarify and structure a game's goals. These goals statements can then be used to align and motivate teammates, structure and prioritize design and development, onboard executives, and help marketing express the essence of the game. This is a workshop-style class where a high degree of participation is expected. Attendees should come prepared to do in-class exercises, present their work, and give feedback to others. Expect to leave the class with a clearer creative vision and a stronger pitch than you arrived with.
Takeaways
Participants will walk through a series of practical exercises designed to clarify creative goals for game projects. They will apply these tools to a current project, and will walk away with a clearer vision of their current game and a set of tools to apply to future projects.
Audience addressed: This is an intermediate level class primarily intended for game designers, but it may also be useful to product managers, producers, and executives.
(Part 2/2)
Explore to Create
Richard “Lord British” Garriott discusses how in his 43+ year game development career, he has been inspired to and by exploration to create lasting intellectual property, as well as reach the final frontier himself.