Each day is a new experience
In this workshop, participants will learn from Heroes of Might & Magic 3 director David Mullich the techniques that were used to create and balance combat units in that game, as well as learn more advanced techniques for balancing units with special abilities and intranstive (rock-paper-scissor) relationships.
You need to buy a separate pass for this masterclass. More info here.
Take advantage of this opportunity to relax, recharge your batteries and meet your fellow VIPs before the main event. You'll also get a chance to explore and make yourself at home at Brno's Museum of Applied Arts before the Welcome Party starts. Entry to exhibition areas included!
This event is reserved for Speakers, Guests and Premium Pass holders
Let us invite you to the Museum of Applied Arts in Brno.
On the grounds of this beautiful Neo-Rennesaince building, we'll find ourselves under the spell of culture and grace, with decadence, as always, waiting not so far behind.
Meet your fellow travelers, breathe in the Game Access atmosphere and plan your path for the days ahead.
This event is open to everyone except Lite Pass holders
Game Access Intros are a staple of the Conference, setting us all in the mood and energy for the days ahead. Get ready for an opening cinematic, a music performance and an introduction by a very dear moderator.
Veteran producer David Mullich has lived the dream of game development, but has also experienced its harsh realities. In this talk, David will talk about the many of the lessons he has learned from producing hit games like I Have No Mouth and I Must Scream, Heroes of Might & Magic III, and Vampire: The Masquerade -- Bloodlines, and pass along tips for successfully managing your project, your team, and your career.
Join Will Shen (Lead Quest Designer, Bethesda Game Studios) on a look back to the final six months of Skyrim's development. Learn how each month leading up to the release presented new challenges in designing, writing, and polishing the beginning of a game that went on to be played by millions of people. Takeaway some fun stories about life inside Bethesda and some hard-won wisdom about game development at the end of a project.
During production of brand new Frontline 2023 map one of the biggest challenges for Environment Art was to create rocks that set new quality bar in World of Tanks. We’ll guide you through the whole process starting from preproduction till final result. We’ll reveal new exclusive methods and pipelines developed during production. Let there be rock!
Crafting an engaging quest in an open-world RPG game is a task that demands both creativity and structured processes. In this talk, I'll walk you hrough the production process we use at Warhorse to create quests. I'll cover how we manage development pipelines, coordinate teams, and maintain quality and consistency. If you're a game producer or interested in game production, this talk offers valuable insights for creating great gaming experiences.
Ever wondered how game dev production evolves from being able to produce simple, relatively small games to multiple AAA products? How development differ from ones in big non-game dev tech companies from software developer point of view? During my talk I'm going show you how game cooking evolves from project to project and how we managed to build the stove so that it can fit two games at ease.
In this talk, Michael explores three key factors that can effectively evaluate the potential success of any creative idea in the marketplace. This method offers valuable insights for optimizing game pitches or ongoing game projects on the development side, or conducting systematic comparisons of game pitches among publishers.
Without a doubt, Quality Assurance is an integral part of the video game development cycle. But how does one define what quality looks like? It’s one thing to be able to play through a game and ensure its general functionality before release, and another to curate a specific experience for its players. What takes a video game from being simply playable to an unforgettable experience?
In this talk, I will discuss the value I've brought as a quality lead on my game development teams and how aligning with my team early in the process to define what "good" looks like, has significantly improved both the quality of our games and the relationship with our players.
Talking about common problems with game UI and developing UI framework (the layer between UI and Gameplay systems). Describing and understanding MVVM pattern and which UI systems for game engines support it. Introduction and first steps into designing UI framework, areas on which to focus first, and how to separate certain logic into more comprehensive subsystems and type of abstraction that you'd like to introduce. Do's and don'ts of designing a UI framework, and a common description of an event-based design, with possible dive into a data-driven implementation on supported UI systems.
I'm the designer behind Viewfinder, an upcoming puzzle game where you use pictures and a camera to reshape your world. In this talk I'll discuss the design process behind Viewfinder, focusing on the challenges of designing a genre game that appeals to players beyond the genre's core audience.
Creative Europe is the European Union‘s programme to
support the culture and audiovisual sectors. For the pro-
gramming period 2021-2027, its budget had been increased
to nearly EUR 2,5 billion. The MEDIA strand supports
the development of new films, video games, TV productions and
online formats, distribution, film festivals and markets,
training programmes for audiovisual professionals,
cinemas and VOD platforms. What are the funding
opportunities available to developers and professionals from gaming industry? What projects are eligible to receive
support and under which conditions?
If 20th Century storytelling was defined by broadcast media such as radio and network television, the 21st Century is going to be defined by digital storytelling. At the coalface of this movement, Sam Barlow has explored attacking traditional filmed storytelling from the perspective of a game designer. After Her Story and Telling Lies, Immortality is his most ambitious attempt yet to explore what happens when you try to make a Metroid game out of movies. Here he will talk through his design philosophies and the process of creating IMMORTALITY.
Warren Robinett began his career as an Atari videogame designer, where he designed Adventure for the Atari 2600, the first action-adventure videogame. The talk is about the implementation of Adventure. Because memory was extremely expensive in the late 70's, the program for Adventure had to fit into a 4K-byte ROM chip. Therefore the program was very short. Nevertheless, the game had 30 rooms, and 18 objects of 12 different types -- the square Man (the player's avatar), the Chalice (the Grail-like goal of the game), 3 castles with matching keys to open them, 3 dragons and a sword to kill them, a bat that flew in and stole your stuff, a magnet that attracted things, several mazes and a bridge that let you cross its walls. How was all this content jammed into 4K? A good data structure was the heart of the game: the room-list and object-list. There was also a very effective "Behavioristic" scheme for giving "desires" and "fears" to the creatures in the game—which caused them to flee from or pursue certain other objects. Within this highly-compressed game code can be seen the skeleton of the modern action-adventure game.
Designing cute orcs is one thing, but how to approach art direction of Franz Kafka’s stories or when making a game about a childhood during war? I will take you through my journey from the casual mobile gaming business to serious, socially-engaged content. Expect practical tips, lessons from gamedev-nonprofit institutions cooperation and learn how game art can tackle serious topcis that have potential to change the society.
Dwarf Fortress, the settlement management and fantasy world simulator by Bay 12 Games, was released in 2006 after four years of development, and has been in continuous development through the present day. Growing up with the internet and as video game design practices and technology advanced, the game and the community that support it have evolved together. Join Zach and Tarn Adams as they discuss the history of the game, their successes and mistakes over this process, from the humble beginnings of the game as a side project in 2002 to the graphical overhaul of the early 2020s.
Sharing is caring... and we all should care about game design, right? That's why I see it as my obligation to share these 9 design truths I learned from other people - my colleagues, friends or designers I just barely met at GDC - with YOU!
This fun and entertaining talk will guide you through some of the game design insights I use in my daily work, all day, every day. Hopefully you'll find them contagious and now YOU will spread them further.
The talk will cover various different approaches we took to implementing volumetric fog in Returnal. It will show all tested implementations along with the final implementation.
This report is small reflection of personal experience, research, study and interviews conducted by Prof Michal Mochocki (False Prophet) and Dr. Yaraslau Kot (The Farm 51). We will discuss what hints and tips are used by many interviewed Narrative designers, what software is their favorite and why, what books do they advice to use and what do the advice to new aspiring writers in the industry.
Will Byles, writer and director of Sony’s Until Dawn and 2K’s The Quarry gives an insight into some of the fundamentals for creating a AAA branching, interactive narrative adventure.
In this talk, Miloš will share the story of how a game studio can navigate the treacherous waters of success and failure — from launching a game to falling short of expectations and ultimately emerging triumphant through a transformative shift from IP-building to co-development.
Listen to this talk and discover how to prepare contingency plans, deliver unwelcome news, and how to lead your team through the turmoil of uncertainty and adversity.
Game design plays a crucial role in creating engaging and immersive VR and AR experiences. Unlike traditional 2D games, VR and AR games require careful consideration of factors such as physical interaction, cognitive load, and player comfort. In addition, the unique capabilities of VR and AR technology provide new opportunities for game designers to experiment with novel gameplay mechanics and immersive storytelling. In this session, Resolution Games' CEO Tommy Palm will share some learnings he and his teams have gathered along the way as one of the first and leading VR and AR games studios in the space.
In this talk I will go through the high level of the last few decades of mainstream gaming, highlighting recent trends & what comes next for the sector. This talk will focus on concrete examples and approaches that I have learned over my time as a hardcore player and dev - spanning from mobile and VR all the way to Cyberpunk 2077. These can be applied to any title seeking a broader audience - but aiming to engage as much with play as it does with story and visuals. The elusive sweet spot of mainstream that I believe will be crucial to revitalise the space.
Frank Klepacki discusses his involvement and history of all audio & composition related roles in games, with an opportunity for the audience to ask questions directly!
In this talk we will take a look at how to boost your creativity, getting out of creative dips, rebooting your approach and diversify your portfolio for varied opportunities. We are going to challenge the norm and take a look at unlikely / out-of-the-beaten-path techniques and inspiration to breath some new air into your creative workflow.
Throughout my career, I have helped various studios transitions from an indie team into an AA production. A good example is the Danish NapNok Games studio, which scaled from 15 to 70 people in about 1.5 years and released Frantics and Chimparty with Sony; or GoldKnights, increasing its team five times and releasing The Last Oricru with PLAION (former Koch Media). However, transforming an indie studio into an AA production isn‘t just about its size, it’s about different mindsets, skills and setting up proper quality-bar. And most importantly, it's not about making games for yourself anymore, but for a well-defined audience. It has its pros and cons. And in this talk, we will go through many of those aspects together in more detail.
Would you kindly... join us for a deep dive into the world of audio design and how sound is used not only to enhance the vision of the game designers, and immerse the player but also how its used to subconciously control the players through instructive and informative methodologies and how those same ideals and techniques are used across different mediums from movies, to shopping centres. Join us for some hands on experience as I show off real world ideas and techniques you can use in your games to help immerse players and streamline the gaming experience working with game design and environment art.
What keeps gaming communities happy and engaged? How do we gather and interpret player feedback in a way that's actually useful to the dev team? What do we do when players know more about the game than us? And how do we not lose our minds as community managers? We'll try to answer these and other questions by examining what's been going well (and poorly) during Way of the Hunter's first year full of big updates, small patches, and high expectations.
Eclipse symbolizes rebirth. A restart of an eternal dance between the Sun and the Moon. The passion of that eager first step we take into a new era.
To mark such an occasion, we've prepared 3 custom locations at BVV – each with its own music stage, catering and atmosphere.
All that's left for you to do is to choose between the Sun, Moon, and the Eclipse itself.
This event is open to everyone except Lite Pass holders
How do you go about designing a game that satisfies the expectations and fantasies of many different people? In this talk, Troy Johnson, Advanced Game Designer at Avalanche Software, discusses the process of designing Hogwarts Legacy for a worldwide audience of fans and gamers. He’ll outline questions and tips that developers can use to help their game resonate with the widest range of players.
There are many ways to utilize a composer in your game development workflow. Throughout my career I've had the opportunity to be "on the ground floor" in development while being very close to the team. I've also experienced the opposite where I was writing in a vacuum with no connection to the team. And I've experienced everything in between.
This talk explores the working relationship between development team and composer, and why in 2023 and onwards, having someone on the music team who is closely connected to the game will result in a more tightly synergized gaming experience. It will use examples from my own career, including Ori and the Will of the Wisps, Darksiders Genesis and the Ruined King : A League of Legends Story. It will also highlight scores from other games where I know the composer was involved in the earliest parts of game development. These will showcase musical ideas that almost certainly wouldn't have happened had the composer not been close to the game.
It will explore the benefits and the disadvantages of different ways of working, and by the end of the talk you will have a clearer understanding of ways in which the composer <-> develeper relationship can be maximized.
For composers and musicians attending this talk, you will have a better understanding of how to extract the most from your development team.
For audio directors, music supervisors, and creative directors attending this talk, you'll learn the importance and benefits (as well as cost/benefit analysis) of having a composer be closely involved from as early as pre-production, where it's a AAA title or indie. You'll understand better how to extract the maximum from your composer - irrespective of their personality - without being overbearing.
Ultimately all attending will gain insight into my own creative process, the results that came from that process and the things that I have learned over the years working with AAA teams and small independent studios. Those experiences will be streamlined into a talk that gives clarity on enhancing the unique relationship between music creators and developers, and using that to deliver the best possible soundtrack for a game that players will remember.
Zdeněk Záhora will be chatting with David Mullich, the director of Heroes of Might & Magic III and IV, about his career, life and experience.
Is your engineering team constantly running low on mana? Are your other departments "waiting on tech" like it's on cooldown? Is your studio starting to feel less like creative mode and more like a battle royale? Do not miss this talk!
Join an accomplished lead programmer as they explore tactics for fighting uncertainty head-on, implementing fast and flexible engineering practices, and strategizing for the long term. Learn from real-world stories about how other studios succeeded, failed, and ultimately leveled-up their team's abilities.
Join us and equip yourself with the tools to dismantle development bottlenecks and unleash the full force of your studio's creative potential!
Aleš will be giving a talk on how the development team successfully revived Ylands, a game that was once considered dead but is now gaining popularity. He will cover the strategies that led to a 30+ percent increase in recent reviews and the radical measures taken to regain players' trust, as well as mention the biggest mistakes they made in the past.
The speech will cover the results of over three years of our studies, which resulted in a UX estimation method with precision over 82% with actual user data gathered from hundreds of users. Our solution in based on image analysis and processing of level walk-through or gameplay. Currently, the only way to verify the design of a virtual environment are tested with users, which due to the large time requirements and the number of participants needed are very expensive. For this reason, these tests are usually carried out at the production stage, where each change is also costly. Our method is a direct solution to this problem and can be used regardless of the technology and the video / VR game engine used, as well as at all stages of virtual space production. The feasibility of the project has been confirmed in our previous research (published in highly rated scientific journals) showing the effectiveness of the use of image analysis to estimate the user experience of virtual space.
Often times Functionality, Certification, and Technical QA is considered to be more of a numbers game - allocate testers at a product once it’s “QA ready” and find all the bugs. In reality, QA is much more than that and can add valuable input, feedback, and risk analysis/mitigation during the production and development cycle from both a QA and consumer/end user lens.
In this talk we’ll go over some benefits of having these QA teams involved as early as pre-production, things to consider to make the team’s day to day easier, and how valuable QA feedback can contribute to driving quality and success leading up release.
The role of a producer is not well defined in game development companies, the job description and especially the responsibilities can be very vague and the expectations range from non-existent to astronomical.
But this uncertainty has its benefits.
This talk will focus on finding your own production style, walking the fine line between project and people management, and how to take advantage of the chaos that can take over teams and projects.
Ewoud van der Werf, the main developer of SCHiM, explains how the art of SCHiM has evolved throughout the development of the project. A broad talk about what SCHiM is about, and the first versions of the SCHiM art style leading up to the current art style.
Fictional worlds in video games are the result of narrative and game mechanics working together. As a space is active in the narrative, using the world to reinforce the player's experience is an important skill to master for narrative designers, writers, and anyone involved in game design.
With examples coming from video games, virtual reality or amusement parks, we will wander fictional worlds and identify leads to create believable and immersive fictional worlds.
Creating 3d characters is a very important part of Film and Games, you can express a lot by presenting your characters in a certain way which will bring appeal to your projects,
I will share some insights and tips on how I approach my professional and personal work to add personality and essence to them.
I will be sharing a Character breakdown from my Personal Project and how to avoid mistakes and also solve them by doing rough 3d concepting before making any final calls for finishing the asset in 3d.
In this talk I will cover how we made some of the character effects for our dark sci-fi shooter Returnal. We'll go through the process starting from concept art all the way to finished product. We will have a look at what worked and what didn't from visual perspective. In addition to that I'll discuss the technical aspects of developing our own vfx toolset to match the needs of the game technically and artistically.
This talk will focus on the numerous technical challenges, in terms of both programming and design, of creating a true crossover between modern Shooter and classical Strategy while staying true to each genre.
"Building a sustainable art career" is a talk designed for aspiring concept artists and illustrators who want to pursue a career in the video game industry.
The talk will cover various aspects of the industry, including the different types of jobs available, the skills and qualifications required, and how to create a strong portfolio that showcases your work. Additionally, the speaker will discuss practical tips on how to stay healthy, avoid burnout, and maintain a work-life balance in a demanding and fast-paced industry. Attendees will learn actionable steps to secure a steady stream of work and income while prioritizing their well-being.
Let's approach art creation strategically and efficiently, without sacrificing passion!
This talk is about how we at Rovio audio team approach game audio production, development and design as a central team, catering to multiple mobile game studios and projects. Participants can expect to learn tips on how to handle a large number of projects and overlapping schedules efficiently while aiming for world-class content quality. Topics on solving specific challenges in live-ops audio development will also be mentioned.
The presentation will dive into several topics, such as:
Some supplementary areas of audio work will also be touched upon:
Writers' rooms have been a staple of TV production for more than half a century, but they're relatively new to game development. Veteran cross-media writer Antony Johnston (ATOMIC BLONDE, DEAD SPACE, RESIDENT EVIL VILLAGE) explains how to recruit and run a successful writers' room, why it's more than just a writing team… and why you should use one if you don't already.
In this presentation I walk you through Fingesoft's Hill Climb Racing games' monetisation history from the early days of mobile games and cross-promotion to today's customised user experience with segmented IAP offers and different ad formats. I'll cover some ups and downs along the way and give you a small glimpse of the new titles coming up in the future. Fingersoft's hit titles Hill Climb Racing and Hill Climb Racing 2 have accumulated over 2 Billion installs across platforms and over €180M in NET revenue.
Award wining enging Glacier, Io-Interactive's propietary engine powering the Hitman games, it is not only remarkable efficient in terms of performance, but also in terms of development. Glacier is developed by a central team of about 60 very skilled programmers working with 3 concurrent project at a time - and no, we do not do overtime (like ever!). If you'd like to hear more, drop by this talk, I'll walk you through the insights of our organizational processes and tools that enable our teams.
It's common now for games to be in active development for many years, both before and after the initial launch. As time passes, it takes effort to keep both the design and technical elements from collapsing under the weight of new features. How do we build our games to withstand time? Tarn Adams will discuss lessons learned over two decades of work on Dwarf Fortress, and why it didn't join the pile of failed projects that preceeded it.
In this talk I will share the process behind creating large & detailed game environments within a smaller team, the talk will specifically revolve around the stylized environments of Lost In Random. I'll showcase work in progress material and talk about things like asset creation, performance, idea to concept, general tips & tricks. All of this will be from the perspective of a smaller team so things like efficiency and prioritization will be some of the corner pillars in this talk.
Can only RPGs succeed in Japan and South Korea? What are the obstacles of user acquisition in these countries, how to overcome them, and how to start profitable UA in the third and fourth biggest mobile markets in the world.
To bring the characters of Rockay City to life, we need to utilize AI systems of Unreal Engine 4. We will introduce its basic principles - Perception, Behavior Trees, Navmeshes and Environment Queries - and explain how we used and extended them in our project.
We will also talk about other essential systems needed to craft Combat and Stealth.
The talk is intended primarily for developers interested in creating AI for their projects. But no prior experience with AI systems is required and anyone interested in how AI is made in video games is welcome to join.
One of the most difficult questions every developer has to face is whether to release the game with publisher (if you can pitch it properly and get them interested), or try to self-publish it? No-one can make this decision for you; but we can share our opinion of more than years of experience working with publishers, summarize pros and cons and answer your question.
WARNING: This talk won’t make your decision any easier!
Work-life balance and community as tools for making great games – a southern Sweden perspective”
Despite the games industry producing some of the most engaging and fun products on the planet, the industry is facing challenges in the workplace, like many other booming industries; male dominated workforce, high work load, stress/crunch, perceived challenges and lack of opportunities and other challenges.
In this talk, you will hear how the games industry in southern Sweden work to with work-life balance and community to, not only solve these challenges, but also grow into a global hub for game development.
Goodbyes do not have to be sad affairs. Especially if we are leaving inspired and envigorated, with the Sun shining brightly behind us.
The beautiful gardens of Brno's Augustinian Abbey will host our Farewell party. Let us contemplate and look forward to the year ahead with a cold beer in hand and some grilled goodies.
It will be a night to remember, and a beautiful morning after. Just make sure to eat well and drink plenty of water!
Here we will enjoy an incredible medieval-themed night and pay our respects to the great events of the past – including this year's Conference.
This event is open to everyone except Lite Pass holders
The Command & Conquer series has become legendary in no small part due to its stunningly iconic soundtrack – a soundtrack you can now enjoy live, for the first time in Europe, performed by its no less iconic author, Frank Klepacki!
Together with the Tiberian Sons, Mr. Klepacki will unleash a show of epic proportions. Accompanying it will be a video projection of key moments from cutscenes and gameplay from C&C titles.
Party-goers need not worry. The Abbey is just a short ride from BVV and you can make it to both the concert and the Farewell party within the same night.
Concert tickets are separately from Game Access Passes. You can find more information here.