An inside look at the workings of the DICE concept art department, their ideas about concept art, visual development and building the greatest concept art team in the industry. More
During this session evangelist Sjoerd builds an apartment room, utilizing Unreal Engine 4’s level design tools and a wide range of its lighting and rendering features. More
Kate Edwards will discuss the state of the industry as it is and as it could be if we act to make it happen. More
For 2D shooter/platformer hybrid RIVE, Two Tribes and writer Niels ’t Hooft aimed to create an ‘optional’ storyline that wouldn’t bother those players who just came for the action.
Learn how to use post-effects and setup a Unity project to make a simple scene look AAA and cinematic. More
This panel will help you increase your chances of receiving subsidies. Now and in the future.
To have a long career with creative freedom, you need to be aware of how today’s development budget and funding choices impact the bottom line (and thus your next title). This talk outlines 3 key steps to longevity.
William Chyr will talk about the different sources of influence he’s drawn from in making Manifold Garden More
Catherine’s talk discusses the validity of game jams within a work/home environment and how they can be a refreshing change and challenge for everyone from AAA devs to indies to students.
If you could only make one more game ever, what would you put into it? More
Brie uses her 13 year experience to make the whole world play and enjoy games. In her talk she explains why and how.
James discusses the development of Battlezone, from early prototyping to the release of Rebellion’s first VR project. More
Manuel Kerssemakers shares how Abbey Games turned the failed launch of Renowned Explorers into a success.
INSIDE is visually minimalist and characterized by it’s clean shapes, muted colors, and zero added sugar. Making VFX for this style is therefore not so much about what you make, but what you omit.
There are so many studios and games these days that it is hard to hit the surface in terms of publicity. It is therefore important to think about your overall strategy More
It’s going to be brutal, it’s going to be fierce, it’s going be epic, but we have no clue what it’s going to be about. But we know one thing: you don’t want to miss it. More
Stop creating branching paths, start using cyclic dungeon generation. Your levels will feel so much more hand crafted.
Koen will describe key preparations when doing a Kickstarter for more than €100.000.
Raymond Crook will go into detail the animation process that was developed in house for the point and click adventure game Broken Age.