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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 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 (Sebastian Knopp Consulting)
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 (peacefulfish)
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

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

Best of Quo Vadis - Nordic Game Discovery Contest

Tobias Kopka (Aruba Events)
A handful indie, newcomer or student teams will get the chance to pitch their projects on stage. Each team has only 5 minutes in front of our jury to present the project and to show why your project should be winner of the evening. The jury will make their decision on the same evening once all projects have been presented on stage. Eligibility requirements: - Presentations should be held only in English - No publisher contract - Game needs to be playable in a beta version - Concepts or prototypes will not be accepted - Presentation using your own laptop or device, on which the game should be installed before you start the presentation The winner will receive a place in the finals of the Nordic Game Discovery Contest and the right to claim the title “Best of Quo Vadis 2017”. Be prepared, get two free tickets for Quo Vadis 2017, show your game and tell us why your game and team should win the title! We are looking forward to your games!
other other

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)
COMPACT SESSION DESCRIPTION: Philosophers are trained to spot inconsistencies and challenge our implicit assumptions. They have analyzed concepts like “experience”, “action”, “meaning” or “world” in great detail. This philosophical expertise can greatly enhance our understanding of what makes games plausible, unique, and immersive and hence our game designs. In this session, we will give an example by discussing the notion “(virtual) world” and show the practical application of such reflection.
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)
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

Common Mistakes of f2p Design

Teut Weidemann (Online Entertainment)
Its is hard to think about key markets when you develop your game. Trying to optimize your game as an afterthought for large markets like Asia a an example is close to impossible. So why building walls into your game which can’t be changed easily when a publisher from an „alien“ market knocks on your door? Or to ask an obvious question: why do games from Supercell work mostly world wide while most others don’t? While this talk isn’t limited to mobile it will shed some light on key audience differences you might want to take into account when designing your game for a world wide audience. The talk will cover the effects these differences has in your mechanics, genre, and even the setting you pick.
Culture Talk

Crisis 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

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

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

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

From Engine to Game - Shaping Our Unity Toy Box

David Kuri (Three Eyed Games / Volkswagen AG)
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 - Kleinke & Burkersroda GbR)
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

How Making Jokes Taught Me to Make Interesting Puzzles

Kristian Hedeholm (Tryhart)
After joining the Tryhart team, I started working on our first game puzzle-platform game Baby the Knife. 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 Find an Art Style – Our Take on the Process for 'The Last Tinker' and 'Shadow Tactics'

Bianca Dörr (Mimimi Productions)
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

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 Workshop

Keeping a game's vision while changing all it's pillars - a post mortem of 6 years of Subsiege (aka Submerge)

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

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

Janosch Sadowski (Fluffy Fairy Games UG (haftungsbeschränkt))
Daniel Stammler (Fluffy Fairy Games UG (haftungsbeschränkt))
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

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

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 Micro-Talk

Orwell - The Development of a Privacy Invasion Thriller

Mel Taylor (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

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

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

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)
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

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

Terra Incognita. Chances for Game Designers in "New" Markets

Thomas Bleyer (Ravensburger Digital)
Thomas Bedenk (
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. Smart Toys & Hybrid Games (Ravensburger Verlag, "tiptoi" & "Das magische Museum": Thomas Bleyer) 2. Virtual Reality & Board Games (Kosmos Verlag, "Settlers of Catan VR": Thomas Bedenk) 3. Digital & Card Games (CD Project, "Gwent. The Witcher Card Game": Jakub Kowalski) 4. Live Action Games/Virtual Reality/Escape Rooms ("Twisted Rooms"/"The Void": Heiko Fuchs) (tbc)
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 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 Future of eSports

Andrew Paradise (Skillz Inc.)
Many people think that only PC and consoles games constitute eSports. However, with more than 2.1 billion gamers worldwide, mobile is the most popular gaming platform. With the convergence of mobile and eSports, the future of the industry will bring the “casual" gamer to the forefront by making fun and fair competitions available to everyone. In this session, Andrew Paradise will discuss the current eSports landscape and how new platforms and technologies are shaping the future of the industry.
Business Talk

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

Florian Smolka (Mimimi Productions)
Tech Talk

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

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’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

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