Program Europe 2013

  • BUSINESS
    Session
    The Truth About The Russian Mobile Game Market: How To Increase Your Revenue
    Julia Lebedeva, Business Development Director at Nevosoft

     Ms. Lebedeva will tell about the market volume, common pitfalls and how to avoid them.

  • BUSINESS
    Session
    Data & Trends 2013: The online games industry in review
    Joost van Dreunen, CEO at SuperData Research

    This presentation will review the current state of the digital, online and mobile games industry, its highlights and low-points. We’ll also take a hammer to buzz words such as cross-platform strategy, free-to-play, social casino, the myth of the mobile millionaire, and the next hardware generation. Finally, we’ll take a careful peek into 2014 and what lies ahead.
     

  • BUSINESS
    Session
    Life begins at 40: 6 lessons we shouldn't forget from our first 40 years of gaming industry.
    Roberto Dillon, CEO & Founder at Adsumsoft

    This talk will help us to reflect on past games and different events that affected the whole video game industry, from developers to executives, to gain insights on our ever changing world and see how the past can actually inspire and warn us about the future, hopefully pointing us in the right direction.

  • BUSINESS
    Session
    Realification of Game IP
    Seth Crofton, Consultant at Seth Crofton Ltd

     Why limit your self to one channel when releasing your game to make money when you can release in multiple. This can potentially add additional revenue streams, customer acquisition channels and if used smartly increase player retention.

  • BUSINESS
    Session
    Truly cross-platform - combining a digital gaming experience with physical products and toys.
    Thomas Bleyer, Managing Director at Ravensburger Digital

     We will provide an overview of this newly emerging market segment along with an assessment of opportunities and challenges for developers.

  • BUSINESS
    Panel
    Indie Game Studio Survival Panel
    Moderator: Yan Marchal, Founder & CEO at Sanuk Games. Panelists: Christopher Natsuume, Co-Founder & Creative Director at Boomzap Entertainment + Juan Gril, Founder & Studio Manager at Joju Games + Thierry Platon, Co-Founder & Creative Director at BiP Media

     In this panel, Yan Marchal from Sanuk Games invited a group of veteran indy developers to share their wisdom. Come with your questions, and we'll do our best to answer them.

  • BUSINESS
    Session
    Maximizing Player Retention and Monetization in Free-to-Play Games: Comparative Stats for Asian & Western Games
    David Piao Chiu, Director of Developer Relations & Business Development at Kongregate

      This talk will look at F2P trends and specific game metrics with a comparative analysis of free-to-play games by Asian & Western developers.

  • BUSINESS
    Session
    Crowds, Cash, Chaos - Kickstarting in year 1 after DFA
    Adrian Goersch, Managing Director at Black Forest Games

     This is about business, marketing, gaming and surviving as an independent studio.

  • BUSINESS
    Session
    Analytics for achieving Mobile Gaming Stardom
    Olivier Bernard, Vice President, EMEA at App Annie

    Learn best practices for making apps into chart stars across categories and countries.

  • BUSINESS
    Session
    From app to TV: A character-building journey
    Sam White, CEO and Executive Producer at The People's Republic of Animation

      Join Sam White, CEO/Executive Producer of The People's Republic of Animation (a subsidiary of Halfbrick) as he shares some of the challenges and insights encountered on the path of adapting the visceral art of fruit slicing into compelling entertainment content for webisodes, TV series, toys and even film.

  • BUSINESS
    Session
    Playing by the rules: Court cases against cheat bots, gold sellers, pirate servers, and one-click-hosters.
    Andreas Lober, Partner at SchulteRiesenkampff Rechtsanwaltsgesellschaft mbH

     Developers of online games and retail games alike are confronted with those who are not willing to play by the rules.

  • BUSINESS
    Session
    Social vs. Mobile Games
    Arthur Chow, CEO at 6waves

     Is it still possible for developers to succeed on Facebook or other social networks?

  • BUSINESS
    Session
    Launching & Monetizing a Free-to-Play Mobile Game: Lessons Learnt
    Nicolas Godement Berline, General Manager at gumi Europe

    This session will share experience launching & monetizing a mobile game with real numbers and hard facts.

  • BUSINESS
    Session
    Standing Out in a Hit Driven Business - How Wooga Creates Hit Games
    Sebastian Kriese, Corporate Partnerships Manager at Wooga

     In his talk, Sebastian Kriese Corporate Partnerships Manager at Wooga, will give some insights about what the Berlin based social and mobile game developer considers a hit game and how they manage to create at least 2 of these hits per year.

  • BUSINESS
    Session
    The Evolution of Mobile Games Publishing
    Kyu Lee, President at GAMEVIL USA

    This session will discuss key differences between the Eastern and Western markets, focusing on strategy, distribution, and discovery via social network platforms.

  • BUSINESS
    Session
    How to Grow in International Markets
    Netta Emanuel, Head of Business Development at Bigpoint GmbH

    Insights and concrete strategic elements of sustained growth in key markets will be provided in this speech by Netta Emanuel, Head of Business Development at Bigpoint.

  • BUSINESS
    Session
    Self-Publishing on PlayStation
    Alessandro Bovenzi , European Developer Account Manager at Sony Computer Entertainment Europe

      In this presentation we discuss our philosophy towards self-publishing and how we are continously improving our propisition for the development community.

  • BUSINESS
    Session
    Free-To-Play: Engaging first to succeed
    Stéphane Baudet, Executive Producer at Behaviour Interactive

     The purpose of this lecture is to share with you the key performance indicators and the many lessons and we are learning every day. The session also addresses the more specific challenges of each platform, player segment and how to transform analytic reports into concrete actionable items and roadmaps.

  • BUSINESS
    Panel
    Mobile Payments - Know Your Future!
    Moderator:Jeremy Grenier , Head of Business Development Gaming & E-Commerce at Hi-Media. Panelists: Babak Farahani, Payment Manager at InnoGames GmbH + Jochen Siegert, Managing Director at BigPoint + Victor Bacre, Director of Business Development & Payment at gamigo + Matthieu Chapelle, EU Monetization Manager of Wargaming.net

     Join us for a panel as some of the top payment experts in the industry discuss mobile payments and their impact to your business!

  • BUSINESS
    Panel
    GameFounders' startup demo session
    Moderator: Kadri Ugand, cofounder at GameFounders. Panelists: Arup Jyoti Das, cofounder at Blackbambooz Studio + Maksym Ryndia, cofounder at Appevo Studio + Irakli Kokrashvili, cofounder at Stormbringer Studios + Tyler Coleman, cofounder at Retora Black + Wolfgang Neumayer, cofounder at Cute Attack + Eduardas Funka, cofounder at Redbee + Miguel Meza, cofounder at Fraktalia Studios

     Come see the pitches by studios carefully selected from a global pool.

  • BUSINESS
    Panel
    How to grow in a developed market
    Moderator: Jeremy Grenier, Sales Director Digital Goods and E-Commerce at Hi-Pay. Panelist: Tobias Edl, Lead Business Development at Innogames + Arne Kaiser, Director of Marketing at Gameforge + Bruno Risgallah, Head of Online Gaming at M6Web, Digital Division at M6 Group + Netta Emanuel, Head of Business Development at Bigpoint

     What are the best measures you can take in order to bring success to your games even in developed markets? Join a few experts of the industry to find out.

  • BUSINESS
    Session
    Amazon Appsore: services for Game Developers and Monetization Best Practices
    Eric Bergaglia, Head of Business Development at Amazon Appstore

      This session aims to show all the services from Amazon for Game Developers with a special focus on Monetization.

  • BUSINESS
    Session
    Selected Projects Conference
    Game Connection's Selected Projects. Presented by Eric Lacroix, WW Publisher & Buyer Manager at Game Connection

     In this session, 15 nominees will have 5 minutes each to pitch their project and convince the audience they have the best one.

  • BUSINESS
    Panel
    Consoles, Clouds and Content - The real power of the Cloud and how it's going to change the next generation platforms
    Moderator: Chris Donahue, co-founder, Elevate Partners. Panelists: James Binns, Managing Director at NetworkN + Julien Merceron, WW CTO at Konami + Pierre Forest , CEO at Metaboli

      Hear a panel of experts discuss the impact of the next generation consoles and how cloud computing will affect and change they way content is delivered, consumed and purchased.

  • BUSINESS
    Session
    Policy & Project Officer at the European Commission
    Philippe Genin, European Commission DG CONNECT - Communications Network, Content and Technology Creativity Unit
  • BUSINESS
    Panel
    Evolution of business models
    Laurent MICHAUD, Video games Analyst, IDATE + Jean-Paul SIMON, JPS Public Policy Consulting, Seville + Myriam DAVIDOVICI-NORA, Assistant Professor in Economics at Telecom-Paris-Tech + Joe COX, Senior Lecturer, Economics and Finance, University of Portsmouth + Peter ZACKARIASONN, Associate Professor in Marketing, University of Gothenburg, Sweden + Philippe CHANTEPIE, associate searcher at the Innovation a Regulation Chair, General inspection of the French ministry of Culture & Medias + Sébastien GENVO, Lecturer at the University of Lorraine, game designer + Marc MOSSÉ, Head of public affairs, Microsoft, France + Nicolas GAUME, Président of Syndicat National du Jeu Vidéo, France + Julien MAYEUX, Financial Planning Director, French studios at Ubisoft + Alessandro Bovenzi , European Developer Account Manager at Sony Computer Entertainment Europe

    This conference will present research on video game industry, in particular on structure and evolution of business models, like app’s economy, blockbuster’s economy, free to play, etc., gather the video games hardware market.

  • BUSINESS
    Panel
    GIS Panel - Create and develop value by actors: clusters and associations
    Giuditta DE PRATO, EC JRC-IPTS, Séville + Juan MATEOS-GARCIA, Economics Research Fellow, Nesta, United Kingdom + Serge LANDRY, Chairman and CEO at CIAIC + Per STROMBACK, Managing Director of Spelplan, Association of Swedish Game Developers + Vincent LECLERCQ, Pictanovo + Tanguy SELO, Imaginove, Lyon, France + Laurent SIMON, HEC Montréal, Mosaic + Francis BAILLET - VP affaires corporatives - Ubisoft Montréal + Alexandre PELLETIER-NORMAND, Production Champion, ExecutionLabs + Quentin GALLET, Producteur, Ubisoft Montral + Jason DELLA ROCCA, Founder of International Game Developers Association (IGDA), Execution Labs, Montréal Pierre-Jean BENGHOZI, Commissioner Arcep board, Head of research at CNRS, Professor at Ecole polytechnique, founder of the Chair I&RSN + Philippe CHANTEPIE, associate searcher at the Innovation a Regulation Chair, General inspection of the French ministry of Culture & Medias

     the game Industry Support Day, will be dedicated on a discussion about institutional and economic role of video game industry’s clusters and professional associations in Canada and Europe (France, United Kingdom, Sweden, Finland…).

  • BUSINESS
    Session
    Game Publishing Partnership Models & Trends: Past, Present, Future
    Jim Ying, VP, Publishing & Partnerships x Gree International

     In this presentation, Jim will speak about how publishing has evolved from what it was in the “traditional” games market (console and PC) to what it is today for mobile publishers.

  • BUSINESS
    Session
    Converting TV Audiences to Mobile Gamers
    David An, Director Mobile Games at ProSiebenSat1 Group

     What is the process for customer acquisition through TV? Through what types of campaigns? How do campaigns differ for different gaming platforms or different types of games (consoles, F2P ...) and how do you target the slots? What are the financial models and overall comparative costs? What return on investment can be seen?

  • BUSINESS
    Session
    Breaking Maths - How to create a 1.5 million dollar game with $832
    Martial Valery, Head of Development at Oh Bibi

      Get real data and case studies behind highly engaging and downloaded games, and discover monetization’s key principles and mobile best practices.

  • Game Design
    Session
    Level Design at Arkane: Our few golden rules
    Christophe Carrier, Level Design Director at Arkane Studios

     This will be an attempt to explain how Level design works at Arkane.

  • Game Design
    Session
    Design is like the devil: It's in the details
    Renaud Charpentier, Lead Designer & Producer at The Creative Assembly/Sega

    A proposed attitude to craft better games by actually spending time on what matters and gaining space for creativity.

  • Game Design
    Session
    Dissecting the Monetization of World of Tanks
    Teut Weidemann, Senior Online Games Supervisor at Ubisoft Blue Byte

     This talk explains the key mechanics of World of Tanks and sheds light on why it has such a large paying user base.

  • Game Design
    Session
    Expected challenges and actual challenges
    Krister Karlsson, Art Director, Creative Director, Producer at Modesty

    Insight into some of the practical aspects of creating a game from scratch with a small team. For instance what needs to taken into consideration when allocating time and effort and not to fool oneself into believing that things will sort themselves out or that there are certain short cuts to take.

  • Game Design
    Session
    The Tiered Pyramid Method: Next-Generation Game Design
    Doru Apreotesei, Creative Supervisor at Ubisoft Blue Byte

      The Tiered Pyramid Method (TPM) is a games design methodology that has been developed in the trenches by the author, relying on experience and input from many sources along the way.

  • Game Design
    Panel
    Thinking Outside The Wallet
    Moderator: Oscar Clark, Evangelist at Applifier. Panelists: Mike Masuku, Head of Digital Marketing at SEGA Europe + Henrique Olifiers, CEO at Bossa Games + Joel Breton, SVP Game Development at 505 Games

    In this panel we will look at the way business models potentially constrain our creativity and find routes around this issue - so that we can get back to making games we love.

  • Game Design
    Session
    Chasing Rabbits, What I have learned from prototyping with Nintendo
    Fred Markus, Director Design Lab at Epic Games

    This presentation will give an insight into how Nintendo prototypes its games and what major principles can be applied to any platform and any type of game.

  • Game Design
    Session
    Sound matters.... more than ever!
    Michael Hug, Executive Producer, owner at TON & SPOT audiodesign

      This session covers various aspects of sound design with an eye on user retention and ultimately monetization.

  • Game Design
    Session
    You Can't Please Everybody
    Kevin Beimers, Director at Italic Pig

     The indie games scene isn't about the next big blockbuster... it's about discovery, exploration and innovation.

  • Game Design
    Session
    Six Things About Game Writing That You’ve Got Wrong
    Richard Dansky, Central Clancy Writer at Red Storm/Ubisoft

     In this talk, we’ll explore six of the most commonly repeated truisms about game writing and explode them one by one. 

  • Game Design
    Session
    It Is All In Your Head (and vice versa): The Art and Science of Virtual Reality Game Design
    Ari Hollander, Co-Founder at Firsthand Technology

     In this fire-hose introduction to the art, science, and architecture of immersive media Ari Hollander will describe the Psychology, Psychophysics, and a bit of his design philosophy for building immersive games that take full advantage of new and exciting displays and input devices.

  • Game Design
    Session
    How to create an indie MMORPG without hanging yourself in the kitchen
    David Calvo, Creative Director at Ankama

     This talk will address the necessary mindset, the challenges and compromises one needs to adopt in order to let go of fears. The audience will be given a full disclosure of the game design and some insights on the dangers of online games development. Hopefully, everybody will leave with some new hopes about our medium.

  • Game Design
    Session
    Designing Successful F2P Games: A 4-Layer Model
    Graham McAllister, Founder at Player Research

    This talk details how successful games can be created which meet the designer's intent. An approach will be detailed which shows how studios can involve the target audience throughout the three key phases of game creation - concept, design, and production, vastly increasing the likelihood of creating a successful game.

  • Game Design
    Session
    Where's My Flow: Holistic Content Design
    Tom Smith, Level Designer at Disney Mobile

      Thinking about game content as a coherent whole rather than separate pieces can make the entire game experience stronger. Learn how to make the whole greater than the sum of its parts.

  • Marketing
    Session
    Staring Down the 800 Lbs Gorilla: Guild Wars 2 one year later
    Steve Fowler, Head of Global Marketing at ArenaNet & Chris Lye, Global Brand Director at ArenaNet

     The talk will cover marketing plan development, target market definitions, as well as detail the actual tactics deployed and what worked and what didnt.

  • Marketing
    Session
    GAMESELL 3.0: A 2020 Vision of Selling to Tomorrow’s Young Gamer
    Martin Doyle, Head of Digital at Generation Media

      This lecture would be ideal for anyone who has an interest in the future of the Gaming industry.

  • Marketing
    Panel
    Great Expectations - Beta in the Modern Marketplace
    Moderator: Linda Carlson, Director, Global Community Relations at Sony Online Entertainment. Panelists: Richard Weil, VP Client Services at Metaverse Mod Squad

     This panel-style lecture will draw on a decade's worth of experience from the front lines of the Community Management and Customer Service fields to explore how player's expectations and development's goals and needs have changed over the years and where the volatile Beta market is headed.

  • Marketing
    Session
    Not all players are created equal: Tips to engage and monetize your entire user base effectively
    Ville Heijari, General Manager, Europe at PlayHaven

     Ville will show attendees how to tailor their marketing strategy to each user group and the potential upside that can be achieved in monetizing different player groups and creating more engaging mobile entertainment experiences.

  • Marketing
    Panel
    How to reach your users via press, social media and Let’s Plays
    Moderator: Simon Byron, Director of Games at Premier. Panelists: Dieter Marchsreiter, Director at Marchsreiter Communications + Martin Moncalvillo, PR Manager at Best Vision + Luca Monticelli, Director at Star2Com + Andreas von Koskull, CEO at Ocean View Games

      Attendees will discover insights into how to use the changing media and social landscapes to effectively promote their titles.

  • Marketing
    Session
    How to manage user acquisition for a mobile game on long term
    Gregoire Mercier, VP Sales & Marketing at Mob in Life

    This presentation will explain all aspects of app marketing on the iOS and Android app stores.

  • Marketing
    Session
    Carved in Stone – The 10 Commandments of Mobile Games PR
    Freyja Melhorn, Head of Games PR at swordfish PR

     The audience will get a basic overview of what’s hot and what’s not in the exciting and ever-changing field of mobile games PR.

  • Marketing
    Session
    Where have all the players gone?
    Ari Rosenstein, VP Marketing at Adquant

      This session will give game developers concrete strategies, best practices, and useful data insights into new user acquisition.

  • Marketing
    Panel
    "Pecha Kucha" a Rapid Fire Presentation
    Moderator: Robert Troy, Co-President/Creative Director Games Division at Ant Farm. Panelists: Steve Fowler, Head of Global Marketing at ArenaNet + Chris Younger, Principal, VP of Strategy at Ayzenberg Group + Will Jeffery, Managing Director, Maverick Media Ltd + Kyle Mortensen, CEO & Creative Director at New Science Agency

     The panel will consist of 4-6 Creative Directors/Agency Directors, each speaking for the same limited amount of time about advertisements or campaigns that have inspired them during their careers.

  • Marketing
    Panel
    Hard-core Mobile Games - Trends and Outlook
    Moderator: Eyal Rabinovich, Co-founder at PlayScape. Panelists: Guillaume Larrieu, Business Development Manager at Flurry Europe + Richard Pidgeon, the VP Business Development EMEA at Distimo + Kyu Lee, President at GAMEVIL USA + Leonard Frankel, Head of Business Development at Plarium

    What's hot and what's getting warmer in the hard-core mobile games scene

  • Marketing
    Session
    Loved by Millions - How to make a game a global sport
    David Hiltscher, VP Gaming Communities at Turtle Entertainment

     The session seeks to introduce the major players and trends in electronic sports, and explains the different steps that successful game studios have taken to make their IP a global sport followed by millions.

  • Marketing
    Session
    Supercharging word of mouth
    Jussi Laakkonen, CEO & Founder at Applifier

     Join this session for an in-depth look at what drives word of mouth in top mobile games, findings from a survey of 1800 players on mobile game discovery, data points on game videos drives discoverability and how to drive viral growth for your game.

  • Marketing
    Panel
    How ESports Is Changing the Marketing Game
    Moderator: John Gaudiosi, Journalist at Fortune.com. Panelist: Sam Braithwaite, Director of eSports at S2 Games + Steven Arhancet, Director of eSports at Curse Inc + Sean Charles, VP of Marketing and Publisher Relations at Turtle Entertainment + Simon Bennett, Head of eSports, EU at Wargaming + Anne Blondel-Jouin, Managing Director at Nadeo Live! + David Miller, VP Sales & Marketing at AZUBU + Paul Kent, COO for Gfinity

     This panel will explore new opportunities that have emerged online and in person for brands to connect with the growing and global eSports fan base on a continual basis and in a personal way.

  • Marketing
    Panel
    Leveraging Facebook to Drive Mobile Installs
    Moderator: Simon Baptist, Director, Marketing EMEA at Adknowledge. Panelists: Shum Singh, Managing Director & Founder at Agnitio Capital + Sebastian Kriese, Corporate Partnerships Manager, Wooga

    In this panel, Simon will discuss with the panel how to drive Mobile App Installs for iOS and Android apps by leveraging Facebook Advertising.

  • Marketing
    Session
    Rethinking Game Design Through Behavioral Economics
    Benjamin Devienne, Game Monetization Manager at Gameloft

    During the session several concepts of behavioral economics will be presented and applied in a game design context, most of the mechanics shown will seem totally counter-intuitive for the audience but I’ll show through either live experiments or by sharing previous of my experiences that they are not.

  • Marketing
    Session
    Launching your Game and Franchise Online Succesfully
    Sarah Wellock, Lead Community Manager at Sony XDev Studio Europe

      From game announce through to Game of the Year Editions it has never been more important to ensure you have a coherent online strategy for your title. As the social landscape shifts and evolves there is an ever increasing number of platforms for you to reach your audience on. Although every title is different there are some key online and social mantras you will want to adhere to in order to gain maximum brand impact.

  • Marketing
    Panel
    Finding Free-to-Play 2.0: How To Monetize Successfully In A Multi-Platform World
    Moderator: Projjol Banerjea, VP Marketing & Business Development at SponsorPay. Panelists: Charles Christory, CEO/Founder at Adictiz + Philipp Gladkov, COO at Pixonic + Jochen Siegert, Managing Director at Bigpoint + Hadrien Des Rotours, CMO at IsCool Entertainment + Michael Kuzmin, Marketing Manager at AIGRIND + Charles Christory, CEO/Founder at Adictiz

     This panel will discuss the ideas and perspectives of navigating the multiple platform world of gaming that has come from the European market. The panelists will also present their own strategies and share what has worked and what hasn't on their monetization journey.

  • Marketing
    Session
    Taking Aim at Influencers
    Chris Younger, Principal, VP of Strategy at Ayzenberg Group

     This session will examine the use of influencer generated content to drive word of mouth, develop player communities and drive purchase interest, as well as cover the right metrics and key performance indicators to plan for in setting up a successful campaign. There will be real world campaigns cited as case studies.

  • Marketing
    Session
    User-Acquisitions Tips When You Are an Indie Developer
    Sebastien Borget, COO & CO-FOUNDER at PIXOWL INC.

     This lecture will try to open up a new perspective for the attendees; by letting them know that it's not all black and white, they can remain focused on developing their indie game while applying non-time-consuming, very simple techniques every day, to grow their user base efficiently and profitably, once their title is launched.

  • Marketing
    Session
    Game Connection Marketing Awards Ceremony
    All Marketing Awards nominees!

      Let's unveil the winners of this amazing third edition!

  • Technology
    Session
    Advanced OpenGL ES Techniques in the Grand Theft Auto Series
    Thomas Williamson, CEO at War Drum Studios

     Learn over a half dozen cutting edge techniques and tools they have developed over the years to bring next generation enhancements to the games and keep them running buttery smooth without sacrificing performance.

  • Technology
    Session
    Autodesk solutions for Efficient Indie & Mobile Game Development
    Kevin Booth, Sales Development Manager, EMEA + Patrice Paradis, Technical Specialist at Autodesk

      This presentation will showcase Autodesk's game development technology, providing insight into how easy-to-access, sophisticated digital content creation tools and middleware technology can simplify and enhance indie and mobile game development.

  • Technology
    Session
    From calm puddles to an stormy ocean - Rendering Water in Naughty Dog
    Carlos Gonzalez-Ochoa, Graphics Programmer at Naughty Dog

     This talk will give the audience a sample of different techniques to render water in video games. It will explain tradeoffs and techniques that depend on the type of water to render.

  • Technology
    Session
    Art and Rendering Technology at Naughty Dog
    Carlos Gonzalez-Ochoa, Graphics Programmer at Naughty Dog

     The audience will get a broad view of how the graphics of a video game are created: deliverate art choices paired with complex and highly optimized rendering technology

  • Technology
    Session
    Creating Value with Procedural Generated Content
    Mauricio Hollando, Co-Founder & Creative Director, Silvermile

     This talk is divided in two parts:
    First, Mauricio will explain different technics how to create meaningful content and keep a strong narrative while using procedural generated content.
    In the second part Mr. Hollando will go into more technical detail on how to properly design and implement these procedural building systems for different types of games.

  • Technology
    Session
    High Performance Mobile HTML5
    Tobias Kringe, Managing Director at Bytro Labs GmbH

     In his presentation, Tobias will dive into the possibilities for HTML5 games on iOS and Android phones: What are the performance and usability pitfalls and solutions when run in the mobile browser? Which of the emerging frameworks and solutions for deploying games as wrapped native apps exist are most promising? How can a native-like user experience be achieved? What are the limits in terms of graphics and sound fidelity?

  • Technology
    Session
    Unlocking the potential of PlayStation®4: An In-Depth Developer Guide
    Sebastien Schertenleib, Senior Principal Engineer at Sony Computer Entertainment Europe

     In this talk, we will provide in-depth information for game developers allowing them to push the boundaries of present and future games.

  • Technology
    Session
    Not the Number You're Looking for: Noise for Designers
    Mike Acton, Engine Director at Insomniac Games

     This is a deep math dive into the topics of randomness, noise and entropy with a special focus on understanding the details Perlin Noise.

  • Technology
    Session
    Why Physics is a Game Changer for HTML5
    Will Eastcott, CEO at PlayCanvas

     After this talk, you will be able to construct and publish a basic physics simulation without writing a single line of code in just 5 minutes. And you won’t need a degree in physics to do it!

  • Technology
    Session
    Telemetry or Bust: How Splash Damage Uses Player Metrics to Empower Its Designers
    Arne Hallingstad, Lead Programmer at Splash Damage + Dave Johnston, Software Engineer at Fireteam

      We will show the power of having raw numbers and figures available when building your game, and how easy it can be to implement with off-the-shelf components.

  • Arts
    Session
    The Tricks Up Our Sleeves - An Overview of the Simple Techniques Used to Create Realistic Details within Game Effects
    Keith Guerrette , Lead FX Artist at Naughty Dog

     In this talk, we'll be discussing the latest FX techniques and tools used at Naughty Dog, and how they've allowed us to achieve some of the most advanced real-time visual effects ever experienced on the PS3.

  • Arts
    Session
    Using All Seven Emotions
    Ed Hooks, Founder of Acting for Animators

     In this talk, Ed Hooks will identify the seven emotions and discuss ways of working them into game design.

  • Arts
    Session
  • Arts
    Session
    ZBrush 4R6 in Film, Games, and Design
    Scott Spencer, Artist at Weta Digital

      In this lecture, Scott Spencer, author and concept artist whose clients include Weta Workshop and others, will present an overview of the tools and techniques used to integrate ZBrush into a film, game, or collectables pipeline.

  • Arts
    Session
    The Art of Interactive Music in Remember Me
    Olivier Deriviere, Composer at Ameo Prod

      In this session based on his Remember Me score for Capcom using Wwise, composer Olivier Deriviere will approach the different aspects that are to be considered prior to get a great music implementation: gameplay mechanics, music style, recording sessions, ways of working between composers and developers to finally draw some rules for a great interactive score and enhance the player’s experience.

  • Arts
    Session
    Post Apocolyptic Park Benches: Creating emotionally attractive environments players will wish they could visit
    Doug McBride, Senior Art Director at Microsoft Studios

     In this session, Doug McBride, Senior Art Director at Microsoft Studios, will propose six ideas for incorporating achievable elements into game environments which will enhance the consumer's experience, as well as help justify the extensive amount of art that goes into making them

  • Arts
    Session
    Shading & Lighting with Unity 3D
    Fred Moreau, Unity3D Training Specialist & Project Coach at Veloce Interactive

      In this session we'll touch on Unity’s Renderer, from Shaders to Beast Light-mapping, sharing tips and tricks on the asset pipeline with 3ds Max.

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