How can music and sound design greatly enhance an indie project while not blowing up the budget or schedule? If that sounds like an interesting question this talk is for you!
Max and Johan are going to share their journey of making great audio assets for their current gaming project (at least they hope that is what they did). They share their approach on creating an adaptive Soundtrack and the Sound Design for the game and why they think audio is a great opportunity for Indie Games out there. They also are going to outline their key lessons learned and are looking forward to a lively discussion with the audience!
For a sneak peek on their audio assets watch the trailers on www.squadloft.com.
If you regularly attend or organize meetings, regardless of your department or position: Learn how following some simple rules can improve your meetings' results! Become a meeting superhero who invokes creativity and boosts everyone's motivation! This session will equip you with the means to efficiently reach your meeting goals, highten your awareness about meeting etiquette, empower you to make meetings worthwhile and yes ... they're also allowed to be fun.
Gamers crave increasingly more immersive and complex games, while technology only allows you to deliver so much. How many clicks does the player need to access desired information? When do you display information and how?
This talk will cover the basics of implementing a User Interface in Unity. It covers common workflows and technical insights for designers and artists alike.
User interface design tackles these challenges by delivering elegant solutions to the most perplexing gameplay mechanics. UI/UX allows you to direct your users game experience by designing a visual language every player understands, no matter if playing the game for the first or millionth time.
Target Audience: (Tech) Artists – beginner to intermediate
You want to create an immersive and challenging game? You already have a set of working game mechanics and just need some story wrapped over it? Well, designing game mechanics isn’t enough for the successful development of a game, especially if your game has to convey the narrative component!
In this lecture we shall analyse the terms gameplay, game mechanics and ‘narratization’ from the point of view of a game director, a concept of the creative-lead position of the game designer allowing a faster and smoother production. Looking at multiple examples from casual to AAA game concepts this lecture provides an overview on how to synchronize mechanics which the fictional layers to create a whole and integrated experience applying game directing methods.
George Scotto will discuss how the power of CRYENGINE V is ideally suited to the needs of Indie developers across all platforms, and how it can be used to build high quality games that generate real opportunities and revenue. Attend to find out how CRYENGINE is actively supporting Indie developers, innovating to support cutting-edge projects, and promoting the virtual reality revolution.
To stay in business in the games industry, one successful title is never enough, another success has to follow hot on the heels. With the multi-million-euro project "The Surge", Deck13 tries to learn from their "Lords of the Fallen" lessons, doing more of the good and less of the bad. An insightful talk about processes in management and game design of a large and complex project.
In the CRYENGINE Introduction Workshop Collin will guide attendee’s through the initial setup and configuration of CRYENGINE V through its new Launcher, which provides a project base to work from (C# or C++).
Next Collin will introduce asset creation, how to get assets into the engine, and the tools available to prepare assets correctly for use in CRYENGINE.
The final part to this workshop will cover the new CE# interface, with some examples of how to interact with c# in CRYENGINE to create a game.
This talk by DD of Knapnok Games will focus on how a tiny Nordic team and a lot of collaboration created a critically acclaimed games over the years.Knapnok started with young talented, but inexperienced team of developers, hungry for a challenge and passionate for gameplay. The strong focus in Knapnok is defining new play patterns, and finding the right partners to work with. Examples of their work are Spin the Bottle: Bumpie’s Party and Affordable Space Adventures, which DD will cover in her talk.
The last time I spoke to a cab driver, he did not know anything about the games industry. And when people ask me what I am doing, they immediately stop talking and just stare at me. After a pause usually there are comments like: “Wait a minute, so you are one of these bunch of nerds. You don’t look like them.”
So this still is the way society is looking at us. But what can be done about it? Well, for sure one thing is to be successful, but there is another way, too. A way, other branches already use. And this is through charity. We all know these videos in which famous actors visit children in hospitals, charity events like the Red Nose Day or RED.
In this talk I would like to show you some ways of taking over social responsibility and how it can affect you psychologically, socially and economically in a positive way. Even the smallest step can in fact safe lives and, in the end, change the way society looks at the games industry.
There are various examples of how the games industry can do charity work. Some companies sell Humble Bundles, others do auctions or other events where money is raised for the good cause like the War Child Fund or Child’s Play.
Even here in Germany charity work is starting, like for example the HandyGames Charity Day, supporting Patchie, Loot für die Welt hosted by Frodo and LeFloid, and last but not least the work of Gaming-Aid.
Indie developers, tell me when this starts sounding familiar:
You start with the latest games engine. You get that "super optimized terrain tool". You buy a bunch of super cool assets. You're game finally starts looking cool. But what happened to the performance? Your game runs at 20 fps even on a high end PC, and it seems like the only thing that increases that number is removing, removing and removing.
In this talk we talk about why this happens. We will give a rudimentary understanding of how a rendering pipeline works. It’s not going to go into deep techincal details, but will focus on what to consider when optimizing your content. Finally we will give you some advice on how this knowledge can help you keep your assets in the game while making it run like a shiny gazelle.
PLEASE NOTE: Date may change, schedule is still work in progress.
24 great indie teams from around the world are showcasing their games – just for you!
Moderated by the one and only IndieAdvisor you can enjoy each development team showing the best of their game in three minute pitches.
Three minutes – that means quickly changing topics that will but give you a glimpse of the games – enough to spark your interest? Then head over to the Indie Game Expo afterwards to talk to the devs, to learn more about the game and to playtest it!
Moreover, don’t forget to share your most interesting discoveries on twitter- our official hashtags are #rsp16 and #indieexpo !
Respawn Ticket & preliminary registration needed!
Apply as Mentee: http://bit.ly/2ajvaO8
The IGDA Mentor Cafés are sponsored to help you and/or your studio give back to the industry: Make connections to young talents, share your experiences and give valuable advice.
And since time is valuable, too, the Mentor Café @ RESPAWN follows a tight schedule: Mentors and mentees are matched up for brief 4 - 20 minute sessions, dedicated to themes such as starting a studio, game engines, diversity initiatives, funding options etc.
Of course, mentors and mentees can stay in touch afterwards and deepen their communication.
Want to be a mentor? check out http://www.respawngathering.com/content/igda-mentor-caf%C3%A9-respawn-2016-looking-mentors
Due to increasing competition and, consequently higher marketing costs per registration, it is becoming more and more important to keep players in the game as well as provide them with attractive offers aiming to increase the customer lifetime value and create a better gaming experience. Big Data is the key to doing this – but managing Big Data and reacting to it in real time is a major challenge in game development. This talk illustrates how InnoGames accomplishes this, including: introducing interstitials that offer premium features or discounts for every player and a system that works with generic messages that contain data regarding user interactions in real- or near real time. The system is part of the InnoGames Data Pipeline and Platform, an infrastructure that processes all relevant data produced by our games in one place.
The industry in Nigeria had been tagged the next frontier of game economy in Africa.
Looking at examples from the first independent game development competition which has been STEM focused as well as at the innovation and creativity that were displayed by the students in Nigeria.
We will highlight the economy of this class and how they are going to change the landscape of game Industry in Nigeria.
We will talk about the size and we'll show the trend across the 36 states in Nigeria with 80 million mobile subscribers and daily 40 million internet users.
VR is there, isn´t it? This panel will discuss hands-on experiences of some who moved first into VR - without asking others for permission! So, how did stuff go in the last year?What about motivation and risk, which design and tech choices went great, which badly? Discuss with Chet Faliszek, VR evangelist at Valve, Julie Heyde from VR Unicorns (“Selfie Tennis”), Alan Ladavac from Croteam (“Talos Principle”) and Kayla Kinnunen from Roadhouse Interactive where VR is moving and learn how their experiences in tech, design and … life shaped their perspectives and expectations. Moderated by Tobias Kopka, Program Director of Respawn.
Having an extensive experience in developing games based on IPs from the likes of Dreamworks, Hasbro and a number of other companies, iLogos team will show which models work best. The speech will help avoid the obstacles game companies face when using intellectual property in the game development process.
"Wait... Why are we doing this"? Is a question rarely asked among musicians, artists and... That's right, game developers. Deep inside we all know it's more than just a job, so what really drives us?
The truth is, and some of us will find it hard to admit, we are all artists. In this talk I will explain my view of arts, game development and everything in between, but most importantly I will try showing why it is important to understand, and how this notion should guide us in every stage of the game development.
This talk is suitable for all game developers, game designers, sound designers and artists, and is meant to change the way you think about your game forever.
Champions of Anteria is a Real-time Strategy Game with Active-Pause-Mode combined with a tactical combat system and non-linear game structure set in the magical fantasy world of Anteria. Throughout the game, players will face powerful enemies using elemental magic, and must prevail through challenging missions and boss battles in order to free and defend territories ruled by several rival factions. Taking control of up to three Champions for each mission, players must use the best combination of elements to succeed against enemy powers.
Bringing this vibrant and explorable world alive, the Champions have to act in a believable manner. Therefore, we need a game friendly artificial intelligence. Common requirements for the game's AI are:
- being a fast and easily implemented system
- maximum flexibility for new levels or actor types
- reliability and being easy to debug.
Often we struggle to find to a solution to all these requirements. Behavior trees are a rock solid, data driven approach that fulfill those requirements. Although behavior trees are not a new invention and often included in your off-the-shelf engines, it is easily forgotten how effective already a simple implementation is.For CoA, which runs on an in-house engine, we implemented a solution that is not only effective but also efficient. Because of the simplicity of the representation of the behavior trees we were able to create an easy-to-use tool which made it possible for our Game Designers to get their hands dirty themselves.
The most distinctive feature of videogames, compared to other media, is their interactivity. When it comes to telling a story, however, the roles in videogames are often very clear: The game itself – or rather the game-designer behind it– is the story-teller, actively shaping the story, while the player is limited to experiencing the story passively.
The ways in which a player can influence a story or its outcome are fairly limited to branching and scripting events, if these exist at all, that is.
However, even when a game has a relatively shapeable story, the game-experience itself – and more importantly the game’s play-time – doesn’t change much considering the additional time and effort game-developers put into including multiple possibilities for the players to manipulate the story.
The research project “Dynamic Storytelling” aims to solve this problem by creating a dynamic story in an interactive game. The goal is to find a way to create a story-system that is able to react dynamically and logically to the player’s actions. It should be able to tell an interesting and engulfing story, thus giving the player the adequate means to choose how the story plays out. The system will be restricted both locally and chronologically to create an environment in which the player can tell their story.
The setting of choice is the siege of “Burg Eltz”, a medieval castle that was occupied by the Bishop of Trier in 1330. This setting in particular is historically very well researched, giving the characters a realistic background and solid foundation from which to develop them. It is locally and chronologically restricted since certain events will take place regardless of the characters’ actions and people are confined to the castle. Due to the setting’s unique constellation of people living in the castle – a great diversity of characters can be found - there already is a ready-made foundation for conflict, family-drama and social quarrels.