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100 full length videos with talks and panels from QUO VADIS 2017 - one of Europes biggest Developer Conferences!

On-Demand Access

Growing from its humble beginnings in 2003, when Quo Vadis was just a small conference in the Ruhr area with around 120 attendees from the German development scene, the event now attracts game developers from all over the world.

With not less than 210 high-quality speakers, the 15th edition of QUO VADIS developer conference was by far the biggest and most successful, yet! You missed out on this year’s event? You wish you could have attended way more of all the excellent talks and panels than you actually could, or simply want to recap your most favorite topics?

For only € 99 you will get indefinite access to 100 full-length clips including talks of Glen Schofield (Dead Space, Call of Duty), Niklas Fegraeus (Star Wars Battlefront), Patrice Désilets (Assassin’s Creed), Brian Chambers (Star Citizen), Pawel Sasko (The Witcher 3) and many, many more. Only one click to bring QUO VADIS 2017 right into your home, on your phone, tablet or computer – whenever you want, wherever you want!

For € 99 you get:

  • 100 videos of developer talks and panel discussions from QUO VADIS 2017 - Europes Hot Spot for Game Professionals
  • Available in both SD and HD (360p, 540p, 780p and 1080p)
  • Lifetime access, anywhere, anytime
  • Streaming on iOS, Android, Apple TV, Roku und Chromecast
  • Watch it here on Making Games Academy and use our sorting funtion or directly at vimeo.com/ondemand/quovadis2017


      SPEAKER | Kadri Ugand, Pieter van der Pijl
      QV17 - Differences in Publisher and Investor Deals and How to Choose Between Them
      Audience adressed in this Talk: Studios looking for publishers or investors
      Day 1 Channel #1
      QV17 - The VFX of Shadow Tactics - The Devil's in the Detail
      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. Audience addressed: VFX and Tech Artists as well as people interested in the subject like students.
      Day 1 Channel #1
      SPEAKER | Wright Bagwell
      QV17 - The Rise and Fall of Content Consumption in Gamin
      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. Audience addressed: Designers, Marketers, Game Industry Leadership Takeaway: In this talk, I’ll discuss the ways that the move into our homes shaped the design, marketing, and production of video games, and how that legacy is keeping the video games industry from realising its full potential.
      Day 1 Channel #1
      SPEAKER | Don Daglow
      QV17 - 5 Changes in the Games Industry of 2022, and How to Start Preparing for Them Now
      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. Audience addressed: General games industry audience Takeaway: 1. We are, like everyone else, subject to the laws of modern economics. We ignore them at our peril. 2. Hardware platform cycles will no longer function in the way they have for the last twenty years. 3. The problem of Discovery is not going away, but developers can exploit new advantages to battle it.
      Day 1 Channel #1
      SPEAKER | Glen Schofield
      QV17 - The History of Video Game Development (1985-2017)
      Wild stories, a bit of time travelling, 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 colour 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. Audience addressed: Game Designers & people interested in game design or the history thereof. Takeaway: From Blondie to Sean Connery, Schofield’s presentation will be a fun, entertaining way for the audience to learn about the gaming industry from a developer and get an inside look at the challenges and incredible key learnings one encounters when developing a video game. Schofield’s main takeaway is that game developers have been revisiting and revolutionizing the way they create video game experiences for decades. If you create dynamic teams, keep an open mind, and always look forward, there is no limit to where your imagination can take you.
      Day 1 Channel #1
      SPEAKER | Tony Zander
      QV17 - Breaking New Ground: CCG Meets Toys to Life
      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 seamless experience. Insights into the difficulties overcome along with some of the major wins and opportunities that open once these two categories are blended. Audience addressed: General interest in robotics, hardware, software and game development. Takeaway: trails and tribulations to concurrent hardware\software development.
      Day 1 Channel #4
      SPEAKER | Johannes Reithmann
      QV17 - Creating Keeping and Changing a Game’s Vision
      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 on 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. Audience addressed: Creative directors, game designers, vision keepers, creative producers, project managers, team leads and all other professionals who want to aspire their teams and are tasked with creating, communicating and keeping a shared vision. Takeaway: Learnings and examples of failed and working methods for * creating, communicating and keeping a game vision, as well as * managing vision changes, mainly (but not only) using the example of the development of Subsiege.
      Day 1 Channel #2
      SPEAKER | Philomena Schwab
      QV17 - How to Build up a Supportive Community Around Your Game
      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, indie dev collectives and Steam Early Access. Audience addressed: Indie game developers from beginner to expert. Takeaway: The audience will see what a big difference even a small bunch of loyal followers and supporters can make when it comes to visibility. I hope to encourage the audience to start building a community around their game right away.
      Day 1 Channel #3
      SPEAKER | Pascal Luban
      QV17 - How to Keep Your Players After the First Minutes of Gameplay
      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. Audience adressed: Game designer, creative director, producer Takeaway: Practical do's and don'ts for designing the begining of a freemium game.
      Day 1 Channel #2
      SPEAKER | Ronny Burkersroda
      QV17 - From Some Games to the Games: Where Entertainment Branches Intersect
      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! Audience adressed: - People, who are interested in entertainment sectors outside of pure computer games - People, who want to hear about experiences that may differ to their own - People, who like to know how game technology is used in other fields - Groups: developers, producers, studio management Takeaway: There are sectors, which can share resources with game development, and the you may use their experience, tools and assets to diversify and secure revenues. I will also show how your projects can possibly benefit from our software.
      Day 1 Channel #2
      SPEAKER | Liz Mercuri
      QV17 - Interactivity in Virtual Reality
      2016 was dubbed the "Year of VR" with consumers welcoming VR into their homes and with the rise of mobile VR, becoming more accessible than ever. But what did 2016 teach us about VR? This talk first takes a brief glance back at what 2016 offered regarding innovation and hardware in VR before sharing lessons learned from the development community regarding interactivity in VR in areas such as visuals, audio and user input. This talk aims to give developers new to the field of VR, the information and tools required to go forth and create and innovate, pushing the potential of the pioneering field of VR. Audience addressed: Those new to VR development. Takeaway: This talk aims to give developers new to the field of VR, the information and tools required to go forth and create and innovate, pushing the potential of the pioneering field of VR. The takeaways from this talk are hints and ideas on how to create good user experiences in VR, through the analysis of the solutions adopted by several VR games and apps.
      Day 1 Channel #3
      SPEAKER | Oliver Franzke
      QV17 - The Revolutionary Technology Behind 'Monkey Island' and 'Grim Fandango'
      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. Audience addressed: This talk aimed at game developers who want to learn how LucasArts point & click adventures were made and what was involved to remastered them. Takeaway: Attendees will gain a deeper understanding of the (revolutionary) technology behind Monkey Island and Grim Fandango.
      Day 1 Channel #3
      QV17 - Goethe-Institut: Presentation of the German Game Industry Abroad
      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 organise 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 internationalisation 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. Audience addressed: Everyone interested Takeaway: Knowledge about relationships between Game Studios from Germany and abroad that are supported by the Goethe-Institute
      Day 1 Channel #3
      SPEAKER | Bianca Dörr
      QV17 - How to Find an Art Style: Our Take on the Process for 'The Last Tinker' and 'Shadow Tactics'
      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? Audience addressed: Artists and people who are interested in art and how artists work Takeaway: How to create a graphic style Small insights into how to create a style guide
      Day 1 Channel #4
      SPEAKER | Falko Löffler
      QV17 - The Freelancer Survival Guide
      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. Audience addressed: Freelancers and people who consider freelancing. Takeaway: I'd like to have freelancers share their own experiences. And all those who think of freelancing should either be encouraged or discouraged.
      Day 1 Channel #4
      SPEAKER | Daniel Stammler, Janosch Sadowski
      QV17 - Lean Game Development. MVP in 8 Weeks, True Player-Centric Iterations Forever
      We're a successful mobile f2p games start-up at a time when bigger German developers consider this marketplace too competitive. We strongly believe that our success stems from our unique, hands-on, player-centric, lean approach and believe other devs could benefit Audience adressed: F2P mobile game companies Takeaway: How can you get 2.5 million downloads without spending anything for marketing? How can you develop a mobile game with a 75% day one retention in 2 months with 3 people? How can you stay lean after earning a decent amount of money and hiring 10 employees? Why do most gaming companies fail? How to release one update per week? What can we learn from companies like Dropbox and Airbnb? How to enable your players to be your game designers
      Day 1 Channel #4
      SPEAKER | Johanna Pirker
      QV17 - Designing Games for The World after Playing Games from the World
      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. Audience addressed: As an inspirational talk, this talk should is attended to a broad audience, with a focus also on game designers Takeaway: The main take-away should be an inspiration about playing different games with different backgrounds, genres, and from different developers. Additionally, attendees will gain an understanding how to design games with a focus on cultural diversity. Additionally, attendees will hear the stories how game development scenes influences the game development culture in different countries
      Day 1 Channel #5
      SPEAKER | Lies van Roessel
      QV17 - Remixing vs Reskinning: The Fine Line Between Inspiration and Imitation in the Games Industry
      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. Audience addressed: This session is meant for game professionals who are interested in reflecting on game development and its (implicit) values and culture, especially regarding cloning, innovation and copyright protection. The talk will also provide best practices and strategies of how to handle this (legally) a grey area. Moreover, Quo Vadis visitors interested in game research will be addressed by this talk. Takeaway: Being inspired and remixing of existing game mechanics is a common and accepted practice in the games sector, although alleged cloners, i.e. people that cross the line, are condemned by the community. Developer norms are in some cases stronger than laws. Indies have different strategies to navigate the legal grey zone than mobile and browser game developers. Moreover, I will present best practices on how to protect game ideas while keeping the industry open.
      Day 1 Channel #5
      SPEAKER | Bjoern Bergstein
      QV17 - Portfolio Power How Tivola is Strategically Building a Cross-Promo Ecosystem of Casual Animal Games
      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. Audience addressed: CEOs and founders of smaller to medium games companies Takeaway: - Pros and Cons of a focused portfolio driven strategy - To use this strategy, one must be willing to commit longterm - Best practices of UA within your own portfolio
      Day 1 Channel #5
      SPEAKER | Filippo Beck Peccoz, Philipp Sellier
      QV17 - How We Created Shadow Tactics' Music and SFX
      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 Audience addressed: Any game developer who is interested in learning more about the process, the possible pitfalls and the joy of making audio for games are more than welcome. Sound Designers and composers wishing to hear about the production of a game such as Shadow Tactics from start to finish are also kept in mind. Developers who work with Unity and would like to know how the new audio features behave in "real life". Last but not least, anyone interested in the creative process of composing interactive music (themes, layer systems, where to make the music change, etc.) will love this talk. Takeaway: Guests will leave with a deep knowledge of how a game like Shadow Tactics has been produced audio-wise. They will gain insight on our workflow, tools used, and the thought-process that went into creating the soundscapes and the dynamic music in the game. Also, audio designers interested in working with external musicians, getting to know the Unity 5 Mixer better and "handling" a bigger project will get lots of tips. There might also be some free Ninja-Goodies to pick up ;D
      Day 1 Channel #6
      SPEAKER | Jan Theysen
      QV17 - Indie Survival Guide: 10 Tips to Survive and Grow in Difficult Times
      Audience adressed: Indie Studios and everyone interested
      Day 1 Channel #4
      SPEAKER | Bernhard Ewers
      QV17 - Two Little Numbers or Make Games Worth Playing
      Keine Beschreibung vorhanden.
      Day 1 Channel #6
      SPEAKER | Kai Bodensiek
      QV17 - Monetization and Legal Limits
      Successful 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? Audience addressed: Game designer, monetization experts, legal advisors Takeaway: The audience shall gain an overview on limitations for monetization marketing based on unfair trade and youth protection provisions. Since often these mechanisms seem innocent they can quickly breach strict EU provisions.
      Day 1 Channel #1
      SPEAKER | Collin Bradford Bishop
      QV17 - CRYENGINE Animation Bootcamp
      The animation pipeline in CRYENGINE has added a wide range of powerful features over time, but that has arrived with a perception of increasing complexity. The CRYENGINE Animation Bootcamp intends to provide a platform, through Quo Vadis, to outline simple best practices when using the toolset. Bringing together a comprehensive pipeline, across animation import and Mannequin setup, this bootcamp is a two hour long discussion where you can draw upon the knowledge and expertise from the team at Crytek’s Frankfurt HQ, with a focus on diving deep into how you can create a modular setup without compromising performance in your shipped title. The bootcamp starts with a focused discussion on the expected animation preparations for CRYENGINE development. The focus will quickly transition into how to best apply that knowledge within CRYENGINE to create a functional character in a level. Audience adressed: Everyone interested Takeaway: Through different tools and using different disciplines, the bootcamp will demonstrate the engine’s flexibility and speed, and how rapidly a developer can get up and running with the CRYENGINE animation pipeline.
      Day 1 Channel #1
      QV17 - Trends in Clan Systems: Across the Platforms
      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. Session Moderator: Leonard Frankel Audience addressed: Game designers, producers, studio leads, business development professionals and community managers Takeaway: Attendees will learn about the current trends in clan systems, what works in which platforms, which games with clans are killing it and which genres can properly serve clans
      Day 2 Channel #1
      SPEAKER | Shanti Bergel
      QV17 - What Concepts Will Lead Industry Change in 2017
      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 a position to lead them? The concept of bundling and unbundling will be a centre point of discussion. Audience addressed: everyone interested
      Day 2 Channel #1
      SPEAKER | Niklas Fegraeus
      QV17 - Capturing Star Wars
      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 sabres 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? Audience addressed: Everyone interested Takeaway: This talk is about that journey. A trip through awe, fear, childhood dreams and magic.
      Day 2 Channel #1
      SPEAKER | Patrice Désilets
      QV17 - There is no Box: 20 Creative Words
      20 words that spark creation and innovation in game design. Review Patrice’s projects, vision and career landmarks. Audience addressed: Everyone interested in innovative and creative game design. Takeaway: An idea about how to trigger more creative game design processes.
      Day 2 Channel #1
      QV17 - Anatomy of a Story Structural Analysis of Few Quests from Witcher 3 Wild Hunt and Both Expansions
      During the session, few publicly acclaimed Quests from “Witcher 3: Wild Hunt” and both expansions (“Hearts of Stone” and “Blood and Wine”) will be analysed. As an author of “Family Matters”, “Last Wish” and “Battle of Kaer Morhen” I will describe the creation process behind those and few other Quests and highlight many storytelling methods used to shape them as memorable moments. Audience addressed: Quest Designers, Gameplay Designers, Writers, Cinematic Artists and anybody interested. Takeaway: Pacing of narration, Pacing curve as a design tool, Steering emotional investment of the player, Influence of chosen gameplay elements on the storytelling, Construction of the scenes
      Day 2 Channel #1
      SPEAKER | Diane Hunkeler
      QV17 - Making a Sustainable Change Towards Diversity & Inclusion
      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. Audience addressed: Simply everyone! Takeaway: Learn why making the most of diversity and inclusion is key to creating great mobile games. Get inspired with some best practices and tips on how to make a sustainable change as an individual and as a company.
      Day 2 Channel #2
      SPEAKER | Michael Schade
      QV17 - How to get Pro: Das eigene Game Studio
      Keine Beschreibung vorhanden.
      Day 2 Channel #1
      SPEAKER | Fawzi Mesmar
      QV17 - Managing Creativity Leading Game Design Teams in Multicultural Environments
      In this presentation, I will explore some tips, techniques, exercises and methodologies that I utilise 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. Audience addressed: Design leads, studio managers, design managers, design instructors Takeaway: Methods and strategies that managers can apply to challenge and couch their design teams to remain on competitive and creative edge.
      Day 2 Channel #2
      QV17 - Building and Supporting Developer Communities
      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 the first-hand experience in building and supporting communities to offer insight and practical implementation ideas. Session Moderator: Stephen Caruana Audience addressed: This session addresses developers and organisations, whether they form part of an established, mature community or are looking to jump-start a new one in their area. Takeaway: Understanding the value of having an active local community and learning how to support its growth and reap its unique benefits.
      Day 2 Channel #2
      SPEAKER | Dominic Eskofier
      QV17 - How Virtual Reality Will Create a Better Humankind
      In this talk by Dominic Eskofier, Nvidia’s Head of VR for the EMEAI region, you’ll learn about applications for Virtual Reality that go beyond the entertainment space. Health, Training, Education – these are only some of the verticals that will be changed by Virtual Reality. Dominic will inform you about the most recent scientific studies around the usage of Virtual Reality and will give great examples from a broad range of topics where VR will have an impact – maybe a bigger one than you thought before. Audience addressed: Everyone interested in VR
      Day 2 Channel #2
      SPEAKER | Kate Edwards
      QV17 - State of the Global Game Industry from the Game Developers' Perspective
      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. Audience addressed: General audience, open to anyone interested in learning the latest insights and opinions of game developers. Takeaway: Attendees will gain a much greater understanding of how game developers worldwide currently feel about their jobs, their companies, and the industry as a whole.
      Day 2 Channel #2
      SPEAKER | Johannes Figlhuber
      QV17 - From Ori to Overwatch: A Swift Stroll Through Art Production
      For almost a decade now, Airborn Studios has been in the business of dedicated art production. Looking back at their work on projects like Ori and the Blind Forest, Overwatch and Halo 5, Johannes and Julian will elaborate on some aspects of art production and how they have (not) changed. The topics will, among other things, touch the importance of basic workflows and context, the challenges of decentralised work, and design following function. Audience addressed: artists, producers, project managers and everyone else who appreciates a peek behind the curtain of art production. Takeaway: The audience will learn about the challenges of art production in general and working with external artists. Both 'sides' will learn more about typical communication pitfalls and how to avoid them. Last but not least: a behind-the-scenes look at the development of the award-winning Ori and the Blind Forest.
      Day 2 Channel #3
      SPEAKER | Patryk Grzeszczuk
      QV17 - 10 Don'ts of Game Marketing
      Game marketing is tricky and knowing what to avoid is just as important as knowing what actually to do. So to put a twist on your regular guides and marketing manuals, I am going to focus on pitfalls rather than safe passages of game-focused communication. All of it regarding planning activities, creating content & promoting modern indie titles. Audience addressed: Game marketing people, publishers as well as self-sufficient indie devs interested in planning & implementation of game-oriented campaigns. Takeaway: Short recipe on what not to miss regarding marketing your game on the current market.
      Day 2 Channel #3
      SPEAKER | Graham McAllister
      QV17 - Quantifying the User Experience? The ROI of UX 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. Audience addressed: This talk is relevant to ALL levels within a studio - business, producers, programmers, etc., as it impacts the whole team. However, budget holders and investors may find it most useful. Takeaway: Attendees will takeaway the following practical advice: - How UX Research helps to deliver better games which make higher revenues. - How to build a successful studio which repeatedly makes hit games. - ROI doesn't have to be a number, it’s about meeting your core values and goals as a studio.
      Day 2 Channel #3
      SPEAKER | Sebastian Bombera
      QV17 - Design Notes How to Build a Space Station
      Using examples from the Anno 2205 DLC “Orbit”, Sebastian Bomber demonstrates how to translate real-world systems and expectations into game narratives and mechanics. Audience addressed: Game Designers, especially Systems and Narrative Designers. Space enthusiasts and anyone interested in the design processes of Anno 2205. Takeaway: How to come at a design challenge from different directions to combine those into a single, coherent result. The talk will increase the awareness of different design disciplines’ constraints and possible ways to play into their strengths. Includes many design and documentation examples. Also, Fun Facts About Space.
      Day 2 Channel #3
      SPEAKER | Roman Alexis Anastasini
      QV17 - Playing for High Stacks How to Build a Scalable Backend Infrastructure
      How to setup a scalable and sustainable backend infrastructure for millions of concurrent users, using Amazon Web Services. In his talk, Roman will outline which parts of the AWS ecosystem are crucial to building a highly performant and reliable system, as well as pointing out strategies for fast deployment and efficient maintenance.
      Day 2 Channel #3
      SPEAKER | Atul Mehra
      QV17 - Moving Forward by Postmortems
      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 give us a launching pad for the future. Audience addressed: Primarily this is for an audience who a) Want to hear and learn from our mistakes b) Want to review their own productions to see how they can allow for more ownership c) Understand how to work with their community to build a supporting infrastructure for all indie studios. Takeaway: 1) Lessons from Post mortem from our 3 games 2) Production adjustments to fuel creativity and ownership 3) Importance and impact of a +ve echo system that can help studios achieve more
      Day 2 Channel #3
      SPEAKER | Teut Weidemann
      QV17 - Player Types and Your World Domination
      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 behaviours 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 realise what influence that had on the player behaviours and their favourite platforms. Audience addressed: Everyone Takeaway: Understanding these topics will enable you to widen your reach and increase your revenue world wide.
      Day 2 Channel #3
      SPEAKER | Jon Hare
      QV17 - The Evolution of Game Design and Development Over the Years
      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 evolving from ZX81 to HTC Live 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. Audience addressed: All games developers, publishers and gamers. Particularly interesting to designers and people running games studios. Takeaway: The games industry is constantly changing, if we don't adapt, we will die. Technology changes, monetization changes, audience changes and cultural changes bring us challenges that can either trip us up or inspire us to great new things. A solid grounding in your chosen skill, programming, design, art, sound or production is the key to surviving the natural evolution of the industry
      Day 2 Channel #3
      SPEAKER | Mike Hines
      QV17- Building Appstore Pages and Promo Videos that Are Worth Seeing
      Over half of your downloads will come from organic sources, that is, downloads you don’t pay for. You can maximise 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 worked for one of my apps. Audience addressed: Any developer not currently working with a publisher who optimises their product listing, or developers who make their own icons and promo videos. Takeaway: What the worst practices are in building a product listing. How to avoid looking like an amateur developer on your product listing. How to optimise your Icon, Video, Description, and Screenshots (with examples and data). How these practices actually worked for a real-world indie dev (with before and after data).
      Day 2 Channel #3
      SPEAKER | David Kuri, Florian Uhde
      QV17 - From Engine to Game - Shaping Our Unity Toy Box
      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. Audience addressed: Producers & Technical Artists who want to improve workflows for the team Developers with Unity experience Graphics & Optimisation freaks Takeaway: - Ideas to improve workflow in Unity - Inspiration for better coding - Fancy graphics that you might wanna try in your game
      Day 2 Channel #4
      SPEAKER | Tom Sengelaub
      QV17 - Applications of Eye Tracking in Virtual Reality
      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 personalise the 3D experience and how the point of gaze revolutionises 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. Audience addressed: general audience Takeaway: Attendees will learn about the future of VR and how eye tracking can be used to make VR more accessible, intuitive and improve immersion.
      Day 2 Channel #4
      SPEAKER | Eike Langbehn
      QV17 - Perception The Most Technical Issue of VR
      Fifty years of virtual reality research resulted in a lot of findings that are interesting for game development. Especially, perception is a very important factor for VR, since it is connected to immersion, presence, and motion sickness. Perception might also be different from the real world and can even be manipulated. In this talk, I want to highlight some of the research results we and others found. Audience addressed: Game Designer, Developer, and people interested in VR. Takeaway: A better understanding of the human perceptual system and its effects on the design of VR applications.
      Day 2 Channel #4
      SPEAKER | Christof Wegmann, Oliver Eberlei
      QV17 - VR Netcode is Harder! VR + Multiplayer Challenges and Solutions
      Putting two of the most challenging game experiences together is no easy task. As development for VR matures, real-time feedback and other constraints become central, which also impacts the design and implementation of a suitable network synchronisation mechanism. In this talk we'll briefly discuss our experiences with net code implementation strategies for VR, focusing on lessons learned, and highlighting what works and what doesn't. Audience addressed: VR Developer, VR Producer Takeaway: - A perspective of online multiplayer implementation strategies for VR (advantages/issues of each); - Details and insights learned when using both lockstep/rollbacks and state transfer mechanisms for coding multiplayer VR experiences; - A summary of what to look for and what to avoid in this context;
      Day 2 Channel #4
      SPEAKER | Sebastian Risi
      QV17- Towards More Adaptive and Creative Artificial Intelligence in Games
      This talk reviews recent advances in neuroevolution (i.e. evolving artificial neural networks through evolutionary algorithms) and the procedural content generation that is especially relevant for creative domains like games. Evolutionary computation offers unique affordances for game design that enables creating the entirely new type of games. Examples of such games we developed include Petals, 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. Audience addressed: People with interest in artificial intelligence. Takeaway: How recent advances in artificial intelligence research can allow new types of games to be created and can facilitate the creation of NPC behaviour
      Day 2 Channel #4
      SPEAKER | Kim Kulling
      QV17 - Asset-Importer-Lib History Architecture and Use-Cases
      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 of its history, the base-concepts and typical use cases for it. We will also discuss future improvements at the end. Audience addressed: Software-Developer, Indie-Game developer Takeaway: Knowledge about the architecture and typical use-case of Asset-Importer-Lib.
      Day 2 Channel #4
      SPEAKER | Sven Erik Knop
      QV17 - Version Management for Game Developers
      Version control is an essential tool for any kind of software development and increasingly hardware development as well. But video game development is different compared to most other software projects. The majority of files involved are binary files that cannot be merged - and these files tend to be very large as well. Many game development projects grow to Terabytes, and the upcoming 4K games for consoles and PC will quadruple some assets again. On the other hand, there is a strong tendency by the technical leads and QA team to demand a single repository for all files that go into a game - a Single Source of Truth. A Single Source of Truth avoids the pitfalls of mismatched check-ins from different silos of data. Such a repository also simplifies the inevitable search for the one check-in that broke the latest build. Ideally, such a repository should also be distributed to allow multiple development sites to work on the same project if required - according to large games developers like EA it is not possible anymore to find all the talent needed in a single place. This presentation introduces same basic concepts of version management, some specific requirements for game development and some techniques taken from real development on how these requirements are met. Audience addressed: Developers Artists Team leads Build Masters Takeaway: - Increased awareness of what problem version management addresses - Different techniques on how to address some common issues - The importance of milestone branches - Why Perforce Helix is the standard versioning tool in the video games industry.
      Day 2 Channel #4
      SPEAKER | Sebastian Knopp
      QV17 - A Test Driven Approach to Publishing a Mobile Game
      Tests and experiments can improve publishing efforts significantly. Since speed is the only variable that a developer can truly control, some tests have a huge impact on the success rate. This session will explain how you can utilise tests and experiments to create and grow a successful game. Audience addressed: Game developers... - who have little to no budget - already released one or two games on mobile or are planning to do so - who are self-publishing Game publishers... - who are looking for an agile approach to mobile market games - who want to improve the performance of their UA campaigns Takeaway: - What can be tested when developing a mobile game? - How can it be tested? - Which tools and services can be used to test it?
      Day 2 Channel #5
      SPEAKER | Jiri Kupiainen
      QV17 - Stop Paying for Ads: A look at Alternative User Acquisition Strategies
      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. Audience addressed: This audience is addressed at anyone thinking about user acquisition - ranging from solo developers to big publishers. It's low on marketing lingo and three letter acronyms. Takeaway: The audience will walk away from the session with a broadened view of user acquisition (not just buying display ads) as well as some ideas they want to try with their next game.
      Day 2 Channel #5
      SPEAKER | Nadim Affani
      QV17 - Culture Evolution - How Codev Changed the Way We Design
      Moving into Collaboration/Code 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. Audience addressed: Dev Designers & Producers and anyone working with teams in Germany Takeaway: • Showcase how different perspective is depending on country • Show examples of "If only we had known..." • Show examples of "Lost in Translation." • Provide tips and learnings
      Day 2 Channel #5
      SPEAKER | Daniel Marx, Mel Taylor
      QV17 - Orwell: The Development of a Privacy Invasion Thriller
      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. Audience addressed: Game developers, especially smaller indie teams and teams that are making narrative-driven games. Takeaway: We think this talk would benefit other game development teams that are only just getting started as well as teams that have been around for a while, especially regarding ideas on how to approach the development of narrative games regarding design as well as funding and marketing.
      Day 2 Channel #5
      QV17 - Terra Incognita: Chances for Game Developers in New Markets
      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) Session Moderator: Prof. Markus Wiemker Audience addressed: From beginners to experts. Takeaway: To get knowledge about chances and risks in evolving markets.
      Day 2 Channel #6
      SPEAKER | Riana McKeith
      QV17 - Who Needs a Story Narration Through Art Direction
      This talk will be about why it actually is important always to 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. Audience addressed: Artists and Game Designers / Product Managers of casual mobile games. Takeaway: Fun methods to create interesting themes & directions for your game. Practical examples of how to interweave your narrative into all aspects of your game. And a reminder of how every choice you as a developer, artist or game designer matters and can be used to support a rich narrative that your players can discover through play.
      Day 2 Channel #6
      SPEAKER | Flurin Jenal
      QV17 - How to Setup a Gaming Company From an Idea to the First Employee
      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 were 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 entrepreneurial mindset. Audience addressed: Game developers in an early stage, thinking about starting a business and make a living of game creation. Setting up a solid business model out of a game idea is a hard process. But the reward will be the possibility to quit your side jobs and fully work on your passion: Games. With the entrepreneurial DNA and a few clever moves, it can be achieved. This talk is for those who want to hear our story and to accomplish the same goal. Takeaway: You hear the story how we created a gaming company, starting with one idea and then being able to make a living out of our own games! We can give insights, tips and the right mindset for that. We are convinced that this very early stage is the hardest phase which takes the most patience not to quit. In the end, it's the one story how we did it and if anyone wants to take another path we still can give you some inspiration!
      Day 2 Channel #6
      SPEAKER | Kevin Blank
      QV17 - Live Escape Games and the Future
      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? Audience addressed: The talks is mostly addressed to Game Designers, especially those that try to expand into analogue territories and are interested in alternative forms of play. Takeaway: The audience will learn about the current status and development of Live Escape games, as well as obtain ideas on how they can and will be combined with emerging digital technologies.
      Day 2 Channel #7
      SPEAKER | Odile Limpach, Thierry Baujard
      QV17 - Acceleration and Incubation: What It is and How to Work with these Programs
      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. Audience addressed: Students and young developers Takeaway: Classical pitfalls of starting a company and wanting to make everything be themselves. Knowledge about acceleration and if it is the right strategy to choose
      Day 2 Channel #6
      SPEAKER | David Stark
      QV17 - Processing Negative User Feedback: A Six-Stage Model for Not Going Insane
      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. Audience addressed: Game developers, community managers, PR. Takeaway: How to process seemingly nonsensical negative user feedback into concrete ways of improving your game.
      Day 2 Channel #7
      QV17 - Stand Out or Die: Importance of Identity if You Are Not a Big Fish
      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. Audience addressed: Everyone interested, especially Indies. Takeaway: This short talk will explain Robot Gentleman’s idea how to increase chance of getting recognition and reaching to the audience/customers
      Day 2 Channel #7
      SPEAKER | Ahmed Alsafar
      QV17 - Arabic Localization Done Right
      Presenting MENA Mobile gaming market, and focus on the do and don't when publishing/localising game to the market, using our last game (Kingdoms online) which launched last month, as an example Audience addressed: European developers and publishers looking to set up partnerships or start-ups in the MENA region, localisation providers, companies or individuals interested in being part of the development of the games industry in the region. Takeaway: Game publishers have to look into a new market, which might look not easy to enter due to the regional characteristics. Find out what you have to take care of and which mistakes you should avoid in case you don't want just to burn budgets.
      Day 2 Channel #7
      SPEAKER | Maximilian Nemmert, Thomas Arnold
      QV17 - Breaking the Habit Why Every Dev-Team Needs a Philosopher
      Philosophers are trained to spot inconsistencies and challenge our implicit assumptions. They have analysed 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. Audience addressed: The main audience addressed by this session are game designers. Other groups potentially benefitting from this session’s content are story writers/designers (“How can my story reflect those philosophical insights?”) and business decision maker (“To which extent is it worth to involve a philosopher in our team?”). Some extent of knowledge according to game design will be helpful to pull the most out of the session, so below the experience level is defined as “Intermediate”. However, all other levels of experience will be able to benefit from the session too. Takeaway: The session will provide the audience with a better understanding of… - why philosophical expertise will help to enhance game designs in the future. - what aspects make up the atmosphere of a game world or situation and how awareness of those aspects can greatly boost immersion. - why game designers should make a habit of challenging their implicit assumptions.
      Day 2 Channel #7
      SPEAKER | Chris Ward
      QV17 - The Future of Cardboard
      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 grown 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. Audience addressed: Artists, game designers of all flavours… Takeaway: That board games are older than you might think but are still reinventing themselves to meet new audiences.
      Day 2 Channel #7
      SPEAKER | Ina Göring
      QV17 - 10 Learnings from 10 Years of Funding Games in the Capital Region
      Since Oktober 2016, Medienboard Berlin-Brandenburg is funding innovative audiovisual 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 - analysing past projects to prepare for the future. And also help to clear up some common misconceptions about public funding. Audience addressed: Anyone interested in insights and learnings of a funding institution. Takeaway: - insights on how funding for games evolved (in Berlin and Brandenburg) - 10 facts about what went well and what didn't - game dev ecosystem of Berlin - what's available besides the cash?
      Day 2 Channel #7
      SPEAKER | Maximo Cavazzani
      QV17 - Turning a Very Successful Game Into a Long Term Business
      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. Audience addressed: Everyone who's interested
      Day 3 Channel #1
      SPEAKER | Brian Chambers
      QV17 - Star Citizen: The Unique Challenges of a Huge Crowdfunded Project
      Star Citizen is the top crowdfunded project ever. But its success today never would have happened without a completely invested and passionate community that is helping mould and shape the game alongside the Global Development team. Join Brian Chambers, the Development Director of Foundry 42 Frankfurt, as he discusses the process of building the ever-growing legion of Star Citizen fans and backers which currently stands at more than 1.7 million. He’ll discuss some of the unique challenges and the processes they’ve put in place to help feed Star Citizen’s fervent fan base with content as the game continues its daily development journey. Audience addressed: Game developers of all backgrounds and experience levels, especially those interested in crowdfunding and community engagement. Takeaway: An in-depth understanding of how Star Citizen engages with its community on a daily basis, the success we’ve had, that challenges we face, and what it all means to development.
      Day 3 Channel #1
      SPEAKER | Jeroen van Hasselt, Vlad Micu
      QV17 - Planetoid Pioneers 'Pre-Mortem': Writing a Recipe for Slow-Cooking Games
      Our team at Data Realms is in our 8th year working on Planetoid Pioneers. Join us for an in-depth look at the ingredients for slow-cooking games that features icing with iteration, peppered pivoting, team tasting and money mashing. Audience addressed: Independent game developers who want to aspire to work on 'triple III' titles with a bigger scope, budget and long term vision. Takeaway: This premortem is intended to share Data Realms’ challenges in pushing the boundaries of releasing an Early Access game. The post mortem will offer the necessary advice, learned lessons, numbers and insights from launching a user-generated content driven game on Steam Early Access.
      Day 3 Channel #2
      QV17 - Multiplayer and Botting: Business and legal Perspective
      Cheating and botting is a problem that is very much like a sexually transmitted disease: Someone who's active and attractive is not likely to get it, but nobody likes to talk about it. Yet many games, from high profile productions like PokémonGo to competitive games like CS: microtalksGO to MMOs such as WoW are infested by cheats bots and under constant attack by players bending, breaking or testing the rules. In this panel and the accompanying micro talks the explore different facets of this, from a legal angle, from a technical angle, from a community management angle. Session Moderator: Gunnar Lott Audience addressed: Still a secret! Takeaway: Also a secret!
      Day 3 Channel #2
      SPEAKER | Vera Velichko
      QV17 - How to Choose the Best Visual Style for Your Game
      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 the whole project. Audience adressed: - Artists and designers - Art-leads - Producers Takeaway: - Simple cases of choosing an appropriate style for every game - The process of conceiving the game
      Day 3 Channel #2
      SPEAKER | Kristian Hedeholm
      QV17 - How Making Jokes Taught Me to Make Interesting Puzzles
      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. Audience addressed: Everyone interested in making interesting puzzles Takeaway: Attendees will walk away with a new tool in their designer toolbox to design interesting puzzles. With specific detailed examples as a guide, they will have the knowledge to use this new tool to their own work.
      Day 3 Channel #2
      SPEAKER | Wolfgang Walk
      QV17 - Environmental Storytelling in "Phoning Home"
      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 dialogue? 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. Audience addressed: Level Designers and Narrative Designers interested in open world design and the seamless integration of narratives into open world games. Takeaway: Attendees will get a better understanding of the implications that come with open world and how the world itself can be made into a major participant, character and narrator of the storytelling experience.
      Day 3 Channel #3
      QV17 - Will Consolidation Kill Self-Publishing?
      It's that time again: the games industry is entering yet another phase of consolidation, affecting both developers and publishers. Will this spell the end of the era of self-publishing, where a team of any size could ship a game all by itself and expect to make a profit? Is crowdfunding the answer? Will larger developers be able to turn into publishers? Our panel will discuss the status quo and the many possible outcomes and solutions. Session Moderator: Kalle Kaivola
      Day 3 Channel #3
      SPEAKER | Dominik Gotojuch
      QV17 - Designing Your Game Against All Odds
      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. Audience addressed: Target audience will include designers of varying experience and developers interested in design. Takeaway: The audience will find out about our team's struggle to balance feedback with our own design ideas and convictions, which often contradicted each other. We will present our line of thought, issues with confidence and solutions to determining what's best for our games, based on the example of 60 Seconds!. Lessons learned and applied to the benefit of our next project will be outlined.
      Day 3 Channel #3
      QV17 - Curb your Enthusiasm Is There Money in VR Games?
      "VR is the Wild West“ goes the often used metaphor. Everybody is a pioneer, but no-one knows who will live to until the end of the track. Let’s ask us some questions on the long ride: Can you already earn money with VR? What costs do you have to calculate with? How to compile a good team with necessary skills? Should you outsource? Are there genre no-goes and should you still go for them? What platform works? Are funding pools more accessible with VR? What about AR instead? Why is it still worth the time and money to make VR? Session Moderator: Tim Rittmann Audience addressed: Visitors interested in the business of VR and AR Takeaway: - Can you already earn money with VR? - What costs do you have to calculate with? - Are there genre no-goes and should you still go for them? - What platform works? Are funding pools more accessible with VR?
      Day 3 Channel #3
      SPEAKER | Thomas Bedenk
      QV17 - Interaction Design in Virtual Reality: Input Methods
      Interaction design for virtual reality is far from being standardised. Thomas will give an overview of the current input options out there in this talk. These devices demand nontraditional approaches to human-computer interaction. He will also touch on topics like making it work cross platform, the psychology of the user in VR and different use scenarios for VR demanding different kinds of interaction design. Thomas will show many examples of enterprise use as well as games. Audience addressed: Virtual Reality Creators Takeaway: The inspiration for great VR interaction design.
      Day 3 Channel #4
      SPEAKER | Julian Mautner
      QV17 - Drone Swarm: The Tech Behind 32,000 Simulated Space-Drones
      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) . What rules and behaviours make the drones move to look like a swarm, but still be somewhat controllable? (Swarm behaviours, 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. Audience addressed: Every tech nerd! :-) Takeaway: How can 32000 drones be simulated in Unity at high FPS.
      Day 3 Channel #4
      SPEAKER | Martin Steinicke
      QV17 - The Disruptive Potential of Applied Interactive Technologies (APITs)
      The games industry has ever been a driver of innovation. But applying today’s game hard- & software technologies holds an enormous potential for classical industries & businesses. Concurrently a glut of new games, growing steam libraries, key selling & increasing Costs per Install makes 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! Audience addressed: Game developers and game hardware/software/middleware technology providers that want to explore new markets and see their technologies revolutionise every day as well as professional contexts. Virtual Reality for product design or real estate marketing, Augmented Reality in logistics or clinical applications, game engines for process planning or employee training, motion controllers and sensors for unmanned vehicles and robots in the factory (IoT/4.0), cloth and hair simulation for the smart mirror, … – the market is huge and waiting. Takeaway: The takeaway will be – depending on interest and the current focus of individual participants – one or all of the following: Wake up call: There is a need/demand for my expertise and the game technologies I use or even develop. Definition, examples/best cases and future potentials: Oh this is interesting, couldn´t we use our X for Y? Innovation barriers: Ah, we need to be prepared especially for point Z. Offer to aid: I wasn´t sure how to start this, but this may work out well.
      Day 3 Channel #4
      SPEAKER | Dominic Eskofier
      QV17 - Every Millisecond Counts: How to Render Faster for Virtual Reality
      Development 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 maximise 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. Audience addressed: Developers, VR enthusiasts Takeaway: You’ll learn how to maximise 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.
      Day 3 Channel #4
      SPEAKER | Stephan Dilly
      QV17 - Rapid UI Creation using Data Binding in Unity
      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 utilises 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. Audience addressed: Attendees with an intermediate level of experience with user interface architectures. Source code will be presented, so attendees who are familiar with object-oriented programming in C# will receive most value. Takeaway: Stephan Dilly will describe the reusable user interface architecture developed for InnoGames mobile games. It provides Unity3D based games a flexible way to design, code and test user interfaces without team members interfering with each other.
      Day 3 Channel #4
      SPEAKER | Robin-Yann Storm
      QV17 - Why You Should Care About Tool Design
      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. Audience addressed: Those who want to learn more about the toolbox of game developers, and how to improve it. Takeaway: This talk gives examples on what to look out for to improve the UI and UX of tools, making sure that users are happy and their work flows gracefully, without breaking the bank.
      Day 3 Channel #4
      SPEAKER | Frederik Maucksch
      QV17 - The Future of Virtual Reality Video
      Besides Gaming, Virtual Reality video is currently one of the most researched topics in the Virtual Reality community. There is a wide variety of possible formats ranging from standard monoscopic 360° equirectangular to future volumetric video approaches e.g. using depth maps or light fields. This talk will give a short introduction to the current state from production to playout and its limitations. Further, the talk will go into detail on future advanced methods that improve the current state, such as foveated streaming, spatial audio and volumetric video. Audience addressed: Everyone with interest to understand VR Video technology at a lower level. Takeaway: VR Video is a less static medium than previously thought of. Novel forms of encoding and playout will be a major stepping-stone towards realism.
      Day 3 Channel #4
      QV17 - Serious Games Technologies for the Creation, Control and Evaluation of personalised, adaptive Serious Games
      Stefan Göbel will provide an overview about the Status Quo of Serious Games. This includes grand challenges (economic and ethic-legal issues) as well as RTD aspects for the creation (authoring), control (personalization and adaptation) and evaluation (effects) of Serious Games. On the practical side, selected best practice examples of Serious Games in the field of Games for Health and game-based learning will be described. Audience addressed: Serious Game Track Pass holders and QUO VADIS attendees interested in the Status Quo of Serious Games. Takeaway: Get best practice examples of Serious Games in the field of Games for Health and game-based learning.
      Day 3 Channel #5
      SPEAKER | Simon Egenfeldt-Nielsen
      QV17 - From Serious Game to Simulation: The Emergence of an Assembly Line Training Simulation Game
      Sentio Simulations ApS is a spin-off from Serious Games Interactive, and have for the last years developed a simulation game-based tool that re-uses engineering data to create assembly line simulation training automatically for example for Opel but also other manufacturing industries. The talks share the story of the product from being serious games towards a simulation game, and what we learned about focusing on business-critical challenges, being reliant on content authoring, and the difference between developing games and tools. addressed: Serious Game Track Pass holders and QUO VADIS attendees interested in simulations and game-based tools. Takeaway: The talks share the story of the product from being serious games towards a simulation game, and what we learned about focusing on business-critical challenges, being reliant on content authoring, and the difference between developing games and tools.
      Day 3 Channel #5
      SPEAKER | Gregor Eigner, Thomas Reisenegger
      QV17 - PR and Business Lessons Learned from Launching the Episodic Game 'The Lion’s Song'
      This talk will give an insight into 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. Audience addressed: Intermediate; we target the management, PR, production and outsourcing departments. The audience should have an understanding of game development production and basic PR knowledge. Takeaway: The speakers will share with you the experience working in a PR collaboration for an episodic indie game. We will show the process from PR ideas to execution while also explaining the lessons they've learnt on the way.
      Day 3 Channel #5
      SPEAKER | Shirley Lin
      QV17 - Current Game Industry in China- the Next Gen Pan-Entertainment
      The game sector in China has been going through rapid changes on its course to capture the ever growing appetite of the domestic market while retaining relevance in the global landscape. The level of risk-taking and creativity in its various approaches of business model are pushing the term "Pan-Entertainment" to the main stream. We will look into this phenomenon from a high level so as to understand the market opportunities for the western game developers. Audience addressed: Those interested in the Chinese game sector. Takeaway: Insight in the ever-changing Chinese game sector and appropriate business models.
      Day 3 Channel #5
      SPEAKER | Mariusz Szypura
      QV17 - The Art of Failure
      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. Audience addressed: The presentation is addressed to a wide audience of gaming industry professionals. The subject matter concerns primarily the problems encountered by independent developers who frequently need to make decisions on their own. The presentation might also be of interest to people interested in creative troubleshooting, but sometimes hesitant when it comes to decision-making, as well as to those who feel overwhelmed by the responsibility for potential mistakes. While the presentation is aimed at game developers with some experience in the industry, both beginners and proficient devs can also learn a lesson from it. Takeaway: The author hopes to change the audience’s attitude to making mistakes so that they stop being embarrassed and begin openly discussing failure and the lessons learned. The author wants game developers to be proud of the knowledge and experience gained as a result of failing to succeed the first time round. The author will share his experiences on developing three games by Telehouse. The audience can expect an honest first-hand account of the developer’s struggles. There will be funny moments, examples of accidental success and carefully-designed disasters.
      Day 3 Channel #6
      SPEAKER | Lukasz Hacura
      QV17 - How to Level Up Your Company Design Department
      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. Audience addressed: Company owners, indie developers, game designers and management roles in game design department. Other specialities can certainly take away many things, but all solutions are shown where used for game design. Takeaway: The attendee will have a list of cost-effective techniques to level up a company design department without resorting to the obvious option of hiring great experienced people, full time, on site, which is usually very hard, especially for a small company.
      Day 3 Channel #6
      SPEAKER | Markus Tessmann
      QV17 - Mesh Modification at Runtime CPU vs GPU
      Changing the look of a mesh while the game is running offers many possibilities, including visual effects, damage and other scene enhancements. Mesh modifications can be achieved both via C#/JS scripting or through HLSL functionality within a shader. Sometimes using one is better than the other and this talk will go beyond the fundamentals of run-time mesh modification and explore the pros and cons of both CPU and GPU based methods. Audience addressed: Tech artists as well as coders. Takeaway: Insights into the effective use of mesh modifications.
      Day 3 Channel #6
      SPEAKER | Ed DiEoreo
      QV17 - Working Through the Great Firewall
      "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 Optimised 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. Session Moderator: Ed DiEoreo Audience addressed: "Working through the Great Firewall "Presentation is for any company that is either doing business in mainland China today or have plans to expand your games and applications into mainland China over the next year. "Working through the Great Firewall "Presentation is ideal for studios & publishers that have Distributed Dev Teams, Branch Offices and or Partners in China, that must share and transmit large digital files among one to one or one to many users … where the end-users are spread-out globally. "Working through the Great Firewall "Presentation is ideal for publishers to learn about the major performance differences in hosting game and application servers in mainland China for China end-users … than hosting game and application servers outside mainland China for China end-users thru the GFW and the performance implications. Takeaway: Attendees will surely gain knowledge and understanding from attending the "Working through the Great Firewall "Presentation of having games & applications being usable & playable for end-users in mainland China. China is the largest & fastest growing market in the world with 100’s of millions of potential customers. All too often, businesses settle on going with a 2000ms - 3000ms high latency and low availability server hosting solutions … these lower cost hosting solutions often will not work or monetize very well, this is due to servers either being outside the GFW and or server traffic is running on oversubscribed networks.
      Day 3 Channel #6
      SPEAKER | Christina Barleben
      QV17 - VR, AR and All the Other Nonsense
      The talk is about "us" believing that VR is the next big thing! VR Conferences are 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. Audience addressed: People interested in VR / AR Social Mechanisms involved / People who want to question definitions and approaches taken on AR gaming. Takeaway: We experience a huge shift in what AR gaming can be and how a new target group can be unlocked. There is much to learn from Pokémon Go. What I always hear is, that the success was only possible because of the Brand. But this is much to easy. Yes - the brand was one reason for the success. But only one. There is a need to make the other factors visible.
      Day 3 Channel #6
      SPEAKER | Martin de Ronde
      QV17 - The Challenges Facing Established Game Genres as They Move Into the World of VR
      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, a 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 some recommendations for a developer looking to take established genres into VR. Audience addressed: Developers getting started in VR as well as developers who already have one or more titles published in VR or AR. Takeaway: Attendees will get an overview of surprising and unexpected things Force Field had to contend with in the development of Landfall, and the general lessons these findings may represent for them, as well as some recommendations in general on working in VR.
      Day 3 Channel #6
      QV17 - Efficient Game Development - An inside Look at KING Art's Tools & Workflows
      Three of KING Art’s senior developers give you an inside in how the three relatively small internal KING Art production teams develop high-quality games for PC, consoles and mobile. They’ll show the current iteration of some of the tools they’ve developed over the years and share their thoughts about efficient workflows and common pitfalls. Audience addressed: This talk is for senior programmers and everybody interested in streamlining their production pipelines. Takeaway: Insight in KING Art's tool utilisation
      Day 3 Channel #6
      SPEAKER | Thomas Vogel
      QV17 - Transform Your Art Pipeline
      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. Audience addressed: Intermediate Artist. Character interest people. Takeaway: - Artistic vision and workflows for a character pipeline at Ubisoft Blue Byte. - The transformation of artist and workflows. How to be not resistant to continue learning. - Software is just a tool.
      Day 3 Channel #6
      SPEAKER | Andreas Pohl
      QV17 - Planning for Multiplayer and Mixed Reality
      The implementation of new technologies often creates a lot of business planning challenges. Ignoring these early on often leads to logistical problems later. This talk will provide an overview about the proper budgeting and tool selection of two of the most difficult scenarios developers face today: Multiplayer games (mobile, console, desktop) and VR/AR/Mixed Reality Games. Which factors do you need to consider before making decisions on tools and services? What skills does your team need, how much do you need to invest in people and platforms? At the end of the talk, you have the framework to build a rough budget that includes the development and the deployment of your game and won’t run into nasty surprises months after you started coding. This talk is platform-agnostic and suitable especially for business-people that need to know more about technology, and developers that need to convince business people to make some investments. Audience addressed: Producer, Programmer, Business decision makers Takeaway: At the end of the talk, you have the framework to build a rough budget that includes the development and the deployment of your game and won’t run into nasty surprises months after you started coding.
      Day 3 Channel #6
      SPEAKER | Dennis Huszak
      QV17 - Why We Made a Demo for Shadow Tactics
      Keine Beschreibung vorhanden.
      Day 3 Channel #7
      SPEAKER | Julian Mautner
      QV17 - Eyetracking and Alternative Input Devices
      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. Audience addressed: Mainly for technicians and game designers, but basically for everyone interested in alternative input devices and how those can improve a game experience with little effort. The session will not go into technical implementation details, but rather focus on a broad picture, the advantages and disadvantages and common use cases of every device. Takeaway: The audience will get a better understanding of the alternative input-devices presented: eye tracking, depth camera and brain-computer interface. For every device, the challenges involved that need to be overcome and approaches to doing so. Additionally, concrete strengths and weaknesses in a general use case of every device. Ultimately everyone should have a fair understanding of what is possible with the devices and methods presented, and how they can be used the enhance many game experiences.
      Day 3 Channel #7