Teleporting Horses, Nightmare Unicorns and Defecating Godlings… With every new card comes a new challenge for the artists behind GWENT: The Witcher Card Game.
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Unreal Engine Evangelist, Sjoerd De Jong will create a cinematic experience with two Robo Recall robots fighting each other.
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This talk will focus on what sound design for games is all about, the work that goes into a singular sound and how audio can up your game overall.
In this talk Alex will examine the process of transitioning from being a solo-developer making personal/autobiographical games, to becoming part of Frictional Games.
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In this session we will explore and outline how best to approach a pitch; you will discover what publishers and investors expect from your pitch, and how to increase your chances of success in securing funds for your project and studio.
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In this talk well explore how ustwo games chose the story of the changing relationship between a mother and her child for Monument Valley 2. We’ll discuss the tools we chose to tell that story, and the larger question of why we as an industry aren’t telling these stories more often.
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A good game is all that matters to sign a deal with a publisher, right? Wrong. Having a good game is essential, but there is more to it.
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Game Accessibility is more important than ever. We will talk about the market size of people with disabilities, and what you need to do to support this population that has over a trillion dollars of expendable income.
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How load times and downloads are impacting player retention and how Akamai can assist in optimizing the delivery.
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After a decade of making first person shooters, Guerrilla Games has undertaken a task to create an open-world action role playing game. The large open-world nature of Horizon: Zero Dawn required a system that would allow for efficient creation of non-linear quests.
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The art and design of the User Interface doesn’t live within a vacuum, in fact it developed alongside computer technology right from the beginning.
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In this talk Roel will be showing the three design methods that RageSquid applied to create, shape and evolve the design of their new downhill mountain biking game ‘Descenders’.
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How do you create a game from a simple gut feeling without knowing what the end product will look like?
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Matthijs van de Laar will talk about how they raised more than €121.000 through a preparation phase that relied on looking at Kickstarter statistics and best practices of other campaigns.
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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.
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An honest and in depth talk about the hard truths of starting an Indie Games company with friends and no money.
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“If you build it, they come”? Nonsense! No one cares about your brilliant little game, unless you make them.
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Animation is often seen as an entirely different branch from illustration, but this talk elaborates on ways that you can animate your work as a 2D artist and expand your skillset beyond static images.
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Richard Oud will go over some of the tricks and challenges that came with animating the mechanical creatures for the open world game of Guerrilla Games.
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