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Monday, August 15
 

09:45

Welcome Words
Welcome to Respawn! 

Speakers
avatar for Tobias Kopka

Tobias Kopka

Conference & Program Director, Quo Vadis / Respawn Gathering
Tobias is the Conference & Program Director at Respawn and Quo Vadis and thus responsible for the program, speaker scouting & international cooperations at our international events. | | Tobias is part of the industry for about 10 years having started in science and education, though having a way longer history in the games space since he grew up in the demoscene in the 90s and was thus always surrounded with all different kinds of... Read More →
SR

Stephan Reichart

Managing Director, Aruba Events GmbH


Monday August 15, 2016 09:45 - 10:00
Ch.1: Pineapple Island Dock.One Cologne

10:00

Localization - How to Do It Right
I will give you an overview about what you need to consider when you want to localize your game successfully. Based on industry best practices, this ranges from preparing the code to designing the UI and collaborating efficiently with your translators.

Speakers
avatar for Judith Brenner

Judith Brenner

Translator & Reviewer, OctoCont - Translations in Context
As a professional translator and game enthusiast, Judith offers translation, localization and review services from English to German for the video games and consumer tech industries. For her clients she translates and reviews mainly in-game texts, smartphone UIs, marketing copy and media streaming platforms. She also supports the annual LocJAM game translation contest as a workshop host and coach for German participants. After 10 years in the... Read More →



Monday August 15, 2016 10:00 - 10:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

10:00

Production Go … How Dare You?!
tba

Speakers
avatar for Prof. Dr. Jörg Müller-Lietzkow

Prof. Dr. Jörg Müller-Lietzkow

Universität Paderborn


Monday August 15, 2016 10:00 - 10:30
Banana Island (Harbour Club) Harbour Club

10:00

Docu Games - Moving Beyond Fiction
Only a small fraction of the global gaming market is featuring themes that aren't of a fictional nature. Even fewer games are adressing sociopolitical issues using extensive research as part of their development process. However, there's a tremendous amount of potential laying dormant, offering new solutions not only for game design and content development, but also for marketing and monetization. In this sessions I would like to introduce the audience to some selected projects, some of them my own creations, highlighting the unique ways in which these projects were conceived and developed.

http://www.causacreations.net
http://www.goldextra.com 

Speakers
avatar for Georg Hobmeier

Georg Hobmeier

jack of all trades, Causa Creations
Georg is a media artist and game designer. With his company Causa Creations, he works on social awareness games and trans media projects in close collaborations with NGOs and activists such as Amnesty International . Recent and ongoing works include games such as Burn The Boards, Totem’s Sound, From Darkness and The Resource Paradox. As a member of the artist collective gold extra he has been exhibiting and presenting game related art at... Read More →


Monday August 15, 2016 10:00 - 10:30
Ch.2: Coconut Island Dock.One Cologne

10:00

What Is an Author and Why Should We Care?
Authorship is something of a vexed question in game development. It's a word you'll often hear used at game dev conferences but that never seems to mean the same thing twice. This talk aims to demystify the concept of Authorship in game development.

It will illuminate the unique relationship between author and consumer that exists in games and nowhere else. It will show how a keen understanding of this relationship can be used - and has been used - in the crafting of compelling narrative experiences.

The continuing growth of our industry has brought new and unprecedented relevance to the old question: "What is an Author?"

Speakers
avatar for Jack Murray

Jack Murray

Lecturer, Pulse College Dublin
Lecturer in Game Design, UX and User Research at Pulse College Dublin | Freelance Game Designer of Board and Card Games | Academic Researcher studying game authorship


Monday August 15, 2016 10:00 - 10:30
Ch.1: Pineapple Island Dock.One Cologne

10:00

How to Beat the New Media Hydra VR
360° video, sitting experience, standing experience, room-scale, large scale, stadium scale, low-poly, photogrammetry, linear or interactive - everyday there is a new head of new media Hydra VR. And at the time where you think that you get the last buzz word right there are three new ones. If you are a student or work as an indie it’s hard to stay focused on your needs and possibilities. Which market opportunities are open now, which are going to be open soon and which are more science fiction than a real business opportunity? How much could influence the gaming industry traditional medias if it comes to VR? Where is the future of VR game designers, storytellers and developers? Let´s beat the Hydra together!

Speakers
avatar for Sven Haeberlein

Sven Haeberlein

Founder / CEO, Trotzkind GmbH


Monday August 15, 2016 10:00 - 10:30
Ch.4: Kiwi Island Dock.One Cologne

10:00

Audio - An Opportunity for Indies

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.


Speakers
avatar for Maximilian Nemmert

Maximilian Nemmert

Founder, Squad Loft
Max is the founder of Squad Loft, an indie game development studio dedicated to craft games for the players. Before venturing into the endless space of game making, Max was an IT management consultant for quite some years and co-owner of a smaller consultancy based in Berlin and Munich. However, programming and gaming have been an all-time passion since Max started programming at the age of seven. In 2016 he also held a guest lecture at SAE... Read More →
avatar for Johan Weigel

Johan Weigel

Composer & Sound Designer, Sonic Gallery
Hello! I am an award-winning composer and sound designer for games. In addition to that, I am a professional opera singer. As a contractor, I work closely with the Swedish company MAG Interactive and I have scored most of their games. I am also very excited about the new upcoming game Sombrero Tactics, for which I have written all the music and done the sound design. Talk to me about game music, adaptive soundtracks and sound design.


Monday August 15, 2016 10:00 - 10:30
Ch.3: Papaya Island Dock.One Cologne

10:30

A PlayStation Award … and Now What?
Being an indie team in the roller coaster and after match of wining the right to publish its "Strikers Edge" game on PS4. The stream of new things we had to learn, creating the company, finding financing, putting together a full time team and going from local multiplayer to on-line multiplayer. The Marketing, The PR and the Events all things Sony but not only.

Speakers
FC

Filipe Caseirito

CEO & Lead Programmer, Fun Punch
avatar for Ricardo Flores

Ricardo Flores

Producer, Fun Punch Games
Ricardo Flores has been in the game industry since 2004 from Java to the Smart Phone he is also a teacher at the Polytechnic Institute of Lisbon teaching videogames production and digital marketing. He is also part of team that organizes the Portuguese Game DevCamp, the biggest game developers event in Portugal. | In 2015 joined forces with Fun Punch and indie team that had created Strikers Edge game at a GameJam event and together... Read More →


Monday August 15, 2016 10:30 - 11:30
Ch.4: Kiwi Island Dock.One Cologne

10:30

Stop Wasting Time - Redesign Meeting Culture!
How many hours of your work life have you wasted with boring, unproductive meetings? If this bug is still reproducible, you might consider fixing your design. Not only could it be a game changer for your company culture, the collaboration between team members also greatly affects your product's quality. This session will take you through the basics and then dive into the art of creative idea development.

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.


Speakers
avatar for Ivonne Vaziri-Elahi

Ivonne Vaziri-Elahi

Narrative Designer, Bigpoint GmbH
A writer at heart since the discovery of the alphabet, Ivonne is now a full-grown idea machine. As her debut in the game industry in 2008, Ivonne played a key role in shaping the narrative of the award winning classic RPG adventure "DSA - Drakensang: The River of Time" by Radon Labs. She has since designed the world and characters for Bigpoint's groundbreaking free2play action MMORPG "Drakensang Online". A few hundred quests later, she still... Read More →


Monday August 15, 2016 10:30 - 11:30
Banana Island (Harbour Club) Harbour Club

10:30

Design Decisions behind the Escoria Adventure Game Environment
An overview of the design decisions behind Escoria, the adventure game development environment which powers the critically acclaimed "The Interactive Adventures of Dog Mendonça & Pizzaboy", developed by Okam Studio and published by Koch Media.

Speakers
avatar for Ariel Manzur

Ariel Manzur

Co-Founder, Godot Engine
Programmer, co-author of Godot Engine, indie developer in Buenos Aires, Argentina.



Monday August 15, 2016 10:30 - 11:30
Ch.3: Papaya Island Dock.One Cologne

10:30

Interactive Game Audio in Champions of Anteria
The time of simple and decorative soundscapes has passed. Complex, granular and intelligent sound systems move to the position of fire-and-forget samples. These systems can provide overview and full control for the Audio Designer on the one hand and a diverse and less repetitive sound experience for the player on the other hand. Furthermore, by linking the audio logic to various data of the game, the voice over, sound design and music can provide additional information, such as position and height of the player, progress of the game or info about the character stats.

Workshop (any experience level welcome)
To participate in the workshop part of this session, please bring your own laptop with the newest version of FMOD Studio pre-installed (http://www.fmod.org/download/ FMOD Studio Authoring Tool for your platform) and headphones.
Audio Material will be provided to you.
Please note that our workshop room does not have power outlets for your laptop. 

Speakers
avatar for Stefan Randelshofer

Stefan Randelshofer

Audio Director, Blue Byte GmbH
Stefan has worked in the field of Audio and SoundDesign for TV and Movies since the end of the 90‘s. Then he decided to acquire more profound knowledge about the creative and technical part of Audio and started to study MultiMediaArts at the University of applied Sscience in Salzburg. He holds a Magister degree in Audio and Gamedesign and a Master degree in Management. In the mid 00’s he started to work on games as Sound Designer and Audio... Read More →
avatar for Tino Schleinitz

Tino Schleinitz

Blue Byte GmbH
Tino is an Audiodesigner at Bluebyte Ubisoft. He worked for titles like Champions of Anteria, Flumen and Origin. Before he started in the game industry he worked as a Sound Designer, Sound Mixer and Compositing Artist for movies and documentaries at Frauenhofer Institute for Intelligent Analysis and Information Systems and CAST GmbH. He holds a Bachelor degree in MulitmediaArt Audio. 


Monday August 15, 2016 10:30 - 12:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

11:30

An Artists UI Guide – Designing Your Mobile Interfaces With Unity

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


Speakers
avatar for Sergej Kari

Sergej Kari

InnoGames
Sergej is working as an UI / UX Designer at InnoGames. Over the years, he has worked within differently sized teams at several mobile game studios. Starting out as a media designer, his passion for games drew him into studying digital media with a focus on animation and games, where he eventually transitioned into User Interface Design and later User Experience for games. Collaborating with game designers, developers and artists, Sergej strives... Read More →
avatar for Oliver Zumstein

Oliver Zumstein

InnoGames
Oliver is an UI Artist, specialized in motion graphics and user interaction in video games. He started working as a 2D Artist, designing pixel sprites for the Nintendo DS. After focusing on user interfaces, he joined Ubisoft Bluebyte to work on NextGen console titles, building the bridge between UI art and engine integration. In 2013, Oliver started working at InnoGames as an UI/UX artist. His current position includes leading a team of artists... Read More →


Monday August 15, 2016 11:30 - 12:30
Ch.4: Kiwi Island Dock.One Cologne

11:30

Creativity, Culture and Innovative Branding in the Workplace
This talk discusses creative and progressive ways to recruit talent, build an engaging and productive culture, as well as how to brand your company (from an HR perspective) to be sought after and viewed as an incredible place to work (regardless of budget, and internally to retain and attract key and top talent. Specific examples and initiatives will be discussed that have been proven as effective. The goal is also to motivate and inspire attendees to develop creative strategies that will work in their studios.

Speakers
avatar for Jillian Mood

Jillian Mood

Partner & Member Relations Manager, IGDA
Jillian Mood has been working as an HR Leader for over 11 years, specializing with entertainment companies and the game industry. Along with all things talent, she played a key role in keeping game companies culture exciting and positive and was also a brand ambassador. The last couple years she began getting very involved in the industry by co-founding the very successful Ottawa Game Jam (OJAM), advising and working on game conferences... Read More →


Monday August 15, 2016 11:30 - 12:30
Ch.2: Coconut Island Dock.One Cologne

11:30

Pitch Skills for Game Developers, as Taught by a Game Developer
With the growth of new markets, new platforms and new business models, we now have to present our ideas, prototypes and games in many different kinds of venues. Many of us are unfamiliar and uncomfortable in some of these settings. In this session long-time game designer Don Daglow will share tips that will let you go into your next meeting feeling prepared and confident.

Speakers
avatar for Don Daglow

Don Daglow

CEO, 4thRing LLC
3-time Inc. 500 CEO, 2008 Tech Emmy®, Mentor/Advisor at Founders Space San Francisco, Advisor to Mobile Game and App teams. Long time game designer, producer and exec.


Monday August 15, 2016 11:30 - 12:30
Banana Island (Harbour Club) Harbour Club

11:30

Beyond Mechanics – Directing an Integrated Gameplay Experience

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.


Speakers
avatar for Prof. Dr. Michael Bhatty

Prof. Dr. Michael Bhatty

Professor for Game Design, Mediadesign Hochschule
Prof. Dr. Michael Bhatty lectures at the Mediadesign University of Applied Sciences in Düsseldorf, Germany. After receiving his doctorate for his dissertation thesis on interactive story telling in 1999 he became a lead game designer at Ascaron, designing AAA-games (e.g. SACRED, 2004), and was in charge of Phenomedia’s development department as Chief Executive Producer for casual games in 2005/06 (e.g. Moorhuhn Schatzjäger, TinCan Escape... Read More →


Monday August 15, 2016 11:30 - 12:30
Ch.3: Papaya Island Dock.One Cologne

11:30

Dream Big for Success: High Performance Game Development Platform for Indies

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.

 


Speakers
avatar for George Scotto

George Scotto

Business Director, Crytek
George has been playing games since the 70's when he started playing his favorite game Dungeon and Dragons as a kid. He entered the video games industry back in 1998, working at Sony Online as part of the original team that developed MMO's such as EverQuest, Star Wars Galaxies and DC Universe Online. He later went on to work at British Developer Splash Damage with the development teams who created award winning titles Wolfenstein: Enemy... Read More →


Monday August 15, 2016 11:30 - 12:30
Ch.1: Pineapple Island Dock.One Cologne

11:30

GAME Law Clinic (pre-registered only)
GAME Law Cinic @ Aruba’s Respawn
GAME (Germany’s Business Association for Games Companys) holds a law clinic for any Indies, medium developers or other companies and individuals in the games business right before the start of gamescom at Respawn. All Respawn participants can apply for an individual, free 20 min speed consultation with expert attorneys Kai Bodensiek (Brehm & v. Moers) and Christian Rauda (GRAEF) on legal issues in Germany and Europe, including contractual, copyright or labor issues.
Apply under https://docs.google.com/forms/d/e/1FAIpQLSejVF6RjIAzvlCTGm05PGsfvjxieyGcOWUGqSKORUlS6IqDVA/viewform?c=0&w=1
The number of participants is limited.

Speakers
avatar for Kai Bodensiek

Kai Bodensiek

Legal Counsel, GAME Bundesverband
Kai Bodensiek is a partner with the media law firm Brehm & v. Moers. Kai is experienced as a legal advisor for game publishers and developers, which includes the project funding, drafting and negotiating of development and licensing agreements. Among his clients are multinational corporations as well as local startup companies. In addition Kai is holding lectures on copyright and project management for game producers at Games Acadamy and for game... Read More →


Monday August 15, 2016 11:30 - 13:30
Special Events

12:30

7 Years of Campaigning for More Women in Games - A Post Mortem
Women in Games is a not for profit organisation with over 5000 members worldwide. We have been in place for 7 years during which time the % women in games in the UK has increased from 6% to 19%. We have learnt a lot in this time that can be shared with everyone. This is an issue for all countries in Europe, not just the UK. This is an issue for men equally as it is for women.

Speakers
avatar for David W. Smith

David W. Smith

Founder, Women in Games
Founder Women in Games WIGJ and BAME - Black, Asian and Minority Ethnic in Games. @wigj & @bameingames | MD Global Games Recruiter, Interactive Selection @GamesJobs; | Headhunter, Diversity advocate, BAFTA member | david@interactiveselection.com


Monday August 15, 2016 12:30 - 13:30
Ch.3: Papaya Island Dock.One Cologne

12:30

Learnings from Trying to Install a Workers Council
I will speak about the key learnings from trying to found a workers council at Goodgame Studios. An overview about the process: what went right, what went wrong and because of my experiences: what are the Do's and Don'ts when you are trying to install a workers council in a company. Also questions like: "Why a workers council and not just an internal employee representation?" and "Are unions like ver.di the source of all evil?" will be answered.

Speakers
avatar for Andreas Wilsdorf

Andreas Wilsdorf

Game Designer, Upjers GmbH
After being a school teacher for 5 years I joined the Games Industry in 2012 first as a tester and then became a Game Designer. After some time at Goodgames and working on games like Goodgame Empire I now work at Upjers a company that specialises on Free2Play Browser-and Mobile Games. My field of expertise at Upjers lies in the concepting of the gameplay and monetization features for games like My Free Zoo (Browser and Mobile... Read More →


Monday August 15, 2016 12:30 - 13:30
Banana Island (Harbour Club) Harbour Club

12:30

Operating Mature Live Games
Working on Live Games requires a different approach than for a classic retail title. With the launch, the kickoff of Live Operations begins and demands a certain mindset to grow the game and be successful. This also involves a certain evolution of both the game and the team working on it. This talk provides insights on the operation of Blue Byte's Live Games, the learnings and challenges on the way, and the impact on planning new games based on these experiences made.

Speakers
avatar for Sebastian Buddy Fleer

Sebastian Buddy Fleer

Director Live Games, Blue Byte


Monday August 15, 2016 12:30 - 13:30
Ch.1: Pineapple Island Dock.One Cologne

12:30

From "Lords of the Fallen" to "The Surge": Evolution in Game Design and Production

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.


Speakers
avatar for Jan Klose

Jan Klose

Creative Director, Deck 13
Jan Klose is co-founder and co-owner of Deck13 Interactive, currently employing around 70 people. Having studied Media Economics (FH Wiesbaden), Jan's work with games spans more than 15 years, having directed more than 20 video games projects that received numerous industry awards, including "German game of the year". The most recent project Jan directed was the Action role-playing game "Lords of the Fallen", now he is working on "The Surge".


Monday August 15, 2016 12:30 - 13:30
Ch.2: Coconut Island Dock.One Cologne

12:30

Reaching out to the Guardians
When attempting to make a game sale, there is often a hidden third party between the creator and the purchaser - parents. Parents influence, restrict and monitor the games their children play much more closely than other media such as books or music. GameHub, as a video-game outreach service designed to help parents understand games, will present extracts from their unique research into how parents feel about games. By helping developers understand the needs and concerns of parents, developers can better pursue sales in the family sector and work together as an industry to raise the public perception of gaming as a hobby.

Speakers
avatar for Becky Jowsey

Becky Jowsey

Consumer Advice/Industry Outreach, GameHub
GameHub is a video-game advice service for parents, We work to bridge the gap of understanding between the games industry and ordinary parents and families. We will be presenting our talk "REACHING OUT TO THE GATEKEEPERS" discussing techniques for developers to communicate more positively and effectively with the hidden market of parents of young children to which they make a percentage of their sales. Please come find us to discuss marketing... Read More →


Monday August 15, 2016 12:30 - 13:30
Ch.4: Kiwi Island Dock.One Cologne

12:30

Cryengine Introduction Workshop

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.


Speakers
avatar for Collin Bradford Bishop

Collin Bradford Bishop

Product Manager - CRYENGINE, Crytek
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... Read More →


Monday August 15, 2016 12:30 - 14:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

13:30

A Closer Look at the Latin American Game Development Scene - Evolution of the Fittest and Tips for Survival
During the last 5 years Latin America has emerged as one of the fastest growing videogame markets, so there is plenty of interest in how to penetrate this market. On the other side, we have seen better and better games coming from Latin American developers, but few things have been said about the Game Dev scene of this region of the world. Who are they? What are their stories? how they survived in an environment that lacks almost any private sustained investment, and where is (sadly) normal to distrust each other? During this talk we'll go over the most interesting cases of success and failure, most of them from veteran developers (some already defunct) in Latin America. My main focus will be on how they adapted and evolved along the years, how they managed their success and stayed profitable. Aside of sharing these stories, I look forward to discuss about them with the audience.

NOTE: Date may change, as schedule is still work in progress.  

Speakers
avatar for Jesús Fabre

Jesús Fabre

Publishing Director, Games Starter
Jesús Fabre (1983, Spain) is Publishing Director at Games Starter, the first incubator and publisher of independent games in Latin America. Formerly a software engineer, he started working in the industry back in 2009 organizing videogame events, since 2011 he has been focused on helping indie studios with PR, social media and production/business advice. Worked on titles for PC, mobile and consoles collaborating with devs coming from mainly... Read More →


Monday August 15, 2016 13:30 - 14:30
Ch.4: Kiwi Island Dock.One Cologne

13:30

What’s New in App Monetization
In this session, Mike Hines from Amazon will review important trends in monetization over the last year and take a look at what’s new and what could be generating buzz over the next year. Even better, Mike will discuss what you can do to benefit most from these trends now. For example, his talk will touch on subscriptions and what kinds of games have done well in Amazon’s subscription model.  Mike will also provide updates and tips on IAP, Power Users (Whales), esports, Pokémon Go, physical good sales, and how to get paid for every minute a user is in your game.

Speakers
avatar for Mike Hines

Mike Hines

Developer Evangelist, Amazon
Mike Hines is a recovering serial entrepreneur, and is currently a Developer Evangelist for the Amazon Appstore. An advocate for getting more developers over the app poverty line, Mike is on a continuing mission to find out and share what currently is and isn’t working in mobile app monetization, and to identify trends that shape the industry.


Monday August 15, 2016 13:30 - 14:30
Banana Island (Harbour Club) Harbour Club

13:30

Designing for the 1%
We've been contacted by a group of wealthy people to design a game almost exclusively for them
- Challenges that we face with an "invisible" customer group
- Want hard-core experiences but don't have time
- Actually enjoy paying money
- How to create a non-public community catered around their wishes
- Ethics/moral dilemma of designing for "the 1%" group

Speakers
avatar for Mark Peterson

Mark Peterson

Creative Director, Janeious Ltd.
Mark Peterson founded VisionaryX in 2010, which developed two Top10 AppStore titles. Furthermore he worked as a Project Manager and UX consultant for companies like HP, SAX, ZDF/ARD, T-Mobile etc. He now works as the Creative Director for Janeious ltd. a community funded mobile game studio.


Monday August 15, 2016 13:30 - 14:30
Ch.1: Pineapple Island Dock.One Cologne

13:30

Shifting Play: Strategies and Attitudes to Define New Play Patterns

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.

Speakers
avatar for Dajana Dimovska

Dajana Dimovska

CEO, Knapnok Games
Dajana is President of Hexblade, part of a newly merged entertainment company with a focus on bridging the physical and digital worlds of play.Dajana is also CEO and Co-founder of KnapNok Games, an award winning Danish console games studio.Beyond this, as a co-founder of the Copenhagen Games Collective and one of the founders of the world wide Game Jam movement, she remains committed to helping to build the indie community.


Monday August 15, 2016 13:30 - 14:30
Ch.2: Coconut Island Dock.One Cologne

13:30

Hidden Gems of Marketing - How to Create a Win-Win-Situation by Doing Something Good

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.


Speakers
avatar for Svenja Bhatty

Svenja Bhatty

Treasurer, Gaming Aid e.V.
Actually I have two lives. In my first life I worked as a teacher and book author, writing school books. In 2007 I had to take care of my health in a much deeper way, I had ever imagined. As a result my second life pushed me deeper into the games industry I have been attached to since 2000. In 2014 I became a lecturer for topics like scientific research or ethics in video games at Mediadesign University of Applied Sciences in Düsseldorf. In... Read More →


Monday August 15, 2016 13:30 - 14:30
Ch.3: Papaya Island Dock.One Cologne

14:30

The ABC of Game Optimization

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.  


Speakers
avatar for Samuel Rantaeskola

Samuel Rantaeskola

Product Expert, Simplygon
Samuel is working as a Product Expert for Simplygon, a platform used to reduce the need for manual labour when optimizing 3D content. He started in the games industry back in 2000 by doing his thesis for the studio that later became Starbreeze studios. Over the years he has been part of developing numerous AAA titles, including Chronicles of Riddick: Escape from Butcher Bay and Syndicate. I'm deep into 3D optimization. If you have any... Read More →


Monday August 15, 2016 14:30 - 15:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

14:30

Best Practices for Monetization with Ads
About half of Tamalaki's revenue comes from ads. We spent a lot of time testing exactly which ad placement works best, how often, when to show them and to whom. This talk is not given by an ad network, but by the app publisher. The audience can expect a non-biased overview and advice.

Speakers
avatar for Martine Spaans

Martine Spaans

Business Development, Tamalaki / FGL
Martine Spaans started her career in online gaming in 2006 and has worked for well-known companies like Spil Games and Ubisoft before setting up her own Casual Gaming company. She quickly learned the magic formula behind a great game and developed a good understanding of gamers needs. She runs Mobile Game Publishing label Tamalaki.com; In cooperation with FGL.com we help indie developers to push their casual games to a diversity of app stores... Read More →


Monday August 15, 2016 14:30 - 15:30
Banana Island (Harbour Club) Harbour Club

14:30

Failing 101
Speakers
VM

Vlad Micu

Business Development Manager, Data Realms LLC


Monday August 15, 2016 14:30 - 15:30
Ch.1: Pineapple Island Dock.One Cologne

14:30

Post Mortem: In Between
This talk will focus around the topic of true Independence and how it can be a accelerator to finish your first game. We’ll look back at the process and the different factors that allowed us to define, implement and release our vision while developing In Between, a creative group effort unrestricted from commercial necessities. It is a game about confronting mortality and challenging gameplay.

Speakers
avatar for Matthias Guntrum

Matthias Guntrum

CTO & Co-Founder, gentlymad UG (haftungsbeschränkt)
Matthias is one of the four founders behind the german indie game studio gentlymad. Together with his colleagues he focuses on creating meaningful, unique and handcrafted experiences for a global audience. | | With their first project "In Between", gentlymad tries to blend a serious topic, with the mechanics of the puzzle-platform genre. The title features a deep story, getting people to reflect on life while enjoying mind-bending puzzles... Read More →
avatar for Wolfgang Walk

Wolfgang Walk

Co-founder, Grumpy Old Men
Wolfgang Walk, Co-founder at „Grumpy Old Men“ | Making games since 1991 I make a living out of them since I joined Blue Byte in 1995 as an internal producer and author. 2001-2005 saw me as an internal producer at Massive Development. I have been a freelancing producer, author, director and designer ever since for clients all over Europe. | | In 2006 I also started teaching in these fields at a number of universities all over Germany... Read More →


Monday August 15, 2016 14:30 - 15:30
Ch.2: Coconut Island Dock.One Cologne

14:30

Gamefeel with Feelings
Games are part of our culture, just like music is. Imagine you express yourself in your games like you would do in a song. Your fears, your hopes, your worries, your sicknesses.
The moment the player dives deep into his very own feelings can be helpful to find and fight his own inner demon.
In other words: Your Game can be the song that helps the player to understand and face his sorrows.
It's something to comfort him. It's something to (in best case) drag him out of his misery. In my talk I'll have a closer look on those "Emotional Games" and maybe we'll find out how to make more "Sung Games".

Speakers
avatar for Martin Gebske

Martin Gebske

Software Developer Realtime 3D, LK-Aktiengesellschaft
I'm a passionate Game Designer and 3D Artist. I'm working in the Games Industry since two years now. In this time I worked at various companies as a Game Designer and made some games on my own. I'm a huge VR and Storytelling fan. Especially when it comes to personal and touching moments during the playsession.


Monday August 15, 2016 14:30 - 15:30
Ch.3: Papaya Island Dock.One Cologne

14:30

Indie Expo Pitches

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 !


Moderators
avatar for André Bernhardt

André Bernhardt

Indie Expo Moderator, Indie Advisor
André Bernhardt is extensively experienced within the video games business as he has been a part of the German games industry for 18 years - online as well as offline and mobile. In the beginning of his career he was a producer for classical boxed console and PC-games business with the release of the Playstation 1 at Sony Computer Entertainment. Afterwards he was working for German publishers, e.g JoWood and Sunflowers, before joining... Read More →

Monday August 15, 2016 14:30 - 16:30
Ch.4: Kiwi Island Dock.One Cologne

14:30

IGDA Mentor Café

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


Speakers
avatar for Jillian Mood

Jillian Mood

Partner & Member Relations Manager, IGDA
Jillian Mood has been working as an HR Leader for over 11 years, specializing with entertainment companies and the game industry. Along with all things talent, she played a key role in keeping game companies culture exciting and positive and was also a brand ambassador. The last couple years she began getting very involved in the industry by co-founding the very successful Ottawa Game Jam (OJAM), advising and working on game conferences... Read More →


Monday August 15, 2016 14:30 - 17:30
Special Events

15:30

Games Industry Management
The session will cover the start-up topics of a games company with a focus on strategy and leadership. It outlines the management of a games company and explains the do’s and don’ts for successful entrepreneurship. By setting the right strategy it becomes clear what needs to be done today to be in business tomorrow. The part on leadership will demonstrate how to build a team and motivate it.

Speakers
avatar for Dr. Lutz Anderie

Dr. Lutz Anderie

Author, Games Industry Management
Lutz Anderie is an internationally renowned expert within the games, media and entertainment industry. He has extensive work experience in business, sales and marketing management. Lutz was still a student when he founded his first start-up and during his further career he worked at Sony Playstation, Atari and Namco Bandai. Lutz has successfully managed the launch of more than 100 video games. He holds a university teaching position with... Read More →


Monday August 15, 2016 15:30 - 16:30
Banana Island (Harbour Club) Harbour Club

15:30

Giving Ownership to the Team
At the beginning of a game project things are “easy”. Small core team, everyone involved has a voice and each member of the team usually has a strong sense of ownership on the game. As production goes, as teams grow, as pressure gets stronger, as quick decisions need to be made, it is very easy to have a team where people don’t feel like they own the game they are making anymore.How do we preserve that sense of ownership in the long run? How do we integrate new members to the team and give them a sense of involvement as high as if they were part of the original core team? What happens when we reach that moment in production when there is simply no more time for new contributions without giving the feeling to the team that they are mindless executants? 

These are just some of many topics addressed which our seasoned panel of protagonists like Fleur Marty from Eidos Montreal, Hannes Seifert from IO Interactive, Klaas Kersting from Flaregames and Moderator Jason della Rocca from Executions Labs will discuss.

Moderators
avatar for Jason della Rocca

Jason della Rocca

Co-Founder,  Execution Labs
Jason Della Rocca is the co-founder of Execution 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... Read More →

Speakers
avatar for Klaas Kersting

Klaas Kersting

CEO and founder, Flaregames
Klaas Kersting is the CEO and founder of flaregames. He has been a gaming enthusiast for as long as he can remember. Before founding flaregames he was CEO and founder of Gameforge, which he grew to more than 400 employees and more than 100M EUR in yearly revenue over the course of five years. Ernst & Young named him ‘Entrepreneur of the Year 2008′ and he has received several other business awards for fast growth... Read More →
avatar for Fleur Marty

Fleur Marty

Producer, Eidos Montreal
Ever since she started out as a web programmer in 1997, Fleur’s career has been rooted in technology. Her curiosity, strong leadership skills, and passion towards other people and their skills led her to project and production management. In this new role, she was able to utilize the aforementioned skills to successfully interface and unify different disciplines towards a common goal. | In 2013, after 11 years working in France as a web... Read More →
avatar for Hannes Seifert

Hannes Seifert

Studio Head/CEO, Io-Interactive
Hannes started 1987 with his first C64 game. 1993 he co-founded Rockstar Vienna originally as neo Software, where he served as CEO and executive producer for 14 years. End of 2006 he co-founded Deep Silver Vienna which he left 2010 to join Io-Interactive where he continues his work as studio head and executive producer. | Hannes is currently working on the latest Hitman game. His previous games include "Hitman: Absolution", "Dead Island", the... Read More →


Monday August 15, 2016 15:30 - 16:30
Ch.1: Pineapple Island Dock.One Cologne

15:30

Making Football Games
My experience of designing football games from childhood to now.
Designing and selling games in the 80s Microprose Soccer
Designing and selling games in the 90s Sensible Soccer
Consulting in the 00s Numerous football games
Designing and selling now Sociable Soccer

Speakers
avatar for Jon Hare

Jon Hare

CEO, Tower Studios
Jon Hare is one of Europe’s best known creative directors and game designers with over 10 international number one games to his name and nearly 30 years experience in the games industry. He also designed “Sensible World of Soccer” the most influential European developed game of all time according to Stanford University. As an established industry figurehead Jon has enjoyed a high media profile across Europe for almost 30 years. Jon... Read More →


Monday August 15, 2016 15:30 - 16:30
Ch.2: Coconut Island Dock.One Cologne

15:30

@VRUnicorns Jamming for HTC Vive
@VRUnicorns is a group of passionate and quirky VR game jammers located around Europe. #SelfieTennis started as a typical one-day-jam-game and ended up as a HTC Vive launch game a few months after. #SkiJump started as a two-day-jam-game made as an ode to Thorsten/A MAZE Festival. #Archery started as a two-day-jam-game at a Vive Jam in Copenhagen. This talk is about the blood, sweat and rainbow infused development process of  @VRUnicorns’ games from jam to launch.

Speakers
avatar for Julie Heyde

Julie Heyde

VRUnicorns
Julie Heyde is game jammer with a crush on semi-realistic VR sports games with a twist of dark humor and brutality. Working on #SelfieTennis, #SkiJump, #Archery & #RAGNAROKvr as the #ChickenBitch of @VRUnicorns. Raised in VikingLand and fueled by beer, mushrooms and rainbows while flying with unicorns and riding on wolves.


Monday August 15, 2016 15:30 - 16:30
Ch.3: Papaya Island Dock.One Cologne

15:30

Real Time CRM - Managing Big Data in Game Development

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.


Speakers
avatar for Volker Janz

Volker Janz

Team Lead Developer, InnoGames
Volker works as a Team Lead Software Developer at InnoGames in Hamburg. With around 150 million registered players, InnoGames is one of the worldwide leading developers and publishers of online games. Currently, more than 350 people from 30 nations are working in the Hamburg-based headquarters. He joined the company in 2011 and together with his data engineering team he built up a data pipeline as well as a platform based on technologies such... Read More →


Monday August 15, 2016 15:30 - 16:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

16:30

Funding Stages: When to Get Funded and Where
There is no mythical chest of coins to grab on the other end of the rainbow when you need it. Raising funds for your studio or project is a non-trivial process. While it is obvious that you must have a high potential investable opportunity, the real magic is in knowing which sources to approach and when. This diverse panel of investors will discuss how and when to approach different types of investors.

Moderators
avatar for Jason della Rocca

Jason della Rocca

Co-Founder,  Execution Labs
Jason Della Rocca is the co-founder of Execution 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... Read More →

Speakers
avatar for Tom van Dam

Tom van Dam

Head of Mobile BD, NetEase
avatar for Jesús Fabre

Jesús Fabre

Publishing Director, Games Starter
Jesús Fabre (1983, Spain) is Publishing Director at Games Starter, the first incubator and publisher of independent games in Latin America. Formerly a software engineer, he started working in the industry back in 2009 organizing videogame events, since 2011 he has been focused on helping indie studios with PR, social media and production/business advice. Worked on titles for PC, mobile and consoles collaborating with devs coming from mainly... Read More →
avatar for Klaas Kersting

Klaas Kersting

CEO and founder, Flaregames
Klaas Kersting is the CEO and founder of flaregames. He has been a gaming enthusiast for as long as he can remember. Before founding flaregames he was CEO and founder of Gameforge, which he grew to more than 400 employees and more than 100M EUR in yearly revenue over the course of five years. Ernst & Young named him ‘Entrepreneur of the Year 2008′ and he has received several other business awards for fast growth... Read More →
PV

Pieter van der Pijl

Partner, InFinCapital
We are into user acquisition financing for mobile game developers, project financing for (mobile) game development and are also active in eSports and digital media (plus a few other non-games related sectors). I am around to talk about projects, so ping me a message if you want to chat.


Monday August 15, 2016 16:30 - 17:30
Banana Island (Harbour Club) Harbour Club

16:30

Practical Guide To Marketing Indie Games
To many developers the idea of marketing is an alien magic woven by arcane practitioners using acronyms of power like AIDA, CPI and LTV. However, marketing (just like the creation of games) is a simple blend of art & science applied intelligently.

In this session, Oscar Clark, Unity Evangelist, Consultant and classically trained marketer, will show step by step how you can apply professional marketing strategy for your game.
This framework will help any developer to better understand their target players and how to create messages on the right channels for your budget. We will create Persona to help understand not just the audience we are making the game for, but also those we need to ensure we gather as many players as we can - then work out how to create Awareness, Interest, Desire and Action (as well as why people will stay with us!)
Oscar will also provide a one-page template so you can quickly assess all the essential elements of your marketing strategy!
Join this session for a practical guide to using the tools of product marketing:
• Identify & Satisfy Consumer Needs
• Creating Personas to better understand your players
• Identify the channels where your audiences can be reached
• Communicating an expectation of Future Value

Speakers
avatar for Oscar Clark

Oscar Clark

Consultant and Evangelist, Unity Technologies
Oscar Clark, Consultant and Evangelist, Unity Oscar Clark is an Author, Consultant and Evangelist for Everyplay from Unity Technologies. He has been a pioneer in online, mobile and console social games services since 1998. He provided 'vision' for one of the first Online games communities (Wireplay - British Telecom); was global lead for games at Hutchison Whampoa (3UK) which included (perhaps) the first mobile in-App purchase; and was Home... Read More →


Monday August 15, 2016 16:30 - 17:30
Ch.1: Pineapple Island Dock.One Cologne

16:30

Successfully Failing - Things to Do in the Game Industry When You Are Dead
Most talks about games at events are about success and how to achieve it. The truth is, that it is much more likely to fail, as in any creative industry. This talk is about how to spot the seeds of failure, minimizing the effects of a downfall, avoiding pitfalls on the way and managing through failures. It is based on Cliffhanger's experience as a company that managed to snag a cool licence, attract over two millions of investment and ended with a partial insolvency. 

Speakers
avatar for Jan Wagner

Jan Wagner

Co-founder, Cliffhanger Productions
Jan has been in the game industry since before the internet was a thing. He started out at Sierra and became Head of Product Management working on franchises such as Diablo, Half-Life and Warcraft with tasks spanning from QA and Support to Producing and Product Management. He went on to become the producer for a number of major German RPG titles such as SpellForce and Gothic and co-founded the development studio Cliffhanger Productions, which... Read More →


Monday August 15, 2016 16:30 - 17:30
Ch.2: Coconut Island Dock.One Cologne

16:30

Intro to Unreal Engine 4: Master UE4 by Building a Small Game in Two Hours - 1/2
Intro to Unreal Engine 4: Master UE4 by building a small game in two hours -
Blueprint scripting


During this workshop, Sjoerd De Jong, Unreal Engine Evangelist, will build a game from scratch working with freely available Unreal Engine assets.

By combining the power of UE4's visual scripting language Blueprints, along with features like the material editor and level editor tools, a visually appealing flying game will be constructed live and from scratch. Additional topics will touch on the basics of UE4’s physically based material system, lighting and post processing The workshop will wrap up by compiling the game into a distribution ready executable.
This workshop assumes prior 3D game development experience, but no knowledge or familiarity with Unreal Engine. It is meant to give the viewer an overview of the various tools found in the Unreal Engine, and the overall process of creating a simple game from scratch all the way up to a distributable executable.

Speakers
SD

Sjoerd de Jong

Evangelist, Epic Games


Monday August 15, 2016 16:30 - 17:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

16:30

Making Physics Look Silly - The Tech Behind Mosh Pit Simulator
Mosh Pit Simulator physics are all weird and broken, even tho they are a bit reminiscent of the how the real world works. There is a fine line between funny broken and just broken and it took just a bit of practice to put the physics of Mosh Pit Simulator right at the spot. This talk will be about Unity and UE4 handling physics and fine tuning them to achieve hilarious outcomes.

Speakers
avatar for Sos Sosowski

Sos Sosowski

Mad Scientist, Sos
Mad scientist of video games, creator of McPixel, Thelemite and million other games nobody ever heard about. Maniac of retro hardware and lover of new technology. Currently on a quest to create the worst game ever (Mosh Pit Simulator)


Monday August 15, 2016 16:30 - 17:30
Ch.4: Kiwi Island Dock.One Cologne

16:30

Next-Generation AI for Games
AI is the new frontier for game development! Advances in machine learning, utility-based systems, and procedural algorithms have opened new opportunities for advanced AI in games. The talk presents several new technologies and shows examples and real-time demos of state-of-the-art AI for games, and the practical applications of cutting-edge technologies available on the market.

Speakers
avatar for Dr. Jakob H. Rasmussen

Dr. Jakob H. Rasmussen

CEO, Apex Game Tools
Dr. Jakob H. Rasmussen is the CEO of  Apex Game Tools, a leading company in development of AI for the games industry. With more than 20 years of experience in development of software and artificial intelligence, Dr. Rasmussen has vast experience in practical application of cutting-edge research.


Monday August 15, 2016 16:30 - 17:30
Ch.3: Papaya Island Dock.One Cologne

17:30

Writing for Replayability: Lessons learned from Magnetic: Cage Closed
How do you adapt your game for multiple endings?
How do you work with foreshadowing when you have randomization?
How can you connect the damn dots if they keep moving around?
These are some of the challenges that had to be tackled while working on Magnetic: Cage Closed, a first person puzzle game not unlike Portal but with nine different endings.

Speakers
avatar for Daniel Ström

Daniel Ström

CEO, Guru Games
Daniel is a storyteller that began his illustrious career lying to fellow kids at kindergarten about how his grandfather made a flame thrower out of a trumpet. From there he moved on, and in 2013 he started his own company, Guru Games, and functions as the old dude who writes all the boring emails for the studio. Occasionally his colleagues allow him to work on the games they make, under supervision.


Monday August 15, 2016 17:30 - 18:00
Ch.3: Papaya Island Dock.One Cologne

17:30

STEM Education, Educational Games and K-12 Market - The Tripod of Game Development in Nigeria

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. 


Speakers
avatar for Abiola Adeagbo

Abiola Adeagbo

CEO, 9ja Game Jam
I founded 9ja Game Jam and mobile games publisher 9jaapps. | Using this platforms to bring mobile games near his audiences and game development to promotes STEM in Nigeria K-12 market and publishing mobile games through 9jaapps to Africa market. | Game development, Publishing mobile games, Monetization and Africa market.


Monday August 15, 2016 17:30 - 18:30
Ch.2: Coconut Island Dock.One Cologne

17:30

The Only Way of Indie Marketing
Presenting a highlevel general approach to PC premium game marketing with a small budget. Describing the way to build a studio/game-specific marketing strategy. Naming helpful systems and tools. Giving concrete examples and tips.

Speakers
avatar for Adrian Goersch

Adrian Goersch

Black Forest Games, Managing Partner
Adrian Goersch is cofounder and managing director of Black Forest Games, an independent development studio best known for Giana Sisters : Twisted Dreams released on Steam, Xbox360, PS3, WiiU, XboxOne and PS4.. A gamer by heart his professional background is management and finance. Being responsible for selfpublishing including marketing and PR at BFG he ran three Kickstarter campaigns, brought one game to Early Access and is one of the guys... Read More →


Monday August 15, 2016 17:30 - 18:30
Banana Island (Harbour Club) Harbour Club

17:30

Party, Party, Party - Designing Games for Parties
It's in a bar, large industrial space, or big alt games festival. It's noisy, it's full of other games, and half the people are holding beers. Game parties are lots of fun but designing games for them is harder than you'd think. Do you do away with the controller? Do you have the screen orientated skywards? How much emphasis should sound play a part in your designs? Designing games for venues that attract the non-conventional idea of a gamer is difficult. This talk is about identifying those challenges and addressing them with innovative solutions.

Speakers
avatar for Cukia Kimani

Cukia Kimani

Co-Founder & Technical Director, Nyamakop
Cukia "Sugar" Kimani, born in Kenya and raised all over Africa. Won the first A MAZE./ Johannesburg award for Boxer. Holds degrees in Computer Science, Maths, and Digital Art.  


Monday August 15, 2016 17:30 - 18:30
Ch.4: Kiwi Island Dock.One Cologne

17:30

Intro to Unreal Engine 4: Master UE4 by Building a Small Game in Two Hours - 2/2
Intro to Unreal Engine 4: Master UE4 by building a small game in two hours - 
World building and Lighting


During this workshop, Sjoerd De Jong, Unreal Engine Evangelist, will build a game from scratch working with freely available Unreal Engine assets.

By combining the power of UE4's visual scripting language Blueprints, along with features like the material editor and level editor tools, a visually appealing flying game will be constructed live and from scratch. Additional topics will touch on the basics of UE4’s physically based material system, lighting and post processing The workshop will wrap up by compiling the game into a distribution ready executable.
This workshop assumes prior 3D game development experience, but no knowledge or familiarity with Unreal Engine. It is meant to give the viewer an overview of the various tools found in the Unreal Engine, and the overall process of creating a simple game from scratch all the way up to a distributable executable.

Speakers
SD

Sjoerd de Jong

Evangelist, Epic Games


Monday August 15, 2016 17:30 - 18:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

17:30

First Mover Experiences in VR

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.


Moderators
avatar for Tobias Kopka

Tobias Kopka

Conference & Program Director, Quo Vadis / Respawn Gathering
Tobias is the Conference & Program Director at Respawn and Quo Vadis and thus responsible for the program, speaker scouting & international cooperations at our international events. | | Tobias is part of the industry for about 10 years having started in science and education, though having a way longer history in the games space since he grew up in the demoscene in the 90s and was thus always surrounded with all different kinds of... Read More →

Speakers
avatar for Chet Faliszek

Chet Faliszek

Writer for Valve & VR Evangelist, Valve
Developer at Valve.
avatar for Julie Heyde

Julie Heyde

VRUnicorns
Julie Heyde is game jammer with a crush on semi-realistic VR sports games with a twist of dark humor and brutality. Working on #SelfieTennis, #SkiJump, #Archery & #RAGNAROKvr as the #ChickenBitch of @VRUnicorns. Raised in VikingLand and fueled by beer, mushrooms and rainbows while flying with unicorns and riding on wolves.
avatar for Kayla Kinnunen

Kayla Kinnunen

Game Director, Roadhouse Interactive
Kayla is a game director and is currently leading VR and AR product development at Roadhouse Interactive in beautiful Vancouver Canada. She has spent 15 years in game development and has had the privilege of contributing to several leading game franchises including FIFA, Need for Speed, SSX, Madden and Skate. Kayla joined Roadhouse Interactive in 2011, and was the game director on Warhammer 40,000: Carnage. A VR fan since the 90s, she is... Read More →
avatar for Alen Ladavac

Alen Ladavac

CEO, Croteam
Software engineer experienced in design and implementation of computer and console games and game engines. Broad range of interests and experience in all technical areas of the game development, from renderers and sound engines, through AI and physics, all the way to build systems and content pipelines. Always curious about new areas and interested in news and discussions of upcoming technologies. Specialties: 3D rendering, OpenGL, DirectX... Read More →


Monday August 15, 2016 17:30 - 18:30
Ch.1: Pineapple Island Dock.One Cologne

18:00

The Art of Efficient Creative Collaborations
Very often, creative people are idealistic, stubborn and egoistic about their ideas, which sometimes makes it quite hard to work with them. The games industry is indeed full of creative people who have to get on with each other. That's why it is a necessary challenge in a creative environment to always find a good way of working together in order to efficiently combine efforts for a shared goal. In this session Robin Birner and Yannick Süß share the secret formula of their ongoing creative collaboration in the gaming industry for already more than six years.
Both working within a team internally as well as creative work with external partners and clients will be topics of this session.

Speakers
avatar for Robin Birner

Robin Birner

Composer & Producer, audinity
Robin Birner is a composer and producer from Germany. He has written the soundtrack for the 2015 Real-time strategy hit "Ultimate General: Gettysburg", "The Guild 2: Renaissance" as well as the popular "Europa Universalis IV" franchise developed and published by Paradox Entertainment together with his long term colleague Yannick Süß. | | Besides he is also manager of Strezov Sampling developing music software constantly used in Triple A... Read More →
avatar for Yannick Süß

Yannick Süß

Composer & manager, Audinity
Yannick Süß is a video game composer based in Munich, Germany. He is part of the games industry since 2010, and founded the company Audinity in 2012 together with Robin Birner. Yannick has written soundtracks for games like Europa Universalis IV (Paradox Interactive), The Guild 2 and 3 (JoWood/Nordic Games) and Ultimate General: Gettysburg (Game Labs). | Yannick also worked in consulting and realized film music concerts.


Monday August 15, 2016 18:00 - 18:30
Ch.3: Papaya Island Dock.One Cologne

18:00

18:00

Games/Bavaria Beer Reception
Sponsored by Games/Bavaria

Monday August 15, 2016 18:00 - Tuesday August 16, 2016 02:00
Special Events (Dock.One)

19:00

Get your Hawaiian Picture with Mustache Stephan & Mustache Christian
At the Twitter Booth

Monday August 15, 2016 19:00 - 20:00
Ch.1: Pineapple Island Dock.One Cologne

20:00

RESPAWN Party Night with Games Industry Live Jam
Monday August 15, 2016 20:00 - Tuesday August 16, 2016 01:00
Ch.1: Pineapple Island Dock.One Cologne

22:00

DJ Mustache Man vs. Iggy Forte
Monday August 15, 2016 22:00 - 23:30
Ch.2: Coconut Island Dock.One Cologne
 
Tuesday, August 16
 

10:00

Composing Games for Music
Capricia Productions is doing something unique and a bit crazy: Producing music albums as video games. 'The Birdcage' is a music game album and a collaboration between artists from Guns N' Roses, former Evanescence members, Within Temptation, Epica and others currently in production. We will present 'The Birdcage', discuss the logic behind such games, the challenges we face, how we solve them and how you can (and should) make such games with us.

Speakers
avatar for Arnold Nesis

Arnold Nesis

CEO ; Composer, Capricia Productions
Arnold Nesis, an Israeli composer, mostly known for his work in video games and media. Arnold has worked with companies in the United States, Europe, Russia, Ukraine and elsewhere and currently is CEO of Capricia Productions making interactive music video game albums.


Tuesday August 16, 2016 10:00 - 10:30
Banana Island (Harbour Club) Harbour Club

10:00

Death to the Bullet Hell - Crafting a Shoot’em Up in 2016
The Shoot’em up is one of the oldest and easiest to grasp game genres in our mediums history. Everyone knows how to play them instantly, yet they drifted into obscurity by becoming incredibly punishing “bullet hells” only catering to a niche demographic.

After the mediocre financial success of the Entwicklerpreises Innovation Award winner “Cloud Chasers”, Blindflug Studios wants to salvage their own universe of dieselpunk islands in the sky from that title and use it to reinvent that old game archetype in the upcoming game “Airheart”, a rogue-like with Airplanes.

This talk is about history, logic of that genre as well as the design techniques and ideas used to try to make such a game fit to compete in 2016.

Speakers
avatar for Jeremy Spillmann

Jeremy Spillmann

Game Designer and the Co-founder, Blindflug Studios
A Game Designer and the Co-founder of Blindflug Studios, an independent Game Development Company from Zürich Switzerland. Blindflug is best known for its nuclear debut “First Strike” which, despite being their first title, made it to the charts worldwide on iOS and Android. Jeremy is originally a trained chemical lab assistant, but, for lack of better financial planning, studied Game Design on Bachelor and Master level. After being an... Read More →


Tuesday August 16, 2016 10:00 - 10:30
Ch.2: Coconut Island Dock.One Cologne

10:00

Dream Design - Create and Play Your Own Virtual Reality
VR is an ever present and exciting topic. Reality is reconstructed in an increasingly immersive and detailed way. While the technical development progresses, we tend to forget that since birth every person has the ability to create their own (virtual) reality, experience it with all senses and shape it at will. The potential of this technique is enormous and can cover the design and direct experience of game worlds, characters and even more. I am speaking of lucid dreaming – and it´s no esoteric bullshit, I promise!

Speakers
avatar for Maria Manneck

Maria Manneck

Co-Founder, Art Director, Silver Seed Games
In August 2013 together with two fellow students Maria founded the company “Silver Seed Games” which focuses on the creation of games with added value for society. Since then, she works there as an art director and self-taught 2D artist.In 2014 Maria received her master´s degree at the Otto-von-Guericke University Magdeburg in computational visualistics. Since 4 years now, she is working as a tutor for various game design... Read More →


Tuesday August 16, 2016 10:00 - 10:30
Ch.4: Kiwi Island Dock.One Cologne

10:00

The Newcomer's Guide to Game Development
This session will discuss the 5-6-month development phase of 'Aaliyah', a point-and-click narrative game, which is currently being created by a diverse team of students at the National Film and Television School (UK) as part of the MA in Games Design and Development course.

Speakers
avatar for Jameela Khan

Jameela Khan

Games Designer, National Film and Television School
After years working as a scientist in the UK and the US, Jameela has spent the last three years trying to find her feet and voice in the Arts. Jameela is currently a Wellcome Trust Scholar, working towards a Masters in Games Design and Development at the National Film and Television School. Her graduate project is a narrative-driven game called, 'Aaliyah: Part 1' and is set in Contemporary Britain. Jameela is coming to Respawn... Read More →


Tuesday August 16, 2016 10:00 - 10:30
Ch.3: Papaya Island Dock.One Cologne

10:00

The Potential of Smartphone Controllers in Local Multiplayer Game Design
Using smartphones as gamepads is generally met with scepticism because of a lack of haptic feedback. Creating local multiplayer games for AirConsole has required us to put a lot of thought into how smartphones can be used as controllers in ways that aren't just 'not frustrating' but completely intuitive and beneficial. And more importantly: what sorts of game mechanics we can explore that would not be possible with traditional input devices.

Speakers
avatar for Alice Ruppert

Alice Ruppert

Game Developer, N-Dream / AirConsole
I studied Game Design at the Zurich University of the Arts (ZHdK) from 2012 to 2015, where I learned the fundamentals of various aspects of video game creation. In the second half of my BA studies, I focused my efforts on programming games in Unity/C#. | Since graduating in Spring 2015, I have been working as Game Developer for AirConsole.com, a free, web-based gaming platform for local multiplayer games controlled by smartphones. | My main... Read More →


Tuesday August 16, 2016 10:00 - 10:30
Ch.1: Pineapple Island Dock.One Cologne

10:00

Bringing the Games Soundtrack to the Live Stage!
Video games music has found it's way to the live stage in many different ways: from orchestras and rock bands to street-shows and live musicals. From performing the original scores to cover versions, live game-plays with adaptive music, interaction with crowds and more.
Has this combination reached it's limit? Where else can it go?This talk will define and explore this field.

Speakers
avatar for Alon Kaplan

Alon Kaplan

Composer / Producer, Alon Kaplan / RTSRS
Alon is currently a music producer for JoyTunes and manages a sound production business which mainly focuses on video games, film and theater productions. In addition, he is a lecturer on sound design for a few of the game design programs in Israel. Alon has been working on more than 40 shipped games, mostly in the indie, mobile and casual space, and has been invited to speak at conferences in around the globe. He's last major project was... Read More →


Tuesday August 16, 2016 10:00 - 10:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

10:30

Behind the Scenes of a Chinese Publishing Partnership
Many developers have in no doubt heard post-mortems and stories from their dev peers after a publishing partnership in China. But how are these relationships viewed from the publisher's end? How does the cultural mind-set in a large Chinese company impact on that key relationship and the launch of a great game? NetEase's Cassia Curran explains all.

Speakers
avatar for Cassia Curran

Cassia Curran

International Business Development manager, NetEase
Cassia Curran grew up in the UK but has lived in China for over five years, where she works as International Business Development manager at NetEase. She is fluent in Japanese, Chinese and has a fascination with oriental linguistics. In her spare time, she makes her own video games and is currently developing an automated watering system for her basil plants.


Tuesday August 16, 2016 10:30 - 11:30
Banana Island (Harbour Club) Harbour Club

10:30

Creativity Boost at Game Jams
The experience of Game Jam organization, judging and participation is analysed. Cases considered are Global Game Jam, Ludum Dare, FGL Game Jam, Flash Game Cup, and GameJamGAMM. It's proven that if certain conditions are met, Game Jam can become a powerful boost to creativity and further game development skill development. Tips are given on planning your work before the Jam, at the Jam and after the Jam.

Speakers
avatar for Alexey Izvalov

Alexey Izvalov

Developer relations, FGL
In indie game development since 2010. Released 25+ web and mobile games which received 10 awards. Participated in 2 Ludum Dares and got into top-100 in innovation twice. | Reviewing the games of other developers since 2012 at FGL and FlashGameDev.ru. Made 1500+ reviews so far, providing the developers with useful advice to help their games succeed. | Organizer and judge at such Jams and Hackathons: Global Game Jam Ukraine, NASA Space Apps... Read More →


Tuesday August 16, 2016 10:30 - 11:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

10:30

The German Sonderweg (and What Happened Elsewhere)
Industry veterans will reflect on the past game industry of Germany and how we keep to repeat mistakes. We will highlight major differences and how many things are still the same. The panel will also try to compare the German industry with our neighbors, the UK and the Nordics, and why they have developed differently and how the market stands today for us - the developers. The goal is to pinpoint the mistakes we did and the chances we missed - and how to maybe prevent this in the future to the German game development might be able to take the world lead position it should have. And no, it is not only about the money.

Speakers
avatar for Tom Putzki

Tom Putzki

European Spokesperson, Wargming
Tom Putzki is a veteran in the games industry with a track record of more than 50 games from casual games to full price blockbuster. | Tom began his career at the German developer Greenwood Entertainment and founded his first own company PIRANHA BYTES, developer of the GOTHIC-series, in 1997. | After selling the company successfully 1999 he became co-founder and shareholder of the Phenomedia AG, famous for the Moorhuhn character. He stayed at... Read More →
TW

Teut Weidemann

Consultant, I Teut You So


Tuesday August 16, 2016 10:30 - 11:30
Ch.4: Kiwi Island Dock.One Cologne

10:30

Why You Should Learn to Make Shitty Games
Why chasing the perfection in games is killing small indie studios.
Do players really care that much about polish and details in indie games?
How to optimise a production process in a small team.
How to know if the feature is crucial to your game or not?

Speakers
avatar for Robert Podgorski

Robert Podgorski

Html5 Indie Game Creator, BlackMoon Design
Indie games deviser. Maker of The Few (http://thefew.pl ) and some other (mostly #html5) games. Addicted to ketchup. http://blackmoondev.com


Tuesday August 16, 2016 10:30 - 11:30
Ch.1: Pineapple Island Dock.One Cologne

10:30

Designing Games for Apple Watch
When Apple Watch launched, our first game for it also saw the light of day, an adorable dog named Toby. Since then a dedicated team at Wooga has been working on games exclusively for Apple Watch and is learning a lot about what types of games work, what users like, what they hate and how they interact with it, and finally what developers should keep in mind when designing apps for wearables as opposed to smartphones. As a product manager of Wooga’s Apple Watch team Sarah can share those learnings first hand and will talk about why minimalism should be your best friend when getting started.

Speakers
avatar for Sarah Schadow

Sarah Schadow

Product Manager, Wooga GmbH
Sarah is product manager at Berlin based mobile games developer Wooga and part of the Apple Watch team, dedicated to design games for wearables. In her role she is responsible for feature and User Experience design as well as coordinating with supporting teams. She started her career in the games industry in Wooga’s player experience team and ever since makes sure to take the role of the user when designing new products. She holds degrees in... Read More →


Tuesday August 16, 2016 10:30 - 11:30
Ch.2: Coconut Island Dock.One Cologne

10:30

Terrain Rendering in Anno 2205
For Anno 2205, we developed a unique terrain-rendering system that focuses on the special demands of real-time strategy games, such as an offline triangle-optimization process, streaming of high-resolution normal maps and integration with 3rd party tools like Mudbox and WorldMachine.
Our talk details these features from a technical standpoint and highlights the motivations, problems and solutions we faced during development.
We also give a high-level overview of the workflow our artists used to author new terrains using WorldMachine and Mudbox.

Speakers
avatar for Dominik Lazarek

Dominik Lazarek

3D Graphics Programmer, Ubisoft Blue Byte
Dominik is a 3D Graphics Programmer working in the R&D department at Ubisoft Blue Byte where he develops and maintains a major rendering engine used for multiple projects within Ubisoft. Prior, he worked on Assassin's Creed Identity (Blue Byte) and Lords of The Fallen (Deck 13) as a graphics programmer. Dominik is also interested in new rendering techniques and oversees research theses conducted at Blue Byte in collaboration with... Read More →


Tuesday August 16, 2016 10:30 - 11:30
Ch.3: Papaya Island Dock.One Cologne

11:30

From Micromanagement to Self-Organization - Properties of Modern Work Structure
Flat hierarchies, task orientation and self-managed groups are established parts of the modern work environment. However, what is it that makes approaches like agile development tick? Julian Dasgupta and Nico Nowarra will shed a light on the psychological and organizational characteristics of the processes and structures that are commonly used nowadays - and how they can be tweaked. All this becomes even more evident when we take a look back at how we used to view and organize work and workers, moving away from micromanagement and control to empowerment and mentorship.

Speakers
avatar for Julian Dasgupta

Julian Dasgupta

Problem Solver Extraordinaire, Experimental Game GmbH
Pretty much since ever, Julian has been giving wanted and unwanted advice - some of which occasionally turns out to be helpful. He's well-versed (or pretends to be) about agile and classic approaches to project management and organizational psychology/development. Julian has also worked in PR, marketing, and journalism previously. He's also been into the indie scene way before it was cool and is involved in the Independent Games Festival, A... Read More →
avatar for Nico Nowarra

Nico Nowarra

CBDO, Experimental Game GmbH
Nico Nowarra has been working for sixteen years as a freelance journalist and author. He has written numerous scripts for audio and computer games and regularly publishes articles in the magazine “c’t” from Heise publishing. He also co-authored the “Diary of an Egomaniac” and participated in its conversion to audio book. He has also worked as a lecturer in the subjects of storytelling, level and world design and as project manager... Read More →


Tuesday August 16, 2016 11:30 - 12:30
Banana Island (Harbour Club) Harbour Club

11:30

Raters Gonna Rate. Or Do They? - Why the Global Age Rating Tool IARC Is on Target to World Domination
When you made a game or app you want to offer it to the broadest audience possible. The regional legislations and First Party policies often required developers to attain separate Age Ratings for all regions of the world, a task that is not only time consuming but foremost rather expensive especially for indie game devs. IARC has been designed to change that.

The USK is a founding member of IARC, the International Age Rating Coalition (www.globalratings.com) that has introduced a fully-automated, easy-to-use questionnaire that is docked into the on-boarding process of participating storefronts. Once submitted, Age Ratings and content descriptors are generated for all regions and automatically displayed on the products' download page. The best part: it's completely free.

As for now, IARC includes ratings from ESRB (The Americas), PEGI (Europe), USK (Germany), ClassInd (Brazil) and ACB (Australia), while providing generic IARC ratings for the rest of the world - with more to be announced. After the Mozilla Marketplace, Google Play, the Nintendo eShop and the Microsoft Store, PSN and XBL are already confirmed for incorporating the award-winning system in the very near future, with even more storefronts already on the horizon.

Speakers
avatar for Ruben Schwebe

Ruben Schwebe

IARC Project Manager, USK - Unterhaltungssoftware Selbstkontrolle
Ruben Schwebe was born in 1980 and managed various cinemas in Berlin as well as being employed by the Berlin International Film Festival. He joined the Test Department at USK in 2007 following a stint into the video games industry in the UK, where he worked as Quality Assurance and Localization Tester. He has been responsible for Age Rating Consultancy since 2010 and performed first pilot projects on self-classification within the framework of... Read More →


Tuesday August 16, 2016 11:30 - 12:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

11:30

Layered Stories of P.O.L.L.E.N.
In this speak we will dig deep into the different story layers of the first-person exploration adventure game P.O.L.L.E.N. We go through the layers of back story (or lore), the game setting, the characters etc., but on addition to this we also dig into the symbolism and hidden meanings in the game. Special attention is paid to the player's personal story and the emotional, psychological and philosophical aspects of it.

Speakers
avatar for Jaakko Kemppainen

Jaakko Kemppainen

Lead Game Designer, Mindfield Games
Jaakko is the lead game designer at Helsinki based Mindfield Games. He has been working in various roles in games industry since 2002. His latest job as a game and narrative designer of a first-person exploration game P.O.L.L.E.N has given him a deep understanding of the first wave of consumer level virtual reality games and devices. Prior to this he got another master's degree on game design from Aalto University, while working as a... Read More →


Tuesday August 16, 2016 11:30 - 12:30
Ch.1: Pineapple Island Dock.One Cologne

11:30

Photogrammetry - An Easy Way of Using Great Technology
Photogrammetry is a useful technology in our days. At Rock Path Collective, while creating 'Lost Story: The Last Days of Earth' game, this technique was used for creation of beautiful and naturally look models. This talk will cover its techniques, experience, development, production and how indies & other devs could use it for their project. The speaker will cover photogrammetry as a key technology and how it could be applied for most developers: from early indies to large companies.

NOTE: Date may change, as schedule is still work in progress.  

Speakers
avatar for Aleksandr Kudishov

Aleksandr Kudishov

Producer, Rock Path Collective
Producer at Rock Path Collective, working at Mail.Ru Group company. Also leads game development field and international relations in Microsoft Student Partner Program at Microsoft. With the extensive background in the gaming industry, he has experience in local distribution and publishing at Buka Entertainment company on projects of different publishers such as Ubisoft, Valve, Square Enix, Activision, Deep Silver and etc. | | One of the few... Read More →


Tuesday August 16, 2016 11:30 - 12:30
Ch.3: Papaya Island Dock.One Cologne

11:30

Community-based Kickstarter
This session is about building up a community around your game and setting it into action for your Kickstarter. Our approach of a community-based Kickstarter was based strongly on community stretch goals and social media goals. Our Kickstarter's main objective was to bring us and our supporters closer together by sharing a common goal. I'd like to share our insights and learnings.

NOTE: Date may change, as schedule is still work in progress.  

Speakers
avatar for Philomena Schwab

Philomena Schwab

Head of Marketing & Game Design, Team Niche
Philomena Schwab is a game design master student from Zurich, Switzerland. She greatly enjoys working on game related projects, taking on roles from art to programming to marketing. During her bachelor studies she released two mobile games and started her own interaction/graphics/game design company together with a friend. Her second big passion, biology, becomes obvious when looking at her current project „Niche - a genetics survival game... Read More →


Tuesday August 16, 2016 11:30 - 12:30
Ch.4: Kiwi Island Dock.One Cologne

11:30

Screw Innovation! - Disruptive Design for Augmented Reality
Since May 2016, Volkswagen is among the first companies to adopt Microsoft HoloLens as an AR tool. The Virtual Engineering Lab are pioneering the technology to streamline Volkswagen's engineering and have learned a lot along the way, first and foremost one thing:
Innovation is not enough - You need disruption!

Speakers
avatar for David Kuri

David Kuri

Software Developer, Volkswagen AG
Tech dude, game programmer, heavy metal musician. Started studying Computer Science in Magdeburg and working for Volkswagen in 2009. Got involved with Acagamics e.V. as Head of Industrial Relations. Spent some time at Piranha Bytes in Essen, developing global illumination solutions. As you read this, I'm probably thinking about Real-Time Ray Tracing, revolutionizing Volkswagen's IT with the Virtual Engineering Lab, working on indie games for... Read More →
avatar for Florian Uhde

Florian Uhde

Software Developer, Volkswagen AG
Florian began his endeavor of software development in 2009 as integrated student at Volkswagen. Being quickly drawn into the orbit of Acagamics, the sickly-sweet fruits of Unity3D were discovered. | In 2016, after long years of honing his game development skills, it is time to return to Volkswagen! Joining the newly founded Virtual Engineering lab the current vocation is the exploration of AR/VR, disrupting classical engineering processes with... Read More →


Tuesday August 16, 2016 11:30 - 12:30
Ch.2: Coconut Island Dock.One Cologne

12:30

First Steps on Creating a Universe for your Game
Creating a universe is not an easy job, but it’s not impossible. Do you remember how many times you wanted to create your own, personal universe and fill it with your own characters, stories and locations but got scared after the first 30 minutes because your imagination just got out of control? If your answer is yes, then this talk is for you. I will tell/show you how I’ve dealt with these issues and managed to create many consistent Universes. I will try to guide you through the first steps and then give you some tips on how to proceed and maintain your own Universe.

Speakers
avatar for Paul Toderas

Paul Toderas

Game Content Designer, Ubisoft - BlueByte
I'm a gamer and a game designer. I love games, books, movies, and I love to talk about them. I also like beer. | | If you see me around the convention, please don't hesitate to come and say hi, I love to meet new people :)


Tuesday August 16, 2016 12:30 - 13:30
Ch.2: Coconut Island Dock.One Cologne

12:30

On Leadership
Leadership is a very important issue - especially in the Games Industry where hierarchy hardly exists or is not present at all. Leadership comprises of all features, actions and methods of leaders (or supervisors). The leaders influence all members of an organization in cooperation, coordination and communication, in order to achieve certain leadership and company goals.
There are different kinds of leadership styles: authoritarian, democratically or laissez faire.  All of which have different effects and work in different kinds of ways. Leaders should therefore know which leadership style suits themselves as well as their team best.
The integrity and competence of the leader as a role model, motivator and ideally a consultant and mentor, counts as well when it comes to specific problems and issues beyond generic competencies. Furthermore, competent leaders have to know their tools, so that they can deploy the right action on various situations.

The presentation `On Leadership´ demonstrates fundamental ways, types and tools of the `Management and Leadership´ sector and shows how they work best. This presentation is believed to give a self-critical reflection and improvement of one’s leadership behavior. For this purpose, not only specific approaches will be submitted but also additional literature, exercises and recommendations on this topic will be provided.

Outcomes
After the presentation you know
……most proven Leadership methods & tools, especially:
… the (5) classic Leadership styles
… the (7) main modern approaches of Leadership
… how to use (2 - 3) proven Leadership tools in your job
… several methods and exercises to improve yourself

Speakers
avatar for Enrico Rappsilber

Enrico Rappsilber

Principal, S4G School for Games
Enrico Rappsilber is an experienced educator and game industry expert, with a degree in pedagogy, andragogy and psychology. Since 2002 he has worked successfully as a soft skills trainer, business coach and consultant. His main themes are organizational and personal development, self & time management, communication and leadership, teamwork and conflict management, etc. With his passion for games Enrico went into the game industry in 2006... Read More →


Tuesday August 16, 2016 12:30 - 13:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

12:30

Clicker Heroes & Shards of Magic: How to Succeed in the F2P Market - Stats, Best Practices & Common Mistakes
Free-to-play games dominate the PC browser and mobile markets. But with ever-increasing user acquisition costs and fierce competition from existing and new games, how can you compete in this crowded space? It is necessary to have a solid understanding of F2P to know what drives strong long term retention and monetization. This session will share real-world stats, best practices and common mistakes to avoid in order to maximize your chances of success. Learn what game mechanics/features will increase your KPIs.

This lecture will focus on F2P games and how to best succeed in the competitive and crowded mobile marketplace. I will start by showing how F2P is now the dominant business model for mobile and how F2P game revenues compare to paid games to demonstrate the importance of learning and transitioning to F2P as a developer. Then I will share specific statistics, real world data and best practices on how to maximize retention and monetization from our portfolio of games such as the megahit Clicker Heroes and Shards of Magic (Top Downloaded and Grossing games that were featured by Apple or/and Google).

Concrete examples of features/game mechanics that improve retention are social and competitive multiplayer modes like PvP, guilds, leaderboards and proper localization/ culturalization. As for monetization, factors that help increase it are high retention, first time buyer packages, deals and seasonal sales and creating urgency to buy with time or quantity limited promotional sales.

Speakers
avatar for David P. Chiu

David P. Chiu

Vice President, R2 Games USA
R2Games is a leading international online games publisher that focuses on F2P mobile and browser games. R2Games.com is a leading platform for midcore and hardcore gamers worldwide and available in many languages (English, French, German, Spanish, Portuguese, Arabic, Russian, Turkish, etc) with 42M+ users. R2 has published over a dozen successful F2P games including the massive hit game Wartune, Clicker Heroes, Shards of Magic, Bigfoot Hunter... Read More →


Tuesday August 16, 2016 12:30 - 13:30
Banana Island (Harbour Club) Harbour Club

12:30

Game Designing for a (Very) Young Audience
What if you have an already very well-known kid's show character, strong CI and the mission to make a fun and high quality kid's app for a very young audience? This session is about making concepts / designing digital kid's games for 3-6-year-old including ideas of using the real world for the games, too.
The session shows the approach of making concepts, prototyping (with kids!), lots of design changes and the actual outcome. The session will also cover how to deal with the client and IP-owner, unexpected process changes and how to still deliver the game app on time.

Speakers
avatar for Tobias Frisch

Tobias Frisch

Producer, Studio Fizbin GmbH
Born in 1985 in the quiet Southern-German city of Nürtingen, Tobias developed a passion for games at the tender age of seven, thanks to Gameboy and Tetris. His A-levels and business studies years were always accompanied by computers and game consoles of the latest generation, resulting in many all-night gaming sessions. After successfully graduating from the Nürtingen-Geislingen University of Applied Science (area of concentration... Read More →
avatar for Sebastian Mittag

Sebastian Mittag

Creative Director, Studio Fizbin GmbH
In 2011, Sebastian co‐founded "Studio Fizbin" in Ludwigsburg and works as its Game Director. In 2014 he went to Berlin expanding the company with a new office, as part of the freshly founded Game-Collective „Saftladen“. Fizbins biggest success ist the multiple award-winning Game “The Inner World”. It was very well received for its creative world, bizarre characters as well as the humorous and lovely story. Sebastian is teaching... Read More →


Tuesday August 16, 2016 12:30 - 13:30
Ch.4: Kiwi Island Dock.One Cologne

12:30

Storytelling VR - Back to the Drawing Board
Just as we thought we have finally learned how to tell compelling stories in video games along comes a game changer: Virtual Reality. On the surface it sounds great with its superior ability to augment the feeling of immersion. But then you quickly realize practically nothing you know actually works and everything you know is out of date. That is when you have to go back to the roots of narratology re-evaluate what a story is and what it's supposed to do and how using the unique tools VR provides you can still tell a compelling story. This session will discuss ways of redefining the ways we think about the term "Story" and focus on solving VR specific problems and turning them into advantages and tools.

Speakers
avatar for Dr. Fasih Sayin

Dr. Fasih Sayin

Game Narrative Designer, Crytek
Besides being a game designer, Dr. Fasih Sayin is also a lawyer specializing in criminology and forensics and an award-winning author of short stories and poems. Sayin studied cinema at Plato Academy of Cinema, where he focused on interactive narrative structures for his master’s degree and the role of the audience in interactive narratives for his Ph.D. and occasionally teaches advanced narratology at several universities in... Read More →


Tuesday August 16, 2016 12:30 - 13:30
Ch.1: Pineapple Island Dock.One Cologne

12:30

Netcode is Hard! - Multiplayer Determinism, Lockstep, Rollbacks and More
Multiplayer games are known to be extremely challenging for developers. While game design aspects do change a lot, it is the design and implementation of a suitable network synchronisation mechanism that separates great games from the rest. In this talk we'll briefly discuss the history of netcode implementation strategies, and focus on deterministic lockstep, one of the first successful multiplayer mechanisms and why it still so important in today's games, especially when augmented with rollbacks.

Speakers
avatar for Christof Wegmann

Christof Wegmann

Founder & CTO, Exit Games GmbH
Christof Wegmann is founder and CTO of Exit Games and develops the realtime, multiplayer, cross-platform product "Photon". | Photon is used by more than 165,000 game developers - including companies like Square Enix, SEGA, 22cans, Codemasters, Glu, Nival, Microsoft Game Studios, Namco or World Golf Tour. | The high performance Photon Server and Photon Cloud allow cross-platform gaming between PC, MAC, Browser, iPhone/iPad, Android, Windows... Read More →


Tuesday August 16, 2016 12:30 - 13:30
Ch.3: Papaya Island Dock.One Cologne

13:30

IP Based Game Productions - Best Practices

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.


Speakers
avatar for Elena Lobova

Elena Lobova

CEO, iLogos
Since Elena joined the company as COO in 2011, iLogos transformed from a small game development studio into the leading game production and co-production company in Europe. iLogos has been one of the pioneers of the co-production model in game development business in Europe that resulted in a number of successful projects in cooperation with well-known industry professionals and company growth from 40 to 300+ staff.Now under Elena’s general... Read More →


Tuesday August 16, 2016 13:30 - 14:30
Ch.1: Pineapple Island Dock.One Cologne

13:30

Simple and Quick Dashboard Building with R Shiny
Not data are treasures, but the analysis of them. To be able to simply and quickly get an overview of data is essential in the modern data-driven world, and also for game design purposes. With R[1] and Shiny[2] we will showcase an excellent open-source toolchain to build dynamic data visualization without the knowledge of HTML, Javascript, or CSS.
In this talk, we will present a number of Shiny dashboards used within Ubisoft Blue Byte for Game Design purposes: progression, mission, and event dashboards. Having seen the power of Shiny, and hopefully with a healthy interest for more, we will then build an example dashboard step-by-step jointly with the audience.

Speakers
avatar for Christoph Safferling

Christoph Safferling

Head of Game Analytics, Blue Byte GmbH
Christoph Safferling is an economist and applied econometrician. He has many years of academic experience in building economic models and working with data. Having finished his PhD analysing economics of online games, he moved from academically dissecting game metrics to a more hands-on approach. He now leads the game analytics department at Ubisoft Blue Byte in Germany, and is in charge of monitoring online and "traditional" games such as The... Read More →


Tuesday August 16, 2016 13:30 - 14:30
Ch.3: Papaya Island Dock.One Cologne

13:30

How to Turn a FAIL Into a WIN - A Post Mortem of an Educational Game
The creator of Machineers will take you on a journey of her memories of the last 4 years of working on a puzzle adventure that teaches kids to think like programmers. From prototyping an educational game that merges learning content and game mechanics, to founding her own company, over winning awards, and raising investment, to launching, stumbling, falling, and picking herself up again. Here is to hoping you may learn from her mistakes.

Speakers
avatar for Henrike Lode

Henrike Lode

Creative Director, Lohika
Henrike Lode is CEO and Co-founder of the Copenhagen-based game studio Lohika where she and her team have developed, and self-published the award-winning puzzle adventure Machineers. Henrike holds a Bachelor degree and Computer Science from HTW Berlin and a Master degree in Game Design from the IT University of Copenhagen.


Tuesday August 16, 2016 13:30 - 14:30
Ch.2: Coconut Island Dock.One Cologne

13:30

Making Sense - Narrative Psychology and Games
Storytelling is central to human existence. But why are people building stories in their heads? Why do they share stories with others, and how does that affect the audience? Has the brain adapted to modern technology? And finally, how can Gaming use this knowledge about human nature? This talk builds on Narrative Psychology and Neuroscientist's findings to learn more about what's so essential to narrative for games.

Speakers
avatar for Lena Falkenhagen

Lena Falkenhagen

Designing worlds, telling stories and creating characters professionally for over twenty years now, I have published 9 original novels, worked on countless tabletop RPG extensions and designed world and content of Drakensang Online browser game for 5 years. For the past 3 years, I have been teaching novel writing and dramaturgy classes. | | I am co-founder and treasurer of Germany's Fantasy Writer's Association PAN and a speaker on story... Read More →



Tuesday August 16, 2016 13:30 - 14:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

13:30

Break Tradition, a Revolution in Voice Acting for Games
Getting the BEST out of actors is a challenge.  Actors are the masters of character, who if given the right resources can deliver magic.  They are the ones who’ll breathe life and soul into your characters; they’re the ones who can set your game alight. Mark leverages 23 years experience working with game dialogue to explore a radical perspective on voice acting that makes a real difference - especially when recording large complex game scripts when budgets are tight and you’re under time pressure.

Speakers
avatar for Mark Estdale

Mark Estdale

Founder / CEO, OMUK
Mark is an influential and well-known dialogue director known for helping the Witcher gain fame, having Telltale adventures with Game of Thrones, breaking swords, supporting dwarves, having tales from a book of unwritten tales hidden beyond the horizon of Deponia and has to keep silence about much of his work.  He is loves storytellers and storytelling, actors, acting, tool chains, pipelines and good beer. His pioneering work on... Read More →


Tuesday August 16, 2016 13:30 - 14:30
Ch.4: Kiwi Island Dock.One Cologne

13:30

Serious Games and VR
How are Applied Games adapting Virtual Reality, Augmented Reality and other real world extensions? More and more VR applications are connecting users to real world goals. VR’s enhanced engagement and immersion is being used for branding, providing better medical treatment and promoting education and culture. Because of the specific focus and sometimes more limited scope, applied games can be a testing ground for design concepts that could be extended to entertainment gaming. Ten years ago Snow World, one of the first VR games, showed an enhanced beneficial effect for burn victims, because of the improved immersion. Now with much cheaper tech, experienced game developers, and easy to use game engines we see many more applications. Let our expert panel share their experiences with you.

Moderators
avatar for Roger ter Heide

Roger ter Heide

Creative Business Advisor, ImproVive
Roger ter Heide is a creator, producer and organizer and is willing to take on a challenge. He has been working in the Dutch Game Industry since 2007. His focus has been applied games, casual games and other media solutions. He set up his own company ImproVive after working for major ICT and web companies in the Netherlands. He is the founder and organizer of the Dutch Game Awards and has organized major industry events for the Dutch Game... Read More →

Speakers
GB

Gert-Jan Brok

CEO, Fantazm
avatar for Patrick Huitema

Patrick Huitema

Manager, teacher, developer, Saxion University of Applied Sciences
Theory on "hooked, how to build habit forming games" (Patrick huitema, Nir Eyal, Dan Ariely and Robert Sapolsky) | Entertainment and Serious games | Game Engines | Internships for programmers & game artists
avatar for Roelof Terpstra

Roelof Terpstra

Owner, The Virtual Dutch Men
Roelof Terpstra, is the owner and CEO of ArchiVision Digital Imaging bv (www.archivsion.nl), a 3D company located in Wierden, The Netherlands, specializing in 3D presentations and solutions. He studied Building Architecture at the TU Delft. During his study for architect, he started his company ArchiVision in 1995. Since September 2014 he started the international brand The Virtual Dutch Men. In the last 21 years he has gathered a (still growing... Read More →


Tuesday August 16, 2016 13:30 - 14:30
Banana Island (Harbour Club) Harbour Club

14:30

The Art of Games User Research - To Know Your Player You Must Become Your Player
There are many cases where a brilliant game design concept fails just because of a disappointing player experience. This can be in a very early stage, when players already fail understanding the game idea or how to play the game. Often games also fail in delivering the wrong experience by bad design decisions or putting bad UI design in place. Many of these mistakes can be avoided early. In this talk I will give different practical examples of such elements in different iterations of the development process and explain how games user research and enhanced play-testing forms can be used to make your game more usable, easier to understand, and in the end more enjoyable.

Speakers
avatar for Johanna Pirker

Johanna Pirker

Games Researcher, Graz University of Technology
Johanna Pirker is game developer, researcher, and educator, and an active and strong voice of the local indie developer community. She has long-lasting experience in evaluating, designing, and developing games and virtual realities and believes in them as tools to support learning, collaboration, and to solve real problems. In 2011/12 she started developing virtual worlds for physics education at Massachusetts Institute of Technology. Johanna has... Read More →


Tuesday August 16, 2016 14:30 - 15:30
Ch.4: Kiwi Island Dock.One Cologne

14:30

Kids Playground: Teaching a Young Audience How to Make Games in Unity
Teaching a young audience how to make games can be a complicated task, and while step-by-step tutorials are a good tool, they constrain their amazing creativity. In this talk, I will present a framework designed to enable kids to come up with creative game design in Unity with little to no coding experience, while at the same time enabling them to dig deeper and modify the code if they wish to.

Speakers
avatar for Ciro Continisio

Ciro Continisio

Technical Evangelist, Unity Technologies
Previously developing games with his own company, Ciro recently joined Unity as Tech Evangelist for EMEA. His job is technically going around Europe and spread the word about Unity, but you'll also hear a lot about good game development practices and good game design, for which he has a soft spot. He also has a passion for education and teaching, and is a restless advocate for game jams.


Tuesday August 16, 2016 14:30 - 15:30
Ch.1: Pineapple Island Dock.One Cologne

14:30

You Can't Spell "Games" Without "Art"! Ehmm Wait... What?!

"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.


Speakers
avatar for Yinon Kuperstein

Yinon Kuperstein

Mojo Kid
Music Composer, Sound Designer, Game Designer, Game Programmer. Not necessarily in that order :) at MojoKid.com | | Born in Israel, studied linguistics and philosophy in Utrecht, NL. | One of the co-founders of Songo Media, an online marketing company in Israel. After a few years of working in Songo Media, went to Boston to study music in Berklee College of Music, with a major in Electronic Music Production and Sound Design.  | Upon... Read More →


Tuesday August 16, 2016 14:30 - 15:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

14:30

That Wasn't My Idea! - Lessons and Challenges of a Live Game Designer
Having worked on various live projects throughout a career, including last three years on DarkOrbit, which celebrates the 10th anniversary in 2016, I have a vast collection of practices for live games management. I will talk about managing player's expectations and innovating in extremely conservative player environment, and also describe the ways to deconstruct somebody else's design and start owning it. I would like also to talk ways to revitalize the "old" project, how to manage generation changes in design team, how to leave a good design heritage when working on a new game and how bug become features.

Speakers
avatar for Sergey Pronin

Sergey Pronin

Lead Game Designer, Bigpoint GmbH
In his 10 years in the games industry Sergey has been working on projects, including Dozory (A game based on Night Watch IP by Sergei Lukyanenko), as a narrative designer and creative director. Currently Sergey is working as a Lead Designer on DarkOrbit action MMO at Bigpoint, Hamburg, - a project that celebrates 10th anniversary this year. Throughout his career he was focusing not only on leading design teams and maintaining creative vision of... Read More →


Tuesday August 16, 2016 14:30 - 15:30
Ch.2: Coconut Island Dock.One Cologne

14:30

Ads on TV: How Creative Do You Have to Be?
Clash of Clans bombs Liam Nelson, Mobile Strike fights with Arnold and you? How important is a VIP for a success of a TV campaign? Is all the money worth it? Or is the better way to build up an own IP like Seriously with Best Fiends or Innogames with Forge of Empires?

Moderators
avatar for Volker Dressel

Volker Dressel

Chief Executive Officer, Quaid Media International GmbH
Responsible for Quaid Media's global operations, Volker has held numerous positions in the publishing, media and gaming industry in both marketing and PR in Germany and Europe over the last 20 years. Prior to Quaid Media, Volker held the position of Chief Marketing Officer at global game developers XYRALITY and Innogames. Volker has also held the position of Director of Marketing and Communications at Gamigo, one of the leading publishers of... Read More →

Speakers
avatar for Tobias Edl

Tobias Edl

InnoGames
Tobias Edl is Lead Business Development at InnoGames. He is responsible for direct international partnerships in TV, Online and Mobile. With about 150 million registered players, InnoGames is one of the world's leading developers and providers of online games. The company has scored major success with games such as Tribal Wars, Grepolis and Forge of Empires.Before he joined InnoGames in 2012, Mr. Edl gathered 15 years of experience in media... Read More →
FF

Felix Faber

Managing Director (Operations), Bytro Labs
FI

Filip Issa

Founder, Sound of Games
MS

Michael Stöckemann

Founder, Sound of Games


Tuesday August 16, 2016 14:30 - 15:30
Banana Island (Harbour Club) Harbour Club

14:30

Networking while Introvert
A short talk on networking strategies for introverts - how to think and act on networking from idealist and business positions with strategies that can help you ease into networking mode, as well as what to do when you find yourself in a room full of interesting people but your heart is racing, palms sweaty, knees weak and all that jazz. I'm gonna share how I approach things, but I would love for the talk to be rather quick and dirty and then spend the rest of the time sharing and discussing experiences among the audience. 

Speakers
avatar for Johan Toresson

Johan Toresson

CoO/Business Developer, Gameport
Business Developer and somewhat responsible at the Gameport Incubator. | Founder of the Creative Coast Festival. | Member of the Board @ Game City (Blekinge/Skåne) | Member of the Board @ Forgotten Key | Kinda shit at Overwatch


Tuesday August 16, 2016 14:30 - 15:30
Ch.3: Papaya Island Dock.One Cologne

15:30

10 Lessons from Working With Game Start-Ups
After facilitating over 30 game start-ups since 2008 like Ronimo Games (Awesomenauts, Swords and Soldiers) , Vlambeer (Ridiculous Fishing, Nuclear Throne) , Abbey Games (Reus, Renowned Explorers) and Game Oven (Fingle, Bounden) at the Dutch Game Garden JP van Seventer shares ten lessons he learned from working with these young, passionate and driven people behind these companies. What can developers learn from their success and failures?

Speakers
avatar for JP van Seventer

JP van Seventer

Managing Director, Dutch Game Garden
 JP van Seventer is Managing Director at Dutch Game Garden (Utrecht, The Netherlands) where he directs the first dedicated game incubator-accelerator in Europe, arguably in the world. He lectures at the Faculty of Game Design, Utrecht University of the Arts and Technology (HKU; Utrecht, the Netherlands). He has over a decade of experience in entertainment game development on PC, PlayStation, Wii and mobile platforms in the disciplines of... Read More →


Tuesday August 16, 2016 15:30 - 16:30
Ch.1: Pineapple Island Dock.One Cologne

15:30

Evolution of Digital Media
Looking at how other digital media evolved (especially from the point of view of monetization) and contrasting that with what has happened with gaming. Discussion on how gaming is different, and trying to forecast what will happen next.

Speakers
avatar for Jiri Kupiainen

Jiri Kupiainen

Founder, CEO, Playfield / Shark Punch
Jiri boasts 14 years’ experience at the heart of the Finnish games business, working as an engineer, producer, Disney VP, and startup founder. He sold his previous gaming company, Rocket Pack, to Disney for 8 figures just 365 days after founding it. His current company Shark Punch recently raised a $1.2m seed round led by London Venture Partners. He’s never punched a shark, but did once punch a sea lion that bit him in the head.


Tuesday August 16, 2016 15:30 - 16:30
Banana Island (Harbour Club) Harbour Club

15:30

Interactions With Phenomena of Pop Culture in the History of Digital Games
Since the initial success of video games in the early 1970s, forms and symbols from pop culture were adopted in design and gameplay. Later, with early blockbusters and the first genre stars, games reverberated to popular culture. “Old” media like film and comics and music finally embraced the new pop icons at the beginning of the 1980s. Using the example of STAR WARS among others, this talk shows the effects mass phenomena of pop culture have, how they are reflected in new media, and how they entrench in our everyday culture.

Speakers
avatar for Jogi Neufeld

Jogi Neufeld

originator´n´operator, SUBOTRON
Jogi Neufeld is founder of SUBOTRON, the game culture initative at museumsquarter in vienna. since 2004, the association organizes "arcademy", a series of lectures on scientific, artistic and socio-political topics with keyplayers of the european game studies. "pro games" promotes the local game dev talent with talks, panels and workshops provided by international experts and features established formats such as... Read More →


Tuesday August 16, 2016 15:30 - 16:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

15:30

Disempowerment Fantasies - The Lure and Value of Voluntary Power Loss in Video Games
Video games are often regarded as power fantasies. Yet many releases contradict this assumption and will place powerlessness at the very core of their gameplay, such as survival horror games. This talk seeks to analyze the way disempowerment works in video games, offers a first collection of disempowerment mechanisms and sets up several theories why disempowerment in video games might actually prove to be attractive to players. These findings are rooted in media theory, game theory and sports psychology.

Speakers
avatar for Valentina Tamer

Valentina Tamer

Narrative Designer, Daedalic Entertainment
Valentina “Val” Tamer is a game designer, writer and artist. She works as a Narrative Designer for Daedalic Entertainment, currently involved in the adaptation of Ken Follett’s “The Pillars of the Earth”. In 2012, she had already interned at the company to write for "The Night of the Rabbit". She holds a B.Sc in Game Design from Mediadesign Hochschule Düsseldorf. | Her studies resulted in a variety of team-made game prototypes... Read More →


Tuesday August 16, 2016 15:30 - 16:30
Ch.2: Coconut Island Dock.One Cologne

15:30

Designing an Intense VR Experience
How to design an intense VR experience, breaking almost every known VR rule out there but being as comfortable as possible at the same time. I will discuss some advanced analysis of VR design rules everybody knows about, but few know how to "break" them properly. There is a huge difference between intense and uncomfortable VR experience. This is an advanced talk; basic knowledge of VR development is welcomed.

NOTE: Date may change, as schedule is still work in progress.  

Speakers
avatar for Lukasz Hacura

Lukasz Hacura

CEO, Anshar Studios
Co-founder of Anshar Studios, producer and programmer. Computer science graduate at Silesian University of Technology in Gliwice. Works in the video games industry since 2006. First as a video game programmer, lead programmer and at the end of 2011 he was given a position of executive producer and head of studio at City Interactive Katowice where he worked till founding of Anshar Studios. He published a book “Code design and programming in... Read More →


Tuesday August 16, 2016 15:30 - 16:30
Ch.4: Kiwi Island Dock.One Cologne

15:30

Behavior Tree AI in Champions of Anteria

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.

Speakers
avatar for Alexander Frey

Alexander Frey

Gameplay Programmer, Blue Byte
Alexander Frey is Gameplay Programmer at Blue Byte Studio Düsseldorf and has worked for three years on the Project that would become Champions of Anteria. Together with Osama Zaqout he developed CoA’s Behavior Tree system in a late stage of the project.   Alexander joined the company in 2013 when the project was still steering into a different direction. Before he was employed outside the games industry after getting his... Read More →



Tuesday August 16, 2016 15:30 - 16:30
Ch.3: Papaya Island Dock.One Cologne

16:30

CANCELLED All Around the Augmented Age - With an Hololens
With the help of an Hololens, Mark will show you that AR is not about PokemonGo but rather about a full augmentation of everything that we know.
Once you step into AR theres no return back. In this Lecture, you will learn about everything that is possible today, how to think creatively in the augmented age and what the future reserve to us in the next 5 years.
If you are bored about our current industry, come see this talk!

Tuesday August 16, 2016 16:30 - 17:30
Ch.3: Papaya Island Dock.One Cologne

16:30

German Technology in Germany's Game Development Ecosystem
German technology for computer games development is worldwide successful. Nevertheless, German game developers do often not use their home-grown technology in priority. It seems as if German technology providers find most of their clients outside Germany. The penal discussion tries to follow these issues to and to understand why we as Germans see technologies from outside our own ecosystem sometimes preferable. The advantages of a regional tech-ecosystem are obvious - especially in the area of support and the possibility to get direct feedback. And on the other hand the development of technology is depends on a current dialogue with developers.

Moderators
avatar for Prof. Dr. Malte Behrmann

Prof. Dr. Malte Behrmann

Malte Behrmann is a professor and independent attorney based in Berlin. He teaches management, communication and law at BBW Hochschule Berlin  | (www.bbw-hochschule.de), the largest private business school (Fachhochschule) in the city.   After law studies in Bonn and Munich, Malte pursued Audiovisual Communication Management at Valenciennes University in France. He holds a PHD in Media Science from the University of Berlin... Read More →

Speakers
avatar for Jan Klose

Jan Klose

Creative Director, Deck 13
Jan Klose is co-founder and co-owner of Deck13 Interactive, currently employing around 70 people. Having studied Media Economics (FH Wiesbaden), Jan's work with games spans more than 15 years, having directed more than 20 video games projects that received numerous industry awards, including "German game of the year". The most recent project Jan directed was the Action role-playing game "Lords of the Fallen", now he is working on "The Surge".
avatar for Folker Schamel

Folker Schamel

Folker Schamel is founder and managing director of Spinor GmbH, creator of the real-time 3D software for creating interactive virtual worlds in the areas of PC, mobile and console gaming, virtual and augmented reality, movie production, broadcasting, and simulations. This software powers various award winning productions and products, including for example several E3... Read More →
avatar for Christof Wegmann

Christof Wegmann

Founder & CTO, Exit Games GmbH
Christof Wegmann is founder and CTO of Exit Games and develops the realtime, multiplayer, cross-platform product "Photon". | Photon is used by more than 165,000 game developers - including companies like Square Enix, SEGA, 22cans, Codemasters, Glu, Nival, Microsoft Game Studios, Namco or World Golf Tour. | The high performance Photon Server and Photon Cloud allow cross-platform gaming between PC, MAC, Browser, iPhone/iPad, Android, Windows... Read More →
avatar for Avni Yerli

Avni Yerli

Managing Director, Crytek
After completing his university degree in engineering in 1994, Avni Yerli started his business career as a project manager at a leading German planning and consulting company. Three years later, he became a Managing Director of the German subsidiary of a foreign consulting company and by early 1998 he was running his own business as an independent consulter. But being a passionate gamer, it wasn’t long before Avni joined his... Read More →


Tuesday August 16, 2016 16:30 - 17:30
Banana Island (Harbour Club) Harbour Club

16:30

Growing Your Own IP
I’ll talk about stacking bricks on Flash, Mobile, PC and PS4. About why it is important to create and keep your own intellectual property and how it can create stability in the growth of a game development studio. This is the Story of 99 Bricks and Tricky Towers.

Speakers
avatar for Niels Monshouwer

Niels Monshouwer

Managing Director, WeirdBeard
Hello! I'm Niels, co-founder at WeirdBeard Games. I do everything that is not development in a game studio, which means: management, finances, marketing, PR, HR, QA, making sure there is enough coffee and much more. | So I like to talk about games, the business of games, getting the best out of teams, Agile development, teaching and coaching. | Also I like coffee, so best talk to me while we are having some coffee.


Tuesday August 16, 2016 16:30 - 17:30
Ch.4: Kiwi Island Dock.One Cologne

16:30

How to Turn Your Coder into a Writer
Unlike large teams, small indie studios can rarely afford to have specialists in every development area. In fact, this is often a part of the allure of independence - a chance to work on things that you were not technically prepared to do. How about a fairly exotic switch from a coder into a writer? While working on our debut title, the dark comedy 60 Seconds!, we were able to make this happen and received a lot of praise for the quality of the game's writing. The coder-writer himself will share our experiences of the process.

Speakers
avatar for Dominik Gotojuch

Dominik Gotojuch

Creative & tech director, Robot Gentleman
As a programmer, writer and designer at the independent studio Robot Gentleman Dominik has quite a few hats to wear. Luckily, he loves hats. Before founding Robot Gentleman, he had a joyful AAA life as an AI engineer, having worked on games from the award-winning Fable and Witcher series.


Tuesday August 16, 2016 16:30 - 17:30
Ch.2: Coconut Island Dock.One Cologne

16:30

Interactive Stories in The Long Journey Home
Finding new ways to tell non-linear interactive stories is an ongoing challenge for game developers. In this session, Creative Director Andreas Suika will show the iterations that Daedalic Studio West made to give its roguelike space adventure The Long Journey Home high replayability with scripted non-linear stories. He will show the dialog and quest tools they developed to fill a procedurally generated galaxy with interesting stories and meaningful decisions for the player, and how those small choices contribute to the player creating their own on-going story.

Speakers
avatar for Andreas Suika

Andreas Suika

Founder & Creative Director, Daedalic Entertainment Studio West
 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... Read More →


Tuesday August 16, 2016 16:30 - 17:30
Ch.1: Pineapple Island Dock.One Cologne

16:30

Say Yes-And... Video Games! An Application of Improv
Smashing improv into game dev sounds funny - yet improv has a vast wealth tools, practices, skills and mind-sets developed in comedy, jazz, and theatre. These tools can be applied to Game Design opening the designer to new creative avenues, increasing the player - agent conversation, and the number of verbs used.

Speakers
avatar for Dave Cooper

Dave Cooper

CEO / Developer, Dr Davient
Dave is the founder of Dr Davient Ltd - a studio (of 1!+) devoted to making games that are uncompromisingly fun. He's now playing (erm, developing) Blockships - The Illegitimate Love child of Space Invaders and Tetris . Dave spent the last 6 years (rocking out) in Beijing as an Associate Professor at Behang University teaching Video Games Design / Development and editing journal papers. Meanwhile using every spare moment to perform improv... Read More →


Tuesday August 16, 2016 16:30 - 18:30
Ch.5: Punica Island (Workshops and more) Dock.One Cologne

17:30

Indie Innovation
Both gamers and critics love innovation. It’s lauded as the one thing that makes the rise of indies so interesting for games as a medium. But is it really a good idea? And how do you innovate best? In this panel we will discuss the pros and cons of innovation, talk about best practices and experiences with an eye towards building a sustainable, independent studio.

Moderators
avatar for Daniel Helbig

Daniel Helbig

Co-Founder/Developer, Megagon Industries
Freelance Game Designer and Developer of ... and then it rained, Twisted Lines and a Downhill game with no name yet.

Speakers
avatar for Andreas Heldt

Andreas Heldt

Managing Director, Z-Software
Managing director Andreas Heldt and his partners founded Z-Software GmbH in the year 2008. Z-Software GmbH develops games and helps other developers to port or finish their projects. Some in-house projects produced in the last years are “Autobahn Police Simulator” (PC/iOS) and “History in Letters – The Eternal Alchemist” (PC). The studio is also responsible for several ports for WiiU, Android and other platforms... Read More →
avatar for Anchel Labena

Anchel Labena

Producer & PR, KnapNok Games
Originally from Spain, Anchel works as Producer at the Copenhagen-based studio KnapNok Games, working on titles that defy the conventional rules of play and aim for new control methods and social interaction. By night, he runs the Danish chapter of IGDA and helps arrange game jams, such as Nordic Game Jam, and conferences for game developers in the Nordic region and beyond.
avatar for Eline Muijres

Eline Muijres

Communications Manager, Dutch Game Garden
I’m Eline Muijres and I’m Communications Manager at Dutch Game Garden, supporting starting game studios. I previously worked at Game Oven on Bounden and Jelly Reef, and at Monogon on Interloper, doing PR, marketing, and production. With my experiences of the inner workings of a small game studio, I aim to spread knowledge about game business topics and entrepreneurship to indie developers. At Dutch Game Garden, I support and connect people by... Read More →
avatar for Martin Nerurkar

Martin Nerurkar

Creative Director, Sharkbomb Studios
Martin somehow managed to combine his passion for video games with his architecture degree. Currently he lives a double live as a freelance game and interaction designer by day and independent game developer by night. He's also co-founder of the German Indie Developer community Indie Arena and the Game Culture Club discussion group.


Tuesday August 16, 2016 17:30 - 18:30
Ch.1: Pineapple Island Dock.One Cologne

17:30

Collecting Data from Minors - a US / EU Comparison
The session will shed light on the prerequisites for game developers and publishers to collect data from children and teens. We will compare the situation in the US ("Children Online Privacy Protection Act -COPPA) to the one in the European Union including the new EU rules which will soon come into force.

Speakers
avatar for Dr. Christian Rauda

Dr. Christian Rauda

Partner, GRAEF Rechtsanwälte
Christian is a certified specialist in intellectual property law, a certified specialist in copyright and media law and a certified specialist in information technology law. He authored various books, amongst them "Recht der Computerspiele" (law of computer games). Christian advises international clients on all aspects of law in connection with electronic games (e.g. licensing, copyright, trademarks and data protection).


Tuesday August 16, 2016 17:30 - 18:30
Banana Island (Harbour Club) Harbour Club

17:30

Design by Conversation
What can happen when you design games whilst eating pizza. Conversations have been part of our design process from the start, whether we are taking a tabletop version of International Racing Squirrels to public houses to play it with the public; running our globe-trotting crowd game Cat On Yer Head which is made from conversation; or developing our new title Insane Robots (coming to PC, Xbox One and PS4 in 2017) which we prototyped as a card game at festivals worldwide. This is a manifesto for fluid and inclusive game design.

Speakers
avatar for Rob Davis

Rob Davis

Founder / Director, Playniac
Rob is a game designer and Creative Director of Playniac in London. His games include IndieCade-finalist race management sim International Racing Squirrels, globe-trotting crowd game Cat On Yer Head, award winning math game Anomaly X, and turn-based battler Insane Robots; coming to PC and consoles in 2017.


Tuesday August 16, 2016 17:30 - 18:30
Ch.3: Papaya Island Dock.One Cologne

17:30

Dynamic Storytelling

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.


Speakers
avatar for Prof. Dr. Linda Breitlauch

Prof. Dr. Linda Breitlauch

Professor, Trier University of Applied Sciences
Linda Breitlauch is an industry veteran who teaches and researches with a special focus on the areas of storytelling, serious games and dramaturgy. In 2008 she completed a PhD about storytelling in computer games. In addition to working as a project manager in the export and publishing sectors she has been creative producer of several film projects, has written film scripts and game concepts as well as scientific and specialist articles. In... Read More →
JU

Jens Ullrich M.A.

Wissenschaftlicher Mitarbeiter, Hochschule Trier
Jens is currently a research associate at the Trier University of Applied Sciences. His fields of research are serious games, in particular the history of serious games, and narrative and gaming structures in role playing games. Before his life in the world of academia he developed pen & paper role playing games like „Das Schwarze Auge“ and „Shadowrun“.
avatar for Prof. Dr. Christof Rezk-Salama

Prof. Dr. Christof Rezk-Salama

Professor for computer games technologies, Trier University of Applied Sciences
Christof Rezk-Salama is professor for computer games technologies at the Computer Science Department of Trier University of Applied Sciences, GERMANY. | He has received a PhD from the University of Erlangen in 2002 as a scholarship holder in the DFG graduate college 3D image analysis and synthesis. In 2009 he has received his post doctoral lecture qualification (venia legendi) in computer science and computer graphics. | Working in the... Read More →



Tuesday August 16, 2016 17:30 - 18:30
Ch.2: Coconut Island Dock.One Cologne

17:30

Development Tools and Technologies at King
Games must be architected the way they can retain in the top grossing charts. This talk would cover some of the technologies we use at King to technically design our games for performance on mobiles and web.

Speakers
avatar for Oleg Pridiuk

Oleg Pridiuk

King
Oleg Pridiuk travels around the world and talks about games industry, so is often referred as an industry evangelist. He is now part of King's team working on the Defold game engine, so is often referred as King evangelist. He was one of the first Unity Technologies employees, and… you've guessed the evangelist part, right?


Tuesday August 16, 2016 17:30 - 18:30
Ch.4: Kiwi Island Dock.One Cologne

18:00

Games Academy Friends and Family Reception
Sponsored by Games Academy

Tuesday August 16, 2016 18:00 - Wednesday August 17, 2016 02:00
Special Events (Dock.One)

19:00

Get your Hawaiian Picture with Mustache Stephan & Mustache Christian
At the Twitter Booth

Tuesday August 16, 2016 19:00 - 20:00
Ch.1: Pineapple Island Dock.One Cologne

20:00

Hawaiian RESPAWN Developer's Night with Games and Karaoke
powered by TigerTeam Productions

Tuesday August 16, 2016 20:00 - Wednesday August 17, 2016 02:00
Ch.1: Pineapple Island Dock.One Cologne

21:00