Premium Partner


See all Sessions of QUO VADIS 2017

New sessions and speakers are being added constantly.
The final line-up will include 110 lectures and panels with 160 speakers on 7 stages!
So join us in Berlin!
Session Titlesort icon Track Session Type Date / Time Room

10 Learnings from 10 Years of Funding Games in the Capital Region

Ina Göring (Medienboard Berlin-Brandenburg GmbH)
Since Oktober 2016, Medienboard Berlin-Brandenburg is funding innovative audiosvisual content. In 10 years 201 projects were funded with roughly 9 million Euro - about half of the projects were games. The talk will give an overview of the main learnings - analyzing past projects to prepare for the future. And also help to clear up some common misconceptions about public funding.
Business Micro-Talk

10 Other Reasons to Crowdfund Your Game

Thomas Bidaux (ICO Partners)
Of course you want to get money out of your crowdfunding campaign. Of course. But maybe, maybe, there are others perks in making a campaign. Thomas will highlight 10 of those perks, with expanded details and real campaign that really benefitted from them.
Business Micro-Talk

5 Changes in the Games Industry of 2022, and How to Start Preparing for Them Now

Don Daglow (4thRing LLC)
What are some of the surprising twists and turns that the games industry may take in the next five years? How could you plan and adapt now if you knew more of the potential patterns that could emerge in the future? No one knows for sure, but Don Daglow has been designing and developing major games for the last 45 years and has personally seen all the patterns -- and earthquakes -- of industry history. In this session he'll look ahead to the 51st anniversary of his first computer game and share five major changes he believes we'll see by 2022.
Business Talk

A Test Driven Approach to Publishing a Mobile Game

Sebastian Knopp (Crucial Path Ltd.)
Tests and experiments can improve publishing efforts significantly. Since speed is the only variable that a developer can truly control, the amount of tests has a huge impact on the success rate. This session will explain how you can utilize tests and experiements to create and grow a successful game.
Marketing Talk

Acceleration and Incubation, What It is and How to Work with these Programs

Prof. Odile Limpach (Limpach Consulting / Cologne Game Lab, TH Köln)
Thierry Baujard (Media Deals /SpielFabrique/ Feierabend)
The two founders of an innovative French-German acceleration program will go through the advantages and pitfalls of company acceleration and present their approach how to support young companies.
Business Talk

Applications of Eye Tracking in Virtual Reality

Tom Sengelaub (SensoMotoric Instruments (SMI))
Eye tracking is a hot topic in VR, but what is all the fuzz about? Tom will present how eye tracking can be used to personalize the 3D experience and how the point of gaze revolutionizes interaction with a virtual world. The power of eye tracking is not limited to interaction alone. In the long run, eye tracking can make logins obsolete, and using foveated rendering, make high resolution displays possible in HMDs. Social interaction is considered one of the killer applications and critical for mass adoption of Virtual Reality. A key component for that is a natural representation of eye movements in avatars. Tom will outline how this can be done and present both the state-of-the-art and a leap into the future of eye tracking in VR.
Tech Talk

Are We There Yet?

Michael Hug (TON & SPOT audiodesign)
VR is THE buzzword of our industry. But it's stil quite a long way to become a mass media: Various tech platforms, tediously evolving standards, health effects for parts of the user base and so on. So what to do until we reach maximum immersion? This talk will take a look on the implementation of 3D audio as transitory technology allowing for deeper immersion within standard game design and the benefit of easy upgrading once your game goes ‚full‘ VR.
Game Design Talk

Asset-Importer-Lib: History, Architecture and Use-Cases

Kim Kulling (SLM-Solutions Group AG ( Lübeck ))
The Asset-Importer-Lib makes it easy for Game-Developer to import and export various asset formats like Blender or Collada. In this talk I will give you an overview about its history, the base-concepts and typical use cases for it. We will also discuss about future improvements at the end.
Tech Talk

Best of Quo Vadis - powered by CRYENGINE

Tobias Kopka (Aruba Events)
As in recent years we will have the Best of Quo Vadis pitching session, powered by Crytek and in co-op with the Nordic Game Discovery Contest. The winner of Best of Quo Vadis will be eligible to show their games at the finals of the Nordic Game Discovery Contest in Malmö, 17th - 19th of May 2017! More infos on Best of Quo Vadis soon!
other other

Boosting European Innovation // Horizon 2020 / SME Instrument

Dr. Pablo Berger (IL Innovationslabor GmbH)
As part of the Horizon 2020 programme, the European Commission is selecting potentially disruptive businesses to invest in and support as part of the SME Instrument. SMEs with a strong growth potential and the ambition to become world-market leaders could receive up to €2.5 million* in funding, and world-class business support and mentoring.
Business Micro-Talk

Breaking New Ground: CCG Meets Toys to Life

Tony Zander (Vectr Ventures)
The CCG Toys to Life Collectible Challenge: The Toys to Life category is growing quickly but still focused on static toys with some type of online gaming presence. We are taking the approach of fully functional collectable robots in a CCG experience blending both the physical and digital worlds into gameplay. This talk would detail out the process we have taken from robotic engineering, platform architecture and the game design components creating a seemless experience. Insights into the difficulties overcome along with some of the major wins and opportunities that open once these two categories are blended.
Game Design Talk

Breaking the Habit: Why Every Dev-Team Needs a Philosopher

Maximilian Nemmert (Squad Loft)
Thomas Arnold (Philosophisches Seminar Universität Heidelberg)
Philosophers are trained to spot inconsistencies and challenge our implicit assumptions. They have analyzed concepts like “experience”, “action”, “meaning” or “world” in detail. This philosophical expertise can greatly enhance our understanding of what makes games plausible, unique, and immersive. In this session, we are going to give an example by discussing atmosphere creation in virtual worlds and outline why including philosophers into DevTeams will be a best practice in the future.
Game Design Micro-Talk

Building and Supporting Developer Communities

Stephen Caruana (Malta Video Game Studio Association)
Eline Muijres (Dutch Game Garden)
Johan Toresson (Gameport)
Runa Haukland (Hamar Game Collective)
Jason Della Rocca (Execution Labs)
In this session we take a look at developer communities and the important role they play in helping studios and developers succeed in their business. We explore the different ways everyone can contribute to their own communities and how that effort is vastly outweighed by the benefits that can be reaped. The panellists draw from first-hand experience in building and supporting communities to offer insight and practical implementation ideas.
Community Panel

Capturing Star Wars

Niklas Fegraeus (Digital Illusions CE)
Growing up as a kid of the 70s, Star Wars was basically my childhood. I was just like all the other kids, collecting the action figures, making light sabers out of sticks, dreaming of flying the Millennium Falcon and becoming a Jedi knight. Being the one kid that is then asked to lead the design of a new, massive, Star Wars game, was probably the dizziest, epic and most mind-boggling day of my life. How do I tackle something this massive? How do I meet the astronomical expectations? …Am I strong enough with the Force? *presented by BIU.Dev*
Game Design Talk

Creating, Keeping and Changing a Game’s Vision

Johannes Reithmann (Icebird Studios GmbH)
Changes to a game in the middle of production happen a lot, worsened many games, tore apart teams and have many reasons. Technical necessities, budget cuts, sudden stakeholder rulings, creative decisions, appearing competitors or a changing market - we had them all. Our game “Subsiege” (aka “Submerge”) was developed over the course of six years and changed from a PvE MMO to a PvP eSport title, from a Free-to-Play to a Premium business model and from a deep-sea creature to a humanoid nautical warfare setting – and don’t get me started about the name changes. How we still managed to keep the core vision alive, while one after another losing all the game’s core pillars, which measures we took to unify more separate game visions than there were team members, and how your vision keeping process can learn from our countless mistakes, will be covered in this talk.
Game Design Talk

Crises Management in the Games Industry

Dr. Lutz Anderie (Anderie Management)
Your game is not performing and your company costs are too high? You are running out of money and you can’t pay your employees in time? Crises need to be managed – they are part of the life cycle of a company. It requires leadership, clear communication and the commitment of employees to manage a games company in trouble. Once the right strategies and tactics are put in place, turn-around management can lead to success - every crisis is a chance for improvement or a new beginning.
Business Talk

Culture Evolution - How Codev Changed the Way We Design

Nadim Affani (Ubisoft Blue Byte)
Moving into Collaboration/Codev as a design team is similar to moving to a new country. I'd like to show how to prevent pitfalls and the learnings / experience we had with Rainbow 6 Siege.
Game Design Talk

Cut Development Time in Half: Why Iterative Development Kills Your Company

Sander van der Vegte (MediaMonks)
Speed up your development process without lowering quality. Tips and tricks from the most award winning digital production company on speedy deliveries and high quality work.
Game Design Talk

Democratizing VR Innovation

Rahel Demant (VR First)
Democratizing VR Innovation VR First is an initiative designed to provide state-of-the-art facilities to anyone interested in exploring the power and potential of virtual reality development. The program encourages educational institutions around the world to establish dedicated VR labs on their campuses by partnering with leading VR industry stakeholders. In this panel, VR First university professors are going to discuss the best learnings of teaching VR and how to best support their students projects. Sample projects will be presented and best practices collected.
Community Panel

Design Notes: How to Build a Space Station

Sebastian Bombera (Blue Byte, a Ubisoft Studio)
Using examples from the Anno 2205 DLC “Orbit”, Sebastian Bombera demonstrates how to translate real-world systems and expectations into game narratives and mechanics.
Game Design Talk

Designing Games for The World after Playing Games from the World

Johanna Pirker (Graz University of Technology)
I always played a lot of games and always knew all the new major titles. But I recognised a major blindspot: the titles were all developed by the same studios in the same countries and telling similar stories. So I've decided to change my way of playing games and started to look for games from all over the world: In one year I wanted to play as many games developed from different countries as possible by recommendation of people living in those countries. But instead of finding major AAA-titles, I found diversity. In this talk I'll talk about my experiences playing games from all different countries, genres, and backgrounds, and will also talk about stories trying to find these games and how I've learned to play and design games for cultural diversity.
Game Design Talk

Designing Your Game Against All Odds

Dominik Gotojuch (Robot Gentleman)
What do you do when your game concept gets demolished by fellow designers? Panic and accept their insight or stick to your original thought? What's better for your title and how much are you willing to give up? Experimental design ideas for 60 Seconds! made it stand out, but most of them were panned by our peers before the game's successful release. We want to share our experience in balancing internal and external feedback to create best games without compromising their vision.
Game Design Talk

Differences in Publisher and Investor Deals and How to Choose Between Them

Kadri Ugand (GameFounders, the Global Gaming Accelerator)
Business Talk

Dos and Don'ts of Kickstarter

Michael Liebe (Booster Space)
Kickstarter had a very successful 2016! We brought many lovely games to the life but of course also faced some challenges. In this workshop I will present some data on games, campaigns and pledges. I will share the most important tasks to prepare your campaign properly. But mostly I will be there to answers questions or discuss your input.
Business Workshop

Drone Swarm – The Tech Behind 32,000 Simulated Space-Drones

Julian Mautner (stillalive studios GmbH)
Drone Swarm is a Sci-Fi RTT (real time tactics games) set in space, in which you control a swarm of 32,000 drones at once! Every single drone is simulated and rendered individually in a 3D space and consists of several polygons. In this talk I’ll show how we managed to get this to run in real-time. Drone Swarm is made in Unity, but the general principles involved apply to all game engines. On our way to make this core-tech work we faced several major challenges we had to overcome: 1. How to render that many entities at once? (Hardware-instancing without actual hardware instancing) 2. How to simulate every single one of them? (Compute Shader vs. Pixel Shader) 3. What rules and behaviors make the drones move to look like a swarm, but still be somewhat controllable? (Swarm behaviors, fluid dynamics?) 4. How to write a shader of such complexity that still performs well? (or: "Thou shan’t use IF!") 5. How to actually get gameplay strapped onto them? How can we interact with the drones? How does the CPU even know about them? I’ll talk about all of these challenges and how we tackled them. Summing up the talk, I’ll show a brief video of the resulting swarm dynamics in our current game-prototype.
Tech Talk

Environmental Storytelling in "Phoning Home"

Wolfgang Walk (Grumpy Old Men)
While telling stories in huge spaces, level- and narrative designers have to solve a difficult task: How to create environments that not only enable you but support you in telling the game's story - and maybe even take the lead over implicitly story-heavy techniques like dialog? Based on best practices learned from working on "Phoning Home", the talk will show how to make an open 3D environment a storyteller, how to let the player experience and enjoy her individual journey through wide worlds without losing consistency or suspense of a thrilling story.
Game Design Talk

Every Millisecond Counts: How to Render Faster for Virtual Reality

Dominic Eskofier (Nvidia)
Developement for Virtual Reality is a hunt for each millisecond of latency – it’s the one metric that needs to be perfect for an immersive and comfortable experience. In Dominic Eskofier’s talk, you’ll learn how to maximize both framerate and visual quality of your Virtual Reality app by using sophisticated rendering techniques built into popular game engines, NVIDIA’s SDKs and modern GPUs.
other Talk

Extreme Balancing: Balancing Game Mechanics by Considering Extreme Game Situations

Daniel Dumont (Gaming Minds Studios GmbH)
While balancing game mechanics it can be hard for game designers to imagine the situations they have to balance, especially if there are apparently to much parameters and too various situations. In my lecture, I will illustrate with definitions and examples why considering just the special situation is fully enough to balance a game.
Game Design Workshop

From Engine to Game - Shaping Our Unity Toy Box

David Kuri (Three Eyed Games / Volkswagen AG)
Florian Uhde (Volkswagen AG / Three Eyed Games)
Since its creation, Unity strived to make game developers' lives easier. The current state of the engine enables you to push out small prototypes within hours, and work towards complex titles with a team. There are some limits though, as we found out during the development of Three Eyed Games' first title SWARMED. This session is about pitfalls and limitations we found and how we broke and rearranged the Unity toolbox to fit our needs. Expect workflows, tooling and graphical magic.
Tech Talk

From Some Games to the Games: Where Entertainment Branches Intersect

Ronny Burkersroda (Media Seasons)
We used our game technology to create applications for sport shows on TV, generated revenues that way and cross-financed game productions in turn. And in the near future we will make our specially designed live software available for the gaming and streaming sectors. Come to this talk and I will show you how games, events and broadcast can interrelate and benefit from one another!
Tech Talk

Fun as a Service: Lessons from the Mobile Game Ecosystem

Guy Ulmer (GameIS)
The mobile ecosystem is dominated by freemium games that adopted a game-as-a-service approach, and the successful games carry on for years with a dedicated player base that keeps coming back for more. In these games, installing the game is only the beginning of a (hopefully) long term romance with the player, and in order to be succesful you must learn what your customers like and what they don't, what they crave for and what they ignore. And in order to do that you must track anything, analyze everything, and end up with relevant and actionable insights on how players interact with your game. What can we learn from the numerous success stories, and what will also be relevant to the traditional PC and console premium market? In this talk we will review some of the techniques and approaches that successful freemium studios have been taking in order to keep the players engaged and entertained in the long term.
Game Design Talk

Games @ Goethe-Institut: Presentation of the German Game Industry Abroad

Linda Kruse (the Good Evil GmbH)
Klaus Krischok (Goethe-Institut)
Arthur Protasio (Fableware Narrative Design)
Arief Widhiyasa (PT. Agate International)
Benjamin Rostalski (Stiftung Digitale Spielekultur – Digital Games Culture Foundation)
In 2015, the Goethe-Institut Indonesien presented a Game Mixer for the first time. Its objective was to inspire an exchange between German and Indonesian game developers and to present the achievements and creative potential of the German game industry by the example of the German Video Awards. The positive experience and feedback of the participants encouraged the Goethe-Institut to organize a second Game Mixer in Brazil in 2016. Both Game Mixers focused on transfer of information and knowledge, peer learning, showcases as well as qualification. The internationalization of the game development scene in Germany, Brazil and Indonesia, the initiation of working relationships between studios and the collective development of games are part of the concept.
Community Panel

How Making Jokes Taught Me to Make Interesting Puzzles

Kristian Hedeholm (Tryhart)
After joining the Tryhart team, I started working on our first game Baby the Knife, which is a puzzle-platformer. Doing the development of the game, I have found out that using the same structures stand-up comedians use for writing jokes, can be used to create and design interesting puzzles. In this talk, I will demonstrate these structures of joke writing, and use them to create a tool for puzzle designers to design interesting puzzles.
Game Design Talk

How to Build up a Supportive Community Around Your Game

Philomena Schwab (Stray Fawn Studio)
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 I made with our game „Niche - a genetics survival game“. Topics include exhibitions, crowdfunding, indiedev collectives and Steam Early Access.
Community Talk

How to Choose the Best Visual Style for Your Game?

Dr. Vera Velichko (Owl Studio)
In this speech I’ll talk about visual styles in game art and the first step of creating of your unique imagen working with your game. I think it’s one of the most important themes, because the first impression can determine the fate of whole project.
Art Talk

How to Find an Art Style – Our Take on the Process for 'The Last Tinker' and 'Shadow Tactics'

Bianca Dörr (Mimimi Productions)
This talk will explain our process of finding the right graphic style for "The Last Tinker:City of Colors" and "Shadow Tactics: Blades of the Shogun". What are the first steps? What limitations and problems did we have to face? How did we make sure that our games look consistent?
Art Talk

How to Level Up Your Company Design Department

Lukasz Hacura (Anshar Studios)
In a small company, especially when you are indie, located in the middle of nowhere, and your core team lacks certain skillset it’s very hard to fill the gap without hiring somebody experienced on site which is often not an option. My company was in such a situation regarding video game design and I wish to share how we handled this particular situation and how my team was able to grow rapidly in skill without spending too much money and without expanding the team.
Business Talk

How to Setup a Gaming Company From an Idea to the First Employee

Flurin Jenal (Struckd AG)
This is the story how we started as game developers after our studies with lots of ideas but no clear strategy to make a living out of our own games. After having side jobs and looking for the right opportunities in this highly competitive market we where able to find a starting point and to found a company. Now we hired our very first employees. We want to show you which actions helped us the most to find our path in this crucial phase. You will discover our product, business model and our entrepreneural mindset.
Business Talk

In Future, Your Game Will Be the Audience's Hobby

Christian Fonnesbech (Solagern)
Whether you're making a commercial game or a work of art, you are looking for more than just a single, successful launch. In future, games will be hobbies that never close - with ongoing audience engagement in everything from the fiction to the behind-the-scenes details. Learn how the changing media landscape is creating new opportunities and formats for game developers everywhere.
Business Talk

In-App Purchase Like a Pro: Best Practices from the Top 50 Games & Apps

Mario Viviani (Amazon Appstore)
How and why add In-App Purchase to your App or Game? What are the Top 50 Apps doing with In-App Purchase that the rest of the developers are not? In its role as a mobile app publisher, Amazon Appstore is perfectly positioned to analyze and interpret millions of mobile downloads and in-app purchases, leading to some surprising and intriguing insights into mobile app engagement and monetization.
Business Talk

Indie Survival Guide – 10 Tips to Survive and Grow in Difficult Times

Jan Theysen (King Art)
Business Talk

Iran Market Overview: How to Publish Your Game in Iran

Hassan Mehdiasl (Sourena Game Studio - AllPays)
With nearly 80 million people in Iran you can imagine there is a huge internet audience waiting to be pounced upon. Unfortunately, the Iranian game market doesn’t have a lot of useful insights for people in other Middle East countries and this is largely due to incorrect information coming out about an already foggy market. In this talk I’m going to cover some basic and exact information on demographics, politics and cultural context of Iran, as well as brief descriptions of the media, entertainment, telecoms and internet sectors.
Business Talk

Lean Game Development: MVP in 8 Weeks, True Player-Centric Iterations Forever

Janosch Sadowski (Fluffy Fairy Games )
Daniel Stammler (Fluffy Fairy Games)
We're a successful mobile f2p games start-up at a time when bigger German developers consider this marketplace too competetive. We strongly believe that our success stems from our unique, hands-on, player-centric, lean approach and believe other devs could benefit
Business Talk

Lesson Learned: True Decisions in Interactive Stories

Nico Nowarra (Experimental Game GmbH)
Story driven games have a strong following even on mobile devices. The German publishing house Carlsen in conjunction with Experiemntal Game decided to create a unique series of story driven apps for teenagers: Mission X. By creating decisions that really do change the story experience and by using graphics to enhance the story driven gameplay Mission X wants to transfer players into readers and vice versa. This session explains the creative process behind the four apps that are available today.
Story Talk

Lessons Learned: Eyetracking and Alternative Input Devices

Julian Mautner (stillalive studios GmbH)
The session will go into details about the alternative input devices integrated into the released game: Son of Nor. Namely: Tobii eye-tracking, Intel RealSense depth camera, Emotiv EPOC brain computer interface and briefly the Oculus Rift. The lessons the team learned integrating these devices, the associated advantages of each and the common pitfalls for them form the central piece of the talk. In the end the speaker will give an overview of the benefits these gadgets added to the game experience and how well they combined with one another.
Tech Talk

Little Numbers or Make Games Worth Playing

Bernhard Ewers (instance four)
We all are desperately searching for visibility, a way to reach our players and we are hoping to have found the niche which will give us the opportunity to be successful, make money or at least gives us some time for going on to our next project. Little numbers will give one answer for approaching this problem.
Game Design Talk

Live Escape Games and the Future

Kevin Blank (Gamestorm Berlin)
Live Escape Games are growing more and more, getting more sophisticated in the process. How can emerging technologies like AR and VR influence the Genre, and where can it go?
Game Design Micro-Talk

Making a Sustainable Change Towards Diversity & Inclusion

Diane Hunkeler (Wooga)
Players of smartphone and tablet games are more diverse than those on any other platform to date. Readily available devices paired with free-to-play, make it extremely easy to become a gamer. Creating appealing titles for a global audience requires diversity. Making a sustainable change towards inclusion is highly relevant for mobile developers. Though Wooga is international, with 250 employees from 40 nations, we decided to up our game and embark on the quest for true diversity and inclusion. The session will offer some simple and easy to implement ideas to serve as inspiration for other mobile games developers.
Business Talk

Managing Creativity: Leading Game Design Teams in Multicultural Environments

Fawzi Mesmar (King)
In this presentation I will explore some tips, techniques, exercises and methodologies that I utilize when managing different sized game design teams to maintain their level of creativity, mentor new skills and keep their levels of engagement regardless of the projects they're currently working on.
Game Design Talk

Mastering Unreal Engine 4: Real Time Rendering

Sjoerd de Jong (Epic Games)
In this 3 hour masterclass Sjoerd De Jong will dive into the depths of Unreal Engine 4 rendering. From the perspective of an artist Sjoerd will go through the entire real time rendering process the engine runs through each frame, and what its practical implications are on art production.
Tech Workshop

Mixed Reality Gaming: Interactions and Live Operations

Mark Val (PlayFab & ARX)
Mixed reality transforms remote gaming and creates a profound sense of presence between players. Interactions are key to creating presence, sharing insights and indicating intent. Getting the experience right is harder than imagined. In this session, Mark share many of his learnings in how interactions look, the new metrics that MR needs and how to operate on them.
Tech Talk

Modern Community Management - How to Do It Right

André van Aaken (Yantami)
Most gaming companies still treat Community Management as nothing has changed in the last years. This session explains how to use your Community Managers right and what you need to make gamers feel comfortable.
Community Talk

Monetization and Legal Limits

Kai Bodensiek (Brehm & v. Moers)
Successfull monetization always requires an emotional connection to the game and the gameplay. However, such elements in game design and marketing are not a legal wild west. Quite to the opposite advertising laws, youth protection and unfair trade provisions provide multiple limitations for game designers and monetization experts. Can you really show a crying child when you ask the player to buy an extra live, is it viable to confront a consumer with special offers that are only valid for minutes?
Legal Talk

Moving Forward by Postmortems

Atul Mehra (Spearhead Games)
Yes we made a game and then we really learnt what it meant to make a game as an independent studio. This session is a brief list of lessons learnt from the adventures of Spearhead Games team. A look into the post mortems of three games and how each influenced the subsequent one, and as well what it meant to implement the changes and watching some of them blowing up in our faces. And finally how a strong local community has guided us to where we are today and given us a launching pad for the future.
other Talk

Onboarding: How to Keep Your Players After the First Minutes of Gameplay

Pascal Luban (The Game Design Studio)
Players that leave their first game session with little or no satisfaction never return. Given the difficulty, and the cost, to attract new players in a crowded market, catching players’ attention within the first minutes of gameplay has become a major issue. Pascal Luban, a veteran game designer that has worked on both triple-A home consoles and casual mobile titles, will share his design strategies to build successful onboarding for both casual and hardcore titles.
Game Design Talk

Orwell - The Development of a Privacy Invasion Thriller

Mel Taylor (Osmotic Studios)
Daniel Marx (Osmotic Studios)
Osmotic Studio's recently released debut Orwell, a Privacy Invasion Thriller about online surveillance, tells a story in a very unique and very personal way: indirectly and through information on online profiles, dialogues in calls and messages and other personal digital documents belonging to the eclectic characters. Although it is told solely through online data, Orwell has emotionally moved many players worldwide. Daniel Marx and Melanie Taylor of Osmotic Studios will talk about obstacles, successes, regresses and important game design decisions throughout the development of Orwell.
Game Design Talk

Perception: The Most Technical Issue of VR

Eike Langbehn (Human-Computer Interaction, University of Hamburg)
In the last years, game developers worldwide started to explore the new worlds of virtual reality technology. But since the player is totally immersed, new issues arise in game development, e.g. perception is an incredible important factor for the whole user experience: it might be different from the real world and can even be manipulated. This talk wants to highlight some of the issues and to present selected scientific results of decades of VR research.
Science Talk

Planetoid Pioneers 'Pre-Mortem' - Writing a Recipe for Slow-Cooking Games

Vlad Micu (Data Realms)
Our team at Data Realms is in our 8th year working on Planetoid Pioneers. Join us in an in-depth look at the ingredients for slow-cooking games that features icing with iteration, peppered pivoting, team tasting and money mashing.
Marketing Talk

Player Types and Your World Domination

Teut Weidemann (Online Entertainment)
As players, we think we all play alike. We also assume everyone in the world plays alike. But this isn't true. This talk sheds some light on the differences between the main regions North America, Europe, Russia, Asia and the "other" Asia. Understanding those player behaviors and their play patterns is key to widen your reach which again is essential to be successful in free to play. We will also cover the history of those gaming markets as you will realize what influence that had on the player behaviors and their favorite platforms.
Culture Talk

Portfolio Power: How Tivola is Strategically Building a Cross-Promo Ecosystem of Casual Animal Games

Bjoern Bergstein (Tivola Publishing)
With over 50 million downloads based on more than 200 different apps (including different versions), we are still alive in the mobile market. Focused on a portfolio full of animals helps us to survive among the big players. Let us talk about a portfolio driven business strategy with all the pros and cons.
Business Talk

PR and Business Lessons Learned from Launching the Episodic Game 'The Lion’s Song'

Gregor Eigner (Mipumi Games)
Thomas Reisenegger (ICO Partners)
This talk will give an insight in methods and actions we used for the PR of our episodic game The Lion’s Song. Thomas will highlight the decision-making process from an agency perspective, explain how ICO supported Mipumi and which PR actions were useful and which ones weren’t. Gregor will explain how taking care of PR affected the game and the business decisions behind the game development.
PR Talk

Processing Negative User Feedback: A Six-Stage Model for Not Going Insane

David Stark (David Stark)
As an independent game developer with a game in early access, I get a lot of feedback on my game, not all of it very nice, or coherent. In this talk, I present a six-stage model that describes how a problem with your game is perceived and communicated to you by your users. This model accounts for mismatches in perception, assumptions and language between the player and developer. It can be practically used to determine the root cause of the negative feedback.
Community Talk

Promoting Your App for Organic Growth - Building Appstore Pages and Promo Videos that Are Worth Seeing

Michael Hines (
Over half of your downloads will come from organic sources, that is, downloads you don’t pay for. You can maximize the number of downloads you get when people see your app’s product page in an Appstore by having a page worth seeing! I’ll share some simple guidelines that are too often overlooked, and show you how to avoid a few really, really bad mistakes! I’ll share the best practices we’ve seen work for developers in the Amazon Appstore, back it up with data from 3rd party sources, and I'll show you how these tips actually wokred for one of my apps.
Marketing Talk

Prototyping@Studio Fizbin - How to f... up on Purpose

Sebastian Mittag (Studio Fizbin GmbH)
Alexander Pieper (Studio Fizbin)
Through the years, prototyping became one of the most important tools for Studio Fizbin. Within our tight schedules and budgets, it even grew to something indispensable. We love to use cardboard and scotch tape, as well as rapid digital prototypes. Because they enable us to effectively test a lot in the pre-production phase: What is the perfect touch input for a young audience? How does the interface for a 12 sqm game-table work? Are your adventure-puzzles clever? And can we even find new employees through Gamejams?
Game Design Talk

Quantifying the user experience: The ROI of UX Research

Dr. Graham McAllister (Player Research)
Which studio doesn’t want to increase development efficiency, deliver better games, and see higher revenues? This is the function of UX Research. However there is a cost, and for many studios they have difficulty calculating the return on investment (ROI). A common question asked is, “If we spend $1 on this, what do we get back?”. A sensible question it would seem, however asking it and expecting a number in return is a mistake. This talk will show how to reconcile the tricky question of the ROI of UX.
Business Talk

Rapid UI Creation using Data Binding in Unity

Stephan Dilly (InnoGames)
Modern application development architectures often use user interface patterns like Model-View-Controller and Model-View-ViewModel, which provide a clear structure for both developer and artist workflows, and direct support in the IDE. However, the current status quo in mobile game development utilizes engines like Unity3D which do not have native support for similar workflows. This results in a more error-prone and redundant user interface development workflow, where artists create a user interface remotely and developers have to mimic it in the engine. This talk shows how to apply modern development architectures to Unity3D, allowing developers and artists to focus each on their expertise and still have the results align in harmony. By applying proven concepts, these modern developments allow each party to work independently while still being able to test their own work at all times.
Tech Talk

Re-claiming the Narrative - Responsibility of Games in Cultural Discourse

Lena Falkenhagen (
Michael Liebe (Booster Space)
Falko Löffler (Freelance Writer)
Narratives manipulate the masses. In the past years of the post-factual era, not facts win elections, narratives do. Even in politics, narratives are all that count. Do games as part of the mediascope have a responsibility to reclaim the narrative in culture? Do we as game developers have a responsibility to promote free thinking and create spaces for renewal and cultural change? And if narratives manipulate the masses, are games part of that problem and can they be used to stem that tide? And should they?
Culture Panel

Remixing vs. Reskinning: The Fine Line Between Inspiration and Imitation in the Games Industry

Lies van Roessel (Alexander von Humboldt Institute for Internet and Society)
Since digital games’ early days there have been conflicts about the fine line between objectionable imitation (i.e. cloning) and accepted inspiration. This talk presents the findings of a study exploring how game developers handle this tension. Results show that game developers are inspired by and reuse other games’ mechanics as well as audiovisual elements. Yet, wholesale copying is rejected and practices such as reskinning are deemed objectionable, even though it is legally hard to prove.
Culture Talk

Sound in the Shadows - How We Created Shadow Tactics' Music and SFX

Filippo Beck Peccoz (FBPSound)
Philipp Sellier (Solid Sound)
Filippo Beck Peccoz (FBPSound) and Philipp Sellier (Solid Sound) talk about making music and sound for Mimimi Productions' latest game, "Shadow Tactics". This 20+ hour game features over 70 minutes of music, an interactive score system, voiceover in English and Japanese and several thousand sound effect assets. From recording traditional Japanese instruments to implementing the sound in Unity, attendees will gain insight on the creative process and the technical part of producing audio for the game, This talk might include free Ninja swag, too.. ;D
Music & Sound Talk

Stand Out or Die – Importance of Identity if You Are Not a Big Fish

Piotr Zygadlo (Robot Gentleman)
With every year it is more and more difficult to successfully release a game. Even companies with several positively acclaimed titles are struggling with new releases.
Business Micro-Talk

State of the Global Game Industry - from the Game Developers' Perspective

Kate Edwards (International Game Developers Association (IGDA))
Every year, the International Game Developers Association (IGDA) conducts its Developer Satisfaction Survey (DSS), a broad-ranging set of questions that ask game developers worldwide for their opinions not only about their individual jobs and working conditions but also their perspective on the current state of the global game industry and where it's going. This session will present the latest insights and revelations from the IGDA's 2016 DSS and discuss what we can do as individuals and as groups of developers to continue to positively evolve our industry.
Community Talk

Stop Paying for Ads - A look at Alternative User Acquisition Strategies

Jiri Kupiainen (Matchmade)
A look at how developers use nontraditional channels to build their audience both before and after launch. A few example cases of how developers have used influencer marketing, social media, Twitch etc. to spread the word about their game.
Marketing Talk

Successful Kickstarter! What now?

Michael Schade (ROCKFISH Games GmbH)
Congrats! You did a successful Kickstarter, money is about to pour in soon and publishers will line up to sign a deal with you. Well, maybe not as soon and as much as you think. Michael Schade, CEO of ROCKFISH Games, will share useful insights about their odyssey trying to find a publisher after their wildly successful Kickstarter for EVERSPACE, how they managed to fund the completion of development themselves and self-published the game on Steam Early Access and Xbox One Game Preview with great success, eventually. This talk works in large parts even if you haven't done or intend to do a Kickstarter.
Business Talk

Terra Incognita I. Chances for Game Developers in "New" Markets.

Thomas Bedenk (
Prof. Markus Wiemker (media Akademie - Hochschule Stuttgart (mAHS), University of Applied Sciences )
Georg Hobmeier (Causa Creations)
Vladimir Zivkovic (Eipix Entertaiment )
Speaker(s): 1. Thomas Bedenk, VR Consultant, Exozet, Berlin, Germany 2. Vladimir Zivkovic, CCO, Eipix Entertainment, Novi Sad, Serbia 3. Georg Hobmeier, Narrative Designer & Conceptionist, Causa Creations/gold extra, Vienna, Austria 4. Heiko Fuchs, CEO, Twisted Rooms, Hamburg, Germany Moderation: Prof. Markus Wiemker (media Akademie - Hochschule Stuttgart (mAHS), University of Applied Sciences ) In this panel I like to highlight that often the biggest chances for success are in niche markets. So I like to discuss with different partners from the industry how to find this markets, to develop the right business models and to market the game to the target audience. Participants: 1. Virtual Reality & Board Games ("Exozet": Thomas Bedenk) 3. Hidden Object Puzzle Adventure (“Eipix Entertainment”: Vladimir Zivkovic), 3. Art Games ("Causa Creations/gold extra": Georg Hobmeier), 4. Live Action Games/Escape Rooms ("Twisted Rooms": Heiko Fuchs)
Game Design Panel

The Art of Failure

Mariusz Szypura (Telehorse)
It is a story of mistakes, misjudgements and poor decisions in game development. It demonstrates how a hopeless situation may be turned into a valuable lesson, experience or even success. The scope of the subject matter is extensive and includes specific examples related to the game concept, game development, marketing, publishing, as well as trademark battles. The author is truthful in admitting his own mistakes, hoping that his honesty might help others avoid going down the same path.
other Talk

The Challenges Facing Established Game Genres - As They Move Into the World of VR

Martin de Ronde (Force Field)
Force Field developed Oculus Rift exclusive Landfall, a single and multi-player top down third person shooter, that launched earlier this year. In this talk, light will be shed on the challenges Force Field faced when taking an existing genre, that of top down shooters, into VR and the way in which VR turned the tables on many if not most of the features and mechanics of that genre. From the specific lessons of Landfall, general lessons can be deduced, leading to a number of recommendations for developer looking to take established genres into VR.
Game Design Talk

The Disruptive Potential of Applied Interactive Technologies (APITs)

Martin Steinicke (University of Applied Sciences HTW Berlin, Creative Media Group)
The games industry has ever been a driver of innovation. But applying today’s game hard- & software technologies holds a huge potential for classical industries & businesses. Concurrently a glut of new games, growing steam libraries, keyselling & increasing Costs per Install make for dark clouds at the horizon of game studios. APITs might be the salvation to both classical businesses (innovation) & game companies (second source of income). But how to start and where to meet? Come in and find out!
Business Talk

The Evolution of Game Design and Development Over the Years

Jon Hare (Tower Studios Ltd)
Jon Hare looks back over his 30 years career in game design and development to analyse how approaches to game development and design have constantly been evoloving from ZX81 to HTC Vive and how the ability to adapt to the demands of the current market is a critical skill on a career in game development and design.
Game Design Talk

The Freelancer Survival Guide

Falko Löffler (Freelance Writer)
Working on your own, being your own boss, deciding independently how to tackle your work ... going freelance sounds very attractive, especially after one served as a cog in a huge development machine. But it's not for everyone. This talk is an open and honest look at the reality of being a freelancer in the games industry and for other media. It concentrates on experience in game writing, but it's also an overall look at the challenges and pitfalls of self-employment.
Business Talk

The Future of Cardboard

Chris Ward (Gregarious Mammal)
Games have been with us for centuries, from those that emulate battles like Chess and Risk, to the intricate mysteries of Go. In the past decades the world of boardgames has growing in popularity, breaking into the mainstream with games like Catan. However the industry is generally staunchly traditional in the way it produces and markets it's ideas. Until recently. In this presentation I will look at how digital versions of games, tabletop simulators, app augmented games and kickstarter have changed the world of cardboard and look to the future to see where this may lead.
Culture Micro-Talk

The Games Law Panel 2017 – Legal Updates for Developers, Publishers, Marketeers and Other Industry Stakeholders!

Dr. Christian Rauda (GRAEF Rechtsanwälte)
Dr. Claas Oehler (Ihde & Partner)
Kai Bodensiek (Brehm & v. Moers)
The legal panel at QV2016 was a huge success and we aim at repeating this panel at QV2017 with an update on current legal topics relevant for all stakeholders within the games industry. This year the panel comprises lawyers with a broad experience in copyright, data protection and youth protection law. Kai Bodensiek is a partner at the Berlin practise of Brehm & von Moers. He advises national as well as international companies in all matters pertaining to IT, Internet and Media Law and he is Legal Counsel at GAME. Dr. Claas Oehler is a partner at Ihde & Partner in Berlin and is a certified specialist for commercial and corporate law as well as for copyright and media law. Dr. Christian Rauda is a partner at Graef Rechtsanwälte in Hamburg, board-certified attorney for copyright and media law, intellectual property law and information technology law. Dr. Christian Rauda is a partner at GRAEF Rechtsanwälte (Hamburg/Berlin) and board-certified attorney for copyright and media law, intellectual property law and information technology law. He is author of the book “Recht der Computerspiele” (law of computer games). Lorenzo von Petersdorff is legal counsel at USK, the Entertainment Software Self-Regulation Body for youth protection. The moderator is Dr. Christian-Henner Hentsch, legal counsel at BIU.
Legal Panel

The History of Video Game Development (1985-2017)

Glen Schofield (Sledgehammer Games)
Wild stories, a bit of time traveling, and a healthy dose of video game history make up Glen Schofield’s behind-the-scenes retelling of his 30+ years in the game development industry. Schofield will take the audience on a visual journey through the key milestones and achievements of the modern games industry from 1985 to the present. He’ll share his views on the impact that console releases from Sega, Nintendo, PlayStation and Xbox had on games, as well as the emergence of new game design technology, from 2D to 3D gaming. Personal anecdotes add color and vibrancy to the presentation, as Schofield guides the Quo Vadis audience through major moments in the industry and describe many of the unique learning experiences that have helped shape his career.
Game Design Talk

The Relevance of Influencer Marketing

Arne Peters (ESL - Turtle Entertainment)
Camille Martinache (nevaly)
The panel will discuss how influencers can make a difference to the success of your game - and how it won't. It'll look at the do's and don'ts, share best practises, experiences and cost estimations. The panel will also discuss where to find "your" influencers and how to fit them into your games' marketing-mix.
Marketing Panel

The Revolutionary Technology Behind 'Monkey Island' and 'Grim Fandango'

Oliver Franzke (Double Fine Productions)
Monkey Island and Grim Fandango continue to be very popular despite the fact that these games are more than 20 years old. Their remarkable success is often attributed to fantastic writing, challenging puzzles and great storylines, but the tech used to make these games was no less exceptional and played a major role. This presentation will shed some light on how these games were made and how the technology behind adventure games has evolved over the years as well as how they were remastered.
Tech Talk

The Rise and Fall of Content Consumption in Gaming

Wright Bagwell (Outpost Games)
For millennia, games have served an important cultural purpose: to help us develop and showcase our mental and physical talents. But as video games moved out of the arcade and into our homes, they evolved to turn players into consumers of content, rather than showcasing their individual talents.
PR Talk

The VFX of Shadow Tactics - The Devil's in the Detail

Florian Smolka (Mimimi Productions)
What does it take to create the visual effects for a top down realtime stealth game that needs to feel as authentic as possible and has the player sitting hours in front of one single map? This talk will go in depth on how we approached certain limitations of the genre and the Unity engine as well as show a few neat tricks to make vfx look like more than they actually are. Furthermore I'll cover some lessons I learned from working on Shadow Tactics. Even though I will keep the focus on the artistic side of the subject the talk will have some technical explanations in it.
Art Talk

There is no Box - 20 Creative Words

Patrice Désilets (Panache Digital Games)
20 words that spark creation and innovation in game design. Review Patrice’s projects, vision and career landmarks.
Game Design Talk

Towards More Adaptive and Creative Artificial Intelligence in Games

Dr. Sebastian Risi (Center for Computer Games Research, IT University of Copenhagen)
This talk reviews recent advances in neuroevolution (i.e. evolving artificial neural networks through evolutionary algorithms) and procedural content generation that are especially relevant for creative domains like games. Evolutionary computation offers unique affordances for game design that enables creating entirely new type of games. Examples of such games we developed include Petalz, in which users can evolve an unlimited amount of artificial flowers and then transfer them to the real world via 3D printing, and Artefacts, which is similar to Minecraft but allows players to evolve arbitrary 3D buildings blocks together with others. Given their explorative nature, evolutionary algorithms also enable new ways for humans and machines to collaborate to easily create NPC behaviours. I will show how casual users can create NPC controllers for the Super Mario Game without any domain or programming knowledge.
Science Talk

Transform Your Art Pipeline

Thomas Vogel (Blue Byte, a Ubisoft Studio)
Transform your Art pipeline. Transformation starts with the artist itself,because technology changes the industry every day. Find smart solutions to deliver art with quality in reasonable time. We cover the evolution of game art over the recent decade. From the highpoly invention back in 2005 to streamlined material asset creation for PBR rendering techniques these days. This talk covers the character creation process behind Champions of Anteria.
Art Talk

Trends in Clan Systems: Across the Platforms

Leonard Frankel (ClanPlay)
Teut Weidemann (Online Entertainment)
Sebastian Fleer (Ubisoft Studio Blue Byte )
Serhat Bekdemir (Crytek, Istanbul)
Clan systems have become so widely popular, every game today could adopt this social layer to increase its engagement. In this panel we host several experts and intend to review the current clan trends in various platforms and intriguing genres that now boast guilds. We will also cover the pillars of creating an engaging clan system, the lift in KPIs and the challenges in adapting to various demographics.
Game Design Panel

Trivia Crack: Turning a Very Successful Game Into a Long Term Business

Maximo Cavazzani (Etermax)
Maximo Cavazzani has been instrumental in establishing the ever-more important role of mobile within the games landscape as a whole. With more than 10 years in the field and as, a leader in the Latin American region, during the lecture he will use case studies to demonstrate how a game can turn players into profits. The Trivia Crack case: from viral sensation to monetization powerhouse.
Business Talk

Using Famous Trademarks and Products in My Game? Legally Possible!

Dr. Christian Rauda (GRAEF Rechtsanwälte)
The use of third party trademarks and products in games is attractive. This session outlines the legal pitfalls that come with it. It reveals that a lot of uses are indeed legal, but also addresses the lines which should not be crossed. The session is not abstract, but everything will be discussed by using concrete examples. At the end, developers will know how they can incorporate foreign trademarks in their games without asking the trademark holders.
Legal Talk

UX in Game Audio

Stefan Randelshofer (Blue Byte, a Ubisoft Studio)
Game Audio is a very mighty tool in Game Development when you know how to use it. While good audio asset creation is still valuable for player experience, nowadays, the main focus of audio teams shifted towards interactive asset implementation (music, SFX and voiceovers) via an audio engine. This procedure however, has a lot of pitfalls and lures audio teams into losing themselves in an overloaded soundscape with a variety of unnecessary sounds that do not add value for the player anymore. Therefore, in order to maintain a good overview and to avoid this risk of sound clutter, game audio professionals should pursue structured and coherent concepts throughout the audio production. The main goal here, should be to maintain a logical user experience that guides the player through the game. Currently, recent usability studies mostly serve game designers and graphics artists to improve the overall user experience of a video game, but these findings can just as well benefit to the game’s soundscape, which will be demonstrated by the example of the Assassins Creed Identity soundscape.
Music & Sound Talk

VR / AR and All the Other Nonsense

Christina Barleben (Thoughtfish GmbH)
The talk is about "us" believing that VR is the next big thing! VR Conferences spawning everywhere, whereas a title called "Pokémon Go" is making 3 Mio. Dollar every day and could transform a huge player base from non-playing to playing. AND is still "dismissed" as a phenomenon only possible because of the brand. In this talk, I take a deeper look into what AR is about, if our definition of what AR is should be altered. Why location based is working now - even if it was never successful in the last 5 years. And that "social" aspects - as seen in Pokémon - are more likely to be the next big thing than secluded VR.
Game Design Talk

VR Netcode is Harder! VR + Multiplayer Challenges and Solutions

Christof Wegmann (Exit Games GmbH)
Putting two of the most challenging game experiences together is no easy task. As development for VR matures, real time feedback and other constraints becomes central, which also impacts the design and implementation of a suitable network synchronisation mechanism. In this talk we'll briefly discuss our experiences with netcode implementation strategies for VR, focusing on lessons learned, and highlighting what works and what doesn't.
Tech Talk

What Concepts Will Lead Industry Change in 2017?

Shanti Bergel (GREE)
The global games market is anticipated to reach 102.9BN in 2017. Join Shanti Bergel, SVP of GREE, as he discusses what major innovations we can expect to see from the industry in 2017. What concepts will lead industry change -- and who will be in position to lead them? The concept of bundling and unbundling will be a center point of discussion.
Business Talk

What’s Next for Google Play: Beyond the Click, the Install and the Phone

With over 78% of smartphones and 62% of tablets running on Android, and $7B paid out to developers, Google Play is experiencing incredible momentum. This session will cover the steps you need to take to improve your store listing and optimize your game successfully in the Google Play store.
Business Talk

What’s Next for Real World Games: Learnings from Ingress and how Pokémon GO will Continue to Evolve

Anne Beuttenmüller (Niantic Inc.)
With the release of Pokémon Go in July 2016 Niantic not only took the gaming world by storm but also impacted society on a worldwide scale. Dominating popular culture with a free-to-play mobile game might have looked like an overnight success but was long in the making. How can Pokémon Go continue to thrive in 2017, and what can mobile game developers learn from the success? What worked well, what didn’t? Anne Beuttenmüller, Head of Marketing EMEA, Niantic Inc., will explain how Pokémon Go benefits from Niantic’s lessons from Ingress on location-based gaming to sustain the hype by using marketing opportunities and content updates. She will share insights on the way the project took from the first ideas to the actual release and after, challenges it faced and changes that have been made. She’ll also share insights on in-app marketing strategies and how Niantic manages to evangelize brands to engage in Niantic’s partner program, and on what is planned for the game’s future in 2017 and beyond
other Talk

Who Needs a Story? Narration Through Art Direction

Riana McKeith (Wooga)
This talk will be about why it actually is important to always tell a story and the possibilities of how to do that through art. From murderous tribal warriors, to evil scientists on the warpath, to the adaptation of Futurama for mobile, Riana McKeith will take you through her process to find original visions, themes and art direction for casual mobile games.
Art Talk

Why You Should Care About Tool Design

Robin-Yann Storm (Io-Interactive)
In the industry we use all kinds of tools: Level editors, narrative tools, shader editors, etc. We use them daily, yet they can become unwieldy and annoying to use. For many tools this annoyance is taken for granted, but it doesn't have to be. Tool design can help here, improving both your tools, and your final product.
Tech Talk

Working Through the Great Firewall

Ed DiEoreo (Games Tech Advisors)
"Working through the Great Firewall" - AKA GFW … What does the GFW mean? What are the implications for Distributed Dev Teams that share and transmit large digital files in and out of China? How buying Servers, Hosting and Network Bandwidth is very different than in the West … in so many ways when compared to China. How to use GPN and other Optimized Routing Proxy solutions in and out of China, Korea and Taiwan for high value assets and transactions. The complexity and control of the Chinese Internet. Review a few very common use cases in operating servers out of mainland China, Cyber Security considerations operating servers and network in mainland China.
Tech Talk

Event Sponsors

Sponsor Partners

No sponsors in this category have been announced yet.

Media and Partners

Edit User