First sessions confirmed

Stop Making Sense: 9 Ridiculous Questions #GameDevs Must Ask

Oscar Clark (Rocket Lolly Games / Unity Technologies)

Oscar Clark (Rocket Lolly Games / Unity Technologies) addresses mainly Game Designers and Developers with 9 seemingly ridiculous questions every game dev should ask himself.

The games industry has gained hugely from the use of data and looking at KPIs, ARPDAU, LTV… but in this arms race for the players attention we need to stop for a second and challenge our assumptions of what is possible. We will ask 9 questions which may on the surface sound ridiculous but answering them can give us a fighting chance to stand out.

During this session Oscar plans to challenge every developer to think differently about game design in ways which encourage creativity, accessibility, retention and of course monetisation…and you don’t want to miss out on number 8!

Geodata in Environments of Arma and DayZ

Ivan Buchta (Bohemia Interactive)

In his session, Ivan Buchta (Bohemia Interactive) introduces us to the use of geographic data and GIS, and gives us inspiration to use them as basis for game worlds in both preproduction and production.

Creating large-scale, authentic and consistent landscape environments for Bohemia Interactive’s milsim and survival games requires employment of methods uncommon in the game development industry. The game worlds in size of hundreds of square kilometers providing the gaming environment for its Arma mil-sim series and DayZ survival MMO were developed with help of geodata and geoinformatics. The session highlights why and how the geodata have been used in Bohemia Interactive’s particular virtual landscapes and discusses the ways to alter real-life landscapes to comply with the gameplay requirements.

The Art of Building Amazing Demos

John Cooney (Kongregate)

John Cooney (Kongregate) will teach us “The Art of Building Amazing Demos”, in his session at RESPAWN, which will mainly address indie developers. There’s a craft to making a great demo. Whether it’s for showing at a game expo, giving to a prospective publisher, or even leveraging a demo for a crowdfunding campaign, there’s many layers of detail that go into creating a solid demo.  Avoiding common mistakes, recognizing publisher red flags, and common presentation errors can make or break your demo. With real-world examples, best practices, and exposing the worst pitfalls, this talk is gauged towards making a demo look and feel great for your target audience.

By | 2017-06-20T06:47:39+02:00 June 16th, 2017|Uncategorized|
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