Cory Barlog announced as keynote speaker

Cory Barlog, Creative Director of God of War, will speak at devcom 2018.

With Cory Barlog, another international star of the games industry will be featured as a keynote speaker at devcom 2018, which will take place in Cologne on August 19 and 20. SIE Santa Monica Studio‘s Creative Director is well known for his work on the God of War series, for which he was awarded the BAFTA Award, among others. In his keynote Barlog will give a very personal insight into the development of the latest game of the successful series. The audience can look forward to an emotional, rousing and motivating speech.

Organizer CMG Conferences has also announced a discount promotion. Everyone who orders a student-, conference- or business pass until June 10th, will receive a 20 percent discount. The ticket shop can be found here:

Photo (c) SIE Santa Monica Studio

By |2018-06-01T08:18:14+00:00June 1st, 2018|Press Release, Uncategorized|

More keynote speakers announced

Jason VandenBerghe and Ethan Evans will be at the developer conference prior to gamescom.

Two additional keynote speakers have been announced for devcom 2018 today. Jason VandenBerghe (design director at ArenaNet, former creative director at Ubisoft Montréal) and Ethan Evans (SVP Twitch Prime, Trade & Developer Success at Amazon) will be part of the developer conference which takes place on August 19th and 20th in Cologne. They will be joined by Garry Schyman (game composer, e.g. Bioshock series).

As design director at ArenaNet and former creative director at Ubisoft Montréal (e.g. For Honor), Jason VandenBerghe is an absolute game design expert. In his keynote, he will offer an exciting peek behind-the-scenes of AAA projects and will feature what to expect when working with leading publishers.

Ethan Evans, SVP of Twitch Prime who is in charge of trade and developer success at Amazon, will cover all questions around the successful streaming platform in his keynote ”Twitch: Money, reach, and new communities for your game”.

Another highlight will be Garry Schyman’s Q&A-Workshop. The talented composer is responsible for soundtracks of games like Middle-earth: Shadow of Mordor or Dante’s Inferno. He was honored with the award “Best Original Music” by the British Academy of Film and Television Arts (BAFTA) for his Bioshock Infinite soundtrack.

An overview of all confirmed speakers of devcom 2018 so far can be found on the official homepage:

Experts, who would like to submit their own talk, workshop or session, can join the call for papers via the following link: The organisers are looking forward to proposals around this year’s focus topics, artificial intelligence and fun in games as well as those around: Game Design, Business, Production, Legal, Sound, Art Design and Management.

CMG Conferences has also announced a discount promotion from May 7th to May 20th today. Everyone who orders a student-, conference- or business pass in this time frame, will receive a 30 percent discount. The ticket shop can be found here:

By |2018-05-28T11:12:32+00:00May 17th, 2018|Press Release, Uncategorized|

Call for papers open until June 15th – submit your topic!

We would like to invite you, as industry experts and insiders, to submit your ideas, topics and other suggestions to be considered for devcom 2018. Join our speaker line-up including industry veterans Peter Molyneux, Siobhan Reddy, and Richard Garriott.

Introduce us to your ideas about talks, panels, case studies, or presentations. This year, the focus will be on Artificial Intelligence and Fun in Games. Other topics may include but are not limited to Game Design, Business, Production, Legal, Sound, Art Design, or Management.

Submit your speech proposal
By |2018-05-28T11:19:11+00:00March 22nd, 2018|Uncategorized|

devcom 2018: Legendary speakers announced

Peter Molyneux, Siobhan Reddy and Richard Garriott feature at the developer conference taking place prior to gamescom 2018.

The first speakers of the developer conference devcom on August 19th and 20th in Cologne have been announced: The cornerstone of the line-up is set by industry stars Peter Molyneux, Siobhan Reddy and Richard Garriott. In addition, devcom launches its call for papers. Game developers can submit their speech proposals on the main subjects Artificial Intelligence and Fun in Games as well as on classic topics such as Game Design, Business, Production, Legal, Sound, Art Design and Management. Finally yet importantly, the ticket shop opened today. Anyone who is quick and buys their ticket until March 25th can save a lot: Until then, there is a 50% discount on Student-, Conference-, and Business-Passes.

An overview of the ticket categories:

Peter Molyneux (@pmolyneux) will hold one of the event’s keynotes. With his talk titled “Classic Post Mortem: Fable“, Molyneux will take visitors down memory lane featuring many learnings and anecdotes. Outside of Fable, this Academy of Interactive Arts & Sciences (AIAS) hall of fame member is also known for penning Populous, as well as Theme Park, Dungeon Keeper, Black & White and more. Another highlight is Siobhan Reddy’s (@siobhanreddy) session. The co-founder of Media Molecule is well connected, responsible for the LittleBigPlanet series and is currently working on the exciting project Dreams, due for release later this year. One more AIAS hall of fame member completes the trio: Richard Garriott (@RichardGarriott), game development pioneer, Ultima creator and space traveller by trade, will also talk at the conference in advance of the world’s biggest gaming event.

To extend this fantastic line-up, Aruba Events, a subsidiary of Computec Media Group (CMG), has issued the call for papers today. Game developers from all over the world can submit their own speech proposals in order to join Peter Molyneux, Siobhan Reddy and Richard Garriot at devcom in August. Among classic topics like Game Design, Business, Production, Legal, Sound, Art Design and Management, this year’s main subjects are Artificial Intelligence and Fun in Games. More details can be found here:

Everyone who wants to secure their participation in devcom 2018 as a visitor can do so in the ticket shop which opened today. A registration before March 25th is especially worthwhile, since the organizers grant a onetime Early Bird 50% discount on Student-, Conference-, and Business-Passes. Anyone who wants to secure the cheapest ticket price for devcom, has to strike now. The ticket shop can be found here:

More details about the schedule of devcom 2018 will be announced shortly.

By |2018-05-28T11:13:06+00:00March 13th, 2018|Press Release, Uncategorized|

International Experts support devcom-Team

Kate Edwards, Alessandra van Otterlo and John Gaudiosi become part of devcom’s program-team for 2018

Aruba Events, subsidiary of Computec Media Group, are pleased to announce that they have strengthened international support for devcom’s organization team with the inclusion of Kate Edwards, Alessandra van Otterlo and John Gaudiosi, three international experts in games.

After the team’s successful debut last year, the now expanded program team will contribute to an even more diverse and international program. devcom will bring together the international developer scene’s “Who is Who” during gamescom week. devcom is hosted in collaboration with game, the German game industry’s association, and Koelnmesse.

This year’s devcom will take place on Sunday 19th and Monday 20th August and therefore not overlap with gamescom’s business days.

Form left: Alex Ziska (Sales), Niels Eggert (Senior Sales Manager), Stephan Reichart (Head of devcom), Veronika Maucher (Head of Speaker Management), Alessandra van Otterlo (Speaker Scout), Melina Wolf (Trainee), Kate Edwards (picture, Speaker Scout), Astrid Gooding (Senior Project Manager), Simon Fistrich (Head of Aruba Events), Nico Balletta (Program Director), Tristan Schulze-Böving (Trainee) and Dirk Gooding (Head of Aruba Events)


The Team of devcom 2018

Dirk Gooding and Simon Fistrich, Co-Heads at CMG Conferences and Aruba Events have assembled a powerful team for this year’s event.

Nico Balletta, editor in chief at Making Games, will act as program director and will develop the program for devcom 2018 together with Kate Edwards, Alessandra van Otterlo, John Gaudiosi and Frank Sliwka.

Until 2017, Edwards worked as executive director at the International Game Developers Association (IGDA) where she served for five years. She’s an experienced strategist who was listed as one of “the 10 Most Powerful Women in Gaming” by Fortune in 2013, and in 2014 included her in the video games industry “six people of the year”, which emphasizes her expertise. Together with John Gaudiosi, a journalist with over 20 years in the industry and Co-Founder at, she’ll take care of renowned speakers from the Americas.

Alessandra van Otterlo has been part of the industry since 2004 and has an excellent network thanks to her work at Control Magazine and Control Conference in Europe. Frank Sliwka complements the program team with his network in Asia’s developer scene.

Stephan Reichart (head of devcom), Astrid Gooding (senior project manager), Veronika Maucher (head of speaker management) and Niels Eggert (senior sales manager) complete the team.

More details about schedule and tickets as well as the first confirmed speakers will be announced in the near future.

Press material is available here.

By |2018-02-02T14:56:25+00:00February 2nd, 2018|Uncategorized|

devcom 2018: optimized schedule and ticketing

With its optimized schedule, ticketing and business area  devcom 2018 set to surpass last year’s hugely successful inaugural event – Kick off your gamescom week with devcom 2018 set to take place on Sunday and Monday, 19th and 20th August!

Following a successful 2017 debut, developer conference devcom will increase its diversity and optimization across several fields this year. This was the goal that event organizer Aruba Events GmbH, a subsidiary of Computec Media Group (CMG), announced today. The key change to this year is the developer conference’s timeframe: devcom will now run over two days and the schedule will be more streamlined to prevent overlapping with gamescom business days. Pathfinding and ticketing will also be improved. devcom is held in cooperation with the German Games Industry Association (BIU) and Koelnmesse on Sunday, 19th and Monday, 20th August.

These improvements will not only enable visitors of devcom 2018 to attend more panels, discussions, talks and workshops, but will give them more time for additional networking. As such, this year’s business area will be enhanced and offer more space. The indie area has also been extended enabling Respawn to be fully integrated into the devcom program.

Hans Ippisch, CEO of CMG and Aruba Events GmbH, commented: “After the successful premiere of devcom in 2017 we want to improve every aspect of the event. As such, we specifically optimized the concept together with our partners BIU and Koelnmesse. We’ve taken the best elements of Respawn and seamlessly integrated them into devcom. This way we can present a thoughtful conference experience over two days, which incorporates into the gamescom week even better.”

Further details about the expanded team, ticket categories and the first confirmed speakers will be released soon.

Press material can be found here:

By |2018-03-08T08:56:18+00:00January 22nd, 2018|Uncategorized|

developer event will return in August 2018

devcom made a strong showing in its first year. More than 3,000 visitors came to participate in 140 sessions by more than 200 speakers. The attendance of more than 350 journalists from all around the world underlined the success of the international focus of the event. devcom will return from August 19 to August 20, 2018.

devcom 2017 started off on Sunday, August 21, with the devcom developer conference and RESPAWN@devcom, in the Congress Center East, at Koelnmesse. Highlights of the conference formats were, amongst others,  sessions by Bluehole (From UNKNOWN to PLAYERUNKNOWN: Deconstructing BATTLEGROUNDS), Blizzard Entertainment (The Power of Us – Ten Rules for Forging Genuine Creative Collaboration), Daedalic (Gameplay as Story in Daedalic’s ‘The Pillars of the Earth’) and VentureBeat (Strategic Zoom).

From Tuesday to Thursday devcom continued in the devcom developer lounge, where attendees joined our Master Classes and Tutorials, and with Public and Business Keynotes by Tim Sweeney, Brendan Greene, Richard Garriott, Bob Slinn and Chris Charla.


devcom was complemented by an EXPO Area, the guided networking platform MeetToMatch and several Receptions and Get-Togethers.

By |2018-03-08T08:50:55+00:00August 25th, 2017|Uncategorized|

Tim Sweeney – the devcom Interview

Tim Sweeney, the Founder of Epic Games, is one of our top speakers at devcom. On Tuesday, August 22, he will deliver a gamescom Business Keynote – the topic is yet TBA. We had the opportunity to talk to him about the stunning things that are possible with Unreal Engine.

Join Tim Sweeney’s Keynote on Tuesday, August 22, at Congress-Saal (Congress Hall) 4th Floor, CONGRESS CENTRE EAST, 11 am – 12 pm.

If you want to learn more about our gamescom Business Keynotes, check out our overview!

By |2018-03-08T08:31:32+00:00August 18th, 2017|Uncategorized|

The devcom Master Classes

The devcom Master Classes are scheduled from Tuesday, August 22, to Thursday, August 24. You want to know about business strategies or investor pitching? Or maybe about gaming-music’s way into the players mind? There’s a lot of knowledge to discover at the devcom Master Classes!

The devcom Master Classes:

  1. Building an Effective Business Strategy for Your Studio
    by Ralf Adam (Tiger Team Productions)
  2. The Long Journey Home: Top-Down-Vision VS Bottom-Up-Prototyping
    by Andreas Suika (Daedalic Studio West)
  3. Advanced Investor Pitching
    by Jason Della Rocca (Execution Labs)
  4. Managing Your Team and Your Business to Ship a Great Game
    by Don Daglow (4thRing)
  5. Licensing Deals and How They are Done in 2017
    by Louis Rene Auclair (Hibernum) and Jay Powell (The Powell Group)
  6. On Creative Direction for Games (Part1)
    by Dave Rohrl (Mobile Game Doctor)
  7. Game Audio – A Direct Way into the Player’s Mind [presented by Soundtrack_Cologne 14]
    by Helge Borgarts, Joerg Mackensen (toneworx studios), Kai Rosenkranz
  8. Cheating and Multiplayer Games
    by Eugen Harton (Bohemia Interactive)

Tuesday, August 22, 10 am – 12 pm

Ralf AdamBuilding an Effective Business Strategy for Your Studio

While we as game developers tend to create all kinds of roadmaps while producing a new kick-ass game, we often seem to be completely lost when it gets to a clear and mature business plan for our own company. A vision statement for the next AAA blockbuster? Sure thing – here you go! A vision statement for my studio? Wait a minute…
My main goal for this class is to sharpen the awareness of especially studio leads, directors and senior managers on the importance of having a clear strategy for your team – no matter if you run a small indie studio or if you are in charge for a mid- to large-sized multi-project company.
This Master Class will include a wide variety of best practices and learnings, starting from handling studio growth, fostering company culture or thinking about exit strategies – but also dealing with publishers, investors and other partners in all sorts of situations or growing your business network.
Never forget: Coming to the realisation that your organisation needs one is easy – but actually creating a strategy is a little harder.

Best practices and learnings, starting from handling studio growth, fostering company culture or thinking about exit strategies – but also dealing with publishers, investors and partners in all sorts of situations and growing your business network.

Audience Addressed: Senior management, executives, leads and directors

Location: devcom developer lounge 2, Hall 4.1., Koelnmesse

Ralf Adam
Tiger Team Productions, Owner
Though insisting on the fact that he’s still 29, Ralf has spent more than two decades in the games industry.
Ralf got his start in the early Nineties, and since then he has worked for a multitude of publishers and developers in different positions, among them Infogrames/Atari, Sunflowers Entertainment, JoWooD Productions, Gameforge, Travian and flaregames. His portfolio also includes freelance work for Disney Interactive, Ubisoft, Eidos or Vivendi Universal. With expertise in producing as well as in game design and writing, Ralf has contributed to a wide variety of titles, including “Desperados – Wanted Dead or Alive”, “Spell Force – The order of Dawn”, “Settlers” & “Anno” Series, “Ikariam”, “Guild 1400” or “Dawn of Steel”.
In the past Ralf has also contributed to the production of two full-feature animation movies (both released in theatres in 2014) in his role as Managing Director for Virgin Lands, one of the leading Graphics & Animation Studios in Europe.

Tiger Team Productions – We love it when a plan comes together
In 1993 Ralf C. Adam – a crack computer & video gamer – was sent to the games industry for the crime of not having studied a serious profession.
After a couple of years of fighting for publisher organisations he finally escaped from a maximum-security tradeshow booth to the German underground somewhere in the Frankfurt area. Today, still wanted by many entertainment companies, he survives as a soldier of fortune. So, if you have a problem, if no one else can help, and if you can find him – maybe you can hire the Tiger Team.

Tuesday, August 22, 10 am – 12 pm

Andreas SuikaThe Long Journey Home: Top-Down-Vision VS Bottom-Up-Prototyping

Sometimes you have a strong vision to guide you. Sometimes you start with a simple mechanic, perhaps discovered by playing around at a game jam. Which is more important? What do you do when the vision and your mechanics start to drift apart, or you struggle to bring the game in your head to life?
This workshop will address these questions by showing the steps Andreas and his team took on The Long Journey Home, and the lessons learned as a result. We will also collectively experiment with new ideas by focusing on ideas for games that ONLY focus on player skills that we want to challenge.
This is a hands-on and intermediate level workshop for Game and Level Designers, but producers, artists and programmers are equally welcome. Beginners and non-specialists will be able to follow, and we welcome experts to contribute their knowledge and past experience from other projects.

Learn methods to retain a strong, emotional vision throughout development, as well as kickstart development without that up-front vision.

Location: devcom developer lounge 1, Hall 4.1., Koelnmesse

Andreas Suika
Daedalic Studio West, Creative Director
Andreas started his career more than 13 years ago at Blue Byte and worked there in different positions. As Tester, Data Wizard and Level Designer he had the chance to work on products like Battle Isle and Settlers 4. Settlers 5 and Settlers 6 he attended as Lead Game Designer. As Creative Director he worked on ANNO for Wii and DS and on My Fitness Coach for the PS3 with Move Controls. Besides the larger projects he had the chance to spend time in research, development methods and smaller games like ANNO for the iPhone. With Klaas Kersting, Matthias Schindler and Georg Broxtermann he co-founded flaregames in the role of the Creative Director. The Start-Up is developing and publishing successful mobile f2p games on all relevant mobile platforms. In 2013 Andreas begin to work as a freelancer in the area of Consulting, Game- and Level Design and Creative Direction.Games he was working on did win awards like the Red Dot Design Award, the TOMMI and several German Game Developer Awards. In 2014 he founded Daedalic Studio West GmbH with Dirk Steenpaß. They are building a new studio and currently focusing on their first title.

Tuesday, August 22, 1 pm – 3 pm

Advanced Investor Pitching


Location: devcom developer lounge 1, Hall 4.1., Koelnmesse

Jason Della Rocca
Execution Labs, Co-Founder
Jason Della Rocca is the co-founder of Executions Labs, a first-of-its kind, hybrid game incubator and go-to-market accelerator that helps independent game developers produce games and bring them to market. Formerly, Jason was a game industry consultant focused on business and cluster development, working with game studios and organizations all over the world. Prior, he served as the executive director of the International Game Developers Association (IGDA) for nearly nine years, and was honored for his industry building efforts with the inaugural Ambassador Award at the Game Developers Conference. In 2009, Jason was named to Game Developer Magazine’s “Power 50,” a list which profiles 50 of the most important contributors to the state of the game industry. As a sought after expert on the game industry, Jason has lectured at conferences and universities worldwide. He also serves on various advisory boards and volunteer roles, such as co-chairing IGDA-Montreal, as an advisor to the ICT Practice of Foreign Affairs, Trade and Development Canada, and serving on the research management committee of the GRAND Network Center of Excellence.

Tuesday, August 22, 3.30 pm – 6 pm

Managing Your Team and Your Business to Ship a Great Game

Many teams set out to build a great Indie game… and then discover that going Indie also means you have to build a business. From production methods to people management to legal regulations, the process of company-building presents us with unique challenges. In this extended Devcom Master Class, veteran game developer Don Daglow will provide team leaders with a foundation for managing their teams and their businesses. The session will be personal and interactive, with discussion of specific problems affecting the managers in the room.


  • Processes for making key decisions that make company-building easier
  • Basic business management methods, with an emphasis on managing cash
  • People and project management methods that increase your chances for success

Audience Addressed: Anyone interested in founding or managing small, growing game companies
Experience Level Addressed:
As game developers: intermediate
As business managers: beginning

Location: devcom developer lounge 1, Hall 4.1., Koelnmesse

Don Daglow
4thRing, CEO
Don Daglow is a three-time Inc. 500™ CEO, a pioneering game designer and 2008 Technical Emmy® Award recipient whose career spans the history of Silicon Valley. Teams have shipped over $1 billion in games under his leadership. He now advises companies ranging from small startups to large international publishers.
Don also serves as Senior Director of Strategic Partnerships at The Strong National Museum of Play; as a Mentor at the Founders Space accelerator in San Francisco (rated in the Top Ten by Inc. Magazine); as a member of the Devcom Advisory Board; and as the volunteer President of The Academy of Interactive Arts & Sciences Foundation.
He is the only executive in the history of the games industry who has held leadership positions on titles for every generation of video game consoles, from 1980 to the present day. In 2003 he received the CGE Award for “groundbreaking achievements that shaped the Video Game Industry.”
Along with John Carmack of id Software and Mike Morhaime of Blizzard Entertainment, Daglow is one of only three game developers whose work has been honored at both the Technology & Engineering Emmy® Awards and at the Academy of Interactive Arts & Sciences DICE Awards.
He is also an accomplished writer, with a playwriting award from The National Endowment for the Humanities and multiple book awards for his literary mystery novel, The Fog Seller.

Wednesday, August 23, 10 am – 12 pm

Licensing Deals and How They are Done in 2017

Licensed intellectual properties have become more popular than ever before with today’s rising cost of user acquisition. This class will feature best practices, actionable guides, and guest speakers who will share their successes and shortcomings when dealing with popular IP. We will cover a variety of topics such as assessing the value of an IP, building a great “pitch kit” to win IP owners over, contract terms and deal points, and successfully managing the relationship post contract through launch. Attendees should come prepared to ask questions as we will be able to work through specific scenarios during the class. All prepared materials (such as whitepapers and guides) for the class will be provided to attendees after the class.

Attendees will leave with an in-depth understanding of how to find and acquire IP for their game, what contract terms are essential, and how to manage the on-going relationship with the partner.

Audience Addressed: Developers and publishers who are currently working with or plan to work with licensed IP in the near future

Location: devcom developer lounge 1, Hall 4.1., Koelnmesse

Louis Rene Auclair

Louis Rene Auclair
Hibernum, Chief Marketing Officer
Louis René Auclair, Vice President and Chief Marketing Officer at Hibernum is responsible for marketing and business development. He oversees all developers and publishers relations and plays a major role in the creative design and the Acquisition, Retention, Monetization, and Engagement strategies for all of the studio’s projects.
A marketing graduate, Louis-René has over 15 years of experience in brand management, product marketing and video game production. His creativity and logical thinking has brought him to manage some of the top brands of the industries he’s been part of.
A Hibernum partner for the past 5 years, Louis-René’s passion for great games is reflected in his drive to create the most fun and engaging experiences for players as well as in the creation of original entertainment brands.

Hibernum is a game development studio based in Montreal, Canada. Our games are played around the world.
With more than 120 experts in game development and design, art and media production, publishing, brand creation, marketing, and R&D, we have the knowledge and the experience to deliver best-in-class gaming experiences.

Jay Powell
The Powell Group, CEO
Jay is the Founder and CEO of The Powell Group, a consulting firm specializing in business development and licensing for the game industry. Over the past 20 years, Jay has negotiated and closed countless deals for licensing, development and distribution. With experience as an agent, a developer, and a publisher he has published, self-published, and been involved in numerous licensing deals and projects spanning a multitude of platforms. Over the years he has been involved in games featuring Disney, NASCAR, Nickelodeon, National Geographic, Cartoon Network, and many more.

Wednesday, August 23, 10 am – 12 pm & 1 pm – 3 pm

Dave RohrlCreative Clarity for Game Design (Part 1) 10 pm – 12 pm

Creative Clarity for Game Design (Part 2) 1 pm – 3pm

One of the main reasons that game projects fail is a lack of clarity around the game’s creative goals. In this master class, veteran designer and studio leader Dave Rohrl will walk participants through a series of exercises intended to help clarify and structure a game’s goals. These goals statements can then be used to align and motivate teammates, structure and prioritize design and development, onboard executives, and help marketing express the essence of the game. This is a workshop-style class where a high degree of participation is expected. Attendees should come prepared to do in-class exercises, present their work, and give feedback to others. Expect to leave the class with a clearer creative vision and a stronger pitch than you arrived with.

Participants will walk through a series of practical exercises designed to clarify creative goals for game projects. They will apply these tools to a current project, and will walk away with a clearer vision of their current game and a set of tools to apply to future projects.

Audience Addressed: This is an intermediate level class primarily intended for game designers, but it may also be useful to product managers, producers, and executives

Location: devcom developer lounge 2, Hall 4.1., Koelnmesse

Dave Rohrl
Mobile Game Doctor, Game Design Consultant
Dave Rohrl is a game industry veteran, with 23 years of experience in game design, production, and studio leadership, holding senior positions at Pogo, PopCap, Zynga, Playdom, and others. He has designed more than 50 published games, and consulted on dozens more. For the last four years he has run Mobile Game Doctor – a boutique game design consulting firm that helps free-to-play mobile developers worldwide improve their games, processes, and design skills. He lives in the San Francisco Bay Area with his two daughters and 600 board games.

Wednesday, August 23, 3.30 pm – 6 pm

Game Audio – A Direct Way into the Player’s Mind [presented by Soundtrack_Cologne 14]

How and why do music, sound and voices affect the players’ minds so immediate? How does the brain deal with audiovisual information and what consequences does that have for the developer? How can music and sound influence the gaming experience and give new ideas to game designers? What are the functions of music beyond “creating a mood” and why should game makes consider audio aspects already in the early phase of the development process. How can a proper audio planning avoid costs and make audio a powerful tool in the hands of developers?
Jörg Mackensen (MD toneworx studios), Kai Rosenkranz (composer, Gothic 3, The Long Journey Home) and Helge Borgarts (composer, Bring Them Home, Moorhuhn Tiger & Chicken) talk about different aspects of music and audio in video games by presenting different showcases and ideas.

Location: devcom developer lounge 1, Hall 4.1., Koelnmesse

Helge Borgarts

Helge Borgarts
Freelance, Composer & Producer
Helge Borgarts is a freelancing German composer and producer. Working in the games industry for more than 15 years, he was involved in more than 40 projects as a composer and/or producer. He wrote music for renowned game developers like Deck13, Crytek or Stratotainment as well as for independent film and television projects. The game “Tiger & Chicken”, that he produced and contributed music to, was awarded as Best Mobile Core Game at the German Developer Awards. He recently composed and published the score for the game “Bring Them Home”. Helge is the program manager for games music at the renowned festival and conference for music in film and media Soundtrack_Cologne and a regular speaker and lecturer at events and universities.

Joerg Mackensen

Joerg Mackensen
toneworx studios, Hamburg, Frankfurt, Berlin in Prep
Emotion in games – to be achieved with great audio: voices, SFX / foley, Music – and certainly how to get it.

Kai RosenkranzKai Rosenkranz
Me, Kai Rosenkranz
Kai is a game composer and sound designer. He created everything audio for Gothic 1-3, Risen 1, and The Long Journey Home. In his 20 years in the games industry he co-founded the tools and middleware company Nevigo (makers of articy:draft) as well as the European Game Composers.

Thursday, August 24, 1 pm – 3 pm

Eugen HartonCheating and Multiplayer Games

Deep dive into topic of cheating in modern multiplayer titles and how to tackle the future with lessons learned. We will discuss both technology and security managment for most common incidents. We will look into most common mistakes and methods used in both exploiting and solving the issues presented. As well as investigate and analyze different games on the market that had the unfortunate run into cheating market.

Location: devcom developer lounge 1, Hall 4.1., Koelnmesse

Eugen Harton
Bohemia Interactive, Lead Producer
A 30-year-old Slovak National now living in Czech Republic, Eugen Harton works at Bohemia Interactive. Joined the team of DayZ Standalone developers couple months into the early access release as an engineer and moved into production. Keeping up with the pace and demands of the project. Aiming to solve hot topics of early access, modding, cheating, and much more.

By |2017-08-19T12:02:55+00:00August 18th, 2017|Uncategorized|

The devcom Tutorials

From Tuesday, August 22, to Thursday, August 24, the devcom Tutorials give you the chance to learn some tips and tricks from the experts. You want to know how to build voice-enabled games with Alexa? Or how to survive launch day? Join the devcom Tutorials!

Please note that some of the Tutorials require preparation.

All devcom Tutorials take place at devcom Developer Lounge 2, Hall 4.1., Koelnmesse

Tuesday, August 22, 1.30 – 3 pm

How to Build Voice-Enabled Games with Alexa

Alexa is the speech and personal assistant technology behind Amazon Echo. Alexa offers a full-featured set of APIs and SDKs, like the Alexa Skills Kit (ASK), that you can use to teach Alexa new skills, of any type, including games. This hands-on workshop will provide a walkthrough of the latest Alexa Skills Kit specifically applied to gaming and interactive storytelling. A great voice experience stems from great voice design. In the first part of this workshop you will learn voice design best practices as well as get hands-on experience through short group activities. You will then apply those concepts and learn how to build games for Alexa enabled devices running on serverless AWS services Amazon DynamoDB and AWS Lambda.

Please visit our schedule for the preparation requirements!

Andrea Muttoni
Amazon Alexa, Technical Evangelist
Andrea is a Technical Evangelist for Amazon Alexa. In this role, he is travelling the world to share stories, learnings and best practices for building voice-enabled experiences, aka Skills, with Alexa. Before that he worked on both sides of software development as a full stack developer and as a product manager.When not prototyping new Alexa Skill ideas or championing the needs of developers, he enjoys composing music and working on random projects with NodeJS + TypeScript + Webpack + React + Redux. For the latter, he hopes one day to spend the majority of his time coding and not fighting with the build process.You can reach out to him on Twitter at @muttonia.

Amazon Alexa
Alexa is Amazon’s voice service and the brain behind millions of devices like the Amazon Echo, Echo Dot, and Echo Show. Alexa provides capabilities, or skills, that enable customers to create a more personalized experience.

Tuesday, August 22, 3.30 – 6 pm

Tutorial: Designing Game Logic with Schematyc and Components

The example scene “Lighten Up” provides new users with a framework to set up their own scenes using the tool Schematyc. Schematyc is a graphing implementation similar to Flow Graph that allows for advanced collections of components to be assembled which previously was only possible through LUA scripting or C++/C# programming.

Various mechanics are covered in the session that include input, movement, physics, sound, particles, and volumes. We hope to see all users build upon the sample and showcase the flexibility that Schematyc brings to the CRYENGINE V toolset.

Audience addressed: Designers, Programmers, Artists

Collin Bradford Bishop
Product Manager, CRYENGINE

Collin has been immersed in the entertainment industry his entire life, and he began his career as a camera assistant for Sam Raimi at Ghosthouse Pictures in Los Angeles. After several years working on commercial productions in the United States, he moved to Dubai to oversee instructional content for JSOC and to train special operatives for predeployment. Throughout his career, he has focused on pushing the boundary between film and games with real-time rendering. He is currently the CRYENGINE Product Manager at Crytek, where he facilitates engine development with a direct impact on the community and maintains a close connection with the CRYENGINE user base.

Wednesday, August 23, 1 – 3 pm

Sebastian LatzaHow to Survive Launch Day

This tutorial gives an overview on how to build and operate a scalable backend service for mobile games.
Attendees will learn about technological options for the client-to-server interaction and how to architect a cloud-based backend infrastructure that reduces the risk of “catastrophic success” on launch day.
The session will conclude with a look back on our own recent game launch and how our architectural choices held up in reality.

Sebastian Latza
Cologne, Germany
Building backend architectures in the games industry and enterprise environments for over ten years. Likes functional programming languages and automation.

Thursday, August 24, 12 – 2 pm

Sjoerd de JongMastering Unreal Engine 4 Real Time Rendering

In this 2 hour masterclass Sjoerd De Jong will dive into the depths of Unreal Engine 4 rendering. From the perspective of an artist Sjoerd will go through a big portion of the real time rendering process the engine runs through each frame, and what its practical implications are on art production. The masterclass will focus primarily on occlusion, geometry, and lighting rendering in order to give the attendees a better understanding of performance considerations, art pipeline, and rendering features of Unreal Engine 4. The class targets both game developers and people from the film, architecture or visualization industries.

Sjoerd de Jong
Epic Games, Evangelist
As Evangelist for Epic Games, Sjoerd travels around Europe to talk about and teach Unreal Engine 4. With 18 years of experience in the Unreal Engine, Sjoerd is an expert at a wide range of topics. Throughout his diverse career he has worked in everything ranging from AAA development to running his own indie studio to education. His most recently released game is The Solus Project for PC and Xbox One, with full VR support.

Epic Games
AEstablished in 1991, Epic Games, Inc. develops cutting-edge games and cross-platform game engine technology. The company is responsible for the bestselling Unreal series of games, the billion-dollar blockbuster Gears of War franchise, the groundbreaking Infinity Blade line of mobile games, and it’s current games Paragon and Fortnite. Epic’s award-winning Unreal Engine technology has won dozens of awards and is available for licensing. Epic has studios located in North Carolina, Washington, Utah, UK, Germany, China, Korea and Japan.

By |2017-08-18T13:50:32+00:00August 18th, 2017|Uncategorized|