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See all Sessions which will take place at the Quo Vadis

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Establishing game industry in Qatar

Patrick Rau (kunst-stoff GmbH)
Ahmed Alsafar (Play 3arabi)
Patrick Rau and Sheikh Turki Bin Faisal Al Thani talk about how they want to establish Game Industry in Doha, Qatar.
Biz Talk 04/23/2015 - 12:00pm R5 Vilnius (OG)

First Lessons learnt on the design and business of VR

André Ruff (Razer Europe)
Ville Kivistö (Mindfield Games)
Harald Krefting (AKQA)
Daniel Pots (VR Bits)
Jason Della Rocca (Execution Labs)
This panel will address first experiences and perspectives on VR development which the discutants have made in the last year. Where is the field moving towards and which experiences have developers working on it made? And how are the expectations and experiences on the business side so far?
Game Design / Story Panel 04/23/2015 - 10:00am R1 Kino International

Forgotten and Overlooked Lessons From Game History

Don Daglow (Daglow Entertainment)
The games industry may only be 45 years old, but it has already had booms and busts, heroes and zeros, innovation and imitation. Nevertheless, with all that history to learn from we see companies repeating past mistakes and reliving old tragedies. Some challenges are cyclical and return over and over again, while others are revolutionary changes that aren't obvious when they first take place. Don has been designing and programming games since 1971, and in this session he'll share five of those historical patterns from his own experience. Some will be mistakes big companies make, others will be patterns that affect small independent teams, and they'll all be focused on ways you can plan your projects and your career for success in the future.
Biz Talk 04/22/2015 - 12:00pm R1 Kino International

From Core to Live: A Journey into the Unknown

Mark Liebold (YAGER Development)
What does it take for direction, development and team structure to develop a unique AAA F2P game with a small team of 35 people without crunch? We will try to answer this multilayered question from where we stand right now - showing some of the frameworks and tools that we are using, but also giving an insight into the development and design philosophy that we are striving for, and why we rather aim for the core than shoot for the sky.
Game Design / Story Talk 04/23/2015 - 12:00pm R2 Asgabat 1 (EG)

From Flash to Frostbite - Prototyping is my best friend

Henrik Jonsson (Ghost Games (An EA Studio))
How many prototypes did you make for your last game? My guess is "Too few". Henrik Jonsson from EA Ghost will present a few, hopefully new, insights into making Prototyping a seamless activity in your game development process. You will be shown how Prototyping might help you make great decisions faster. Don't wait until the end of the project to realize that you hate your User Interface. Find out Early! The talk may contain a few jokes (Laughing is optional)
Game Design / Story Talk 04/23/2015 - 2:00pm R5 Vilnius (OG)

From the Disc to Games as a Service – An Overview of Present and Future of Game Distribution | Presented by BIU.Dev

Jens Kosche (Electronic Arts )
The online distribution of games continues to grow in an overall growing market and players use our games more independently from platforms than ever before. The direct dialogue with customers as well as adapting to their needs and information channels is becoming more important. Only those establishing a relation with their target audience through digital channels will reach customers effectively and ensure a positive brand image. This is also valid for the protection of minors! The quality of the games and the offered services must complement each other. Providers need to ensure that the games meet players’ expectations from day one onward and that they will be available to their clients at any time if problems appear.
Biz Talk 04/21/2015 - 6:00pm R3 Sputnik 2 (UG)

From Work-for-hire to Selfpublishing - Breaking the Vicious Circle

Adrian Goersch (Black Forest Games GmbH)
The story of turning a studio from pure work-for-hire to selfpublishing-focused. Covering funding, development, marketing, sales. Providing insights,numbers and learnings.
Biz Talk 04/23/2015 - 2:00pm R4 Bischkek (EG)

Funding Options for Games Studios

Mike Borras (Socialspiel Entertainment)
Kyu Lee (GAMEVIL USA, Inc.)
Jaime Ocampo (DeNA)
Shum Singh (Agnitio Capital)
A panel of Asian and international games publishers, investors and development studios discussing funding options for games studios looking to reach Asian and Western markets. Gaming executives from Asia's largest games publishers will discuss positioning your studio for strategic partnerships, learning who you should be speaking to, creating your funding strategy, and the challenges games studios face when looking east.
Biz Panel 04/22/2015 - 5:00pm R1 Kino International

Game Jams as a boot camp for game developers

Marcel Zons (InnoGames)
Game Jams have proved to be more than a fad and instead be a recurring social event with added value towards a developer's professional education. In my talk, I will explain what exactly game jams are, how the usual schedule looks like when participating and what individual development roles (i.e. Game Designers, programmers etc.) can take away from them. I will also illustrate some games which have been created during a game jam.
Culture / Science / Education Talk 04/23/2015 - 3:00pm R3 Sputnik 2 (UG)

Game of growth and retention | Presented by BIU.Dev

Mark Val (PlayFab & ARX)
Benedikt Grindel (Ubisoft Blue Byte)
Dr. Stefan Behrens (Aeria Games Europe GmbH )
Kenneth Go (Kabam)
Publishers and developers are launching games many times a year and while it is easy to do, it is also difficult to keep the players and grow the game beyond profitability. In this panel we are going to ask key questions about how to keep their players excited, what are the key metrics, how to operate a team of operators, what are their strategy for live operations. In this panel you will learn about all the layers that makes a game effective before and after its launch.
Biz Panel 04/22/2015 - 4:00pm R5 Vilnius (OG)

Game of Thrones: Seven Kingdoms. Free, Fair, Fun and Focus groups

Mike Swanson (Bigpoint)
Mike will discuss the Free-to-Play philosophies used on Game of Thrones: Seven Kingdoms and how they are testing these out with focus groups to ensure that the game target of free and fair is always on track. Mike will also share his experiences with Free-to-Play games and the pitfalls to avoid when designing free to play games.
Biz Talk 04/23/2015 - 4:00pm R7 Riga (OG)

Gaming Legends One on One - students session (7pm - 8:30pm)

Glen Schofield (Sledgehammer Games)
Don Daglow (Daglow Entertainment)
Ed Fries (Gaming Legend & Advisor )
Vlad Micu (Data Realms)
Maybe you all know the TV show “Inside the actors studio”? That’s what we like to do on Tuesday evening in a students only session. You will get some insights, experiences and unheard stories from those who walked the path before. Take your chance to ask Glen Schofield (Sledgehammer Games), Don Daglow (Daglow Entertainment) and Ed Fries (Gaming Legend & Advisor) for their advice and learn from their experiences in the games industry! Our host Vlad Micu (Critical Force Entertainment) will moderate an inspiring and informative evening for young talents attending. So be prepared and bombard them with your questions!
Biz Panel 04/21/2015 - 7:00pm R1 Kino International

Globalization approaches of Games as a Service titles

Paha Schulz (Playsnak)
This session will be about globalization approaches of games. Mainly PC Online or mobile games; games which are for cross-boarder services. I will go through different examples of different companies from different origins. There are many different approaches to globalization. Territory by territory adaptations, one-build strategy for global market and so on. There is no one answer for good globalization of games, but it will be interesting to understand the different options.
Biz Talk 04/22/2015 - 5:00pm R4 Bischkek (EG)

GPU-supported creation of a huge 3D-Landscape for real-time purposes.

Daniel Dumont (Gaming Minds Studios GmbH)
Guido Neumann (Gaming Minds Studios)
In this lecture, we present the method how we created a huge game world for our current development „Grand Ages: Medieval“. As we only have very few designers in our 15-game-developers-studio, we cannot go to deep into level design and texturing by hand. Instead, we created a workflow of a partly generically generation of coastlines, mountains, height map and texturing. To calculate the most important parts of the map - the transitions between the different surfaces and their texturing - we used an offline process with shader programming. We will show, how these processes respect the needs of the game mechanics (during the game: founding of new towns, usable resources for the production of goods…) and how the game world can be rendered in real-time using geometry morphing of different detail levels.
Code / Platforms / Tools Talk 04/23/2015 - 11:00am R5 Vilnius (OG)

Great Video Game Crash 2015 - Whos watching the watchmen?

André Bernhardt (Indie Advisor)
Will history repeat itself? In 1983 the video games industry crashed all of a sudden after a long and steady rise. If you think about the huge market growth we encountered within the games industry the last years we should now stop and take a close look whether this is natural growth or if there are patterns that point into the direction of a "bubble" we could compare to 1983. And because it´s cool i´ll take the "Watchmen" as story canvas ;)
Biz Talk 04/23/2015 - 5:00pm R5 Vilnius (OG)

GREE is Going Global - But what about the Industry?

Andrew Sheppard (Gree)
GREE, Inc. (“GREE”) is a global leader in building top-quality, high engagement free-to-play mobile games. GREE’s annual revenue run rate is over $1 billion, and the Company has a market cap of $1.4 billion with over $500 million available in cash and cash equivalents. GREE International, the division leading GREE’s charge into the Western market, was formed in 2011 and rapidly achieved international success, with revenue growth of 350% and a cumulative lifetime revenue quickly approaching $500 million. GREE International is a world leader in the hugely popular role-playing and strategy game genres and develops its own high-quality mobile games in San Francisco and Vancouver as well as creating, in collaboration with IUGO, the worldwide hit Knights & Dragons. Knights & Dragons earned over $80 million in revenue in its first two years, making it one of the most profitable co-development relationships in the mobile games industry. GREE International is currently expanding its operating reach to Europe, Russia, Turkey and Latin America and remains focused on creating innovative and enduring next-gen mobile games. That expansion includes a focus on creating long-term profitable relationships with key distribution and development partners, which may include M&A and Publishing opportunities, in all Western markets. GREE is comprised of over 1,800 talented and passionate game developers and business professionals worldwide and has established an expansive network of offices around the world, For more information about GREE International, please visit
Biz Panel 04/22/2015 - 12:00pm R2 Asgabat 1 (EG)

Hand-Drawn 2D Animation: From Film to Games

Eric Angelillo (Double Stallion Games)
A session devoted to traditional 2D animation in games. Eric will talk about the process of hand-drawn animation for TV/film and how it can be applied to games. Most 2D games today use cutout style animation rather than hand-drawn sprites, the pros and cons of these two methods will be covered. A short walkthrough of Eric’s personal process for creating hand-drawn animation/sprite sheets will also be included.
Sound / Animation / GFX Talk 04/23/2015 - 12:00pm R6 Tallinn (OG)

High profile mobile gaming – scaling Assassin’s Creed to fit in a pocket

Tobias Tost (Blue Byte)
Delivering with Assassin’s Creed Identity a quality for modern day mobile devices which is close to the console experience was a big challenge for our team. With capable engineers, a project architecture that supports cross department collaboration and a game engine toolset as provided by Unity 3D, we were able to deliver a benchmark product and exceeded technical and gameplay expectations. I will give an overview of our project layout, the tools and key learnings to meet our high quality goals for Assassin’s Creed Identity on the mobile platform.
Code / Platforms / Tools Talk 04/22/2015 - 6:00pm R3 Sputnik 2 (UG)

How executive management of video game studios fosters employee engagement

Audrey Tzakovski (Sproing interactive Media GmbH)
This presentation’s aim is to deepen the knowledge of this rather young and fast growing game-development business to answer the following research question: How does the executive management in German speaking video game companies foster employee engagement in the workplace?
other Talk 04/21/2015 - 2:00pm R6 Tallinn (OG)

How get people worldwide to play my game? | Presented by BIU.Dev

Stefan Marcinek (ASSEMBLE Entertainment GmbH)
How get people worldwide to play my game? Is a good game good enough, what about pr, marketing, sale strategies and why should people even play computer games at all?...
Biz Talk 04/21/2015 - 5:00pm R3 Sputnik 2 (UG)

How SMITE became a top global eSport using community, crowdsourcing and stupid videos

Todd Harris (Hi-Rez Studios)
In its first competitive season, Hi-Rez Studios' action MOBA SMITE held a World Championship with a prize pool of $2.6 million, the third largest prize event in eSports history. COO Todd Harris shares the studio's approach to eSports, including how they work with and for their community on multiple fronts to promote the game's competitive scene, as well as his perspective on the future rise of console eSports.
PR / Marketing / Community Talk 04/23/2015 - 4:00pm R4 Bischkek (EG)

How to catch a unicorn: De-risking creativity

Prof. Dr. Joost van Dreunen (SuperData Research)
Creativity is inherently risky. Designing, developing, distributing and publishing games is perhaps one of the riskiest businesses around. In this lecture we will identify the major stumbling blocks that game companies face, and see how others have either overcome, or succumbed to, them. Building on market data, consumer insights and company case studies, we’ll take a look at what you can do reach the middle ground between business rationalization and creative freedom.
Biz Talk 04/22/2015 - 3:00pm R2 Asgabat 1 (EG)

How to Evolve Players into Fans

Paul Cutsinger (Amazon)
We’ve analyzed the top mobile games to see what best practices make them stand out from the crowd. Several trends emerging now will amplify those best practices and games will have more opportunity than ever to excel. In the future, the top games will have fully realized fan bases that will drive their user acquisition and engagement engines. That fan base will include players but also content creators, advocates and potential new customers—this will open up a wider range of monetization options. In this talk, Paul Cutsinger with the Amazon Appstore, will reveal these trends and what the cutting edge games are doing today. He’ll also share specific ways game developers can use this information to evolve players into a fan base for a stronger launch, more engagement, more revenue and an extended game lifespan. This will give you concrete ideas to incorporate into your games now and a clearer picture of the future that you can apply to your upcoming games.
Game Design / Story Talk 04/22/2015 - 10:00am R1 Kino International

How to get money for your game - Public Funding in Germany | Presented by BIU.Dev

Dr. Maximilian Schenk (BIU - Bundesverband Interaktive Unterhaltungssoftware e.V)
Stephanie Lang (BIU - Bundesverband Interaktive Unterhaltungssoftware e.V.)
The German funding environment for game developers is complex and diverse. Introducing the new network platforms BIU.Dev and BIU.Net, Dr. Maximilian Schenk will give an overview about public funding opportunities in Germany, show strategic procedures to maximise your funding and give some insight into funding possibilities you may have never thought about.
Biz Talk 04/21/2015 - 4:00pm R3 Sputnik 2 (UG)

How to optimize localization?

Marie Amigues (ALTAGRAM GmbH)
This session provides answers to questions such as: What are the most important types of localization services that can be found in the video game industry? How can they be evaluated? What are crucial aspects of localization that have to be taken into account in the process? We will discuss some best practices, metrics, as well as useful localization tools.
other Talk 04/23/2015 - 3:00pm R4 Bischkek (EG)

How to turn a kids book into a 3d adventure game

Marcus Bösch (the Good Evil GmbH)
Linda Kruse (the Good Evil GmbH)
Transmedia projects are on the rise. But how do you turn an already existing linear story into an interactive gaming experience? What kind of design decisions do you have to make and what kind of problems will you run into? The Good Evil Game Studio is currently turning an award winning kids book into a 3d game. Get insights and key learnings on how to design a story-driven game that adjust to the players actions constantly.

Game Design / Story Talk 04/21/2015 - 2:00pm R4 Bischkek (EG)

HR Roundtable

Audrey Tzakovski (Sproing interactive Media GmbH)
Roundtable on HR topics in the Games Industry
other other 04/21/2015 - 11:00am R5 Vilnius (OG)

ID@Xbox - New opportunities for Independent Developers

Agostino Simonetta (Microsoft)
ID@Xbox is Microsoft's self-publishing program for independent developers on Xbox. This talk will give developers an overview of how the ID program works, as well as provide guidance on the opportunities for independent developers across the Microsoft ecosystem.
Biz Talk 04/22/2015 - 4:00pm R1 Kino International

Indie Development meets Indie Publishing: A New Deal

Jan Klose (Deck13 Interactive)
Marco Süß (Deck13 Interactive)
Jan Klose, co-founder of Deck13, explains how a mid-sized developer like Deck13 can act as a gateway for independent developers and how to establish a new form of partnership to reflect the changes in the gaming market.
PR / Marketing / Community Talk 04/21/2015 - 2:00pm R2 Asgabat 1 (EG)

Indie Rage: Striving for Entrepreneurial Independence

Jason Della Rocca (Execution Labs)
With the growth of digital platforms and alternate forms of funding,being an indie developer is all the rage. But, what does indie even mean today? And, who is truly creating games in a true context of independence? This lecture will explore the rarely discussed tension between a developer's identity as an artist/creator and an entrepreneur. Further, what are the opportunities, and traps, for indies as the industry evolves.
Biz Talk 04/21/2015 - 4:00pm R2 Asgabat 1 (EG)

Indies, beware! Meltdown is nigh!

Dominik Gotojuch (Robot Gentleman)
The games industry has undergone a major change in the past few years. The gaming landscape in 2015 is completely different to the one from 2005 and the exploding popularity of independently created games has been a key factor in this. How did this scenario unfold and is it possible that it will collapse under its own weight? With game prices dropping and numbers of titles produced rising rapidly, are we on a verge of a meltdown and the end of the independent games scene, as we know it?
Biz Talk 04/21/2015 - 6:00pm R5 Vilnius (OG)

Influencer Marketing - A Global Opportunity | Presented by BIU.Net

Nathan Lindberg (Curse)
Since the dawn of advertising brands have used celebrities and influencers to help sell their products. Whether it is Larry Bird/Michael Jordan endorsing McDonalds, Ronaldo endorsing Tag Heuer watches, or FC Bayern endorsing T-Mobile. Brands have used influencers to sell their products. It wasn’t until recently that this phenomenon arrived in the world of gaming, thanks in large part to innovations in technology. Curse’s Vice President of Global Sales, Nathan Lindberg will present a discussion which will focus on 3 components to the revolutionary effect known as Influencer Marketing in the gaming industry.
PR / Marketing / Community Talk 04/23/2015 - 5:00pm R4 Bischkek (EG)

International success through international cooperation

Timo Ullmann (Yager)
Dr. Florian Stadlbauer (Deck13 Interactive GmbH)
Pawel Marchewka (Techland)
Hubert Habas (Bonkers Media)
Video game development is becoming more and more international at every level. The production of games is done with different companies in different countries, the staff of the studios and publishers rarely consists of one nationality and sales are one a global scale for decades. This massive internationalization brings a lot of benefits but creates a lot of new challenges and need a lot and good planning. In terms of culture, communication, different time zones, communication and a lot more
Biz Panel 04/22/2015 - 10:00am R2 Asgabat 1 (EG)

Jack of all trades - but easy to use! UI protoyping for an outstanding user experience.

Fabian Quosdorf (Wonderlamp Industries GmbH)
When developing a game or a software, the most challenging part is the user. Even the coolest product with the most complex feature-set will fail if the user experience is disappointing. To challenge these requirements a great UI Design should be part from the first line of code. But how can you have a UI for features that do net yet exist? By prototyping it! This talk will show you a way to protoype UI mocks with HTML 5, CSS and javascript and then integrate them directly in UE4 and Unity!
Code / Platforms / Tools Talk 04/21/2015 - 4:00pm R5 Vilnius (OG)

Keep the game running: A modern asset pipeline

Samuel Rantaeskola (Donya Labs)
Many game productions have failed due to an over optimistic view of what can be done at the end stages of the projects. Memory and performance issues surface late, which leaves little time to take corrective actions. In the end the game quality and team suffers from all the stressed decisions that are made in final months of the production. The importance of continuously keeping the game at a state indicative of the final product, cannot be underestimated.
Code / Platforms / Tools Talk 04/22/2015 - 5:00pm R3 Sputnik 2 (UG)

Kimchee and Currywurst – finding the right flavor for an international publishing powerhouse

David Mohr (GAMEVIL Europe GmbH)
GAMEVIL is extending its publishing operations from Korea and the US to the rest of the world. I want to give a first-hand account of how we are setting up our publishing structure, but focus on the hunt for gaming content that works across cultures to become a global success. What are we looking for in the titles that we publish worldwide? How do we try to create success? What makes a good game? I hope to be able to answer some of these questions from my Korean-European perspective.
Biz Talk 04/23/2015 - 2:00pm R6 Tallinn (OG)


Jaehwan Bak (Nanali Studios)
David Mohr (GAMEVIL Europe GmbH)
Michael Lim (EuroGameZ Co., Ltd. )
Sophia Kim (Payletter Inc.)
Eun-Kyong Kim (KOTRA Hamburg)
Hyeyun Kim (Korea Trade-Investment Promotion Agency(KOTRA))
About Game Industry and Games of Korea. Everyone is welcome ! What images do you have about Korean games? Korean game developers would like to give you impressions about newly launching Korean games, and would like to exchange opinions with European game developers. We would be more than glad to have you as participants !
Biz other 04/23/2015 - 10:00am R7 Riga (OG)

Leaderboards and Save Systems - Cross Plattform and in an hour!

Kristina Rothe (Microsoft)
Learn how to easily and quickly create a leaderboard and save system that you can use across the various platforms your game supports - or even beyond the actual game itself!
Code / Platforms / Tools Workshop 04/21/2015 - 6:00pm R7 Riga (OG)

Legal Basics for Game Developers | Presented by BIU.Net

Felix Hilgert (Osborne Clarke)
The talk, suitable for all developers (big, small, mobile, web, desktop, console - you name it!), will give an overview of recurring legal issues facing indies and bigger studios, point out traps to avoid and provide a legal toolbox for developers. It will particularly cover development and distribution contracts, new developments in consumer protection legislation (withdrawal right for digital goods) and regulatory aspects such as data privacy and youth protection.
Legal Talk 04/21/2015 - 2:00pm R3 Sputnik 2 (UG)

Lesson Learned - TRI - The things we did right and wrong

Jana Reinhardt (Rat King)
After two mobile games Rat King started working on TRI in October 2011. Jana is going to talk about the three-year endeavor to create their first-person puzzle exploration game with triangles. Why did it take so long to 'polish' a jam game? What obstacles did they fight against? Should you do early access for your game? How can you stay motivated in the long run? Is it wise to despise game documents? How can publishers help? And how big should your game really be - especially for a small team?
Game Design / Story Talk 04/21/2015 - 5:00pm R7 Riga (OG)

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