Ragnar Tørnquist
Red Thread Games
{"Name":"Ragnar T\u00f8rnquist","Image":"speakers\/ragnartornquist.jpg","Company":"Red Thread Games","Description":"Ragnar T\u00f8rnquist has worked in game development for a quarter of a century. As a writer, designer, producer, and director he\u2019s helped create such games as The Longest Journey, The Secret World and Dreamfall. For the past five years, he\u2019s been running Red Thread Games \u2014 an Oslo, Norway based studio \u2014 and learning how to keep his head above water as an independent game developer.","Language":"English","TalkName":"THE BOX: Building Games to Scope","TalkDescription":"You have a vision. You have a passionate team. You\u2019re making your dream game. But how do you ensure that your vision matches your resources? How do you scope production and avoid running over budget? And how do you ensure that your game ships on time, finds an audience and recoups production costs?\n\nWhether you\u2019re a one-man operation or a 30 person team, THE BOX may be the answer. This presentation proposes practical solutions to some of the challenges faced by indie developers in today\u2019s marketplace.","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Pavol Buday
Reboot
{"Name":"Pavol Buday","Image":"speakers\/pavolbuday.jpg","Company":"Reboot","Description":"Hey there, I had once been paid to write about games that I got for free. Now I am helping game developers to find the right audience. I am co-founder of Slovak Game Developers Association and business developer at Reboot Develop.","Language":"English","TalkName":"Panel Discussion","TalkDescription":"","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Patrik Sadloň
SCS Software
{"Name":"Patrik Sadlo\u0148","Image":"speakers\/patriksadlon.jpg","Company":"SCS Software","Description":"World designer cooperating with SCS Software since 2015","Language":"Slovak","TalkName":"How to Deliver a Game World for a Truck Simulator","TalkDescription":"Issues of making complex road network and junctions for truck simulating game.","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Pawel Miechowski
11 bit studios
{"Name":"Pawel Miechowski","Image":"speakers\/pawelmiechowski.jpg","Company":"11 bit studios","Description":"Currently Partnerships Manager at 11 bit studios - working on relations, conferences, media outreach at 11 bit. Also, member of Indie Games Poland Foundation helping indies to establish contacts all over the planet. Last game: This War of Mine.","Language":"English","TalkName":"To be announced","TalkDescription":"","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Filip Fischer
Charged Monkey
{"Name":"Filip Fischer","Image":"speakers\/filipfischer.jpg","Company":"Charged Monkey","Description":"CEO and co-founder of Charged Monkey, Prague based studio working on What The Hen! Also co-founder of Pixelfederation, SGDA, Game Dev Hub, angel investor and partner at LRJ Capital.","Language":"English","TalkName":"MKT panel","TalkDescription":"","ShowDate":"02-10-2017 15:00:00","Filter":"Business"}
Viktor Bocan
Warhorse Studios
{"Name":"Viktor Bocan","Image":"speakers\/viktorbocan.jpg","Company":"Warhorse Studios","Description":"Game designer and occasional programmer for more than 20 years. Started with small games, went through big studios (2K Czech) back to indie projects. Former lead designer at Bohemia Interactive (Operation Flashpoint), currently design lead on Kingdom Come: Deliverance. Has passion for systems, technical design and connecting all small things together.","Language":"English","TalkName":"Honest Game Design","TalkDescription":"A talk about fundamental challenges in designing game mechanics. How much do you want to help players enjoy your game and how badly do you really need it? Can you, as a designer, cheat? And should you? Honest game design means that you create a sincere game and let the players in. Where lies the line between developing a game and creating a product for consumers? Technical aspects, examples from gaming history and few backstage stories included.","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Andrej Golovkov
PowerPlay Studio
{"Name":"Andrej Golovkov","Image":"speakers\/andrejgolovkov.jpg","Company":"PowerPlay Studio","Description":"Andrej Golovkov currently works as COO & Lead Game Designer in the indie game studio PowerPlay Studio in Bratislava (the company received an award for the fastest growing tech company in Slovakia in 2014). He has been the Lead Game Designer of 6 different projects which have been release as browser games or Facebook games. He has been working as a Game Designer since 2005.","Language":"English","TalkName":"Project Management in Game Development","TalkDescription":"Project management can be an overwhelming experience when you take it up for the first time. Andrej will be talking about his experience of project management in the game development process. The talk will give you an idea of how best to organize the work of the people involved in the project, how to approach planning and how important communication within the team is to the whole process.","ShowDate":"02-10-2017 15:00:00","Filter":"Business"}
Lukáš Válka
BOHEMIA INTERACTIVE
{"Name":"Luk\u00e1\u0161 V\u00e1lka","Image":"speakers\/lukasvalka.jpg","Company":"BOHEMIA INTERACTIVE","Description":"A 33-year-old living in Prague, Luk\u00e1\u0161 V\u00e1lka works at Bohemia Interactive as a security engineer. He is currently included in establishing a security department for the company after having been deeply invested in QA and security aspects of a number of projects such as Arma CWA (aka Operation Flashpoint) Linux\/Mac port, Arma 3 (Win, Linux, Mac), Arma Mobile Ops (iOS, Android), Arma Tactics (Win, Linux, Mac, iOS, Android, consoles), Memento Mori 2 (Win), Take on Mars (Win), DayZ (Win), MiniDayZ (Html5, iOS, Android) and others. With his focus on cross-platform and community oriented approach, he has participated in the creation of Bohemia's bounty system, which aims to deal with various security factors the industry faces, such as cheating, player security and more.","Language":"English","TalkName":"Bounty program - Rozsah, implementace, p\u0159ihl\u00e1\u0161en\u00ed a jak napsat ticket (CZ)","TalkDescription":"Luk\u00e1\u0161 will introduce you to Bohemia's Bounty Program, with specific information on how to cooperate with the company in order to create secure and enjoyable games - including how to report proper 'white-hat' security issues to the HackerOne tracker - which might indeed mean a bounty for you!","ShowDate":"02-10-2017 15:00:00","Filter":"Business"}
Jan Kunt
About Fun
{"Name":"Jan Kunt","Image":"speakers\/jankunt.jpg","Company":"About Fun","Description":"Jan is a senior producer currently leading development and LiveOps of About Fun's 3D realtime multiplayer mobile shooter, WarFriends. Before joining the team, he spent nine years in Bohemia Interactive working as publishing producer of Arma 3, DayZ or Take On Mars and producer of Carrier Command:GM.","Language":"English","TalkName":"Tips and Tricks for Soft-launch, Release and LiveOps of Mobile F2P Game","TalkDescription":"In the cutthroat world of mobile F2P game industry, having a great game no longer cuts it. A well planned and executed LiveOps is what it takes to turn your release from OK to great, or from bad to profitable. This talk will give you an insightful overview as well as a few practical tips & tricks acquired during the 11 months of WarFriends LiveOps and our cooperation with EA Chillingo.","ShowDate":"02-10-2017 15:00:00","Filter":"Business"}
Michal Harangozo
Charged Monkey
{"Name":"Michal Harangozo","Image":"speakers\/michalharangozo.jpg","Company":"Charged Monkey","Description":"Over 15 years in the games industry. Multi-role experience from marketing, PR to project management and production. After more than a decade of employment finally decided to build something of his own.","Language":"English","TalkName":"WTH?! Softlaunched & Selfpublished!","TalkDescription":"Impossible? How can a mobile game startup soft-launch and publish its first game in the overcrowded Stores? The Monkeys will share a lot of data about their key learnings & biggest fails from over 2,5 years of development while soft-launching and self-publishing What The Hen! using Influencer marketing as the main channel.","ShowDate":"02-10-2017 15:00:00","Filter":"Business"}
Barry Meade
Fireproof Games
{"Name":"Barry Meade","Image":"speakers\/barrymeade.jpg","Company":"Fireproof Games","Description":"Barry\u2019s career started in Dublin, Ireland in 1992 working on health-related \u2018edutainment\u2019 titles for SNES, Amiga, and PC. In early 1994 he moved to the UK to join Bullfrog Productions where he spent his time as a lead designer and artist\/animator on titles such as Magic Carpet 1 & 2, Syndicate Wars, Dungeon Keeper, and many others. Over the next eight years, Barry worked for various studios as a game designer before being hired as a character artist by Criterion Studios in 2004 working on BLACK and subsequently Burnouts 3, 4, and Paradise. In 2008 Barry and five friends left Criterion to form a small contract-art team, Fireproof Studios. After many years of saving money, Fireproof released their first game The Room in 2012 which went on to be #1 in over 60 countries, and to date, The Room series has sold almost 15m copies.","Language":"English","TalkName":"All Roads Lead To Rome: an Alternative Route to Mobile Success","TalkDescription":"I want to tell the story of how we built our studio, released The Room and saw our own success without investors or publishers, and hope that it resonates with other developers. In an industry overrun with data, calculation and targeting I hope to remind developers that our primary job is to move other people.","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Dajana Dimovska
Napnok Games
{"Name":"Dajana Dimovska","Image":"speakers\/dajanadimovska.jpg","Company":"Napnok Games","Description":"Dajana is Co CEO and Bizdev at NapNok Games (formerly KnapNok Games), an award-winning console games studio with a mission to create groundbreaking local\/ social multiplayer experiences driven by novel interfaces and new technologies. The studio is known for the award-winning exclusive WiiU titles Spin the Bottle: Bumpie's Party and Affordable Space Adventures and the upcoming PS4 PlayLink title Frantics. Beyond this, as a co-founder of the Copenhagen Games Collective and one of the founders of the worldwide Game Jam movement, she remains committed to helping to build the indie community.","Language":"English","TalkName":"Next Gen Games - Games You Play With The Next Generation","TalkDescription":"What are Next Gen Games? Most often Next-Gen Games are defined by next-gen hardware; games with better graphics and more advanced tech that are pushing the envelope of immersion in games. This talk will approach Next-Gen Games from the player perspective instead and explore the next generation player sub-group of experienced and inexperienced players playing together. Dajana will present her observations of how this sub-group plays together and why it is important and relevant to designing future games. Dajana\u2019s talk is based on her experience and work at Napnok Games (designing and developing games like WiiU game Affordable Space Adventures and upcoming Playlink game Frantics), personal play experience, personal interests, and observations of player trends.","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Vladimír Geršl
Napnok Games
{"Name":"Vladim\u00edr Ger\u0161l","Image":"speakers\/vladimirgersl.jpg","Company":"Napnok Games","Description":"Vlad is working in leading and executive positions in the game companies has started own studios, worked as a consultant for big corporations. He creatively led\/produced 20+ titles, 5 of them sold over 1M retail units worldwide. Currently is Vlad the Lead Producer of Danish NAPNOK GAMES.","Language":"English","TalkName":"Panel 1 - TBA","TalkDescription":"Is it worthwhile to promote your mobile game on TV and on Youtube? Are these channels more efficient than the traditional user acquisition platforms such as Facebook? And is it even possible to measure their impact? We will present concrete cases from our games!","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Petr Fodor
AppAgent
{"Name":"Petr Fodor","Image":"speakers\/petrfodor.jpg","Company":"AppAgent","Description":"Peter is founder of AppAgent, a mobile marketing team jam-packed with experts available for hire. AppAgent helps developers market and monetize their apps and games while retaining product ownership. As a former gaming CEO at Flow Studio he prefers a holistic approach to the mobile business and a strong personal involvement. Since 2011 Peter worked on the launch of nearly 20 apps and games for all mobile platforms.","Language":"English","TalkName":"Why Creativity Can Save You a Fortune in Paid Acquisition","TalkDescription":"This talk will focus on why creativity plays a major role even in performance marketing\n while providing some real examples with a proven increase in conversion rate and Whom to hire and how to setup a creative process in your company","ShowDate":"02-10-2017 15:00:00","Filter":"Business"}
Martin Ziegler
Warhorse Studios
{"Name":"Martin Ziegler","Image":"speakers\/martinziegler.jpg","Company":"Warhorse Studios","Description":"Martin is a technical designer at Warhorse Studios where he designs and implements the open world mechanics of the studio's upcoming debut Kingdom Come: Deliverance and helps out wherever else he can.","Language":"English","TalkName":"Scripting 'Kingdom Come': Lessons Learned","TalkDescription":"Developing an AAA open-world RPG with a brand new studio required constantly reinventing our technological approach to a fascinatingly broad spectrum of challenges. Let's look together behind the scenes of scripting Kingdom Come: Deliverance and talk about the valuable lessons that we learned during those exciting times.","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Pavel Hradský
Hangar 13 Games
{"Name":"Pavel Hradsk\u00fd","Image":"speakers\/pavelhradsky.png","Company":"Hangar 13 Games","Description":"After releasing the first Czech full-feature stereoscopic animated film, The Goat Story II, using an in-house renderer, Pavel moved to work with 2K Czech as engine\/render programmer 5 years ago, successfully releasing Mafia III. He's interested in languages and sometimes tries to participate in the Ludum Dare game jams.","Language":"English","TalkName":"Mafia III - Distant City Rendering","TalkDescription":"In order to support the open-world design of Mafia III, we developed a simple, yet robust enough and automated solution to bake, stream and render all the needed distant geometry. We'll illustrate how it affected the art and data pipelines, we'll look at performance, limitations and beyond.","ShowDate":"02-10-2017 15:00:00","Filter":"Programming"}
Vlad Micu
VGVisionary
{"Name":"Vlad Micu","Image":"speakers\/vladmicu.jpg","Company":"VGVisionary","Description":"Vlad Micu is a business development professional and a free agent in the game industry with a strong reputation for creating long-term relationships and generating new sources of revenue that lead to significant returns for his clients. With his own company VGVisionary, Vlad likes to travel the world to speak at events, meet with game developers and offer advice, contacts, and support to whoever needs them.","Language":"English","TalkName":"Panel 1 - TBA","TalkDescription":"","ShowDate":"02-10-2017 15:00:00","Filter":"Business"}
Milos Endrle
Geewa
{"Name":"Milos Endrle","Image":"speakers\/milosendrle.jpg","Company":"Geewa","Description":"'You can't win if you don't play', Milo\u0161 fulfills his motto almost ten years in Geewa.com, company which provides PvP games to more then 500.000 players daily. Previously, he spent many years developing financial sites and mobile applications.","Language":"English","TalkName":"TV Prima vs. Jirka Kral","TalkDescription":"Is it worthwhile to promote your mobile game on TV and on Youtube? Are these channels more efficient than the traditional user acquisition platforms such as Facebook? And is it even possible to measure their impact? We will present concrete cases from our games!","ShowDate":"02-10-2017 15:00:00","Filter":"Business"}
Peter Nagy
Games Farm, s.r.o.
{"Name":"Peter Nagy","Image":"speakers\/peternagy.jpg","Company":"Games Farm, s.r.o.","Description":"Peter works in the game industry for over 15 years now, currently represents Games Farm as CEO and has established own publishing label Grindstone. He belongs to the most experienced developers in our area and has a vast amount of expertise in all areas of game development. He helped to develop many games from different genres and for various platforms. His latest published game is Vikings: Wolves of Midgard and is working on several new games now.","Language":"English","TalkName":"Games Farm\u2019s Failing to Success","TalkDescription":"Games Farm has a lot of titles under the belt \u2013 more than 20 titles released across all platforms. Despite not having any significant successes, the studio managed to stay alive despite countless of mistakes and wrong decisions. Learn from the mistakes we have made to avoid repeating the same mistakes. Or just come and have fun how we fail to succeed and still working hard for our upcoming wow moment.","ShowDate":"02-10-2017 15:00:00","Filter":"Business"}
Katleen Evers
4EversGames
{"Name":"Katleen Evers","Image":"speakers\/katleenevers.jpg","Company":"4EversGames","Description":"In the Gaming Industry for more than 10 years now, Katleen started as an Archangel for a Paris based Company, followed by another 5 years for a French Company as a Key Account Manager, handling all international accounts. End of January 2017, she took new, fresh start, heading for innovative adventures and exciting challenges! That\u2019s how 4EversGames was born! Katleen\u2019s job is all about the Day-to-Day business with worldwide partners, supervising games setup and promotions, arranging one-shot deals and organizing awesome business opportunities. 4EversGames\u2019s goal is to help, assist and advice Developers and Studios with their games. Creating a unique partnership, heading for prodigious, future adventures, that\u2019s the ambition of 4EversGames. Love and Passion.","Language":"English","TalkName":"Prepping a Major Event, Tips and Tricks","TalkDescription":"First times are never easy. Prepping an event and meeting Publishers is not always easy stuff when you're a small, young studio and need to find a Publisher. How can you get their attention (and keep it), how to can you go around so they won't forget you (and your project of course), what do they like and dislike, why would they be interested in your project... In this panel, we will talk about all that, exchanging our experience as Publishers, PR guys or Business Angels or Investors.","ShowDate":"02-10-2017 15:00:00","Filter":"Business"}
Denis Mikan
kunabi brother
{"Name":"Denis Mikan","Image":"speakers\/denismikan.jpg","Company":"kunabi brother","Description":"Denis is a co-founder and co-skipper of kunabi brother, an independent game studio from Vienna. Their first game \u201cBlek\u201d won international recognition for innovation and design, and it was enjoyed by millions of players. Recently, they launched their second creation \u201cFROST\u201d exclusively on iOS. kunabi brother also published Miro Straka\u2019s game \u201dEuclidean Lands\u201d.","Language":"English","TalkName":"How Do You Monetize This?","TalkDescription":"Can a game studio remain independent and survive doing only premium titles on mobile? After launching 3 premium games on iOS, Denis will share his thoughts, insights, hopes, and doubts.","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Ivan Buchta
Bohemia Interactive a.s.
{"Name":"Ivan Buchta","Image":"speakers\/ivanbuchta.jpg","Company":"Bohemia Interactive a.s.","Description":"Ivan Buchta, a 38-years-old Czech national with a background in environmental sciences, has been working on the Bohemia Interactive's Arma series since 2006, specializing in delivering authentic environments for the tactical mil-sim games. He took part in finalization of Arma 1 (Armed Assault), pioneered the use of geodata in the production of Arma terrains, worked as the lead designer in Arma 2 and its Operation Arrowhead DLC, and assumed the role of creative director of Arma 3. He also took a major part in the design of the environment for DayZ survival MMO.","Language":"English","TalkName":"Geodata in Environments of Arma and DayZ","TalkDescription":"Creating large-scale, authentic and consistent landscape environments for milsim and survival games requires the employment of methods uncommon in the gaming industry. In Bohemia Interactive, the game worlds in size of hundreds of square kilometers providing the gaming environment for its Arma mil-sim series and DayZ survival MMO were developed with help of geodata and geoinformatics. The session highlights why and how the geodata have been used in Bohemia Interactive's particular virtual landscapes and discusses the ways to alter real-life landscapes to comply with the gameplay requirements.","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Daniel Vávra
Warhorse Studios
{"Name":"Daniel V\u00e1vra","Image":"speakers\/danielvavra.jpg","Company":"Warhorse Studios","Description":"Dan V\u00e1vra is one of the most recognizable Czech developers. His career started at Illusion Softworks and he first worked on Hidden and Dangerous as a 2D artist and then become director and writer on Mafia series. Since 2011 he is a creative director at Warhorse Studios working on realistic medieval open world RPG Kingdom Come: Deliverance, which is one of the most successful crowdfunded games so far.","Language":"English","TalkName":"Where No Man Has Gone Before","TalkDescription":"\r\nHow (not) to design, plan and develop a game when you are a megalomaniac. Open world RPG is the most complicated and feature rich genre a developer can choose. When you choose to develop an RPG with features that no one has tried before, such us first person physics based sword fighting, thousands of autonomous NPCs or non-linear quests and mix them with traditional storytelling with hours of cutscenes and dialogues, you can bet that the development will not be boring. The talk is about many challenges, pitfalls and horrors during the development of such game.\r\n","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Shirley Lin
YoMob
{"Name":"Shirley Lin","Image":"speakers\/shirleylin.jpg","Company":"YoMob","Description":"Shirley Lin, VP of Global Business Development, YoMob, is a seasoned international business development executive focusing on mobile AdTech for gaming sectors, primarily on monetization, user acquisition, and investment. She was a serial entrepreneur and advisor to startups and a frequent speaker\/judge in international conferences. In recent years, having served on the senior executive rank for international companies from Italy, France, and China, she has deep connections in Silicon Valley, China, and Europe, where she specializes in cross-border operations, building strategic partnership and M&A.
\r\nYoMob is a cross-border US\/China AdTech company offering video ads optimization to scale up game developers' maximum revenue potential. YoMob team also had years of strong background in game production and publishing. Shirley started her career as an aerospace developer on Space Shuttle Program in NASA, Texas and various Fortune 500 tech companies in Silicon Valley. She has a BA in History and a Master\u2019s degree in CS\/Math\/Stat. ","Language":"English","TalkName":"A Different Gameplay in China: Extending Gaming to Pan-Entertainment","TalkDescription":"With the largest mobile population in the world, the gaming industry in China has evolved from the bottom of the stock to the top leader in terms of grossing and growth. The overheated mobile gaming sector has eaten into its own ill fate and now given rise to the expanded definition of entertainment combining gaming with VR, AR and e-Sport. Opportunities abundant, but navigation in the land of dragon must be mindfully traversed.","ShowDate":"02-10-2017 15:00:00","Filter":"Business"}
Martin Pernica
Grip Digital
{"Name":"Martin Pernica","Image":"speakers\/martinpernica.png","Company":"Grip Digital","Description":"Martin is a team leader and programmer with the passion for detail and he likes to write shaders, micro-optimise code, use modern technologies and also optimise his and teams workflow to get maximum effectivity to achieve team goals.","Language":"English","TalkName":"Achieving 60FPS and More!","TalkDescription":"Performance and effectivity of your code is very crucial, not only for getting higher FPS but also having bigger space to \u201cbreath\u201d and be able to add more stuff or features into your game. In this talk I will share techniques and tips that we use in the development of our upcoming title, MOTHERGUNSHIP, about how to speed-up your game in terms of rendering and FPS without connection to a specific engine or technology.","ShowDate":"02-10-2017 15:00:00","Filter":"Programming"}
Adam Kruták
Hangar 13 Games
{"Name":"Adam Krut\u00e1k","Image":"speakers\/adamkrutak.jpg","Company":"Hangar 13 Games","Description":"While finished the Postgraduate Studies at Classical Oil Painting department at the Academy of Fine Arts in Bansk\u00e1 Bystrica, Slovakia, I was always interested in 3D computer graphics. My self-development and interest in both classical Art and 3D computer graphics brought me to the Game Industry and specifically to the Hangar 13 Games studio.","Language":"English","TalkName":"Dressing up the Characters for MAFIA III","TalkDescription":"The mission for me and the team was to deliver best-in-class looking Characters for MAFIA III. Therefore I\u00b4d like to introduce you the Character creation pipeline we set to create vivid world of New Bordeaux at MAFIA III. The presentation will focus on current technologies as for example Marvelous Designer, ZBrush and Substance Painter is and how they affected our workflow during the production of the game.","ShowDate":"02-10-2017 15:00:00","Filter":"Art"}
Marvin Hill
Gamee
{"Name":"Marvin Hill","Image":"speakers\/marvinhill.jpg","Company":"Gamee","Description":"Marvin is the Creative Lead at Gamee, an HTML5 games platform, and developer. He has 25 years experience in the games industry, which has exclusively focused on handheld and mobile gaming. Before joining Gamee, Marvin was a Senior Art Director for Disney Mobile.","Language":"English","TalkName":"Chatbots - The Next Wave of Social Gaming","TalkDescription":"For those not familiar with the concept of gaming in messaging apps or developers struggling to get visibility on the app stores and wondering what to do next, the significant growth over the past year of chatbots is worth exploring. Marvin will reveal Gamee's experiences with messaging apps and how chatbots helped with new customer acquisition, social discovery and the viral spread of their games.","ShowDate":"02-10-2017 15:00:00","Filter":"Art"}
Vojtěch Šívr
About Fun
{"Name":"Vojt\u011bch \u0160\u00edvr","Image":"speakers\/vojtechsivr.jpg","Company":"About Fun","Description":"Vojt\u011bch is a senior backend developer at About Fun s.r.o. He is currently working on Warfriends, a multiplayer online game that peaked at over 60k concurrent users during launch. He also prefers spaces to tabs.","Language":"English","TalkName":"WarFriends: Making scalable backend for mobile game","TalkDescription":"The main focus of the speech will be on scalability. You will learn a couple of tips and techniques that were used to make the backend for Warfriends. We will look at how to setup monitoring, how to design and perform load tests and how to avoid downtime when deploying a new update.","ShowDate":"02-10-2017 15:00:00","Filter":"Programming"}
Luiz Zanini
About Fun
{"Name":"Luiz Zanini","Image":"speakers\/luizzanini.jpg","Company":"About Fun","Description":"Luiz is a Data Scientist at About Fun, home of the PvP shooter WarFriends. He holds a degree in Materials Science, a Ph.D. in Applied Physics and has worked in Engineering before deciding he would go data-driven full-time. He's a minimalist until the next cool gadget is released.","Language":"English","TalkName":"The Art of War(Friends) - Data-driven strategy for mobile gaming","TalkDescription":"Smartphones have changed how we play games and the free-to-play model has changed how we make them. Using real-case examples from WarFriends, this talk will show how Analytics has become a fundamental part of the new mobile gaming industry and its key tools, methods, and indicators for a successful game. A data-driven approach, from day-to-day metrics to groundbreaking game design.","ShowDate":"02-10-2017 15:00:00","Filter":"Business"}
Leszek Szczepański
Guerrilla Games
{"Name":"Leszek Szczepa\u0144ski","Image":"speakers\/leszekszczepanski.jpg","Company":"Guerrilla Games","Description":"Leszek Szczepa\u0144ski started making mods for RPGs in high-school. Later he joined Playsoft Games as a programmer\/designer, where he worked on over 20 mobile titles, including Metal Gear Ac!d 2 Mobile and Ultimate Mortal Kombat 3. Later he joined Guerrilla Games to help create Horizon Zero Dawn and finish Killzone Shadow Fall for PlayStation 4.","Language":"English","TalkName":"Evolution of Game Systems in the Decima Engine between Killzone Shadow Fall and Horizon Zero Dawn","TalkDescription":"After over a decade of making an action-packed first-person shooters, Guerrilla Games decided to try something completely new, to create an open-world role-playing game. Technology, methods, tools and everything else had to be dramatically updated in order to cope with the new problems and challenges. This talk will discuss the challenges encountered and solutions applied while updating game systems in the Decima Engine during the development of Horizon Zero Dawn.","ShowDate":"02-10-2017 15:00:00","Filter":"Programming"}
Jonathan Blow
Thekla, Inc
{"Name":"Jonathan Blow","Image":"speakers\/jonathanblow.png","Company":"Thekla, Inc","Description":"Jonathan Blow is a designer\/programmer of The Witness and Braid and invests in games as part of Indie Fund. He is currently working on a new programming language to serve as a C++ replacement.","Language":"English","TalkName":"Keynote speech","TalkDescription":"","ShowDate":"02-10-2017 15:00:00","Filter":"Design"}
Jan Hloušek
Keen Software House
{"Name":"Jan Hlou\u0161ek","Image":"speakers\/janhlousek.jpg","Company":"Keen Software House","Description":"Jan is Technical Director at Keen Software House, currently working on Space Engineers. Jan is the technical generalist, interested in solving hard problems. First game Jan released was Rytiri Gralu, back in 1996 for PC DOS. Since then, he was developing games and applications for various platforms, always looking forward to facing new challenges.","Language":"English","TalkName":"Multiplayer in Space Engineers","TalkDescription":"Let me share with you Space Engineers\u2019 team latest challenge: multiplayer in sandbox physics-based game with servers hosted by players. In our game, players can create huge ships and complicated systems. The creations often get physics based beyond expectations, imagine walking Strandbeest. Now, how to make it work in the networking environment with servers completely out of our control?","ShowDate":"02-10-2017 15:00:00","Filter":"Programming"}
Natiq Aghayev
Keen Software House
{"Name":"Natiq Aghayev","Image":"speakers\/natiqaghayev.jpg","Company":"Keen Software House","Description":"Natiq is Lead 3D Artist and Art Director at Keen Software House, currently working on Space Engineers. Having broad artistic background as Concept Artist, Matte Painter and versatile 3D generalist in various VFX and Post Production studios, Natiq is responsible for maintaining the core artistic style of the game, it's visual and technical quality.","Language":"English","TalkName":"Creating Art for Space Engineers","TalkDescription":"I'm going to introduce you to our general workflow of creating game assets in our art team. I will share with you a few basic but exciting bits of art theory that help us shape up visual language and communicate our ideas in a better way to an audience. There will also be a quick technical breakdown of our workflow of creating game assets for Space Engineers using a weapon model as an example. Hope to see you all there!","ShowDate":"02-10-2017 15:00:00","Filter":"Art"}
Martin Boháč
Allodium
{"Name":"Martin Boh\u00e1\u010d","Image":"speakers\/martinbohac.jpg","Company":"Allodium","Description":"Martin is a CEO of Allodium, an award-winning MMO studio from Prague. Authors of 5 online multiplayer games for the web. A passionate developer, speaker and game designer.","Language":"English","TalkName":"Game Backends for Online Games","TalkDescription":"Developing your own multiplayer game? Then you want rock solid backend technology which would not ruin you financially in the long term. Presenting many of today\u2019s solutions for your own game while suggesting key aspect you should look for. Be it the costs, speed, latency or scalability. Run your own servers or rent them? We will look at today\u2019s possibilities for Unity, UE, custom build engines and hosting options. The talk will be supported by Allodium\u2019s engineer crew, so a debate afterward is much welcomed.","ShowDate":"02-10-2017 15:00:00","Filter":"Programming"}
Daniela Staníková
MEDIA Desk Czech Republic
{"Name":"Daniela Stan\u00edkov\u00e1","Image":"speakers\/danielastanikova.jpg","Company":"MEDIA Desk Czech Republic","Description":"Head of Creative Europe Desk MEDIA from 2003. Daniela Stanikova has been working in the audiovisual industry on various positions \u2013 as programme coordinator for Karlovy Vary International Film Festival or documentary editor in the sales department of Czech Television. In 2015 and 2016 she was a chairman of the Expert Committee of Ministry of Culture - Media and Audiovisual Department and she also works as an expert of the State Cinematography Fund. She speaks English and French.","Language":"Czech","TalkName":"Creative Europe - EU Financing for Your Projects","TalkDescription":"The MEDIA sub-programme of Creative Europe supports the EU film and audiovisual industries financially in the development, distribution, and promotion of their work. It helps to launch projects with a European dimension and nurtures new technologies. It enables European films and audiovisual works videogames and new media to find markets beyond national and European borders.","ShowDate":"01-10-2017 10:00:00","Filter":"Business"}
Jana Palm
Stugan
{"Name":"Jana Palm","Image":"speakers\/janapalm.jpg","Company":"Stugan","Description":"Jana Palm is the General Manager of Stugan, a world-class games accelerator in the middle of the Swedish woods. She has been there from the beginning and has helped to build the accelerator and bring talented game developers from all over the world into work on their projects. Jana has previously studied at KTH and Masaryk University and has had a lifelong interest in games.\r\n\r\nShe is a frequent guest and a speaker at international conferences like Casual Connect, Pocket Gamer, Slush, Level Up. Jana has a strong international network within the games industry and has been invited to events in different parts of the world (Taiwan, Jordan, KL).\r\n\r\nJana is often a judge in a game dev competitions such as Indie Prize, IMGA, Swedish Game Awards or IGF.\r\n\r\n\r\n","Language":"English","TalkName":"Alone in the woods: Stoking the fires of creativity in games creators","TalkDescription":"What happened to promotion of games as art? Nurturing the development, design, storyline and every creative process in-between not for the sake of making money, but for the sake of promoting new game ideas and creativity, exercising the pure art of games creation. Jana Palm, founding General Manager of Stugan, a games accelerator that had nearly 60 teams from dozens of countries across the globe participating in mentorship program from industry leaders from the likes of Rovio, King, DICE, Mojang, IGDA and other notable industry pros. Palm will provide a post-mortem of the program including lessons learned that can be applied to the games industry overall when it comes to fostering inspiration. She will case study the hurdles, creative milestones and struggles the teams overcame and the larger take-aways that hope to inspire other programs to emerge across the globe or internally within games companies.","ShowDate":"01-10-2017 10:00:00","Filter":"Design"}
Felix Bohatsch
Broken Rules
{"Name":"Felix Bohatsch","Image":"speakers\/felixbohatsch.jpg","Company":"Broken Rules","Description":"Felix Bohatsch is CEO of the Broken Rules. Indie at his heart, he co-founded Broken Rules right after finishing his studies at Vienna University of Technology and Hogeschool voor de Kunsten, Utrecht. His area of expertise includes game and level design and gameplay programming which he has done on all games of the studio. Additional he has been responsible for ensur\u00ading project quality and handling all organizational activity of Broken Rules.","Language":"English","TalkName":"A game for your reading nook. Design, Development and Reception of Old Man's Journey","TalkDescription":"Old Man's Journey, our fourth game, was special from its kick-start from Indie Fund to win an Apple Design Award shortly after launch. After 10 years of developing games with small teams, we used all our experience to produce a touching and personal experience for our players. I will share our inspirations, design tools, developing processes as well as PR strategies and numbers.","ShowDate":"30-09-2017 13:00:00","Filter":"Design"}
David Fernández Huerta
ustwo games
{"Name":"David Fern\u00e1ndez Huerta","Image":"speakers\/fernandezhuerta.jpg","Company":"ustwo games","Description":"David is the Lead Artist at ustwo games, makers of Monument Valley, where he was the Art Director of Monument Valley 2. David started making games when he was 13 and became a professional 10 years ago. In this time he has worked on games for many different platforms and formats, from handheld consoles to VR headsets, always striving to make games that are surprising, welcoming and beautiful. He's also a regular speaker and teacher and loves dinosaurs and birds, which are the same thing.","Language":"English","TalkName":"Behind the Art of Monument Valley 2","TalkDescription":"Behind the Art of Monument Valley 2 will explore the process of making the sequel to the critically acclaimed Monument Valley, taking the learnings of the first one and expanding them in unexpected directions. We will cover the ways in which we solidified a vision for the game and all the challenges that came with making that vision a reality. We will analyze the real-life inspirations for the art and themes of the game and the process of bringing them to life in the ever-changing journey of making a game that is both personal and for everyone.","ShowDate":"29-09-2017 17:00:00","Filter":"Art"}
Johanna Pirker
TU Graz / Betterchaos
{"Name":"Johanna Pirker","Image":"speakers\/johannapirker.jpg","Company":"TU Graz \/ Betterchaos","Description":"Dr. Johanna Pirker is a game developer, researcher, and educator, and an active and strong voice of the local indie dev community. She has long-lasting experience in evaluating and developing games and VR experiences. Johanna has started in the industry as QA tester at EA and still consults studios in the field of games user research. In 2011\/12 she started researching and developing VR experiences at Massachusetts Institute of Technology. At the moment she teaches game development at TU Graz and researches games with a focus on HCI, AI, UX, and VR technologies.","Language":"English","TalkName":"Big Data and Small Data - The Future of Data Analysis in Games","TalkDescription":"The need to understand what players want and how they play is a key factor for a successful game. Data analysis seeks to learn from player experience. It is an important tool to improve the success of games and game companies. In this talk, I will give practical examples of different analysis strategies and explain how collecting (small and big) data can be used to engage your players and learn from your players.","ShowDate":"28-09-2017 19:00:00","Filter":"Design"}
Adriaan de Jongh
{"Name":"Adriaan de Jongh","Image":"speakers\/adriaandejongh.jpg","Company":" ","Description":"Adriaan is a game designer best known for the indie game hit Hidden Folks, a hand-drawn interactive searching game, and for experimental games like Bounden and Fingle, which move people out of the normal space of videogames by challenging players to dance, hold hands, and share physical interactions.","Language":"English","TalkName":"The making of Hidden Folks","TalkDescription":"This talk will be about \u270f\ufe0f\ud83d\uddd1\ufe0f\u270f\ufe0f\ud83d\udc68\u200d\ud83d\udcbb\ud83c\udfae\ud83d\uddd1\ufe0f\ud83d\udc68\u200d\ud83d\udcbb\ud83c\udfae\ud83d\udc68\u200d\ud83d\udcbb\ud83c\udfae\ud83d\udee0\ufe0f\ud83d\udee0\ufe0f\ud83d\uddd1\ufe0f\ud83d\uddd1\ufe0f\ud83d\udc68\u200d\ud83d\udcbb\ud83d\udc68\u200d\ud83d\udcbb\ud83d\udc68\u200d\ud83d\udcbb\ud83c\udfae\ud83d\udc68\u200d\ud83d\udcbb\ud83c\udfae\ud83d\udd28\ud83d\uddd1\ufe0f\ud83d\udd28\ud83d\udd28\ud83d\udc68\u200d\ud83d\udcbb\u23f1\ufe0f\u2620\ufe0f\u2620\ufe0f\u23f1\ufe0f\ud83c\udfb2\ud83c\udfc1 and how that led to \ud83d\udcb5\ud83d\udcb5\ud83d\udcb5\ud83d\udcb5\ud83d\udcb0\ud83d\udcb0\ud83d\udcb0\ud83d\udcb0\ud83c\udf89\ud83c\udf89\ud83c\udf89","ShowDate":"28-10-2015 14:53:30","Filter":"Business"}
Jan Kavan
CBE Software
{"Name":"Jan Kavan","Image":"speakers\/jankavan.jpg","Company":"CBE Software","Description":"Indie game developer, music composer, cellist, programmer, and writer, who, together with Lukas Medek, forms two-men game development studio specializing in narrative-driven games. Apart from CBE Software's games, Jan worked in various roles on more than 15 other published indie titles.","Language":"English","TalkName":"Designing narrativity in Someday You'll Return","TalkDescription":"One of the key challenges in \"Someday You'll Return\" was to prevent our game from being a \"walking simulator\" on one hand while avoiding combat on the other. This goal has led me to a method how to measure different narrative principles and be able to rationally evaluate them. There might be countless different ways, but in my talk, I am going to show our own method together with real examples.","ShowDate":"28-10-2015 15:30:00","Filter":"Design"}
François Alliot
Nerial
{"Name":"Fran\u00e7ois Alliot","Image":"speakers\/francoisalliot.jpg","Company":"Nerial","Description":"Fran\u00e7ois Alliot is a game developer, he created the studio Nerial 4 years ago. Through Nerial, he has worked on 5 games : Singular (a bubble paper puzzle game), Magic Shot (a procedurally generated French billiards game), Passengers (a migrant smuggler satire management), Devouring Stars (a RTS with galactic entities) and Reigns (a binary Kingdom management and adventure game).\r\n\r\nReigns was made with Mieko Murakami (art), Disasterpeace (audio direction), Mat\u00e9o Lugo (music), Eric Van Amerongen (sound design). Fran\u00e7ois did the dev and the writing .","Language":"English","TalkName":"Satire and comedy in mobile games","TalkDescription":"In their infancy, mobile games have been considered as mere toys. Colourful, shiny and playful, but without much depth or interesting goals beyond a great ability to help sell more and more phones and tablets. This is evolving slowly but surely, with editorial teams more focused on original and meaningful content. It's a great opportunity to bring satire and comedy in the mobile world.","ShowDate":"28-10-2015 14:30:00","Filter":"Design"}
Clemens Scott
Broken Rules
{"Name":"Clemens Scott","Image":"speakers\/clemensscott.jpg","Company":"Broken Rules","Description":"Clemens Scott is one of five co-founders of the Vienna based game studio Broken Rules. He is the studios' visual lead and worked on their lates project 'Old Man's Journey' as creative director and lead artist. Even though Clemens comes from the visual side of game development he evolved into a typical generalist in the past seven years, there is hardly a field in game development he hasn't previously worked in.","Language":"English","TalkName":"Happy Inside the Box: The Art of 'Old Man's Journey'","TalkDescription":"Old Man's Journey' is a puzzle adventure featuring an absorbing, emotional narrative, the life story of an old man uncovered through beautiful vignettes of his memories. The game puts experience before gameplay and takes players on a journey through serene, hand crafted environments in a whimsical sun-kissed world. Using the triforce of games they like to make, games they are able to make and games that currently have a market, helped the team at Broken Rules define clear goals and constraints for development. They embraced these rules as a box they had to think inside of and it shaped the game's design as much as its art direction. Hear how this box made decisions easier and helped them build a 2D hand drawn art style that speaks to a broad demographic of players, stands out of the crowd and is still clearly readable for their puzzle gameplay. Clemens Scott of Broken Rules will also share how they setup their art pipeline to efficiently produce sharp drawings for different aspect ratios and resolutions ranging from 4K montiors to iPhone sized screens.","ShowDate":"28-10-2015 14:30:00","Filter":"Art"}