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See all Sessions which will take place at the Quo Vadis

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Lessons learnt on connecting Games and eHealth

Philip Reisberger (Fitolution)
Everyone has heard about Jawbone, Fitbit or Runtastic and their products. Companies like Apple, Samsung and Google all have created platforms for aggregating fitness and health data. This megatrend has received a lot of media attention recently and is one of the main driving forces for the development of smart watches. Philip will provide an overview of the market players, their offerings as well as the latest trends and future outlooks. He will explain why game mechanics in particular have such a high potential for health and fitness related products and services. In this session he will also provide a number of examples of gamification topics in eHealth apps. A special focus will be set on the problems and learnings he made when entering this new market.
Biz Talk 04/21/2015 - 3:00pm R5 Vilnius (OG)

Let's Be Serial - The Untapped Potential of Episodic Games

Julius Kuschke (Stay Tuned Games)
On TV the episodic format reaches new heights with shows like Breaking Bad, House of Cards or Game of Thrones. Episodic games on the other hand still face a lot of skepticism - even though Telltale's The Walking Dead won dozens GotY awards. What went wrong with previous approaches to episodic gaming? How can we unlock the true potential of this format? This talk presents powerful episodic story structures and distills the lessons learned from previous episodic games and modern TV serials.
Game Design / Story Talk 04/22/2015 - 10:00am R4 Bischkek (EG)

Levelling up: Going from Game Startup to Unicorn

Paul Heydon (London Venture Partners)
Building a successful company in the game sector is no easy task no matter how great the founding team is. There are many issues to deal with and timing is one of the important ones. Deciding who to hire, what to develop, how much to raise and from which investors are just some of the tough questions to figure out. And how a company starts out is not always how it ends up; so teams need to find their way. Paul's session will address the key issues to consider using both his insight from over 15 years advising game companies but also as an investor in game companies in the past 5 years in companies like Supercell & Unity.
Biz Talk 04/21/2015 - 6:00pm R2 Asgabat 1 (EG)

Low-budget marketing and community building for #indies

Dominik Gotojuch (Robot Gentleman)
Vlad Micu (Data Realms)
Eric Angelillo (Double Stallion Games)
Riad Djemili (Maschinen-Mensch)
Henrike Lode (Lohika)
#loremipsum and how to highjack the number one spot in a conference schedule with @Indie_Advisor
PR / Marketing / Community Panel 04/21/2015 - 3:00pm R2 Asgabat 1 (EG)

Making a Game in 30 Minutes

Nico Nowarra (Experimental Game GmbH)
Karla Höß (Experimental Game GmbH)
Stephan Greitemeier (Experimental Game)
You had to be there – That’s what they are going to say! We will write a sequence using fresh input from the audience and make it interactive live on stage. We want you to become part of this session – and have fun doing it. We will make your fantasies come true or die trying. Let’s build a game using the Gamebook Technology. What happens if you make the author an integral part of your production pipeline? First and foremost you will tell better stories that are moving, exciting and flexible.
Game Design / Story Talk 04/21/2015 - 2:00pm R7 Riga (OG)

Making games for “Non-Gamers”: Women as a Gaming audience

Martine Spaans (FGL)
Every country and culture has their own subset of gamers. The fastest growing one is the “Non-Gamer” (who secretly plays a lot of games, every day, every spare moment). FGL and Tamalaki publishing have published more than 100 titles on Android for this audience, that is mainly made up out of women 30+ from the US. We have listened carefully to what this audience has to say, and they are quite vocal! We’d like to share some of our stories and statistics.
PR / Marketing / Community Talk 04/22/2015 - 11:00am R6 Tallinn (OG)

Making The Good Game - Psychology, Ethics and Making More Money

Oscar Clark (Unity Technologies)
The Ethics of FreeToPlay is becoming a much debated issue with the rise of in-app-purchases and investigations by regulatory bodies asking about the conduct of Free2Play designers. In this session Oscar will explore the commercial and psychology issues surrounding FreeToPlay design and ask how we can act both responsibly and still be profitable. Indeed, he will seek to demonstrate that by acting responsibly we might just be able to build better games.
Culture / Science / Education Talk 04/22/2015 - 4:00pm R7 Riga (OG)

Managing your Career in the European Games Industry

David Smith (Interactive Selection)
Harald Riegler (Sproing)
Dr. Florian Stadlbauer (Deck13 Interactive GmbH)
Following a set career path becomes more and more difficult as the games segment across related industries and games are made on even more different platforms. How does a student or young game developer choose which job option to take first of all? Should he or she stay with the first employer to offer a job? When does it make sense to move to another company? All employers will tell you that a managed career is important but how do you take a grip so that you can achieve what you want?
Biz Talk 04/22/2015 - 2:00pm R2 Asgabat 1 (EG)

Mobile Board Game Multiplayer | Presented by BIU.Dev

Matthias Hellmund (Exozet)
Mobile multiplayer for two German Board Game classics: While "Catan" is synchronous gameplay, "Carcassonne" as a tile-laying board game allows for asynchronous turn-based multiplayer. Variants include large-screen tablet, hot-seat and cross-platform server-based multiplayer. We'll look at custom backends based on Node.js or GameSparks, technology-specific issues like re-connection, push and timeouts. On game design, we investigate replacing inactive players, matchmaking and emoticon-based chat.
Code / Platforms / Tools Talk 04/22/2015 - 2:00pm R3 Sputnik 2 (UG)

Mobile Development with the Havok Vision Engine

Jan Krassnigg (Havok)
The talk will give an overview of the Havok Vision Engine with a focus on its features for mobile development.
Code / Platforms / Tools Talk 04/22/2015 - 12:00pm R3 Sputnik 2 (UG)

Mobile Gaming in India - Making the next billion play!

Ninad Chhaya (Robosoft Technologies )
With a population of 1.2 Billion people, and a mobile phone subscriber base of 900 Mn+ users, India is poised to become the next BIG marketplace for mobile game publishers and developers to tap and exploit. However, like every market, India also has its opportunities and challenges. This talk focuses on what are the opportunities, challenges and what would it take to make your game reach out to a billion people!
Biz Talk 04/22/2015 - 6:00pm R4 Bischkek (EG)

Mobile Marketing: How to survive in a red Ocean

Volker Dressel (Quaid Media GmbH)
Mobil Marketing: How to survive in a red ocean and why TV can be a solution to this mess
PR / Marketing / Community Talk 04/22/2015 - 12:00pm R6 Tallinn (OG)

Music and Sound for 3 budget scales

Alon Kaplan (
The processes involved in designing a soundtrack for 3 different budget scales from casual games, medium size games and triple AAA. The talk will touch music production processes, budget considerations, contracts, music and sound professions and more.
Sound / Animation / GFX Talk 04/22/2015 - 12:00pm R7 Riga (OG)

My perspective on the future of emotional, mature gaming.

Marek Ziemak (11 bit studios)
During this session I’ll focus on the rising popularity of emotional, mature games such as This War of Mine. We’ll start with sketching a profile of an average player enjoying emotional gaming. Later we’ll move on to describing the main factors attracting audience to those mature, mentally challenging works of art. Perhaps the most important part of the presentation will focus on current market trends which I believe will make Empathy Games even more popular in the future.
Game Design / Story Talk 04/23/2015 - 4:00pm R1 Kino International

Niche markets in the AppStore: How to win despite low budgets

Bjoern Bergstein (Tivola Publishing)
There are thousands of games in the app stores. But most players only know a few games from King or Supercell, who are dominating the app charts. But there are niches with less competition and some chances to become successful with small teams, low-budget games but a loyal userbase and constant revenue. In this lecture we will take a look at niche markets in the app stores and talk about chances, opportunities and risks using the example of Tivola Publishing.
Biz Talk 04/22/2015 - 10:00am R7 Riga (OG)

Online Payment Fraud Prevention for the games industry | Sponsored by SafeCharge (wt)

Noam Grinberg (SafeCharge)
Noam Grinberg, Head of Risk Management at SafeCharge will be giving a presentation highlighting different types, trends and common fraud patterns in online fraud for Casual Games. Noam will detail what tools are required to combat online fraud such as the Rules Engine and 3D Secure. Additionally the most recent VISA and MasterCard risk regulations that have been introduced will also be discussed.
Biz Talk 04/22/2015 - 10:00am R6 Tallinn (OG)

Open Development - What we are doing and how it is working.

James Brooksby (Edge Case Games)
This talk will explain why we have adopted Open Development as the new methodology for Edge Case Games and our new game Fractured Space. I will talk about what we have done so far, how the community have reacted and what we intend on doing in the future and how other teams could and should do this.
Biz Talk 04/21/2015 - 4:00pm R4 Bischkek (EG)

Productionpanel: From Zero to 300 - How to build big teams and keep the vision in AAA Games

Michael Condrey (Sledgehammer Games)
Dorian Kieken (Bioware)
Matias Myllyrinne (Remedy Entertainment)
Harald Riegler (Sproing)
The panel will be addressing questions of how to set-up workflows and studio structure, with a focus on lessons learnt on gaining efficiency while maintaining vision and studio culture. What lessons can be learnt for everyone in running not just AAA, but also mid-size or even small teams from the experience the panelists have made in building their projects and studios on the scale they are now running on? Which tools, processes and methods have proved useful, which are crucial to scale early on, which are relevant later? And which approaches the panelists wouldn´t suggest even their worst enemies to try out?
Biz Panel 04/23/2015 - 11:00am R1 Kino International

Quo Vadis Games Industry?

Ed Fries (Gaming Legend & Advisor )
Glen Schofield (Sledgehammer Games)
Noah Falstein (Google)
Jens Begemann (Wooga)
Dean Takahashi (VentureBeat)
Why we love this business, even though it’s hard. An expert discussion not only on the future - but on the reasons what brought us here and how we appreciate opportunity.
Biz Panel 04/22/2015 - 2:00pm R1 Kino International

Quo Vadis German Games Industry?

The annual outlook of and for the German Games Industry
Biz Panel 04/23/2015 - 4:00pm R5 Vilnius (OG)

Raising funds for a game project without help of a publisher

Marek Ziemak (11 bit studios)
Jakub Duda (Incuvo)
Dominik Głowacki (Ampligamer)
Panel about varied forms of getting money for producing a new game. Advantages, disadvantages and challenges of diversyfing firm's activity on market, founding an investor, raising money from accelerators and participating in game developers contests with money awards.
Biz Panel 04/22/2015 - 11:00am R4 Bischkek (EG)

Rendering for Virtual Reality in Pollen

Ville Kivistö (Mindfield Games)
This talk will discuss on topics related to rendering for virtual reality, giving insight from real world experiences what sort of visuals work in virtual reality and how to deal with requirements for high framerate and low latency.
Code / Platforms / Tools Talk 04/22/2015 - 3:00pm R3 Sputnik 2 (UG)

Reviving Otherland (wt)

Patrick Streppel (IME - Interactive Media & Entertainment GmbH)
Erik Simon (cView Studios Ltd.)
Otherland is one of the most ambitious MMOs that has been started by a German company yet and arguably the project with the most dramatic history. Patrick Streppel and Erik Simon (IME) will present insights into the ups and downs of Otherland and how it has been resurrected by a different team after a financial meltdown. They will share many challenges that they and the development team successfully overcame when transferring a large scale client server MMO from one team to another. The audience will take away many real world experiences that are relevant whenever a troubled project needs to be re-booted.
Biz Talk 04/22/2015 - 11:00am R7 Riga (OG)

Self-publishing on Nintendo eShop

Ed Valiente (Nintendo of Europe)
Nintendo has enabled indies to self-publish their games for 7 years now, but to some the process to release games on Nintendo eShop on the Wii U console and Nintendo 3DS portable system appears shrouded in mystery. Ed Valiente (Business Development Manager) from Nintendo of Europe will talk about high level business policies and walk you through the process step-by-step from applying to be a developer through to post-launch community support.
Biz Talk 04/22/2015 - 3:00pm R4 Bischkek (EG)

Sigils: Battle for Raios. Art and design for a truly mobile focused Action RPG/MOBA for iPad. | Presented by BIU.Dev

Filippo Vivirito (Sproing Interactive Media GmbH)
Andrea Mannel (Sproing Interactive Media GmbH)
A sneak peek into the Art Department of an Austrian Game Developer. From the early game concept to the production pipeline of a MOBA/RPG for tablets.
Sound / Animation / GFX Talk 04/21/2015 - 3:00pm R7 Riga (OG)

Smooth procedural voxel terrain - From world generation to rendering

Philip Trettner (Upvoid UG)
Lukas Boersma (Upvoid)
Procedural content generation and voxel technologies are experiencing a renaissance since the emergence of games like Minecraft. In this talk, we give an overview of the challenges we had to master when implementing a procedural world generation and smooth voxel rendering. We give insights how we generate convincing worlds by simulating tectonics and other geological processes. On the other end of the content pipeline, we show how to generate and extract smooth 3d meshes from voxels.
Code / Platforms / Tools Talk 04/23/2015 - 10:00am R3 Sputnik 2 (UG)

Some very different tech-approaches to studio building

Andreas Suika (Daedalic Studio West GmbH)
Alexander Zacherl (Fairytale Distillery)
Kai Rosenkranz (Nevigo)
Johannes Roth (Mimimi Productions)
Four founders give concrete, hands-on advice on matters practical of setting up a games studio. Johannes Roth, Kai Rosenkranz, Alexander Zachel and Andreas Suika talk about software necessary for programmer and artist workplaces, team organization, procedures and many more things.
Biz Panel 04/21/2015 - 3:00pm R4 Bischkek (EG)

Sound Design Talk with Ari Pulkkinen in a Dialog with Kai Rosenkranz

Kai Rosenkranz (Nevigo)
Ari Pulkkinen (AriTunes Ltd)
Sound / Animation / GFX Talk 04/22/2015 - 3:00pm R7 Riga (OG)

Synergetic effects between Computer Science and Games Engineering

Prof. Dr. Gudrun Klinker (Technische Universität München)
Why should games engineering be taught in the CS department of a technical university? This talk will present and discuss arguments why games engineers need a solid background in computer science, and how computer science research benefits from computer gaming.
Code / Platforms / Tools Talk 04/21/2015 - 4:00pm R7 Riga (OG)

Team Indie - How we got 9 developers from around the world to trust us with their IPs and if it was a good idea.

Thomas Bedenk (Exozet Berlin GmbH)
Thomas Bedenk will look back at their latest production Team Indie that has been released on Steam in October 2014. Team Indie includes characters from 9 established indie developers from around the world, what makes it an unusual project for the industry. He will share interesting stories on how the other developers gave permission to use their IPs. He will give insight into the ups and downs of this unique production from different perspectives like PR, production, development and finance.
Biz Talk 04/21/2015 - 2:00pm R5 Vilnius (OG)

The Fine Art of Creating Educational Delicacies in Video Games

Henrike Lode (Lohika)
Tricking children into enjoying something that they know for a fact, can’t be fun, could be considered evil, wouldn’t you say? But what if instead of covering that educational broccoli with chocolaty cartoons, you could deliver the perfect dessert of a game, that amazes your tastebuds from start to finish, and leaves you with the sweet aftertaste of smartness? This session will show you how Minecraft, DragonBox+, and Machineers did it, and how you can do it, too.
Culture / Science / Education Talk 04/22/2015 - 6:00pm R5 Vilnius (OG)

The Name of the Dream: Assassin's Creed

Paul Toderas (Ubisoft - BlueByte)
This talk explores the life of a gamer on his road to becoming a Game Designer. Such a journey can teach and show you many things, but the question is: can you turn these experiences into real expertise? The Talk is also bound to answer questions such as "How do I study a game in order to understand its systems?" or "How do I identify good Game Design and after I've reasearched it, how do I apply it?".
Game Design / Story Talk 04/21/2015 - 5:00pm R4 Bischkek (EG)

The Secrets of Game Success: Design, Analytics & Marketing

Dr. Simon Usiskin (iQU)
Do you have the right mix of a. Designing a great game b. Analysing and optimising player data and c. Marketing the game? Many game developers excel in one and make do in the other two but the question is which is the most important to focus on. iQU’s Simon Usiskin will take you through market research and case study results from those who have succeed plus best practices for each area. His presentation is based on extensive interviews with experts who have brought games to market.
Game Design / Story Talk 04/23/2015 - 3:00pm R6 Tallinn (OG)

The State of Interaction

Cay Kellinghusen (GSC GameScienceCenter GmbH)
Cyrill Etter (Game Science Center)
Interaction is the foundation of the games business. But interaction goes beyond games. The possibilities to integrate digital interactions into our daily lives are growing in number. As a museum and showroom with a focus on interaction our work at the Game Science Center offers us a unique perspective on technology. We are in an interesting position to be able to value ideas over market viability. For this session join us in our little pocket dimension of possibilities to look at some intrigueing ideas and tech.
Culture / Science / Education Panel 04/22/2015 - 2:00pm R4 Bischkek (EG)

The Story in the Machine

Wolfgang Walk (Grumpy Old Men)
A lot of buzzwords are surrounding interactive storytelling: Setting, character- vs. story-driven, emotional involvment etc. Mostly missing on the list: "game mechanics". Though they deliver narratives all the time through challenges, near misses and finally success, the role of game mechanics in storytelling is not really understood: Why can love stories work in RPGs but rarely in an RTS? What's the role of game perspective and feature list? Why can great stories strangle great game mechanics?
Game Design / Story Talk 04/23/2015 - 12:00pm R7 Riga (OG)

The tools, mindset and processes for doing a game each week for a year - and the lessons learnt from it

Adriel Wallick (MsMinotaur)
The tools, mindset and processes for doing a game each week for a year - and the lessons learnt from it
Game Design / Story Talk 04/22/2015 - 4:00pm R6 Tallinn (OG)

Top 10 mistakes in Development Contracts

Kai Bodensiek (Brehm & v. Moers)
Working in contract negotiation for many years you are confronted with many self-made drafts. More often than not those drafts contain standard misunderstandings or simple mistakes, starting with a geographically challenging description of Territories, e.g. "Middle East" up to choices of law that simply does not exist, e.g. "European Law". Having collected a Top 10 of those mistakes and giving an inside in actual negotiations this session will be entertaining and educating at the same time.
Legal Talk 04/21/2015 - 6:00pm R4 Bischkek (EG)

Top 10 monetization sins in free to play games | Presented by BIU.Dev

Teut Weidemann (Online Entertainment)
This talk will list bad or "evil" monetization tactics used by many f2p games. Those usually are the reason for the bad reputation of f2p games although most top 10 f2p games never use them. Why? This talk will list 10 of them and shows their evil side and explains WHY companies use them. In this talk alternatives or variations will be shown to remove the "evil" impression of those mechanics to pacfiy the agressive stances of players vs. those elements.
Game Design / Story Talk 04/23/2015 - 3:00pm R2 Asgabat 1 (EG)

Unity 5 rendering pipeline

Mathieu Muller (Unity Technologies)
This talk will cover Standard shaders, Physical Based Rendering, baked and runtime Global Illumination, reflection probes, light probes, post processing effects, and Frame debugger
Code / Platforms / Tools Talk 04/22/2015 - 10:00am R3 Sputnik 2 (UG)

Using technical debt as an asset: giving the market what it wants now without losing your pants later

Jesper Lindholt (Livatek GmbH)
Technical debt is another word for wetting your pants. Why would you ever want to do that? Because, sometimes that may rationally and objectively be your best option. You know, it is going to come back to you. You just hope, you are going to be more resourceful at the time it happens. Technical debt is a metaphor for the consequences of cutting corners in software development: hap hazard architecture, poorly structured code, or bad test coverage. It comes back at you also. If you are experienced, you know how to avoid this. Stick to proper methodologies: do first things first and do them right. That is however not going to get you many friends on the product side of things. We will discuss how to manage technical debt intelligently to turn it into an asset for you and your company. By making deliberate choices on where and how to incur technical debt, you can be a powerful partner – also for the business people among your colleagues.
Biz Talk 04/22/2015 - 3:00pm R5 Vilnius (OG)

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