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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"

Game Design [clear filter]
Sunday, August 20
 

14:00 CEST

F2P Requirements
Description:
You can't glue f2p on a game which is nearly finished. In order to embrace f2p you need to incorporate it from the beginning. Each design decision is influenced by this business model. This talk will give rules, guildelines, and design principles to follow to make your game fit for free to play.  These guidelines have been researched over years by myself and previously only given to clients under NDA. This is the first time I explain everything in the public to teams can prevent mistakes and low monetizing games - preventing wasting time and money in fixes, changes or even canceling the game. 
Talk by Teut Weidemann, F2P specialist since 10 years.

Take Away
Fundamental Rules of f2p game design

Audience Adressed: Developers, Designers, Students

devcom: all Speakers
avatar for Teut Weidemann

Teut Weidemann

Consultant, I Teut You So
Teut Weidemann is a Senior Online Games Specialist since 10 years and works for many international clients on new online game projects. Among his many clients are Supercell, Sybo Games (creators of Subway Surfers) and also Ubisoft, where he designed and assisted creating the operations... Read More →

developer conference Speakers
avatar for Teut Weidemann

Teut Weidemann

Consultant, I Teut You So
Teut Weidemann is a Senior Online Games Specialist since 10 years and works for many international clients on new online game projects. Among his many clients are Supercell, Sybo Games (creators of Subway Surfers) and also Ubisoft, where he designed and assisted creating the operations... Read More →

Sunday August 20, 2017 14:00 - 15:00 CEST
[ddc1] Offenbachsaal 1st Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

14:00 CEST

Social Network Analysis in Games and Communities
Description:
Social network analysis (SNA) is a tool to analyze multi-user communities and builds on graph-theory. In this talk I demonstrate the potential of SNA for game designers and game analysists to get a deeper understanding of game structures and communities. In the first part of my talk will talk about analysis we did on Bungie's Destiny, where we correleated the players' performance with their social behaviour in the game. In the second part of the talk I will talk about the social structure within the developer community and conclude with explaining the "John Romero" number. 

Take Away
The value of social network analysis techniques as tool to analyze games, user behaviour, and communities

Audience Adressed: Developers, Data analysts (Industry)

devcom: all Speakers
avatar for Johanna Pirker

Johanna Pirker

Professor, TU Graz
Johanna Pirker is game developer, researcher, and educator, and an active and strong voice of the local indie developer community. She has long-lasting experience in evaluating, designing, and developing games and virtual realities and believes in them as tools to support learning... Read More →

Respawn Speakers
avatar for Johanna Pirker

Johanna Pirker

Professor, TU Graz
Johanna Pirker is game developer, researcher, and educator, and an active and strong voice of the local indie developer community. She has long-lasting experience in evaluating, designing, and developing games and virtual realities and believes in them as tools to support learning... Read More →


Sunday August 20, 2017 14:00 - 15:00 CEST
[RSP] Channel 2 - Carousel Stage 4th FloorCONGRESS CENTRE EASTCongress-Centrum Ost KoelnmesseDeutz-Mühlheimer Straße 51D – 50679 Cologne

14:00 CEST

Location-Based AR Games: Innovating Gameplay and Interaction
Description:
The success of Pokemon GO, showed that location-based Augmented Reality (AR) games can be first class citizens among other mobile products. Yet, the area of game design and storytelling of such games is not widely explored yet. By understanding new technical possibilities and restrictions, location-based AR game developers should be able to create new experiences, not possible elsewhere. In this talk we will share our observations and experience gained designing and developing a location-based AR game “Monster Buster: World Invasion”. We will tackle various game design and some technical problems and provide answers how to make better location based AR game.

Take Away
Audience should be able to understand that augmented reality games should involve new type of interactions and game designers as well as storywriters should think out of the box.

Audience Adressed: deveopers, indie developers

devcom: all Speakers
avatar for Šarūnas Ledas

Šarūnas Ledas

CEO, Tag of Joy
Šarūnas has been involved in game development for more than 10 years and is currently a co-founder and CEO of an award-winning indie game development studio Tag of Joy. The company constantly looks for new ways to innovate experiences in games, and has already won multiple awards... Read More →
avatar for Žilvinas Ledas

Žilvinas Ledas

CTO/ Co-founder, Tag of Joy
Žilvinas Ledas is PhD of informatics and develops video games more than 6 years now. Currently Žilvinas is a co-founder and CTO at Tag of Joy – an indie game development company which creates innovative games merging fun and innovation. With their products the team has gained... Read More →

Respawn Speakers
avatar for Šarūnas Ledas

Šarūnas Ledas

CEO, Tag of Joy
Šarūnas has been involved in game development for more than 10 years and is currently a co-founder and CEO of an award-winning indie game development studio Tag of Joy. The company constantly looks for new ways to innovate experiences in games, and has already won multiple awards... Read More →
avatar for Žilvinas Ledas

Žilvinas Ledas

CTO/ Co-founder, Tag of Joy
Žilvinas Ledas is PhD of informatics and develops video games more than 6 years now. Currently Žilvinas is a co-founder and CTO at Tag of Joy – an indie game development company which creates innovative games merging fun and innovation. With their products the team has gained... Read More →


Sunday August 20, 2017 14:00 - 15:00 CEST
[RSP] Channel 1 - Ferris Wheel Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

15:00 CEST

Identifying Creativity
Description:
In this interctive session we will explore and identify creativtiy in various shapes and forms. The session will demonstrate several techniques that can be used as ice breakers, get the creative juices flowing or can even be used in interviewing candidates.

Take Away
I hope to show that everyone is creative, and it's identifying where you are most.

Audience Adressed: Creatives, non-creatives & interviewers

devcom: all Speakers
avatar for Tim Browne

Tim Browne

Studio Design Director, King
For the last 19 years Tim has worked in the games industry within the design discipline. He started off as a level designer and gradually over time progressed into game design. He has worked on all 4 generations of PlayStation, all 3 generations of XBox as well as PC, GameCube and... Read More →

developer conference Speakers
avatar for Tim Browne

Tim Browne

Studio Design Director, King
For the last 19 years Tim has worked in the games industry within the design discipline. He started off as a level designer and gradually over time progressed into game design. He has worked on all 4 generations of PlayStation, all 3 generations of XBox as well as PC, GameCube and... Read More →

Sunday August 20, 2017 15:00 - 16:00 CEST
[ddc2] Europasaal 1st Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

15:00 CEST

[MOVED] Abandonment Issues: Why 99% Just isn’t Good Enough
ATTENTION PLEASE: The Talk "Abandonment Issues: Why 99% Just isn't Good Enough" has been moved to Monday August 21, 2017, 10:00 - 11:00, [RSP] Channel 4 - Haunted House Stage!

Link here

Description:

Kevin Beimers, creator of Mona Lisa and Schrodinger’s Cat: Raiders of the Lost Quark, talks about his quest for the Holy Grail of Jump Mechanics, including Mona Lisa’s Evil Twin, Xeno’s Paradox of Perfection, the You Know What I Meant factor, the other 99 problems he ran into on the way to the Louvre… and why he’s not sad about it.

Take Away
I intend to walkthrough our development process for building our predictive pathfinding platformer and show how close to perfection something can reach and still be deemed imperfect for launch.

Audience Adressed: For intermediate & advanced developers.

devcom: all Speakers
avatar for Kevin Beimers

Kevin Beimers

Director, Italic Pig
Kevin Beimers runs Northern Irish indie studio Italic Pig, and is the creator/director of award-nominated quantum physics puzzler-platformer Schrödinger’s Cat and the Raiders of the Lost Quark, unofficial winner of Best Title For A Video Game Ever. He also co-created Hector: Badge... Read More →

Respawn Speakers
avatar for Kevin Beimers

Kevin Beimers

Director, Italic Pig
Kevin Beimers runs Northern Irish indie studio Italic Pig, and is the creator/director of award-nominated quantum physics puzzler-platformer Schrödinger’s Cat and the Raiders of the Lost Quark, unofficial winner of Best Title For A Video Game Ever. He also co-created Hector: Badge... Read More →


Sunday August 20, 2017 15:00 - 16:00 CEST
[RSP] Channel 3 - Rollercoaster Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

15:00 CEST

Gameplay as Story in Daedalic's 'The Pillars of the Earth'
Description:
Videogames have been a storytelling medium long before the advent of text adventures. Nonetheless, gameplay and narrative have often been regarded as aspects that can or even should be seperated during development, peaking in the past "narratology vs ludology" debate within the discipline of game studies. This talk proposes that story and gameplay are, in fact, inseperable.
On the basis of the decisions made during Daedalic Entertainment's upcoming adaptation of Ken Follett's best-selling novel "The Pillars of the Earth", Assistant Creative Lead Valentina Tamer will discuss the creation of a story-driven videogame, and in how far gameplay and narrative can work together.

Take Away
Gameplay and storytelling must not be seperated during development. Gameplay can tell a story as well as words can, sometimes even better.

Audience Adressed: Game developers, designers & writers

devcom: all Speakers
avatar for Valentina Tamer

Valentina Tamer

Narrative Designer, Daedalic Entertainment
Valentina Tamer is a game designer, writer and artist from Hamburg-based video game developer Daedalic Entertainment. After having written additional texts for "The Night of the Rabbit", she is now assistant creative lead, as well as game designer and co-author, for the adaptation... Read More →

Respawn Speakers
avatar for Valentina Tamer

Valentina Tamer

Narrative Designer, Daedalic Entertainment
Valentina Tamer is a game designer, writer and artist from Hamburg-based video game developer Daedalic Entertainment. After having written additional texts for "The Night of the Rabbit", she is now assistant creative lead, as well as game designer and co-author, for the adaptation... Read More →


Sunday August 20, 2017 15:00 - 16:00 CEST
[RSP] Channel 1 - Ferris Wheel Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

15:00 CEST

Detached - In-Depth VR Game Post Mortem
Description:
Detached was developed for over 3 years, almost from the beginings of modern VR. During that time we changed technologies, game concepts, VR has evolved and we constantly tried to adapt. What I wish to do is to create an excerpt of everything we learned - what went wrong, what went right, how did we go about our mistakes and what we as a company want to take from this project into future productions and what we want to bury very deep and never try again. 

Take Away
Game design, game production and VR design knowledge we gained during the production of Detached.

Audience Adressed: Game developers

devcom: all Speakers
avatar for Lukasz Hacura

Lukasz Hacura

CEO, Anshar Studios
Co-founder of Anshar Studios, producer and programmer. Computer science graduate at Silesian University of Technology in Gliwice. He works in the video games industry since 2006. First as a video game programmer, in 2008 became a lead programmer and at the end of 2011 he was given... Read More →

Respawn Speakers
avatar for Lukasz Hacura

Lukasz Hacura

CEO, Anshar Studios
Co-founder of Anshar Studios, producer and programmer. Computer science graduate at Silesian University of Technology in Gliwice. He works in the video games industry since 2006. First as a video game programmer, in 2008 became a lead programmer and at the end of 2011 he was given... Read More →


Sunday August 20, 2017 15:00 - 16:00 CEST
[RSP] Channel 2 - Carousel Stage 4th FloorCONGRESS CENTRE EASTCongress-Centrum Ost KoelnmesseDeutz-Mühlheimer Straße 51D – 50679 Cologne

16:00 CEST

Bringing Games to New Platforms
Description
As platforms mature and become more competitive, it can be difficult for small/medium sized developers to connect potential players to their games. In this session, we will discuss the variety of game-capable Samsung products developers can target, how those platforms can interact to create innovative experiences and how those experiences can be monetized. We will also highlight technical and marketing support opportunities provided by Samsung improve developer experiences on new platforms.

Take away
Attendees will learn about Samsung’s game developer support programme and the variety of game-capable platforms available today

devcom: all Speakers
avatar for Joe Davis

Joe Davis

Developer Relations Engineer, Samsung Electronics
Joe Davis is a Senior Developer Relations Engineer in Samsung Electronics Galaxy GameDev team. With 7+ years of 3D graphics application debugging and optimization expertise, he spends most of his time helping developers improve their OpenGL ES and Vulkan rendering engines.
avatar for Jonas Gustavsson

Jonas Gustavsson

Head of Game Ecstemosy, Samsung Electronics
Jonas Gustavsson is collaborative leader at Samsung Electronics with an international track record of over 25 years’ experience spanning management, product development and research in graphics, games, computational imaging and distributed computing. Prior to Samsung Jonas spent... Read More →


Sunday August 20, 2017 16:00 - 17:00 CEST
[ddc5] Northern Conference Room 4th Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

16:00 CEST

Hacking the Human Brain. Irrational Thinking 101
Description:
In 2015 Imperia Online won 14th place for revenue growth of 592% in Central Europe. Our succes was build on multiple pillars, but the major part was that our sales was tripled by a few small tricks on the payment page. We learned all of them from Dan Ariely's theory of Irrational Thinking. I will do a disection of his book, showing examples how and what we try to implement from the theory, how we failed, and how we succeeded. I will demostrate the power of nourological science and how we can use it in our favour, from a business prespective.

Take Away
The attendees will learn how to hack players' brains and manipulate their decisions on buying. After the session, attendees will be able to control their customers’ choices.

Audience Adressed: Everyone using free-to-play

devcom: all Speakers
avatar for Cvetan Rusimov

Cvetan Rusimov

COO, Imperia Online JSC
Cvetan Rusimov is the COO of Imperia Online, the biggest Bulgarian game studio with more than 11 years on the market. Their flagship title has 40 million registered players. Cvetan is a member of the IMGA China Awards Jury and Adviser at global game accelerator Game Founders. He is... Read More →

developer conference Speakers
avatar for Cvetan Rusimov

Cvetan Rusimov

COO, Imperia Online JSC
Cvetan Rusimov is the COO of Imperia Online, the biggest Bulgarian game studio with more than 11 years on the market. Their flagship title has 40 million registered players. Cvetan is a member of the IMGA China Awards Jury and Adviser at global game accelerator Game Founders. He is... Read More →

Sunday August 20, 2017 16:00 - 17:00 CEST
[ddc1] Offenbachsaal 1st Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

16:00 CEST

Procedurally Create a Biome-based Map That is Fun to Explore
Description:
Procedural map generation, when done properly, can create lots of replay value and provide players with and enjoyable, unique experiences every time they play. In this session we will discuss what makes exploration enjoyable, and demonstrate tools and methods for generating such worlds procedurally.

Take Away
Techniques and tools for procedural world generation with emphasis on world that are fun to explore

Audience Adressed: Programmers

devcom: all Speakers
avatar for Tomer Barkan

Tomer Barkan

Founder, Suncrash
A gamer and a programmer since the age of 7, Tomer is an experienced software engineer that left his day job to pursue his lifelong dream of making video games. Tomer founded the indie team Suncrash, makers of PC strategy game Judgment: Apocalypse Survival Simulation.Suncrash is a... Read More →

Respawn Speakers
avatar for Tomer Barkan

Tomer Barkan

Founder, Suncrash
A gamer and a programmer since the age of 7, Tomer is an experienced software engineer that left his day job to pursue his lifelong dream of making video games. Tomer founded the indie team Suncrash, makers of PC strategy game Judgment: Apocalypse Survival Simulation.Suncrash is a... Read More →


Sunday August 20, 2017 16:00 - 17:00 CEST
[RSP] Channel 4 - Haunted House Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

17:00 CEST

Game Design Drawings

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.

 


devcom: all Speakers
avatar for Henrike Lode

Henrike Lode

Creative Director, Lohika
Henrike Lode is Founder and Creative Director of the Copenhagen-based game studio Lohika where she developed and self-published the award-winning puzzle adventure Machineers. Currently she works on her new game "To Be A Whale" and teaches at the Royal Danish Academy of Fine Arts... Read More →

Respawn Speakers
avatar for Henrike Lode

Henrike Lode

Creative Director, Lohika
Henrike Lode is Founder and Creative Director of the Copenhagen-based game studio Lohika where she developed and self-published the award-winning puzzle adventure Machineers. Currently she works on her new game "To Be A Whale" and teaches at the Royal Danish Academy of Fine Arts... Read More →


Sunday August 20, 2017 17:00 - 17:30 CEST
[RSP] Channel 1 - Ferris Wheel Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

17:00 CEST

Designing and Producing Games for Live Masses
Description:
Designing games for live events, where people are waiting in long lines to play the game poses several challenges. The game should not only entertain the actual player, but interacting with it should also engage passers-by to stop, watch, and play as well. Additionally, it is both crucial to entertain people waiting in the line and to give them a first learning experience how to play the game until it is their turn to play. In this session I will discuss production and design guidelines, with a focus on engaging players with interesting game interfaces and controls.

Take Away
How to design and produce games with interesting interfaces to be played at live events, and how to engage the waiting audience.

Audience Adressed: Game designers, producers

devcom: all Speakers
avatar for Rainer Angermann

Rainer Angermann

CEO, Rarebyte
Rainer Angermann is co-founder and CEO of Rarebyte. He has more than 10 years of professional experience in project management, and has worked on 25+ titles on all major platforms. Prior to founding his company, he has studied telematics and network engineering, and has been working... Read More →

Respawn Speakers
avatar for Rainer Angermann

Rainer Angermann

CEO, Rarebyte
Rainer Angermann is co-founder and CEO of Rarebyte. He has more than 10 years of professional experience in project management, and has worked on 25+ titles on all major platforms. Prior to founding his company, he has studied telematics and network engineering, and has been working... Read More →


Sunday August 20, 2017 17:00 - 17:30 CEST
[RSP] Channel 2 - Carousel Stage 4th FloorCONGRESS CENTRE EASTCongress-Centrum Ost KoelnmesseDeutz-Mühlheimer Straße 51D – 50679 Cologne

17:00 CEST

Motion Matching: A Remedy for Animation?
Motion Matching is currently hot topic in animation and something that is seeing a lot of research and experimentation done across various studios.

Remedy is using motion matching to replace complex locomotion state machines with a solution that achieves similar quality with faster gameplay iteration times, better performance and less data that needs to be synced over network in, for example, multiplayer games.

This talk will let you learn Remedy’s findings on motion matching, the devilish details we had to sort out to make the technique ready for production, and how it affects our animation pipeline.

devcom: all Speakers
avatar for Ilkka Kuusela

Ilkka Kuusela

Senior Gameplay Animator, Remedy Enterntainment
lkka Kuusela joined Remedy in 2015 to work on Quantum Break's interactive cinematics. Before joining Remedy, Ilkka worked on the Trine franchise at Frozenbyte looking after character animation.He is currently animating the characters for Remedy’s upcoming multiplatform game codenamed... Read More →

developer conference Speakers
avatar for Ilkka Kuusela

Ilkka Kuusela

Senior Gameplay Animator, Remedy Enterntainment
lkka Kuusela joined Remedy in 2015 to work on Quantum Break's interactive cinematics. Before joining Remedy, Ilkka worked on the Trine franchise at Frozenbyte looking after character animation.He is currently animating the characters for Remedy’s upcoming multiplatform game codenamed... Read More →

Sunday August 20, 2017 17:00 - 18:00 CEST
[ddc1] Offenbachsaal 1st Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

17:30 CEST

Geodata in Environments of Arma and DayZ
Description:
Creating large-scale, authentic and consistent landscape environments for Bohemia Interactive's milsim and survival games requires employment of methods uncommon in the game development industry. The game worlds in size of hundreds of square kilometers providing the gaming environment for its Arma mil-sim series and DayZ survival MMO were developed with help of geodata and geoinformatics. The session highlights why and how the geodata have been used in Bohemia Interactive's particular virtual landscapes and discusses the ways to alter real-life landscapes to comply with the gameplay requirements.

Take Away
Introduction to the use of geographic data and GIS, inspiration to use them as basis for game worlds in both preproduction and production..

Audience Adressed: Environment designers and artists

devcom: all Speakers
avatar for Ivan Buchta

Ivan Buchta

Creative Director, Bohemia Interactive a.s.
Ivan Buchta, a 38-years-old Czech national with background in environmental sciences, has beenworking on the Bohemia Interactive's Arma series since 2006, specializing in delivering authenticenvironments for the tactical mil-sim games. He took part in finalization of Arma 1 (Armed... Read More →

Respawn Speakers
avatar for Ivan Buchta

Ivan Buchta

Creative Director, Bohemia Interactive a.s.
Ivan Buchta, a 38-years-old Czech national with background in environmental sciences, has beenworking on the Bohemia Interactive's Arma series since 2006, specializing in delivering authenticenvironments for the tactical mil-sim games. He took part in finalization of Arma 1 (Armed... Read More →


Sunday August 20, 2017 17:30 - 18:00 CEST
[RSP] Channel 2 - Carousel Stage 4th FloorCONGRESS CENTRE EASTCongress-Centrum Ost KoelnmesseDeutz-Mühlheimer Straße 51D – 50679 Cologne

18:00 CEST

Armello - A Game of a Mad Lion, Dice and Fantasy
Description:
Armello has had a unique and incredible journey over its five years in development and two years post release. Starting from humble beginnings as a small game, intended as an afterhours passion project to be finished in weeks-months, Armello turned into a PC and console title with an IGF nomination, a basket of finalist laurels and having established a studio to support it in its wake. We’ll take you on our design journey, from start to present, how we made critical designs that changed the course of our game and company as the currents in the industry moved around us.

Take Away
Being agile and critically self-assessing in thinking, design and planning.

Audience Adressed: Indie developers & community builders

devcom: all Speakers
avatar for Blake Mizzi

Blake Mizzi

Director & Co-Founder, League of Geeks
I'm one of three Directors and Co-Founders at League of Geeks, an Australian based videogame development studio, who self publish.

Respawn Speakers
avatar for Blake Mizzi

Blake Mizzi

Director & Co-Founder, League of Geeks
I'm one of three Directors and Co-Founders at League of Geeks, an Australian based videogame development studio, who self publish.


Sunday August 20, 2017 18:00 - 19:00 CEST
[RSP] Channel 1 - Ferris Wheel Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

18:00 CEST

Using Multiple Compulsion Loops to Create a One-Page High Level GDD
Description:
Deconstructing your game into multiple compulsions loops can really help visualize your flow and pinpoint challenges (and solutions!). Over the years I have been developing a methodology for Game Designers to lay out the foundation of a new game in a one-page High Level GDD using compulsion loops. This is also an effective way for Product Managers to analyse their competitors games. During this lecture, I am going to deconstruct a top grossing game using this method.

Take Away
Compulsion Loops are a great tool to create one-page High Level GDD. It help organize and communicate ideas and adresses monetization and engagement issues.

Audience Adressed: Game Designers, Product Managers

devcom: all Speakers
SV

Simon Vendette

VP Games, Magmic
Magmic has been around for over 15 years and has about 30 permanent employees. We develop and publish card and board games for the whole family. We own the rights to Phase 10 and Skip-Bo from Mattel, Scattergories from Hasbro and Rubik's Cube from Rubik's Brand.

developer conference Speakers
SV

Simon Vendette

VP Games, Magmic
Magmic has been around for over 15 years and has about 30 permanent employees. We develop and publish card and board games for the whole family. We own the rights to Phase 10 and Skip-Bo from Mattel, Scattergories from Hasbro and Rubik's Cube from Rubik's Brand.

Sunday August 20, 2017 18:00 - 19:00 CEST
[ddc4] Conference Room 1 2nd Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

18:00 CEST

Designing the AI of Zombie Gunship Survival
Description:
AI technology in games has made huge strides in recent years, from the threatening Alien entity in "Alien Isolation" to complex planning and strategic AIs in "Civilization VI". This talk will inform listeners on how to design their own AI in order to achieve desired gameplay results. We will cover the details of the AI implementation and the effects it had on the gameplay of the mobile shooter "Zombie Gunship Survival".

Take Away
The audience will learn about the interconnection between gameplay and AI design.

Audience Adressed: Game designers, programmers, students

devcom: all Speakers
avatar for Miriam Popescu

Miriam Popescu

Game Designer, Limbic Software
Miriam is a game designer with a passion for visceral and engaging mechanics. She has been working at Limbic Software on bringing a console-grade shooter experience to core mobile gamers with Zombie Gunship Survival. Previous stops in the gaming industry include Travian Games, where... Read More →

Respawn Speakers
avatar for Miriam Popescu

Miriam Popescu

Game Designer, Limbic Software
Miriam is a game designer with a passion for visceral and engaging mechanics. She has been working at Limbic Software on bringing a console-grade shooter experience to core mobile gamers with Zombie Gunship Survival. Previous stops in the gaming industry include Travian Games, where... Read More →


Sunday August 20, 2017 18:00 - 19:00 CEST
[RSP] Channel 3 - Rollercoaster Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

19:00 CEST

Tough Questions in Games - How We Let the Players Think
Description:
Among some players and developers we see a yearning for a deeper sense of meaning they can rarely find. Games that deal with difficult questions of our time - politics, conflicts, existential angst, climate threats and religion etc. These are questions we've dealt with in most other mediums before, but in games it's still a very uncharted territory. This talk is about how to come up with mechanics and a game experience that is open for the player to explore yet have some sort of authorial intent. In this case ECS' game Crest will be used as a case study.

Take Away
A better understanding how you can give the player more substance in your games without removing interactivity.

Audience Adressed: Indie developers, students

devcom: all Speakers
avatar for Martin Greip

Martin Greip

Creative/Art Director, CEO, Eat Create Sleep AB
A jack of all trades who thinks interdisciplinary knowledge breaks new ground in games. Martin has a big passion for bringing the game's medium forward so it can be more than just entertainment. Been working as an indie developer since 2014 at the company Eat Create Sleep where they... Read More →

Respawn Speakers
avatar for Martin Greip

Martin Greip

Creative/Art Director, CEO, Eat Create Sleep AB
A jack of all trades who thinks interdisciplinary knowledge breaks new ground in games. Martin has a big passion for bringing the game's medium forward so it can be more than just entertainment. Been working as an indie developer since 2014 at the company Eat Create Sleep where they... Read More →


Sunday August 20, 2017 19:00 - 20:00 CEST
[RSP] Channel 3 - Rollercoaster Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne
 
Monday, August 21
 

10:00 CEST

The Evolution of Game Development into Co-Development

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.


devcom: all Speakers
avatar for Alexander Fernandez

Alexander Fernandez

CEO, Streamline Studios
Alexander Fernandez is an architect of change. As a visionary entrepreneur, international deal-maker and creative executive extraordinaire, his unique perspectives led Streamline Studios from a small apartment in Amsterdam to a global enterprise with offices in Malaysia, Europe, the... Read More →

developer conference Speakers
avatar for Alexander Fernandez

Alexander Fernandez

CEO, Streamline Studios
Alexander Fernandez is an architect of change. As a visionary entrepreneur, international deal-maker and creative executive extraordinaire, his unique perspectives led Streamline Studios from a small apartment in Amsterdam to a global enterprise with offices in Malaysia, Europe, the... Read More →

Monday August 21, 2017 10:00 - 11:00 CEST
[ddc2] Europasaal 1st Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

10:00 CEST

Where no Man has Gone Before [in Co-Op with Games Industry Conference]

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. 


devcom: all Speakers
avatar for Daniel Vávra

Daniel Vávra

Creative Director, Warhorse Studios
Dan Vavra is one of the most recognizable Czech developers. His career started at Illusion Softworks and he first worked on Hidden and Dangerous as a 2D artist and then become director and writer on Mafia series. Since 2011 he is a creative director at Warhorse Studios working on... Read More →

developer conference Speakers
avatar for Daniel Vávra

Daniel Vávra

Creative Director, Warhorse Studios
Dan Vavra is one of the most recognizable Czech developers. His career started at Illusion Softworks and he first worked on Hidden and Dangerous as a 2D artist and then become director and writer on Mafia series. Since 2011 he is a creative director at Warhorse Studios working on... Read More →

Monday August 21, 2017 10:00 - 11:00 CEST
[ddc1] Offenbachsaal 1st Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

10:00 CEST

Stop Making Sense: 9 Ridiculous Questions #GameDevs Must Ask
Description:
The games industry has gained hugely from the use of data and looking at KPIs, ARPDAU, LTV... but in this arrms race for the players attention we need to stop for a second and challenge our assumptions of what is possible. We will ask 9 questions which may on the surface sound ridiculous but answering them can give us a fighting chance to stand out. During this session Oscar plans to challenge every developer to think differently about game design in ways which encourage creativity, accessibility, retention and of course monetisation. ...And you don't want to miss our on number 8!

Take Away
Practical Questions which can help them be disruptive

Audience Adressed: Game Designers and Developers

devcom: all Speakers
avatar for Oscar Clark

Oscar Clark

Evangelist (Co-founder RocketLolly Games), Unity3d.com
Oscar Clark is an Author, Consultant and Evangelist for Everyplay from Unity Technologies. He has been a pioneer in online, mobile and console social games services since 1998. He provided 'vision' for one of the first Online games communities (Wireplay - British Telecom); was global... Read More →

developer conference Speakers
avatar for Oscar Clark

Oscar Clark

Evangelist (Co-founder RocketLolly Games), Unity3d.com
Oscar Clark is an Author, Consultant and Evangelist for Everyplay from Unity Technologies. He has been a pioneer in online, mobile and console social games services since 1998. He provided 'vision' for one of the first Online games communities (Wireplay - British Telecom); was global... Read More →

Monday August 21, 2017 10:00 - 11:00 CEST
[ddc3] Conference Room 2 2nd Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

10:00 CEST

Abandonment Issues: Why 99% Just isn’t Good Enough
Description:
Kevin Beimers, creator of Mona Lisa and Schrodinger’s Cat: Raiders of the Lost Quark, talks about his quest for the Holy Grail of Jump Mechanics, including Mona Lisa’s Evil Twin, Xeno’s Paradox of Perfection, the You Know What I Meant factor, the other 99 problems he ran into on the way to the Louvre… and why he’s not sad about it.

Take Away
I intend to walkthrough our development process for building our predictive pathfinding platformer and show how close to perfection something can reach and still be deemed imperfect for launch.

Audience Adressed: For intermediate & advanced developers.

devcom: all Speakers
avatar for Kevin Beimers

Kevin Beimers

Director, Italic Pig
Kevin Beimers runs Northern Irish indie studio Italic Pig, and is the creator/director of award-nominated quantum physics puzzler-platformer Schrödinger’s Cat and the Raiders of the Lost Quark, unofficial winner of Best Title For A Video Game Ever. He also co-created Hector: Badge... Read More →

Respawn Speakers
avatar for Kevin Beimers

Kevin Beimers

Director, Italic Pig
Kevin Beimers runs Northern Irish indie studio Italic Pig, and is the creator/director of award-nominated quantum physics puzzler-platformer Schrödinger’s Cat and the Raiders of the Lost Quark, unofficial winner of Best Title For A Video Game Ever. He also co-created Hector: Badge... Read More →


Monday August 21, 2017 10:00 - 11:00 CEST
[RSP] Channel 4 - Haunted House Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

10:00 CEST

Next Gen Games - Games You Play With The Next Generation
What are Next Gen Games? Most often next gen games are defined by next gen hardware; games with better graphics and more advanced tech that are pushing the envelope of immersion in games. This talk will approach Next Gen Games from the player perspective instead and explore the next generation player sub-group of experienced and inexperienced players playing together. The focus will be on a co-op play and playsitutations created outside the actual game. Dajana will present her observations of how this sub-group plays together and why it is important and relevant to designing future games.

Dajana’s talk is based on her experience and work at Napnok Games (designing and developing games like WiiU game Affordable Space Adventures and upcoming Playlink game Frantics), personal play experience, personal interests, and observations of player trends

devcom: all Speakers
avatar for Dajana Dimovska

Dajana Dimovska

Co CEO & Bizdev, Napnok Games
Dajana is President of Hexblade, part of a newly merged entertainment company with a focus on bridging the physical and digital worlds of play.Dajana is also CEO and Co-founder of KnapNok Games, an award winning Danish console games studio.Beyond this, as a co-founder of the Copenhagen... Read More →

Respawn Speakers
avatar for Dajana Dimovska

Dajana Dimovska

Co CEO & Bizdev, Napnok Games
Dajana is President of Hexblade, part of a newly merged entertainment company with a focus on bridging the physical and digital worlds of play.Dajana is also CEO and Co-founder of KnapNok Games, an award winning Danish console games studio.Beyond this, as a co-founder of the Copenhagen... Read More →


Monday August 21, 2017 10:00 - 11:00 CEST
[RSP] Channel 1 - Ferris Wheel Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

10:00 CEST

Breathing Life Into Game Characters
Description:
In video games many fictional characters die, and not very seldom it's the player who has something to do with it. But what if the player should really care for a character? What if the player should feel a connection? This session describes basic storytelling tools and the challenges of interactivity on the way to lifelike characters in a world where the player can actively engage.

Take Away
Hopefully, the audience will have a better understanding for their own projects

Audience Adressed: Developers intersted in character design

devcom: all Speakers
avatar for Falko Löffler

Falko Löffler

Freelance Writer, Freelance Writer
Falko Löffler started writing interactive fiction on the C=64 and has a degree as Master of Arts in literature and media science. In 1996 he entered the games industry and became a freelance writer in 2003. He has written tons of text for games as a story designer, translator or... Read More →

Respawn Speakers
avatar for Falko Löffler

Falko Löffler

Freelance Writer, Freelance Writer
Falko Löffler started writing interactive fiction on the C=64 and has a degree as Master of Arts in literature and media science. In 1996 he entered the games industry and became a freelance writer in 2003. He has written tons of text for games as a story designer, translator or... Read More →


Monday August 21, 2017 10:00 - 11:00 CEST
[RSP] Channel 3 - Rollercoaster Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

11:00 CEST

MOBILE · NEW AGE · SPORTS GAME [in Co-Op with GMGC]
In the mobile age, how do we develop an innovative and popular sports game? Mr. Norman Lo, producer of 'Dream Football Club' series, share his experience in China.

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.


devcom: all Speakers
avatar for Norman Lo

Norman Lo

President, KingsToy
Norman is the producer of Dream Football Club (DFC1&2) , 2013~2017 and SGC Online, 2001~2010.Honor & Awards:DFC1:- Unity Awards, 2014- The Best Games of China 2014 - GMGC- The Most Expecting Game of China 2014 - Voice of Game SGC Online:- SLG of the Year 2010 - 17173- SLG of the Year... Read More →

developer conference Speakers
avatar for Norman Lo

Norman Lo

President, KingsToy
Norman is the producer of Dream Football Club (DFC1&2) , 2013~2017 and SGC Online, 2001~2010.Honor & Awards:DFC1:- Unity Awards, 2014- The Best Games of China 2014 - GMGC- The Most Expecting Game of China 2014 - Voice of Game SGC Online:- SLG of the Year 2010 - 17173- SLG of the Year... Read More →

Monday August 21, 2017 11:00 - 11:30 CEST
[ddc5] Northern Conference Room 4th Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

11:00 CEST

Mobile Gaming and the Retention Rhetoric
Description:
The industry is getting increasingly better at acquiring the right players for its mobile games. But how does it keep those players interested and what makes them come back? How long is the ideal game session? What can be learned from other apps like Tinder and Wish? Tamalaki has published more than 100 titles on Android that are mainly popular among women 30+. With various grades of success, they have defined some key factors why their most popular games remain on top where others fall.

Take Away
Building sustainable F2P games: Which core elements to address in your design

Audience Adressed: game designers, indie developers

devcom: all Speakers
avatar for Martine Spaans

Martine Spaans

Owner, Tamalaki
Martine Spaans started her career in online gaming in 2006 and has worked for well-known companies like Spil Games and Ubisoft before setting up her own Casual Gaming company. She quickly learned the magic formula behind a great game and developed a good understanding of gamers needs... Read More →

Respawn Speakers
avatar for Martine Spaans

Martine Spaans

Owner, Tamalaki
Martine Spaans started her career in online gaming in 2006 and has worked for well-known companies like Spil Games and Ubisoft before setting up her own Casual Gaming company. She quickly learned the magic formula behind a great game and developed a good understanding of gamers needs... Read More →


Monday August 21, 2017 11:00 - 12:00 CEST
[RSP] Channel 3 - Rollercoaster Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

11:00 CEST

Leveraging Collaboration in Narrative Design - powered by Celtx
Description
At it's heart, the gaming industry is about having fun. However, innovating the business processes that produce games isn't as fun as playing them. This doesn't have to be the case. If you want to learn how you can make game development more engaging, collaborative and dare I say fun, this session is for you. A collaborative production model based in a single system eliminates inefficiencies and fosters better teamwork. With the launch of Gem, Celtx is leveraging their collaborative expertise to give game makers an versatile tool that streamlines the narrative design process and integrates it directly into the broader development process. By dramatically shortening production cycles and reducing the variables you need to manage, work can become as fun as play. But where do you start? Register for this session.

devcom: all Speakers
avatar for Cory Hartlen

Cory Hartlen

Interactive Media Straregist, Celtx
CORY HARTLEN is a Celtx Interactive Media Strategist. Cory has over 10 years of experience in technology marketing and business development. He has the rare ability to be able to explain how technology translates to business opportunities and how data can be used to make informed... Read More →

developer conference Speakers
avatar for Cory Hartlen

Cory Hartlen

Interactive Media Straregist, Celtx
CORY HARTLEN is a Celtx Interactive Media Strategist. Cory has over 10 years of experience in technology marketing and business development. He has the rare ability to be able to explain how technology translates to business opportunities and how data can be used to make informed... Read More →

Monday August 21, 2017 11:00 - 12:00 CEST
[ddc4] Conference Room 1 2nd Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

11:00 CEST

From UNKNOWN to PLAYERUNKNOWN: Deconstructing BATTLEGROUNDS
Description:
PLAYERUNKNOWN’S BATTLEGROUNDS has sold more than two million copies worldwide, remains in the number one slot on Steam and the top five most watched game on Twitch. Brendan Greene (aka PLAYERUKNOWN) will share his experience in going from modder to Creative Director for Bluehole. He and the team will highlight things learned from his modding days and how they applied them to larger scale game development, covering the following points: How to funnel and apply feedback Developing a partnership with livestreamers and players From Modding to Full Game Design – Making the jump, the do’s and don’ts with insights from Brendan

Take Away
How to partner with players to make your game successful

Audience Adressed: Developers, Community Leads,Tech Media

devcom: all Speakers
avatar for Brendan Greene

Brendan Greene

Creative Director, Bluehole
PLAYERUNKNOWN aka Brendan Greene, Creative Director on PLAYERUNKNOWN’S BATTLEGROUNDS, is a pioneer of the Battle Royale genre. As the creator of the Battle Royale game-mode found in the ARMA series and H1Z1 : King of the Kill, Greene is co-developing the game with veteran team at... Read More →
avatar for Marek Krasowski

Marek Krasowski

Programmer, Bluehole
Marek is a programmer from Poland, who has been working for Bluehole Inc. for more than a year. As a core team member for PLAYERUNKNOWN’S BATTLEGROUNDS his focus is on animation and audio programming and gameplay related mechanics (weapons, vehicles, characters, etc.).
avatar for Paweł Smolewski

Paweł Smolewski

Animation & Gunplay Lead, Bluehole Ginno
Pawel is the Action and Gunplay lead on PLAYERUKNOWN’S BATTLEGROUNDS with more than eight years of professional experience in game development as an animator and animation designer. Prior to joining Bluehole Inc., Smolewski worked at Bohemia Interactive Studio as a Senior Animator... Read More →

Respawn Speakers
avatar for Brendan Greene

Brendan Greene

Creative Director, Bluehole
PLAYERUNKNOWN aka Brendan Greene, Creative Director on PLAYERUNKNOWN’S BATTLEGROUNDS, is a pioneer of the Battle Royale genre. As the creator of the Battle Royale game-mode found in the ARMA series and H1Z1 : King of the Kill, Greene is co-developing the game with veteran team at... Read More →
avatar for Marek Krasowski

Marek Krasowski

Programmer, Bluehole
Marek is a programmer from Poland, who has been working for Bluehole Inc. for more than a year. As a core team member for PLAYERUNKNOWN’S BATTLEGROUNDS his focus is on animation and audio programming and gameplay related mechanics (weapons, vehicles, characters, etc.).
avatar for Paweł Smolewski

Paweł Smolewski

Animation & Gunplay Lead, Bluehole Ginno
Pawel is the Action and Gunplay lead on PLAYERUKNOWN’S BATTLEGROUNDS with more than eight years of professional experience in game development as an animator and animation designer. Prior to joining Bluehole Inc., Smolewski worked at Bohemia Interactive Studio as a Senior Animator... Read More →


Monday August 21, 2017 11:00 - 12:30 CEST
[RSP] Channel 5 - Candy Cotton Classroom 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

11:30 CEST

How to Develop a Successful Game [in Co-Op with GMGC]
Since UGAMEHOME successfully released android version of THE KILLBOX in China, we will address about how to establish relationships with game publishers from Vietnam, Middle East, Korea, Thailand, Cambodia and the US, and achieve excellent results. 

devcom: all Speakers
avatar for Xiaodong Zhu

Xiaodong Zhu

CEO, UGAMEHOME
Engaged in internet work in China.com (China’s first NASDAQ-listed company) from 2000 to 2002. Engaged in telecommunications business in Hong Kong PCCW from 2002 to 2004. Founded Nidong Technology in 2006.Xiamen Nidong Technology Co., LtdNidong has been engaged in foreign business... Read More →

developer conference Speakers
avatar for Xiaodong Zhu

Xiaodong Zhu

CEO, UGAMEHOME
Engaged in internet work in China.com (China’s first NASDAQ-listed company) from 2000 to 2002. Engaged in telecommunications business in Hong Kong PCCW from 2002 to 2004. Founded Nidong Technology in 2006.Xiamen Nidong Technology Co., LtdNidong has been engaged in foreign business... Read More →

Monday August 21, 2017 11:30 - 12:00 CEST
[ddc5] Northern Conference Room 4th Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

12:00 CEST

Releasing Orwell as a Weekly Episodic Serial
Description:
Developer, Osmotic Studios, and indie label Surprise Attack Games, released PC surveillance thriller, Orwell, as a weekly serial. New episodes in the game launched at a fixed time every Thursday for five weeks. It was a highly unusual approach that paid off, cuting through a crowded October release window and helping achieve critical and commercial success. Find out why we chose this release strategy, how it affected both the development and the marketing, how we went about executing on the plan, what we learnt and why we believe this is an approach more indie games should take.

Take Away
An insight into a different approach to episodic games, what it's like to release a game in such a crowded market and maybe an idea that traditional release structures can be challenged.

Audience Adressed: Indie developers, media, publishers

devcom: all Speakers
avatar for Melanie Taylor

Melanie Taylor

Co-Founder & Lead Artist, Osmotic Studios
Melanie is lead artist and business manager at Osmotic Studios as well as one of the three co-founders. Osmotic Studios is a trio of German indie game developers committed to making games with narrative and personal resonance that challenge players to reflect on the world around them... Read More →
avatar for Chris Wright

Chris Wright

Managing Director, Surprise Attack Games
I am the Founder and Managing Director of Surprise Attack Games, an indie label focused on narrative-driven games with weird or unusual themes and mechanics. After ten years in the AAA side of the industry, I set out to go indie in 2011 and create a games label inspired by the indie... Read More →

Respawn Speakers
avatar for Chris Wright

Chris Wright

Managing Director, Surprise Attack Games
I am the Founder and Managing Director of Surprise Attack Games, an indie label focused on narrative-driven games with weird or unusual themes and mechanics. After ten years in the AAA side of the industry, I set out to go indie in 2011 and create a games label inspired by the indie... Read More →
avatar for Melanie Taylor

Melanie Taylor

Co-Founder & Lead Artist, Osmotic Studios
Melanie is lead artist and business manager at Osmotic Studios as well as one of the three co-founders. Osmotic Studios is a trio of German indie game developers committed to making games with narrative and personal resonance that challenge players to reflect on the world around them... Read More →


Monday August 21, 2017 12:00 - 13:00 CEST
[RSP] Channel 2 - Carousel Stage 4th FloorCONGRESS CENTRE EASTCongress-Centrum Ost KoelnmesseDeutz-Mühlheimer Straße 51D – 50679 Cologne

12:00 CEST

Branching Strategies: Indie Guide to Branching Narratives
Description:
Branching narratives are a goal for most storytellers in the game industry, but there are many challenges to be faced when approaching it. Based on the experience working on Thea: The Awakening and Thea2: The Shattering, I will discuss some key strategies and give my own point of view on the process. Talk will touch upon such obstacles as multiplayer gameplay, randomly generated worlds and characters and the physical constraints faced by many smaller indie teams. I will also talk about the tools, techniques and lessons learned from our own development.  

Take Away
Strategies for branching quest design

Audience Adressed: Indie developers, students, writers and

devcom: all Speakers
avatar for Mila Irek

Mila Irek

Writer, MuHa Games
Rescued from the endless struggle of PhD research by MuHa in 2014, I became the writer and lead quest designer for the growing indie studio. After the successful launch of Thea: The Awakening I am now continuing work with MuHa on the sequel. In my spare time, of which there is little... Read More →

Respawn Speakers
avatar for Mila Irek

Mila Irek

Writer, MuHa Games
Rescued from the endless struggle of PhD research by MuHa in 2014, I became the writer and lead quest designer for the growing indie studio. After the successful launch of Thea: The Awakening I am now continuing work with MuHa on the sequel. In my spare time, of which there is little... Read More →


Monday August 21, 2017 12:00 - 13:00 CEST
[RSP] Channel 3 - Rollercoaster Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

12:00 CEST

From Aesthetics to Ethics - It's not 'Just a Game'
Description:
When talking about ethics in game design we're not talking violence in games. We're talking about credible and consistent game worlds. The more detailed our game worlds become, the more the choice of aesthetics will create a game world able to form an ethical rule set out of its own inherent design rules: aesthetics create ethics. We as designers have to embrace this dynamic to design more satisfying, consistent and challenging game experiences. The talk will present the audience with a number of examples, where differences in the aesthetic choices created rather different ethical experiences.

Take Away
The audience will get an understanding of the connection and complexity between aesthetical decisions and their ethical consequences for the game world.

Audience Adressed: Designers (mech, gfx, sfx, story)

devcom: all Speakers
avatar for Wolfgang Walk

Wolfgang Walk

Owner, Walk Game Productions
After a career as a student of many subjects and manager of a discotheque, Wolfgang Walk turned his hobby, computer games, into a profession in the mid-1990s and joined Blue Byte as a story designer and project manager. Since then, he has been trying to grasp what he is working on... Read More →

Respawn Speakers
avatar for Wolfgang Walk

Wolfgang Walk

Owner, Walk Game Productions
After a career as a student of many subjects and manager of a discotheque, Wolfgang Walk turned his hobby, computer games, into a profession in the mid-1990s and joined Blue Byte as a story designer and project manager. Since then, he has been trying to grasp what he is working on... Read More →


Monday August 21, 2017 12:00 - 13:00 CEST
[RSP] Channel 4 - Haunted House Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

12:00 CEST

Vive Tracker: Bring Everyday Objects into VR
Description
2016 was the launch of high end VR into the consumer market. With thousands of VR content pieces on Steam, more and more developers are now focussing their full time on VR. 
Additionally with the new Vive Tracker, developers are now able to rapidly prototype VR hardware with lighthouse tracking and create completely new experiences that incorporate real life objects. In this session, Shen will explain the state of the Vive ecosystem for developers and the different ways & best practices when it comes to implementing the Vive tracker, and show various ways they’re already being used.
Take away
Vive and the VR ecosystem. Using the Vive Tracker to create new VR experiences and rapidly prototype VR hardware.
Audience: VR Developers and Designers

devcom: all Speakers
avatar for Shen Ye

Shen Ye

VR Product Manager, HTC

developer conference Speakers
avatar for Shen Ye

Shen Ye

VR Product Manager, HTC

Monday August 21, 2017 12:00 - 13:00 CEST
[ddc2] Europasaal 1st Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

14:00 CEST

“The Lion’s Song” Post Mortem – Success Stories and Failures
Description:
Get an insight into the episodic video game "The Lion's Song" featuring the unique setting of "Wiener Moderne" at the beginning of the 20th century. Learn how the team adapted development of an ongoing story and connected all episodes into one overarching narrative, allowing players various choices that influence future but also already played past episodes. Listen to stories that made the team laugh but also frustrated them and how they stayed focused and motivated. Get ready for an honest insight in the development cycle with highlighted success stories but also examples of failures.
How will the development and self-publishing of “The Lion’s Song” influence Mipumi as a company and Mipumi’s future original IPs? Will there be a future to “The Lion’s Song”? Find out in our session!
Take Away
The speakers will share with you the experience working on an episodic indie game. We will explain the lessons we’ve learnt on the way.

Audience Adressed: Indie- & developers & students

devcom: all Speakers
avatar for Gregor Eigner

Gregor Eigner

CEO, Mi'pu'mi Games
Gregor Eigner is CEO and founder of Mipumi Games. Gregor studied law and economics and has 15 years of project management experience. He previously worked for Rockstar Games in Vienna and Ubisoft Mainz, former Related Designs on well-known titles such as Max Payne 2 and Anno 1404... Read More →
avatar for Stefan Srb

Stefan Srb

Game Designer, Mipumi Games GmbH
Stefan Srb is a Viennese game developer and pixel artist. By day he is a professional game designer at Mi'pu'mi Games whose passion for making games drives him to make even more games at night. Making games since 2011, he is regularly participating in game jams such as Ludum Dare... Read More →

Respawn Speakers
avatar for Gregor Eigner

Gregor Eigner

CEO, Mi'pu'mi Games
Gregor Eigner is CEO and founder of Mipumi Games. Gregor studied law and economics and has 15 years of project management experience. He previously worked for Rockstar Games in Vienna and Ubisoft Mainz, former Related Designs on well-known titles such as Max Payne 2 and Anno 1404... Read More →
avatar for Stefan Srb

Stefan Srb

Game Designer, Mipumi Games GmbH
Stefan Srb is a Viennese game developer and pixel artist. By day he is a professional game designer at Mi'pu'mi Games whose passion for making games drives him to make even more games at night. Making games since 2011, he is regularly participating in game jams such as Ludum Dare... Read More →


Monday August 21, 2017 14:00 - 15:00 CEST
[RSP] Channel 3 - Rollercoaster Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

14:00 CEST

Principles of Game Design for Voice

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


devcom: all Speakers
avatar for Andrea Muttoni

Andrea Muttoni

Technical Evangelist, Amazon Alexa
Andrea is a Technical Evangelist for Amazon Alexa. In this role, he is travelling the world to share stories, learnings and best practices for building voice-enabled experiences, aka Skills, with Alexa. Before that he worked on both sides of software development as a full stack developer... Read More →

developer conference Speakers
avatar for Andrea Muttoni

Andrea Muttoni

Technical Evangelist, Amazon Alexa
Andrea is a Technical Evangelist for Amazon Alexa. In this role, he is travelling the world to share stories, learnings and best practices for building voice-enabled experiences, aka Skills, with Alexa. Before that he worked on both sides of software development as a full stack developer... Read More →

Monday August 21, 2017 14:00 - 15:00 CEST
[ddc4] Conference Room 1 2nd Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

15:00 CEST

Balancing Procedural Content
Description:
Due to the potential infinite replayability, procedural content, randomly generated levels, events and obstacles gain more and more popularity, especially among indie developers. However, randomly generated content clearly goes against the traditional QA process, due to the near infinite amount of possible permutations. This renders traditional balancing methods inadequate. We present several ideas, solutions and tips on how to deal with balancing, while not loosing the fun factor that randomness introduces.

Take Away
methods to deal with balancing games that rely on randomly generated content

Audience Adressed: game designers, indie developers

devcom: all Speakers
avatar for Kornel Kisielewicz

Kornel Kisielewicz

CEO, ChaosForge Ltd
Founder of ChaosForge, a small indie studio based in Wroclaw, Poland. Professional roguelike developer, author of several free and open source roguelikes (most notoriously DRL, based on Doom). Currently leading ChaosForge in it's quest to bring back the traditional turn-based roguelike... Read More →

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avatar for Kornel Kisielewicz

Kornel Kisielewicz

CEO, ChaosForge Ltd
Founder of ChaosForge, a small indie studio based in Wroclaw, Poland. Professional roguelike developer, author of several free and open source roguelikes (most notoriously DRL, based on Doom). Currently leading ChaosForge in it's quest to bring back the traditional turn-based roguelike... Read More →


Monday August 21, 2017 15:00 - 16:00 CEST
[RSP] Channel 4 - Haunted House Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

15:00 CEST

Positioning Workshop - A Practical Session on Messaging
Description:
In a crowded market, it's the remarkable games that stand out and succeed. This workshop will teach you a process for analysing your game, exploring the ways in which it is or could be remarkable, how to position it to cut through the noise and how to develop your messaging and pitch.

This is a practical workshop in which we will teach you the process we use on all our games whilst you go through the exercises and develop your understanding of your own game. Come with your development team for best results.

Take Away
A process for developing messaging and pushing your game to be more remarkable as well as a better understanding of their own game

Audience Adressed: Indie developers

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MF

Marla Fitzsimmons

Marketing Manager, Surprise Attack Games
avatar for Chris Wright

Chris Wright

Managing Director, Surprise Attack Games
I am the Founder and Managing Director of Surprise Attack Games, an indie label focused on narrative-driven games with weird or unusual themes and mechanics. After ten years in the AAA side of the industry, I set out to go indie in 2011 and create a games label inspired by the indie... Read More →

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avatar for Chris Wright

Chris Wright

Managing Director, Surprise Attack Games
I am the Founder and Managing Director of Surprise Attack Games, an indie label focused on narrative-driven games with weird or unusual themes and mechanics. After ten years in the AAA side of the industry, I set out to go indie in 2011 and create a games label inspired by the indie... Read More →
MF

Marla Fitzsimmons

Marketing Manager, Surprise Attack Games


Monday August 21, 2017 15:00 - 17:00 CEST
[RSP] Channel 5 - Candy Cotton Classroom 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

16:00 CEST

Game for Humanitarian Crisis
Description:
"Antura and the Letters" is a humanitarian game designed for Syrian children refugees. Released in March 2017, the game was produce by an international team in the particular context of the Syrian Crysis. This talk will focused on the design approach and the challenges of this project.

Take Away
How to design games to impact the world positively. Learningso from this project

Audience Adressed: Developers, students,

devcom: all Speakers
avatar for Emmanuel Guardiola

Emmanuel Guardiola

Game director and researcher, Cologne Game Lab
With expertise in game design methodologies, Professor Emmanuel Guardiola is a veteran of the video game industry with over 30 major titles released for publishers such as Ubisoft and independent studios such as Dontnod Entertainment. Having earned a PhD in computer science, Professor... Read More →

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avatar for Emmanuel Guardiola

Emmanuel Guardiola

Game director and researcher, Cologne Game Lab
With expertise in game design methodologies, Professor Emmanuel Guardiola is a veteran of the video game industry with over 30 major titles released for publishers such as Ubisoft and independent studios such as Dontnod Entertainment. Having earned a PhD in computer science, Professor... Read More →


Monday August 21, 2017 16:00 - 17:00 CEST
[RSP] Channel 3 - Rollercoaster Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

16:00 CEST

Making the Transition: InnoGames CEO on How to surf the Mobile Wave in the Red Ocean
The market for games and related services has grown immensely over the past years. Mobile gaming alone is a global 30+bn industry which will continue to grow and is already even bigger than console. In his talk, founder and CEO Hendrik Klindworth shows that the most successful companies in this highly competitive market are those who truly understand how to run games as a service and put extreme focus on delivering the best high quality and in-depth game experience to their players. Being a market leader for online games for 14 years, InnoGames entered the mobile games sphere in 2012 and tackled various challenges on their transition from browser games to mobile-only products. The talk stresses the importance of high performing Marketing and Analytics teams as well as attention to detail, smart investments, continuous testing and innovative features to ensure the long-term motivation of players. It also shows the challenges of being an attractive employer for both young experts and senior leaders. 

devcom: all Speakers
avatar for Hendrik Klindworth

Hendrik Klindworth

Co-Founder and Chief Executive Officer, InnoGames
Hendrik Klindworth is Co-Founder and Chief Executive Officer of InnoGames. A company built by three founders from the suburbs of Hamburg, who used their pocket money to build a globally leading company with over 400 employees and 150m registered players across landmark games like... Read More →

developer conference Speakers
avatar for Hendrik Klindworth

Hendrik Klindworth

Co-Founder and Chief Executive Officer, InnoGames
Hendrik Klindworth is Co-Founder and Chief Executive Officer of InnoGames. A company built by three founders from the suburbs of Hamburg, who used their pocket money to build a globally leading company with over 400 employees and 150m registered players across landmark games like... Read More →

Monday August 21, 2017 16:00 - 17:00 CEST
[ddc1] Offenbachsaal 1st Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

16:00 CEST

Understanding Power Users and How to Attract Them
Description:
A relatively small group—tiny, really—of dedicated customers often generates an unexpectedly large percentage of total revenue for a mobile app or game. Who are the members of this group, and how can you better engage them? More importantly, how do you encourage others to join the ranks of these "power-users"? As an app publisher, Amazon has a unique perspective on power-users in aggregate. Here we share observations and data from our appstore on what game design is currently working best to cultivate new and existing power-users, keeping them engaged, and maximizing their revenue potential.

Take Away
When they leave this presentation, developers will have a list of specific game mechnaics that have proven to be attractive to these valuable users, and some general suggestions on marketing to them

Audience Adressed: Indie game designers

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avatar for Mike Hines

Mike Hines

Developer Evangelist, Amazon
Mike Hines is a recovering serial entrepreneur, and is currently a Developer Evangelist for the Amazon Appstore. An advocate for getting more developers over the app poverty line, Mike is on a continuing mission to find out and share what currently is and isn’t working in mobile... Read More →

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avatar for Mike Hines

Mike Hines

Developer Evangelist, Amazon
Mike Hines is a recovering serial entrepreneur, and is currently a Developer Evangelist for the Amazon Appstore. An advocate for getting more developers over the app poverty line, Mike is on a continuing mission to find out and share what currently is and isn’t working in mobile... Read More →


Monday August 21, 2017 16:00 - 17:00 CEST
[RSP] Channel 1 - Ferris Wheel Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

17:00 CEST

EVERSPACE - From Forging the Game Vision to Self-Publishing
With their debut title EVERSPACE, the veteran team at ROCKFISH Games created a surprise hit on PC and console by combining a high-quality 3D space shooter with roguelike elements, unusual storytelling, and optional VR support. At the beginning of the project, in a situation of an unexpectedly canned previous work for hire production, the team had to come up fast with a strong vision within a competitive, yet niche genre to secure funding to develop this new IP before running out of business. Michael Schade, CEO & Co-Founder of ROCKFISH Games, will walk the audience through a 12-step process, which enabled the team to turn around the doomed studio into a creatively and financially independent position, eventually.

Takeaway: The talk will cover how the team came up with a winning game idea, how it was pitched to publishers, platform holders, and the community in different ways, how it was successfully rolled-out before, during and after Early Access / Game Preview, and what the major learnings were in the entire process.

Audience: While this is mainly a talk from a management point of view, it also touches aspects of Game Design in several ways. It is targeted to an intermediate to expert audience level.

devcom: all Speakers
avatar for Michael Schade

Michael Schade

Co-Founder & CEO, ROCKFISH Games GmbH
As joint entrepreneurs for 24 years, Michael and his long-term business partner Christian Lohr founded the independent PC and console games studio ROCKFISH Games in Hamburg in early 2014. With their former team behind the critically acclaimed parts 1 and 2 of the Galaxy on Fire series... Read More →

developer conference Speakers
avatar for Michael Schade

Michael Schade

Co-Founder & CEO, ROCKFISH Games GmbH
As joint entrepreneurs for 24 years, Michael and his long-term business partner Christian Lohr founded the independent PC and console games studio ROCKFISH Games in Hamburg in early 2014. With their former team behind the critically acclaimed parts 1 and 2 of the Galaxy on Fire series... Read More →

Monday August 21, 2017 17:00 - 18:00 CEST
[ddc3] Conference Room 2 2nd Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

17:00 CEST

The Division Underground DLC: Procedural Generation
Description:
The Division Underground is an expansion for the Division based in procedurally generated dungeons from a set of predefined rooms (which were as well our gameplay units) and rules. In the 6 months of development time we created, from this gameplay units (the rooms), dungeons with the same level of visual quality and gameplay immersion than the experience in the main game. We will provide an overview of the initial motivation of this expansion in the context of "Game as a service", and the technical challenges that we faced.

Take Away
In an industry where ‘Games as a Service’ are becoming the norm, we want our players to come back so we need diversified design-tech options to answer the challenge and find a way to ‘print gameplay’.

Audience Adressed: Programmer,Game&Level Designer,Producer

devcom: all Speakers
avatar for Manny Diaz

Manny Diaz

Level Design Director, Ubisoft Reflections
Manny Diaz is a Level Design Director at Reflections, a Ubisoft studio, and he has 12 years of industry experience. Born in Los Angeles and raised in a Southern California suburb, Manny graduated from UCLA with a Bachelor's Degree in English Literature. He originally worked in Hollywood... Read More →
avatar for Jose S. Paredes Gallego

Jose S. Paredes Gallego

Technical Director, Reflections a Ubisoft Studio
Jose is a Programming Architect at Reflections, a Ubisoft Studio. Having started his Career with Ubisoft in 2000 at the Barcelona Studio, Jose moved to Reflections in 2008. Jose has been involved in the release of 20 games in many different roles, from Render, Gameplay, UI, Physics... Read More →

developer conference Speakers
avatar for Manny Diaz

Manny Diaz

Level Design Director, Ubisoft Reflections
Manny Diaz is a Level Design Director at Reflections, a Ubisoft studio, and he has 12 years of industry experience. Born in Los Angeles and raised in a Southern California suburb, Manny graduated from UCLA with a Bachelor's Degree in English Literature. He originally worked in Hollywood... Read More →
avatar for Jose S. Paredes Gallego

Jose S. Paredes Gallego

Technical Director, Reflections a Ubisoft Studio
Jose is a Programming Architect at Reflections, a Ubisoft Studio. Having started his Career with Ubisoft in 2000 at the Barcelona Studio, Jose moved to Reflections in 2008. Jose has been involved in the release of 20 games in many different roles, from Render, Gameplay, UI, Physics... Read More →

Monday August 21, 2017 17:00 - 18:00 CEST
[ddc1] Offenbachsaal 1st Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

17:00 CEST

The Fast Track to Audio Games: Alexa, Google Home & Co
Description:
Amazon sold millions of Echo Devices and Google is ready to do the same with Google Home. There was no defined business model at first but this is changing now. This workshops is a follow up to the tech talk “Conversational Interfaces” and shows how to create an interactive audio drama for these platforms. An essential part is the transformation of natural speech into valid gameplay decisions while keeping the technical complexity as small as possible. The participants will get access to a production pipeline, create a short interactive audio drama and directly export it to an Alexa device.
Important: Please bring your own Laptop to participate.

Take Away
Interactive Audio Drama is a still underrated medium that can be fast and easily produced while offering access to a constantly growing market.

Audience Adressed: Developer, Producer, Game Designer

devcom: all Speakers
avatar for Nico Nowarra

Nico Nowarra

CBDO, Experimental Game AG
Nico Nowarra worked as a journalist and writer for over fifteen years. He co-created numerous audio dramas and video games._x000B_He published a book and more then a thousand articles. _x000B_Nico also did work as a teacher for storytelling, journalism and presentation at private... Read More →
PS

Philipp Schäfer

Project Manager, Experimental Game GmbH

Respawn Speakers
avatar for Nico Nowarra

Nico Nowarra

CBDO, Experimental Game AG
Nico Nowarra worked as a journalist and writer for over fifteen years. He co-created numerous audio dramas and video games._x000B_He published a book and more then a thousand articles. _x000B_Nico also did work as a teacher for storytelling, journalism and presentation at private... Read More →
PS

Philipp Schäfer

Project Manager, Experimental Game GmbH


Monday August 21, 2017 17:00 - 19:00 CEST
[RSP] Channel 5 - Candy Cotton Classroom 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne

17:30 CEST

Sexual Abuse, How a Game helped Victims
Description:
Marcel was sexually abused at the age of 11. He brought his story and experiences to the Lyst Summit Game Jam. Together with a developer, therapists, artists and researchers, Marcel created a game to help victims, like him, to talk about sexual abuse. The game is now succesfully implemented in therapy sessions, where it lowers the barriers to talk about such a tough subject. In this lecture we share our design process, the game and our lessons learned. vildugame.wordpress.com

Take Away
How designers can design for a complex and tough problem - why games for these purposes can change people's lives.

Audience Adressed: Developers, Designers, students

devcom: all Speakers
avatar for Menno van Pelt-Deen

Menno van Pelt-Deen

Founder, Lapp | Swimgames.nl | Dutch Game Garden
Dr. Menno van Pelt-Deen is a Design[er] Researcher, he explores game design in new and weird contexts. He creates games in swimming pools, therapeutic sessions, and forests. By creating games with professionals, students, and non-game developers, Menno builds bridges between industries... Read More →

Respawn Speakers
avatar for Menno van Pelt-Deen

Menno van Pelt-Deen

Founder, Lapp | Swimgames.nl | Dutch Game Garden
Dr. Menno van Pelt-Deen is a Design[er] Researcher, he explores game design in new and weird contexts. He creates games in swimming pools, therapeutic sessions, and forests. By creating games with professionals, students, and non-game developers, Menno builds bridges between industries... Read More →


Monday August 21, 2017 17:30 - 18:00 CEST
[RSP] Channel 2 - Carousel Stage 4th FloorCONGRESS CENTRE EASTCongress-Centrum Ost KoelnmesseDeutz-Mühlheimer Straße 51D – 50679 Cologne

18:00 CEST

Why new Technology Keeps me Coming Back to Rez (Rez Infinite)
Description
Being ahead of its time is not necessarily a compliment — it tests one’s patience. In the case of Rez, it took 15 years for the game to finally be playable in VR, the way it was originally meant to be played. And even along the way there was Rez HD.  What is it that keeps Mizuguchi coming back to Rez?  Where will Rez/Rez Infinite go from here?
In his talk, Mizuguchi shares how the emergence of new technologies have opened up opportunities to revisit his now life-work, Rez, and extend the experience to a new audience each time — while the music and visuals have largely remained unchanged.  He also talks about how he envisioned enhancing the game experience further by developing a full-body Synesthesia Suit to make the player not just see and hear but feel the game. With the increasing speed of today’s technological advancements, Mizuguchi believes in the endless possibilities of not just VR, but AR and MR to create a fully immersive interactive experience we once thought was only possible in the future.
Take Away
How a single concept/game idea has stood the test of time (that it’s possible!) and what makes it timeless.  
Audience Addressed: Game designers, Indie developers

devcom: all Speakers
avatar for Tetsuya Mizuguchi

Tetsuya Mizuguchi

Founder, Enhance Games
Mizuguchi is best known as the creator behind critically acclaimed titles including Sega Rally Championship, Space Channel 5, Rez, Lumines, Child of Eden and mostrecently Rez Infinite. His lifelong pursuit of research centered around activating one’s imagination and elevating human... Read More →

developer conference Speakers
avatar for Tetsuya Mizuguchi

Tetsuya Mizuguchi

Founder, Enhance Games
Mizuguchi is best known as the creator behind critically acclaimed titles including Sega Rally Championship, Space Channel 5, Rez, Lumines, Child of Eden and mostrecently Rez Infinite. His lifelong pursuit of research centered around activating one’s imagination and elevating human... Read More →

Monday August 21, 2017 18:00 - 19:00 CEST
[ddc1] Offenbachsaal 1st Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

18:00 CEST

A Year in Local Multiplayer VR: Learnings from the Holocafé
Description:
High-End VR is expensive and too space-consuming for most home consumers. As a result, we are facing a growing arcade ecosystem across the globe. At the Holocafé, we combined physical facility operations with the production of tailored game experiences specifically for local, symmetric multiplayer in VR. As we developed alongside realtime customer feedback, we made unexpected learnings about target demographics, playing behavior and game design requirements that we are now sharing with you.

Take Away
Developers and entertainment facility operators will take away best practices for VR multiplayer content development and monetization based on our learnings.

Audience Adressed: VR developers, location/event operators

devcom: all Speakers
avatar for Jessica Karger

Jessica Karger

Art Director, Holocafe UG
As a founder and art director of Holocafé, Jessica is in charge of the visuals for the multiplayer VR titles developed for the franchise. Previously she was one of the founders of Frame6, working on game visuals, focusing on environment, character design and textures.
avatar for Sebastian Kreutz

Sebastian Kreutz

CEO, Holocafe UG
Sebastian is one of the three Holocafé founders and ignited the concept in 2015 after doing some first VR prototype work for the real estate and trade fair visualization market. Before entering the games industry professionally, he worked in the advertising industry for six years... Read More →

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avatar for Jessica Karger

Jessica Karger

Art Director, Holocafe UG
As a founder and art director of Holocafé, Jessica is in charge of the visuals for the multiplayer VR titles developed for the franchise. Previously she was one of the founders of Frame6, working on game visuals, focusing on environment, character design and textures.
avatar for Sebastian Kreutz

Sebastian Kreutz

CEO, Holocafe UG
Sebastian is one of the three Holocafé founders and ignited the concept in 2015 after doing some first VR prototype work for the real estate and trade fair visualization market. Before entering the games industry professionally, he worked in the advertising industry for six years... Read More →


Monday August 21, 2017 18:00 - 19:00 CEST
[RSP] Channel 4 - Haunted House Stage 4th Floor CONGRESS CENTRE EAST Congress-Centrum Ost Koelnmesse Deutz-Mühlheimer Straße 51 D – 50679 Cologne
 
Tuesday, August 22
 

10:00 CEST

Master Class: The Long Journey Home: Top-Down-Vision VS Bottom-Up-Prototyping
Description
Sometimes you have a strong vision to guide you. Sometimes you start with a simple mechanic, perhaps discovered by playing around at a game jam. Which is more important? What do you do when the vision and your mechanics start to drift apart, or you struggle to bring the game in your head to life?
This workshop will address these questions by showing the steps Andreas and his team took on The Long Journey Home, and the lessons learned as a result. We will also collectively experiment with new ideas by focusing on ideas for games that ONLY focus on player skills that we want to challenge.
This is a hands-on and intermediate level workshop for Game and Level Designers, but producers, artists and programmers are equally welcome. Beginners and non-specialists will be able to follow, and we welcome experts to contribute their knowledge and past experience from other projects.

Takeaway
Learn methods to retain a strong, emotional vision throughout development, as well as kickstart development without that up-front vision.

 


devcom: all Speakers
avatar for Andreas Suika

Andreas Suika

Evangelist, Epic Games
Andreas started his career more than 13 years ago at Blue Byte and worked there in different positions. As Tester, Data Wizard and Level Designer he had the chance to work on products like Battle Isle and Settlers 4. Settlers 5 and Settlers 6 he attended as Lead Game Designer. As... Read More →


Tuesday August 22, 2017 10:00 - 12:00 CEST
devcom developer lounge - Room 1 (gamescom Hall 4.1.) Hall 4.1., Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

13:30 CEST

Tutorial: How to Build Voice-Enabled Games with Alexa

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


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avatar for Andrea Muttoni

Andrea Muttoni

Technical Evangelist, Amazon Alexa
Andrea is a Technical Evangelist for Amazon Alexa. In this role, he is travelling the world to share stories, learnings and best practices for building voice-enabled experiences, aka Skills, with Alexa. Before that he worked on both sides of software development as a full stack developer... Read More →


Tuesday August 22, 2017 13:30 - 15:00 CEST
devcom developer lounge - Room 2 (gamescom Hall 4.1.) Hall 4.1., Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

15:30 CEST

Tutorial: Designing Game Logic with Schematyc and Components
The example scene "Lighten Up" provides new users with a framework to set up their own scenes using the tool Schematyc. Schematyc is a graphing implementation similar to Flow Graph that allows for advanced collections of components to be assembled which previously was only possible through LUA scripting or C++/C# programming.

Various mechanics are covered in the session that include input, movement, physics, sound, particles, and volumes. We hope to see all users build upon the sample and showcase the flexibility that Schematyc brings to the CRYENGINE V toolset.

Audience addressed: Designers, Programmers, Artists

devcom: all Speakers
avatar for Collin Bradford Bishop

Collin Bradford Bishop

Product Manager CRYENGINE, CRYENGINE
Collin has been immersed in the entertainment industry his entire life, and he began his career as a camera assistant for Sam Raimi at Ghosthouse Pictures in Los Angeles. After several years working on commercial productions in the United States, he moved to Dubai to oversee instructional... Read More →


Tuesday August 22, 2017 15:30 - 18:00 CEST
devcom developer lounge - Room 2 (gamescom Hall 4.1.) Hall 4.1., Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

16:00 CEST

[MOVED to THU 10 am] Designing for the Senses: Creating Presence for VR
Description:
With the promise of VR gaming becoming a reality, there has been an increased interest from game designers and developers in leveraging new technologies to create fully immersive gaming experiences. As developers and technologists continue to drive VR gaming innovation forward, one thing has become clear: to feel fully immersed in the VR experience, gamers must be able to interact and feel things around them in their virtual environment to feel present. In this session, Immersion’s Bob Heubel will argue that, to create presence, incorporating the sense of touch into VR gaming is as vital as sight and sound.  

Take Away
They will learn basic haptic design principles, including the types of haptic effects, as well as design limitations.

Audience Adressed: VR game designers and developers

devcom: all Speakers
avatar for Matt Tullis

Matt Tullis

Business Development Director, Immersion
Tullis is Business Development Director, Gaming & VR, at Immersion Corporation. He has more than 15 years of experience in the games industry. From 2013-2016, he was a technology industry consultant, entrepreneur and investor based in Taipei, Taiwan. Prior to that, Matt spent 10 years... Read More →


Tuesday August 22, 2017 16:00 - 17:00 CEST
[ddc4] Conference Room 1 2nd Floor CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne
 
Wednesday, August 23
 

10:00 CEST

Master Class: Creative Clarity for Game Design (Part 1)

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)


devcom: all Speakers
avatar for Dave Rohrl

Dave Rohrl

Game Design Consultant, Mobile Game Doctor
Dave Rohrl is a game industry veteran, with 23 years of experience in game design, production, and studio leadership, holding senior positions at Pogo, PopCap, Zynga, Playdom, and others. He has designed more than 50 published games, and consulted on dozens more. For the last four... Read More →


Wednesday August 23, 2017 10:00 - 12:00 CEST
devcom developer lounge - Room 2 (gamescom Hall 4.1.) Hall 4.1., Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

13:00 CEST

Master Class: Creative Clarity for Game Design (Part 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)


devcom: all Speakers
avatar for Dave Rohrl

Dave Rohrl

Game Design Consultant, Mobile Game Doctor
Dave Rohrl is a game industry veteran, with 23 years of experience in game design, production, and studio leadership, holding senior positions at Pogo, PopCap, Zynga, Playdom, and others. He has designed more than 50 published games, and consulted on dozens more. For the last four... Read More →


Wednesday August 23, 2017 13:00 - 15:00 CEST
devcom developer lounge - Room 2 (gamescom Hall 4.1.) Hall 4.1., Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne

15:00 CEST

The Golden Age of Games is Now – How to Rise to the Occasion

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.

Audience: Designers and Producers of all levels.

devcom: all Speakers
avatar for Richard Garriott

Richard Garriott

CEO, Portalarium
Richard Garriott de Cayeux is a founding father of the videogame industry and the commercial spaceflight industry, a flown astronaut, and an accomplished explorer. He has been inducted into the computer gaming hall of fame and has received the industry lifetime achievement award... Read More →


Wednesday August 23, 2017 15:00 - 16:00 CEST
Congress-Saal (4th Floor, CONGRESS CENTRE EAST) 4th Floor, CONGRESS CENTRE EAST, Congress-Centrum Ost Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne
 
Thursday, August 24
 

10:00 CEST

Designing for the Senses: Creating Presence for VR
Description:
With the promise of VR gaming becoming a reality, there has been an increased interest from game designers and developers in leveraging new technologies to create fully immersive gaming experiences. As developers and technologists continue to drive VR gaming innovation forward, one thing has become clear: to feel fully immersed in the VR experience, gamers must be able to interact and feel things around them in their virtual environment to feel present. In this session, Immersion’s Bob Heubel will argue that, to create presence, incorporating the sense of touch into VR gaming is as vital as sight and sound.  

Take Away
They will learn basic haptic design principles, including the types of haptic effects, as well as design limitations.

Audience Adressed: VR game designers and developers

devcom: all Speakers
avatar for Matt Tullis

Matt Tullis

Business Development Director, Immersion
Tullis is Business Development Director, Gaming & VR, at Immersion Corporation. He has more than 15 years of experience in the games industry. From 2013-2016, he was a technology industry consultant, entrepreneur and investor based in Taipei, Taiwan. Prior to that, Matt spent 10 years... Read More →


Thursday August 24, 2017 10:00 - 11:00 CEST
devcom developer lounge - Room 1 (gamescom Hall 4.1.) Hall 4.1., Koelnmesse, Deutz-Mühlheimer Straße 51D – 50679 Cologne
 

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