Philomena Schwab is a game designer from Zurich, Switzerland. She co-founded Stray Fawn Studio together with Micha Stettler. The indie game studio recently released its first game, Niche – a genetics survival game and is now developing its second game Nimbatus – The Space Drone Constructor. Philomena founded the nature gamedev collective Playful Oasis. As a chair member of the Swiss Game Developers association she helps growing her local game industry.
Countless games are created every day by independent game developers. Most of them will fade and be forgotten, not due to a lack of quality but a lack of visibility. Building a community around your game in development is an excellent way to connect with people early on. Having a loyal fan base is not only beneficial for the financial success of the game, but provides the developer with constant feedback and can serve as a great motivator to push through the tough times of development. This talk in based upon the experience Stray Fawn Studio gained from their games ‘Niche – a genetics survival game’ and ‘Nimbatus: The Space Drone Constructor’.
Rami Ismail is the Business & Development Guy at Vlambeer, a Dutch independent game studio known best for Nuclear Throne, Ridiculous Fishing, LUFTRAUSERS, Super Crate Box, GUN GODZ and Serious Sam: The Random Encounter. Rami’s wisdom and insights are known for indie game developers as a source for valuable knowledge and inspiration on most various subjects.
The conference at GameOn is aimed at developers with a mission to inspire. Rami Ismail is a legend of indie game developers. Bearing the award of GDC Ambassador, Rami continues helping video games advance to a better place through advocacy and action. A Speaker at many high-ranking events, Rami is now a part of GameOn. There could not be greater honor than having such a guest and no better opportunity for all indie developers (and not only) to see him sharing his insights as our keynote speaker, on the industry that we all love.
Since being a child, Mateusz dreamt of making games. To make the dream come true, he graduated from Warsaw University of Technology to become a programmer, and then started working in the game industry. During the last 8 years he’s been working with different areas of game development – gameplay and tools, AI, and finally – engine with special focus on rendering.
Complication of growing codebase of a game is a common problem during game development. The talk will focus on various systems, programming paradigms and solutions that were provided in engine layer to support gameplay programming in Frostpunk.
Dr. Johanna Pirker
Dr. Johanna Pirker
Dr. Johanna Pirker is a computer scientist focusing on game development, research, and education and is an active and strong voice of the local indie dev community. She has lengthy experience in designing, developing, and evaluating games and VR experiences and believes in them as tools to support learning, collaboration, and solving real problems. Johanna has started in the industry as QA tester at EA and still consults studios in the field of games user research. In 2011/12 she started researching and developing VR experiences at Massachusetts Institute of Technology. At the moment she teaches game development at TU Graz and researches games with a focus on AI, HCI, data analysis, and VR technologies. Johanna was listed on the Forbes 30 Under 30 list of science professionals.
Johanna always played a lot of games and knew all the new major titles out there. Eventually she recognized a major blindspot: the titles were all developed by the same studios in the same countries and told similar stories. It is then when Johanna decided to start looking for games from all over the world. By playing games based on recommendations of people living in different parts of the world, Johanna has found vast diversity among what the industry had to offer. In this talk, Dr. Johanna Pirker will talk about her experiences playing games from different countries, genres, backgrounds, and stories on how she discovered them.
Leszek has started his game development adventure by making mods for RPGs in high school and then ended up in Playsoft Games as a programmer/designer to create mobile games for various platforms. His mobile portfolio includes over 20 different titles, like Metal Gear Ac!d 2 Mobile, The Sims 2: Castaway, and Ultimate Mortal Kombat 3. Later he joined Guerrilla Games as gameplay programmer to help create Horizon: Zero Dawn and finish Killzone: Shadow Fall for PlayStation 4.
Leszek came from a place in Poland where game development seemed like a distant dream. Living on the other side of the former Iron Curtain, might make one feel far away from many exciting possibilities. However if your dream to make AAA video games is big enough, no one can stop you. In this talk Leszek Szczepański will share his wisdom on how to make it into AAA scene.
For many years now, Tsahi has been connecting the Israeli game industry with game industries around the world. Tsahi also leads the biggest game design and development school in Israel and is the founder of SKL.Zone, a platform to connect and reward gamers, influencers and merchandisers, through gamified crypto rewards.
Tsahi’s past and present as a veteran game developer and designer, for the last 15 years, leads him to create award winning platforms for children, impact and diversity, to make this piece of land we live in, a better place.
In this talk Tsahi Liberman will review “peace-telling games”, and show examples from conflict zones around the world, and other conflict resolution games among children and various other situations.
Sport psychologist of 2016 Olympic games in Rio. Trained over fourty winners in EC, WC and OG. Author of the first book about the the mentality of a champion „Virgilijus Alekna: Mental secrets“.
Self talk is a skill (trait) for effectiveness. If you want to possess the self talk skill you need to form the ability. „Self-Made-Fire“ is a tool which helps you form the ability of self talk. This mental training in a digital form is simple to use and learn from. You can create that fire inside yourself and feel powerful to go forward with your goals – in your life, in your game, in your work or a project. Elite athletes already tried it – it‘s time to try it for yourself!
Aleksandra Jarosz is co-founder of Pigmentum Game Studio. The latest released title of the studio is Indygo, a narrative adventure game about depression. She is also psychologist, graphics and game designer. Currently she is working on her PhD at the Academy of Fine Arts in Katowice.
You know, you knew or you will know somebody who suffers from depression. This is because depression is one of the most common mental illnesses. Fortunately we can use games to help with psychological treatment. I would like to talk about when, where and how games and psychological support can meet each other. I will present how the production of a game with psychological usage can look like based on my experience as creator of Indygo – a narrative adventure game about depression. If you are game developer who will work or already is working on a project which has a psychological background, this talk for sure will be useful for you.
Alice is a Technical Evangelist at Unity who is passionate about programming and art alike, and she makes it her mission to emphasize both wherever possible. Having joined Unity, she is set on demonstrating how it can be used for creating engaging real-time experiences, such as the gameplay-rich, story-driven games she is excited about.
Have you ever wanted to make your own 2D game, but weren’t sure how to approach it? In this talk, you will find out how you can efficiently prototype and build a variety of complex 2D environments with the help of a number of tools available to you in Unity.
Andrew Barron is Director of Design at Bohemia Interactive Simulations–a studio that uses the engine behind the Arma series to make real military training software. He started game development as a modder for Bohemia’s 2001 best-seller Operation Flashpoint. A veteran of the US Marine Corps, the war in Afghanistan, and former DARPA contractor, he has been in the defense industry for over 10 years. Throughout his career he has worked on and around many different civilian software and hardware technologies being used by the military for training, simulation, and combat purposes–including video games, mobile apps, and VR.
Bohemia Interactive Simulations started as a small team in a shed, that built a successful product, which lead to more projects. More projects required more developers. More development lead to more products, to more success and more… chaos. Crunch was standard; releases were late; burnout was high; and many projects would end over-budget, under-quality, or with unhappy users. This talk will present the principles and techniques used to successfully bring just enough order to this chaos. By focusing on people-management, team autonomy, and modern software production techniques, Bohemia was able to increase quality and control cost–while reducing employee turnover and eliminating crunch.
Andrius Balčiūnas is a 3D artist who has been in the CG industry professionally from 2007. Having experience in game industry and advertising agencies, Andrius continues to expand his skills in the CG field, specializing in art directing, managing, look development, cinematic lighting and shading in real time graphics for next gen AAA games. Also known in the CG industry as CryingHorn, he has a long term vision of being able to produce artistic and professional visual media in various forms.
Andrius will talk about what it is like to work as a cg artist in real time graphics industry. What challenges do we face and what future he believes do we hold with highly visually looking real time graphics. Also where would you start if you are interested becoming a 3d artist yourself orientated for real time graphics.
Anne’s passion for video games has lead him through many different paths, until he finally ended up in game development. It was then, when he started to view games as a piece of art and admire the old games he has played during his childhood. From that day on, Anne has started what became the biggest collection of PC games (all preserved in their original packaging, mind you). Visit this talk, if you want to know the details on how this marvel came to be! Fortunately for us, Anne has shared his magnificent collection with Games & Computers museum in Zwolle (NL) where it is now available for the rest of the world to admire. Anne is now working as Video Game Archiver in the Sound and Vision museum in Hilversum (NL).
A presentation about the world’s largest big box PC game collection and how it all came to be.
Anne-Fleur Boorman is the owner and founder of Velvet Art. You can almost always find her with a camera in her hands, filming and taking pictures. During these past years she has worked and collaborated with a lot of talented cosplayers from around the world, bringing stories to life. As such her work is well known for its dramatic angles and storytelling atmosphere.
Everyone can photograph, yes everyone!
In this panel will be discussed and shown how to create strong visual and storytelling results with your photos. How to work without flashes and create the best with natural light. Everything you need to know and how to prepare yourself for a photoshoot with cosplayers. At the end there will be a speed live edit session, so you can see how I work myself around in Adobe Photoshop.
Arnold Nesis is an Israeli metal-head and music 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 the CEO of “Capricia Productions”, making interactive music video game albums. Recently, the company has been focusing on the development of “The Birdcage” – a music album fully produced as a video game, featuring leading artists from Guns N’ Roses, (former) Evanescence, Within Temptation, Epica and others.
The music industry: Basically a bunch of stupid kids, doing something in a garage because you can’t do it alone. Few of them turn into a success. Their IP is now worth millions. They also have a label… At first the label was funding bands but now.. it just wants to get nearly finished products and chose the best ones to PR and market. The new bunch of kids develop a service where music is free, but there is some strange monetization model behind it. The industry is dead but the dream is still alive and some… still make it. Sounds familiar? Can we learn from it?
Arvydas is a 2D artist, UI designer and avid gamer. Being in the industry for more than 5 years allowed Arvydas to work as a designer on services for AAA franchises like Dragon Age, Mass Effect and League of Legends (at Sperasoft). Our guest worked with licensed properties as well as smaller independent productions like the film studio sim Movie Industry (Rhapsody Games) and the horror adventure The Long Reach (Painted Black Games) among others. Arvydas is currently working hard as a 2D artist and UI Designer at Game Insight, crafting new and exciting mobile experiences!
Pixel Art – the trendy technique of low-resolution digital art.
The archaic method witnessed a revival in the most recent years and is especially popular now among the young, aspiring game developers. The history of Pixel Art spans almost 40 years and is full of colourful titles for various platforms from the earliest home consoles to the modern handheld devices.
The heritage is rich and the skills are varied, but what are the fields of its application besides the 80s and 90s nostalgia trips? How to use the technical constraints to our advantage and create high quality content going beyond the typical media pixels are associated with?
Grammy-nominated and two-time British Academy Award-winning composer Austin Wintory diverse career has straddled the worlds of games, films and concert music.
In 2012, Austin’s soundtrack for the hit PlayStation3 game Journey became the first-ever Grammy-nominated videogame score, also winning two British Academy Awards, a DICE Award, a Spike TV VGA, and IGN’s “Overall Music of the Year,” along with five Game Audio Network Guild awards, and a host of others. Excerpts from the score have been performed all over the world since its release, including by such as ensembles as the National Symphony, San Francisco Symphony, Colorado Symphony, Melbourne Symphony, and Pacific Symphony.
Austin’s score for the earlier game flOw made him the youngest composer ever to receive a British Academy Award nomination and also won him a wide variety of other game industry accolades, including the Game Audio Network Guild’s “Rookie of the Year.” An orchestral version of this music has been performed at the Smithsonian Museum in Washington DC as a part of their “Art of Games” exhibit and also included in an exhibition on modern art at New York’s famed MoMA.
Since Journey’s release Austin’s subsequent scores to The Banner Saga, Assassin’s Creed Syndicate and ABZU have each earned BAFTA nominations. He collaborates regularly with orchestras and chamber ensembles around the world. In 2016, in partnership with the Chicago-based Fifth House Ensemble, Austin began touring Journey LIVE, an on-stage recreation of the entirety of Journey’s in-game score, accompanying a complete playthru of the game.
Austin’s film scoring career began in 2007 with the world’s first Jordanian feature Captain Abu Raed, winner of the 2008 Sundance Film Festival audience award and shortlisted contender for the 2008 Academy Awards for both Foreign Film and Best Original Score. Following that have been films such as the Sundance hit Grace, The River Why (starring Zach Gilford, Amber Heard and William Hurt), Standoff (starring Thomas Jane and Laurence Fishbone), The Rendezvous (starring Castle’s Stana Katic) and Bullet Head, starring Adrien Brody, John Malkovich and Antonio Banderas. His newest film is The Last Movie Star, directed by Adam Rifkin and starring Burt Reynolds and Ariel Winter.
Composer Austin Wintory discusses his decade scoring games and the creative risks (and their payoff or not!), for such titles as flOw, Journey, The Banner Saga franchise, Leisure Suit Larry, Abzu, Assassin’s Creed Syndicate, Tooth and Tail and Absolver.
Bartosz Lewandowski has started his career as a games reviewer and magazine editor with an array of Polish monthlies. Eventually he set up Roboto, a localization agency focused on games, movies, and books. What started off as a young man’s dream, eventually evolved into a global business, with Roboto catering quality localizations to more than 200 publishers and developers across the world!
The talk focuses on successful outsourcing policies – a total survival guide for publishers and indie developers alike. It offers best guidelines on how devs should communicate with outsource partners, how to plan for it, what type of personality profile on their end is needed to work successfully, what kind of expectations are reasonable and what the usual deal-breakers or igniting points are found in such collaboration.
Christina started in e-commerce back in the Philippines. After that she shifted to PR and marketing for indie games with no budget. It didn’t take long for her to move to Malaysia to run the GameFounders program for indie developers from all over the world. Christina met and has worked with well over 1000 studios up until now, when she is finally making her own games.
Most of the indie studios want to get investors or publishers to get their game out and view it as the only option. But what if you have more than the publisher or even multiple publishers engaged with a product? Maybe you don’t even need them in the first place? There’s no perfect answer that fits everyone, but it is always worth and good to know the options out there.
David creates games since its early childhood. Tabletop RPGs, boardgames, card games, and videogames. His first videogames were hand-made out of paper because his parents couldn’t afford a NES. Then he learnt QBASIC and Turbo Pascal but soon realized he absolutely sucked at computer graphics. This series of existential frustrations, combined to a successful 15+ years career as a software engineer later on, led to the crazy decision to start a late career in the game industry despite he’s now a dad and still can’t figure out how to tweet efficiently. “Let’s at least try to have some fun before dying” is the motto.
Colorful Darkness (release: 2019) is a game that makes you think and feel like a hacker. David will tell you how this game design approach allows us to teach people about cyber-risks.
Dominykas has been in Unity Demo Team since 2015 where he worked on various projects including The Blacksmith, Adam and Book of The Dead.
In this talk Unity engine expert Dominykas Kiauleikis will take us through the techniques that were used to create the stunning and immersive Unity Book of The Dead demo.
Dr. Lutz Anderie
Dr. Lutz Anderie
Prof. Dr. Lutz Anderie is an internationally renowned expert for Games and Digitalization. He worked at Sony PlayStation, Bandai Namco and Atari. Lutz has successfully managed the launch of more than 100 video games. He is the author of two No 1 Amazon bestselling business books (‘Games Industry Management’ and ‘Gamification, Digitalisierung und Industrie 4.0’). Lutz was appointed professor for International Business Information Systems, E-Commerce and Games at the Frankfurt University of Applied Sciences in April 2018.
The games industry provides lead technology, know-how and inspiration for driverless cars, cancer treatment in surgery and crypto currencies. Augmented reality in surgery is about to change the health industry. The videogames industry has got know-how that is influencing and changing many industries. But how can you benefit from the return of gamification? How can you transfer your know-how to other industries and make money outside the video game industry?
With 16 years of professional experience in interactive media, Gediminas is a game designer at Nordcurrent working on a series of new free to play games for smartphones that will hit the market in 2019. In his presentation, Gediminas will introduce a set of rules for a lean game design that game designers and producers can use for low waste game development. Gediminas is also a founder and a director of Lithuanian Game Developers Association.
The idea of lean methodology in business is to maximize customer value while minimizing the waste. This presentation theorizes how lean methodology could be applied to game design and game development so your game could provide more fun for the player and less headache to the development team.
Henning joined the games industry in 2014 through a two week school internship at the Hamburg based indie studio THREAKS. 4 years later Henning has evolved into the companies graphics programmer and has worked on titles such as “Beatbudy”, “Wild City Rush” and the Google Daydream launch title “Battle Planet” over the years.
Graphics programming can be hard at times, especially when there’s tight deadlines, where quick ‘n dirty is the way to handle things. In his talk, Henning will discuss tips and techniques that helped speed up asset pipelines, structure shader libraries and optimize performance. Furthermore Henning will share how he overcame his fear of touching matrix-operations and how they helped give his last few projects their distinctive look.
Ieva is a Game Designer at Nordcurrent. She is currently overseeing the design of several F2P mobile games and occasionally assumes the role of a game writer. With a background in English Language and Literature, Ieva is an advocate for quality narrative in games. She is also a passionate gamer and champions the idea of making games inclusive for all.
The F2P market is a tricky minefield to navigate. We’re still learning how to enrich core loops with narrative to design richer experiences. As play sessions and attention spans get shorter, designers must go beyond dialogue to tell stories. This talk explores recent narrative techniques to boost engagement for your mobile game. How do we tap into human nature to make our players care?
I’m Issabel – cosplayer from Poland. For three years in this industry I’ve made more then 30 cosplays for myself, for private customers and companies.
I’m working mostly in game industry as an ambassador of e-sport league Fantasy Expo Challenge and as cosplayer on the booth. I had a pleasure to cooperate with video game developers and publishers such as Riot Games, Ubisoft, Blizzard, EA Games, 2k Games, CDP.pl, Cenega, Gameforge and Techland during events like Intel Extreme Masters, Gamescom, Dreamhack and more. I’m working also with other companies from gaming industry like G2A.com, GryOnline.pl, LG Polska, SteelSeries, MSI, Asus, X-Kom, Nvidia, LifeTube, Komplett and board game publisher – Rebel.pl.
My favourite part of cosplay activity is travelling, meeting people, sharing my hobby everywhere with everyone! I have experience in conducting cosplay workshops – I can teach everyone how to use cosplay materials, how to combine them and how (and when!) use different tools. Also we can talk about games an e-sport because this is my hobby as well.
Juha has started his game development journey when he was 12 years old, right after his first “Hello World”. Ever since then he has been a game programmer, script writer, project manager, lead game designer, design supervisor, lecturer, juror, advisor, built Finland’s biggest game education, ceo and now General Manager for PlayStack Helsinki.
PlayStack Helsinki was opened August 2018. PlayStack has been founded by developers, what makes them know what developers need and look to help as much as possible to create the best possible game – imagine having the top 20 advisors! PlayStack is a developer friendly and helpful publisher reinventing the approach.
Leonardas is a co-founder of Animus Audax studio and technical specialist at STUDIO KIBITZ. His first (unreleased) game was a „Slot machine“ written entirely in the BASIC programing language in late 90-ties when he was 16. Many years he‘s been working in the GIS industry, but games and CGI always was the biggest his passion. In 2014 he decided to make the first open world game in Lithuania.
How to make a 225 square kilometre open world alone?
Procedural and automation techniques for design of the upcoming action-adventure open world video game – “Eastern European: The GAME”.
GIS data in Unreal Engine for the open world game. By using Houdini FX and other procedural tools and techniques for making landscapes, buildings, living areas, roads, etc and use in game engines.
Lorenzo Pilia is a curator, host and event producer. Mostly known as the programme manager for A MAZE. / Berlin – International Games and Playful Media Festival, a role he has held since 2014, he’s also responsible for a number of other game-related events and initiatives in the German capital, such as BerlinGameScene.com, Talk & Play, and the Civic Game Jam series. He’s part of the Global Game Jam Executive Committee and a member of Saftladen, Berlin’s first indie game collective and co-working space.
Meeting people who work in the same field as you to share experiences is essential if you want to succeed. The game industry is no exception, but what are the best ways to meet in real life? How do you effectively share knowledge with other game developers in your area? How do you create a local game scene where there isn’t one, and then make sure it grows in a healthy and sustainable way? How do you ensure the scene is inclusive and diverse? In this talk I will present several event formats (meetups, jams, playtesting sessions, get-togethers…) and other initiatives to inspire game developers, community organisers, and anyone who hasn’t found their crowd yet.
Former mobile games veterans Michael Schade and Christian Lohr founded the independent Hamburg-based PC and gaming studio ROCKFISH Games, in Germany, in 2014. Together with their seasoned team, makers of the critically acclaimed Galaxy on Fire series, they had a major surprise hit with EVERSPACE on Steam in 2017.
Rockfish Games CEO Michael Schade will share his best marketing stunts on YouTube, Twitter, Facebook, Twitch and Imgur, which helped to make the studio’s debut title Everspace a surprise indie hit on PC, Xbox and PS4, with over 600,000 copies sold – and still selling strongly.
Mikkel Lodahl is a senior lecturer and Director of the Institute of Danish Game Devlopment. He has developed the HAGI model and teaches business development, game and systems design and interactive storytelling. He is the author of several books on business models, VR and applied games, and regularly assist the EU Commission as an external expert. At the moment, he’s playing Into the Breach, Wandersong and Lego Marvel Super Heroes 2, where he has the pleasure of slowly but surely lagging behind his five year old son in skill level.
Company bio: Dania Academy provides a wide range of educational programmes from robotics to hospitality management. Dania Games in Grenaa is the game development department of the academy, which hosts practically focused educations in interaction design and games programming of a high, international level, and remains the foremost full time game education in Denmark. In conjunction with the educations, the start-up incubator Game Hub Denmark hosts a range of small game companies building upon the educational focus on entrepreneurship.
So, why should you teach game development? Not everyone can make a living making games, but a surprisingly high number of skills necessary to be a good game developer are useful throughout the modern world. Through a presentation of how the HAGI model for teaching game development works, the talk shows how cross-disciplinary entrepreneurial skills are at the heart of educating great game developers. HAGI is used at Dania Games and Shanghai Tech University with more universities set to join the usage in the coming year both in Europe and the US.
Night Owl Shiva
Night Owl Shiva
Night Owl has been cosplaying for over 14 years now and has accumulated incredible amounts of experience.
Oleg Pridiuk has been in love with game engines since Unity iPhone 1.0.1. It is then when he started his game developer career at then small startup called Unity. He’s now operating at the technology department of King and will take us on a 30 minute speedrun of making a game inside Defold engine!
Oleg will show us how to make a game in Defold engine from scratch. Oleg will start with an empty project and end with a small cross platform game that works well on mobiles and in browsers. We’ll import art, set up animations, plugins and platform specific features. It will be fun to watch!
Petter Henriksson has been developing games since 2012 and has then worked on both successful and very unsuccessful projects. He is currently working on Totally Accurate Battle Simulator handling self-publishing, marketing and some code.
Publishing is becoming easier and easier. Petter tries to answer the age-old questions about what a publisher actually does, what we need them for and if we can simply do it ourselves.
Philipp Zupke is a Game Designer from Berlin. In the last 5 years he has shipped games ranging from mobile free to play at Wooga to console titles when working for Yager. Now, he is tackling the new frontier of AR / Location Based Games at Thoughtfish.
Led by technological advancements, location and AR based games offer a vast innovation potential for game creators. The game-world is not just inside a device anymore, it is everywhere anytime. How can we harness the power of “Context Based”- games and what pitfalls await us when exploring this new territory?
Shiaya Costumes Shiaya ia a driven costume maker and model from The Netherlands. Her work is made with a focus on photography and has a lot of attention to details. She started out back in 2013 finishing her first costume, the Beritra leather set from AION Online. Her love for Games and strong female characters come forward in her choice of characters, unless they got really fancy foot wear, that could also seal the deal on which costume will be made or not. Over the years Shiaya had the opportunity to work with a lot of different photographers and videographers from Europe but also the USA. Some of the names include Eos Andy, Velvet Art, Pugoffka, Studio Zahora, The Legend of Micha, Rescue The Princess and many more. This also lead to the publications of pictures in various magazines, glossies and photobook in The Netherlands, UK, Germany and the USA. Although Shiaya has been around the cosplay scene for quite some time, she was more active in photography competitions, like the Gry Online – AION competition, which granted her a trip to Krakow to do a promotional shoot. She was also nominated for the Coplay Gen Awards for best armour with her Ashley Williams costume from Mass Effect 3. The future plans for this cosplayer are to go to Japan one day to travel and go to a cosplay convention there. But Shiaya would also like to return once more to the USA and take part in more cosplay conventions there. She is always very excited to meet new people, cosplayers and video/photographers and work on new collaborations.
Thomas is one of the young pioneers of Virtual Reality, approaching the subject with inspiring curiosity and a unique perspective. He began his career working as a quality assurance engineer at Unity Technologies, where he first got introduced to Virtual Reality and immediately felt passionate about it. After that, he began working as a VR developer, creating interactive experiences. Though only having started junior year of Computer Science studies at Vilnius Gediminas Technical University, he is one of the top missionaries for VR in the Baltic region.
The invention of Virtual Reality technology allowed us to immerse ourselves into any imaginable environment and interact with objects inside it using controllers, which is an amazing scientific feat in and of itself, however, if you think that this is all there is to it, you will be excited to find out how far have we actually advanced in the field of Virtual Reality up until this point.
Tom Putzki is a veteran in the games industry with a track record of more than 50 games from casual to full price blockbusters. He began his career at the German developer Greenwood Entertainment and founded his first own company PIRANHA BYTES, developer of the GOTHIC-series, in 1997. He has been working in Wargaming for 7 years now as Wargaming European Spokesperson and is a proud member of the GIST – Gaming Istanbul Advisory Board. Apart of countless other accomplishments of this speaker, Tom was honoured in 2017 to be introduced into both German Dev Days Hall of Fame and German Developer Awards Hall of Fame.
We are honored to welcome Tom Putzki – an industry veteran with over 20 years of experience for a fireside chat! Tom will be giving his insights from his long-standing career and will answer questions of the audience about the games industry as a whole and Wargaming in particular. This is one of the greatest opportunities that is open for everyone in the event to learn from the industry professional of this calliber!
Walid O. El Cheikh
Walid O. El Cheikh
Walid is a regular speaker and coach about entrepreneurship, games and education. He focuses on the human side of business. Walid’s wish is to inspire people to adopt pitching and networking as early as possible.
Pitching can be compared to nightmares sometimes. In this talk, we will explore tips for surviving the anxiety and bad dreams before pitching your ideas. Join this talk if you are afraid of pitching, or if you want to learn a thing or two about presenting with confidence.
Karina has been an active part of the growing European esports media scene for several years. She began her esports journey as a writer, interviewer and photographer in Fnatic and continued it in the biggest German gaming and marketing agency, Freaks 4U Gaming. Though joining as an editor, she soon took the roles of the Line Producer and Team Lead for client content productions, working with the likes of Sport1, Red Bull, theScore esports, ESL projects and many more. Before making her name in esports, she began her media career in her home country of Lithuania in 2007, working as journalist/editor (15min and Zmones.lt) and copywriter (CLINIC 212). In July 2017, she took the role of G2 Esports’ Head of Content, in June 2018 the role was extended to Head of Communications. Karina brings a wealth of experience and knowledge from both esports and traditional media. This has helped greatly in her work, allowing her to focus heavily on establishing and fostering deep connections betweens teams, fans, and their stories. She has set the mark for many content and production teams in the esports industry.
Andrius Grigorjevas – trend analyst, semiotician and strategist who works with consulting projects in Europe and Middle-east, runs innovation and product development workshops and teaches international brand management and executive MBA courses.
Games have cracked humans: games will soon surpass Hollywood in terms of storytelling, amusement parks in terms of engagement, architects in terms of space planning and biggest brands in terms of marketing, community building and management. But even though all of the lessons are there already, we rarely look that way. This presentation will address exactly that – explore all the different ways in which games and gaming industry can teach us to be more innovative in creative, business and professional fields.
Doron Hirsch is an installation artist and game designer based in Amsterdam.
He is the co-founder of Kwa Qua Games together with Leon Arndt, dedicated to taking user-generated content to uncharted territories.
Doron will share his knowledge on interactive experiences with a focus on user generated content in games. Posing the questions whether games could be used as medium to contribute more to society and culture beyond a form of entertainment. Can games bring people together to raise awareness, acceptance of one another, celebrate diversity and promote collaboration both in competitive and non-competitive ways?
Is creativity something that can be thought and if yes, how can games be useful in that task?
Throughout the talk he will show examples from his own and others works. Closing with his current creative process and challenges with the development of the game ‘Mish Mash’ – An experimental game where players create together large scaled surrealistic drawings.