Horizon Forbidden West is the latest game created by Guerrilla and is the sequel to Horizon Zero Dawn published in 2017. The animation team worked hard to produce new mechanics, features and enemies for Aloy’s new adventure. More
When it comes to the development of a multiplayer game, putting in place the right hosting infrastructure is crucial to the long term success of your game. More
Using the most popular song from Unexplored 2, composer Matthijs Dierckx, explains how a composer can make your indie game sound like orchestras and choirs beyond your budget. More
In this talk Mike Hergaarden shares M2H’s story and lessons learned on their road from indie to AA. More
Rami Ismail will do a talk at the Dutch Game Day powered by Control. That we know for sure. But that’s about all we know. More
Making a game with procedurally generated content is challenging but it’s doubly challenging when you want to add narrative elements and storytelling to the mix. More
Management games are on the rise. But how do you develop these complex games efficiently with a small team? More
This lecture will go through Broken Arms Games post-release strategy for “Hundred Days – Winemaking Simulator” in order to keep up sales numbers and make the most out of the game for a year straight. More
Creating a sequel to a highly successful game is never easy – especially when the studio’s goal is to do more than just a simple “bigger, better and with more explosions”.
Sound & Vision has been archiving games from the Netherlands for several years. Games are valuable cultural heritage and deserve to be preserved for eternity. We can’t do that just by ourselves. More
It’s 2022 and the Games Distribution still majorly still works as if the industry would still sell physical copies. More
In this talk Kela will be deconstructing her strategy to developing, pitching and marketing Mail Time as well as how she’s been approaching building a network in the game industry when starting from scratch.
Here’s how you can prototype super duper fast, and also never manage to release a single game(almost)! More
For the longest time, the most critically acclaimed games have been the ones with the darkest themes and grimmest depictions of life— now there’s room at the table for developers who strive to do the opposite. More
A design path of limitation and constraint offers technical challenges, but it can also be a source of inspiration and offer a meaningful artistic journey of experimentation and discovery. More
Three producers with diverse backgrounds share how they elevate their teams to the next level, enabling them to maintain scope while delivering on time and staying on budget. More
In this presentation Christel van Grinsven will share the latest facts and figures about the Dutch video game industry More
This lecture contains the most important and universal Quest Design lessons, based on the 17 years of experience in video game industry of Paweł Sasko, illustrated by the examples from The Witcher 3 and Cyberpunk 2077.