SESSIONS

  • BUSINESS
    SESSIONS/WORKSHOPS
    Insiders Guide to Video Game Outsourcing
    Kaj Swift, Outsourcing Manager at Backbone Entertainment

    This enlightening lecture will touch on many of today’s most relevant outsourcing challenges including the best disciplines to outsource, pricing tiers, major video game and outsourcing trends, marketing, how to best set up effective art pipelines, navigating and negotiating complex contracts and best practices.

  • BUSINESS
    SESSIONS/WORKSHOPS
    EVE Online: Customer acquisition and retention in an 8 year old MMO
    Nikola Cavic, Senior Sales Manager at CCP Games

    EVE Online continues to grow its player base, year after year. In this presentation, Nikola Cavic explains the performance of the game’s acquisition channels in the past eight years and the effectiveness of retention methods against the churn rate.

  • BUSINESS
    SESSIONS/WORKSHOPS
    10 mistakes to avoid when you publish your games online
    Yan Marchal, Managing Director at Sanuk Games

    Yan Marchal will describe 10 mistakes he made, so that you don’t have to make them.

  • BUSINESS
    CONFERENCE
    Selected Projects Conference
    Selected Projects Speakers

    At Game Connection, our aim is not only to organize great events, but also to support the industry. This is why we will hold the second edition of Selected Projects. This program is for independent studios and teams with great games and projects which they want to present to key players of the industry.

  • BUSINESS
    SESSIONS/PANEL
    Investors want to be now where the game industry is going to be tomorrow
    Guillaume Lautour, Partner at IDINVEST Partners

    Coming Soon

  • BUSINESS
    CONFERENCE
    Selected companies conference
    Selected Companies Speakers

     the best 10 companies of the year will pitch their activity and projects.

  • BUSINESS
    SESSIONS/WORKSHOP
    Galaxy On Fire - An Original Mobile Game Success Story
    Michael Schade, CEO & Co-Founder at FISHLABS Entertainment

    Michael Schade will lead us through the evolution of the Galaxy on Fire series and illustrate its ongoing advancement across platforms.

  • BUSINESS
    SESSIONS/WORKSHOP
    Monetizing Each of Your Games on a Dedicated Website - Taking a Different Angle for Game Monetization
    Konrad Holubek, Business Development Director at Games Passport + Sébastien Borget, Chief Operations Officer and co-founder at Pixowl

    In this presentation we will be talking about how a platform is taking an innovative approach to help game developers monetize their content.

  • BUSINESS
    SESSIONS/WORKSHOP
    Usability on a Shoe String – Making it Matter
    Christopher Viggers, Studio Development Director at Blitz Games Studios

    Chris Viggers contends that Usability Testing is neither inherently expensive nor complicated and offers practical insights into and solutions for setting up a custom system, no matter what the size of company or budget constraints.

  • BUSINESS
    SESSIONS/WORKSHOP
    Four Principles Of Efficient Game Development
    Jurie Horneman, Creative Director at Mi’pu’mi Games

    Jurie Horneman describes four areas where time and money are often lost, why this is so, and what you can do against it.

  • BUSINESS
    SESSIONS/WORKSHOP
    Ten Do's and Don'ts of Developing Motion
    Guy Bendov, CEO at Side-kick

    The lecture focuses on the process of developing a motion-controlled game, with ten Do'd and Dont's as overall guides.

  • BUSINESS
    SESSIONS/WORKSHOP
    Metrics, benchmarks and buckets of money
    Nicholas Lovell, Director at GAMESbrief

    Who is making what in an online game? What conversion rates can you expect ? What is a whale and how much, exactly, do they spend.

  • BUSINESS
    SESSIONS/WORKSHOP
    Behind Heavy Rain: A look inside the design and pipeline techniques
    Damien Castelltort, Technical Director + Christophe Brusseaux, Graphic Director | Quantic Dream

    This session presents an overview of Art production pipeline and Tools developed on Quantic Dream´s Heavy Rain.

  • BUSINESS
    SESSIONS/WORKSHOP
    Staying On-Course by Constantly Changing
    Michael Capps, President at Epic Games

    In this lecture, industry leader and Epic Games president Dr. Michael Capps reviews Epic's successful techniques for adjustment and reinvention in the ever-changing games industry.

  • BUSINESS
    SESSIONS/WORKSHOP
    Gateway to China: The Mobile Games Market in China and how you can access it
    Oscar Clark, Evangelist at Papaya Mobile

    In this presentation you will learn about the current state of the Chinese Mobile Games market.

  • BUSINESS
    SESSIONS/WORKSHOP
    Free to Play
    Teut Weidemann, Online Supervisor at Ubisoft Blue Byte

    This talk covers all “out of client” topics, which are the key things you need to operate a f2p game successfully.

  • BUSINESS
    SESSIONS/WORKSHOP
    How to market digital titles
    Steve Fowler, General Manager at [a]list games

    In this session Steve will outline the strategies and tactics that can be successfully employed in this new marketing environment.

  • BUSINESS
    SESSION/PANEL
    Cloud gaming – An overview of the players of this brand new industry and of the opportunities for publishers and developers
    Cédric Genin, Head of New Services at SFR

    Cloud Gaming opens new perspective for the industry. Cedric Genin will open the panel with a global presentation of what is at stakes in this market segment and why this kind of services should be widely adopted around the world.

  • BUSINESS
    SESSIONS/WORKSHOP
    Japanese market and successful japanese social games
    Tsuyoshi Tanaka, Executive Director at GREE, Inc.

    This session will introduce the market trends of social gaming networks and successful case studies from GREE in Japan.

  • BUSINESS
    SESSIONS/WORKSHOP
    Mobile Game Arch workshop Session 1: Mobile Games – Is there a real opportunity for a European Mobile Games Industry or has Europe lost the battle?
    Maarten Noyons, founder and general manager of the IMGA

    This session gives an overview about the current satus of the mobile game industry in Europe.

  • BUSINESS
    SESSIONS/WORKSHOP
    Mobile Game Arch workshop Session 2: Mobile Games tech talk. How can we create a better mobile eco system and standards? And what is that anyway?
    Tommy Palm, President at Fabricationgames

    This session analyses challenges for the mobile game market from a technical perspective

  • BUSINESS
    SESSIONS/WORKSHOP
    Mobile Game Arch workshop Session 3: The business of mobile games; 118 App Stores, fragmentation and what role for the Operators? And who is making money?
    David MacQueen, Director at Strategy Analytics

    This session discusses the ecosystem of mobile games from a content developer point of view.

  • BUSINESS
    SESSIONS/WORKSHOP
    Chinese mobile gaming market 101 – ski with the Penguin
    Li Ying, Deputy General Mananger of Tencent Wireless Game Product Department

    During this session you will learn a lot about Chinese mobile games markets, mobile games players, the main distribution channels, the role of mobile operators, device manufacturers and social networks.

  • BUSINESS
    SESSIONS/WORKSHOP
    Into the Cloud with Amazon Web Services
    Matt Wood, AWS Evangelist at Amazon Web Services

    This talk will introduce the Cloud platform offered by Amazon, and use real world case studies to discuss how you can make use of Amazon's massive scale and operational experience to build highly scalable games, from mobile to social, and move to market more quickly.

  • BUSINESS
    SESSIONS/WORKSHOP
    10 crucial lessons to create social games
    Pierre Dumas, Independent Producer

    A session to take care of about technology, design, target, virality, analytics, business model and a guess about the next waves of games.

  • BUSINESS
    SESSIONS/WORKSHOP
    Mobile Game Arch workshop introduction: How can mobile game developers can get involved in European funding?
    Jean Charles Point, owner at JCPC

    This session is a short introduction for all those from trhe developer community , who would like to become involved in EU support systems

  • BUSINESS
    SESSIONS/WORKSHOP
    Mobile Game Arch workshop conclusion
    Maarten Noyons (IMGA), Tommy Palm (Fabricationgames), David MacQueen (Strategy Analytics)

    This session will conclude the Mobile Game Arch workshop

  • BUSINESS
    SESSIONS/WORKSHOP
    Platform and Social Game Interaction: Case Studies on Japanese, US and Global Markets
    Ethan Fassett, SVP of Product at OpenFeint

    How do platforms interact with social games and impact game design?

  • Game Design
    SESSIONS/WORKSHOP
    Fun is Boring: Designing Games That Have Neurological, Psychological and Physiological Impact
    Ari Hollander, CEO & Technical Director at Firsthand Technology Inc.

    The speaker briefly describes some of the implications of how people are evolving to experience media in a new way.

  • Game Design
    SESSIONS/WORKSHOP
    Story Structure For Games
    Susan O'Connor, Writer at Susan O'Connor Writing Studio

    In this session, award-winning game writer Susan O'Connor will shine a light on how stories are structured, and how game developers can bend that structure to create compelling stories that make the most of the gaming medium.

  • Game Design
    SESSIONS/WORKSHOP
    Telling tales: the importance of narrative in gaming
    Dan Connors, CEO at Telltale, Inc.

    How do you make people care about your story, become fans and buy more of your games?

  • Game Design
    SESSIONS/WORKSHOP
    Designing Better Kinect Experiences
    Ben Board, European Developer Account Manager at Microsoft Xbox

    How do you make fun and usable game experiences without a controller? Come and hear what Microsoft has learned from working with all our Kinect developers.

  • Game Design
    SESSIONS/WORKSHOP
    Contemporary UI – when art and design collide!
    John Nash, Studio Design Director at Blitz Games Studios

    John Nash will contextualise modern interface design by discussing why designers need to adopt a new approach, why new interfaces are a force for change and how art and design are converging to make them a reality.

  • Game Design
    SESSIONS/WORKSHOP
    Bringing a whole universe to life: Casting and directing DC Universe Online
    Alex Keller, Voice director Company at Sony Online Entertainment

    Voice director Alex Keller from Sony Online Entertainment will talk about casting and directing hundreds of unique characters in SOE’s DC Universe Online

  • Game Design
    SESSIONS/WORKSHOP
    How to Manage (French) Game Designers
    Marc Pestka, Co-Lead Designer at DONTNOD Entertainment

    How Marc sees the role of Game Designers, their high level function, what moves them and how to measure their performance.

  • Game Design
    SESSIONS/WORKSHOP
    Making “Truly Social” Games
    Noah Falstein, Chief Creative Officer at Suddenly Social

    This lecture will explore the design decisions that can help us make more truly social games for all platforms (including mobile) while still boosting the critical factors of reach, retention, and revenue.

  • Game Design
    SESSIONS/WORKSHOP
    One-Page Designs
    Stone Librande, Creative Director at EA/Maxis

    During this talk Stone will show numerous examples of one page designs from Diablo III, The Simpsons and Spore. He'll discuss what works and what doesn't and explain how you can use similar techniques to communicate key design ideas to your team.

  • Game Design
    SESSIONS/WORKSHOP
    Paidia and Hypernature
    David Calvo, Creative Consultant at Ankama

    Exploring the possibilities of digital landscapes and textures, this inspirational talk is a whimsical take on poeisis, bridging the gap between social networks and games.

  • Game Design
    SESSIONS/WORKSHOP
    On Monsters and Metrics
    Stephanie Kaiser, Product Lead at Wooga GmbH

    The talk is structured along the four topics: engagement, virality, monetization and non-metric factors in game development for social networks. Besides discussing key performance indicators, the attendees might fall in love with wooga’s monster characters and several robots.

  • Technology
    SESSIONS/WORKSHOP
    Tackling the multiplatform challenge without growing your team
    Dietmar Hauser, Head of Console Technology at Sproing Interactive Media GmbH

    Developing on multiple platforms simultaneously presents a formidable set of challenge. This session is about how these challenges can be managed.

  • Technology
    SESSIONS/WORKSHOP
    High-performance computing for game development
    Benoit Vimont, 3D Programmer + Ronan Bel, Engine Programmer | Ubisoft

    Overview of the technical work done for the game "From Dust" (X360, PS3, PC).

  • Technology
    SESSIONS/WORKSHOP
    LLVM - unifying game technology
    Andy Thomason, Lecturer at Goldsmiths, University of London

    The state of the art in compiler technology and the problems facing the game industry in terms of standardization.

  • Technology
    SESSIONS/WORKSHOP
    The Cameras of Uncharted 3: Drake’s Deception
    Jason Gregory, Lead Programmer at Naughty Dog Inc.

    Participants will explore the various kinds of cameras used in the game, the prioritized camera selection system, how designers can request and configure specific cameras, and how camera collision and cross-blending work in U3.

  • Technology
    SESSIONS/WORKSHOP
    Gears of War 3 Analytics: Optimizing the Online Experience, or How I Learned to Stop Worrying and Love the BETA
    Joe Graf, Online Architect at Epic Games, Inc.

    Joe details the lessons learned from the Gears of War 3 BETA.

  • Technology
    SESSIONS/WORKSHOP
    Accelerating game physics for heterogeneous CPU/GPUs
    Erwin Coumans, Bullet Physics SDK creator and principal engineer at AMD

    The presentation will cover methods to accelerate popular game physics methods in rigid body, cloth and deformable simulation for heterogeneous architectures targeting both CPU and GPU.

  • Technology
    SESSIONS/WORKSHOP
    Game Tools as a WebApp
    Mike Acton, Engine Director at Insomniac Games

    This is the story of Insomniac Games experience so far. Mike will share the company most significant choices and the costs of those choices.

  • Technology
    SESSIONS/WORKSHOP
    OpenNI - Ongoing Motion Games Workshop
    Jeremie Kletzkine, Business Development Manager at PrimeSense

    Come and learn how to develop creative motion games using a 3D sensor and the OpenNI Open-Source SDK, a Free For Commercial Use environment.

  • Technology
    SESSIONS/WORKSHOP
    De Re PlayStation Vita
    Sébastien Schertenleib, Senior Principal Engineer of SCEE R&D

    Playstation Vita uses a tiled based deferred rendering GPU which will be a bit unfamiliar to those who are used to standard PC or console GPUs. The talk will include tips and techniques found by studios working on the launch titles.

  • Arts
    SESSIONS/WORKSHOPS
    Artistic vision and physical reality of light and color
    Maël François, Lighting Technical Director at Pixar Animation Studios

    Light and color fundamentals; using light to shape your world and drive the spectator and the player's eye; artistic vision and physical reality; playing with color and lighting in Toy Story 3; a world of reflection : character lighting in Cars 2

  • Arts
    SESSIONS/WORKSHOPS
    Designing facial rigs for game characters
    Vladimir Mastilovic, Technical director specialized in facial rigging, founder/ CEO of 3lateral studio 3lateral

    Presentation describes techniques for facial rigging used in many major game productions today while elaborating on possible improvements that could be made when next generation consoles arrive.

  • Arts
    SESSIONS/WORKSHOP
    Developing an Efficient Character Pipeline for Games
    Judd Simantov, Independent Contractor - Character Technical Director at Imaginari Animation Studios

    The talk aims to help studios develop more efficient character pipelines for their games.

  • Arts
    SESSIONS/WORKSHOP
    UV Mapping for Texturing and Lighting with 3dsMax 2012
    Fred Moreau, Technical Director at Veloce Interactive

    Touching on the latest features in 3ds Max 2012 to unwrap UVs for both texturing and lighting purposes.

  • Arts
    SESSIONS/WORKSHOP
    The Autodesk Middleware portfolio: Simplifying and Enhancing Game Development Pipelines
    Kevin Booth, Games Technology Group Business Lead at Autodesk Media & Entertainment

    During this session, participants will get a full, high level overview of the latest Autodesk middleware technology portfolio, including Beast, HumanIK, Kynapse and Scaleform.

  • Arts
    SESSIONS/WORKSHOP
    Visual Arts in Game Design: It Pays to Be Flexible
    Mike Hawkins, Senior Marketing Manager at Europe Kabam

    This discussion will share tips on encouraging successful visual art development.

  • Arts
    SESSIONS/WORKSHOP
    Can we put this in the game? Navigating IP laws on video game content
    Vincent Scheurer, Owner at Sarassin LLP

    Veteran video games lawyer Vincent Scheurer presents a fifty minute class on the IP rules which apply to game content, and how to deal with them.

  • Arts
    SESSIONS/WORKSHOP
    Substance: Smart Texturing for everyone!
    Alexis Khouri, VP Strategy & Sales at Allegorithmic

    New feature from Unity 3.4, 3ds Max and Maya, substances are tiny, multi output, resolution independent and highly customizable materials.

  • Arts
    SESSIONS/WORKSHOP
    Alan Wake – Getting under the Skin
    Saku Lehtinen, Franchise Art Director at Remedy

    Art Director Saku Lehtinen speaks about the ‘light and dark’ of Alan Wake from the metaphorical level to practicalities.

  • Arts
    SESSIONS/WORKSHOP
    New Game - How to make your team excited
    Sven Liebich, Head of Art at Bigpoint GmbH

    Sven Liebich addresses a common issue when a new game idea is shaped and the preproduction starts: Everyone waiting for Game Design.

Join us: Twitter Facebook Linkedin Flickr Google+

OUR PARTICIPANTS