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PROGRAM 2017#nordicgame
PROGRAM 2018#nordicgame
Welcome to Nordic Game 2018
It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry.
Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family.
Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home.
However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward.
True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world.
Also working hard to spread our vision of a strong, united games community across Europe (and soon around the globe), the Nordic Game Discovery Contest, now concluding its second season, will show the games of the sixteen NGDC finalists (23-24 May in the Round Bar) as well as crown this year’s winner (Friday, 25 May from 14:00 in the Unreal Theatre) at NG18.
With this brief introduction to all that’s Nordic Game this May, we hope that you’re ready to listen, learn, share, build, connect, evolve, inspire, eat, drink, be serious, have fun, be tired, but also be happy - and that you’ll enjoy NG18 as much as we’ve enjoyed creating it.
Thank you for joining us and may we all prosper!
The Nordic Game 2018 Team
Tuesday 22 May PRE-CONFERENCE DAY 13:00-17:00: Venue open, on-site registration & badge pick-up 12:00-20:00: Pre-conference networking events including Game Habitat Studio Tour, Games Capital Summit (invite-only) and NG Exec Summit (invite-only), 14:00-18:00: NGDC Mentor Sessions (invite-only)19:00: Games Germany/game mixer, (Restaurang M.E.C.K.,Malmö)
Wednesday 23 May: CONFERENCE DAY 1 8:30-18:00: Venue open, on-site registration & badge pick-up 8:30-17:00: NG18 Publisher Market, Room Copenhagen 9:30-18:00: Expo Floor and MeetToMatch (Room Helsinki) open 10:00-17:00: Game Hub Scandinavia track, Room Reykjavik10:00-17:00: Dev Sessions, hosted by Game Habitat, Room 511:00-12:00: Opening & First Keynote, Unreal Theatre 12:15-17:00: Sessions in the six auditoriums 12:00-14:00: Mentor Lounge, Room 2 12:00–14:30: Lunch served in the Dining Hall14:15-17:00: NGDC Season 2 Semi-Finals 1 & 2, Room Stockholm17:00-18:00: Happy Hour, hosted by Remedy, Black Bar at the Expo entrance18:30: Speakers’ Reception Dinner (invite-only) 20:00: IGDA Party, (Moriskan Paviljongen, Malmö)
Thursday 24 May: CONFERENCE DAY 2 9:00-late: Venue open 9:00-18:00: On-site registration & badge pick-up 10:00-18:00: Expo floor and MeetToMatch (Room Helsinki) open10:00-17:00: Sessions in the six auditoriums 12:00–14:30: Lunch served in the Dining Hall17:00-18:00: Happy Hour 2.0, hosted by IO Interactive (Black Bar at the Expo entrance)18:00-19:00: Nordic Game Awards 2018, Unreal Theatre19:00-21:00: NG18 Gala Dinner, Dining Hall (Reservation required)21:00-late: NG18 Nordic Party, sponsored by Epic/Unreal (No reservations needed, just bring your badge!)
Friday 25 May: DISCOVERY DAY 9:00-17:00: Venue open, on-site registration & badge pick-up 10:00-16:00: Expo floor and MeetToMatch (Room Helsinki) open10:00-16:00: Sessions in the six auditoriums10:00-15:00: Yonderplay, curated by Copenhagen Game Collective, Room Oslo10:00-20:00: Discovery Day Showcase, Dining Hall12:00–14:30: Lunch served in the Dining Hall14:00-14:45: NGDC Season 2 Finals, Unreal Theatre15:00-16:00: Final Wrap-up including NGDC Grand Finals winner, Unreal Theatre 16:00-20:00: NG18 After Hours, Dining Hall18:00 -19:00: Snack dinner served in the Dining Hall20:00: Goodbye hugs
VenueSLAGTHUSETAddress: Jörgen Kocksgatan 7A211 20 Malmö
REGISTRATIONPick up your NG18 pass at the registration desk, located in the main entrance.
OPENING TIMES:22 May: 12:00 -17:0023 May: 8:30 -17:0024 May: 9:00 -late25 May: 9:00 -20:00
NG18 TIME SCHEDULE
A WARM THANK YOU TO ALL OUR
SPONSORS AND PARTNERS
SYNDICAT NATIONAL DU JEU VIDÉO
18GAME DEV CAMP
NGDC Partners:
A18 Awapatent
A19 MeetToMatch
A20 LabCave Games
A21 Amazon Games
A22 IGDA Estonia
A23 Nutaku
A24 Transmuted Games
A25 Housemarque
A26 XSolla
A27 Sumo Digital
B1 Epic/Unreal
B2 Sweden Game Arena
B3 TELUS Intl.
B6 Chinese delegation
C2 Kirarito
C4 Perforce
A1 Epic/Unreal
A2 Epic/Unreal
A3 Play Finland
A4 Play Finland
A5 Aalto
A6 Greek delegation
A7 Elias Software
A8 Moldova
A9 Wacom
A10 Photon/Exit Games
A11 MediaNet
A12 MediaNet
A14 NGI/SGI
A15 S. SE Creatives
A16 #SWISSGAMES
A17 #SWISSGAMES
A1 A2 A3 A4 A5 A6 A7 A8 A9 A10 A11 A12 A13 A14 A15Emergency
B1 B2 B3 B5 B6
A16 A17 A18 A19 A20 A21 A22 A23 A24 A25 A26 A27
1 23 4
X 1
B4 C
NG 18 EXPO FLOOR PLAN
X 1
X1 Unity
Sponsored by
A warm thanks to the NGDC Partner events
18 GAME DEV CAMP
NORDIC GAME DISCOVERY CONTEST – GRAND FINALS After driving the NGDC caravan through Europe to a string of partner events and conferences, it’s time to harvest the fruits from the qualifying rounds of the Nordic Game Discovery Contest’s second season. NGDC Grand Finals and Finalist ExpoSixteen finalists will be ready to pitch live at the NGDC Season 2 Grand Finals. To make the final four in the NGDC Finals on 25 May, contestans will have to fight trough the semi-finals on 23 May. Their qualifier-winning games will also be showcased in the NGDC Finalist Expo, where the NG18 audience can play all the games, meet some of the best uppcoming development talents in Europe and vote for their favorites. NGDC Grand Finals scheduleSemi-finals I &II: 23 May, Room Stockholm, 14:15-17:00Finals: 25 May, Unreal Theatre, 14:00-14:45Finalist Expo: The Round Bar (23-24 May), Dining Hall (25 May)
NGDC finalist and their games are: Yaga, by Breadcrumbs Interactive (Rumania) – qualified at DevPlay, RumaniaPyroMind, by Dbabicius (Lithuania) – qualified at GameOn, Lithuania Lightspeed Frontier, by Crowdwork Studios (Slovenia) – qualified at Slovenian Game Conference, SloveniaDrunk-Fu: Wasted Masters, by Rusto (Finland) – qualified at Northern Game Summit, FinlandClose To The Sun, by Storm in a Teacup (Italy) – qualified at Sweden game Conference, SwedenGo Heroes: Prometheus, by Happyland Entertainment (Greece) – qualified at Athens Game Festival, GreeceObscuria, by Insiduos Games, (Portugal) – qualified at GameDev Camp, PortugalA Place for the Unwilling, by AlPixel Games (Spain) – qualified at AzPlay, SpainAge of Space, by PodPal Games (Norway) – qualified at NM I Gameplay, NorwayBushy Tail, by Fuero Games (Poland) – qualified at GamesForum London, UKBroken Lines, by PortaPlay (Denmark) – qualified at Nordic Game Jam, DenmarkSecond Hand: Frankie’s Revenge (Rumania) – qualified at Reboot Develop, CroatiaYouropa, by Frecle (Denmark) – qualified as Wild CardPode, by Henchman & Goon (Norway) – qualified as Wild CardBOSSGARD, by Sand Sailor Studio (Rumania) – qualified as Wild Card
Winner & runner-ups will receive prizes from
Plan of Attack, Greenlit Content, Mail.ru, Appodeal, GamesIndustry.biz, Nordisk Film Games and more!
Learn all about the Nordic Game Discovery Contest, including the finalists, their videos and much more at discovery-contest.nordicgame.com!
NG18 Sessions - 23 MAY
10:15 - 10:30 ROOM REYKJAVIK
Game Hub Scandinavia: Opening Opening remarks from the Norwegian games industry.
10:30 - 11:30 ROOM REYKJAVIK
The Anatomy of a Game IncubatorA panel about entrepreneurship, incubators and ac-celerators, taking a closer look at our gaming clusters and their focus on education, innovation and entrepre-neurship. What works and what doesn’t.
Late addition to the panel: Lars Henriksen (Sr. Strategic Consultant, Game Hub Denmark).
Erja RetzenSenior MD, Nasdaq Nordic
Johanna Nylander (moderator) Policy Affairs Mgr., Swedish Games Industry
Johan Engström Partner/Head of Capital Markets, MAQS
Markus Nyström Creative Director, Fall Damage
Maria GrimaldSr. Investment Mgr., Goodbye Kansas
Tero VirtalaCEO, Remedy Enter-tainment
Mattias LindbladCEO, Flamebait Games
Hakan AbrakCEO/Co-Owner, IO Interactive
Mikkel Fledelius JensenManaging Director, Game Hub DenmarkNamco Ent. Europe
Kjartan EmilssonCEO, Sólfar Studios
Martin WahlundCEO, FatsharkAdonis Flokiou
Bendik Stang
Petri AhonenSr. Business Developer, Gothia Innovation
Incubation Manager, The Animation Workshop
10:00 -11:00 ROOM STOCKHOLM
Gaming on IPOs: Demystifying the Process of Going PublicCome and listen to interesting cases on recent Nordic gaming IPOs, investor insights and market sentiment in general. Moderated by Johanna Nylander.
11:00 - 11:15 UNREAL THEATRE
Welcome to Nordic Game 2018Erik Robertson and Jacob Riis open NG18 with a wel-coming address.
11:15 - 12:00 UNREAL THEATRE Nordic Game, Where Are You Going?A panel of leaders from some of the most influential Nordic studios gather to discuss the success of the Nordic region and how it can keep its key position in the global games industry. Moderated by John Gaudiosi.
Erik RobertsonManaging Director, Nordic Game Resources
Jacob RiisProgram Director, Nordic Game
John Gaudiosi (moderator)President, Greenlit Content
CEO/Co-Founder/CD, Snowcastle Games
Tero VirtalaCEO, Remedy Entertainment
Hannibal GlaserProducer, Decochon
11:30 - 12:00 ROOM REYKJAVIK Game/Music ShowcaseDecochon shows MuX on stage.
Antonia KoopCEO, Kite Rider-Strategic Adventures
Jens AnderssonDesigner/Co-Founder, Villa Gorilla
12:15 - 13:00 UNREAL THEATRE
Gamification is Just Icing on a Lousy CakeCreating immersive experiences with games tech is serious rocket fuel for training and education. Here is what developers need to know to unleash the full power of games onto the training sector and what makes all the difference between just gamifying boring content and creating worlds of exciting learning adven-tures. Hosted by Kate Edwards and Tsahi Liberman.
12:15 - 13:00 ROOM STOCKHOLM
Apex Construct: Building & Publishing Immersive VRApex Construct is a VR action-adventure where the player can interact with “everything”. This leads to some very interesting mechanics, but also exposed us to several pitfalls. This talk openly discusses how we managed such issues, as well as player expectations during production, and up to and following the game’s release.
12:15 - 13:00 ROOM OSLO Custom Tools: Putting the Cart in Front of the HorseCustom tools will make your game special. I will show how you can build tools to differentiate your game. To my help I will use my latest game, Yoku’s Island Express, as well as lessons from Chronicles of Riddick/Starbreeze and Colors! /Collecting Smiles. And can tools actually drive design?
Tsahi Liberman (host)VP International Relations, GameIS
Kate Edwards (host)CEO/Principal Consul-tant, Geogrify
Erik OdeldahlCreative Director, Fast Travel Games
Björn Berg MarklundLecturer, University of Skövde
Thomas Lykke LarsenProject Mgr./Consultant, CDS BusinessAalborg
John WatsonTechnical Director, Stoic
Zeb WestProducer, Stoic
13:00 - 15:00 ROOM REYKJAVIK Gamification Lab: Best Practice for Cross-Sector BusinessesBusinesses outside of the games industry meet-up with game developers to create new services.
Late additions to the panel: Christopher Gade (CEO, Arura), Martin Durhuus (Creative Director, Arura)
13:15 - 14:00 UNREAL THEATRE Banner Saga Creative ProcessSix years developing the Banner Saga trilogy has resul-ted in an interesting set of processes and automated pipelines. We’ll go into details about our creative process, bespoke tools, automation, tips and tricks, and weird quirks of our custom engine.
12:15 - 14:00 ROOM THORSHAVN Even 2D Games Deserve 3D CharactersJoin Anita and Carolyn of Feminist Frequency for this interactive workshop where you’ll be given tools to help you create compelling characters for any sort of game. We’ll discuss popular, well-known games as well as give attendees a chance to have their own work critiqued and evaluated. Hosted by Kate Edwards and Tsahi Liberman.
Shalev MoranGames Program Curator, Print Screen Festival
Siobhan ReddyStudio Director, Media Molecule
13:15 - 14:00 ROOM STOCKHOLM
InterventionsWe can involve politics in our games, but can we involve our games in politics? In this talk we’ll look at games through the lens of participatory art and creative activism, to examine cases where games and play can be not just political statements, but also political action. Hosted by Kate Edwards and Tsahi Liberman.
14:15 - 15:00 UNREAL THEATRE
Glitter and Doom, Part TwoThe best art is by people who share themselves with their audience. Jumping off that cliff and hoping wings will grow is hard, but it’s why we create and why we feel great when even just one person appreciates our work. Glitter and Doom is about daring to do new things.
13:15 - 14:00 ROOM OSLO
The No BS Investor Panel: A Deep Dive into Venture FundingThis panel of active investors will dig deep into what is and is not worthy of venture funding in today’s market. They will explore current expectations, investment preparedness, typical deal terms and everything else you need to know in order to score investment in your studio. Moderated by Jason Della Rocca.
Kate Edwards (host)CEO/Principal Consul-tant, Geogrify
Jason Della Rocca (moderator)Co-Founder, Execution Labs
Tsahi Liberman (host)VP International Relations, GameIS
Are Mack GrowenVP of Product, London Venture Partners
Guzman DiazPrincipal, Index Ventures
Martin WalfiszSenior Partner, Nord-isk Film Games
Shum SinghManaging Director, Agnitio Capital
Carolyn PetitManaging Editor, Feminist Frequency
Kate Edwards (host)CEO/Principal Consultant, Geogrify
Anita Sarkeesian
Tsahi Liberman (host)VP International Relations, GameIS
Director, Feminist Frequency
14:15 - 17:00 ROOM STOCKHOLM
Nordic Game Discovery Contest: Semi-Finals I & IIAfter hosting qualifying rounds for the NGDC in more than fourteen countries, the winners now meet for the semi-final showdowns at NG18. Be sure to support your favourite game studio by rooting for them while they pitch their way live through the semi-finals to the NGDC final four! Hosted by Jacob Riis.
14:25 - 14:50 ROOM THORSHAVN
Player Support: The First Step in Boosting Player RetentionAttracting and retaining players: two sides of the same coin? Would the right blend of customer support consist of language proficiency, passionate gamers and customer service? The games industry is undergoing dramatic change as customer service becomes another battlefield for winning over players. And here comes the outsourcing advantage!
15:00 - 15:30 ROOM REYKJAVIK Gaming in Norway: An Industry in the MakingThe games industry in Denmark, Finland and Sweden creates hundreds of jobs every year – what can Norway do to achieve the same? Recruiting is important and we will present numbers from relevant educational orga-nisations. We’ll also take a look at clusters, incubators and new ways to create jobs.
14:15 - 15:00 ROOM OSLO
Creating for CasualThis session will explore the different considerations that we take into account when creating mobile casual games at King – including how we look at core game loops, envelope/meta-game design, live ops and events, content production and level design, using examples from King’s world-famous Saga games.
Jacob RiisProgram Director, Nordic Game
Jeremy KangPrincipal Game Desig-ner, King
Stefan AbadzhievDirector BD EMEA, TELUS International
Natalie Griffith CEO/Founder, Press Space
Ebba KøberHead of Communica-tion, Flexible Education Norway
Lars UtstølProject Leader, Kunnskapstrening IT
Martin AdolfssonGame Developer, Kunnskapstrening IT
Per BacklundProfessor, University of Skövde
Shailesh PrabhuFounder/Game Designer, Chaibirkes
Jon KimmichCEO, Software Illuminati
Christina Seelye CEO, Maximum Games
Marcus ToftedahlResearcher, University of Skövde
Angie SmetsExecutive Producer, Guerrilla Games
Christopher SundbergFounder/CCO, Avalanche Studios
Jean-Marc BroyerCEO, RETO MOTO
Martin WalfisczSenior Partner, Nordisk Film Games
Rune DittmerCo-Founder, Flashbulb Games
Petter HenrikssonBusiness/Marketing, Landfall
Christian Fonnesbech (moderator)Head of IP Development, Nordisk Film Games
16:15 -16:45 ROOM OSLO Successfully Launch in the US with a Boutique PublisherMaximum Games CEO Christina Seelye discusses why working with a boutique publisher has massive benefits for developers, including concept-to-launch game support; from production and QA to marketing, PR, and sales expertise. Learn how developers can retain creative control while achieving maximum profitability using a boutique publisher.
16:15 -17:00 UNREAL THEATRE
Take My Money, Please! Tales from Buying Games & Studios for XboxDuring his time with Microsoft Games Studios as a pro-ductplanner, Jon Kimmich helped acquire many of thefoundational and award-winning titles in the Xbox portfolio,including Crimson Skies, MechAssault, Rise of Nations,Dungeon Siege, Halo and Bungie Studios, among others.During this talk Jon will take you through the processpublishers, investors and funders go thru when they considera new opportunity, and some of the mistakes Jon saw studiosmake over his years evaluating hundreds of game studios for Microsoft and Xbox
15:15 - 16:00 UNREAL THEATRE Horizon Zero Dawn: A Studio’s PerspectiveAngie will reflect on the seven-year journey that took Guerrilla from a dark first-person shooter franchise to the lush open world of Horizon Zero Dawn. Using early concepts and prototypes, she will illustrate the studio’s creative process, cover its biggest challenges and share lessons learned from developing new IP.
15:15 - 16:00 ROOM OSLO
Three Studios and an InvestorThis focused panel will discuss the kind of planning, strategies and decisions it takes to get an investor – and what changes developers should be ready for after an investment is landed. As a bonus, both the investor and the developers will look into the future of their changing markets. Moderated by Christian Fonnes-bech.
15:30 - 17:00 ROOM REYKJAVIK
Asian Markets on the RiseGame Hub Scandinavia explores the requirements for entering these markets from various perspectives.
15:15 - 16:00 ROOM THORSHAVN
Three Signs Your Publisher is Stealing Your MoneyPublishing is becoming easier and easier. Petter tries to answer the age-old questions about what a publisher actually does, what are we paying for and if we can simply do it ourselves.
Tove IngerslevHead of Projects, Viden Djurs
17:00 -17:30 ROOM REYKJAVIK
Game Hub Scandinavia:: Closing WordsClosing reflections on the Game Hub Scandinavia sessions at NG18.
16:15 -17:00 ROOM THORSHAVN
Jobs in the Games Industry: Tips and AdviceGetting and keeping a job in games can be a dream. Some well-qualified job seekers still struggle. An international panel of games employers will give tips and advice on some of the strategies to follow to have a much higher chance of job success. Bring your questions!
David Smith (moderator)Managing Director, Inte-ractive Selection
Christopher SchmitzStudio Lead/Dir. PD, Ghost Games
Delano LobmanHR Manager, Guerrilla Games
Jana PalmGeneral Manager, Stugan
Åsa WilsonChief People Officer, Avalanche Studios
20 - 21 October 2018
Nordic Game of the Year – Small ScreenMilkmaid of the Milky Way, Machine-boy (NO)OCMO, Team OCMO (FI)Pako 2, Tree Men Games (FI)Returner 77, Fantastic, Yes! (DK)SteamWorld Dig 2, Image & Form (SE)
Nordic Game of the YearA Hat in Time, Gears for Breakfast (DK)ECHO, Ultra Ultra (DK)Little Nightmares, Tarsier Studios (SE)Nex Machina, Housemarque (FI)SteamWorld Dig 2, Image & Form (SE)Wolfenstein II: The New Colossus, MachineGames (SE)
Best ArtECHO, Ultra Ultra (DK)Little Nightmares, Tarsier Studios (SE)Milkmaid of the Milky Way, Machine-boy (NO)Nex Machina, Housemarque (FI)Wolfenstein II: The New Colossus, MachineGames (SE) Best Game DesignA Hat in Time, Gears for Breakfast (DK)ECHO, Ultra Ultra (DK)Little Nightmares, Tarsier Studios (SE)SteamWorld Dig 2, Image & Form (SE)Wolfenstein II: The New Colossus, MachineGames (SE)World to the West, Rain (NO)
Best TechnologyECHO, Ultra Ultra (DK)Fugl, Muunluun (NO)Sparc, CCP (IS)Star Wars Battlefront 2, EA DICE (SE)Wolfenstein II: The New Colossus, MachineGames (SE)
Best AudioECHO, Ultra Ultra (DK)Figment, Bedtime Digital Games (DK)Little Nightmares, Tarsier Studios (SE)Nex Machina, Housemarque (FI)Wolfenstein II: The New Colossus, MachineGames (SE)
Best Fun for EveryoneA Hat in Time, Gears for Breakfast (DK)Fugl, Muunluun (NO)Little Police, Filimundus (SE)OCMO, Team OCMO (FI)Passpartout: The Starving Artist, Flamebait Games (SE) Best DebutA Hat in Time, Gears for Breakfast (DK)ECHO, Ultra Ultra (DK)Milkmaid of the Milky Way, Machine-boy (NO)OCMO, Team OCMO (FI)Passpartout: The Starving Artist, Flamebait Games (SE)
Nordic Game Awards 2018 Welcome to the 2018 edition of the Nordic Game Awards! A highlight of Nord-ic Game 2018, 23-25 May in Malmö, Sweden, the awards show this year takes place in the Unreal Theatre, the main auditorium of Slagthuset, on Thursday, 24 May at 18:00, sponsored by our dear friends at Epic/Unreal. Host of the show will be Elie Abraham; composer, sound designer, voice actor and unyielding game jammer. Elie is known for speed-making music and holds the world record for number of games sound-tracked at a single game jam. Outside of video game audio, Elie designs escape rooms, DJs and is a stand-up comedian. Ellie will hand out prizes in eight categories, and the 2018 Nordic Game Awards nominees are:
Congratulations to all the nominees for the 2018 Nordic Game Awards. See you at the show!
About the Nordic Game AwardsThe Nordic Game Awards is organised by the Nordic Game Institute in coop-eration with Nordic Game Resources and the Nordic Game event team.The Nordic Game Institute consists of the following game producer associations in the region: Dataspelsbranschen (SE), Icelandic Gaming Industry (IS), Neoga-mes (FI), Virke Produsentforeningen (NO) and Producentforeningen (DK).The organisers appoint the NGA jury, this year with the following members: Sig Gunnarsson (IS), Aleksandr Manzos (FI), Jostein Hakestad (NO), Linus Svensson (SE) and Christina Majcher (DK).NGA 2018 is sponsored by Epic/Unreal
Gustav RathsmanSound Designer, EA DICEs
Michael SchadeCEO & Co-founder, Rockfish Games
Hans von Knut SkovfogedCreative Director, PortaPlay
Stephen LeeHead of BD, DECA Games
10:00 - 10:45 ROOM REYKJAVIK Hear More, Play Better: Object Audio Experiences at DICE A talk on DICE’s experiences developing spatially aware content and what it takes to mix game content in Dolby Atmos. This talk touches on pipeline updates made to existing workflows, practical audio bussing, performan-ce implications and aesthetics.
10:00 - 10:45 ROOM THORSHAVN
Social Media and Influencer Marketing on a BudgetRockfish Games CEO Michael Schade will share his best marketing stunts on YouTube, Twitter, Facebook, Twitch and Imgur, which helped to make the studio’s debut title Everspace a surprise indie hit on Steam and Xbox, with over 400,000 copies sold – and still selling strongly.
10:30 - 10:55 ROOM STOCKHOLM Simulations Inside Simulations: Inception-style DevelopmentDeveloping on-site interactive solutions are tricky. How will it feel and play, what will kids see, what happens when 100 users are there – and how can we test it with partners during development? Hear our successful approach – wrapping experiences inside multiplayer set-ups to simulate the experience at launch.
11:00 - 11:25 ROOM STOCKHOLM Legendary Live OperationsAs marketing budgets continue to increase, it’s harder now more than ever for developers to be successful with their games. In this session, we’ll share how we were able to grow a game’s user base and revenue years after launch by taking a different approach – focu-sing on “live ops”!
NG18 Sessions - 24 MAY
10:00 - 10:25 ROOM STOCKHOLM
Just Like a DNA String: Videogame Player SegmentationTraditional player-segmentations identify groups based on aggregated counts of player actions, representing players’ behavior as a list of disconnected features. For the game Tom Clancy’s The Division, we chose to represent users’ behavior as sequences of actions, ob-taining much greater insights in the player experience.
10:00 - 10:45 ROOM OSLO
Delivering Assets to Your Mobile GameThis talk covers optimal methods for delivering assets to your users. Learn about the different strategies, pit-falls and best practices of mobile game asset delivery, covering topics such as over-the-air limits, updating your game’s data, asset caching, expansion files and user experience.
10:00 - 10:45 ROOM COPENHAGEN
Porting Your Engine to Vulkan or DX12In this talk, Adam will give overview of what it takes to port a game engine to an explicit API (Vulkan or Di-rect3D 12), including challenges you have to overcome, recommendations for doing it efficiently and most importantly, advantages it can give your game.
Johnny Monsarrat(CEO, Monsarrat
Alessandro CanossaSr. User Rsr./Data Sci., Massive Entertainment
Sasha MakarovychGame Data Analyst, Mas-sive Entertainment
Adam SavickiDev. Tech. Engineer, AMD
Ari ArnbjörnssonSenior Game Programmer, Armada Interactive
10:00 -10:45 UNREAL THEATRE
Keynote: How to Make $1 Billion in AR Ga-mingPokemon Go rose quickly but fell quickly. What’s the key to AR gaming? Laugh and be thrilled by stunts on stage. Learn practical lessons, design that retains players for years and business models for your own $1 billion game.
Robin HunickeCEO & Co-Founder, Funomen
Shirley Lin (moderator)Co-Founder/Chief BD, DOGIr
Mike HinesDeveloper Evangelist, Amazon.com
Radu ZiembaManaging Partner, Kappsule Studios
Juanjo MongeCMO, Lab Cave Games
Michael GallagherPresident/CEO, Entertainment Software Association (ESA)
11:15 - 12:00 UNREAL THEATRE Experimental Game Design - The Next Five YearsWhat are the interesting, juicy problems that game design can tackle in the next five years? What subjects, technological challenges and patterns of play should we be looking to in order to expand the capability of our medium... and shape our future as people on this planet? Come find out!
11:15 - 12:00 ROOM THORSHAVN Competitive Gaming, Esports and the Data Behind ItYou’ve heard a lot of the hype behind esports. Now we can share some of the important data we’ve gathered. Who is playing, who is paying and where are they from? What can you do?
11:15 - 12:00 ROOM OSLO Blockchain Technology for the Games Industry The rise and recognition of the blockchain techno-logy has prompted brand new ways of decentralised application for everything, including in building games, connecting to players and kick-starting talented teams. We will explore different approaches of how to broaden many scenarios of use cases. Moderated by Shirley Lin.
11:15 - 12:00 ROOM COPENHAGEN Remember Coffee with Your Squats! Building a Company CultureA practical illustration of how Dirtybit (the Norwegian studio behind the successful Fun Run series) focuses on company culture. Building a strong culture has been highly prioritised from when the company was founded in 2011, through successes and failures, to a team of 17 people.
11:15 - 12:00 ROOM REYKJAVIK
Take Game Audio to New Heights with Dolby Atmos (Part I)Studio design and mixing: James Shannon has worked on Dolby Atmos post production, exhibition and instal-lation since the format was first created. He will speak about what it takes to set your studio up for Dolby Atmos and share his experience on what makes a suc-cessful Dolby Atmos mix (two-part session).
Jon JordanEditor, BlockchainGamer.biz
11:30 - 11:55 ROOM STOCKHOLM How Hitting Golfers in the Head Solved Our ProblemsRadu dives into the challenges faced while Battle Golf Online and how the team had to push game design boundaries to fit the real-time multiplayer parts. Crea-ting even a simple, wacky golf game can take unexpec-ted turns, and evaluating direction is more than critical when you are mid-development.
12:00 - 12:25 ROOM STOCKHOLM What Great ASO Can Do for YouConsidering the overcrowded app stores market, that 65-80% of global downloads come from searches and the increasingly high CPI, discoverability and opti-misation are becoming key in any growth strategy. A thoughtful ASO strategy is needed to be successful.
12:15 - 13:00 UNREAL THEATRE
2.6 Billion and Counting: Industry Evolution and Cultural ProminenceWith more than 2.6 billion gamers worldwide, video games are the most influential form of entertainment today. Come isten to ESA CEO Mike Gallagher provide a compelling perspective on the cultural significance of video games, including the current opportunities and challenges facing the worldwide industry.
12:15 - 13:00 ROOM OSLO
How Blockchain Will Revolutionise Game DesignBuzzword du jour extraordinaire, blockchain technology will no doubt disrupt many areas of technology, but what does it mean for game design? In this talk, Jon Jordan will discuss the current state of blockchain ga-ming and, more significantly, its long-term possibilities.
Gabby DizonChairman, Alto.io
Masaru OhnogiHead of Global BD, Gumi Inc.
Nick Wu Founder, DapDap
Annette StaloyVP Business & Marketing, Dirtybit
James ShannonSenior Sound Consultant, Dolby
Jeff Hilbert (moderator)CEO, Starting Point Games
David MillerHead of Global Publ., Athlon Games
Mark YeendContent Director, Xbox/Microsoft
Robert RidihalghSr. Technical Audio Specialist, Microsoft
Guzmán DíazPrincipal, Index Ventures
Simon ParkinJournalist/Writer
Casey Al-KaisyBrand Manager, EA DICE
Cvetan RousimovCOO, Imperia Online
Michael CheungPartner, Makers Fund
12:15 - 13:00 ROOM COPENHAGEN
Securing Funding for Your Game or StudioThis panel is comprised of executives from companies actively investing in game studios and games. During this session, the panellists will provide an overview of what they look for in an initial pitch to decide if they are going to spend resources and explore the opportunity presented in more detail. Moderated by Jeffrey Hilbert.
12:15 - 13:00 ROOM REYKJAVIK Take Game Audio to New Heights with Dolby Atmos (Part II)Xbox Advanced Technology Group (ATG)’s Robert Ridi-halgh will briefly introduce these platform abilities, how they integrate into typical game audio pipelines, and share technical and aesthetic best practices with nume-rous examples. Mark will show how Microsoft’s Spatial Sound platform works, integrates into typical game audio pipelines, and share technical and aesthetic best practices with numerous examples (two-part session).
12:15 - 13:00 ROOM THORSHAVN
How to Crack Down the Great Wall of ChinaFor two years in a row as IMGA China jury mem-ber, Cvetan has played and analysed more than 300 of the top Chinese games. He has found that developers from both sides of the world could learn from each other, but first they have to dive deeper into each other’s culture and psychology. From the “concept of fairness”, through meta-games, monetisation myths and player behavior, he will show you that the differences are way more than similarities. Asia is action – the West is command.
12:30 - 12:55 ROOM STOCKHOLM Case Study: The Art of the Global LaunchComparison of the global launches of our most suc-cessful games, Diggy’s Adventure and Seaport. What mistakes we did make and how did we learn from them? What was the initial plan and how did it change during soft launch? You can expect the real numbers to be shown!
Måns WideProduct Lead, Rovio
John Gaudiosi (moderator)President, Greenlit Content
Jordan DevoreCo-EIC, Destructoid
13:00 - 13:25 ROOM STOCKHOLM Pain is Temporary. Anger is Forever!This is the story of how Angry Birds survived the most turbulent years the app stores had ever seen. And came out bigger, stronger and even angrier on the other side. Creating games FOR the fans wasn’t enough; we had to learn how to create games WITH the fans.
13:15 - 14:00 UNREAL THEATRE How to Connect with Gamers through Tradi-tional Gaming SitesEditors from some of the top video game sites, inclu-ding Shacknews, Destructoid and Escapist Magazine will discuss the evolving media landscape. In a world enamored by influencers, traditional media sites and their social channels still offer the best way to connect with the elusive Millennial and Gen Z audience. Mode-rated by John Gaudiosi.
13:15 - 14:00 ROOM OSLO Player Journey in a Modern Live ServiceWhat is the player experiencing from an early stage of getting a game, to installing and finally playing it? This talk will touch on the player journey day 1 to 100, player engagement, as well as business model, requirements and expectations of Games as a Service (GaaS).
Matej LancaricHead of Mobile Marke-ting, Pixelfederation
Kim KroghStudio Game Director, King
Derk De GeusCEO, Paladin Studios
Stephen LeeHead of BD, DECA Games
Natalie Portier (moderator)Chief Evangelist, Appodeal
Miikka LuotioDirector BD Europe, Tilting Point
15:00 -15:25 ROOM REYKJAVIK Implementing Pixar’s Brain Trust Model at KingPixar’s Brain Trust Model helped the animation power-house score 14 box office hits. Sounds like this should work for game development too, right? King tried to implement a similar system. This talk is about what went wrong and how King may have finally made it work two years later.
13:15 - 14:00 ROOM THORSHAVN
Envision It, Create It, Monetise ItGame monetisation evolves rapidly day-by-day; real life experience has a crucial meaning in the industry. Join this monetisation workshop, where panellists will advise on how to avoid the pitfalls of in-game advertising, share some actual numbers and discuss international expansion, as well as ways to reach the users in other regions. Moderated by Natalie Portier.
Eros ResminiChief Marketing Officer, Discord
13:15 - 14:00 ROOM COPENHAGEN Building Connected Communities: Discord for DevelopersIn this talk, we’ll dive into why players choose Discord and how they use it, and the various ways that develo-pers use the platform - ranging from private play-test channels to large public community servers. Plus, we’ll go over the programs and tools that Discord offers.
Financed byAn initiative of
Altagram is an independent, multilingual game localization and audio production agency with headquarters in Berlin, Ger- many and Seoul, South Korea.
Our professional team is always looking for passio-nate gamers who want to help bring many different genres of video games to the global market. In a thri-ving startup environment, we offer you the chance to grow and express your ideas while the next gaming round with the team is waiting for you.
The European center of InGame Group, the strongly funded Boom-Byte Games focuses on Mobile Game development located in the
center of Berlin. BoomByte is currently working on a hardcore MMO Mobile FPS based on the flagship title of InGame Group. Especially looking for ta-lented Programmers with hands on development experience in Unity3D and / or Playfab from Junior to Senior level.
JOIN THE BERLIN GAMES INDUSTRY
Opportunities brought to you by
Ubisoft Berlin opened in early 2018 with a focus on co-development of big Ubisoft brands, starting with none other than the Far Cry series. The cosmopolitan
team at Ubisoft Berlin is dedicated to delivering in-spiring and meaningful game experiences that will empower players and make them feel part of the Far Cry community to make it »the place to be« for fans of open-world shooters. Ubisoft Berlin is part of the German Ubisoft Blue Byte studio network. Learn more at www.berlin.ubisoft.com
INVR.SPACE GmbH: Leading full service studio for innovative Virtual Reality Ex- periences. Looking for skilled Develo-
pers /Creative Technologists with passion for Virtual Reality and immersive media to join our creative and ambitious team in the heart of Berlin.
Paymentwall is the leading global pay-
ments platform. The platform allows 5 billion people to make payments using not only credit cards but also 150 local payment options all over the world. We are looking for developers and publishers inte-rested in reaching global markets.
FIND YOUR JOB AT
13:30 - 13:55 ROOM STOCKHOLM Designing for the 1%Mark Peterson and Romain Schneider share their insights into the minds of the F2P players that are responsible for the majority of income in mobile ga-mes. Having strong “whale” backgrounds themselves, they know exactly what to present to a high-spending gaming community.
Romain SchneiderFounder, Janeious
Mark PetersonCOO, Janeious
14:00 - 14:25 ROOM STOCKHOLM
A Stable of Multiplayer TechniquesThis talk will go into the details of the new multiplayer framework used by VRUnicorns based on Unity’s low level networking, a workflow and performance opti-mised base for making games quickly and effectively. Moderated by Horatiu Roman.
14:15 - 15:00 UNREAL THEATRE
Steam Business UpdateLearn about new features and changes to the Steam store. Make the most of Steamworks tools to connect with your customers on Steam.
14:15 - 15:00 ROOM COPENHAGEN
Boom BerlinEverybody wants to go to Berlin to have a good time. But what about starting a company or opening a local office? Five panelists with businesses established in the Germany capital discuss why Berlin is the best (and worst) city for games and media companies. Moderated by Tim Rittmann.
Julie Heyde#ChickenBitch, VRUni-corns
Max NilssonGame Developer, VRUnicorns
Horatiu Roman (moderator)Chief Technical Unicorn, VRUnicorns
Thomas GiardinoSteam Business, Valve
TAKE YOUR GAME AUDIO TO NEW HEIGHTS - JOIN THE DOLBY TRACK!
Sound technology pioneer Dolby has joined Nordic Game 2018 to present a string of special audio sessions in the main program, gathered under the ban-ner: “Take Game Audio to New Heights with Dolby Atmos”. Here’s a taste of what to expect, direct from Dolby:
“Game developers are now able to deliver Dolby Atmos audio in Xbox One and PC games, bringing three-dimensional audio, including height and depth (with headphones), to the gaming experience.
Microsoft’s Spatial Sound Platform support for Xbox One and Windows 10 enables real-time object-based and extended channel-based output via Dolby Atmos for Home Theater, Dolby Atmos for Headphones and Windows Sonic for Headphones.
At NG18, Robert Ridihalgh and Mark Yeend from the Xbox Advanced Tech-nology Group (ATG) will briefly introduce these platform abilities, how they integrate into typical game audio pipelines, and share technical and aesthetic best practices with numerous examples.
Gustav Rathsman, sound designer at EA DICE, will then discuss how Dolby At-mos has been integrated practically into the studio’s titles, with examples from the development of spatially aware content for Star Wars Battlefront and Batt-lefield 1. Gustav will also explain what it takes to mix in-game content in Dolby Atmos, including the pipeline updates they made to their existing workflow, practical audio bussing, performing implications and aesthetic considerations.
James Shannon from Dolby has worked on Dolby Atmos post-production, exhibition and installation since the format was first created. He will conclude the workshop by speaking about what it takes to set your studio up for Dolby Atmos and share his experience on what makes a successful Dolby Atmos mix.
The Dolby track takes place on 24 May from 10:00-13:00 in Room Reykjavik.
Andrew BrandRecruitment Manager, Ubisoft Blue Byte
Ozgur SonerFounder, BoomByte Games/InGame Group
Sönke KirchhofCEO/Executive Produ-cer, INVR.SPACE
Yev PetrovProject/Marketing Ma-nager, Paymentwall
Tim Rittmann (moderator)Program Director, Boos-ter Space
Marie AmiguesCEO, Altagram
Albertina SparrhultProject Manager, Arka-tay Consulting
Amanda WarnerLearning/Game Creator
Mattias Georgson PetrénProject Manager, Arka-tay Consulting
14:15 - 15:00 ROOM THORSHAVN Leadership to Promote Inclusive and Diverse Company CultureDiversi and Arkatay, together with Game Habitat welcome you to a workshop on leadership, providing professional hands-on advice on promoting inclusi-veness and diversity, battling unconscious bias and connecting diversity and productivity to your company culture, applying ground rules, feedback, openness and PMI practices.
14:30 - 14:55 ROOM STOCKHOLM
Fake It to Make It: A Game Design Case StudyTake a peek into the design process of Fake It to Make It, a simulation-style, social-impact game where players create fake news. You will learn about exploring key causes of problems, visually mapping desired real-world outcomes, integrating those outcomes into gameplay and using challenge to motivate players to learn.
15:00 - 15:25 ROOM STOCKHOLM TBADetails to be announced. Hosted by Amazon.
Ignacio MonereoBD Android Apps & Games EMEA, Google
14:15 - 15:00 ROOM REYKJAVIK What’s New on Google PlayThis is your one-stop shop to hear everything that’s new with Google Play in 2018. Google Play helps developers around the world to build successful businesses with their apps and games. Learn about new product laun-ches to improve your app quality with user feedback, boost your app performance and unlock new markets.
Josef FaresFounder, Hazelight
Petter Henriksson (moderator)Business/Marketing, Landfall
15:15 - 16:00 UNREAL THEATRE A Fireside Chat with Josef FaresEpic Games’ Mike Gamble chats with acclaimed writer/director Josef Fares, best known as creator of the ground-breaking titles Brothers: A Tale of Two Sons and A Way Out. Hosted by Mike Gamble.
TBA
David LalondeDirector, Nutaku Pu-blishing
Jeff Tremblay BD Manager, Nutaku Publishing
14:15 - 15:00 ROOM OSLO Generating Revenues for Your Game in the Adult SpaceAre you looking to generate more revenue from your games? Hard to crack the classic stores? Have you looked into the market potential of the adult gaming space? Explore this opportunity with us!
Mike Gamble (host)European Territory Ma-nager, Epic Games
15:15 - 16:15 ROOM OSLO
Behind the Scenes of Physics Animations, Part IPhysics animations are rapidly becoming more popular, and there are many different ways of doing it. We’ve invited some of the most prominent people in the field to pick their minds about how it’s done, weaknesses and strengths, and the future. Panel moderated by Pet-ter Henriksson.
Brandon O’ConnelLead Developer, Fleech Games
Petri PurhoDeveloper, Nolla Ga-mes/Kloonigames
Kevin SuckertFounder, Pixel Pizza
Ruan RothmanProgrammer/Designer, Free Lives
Wilhelm NylundCEO, Landfall
Jakob KrochmalAssociate, Awapatent
Elena EgorovaSr. Intl. Business Develo-per, Mail.ru Group
Taras TerletskyyDesigner/Composer, Sample Rate Audio
Carlos EstigarribiaBD Director, Gazeus Games
Elie AbrahamMx., Ian & Elie
Viktor JohanssonAssociate, Awapatent
Robert VirdingPrincipal Language Ex-pert, Erlang Solutions
15:30 - 15:55 ROOM STOCKHOLM
Tricks and Traps in Intellectual PropertyWe offer a short overview of pitfalls and opportunities in IP for small game companies. How does your busi-ness avoid malicious actors? How do you protect your games once they enter the market and how can you better use IP rights to stay safe and prosper?
16:15 - 17:00 ROOM REYKJAVIK
Five Reasons You Need a Presence in RussiaThe Russian market might look challenging and risky for game marketers. However its potential is huge, and with the right knowledge and approach your game will find millions of dedicated players here. Mail.ru group, owner of the main Russian social networks Vk and Ok, has some good tips for you.
16:00 - 16:25 ROOM STOCKHOLM
How to Work with Your Sound Designer/Music ComposerCovering OST and SFX creating process, documenta-tion work (SFX documents, OST documents, examples of doc.s). A few technical things to learn (sound catego-ries, record-mix-master, reverb, etc.).
16:30 - 16:55 ROOM STOCKHOLM
Erlang: Back to the FutureAs applications reach millions of subscribers, the inherent benefits of Erlang/OTP and BEAM become relevant in the backend to give you scale, resilience and predictable behaviour. This talk will briefly describe the development of the language and the design of systems based on the Erlang.
16:30 - 17:15 ROOM OSLO
Brazil and Latin America: Emerging IndustriesLatin America´s game development scene is booming! Main studios are developing original games; work for hire: local studios developing for the world; local ecosystem (government agencies, universities, ABRA-GAMES, private funding); games & audiovisual content; opportunities for foreign studios to explore and do partnerships.
18:00 - 19:00 UNREAL THEATRE
2018 Nordic Game AwardsThe Nordic Game Awards is organised by the Nordic Game Institute in cooperation with Nordic Game Re-sources and the Nordic Game event team. 8 categories = 8 winners. This year’s host is Elie Abraham.
Bjorn Toft MadsenSenior Director, King
Hakan AbrakCEO/Co-Owner, IO Interactive
Tsahi Liberman (host)VP International Rela-tions, GameIS
15:15 - 16:00 ROOM REYKJAVIK
The First Rule of Engineering QualityAgreement on what engineering quality means is often impossible, but at King we’ve defined a process that makes it a lot easier. We outline an approach to achieve the same in your team.
16:15 - 17:00 ROOM COPENHAGEN
IndependenceIO Interactive’s independence journey.
Hans ShakurCo-Founder/Strategist, Games for Peace
Ste CurranPresenter, One Life Left
Kate Edwards (host)CEO/Principal Consul-tant, Geogrify
15:15 - 16:00 ROOM COPENHAGEN
TBADetails to be announced. Hosted by Kate Edwards and Tsahi Liberman
16:15 - 17:15 UNREAL THEATRE
Fast TravelFast Travel is a slow journey towards a single button. It’s a brand new story, a play through of a sci-fi game that doesn’t exist and a fragmented look at time and design.
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Malte Behrmann Professor & Attorney, BBW Hochschule Berlin
Malte Behrmann Professor & Attorney, BBW Hochschule Berlin
Malte Behrmann Professor & Attorney, BBW Hochschule Berlin
David Fugère-LamarrePresident, iLLOGIKA
Sanna LilieHead, Fröfabriken
10:00 - 10:45 UNREAL THEATRE Go Smell The Grass!Simulations are invitations to travel. How can video games change the world? Are we giving our creatives the means to be mature and innovative?
10:00 - 10:45 ROOM STOCKHOLM Games That Make You ThinkCould games be more than enjoyable entertainment? Could games enrich us in the way great movies, litera-ture or music does? This is already happening with titles like This War of Mine. Discover why and how games will make us think and ponder on our humanity and make us better citizens. Hosted by Kate Edwards and Tsahi Liberman.
10:00 - 10:45 ROOM REYKJAVIK Making a Better Sequel to SteamWorld DigIf you ever make a decent game, how can you build on that success and stay true to the world and characters, without simply producing more of the same? Brjann discusses challenges, pitfalls and opportunities Image & Form faced when making a more successful sequel to their indie hit SteamWorld Dig.
10:00 - 12:00 ROOM OSLO
Eye of the Temple at YonderplayA ten minute show-and-tell session as part of Yon-derplay, where Rune will play a section of Eye of the Temple and talk about how it lets players explore its space in a uniquely approachable physical and immer-sive way, along with the pros and cons of that.
10:00 - 12:00 ROOM OSLO
Mosaic at YonderplayA short demo of our upcoming game Mosaic, a mys-terious narrative game where you follow the repetitive and lonely life of an average commuter, until one day when strange things start happening.
10:00 - 12:00 ROOM OSLO
Felix the Reaper at YonderplayI’ll do a brief show-and-tell while playing key levels of Felix the Reaper, our next game slated for launch this year.
10:00 - 12:00 ROOM OSLO
The Forest Quartet at YonderplayPlay the spirit of a dead lead singer who’s trying to get her old jazz band back together. Use a joystick to make the singer sing! When singing, she creates a powerful force in different directions depending on what note she sings. This power is her tool to save the band.
10:00 - 12:00 ROOM OSLO
Qualified Personnel Only at YonderplayAs part of Yonderplay, Emil and his colleague Dennis will present their two-player mixed-media entertain-ment apparatus Qualified Personnel Only, in which the player stands in for a friend who works the control room of the local nuclear power plant. What could possibly go wrong? Emil and Dennis will share some light insight on the various issues and troubles they ran into while writing, designing, building, recording and program-ming the game.
10:00 - 10:25 ROOM COPENHAGEN Cuphead: The Making of an Indie SensationI will describe how we went from an email inquiry from MDHR for one programmer to help out for the game’s delivery ended up being about 10 people from our team all joining the intense work delivery schedule to help ship Cuphead on time.
10:30 - 11:30 ROOM 5 Cuphead: The Making of an Indie SensationAs a partner, colleague or leader, there are several ways to create a sustainable commitment. Sanna Lilie has written the book Brinntid about stress, burnout and inequality. What does her experience say that you and your workplace can learn from? Let us discuss this over breakfast and learn from each other.
Esben Kjær RavnCEO/Founder, Kong Orange
Emil BengtssonExplorer, WhatAreBirds
Mads VadsholtGame Developer/AV Artist, Mads & Friends
Malte BehrmannProfessor & Attorney, BBW Hochschule Berliiinnnnn
Malte BehrmannProfessor & Attorney, BBW Hochschule Berliiinnnnn
Malte BehrmannProfessor & Attorney, BBW Hochschule Berliiinnnnn
NG18 Sessions - 25 MAY
Tommy FrancoisVP Editorial & Creative Services, Ubisoft
Pascal LubanGame Designer/Creative Director
Tsahi Liberman (host)VP International Relations, GameIS
Kate Edwards (host)CEO/Principal Consul-tant, Geogrify
Rune Skovbo Jo-hansenGame Developer, Sanc-tum Dreams
Brjann SigurgeirsonCEO, Image & Form
Adrian Tingstad HusbyDesigner, Krillbite Studio
Petter Henriksson (moderator)Business/Marketing, Landfall
Wilhelm NylundCEO, Landfall
Kevin SuckertFounder, Pixel Pizza
Jan SchneidereitPR Manager, Mothership Marketing
Brandon O’ConnelLead Developer, Fleech Games
Ruan RothmanProgrammer/Designer, Free Lives
10:00 - 11:00 ROOM THORSHAVN Behind the Scenes of Physics Animations, Part IIPhysics animations are rapidly becoming more popular, and there are many different ways of doing it. We’ve invited some of the most prominent people in the field to pick their minds about how it’s done, weaknesses and strengths, and the future. Workshop moderated by Petter Henriksson.
10:30 - 10:55 ROOM COPENHAGEN How to Build a Successful European Media StrategyA successful media strategy for Europe needs to take the fragmentation of the games market into account. In this session, we will give an overview of the hetero-geneous European games market, highlight the key points of digital media strategies and share some of our experiences from Europe’s different markets.
11:00 - 11:45 UNREAL THEATRE
Same Game, Different MusicSeveral leading music composers for games show their different creations for the same client request, then discuss the differences in their approaches and the final results. Moderated by Arnold Nesis.
11:00 - 11:45 ROOM STOCKHOLM ”Making Games Accessible - Seminar About the Future”This seminar discusses game accessibility from the developers’ perspective, from formal requirements to co-design. We will discuss ideas for a platform where developers, academia and gamers can gain and share knowledge about accessible game development in the Nordic countries. Hosted by Kate Edwards and Tsahi Liberman.
11:00 - 11:25 ROOM COPENHAGEN Kickstarted IntimacyBlanket Space is an analogue, 3-player experience which aims to create intimate connections between total strangers. This talk describes how we designed for intimacy while reminding us of our responsibility to ours and the players’ mental health. It shows examples on establishing boundaries, exit strategies and debrief methods.
Malena KlausIndependent Game Developer
Jupiter HadleyJournalist/Writer
11:00 - 11:45 ROOM REYKJAVIK Game Jams and the Games that Come from ThemWe will talk about why game jams produce both fun and experimental games, which jams are the best to go into, as well as about some amazing creations from jams that you probably have not heard about before.
Arnold Nesis (moderator)CEO/Composer, Capricia Productions
Thor MýrdaComposer/Sound Designerl
Chris RemoDesigner/Composer, Campo Santo
Ari PulkkinenComposer/Producer, AriTunes
Petri AlankoComposer/Sound Designer
Tsahi Liberman (host)VP International Relations, GameISl
Thomas WestinIT Lecturer/Researcher, Stockholm University
Per Anders ÖstbladLecturer, University of Skövde
Kate Edwards (host)CEO/Principal Consultant, Geogrify
Jenny BruskSenior IT Lecturer, University of Skövde
Lance JamesProducer, Versus Evil
Chris RemoDesigner/Composer, Campo Santo
12:00 - 13:00 ROOM THORSHAVN
Working with Sony, Microsoft and NintendoLearn some tips and tricks in dealing with Sony, Micro-soft and Nintendo; benefit from all of my failures and experiences in publishing on these platforms over the past ten years.
12:00 - 12:45 UNREAL THEATRE
Firewatch: Creating a Reactive StoryThe first-person narrative adventure Firewatch doesn’t have traditional puzzles or challenge mechanics, but its world and characters had to feel reactive and alive nonetheless. Designer and composer Chris Remo will explore how the team at Campo Santo made limited development resources punch above their weight in telling an interactive story.
12:00 - 12:45 ROOM STOCKHOLM
The Path to Impact: How to Advocate for Change in the Games IndustryDespite games being a huge cultural and eco-nomic force, games are still struggling to gain wider public respect as a creative art medium. Why? Because developers have never controlled the public narrative about their craft! In this talk, former IGDA executive director Kate Edwards challenges game creators to overcome their fears, become their own best advocates and take control of the public narrative. Hosted by Tsahi Liberman.
Tsahi Liberman (host)VP International Relations, GameIS
Kate EdwardsCEO/Principal Consultant, Geogrify
11:30 - 11:55 ROOM COPENHAGEN
My Personal Steampunk StoryThis is a personal story of mobile self-releases. Laun-ched in 2014, my six games didn’t manage to cross 1000 installs. So in 2017, I drastically changed my ap-proach, which led me to getting one million installs and building a community of 6,500 people who liked my creations, gave suggestions and asked for more. This story proves that an indie can still achieve success in an oversaturated mobile market and provides advice for other indies on how to do it.
Alexey IzvalovGame Developer
12:15 - 12:40 ROOM COPENHAGEN Stand Out in the Indie Crowd: Designing FuriI will share our experience designing Furi, our boss fight game: designing with an edge, the “III vs AAA” design philosophy, the strategy of making a niche game, the sometimes difficult design choices, and how lucky we were when the stars all aligned.
12:45 - 13:10 ROOM COPENHAGEN Being Valiant: The First Year in the Life of a Game StudioIn 2017, two people called Anna and Kevin decided to start an indie game studio. Since then, much has happened. This talk gives insight in what you can expect from your first year of starting a game studio, including cautionary tales and funny anecdotes.
13:00 - 15:00 ROOM OSLO
MuX at YonderplayHow MuX enables you to approach the basics of sound in a visual and deeply intuitive way.
13:00 - 15:00 ROOM OSLO
Out of the Loop at YonderplayI will go in-depth on how and why we created Out of the Loop. I’ll explore the interesting space between party games and video games, and how you can use a phone as a facilitator for friends to have fun together.
12:00 - 12:45 ROOM REYKJAVIK
Launching a Game? 10 Pro Tips for Game DevelopersThis presentation will cover 10 common sense but often overlooked tips for giving your PR campaign the best chance of success in a crowded industry.
Anna JeneliusCEO/Creative Director, Valiant Game Studio
Audrey LeprincePresident, The Game Bakers
Hannibal GlaserProducer, Decochon
John OzimekDirector, Big Games Machine
Sig GunnarssonCo-Founder, Tasty Rook
Bobbi Augustine SandGame Designer, Transcenders Media
Ollie HarjolaCo-Founder, Nolla Games
Jason RobertsLead Designer, Buried Signal
Tabea IseliGame Designer, Stardust
Kate Edwards (host)CEO/Principal Consultant, Geogrify
Tsahi Liberman (host)VP International Relations, GameIS
13:00 - 15:00 ROOM OSLO Knife Sisters at YonderplayKnife Sisters is a story-based game about peer pres-sure, manipulation, love, obsession and BDSM. The game centers around Leo, who wakes up late one Saturday with no recollection of what happened the night before. The player now has to go back in time and explore what really happened.
13:00 - 15:00 ROOM OSLO Nolla Games at YonderplayNolla Games’ show & tell in the Yonderplay showcase.
13:00 - 13:45 UNREAL THEATRE Gorogoa: Puzzle Design is Visual DesignThis talk will look closely at how visual design and puzz-le design in Gorogoa are not only entangled; they are one and the same. This merging of art and mechanics is what makes the game compelling, but it also made production an intense challenge.
13:00 - 13:45 ROOM STOCKHOLM
Show, Don’t Tell: Using Empathy to Talk to the PlayerCreating meaningful games is challenging: It’s the art combining fun gameplay with a message. You often ask yourself the question: How can I let the player experience complex topics like racism, sexism or global warming without removing the fun? The talk explo-res the player’s empathy as a tool of communication. Hosted by Kate Edwards and Tsahi Liberman.
13:00 - 13:45 ROOM REYKJAVIK Kickstarter Success Stories: Give Your Game a ChanceYour game’s chances for success are slim, but you can give it additional shots at success. Why and how about platforms, Kickstarter and influencers in a nutshell.
14:00 - 14:45 UNREAL THEATRE
Nordic Game Discovery Contest: Grand FinalsAfter hosting qualifying rounds for the NGDC in more than fourteen countries, the winners now meet for a final showdown at NG18. Be sure to support your favourite game studio by rooting for them when they pitch their way live through the semi-finals to the grand final! Hosted by Jacob Riis..
13:05 - 13:50 ROOM THORSHAVN Get In & Get Out: How to Design an Escape RoomEscape rooms have been trending in the past few years, but their roots are in escape-the-room genre games of the past few decades. “Get In & Get Out” describes how to design an escape and challenges participants to take a scene from a game and turn it into an escape.
14:00 - 14:45 ROOM STOCKHOLM An Introduction to Amazon Game TechIn this presentation, we introduce Amazon Game Tech, diving deeper into its flexible services and pre-built solutions that are all designed to help your games succeed.
13:15 - 13:40 ROOM COPENHAGEN The Rhythm of Game DesignMusic is an integral part of Figment. The world itself is playing along to the music and your enemies even sing during boss fights. This talk will focus on how we used the melody and rhythm of Figment to create interesting gameplay and boss fights.
14:00 - 14:45 ROOM REYKJAVIK
Kickstarter Success Stories: Long-term Inde-pendenceRockfish Games CMO Michael Schade will discuss how Kickstarter has helped his studio achieve long-term independence.
13:45 - 14:10 ROOM COPENHAGEN
Moomin Games: Pros and Cons in Working with Big IPIn this talk, I wish to give an insight of benefits and challenges in creating games for big brands such as Moomin. During the talk, I will share the reveal our upcoming title along with exclusive gameplay videos.
14:15 - 14:40 ROOM COPENHAGEN
Redefining Success, Failure and the Meaning of LifeHeart. Papers. Border. was not a commercial success and its development led to extreme and unpredictable life changes. Despite the drastic results and numbers, which I will disclose in detail, I am thankful for develo-ping this game and for where it led me as a person and as a developer.
15:00 - 16:00 UNREAL THEATRE
Nordic Game Wrap-UpNG18 is almost over. What did we learn? What did we miss? Where are we going? What time is it? It’s the very last session of this year’s conference, and the traditional wrap-up session will award all of you who stayed to the end. Expect fun, surprises and not least - the announ-cement of this year’s Nordic Game Discovery Contest winner!
Krzysztof ŽarczyñskiCode/Business, Monster Couch
Jacob RiisProgram Director, Nordic Game
Elie AbrahamMx., Ian & Elie
Ed SmithGM Integrated Marke-ting, Amazon
Andreas ThomsenTechnical Designer, Bedtime Digital Games
Michael SchadeTCEO & Co-Founder, Rockfish Games
Natasha TryggCEO, Snowfall
Laura BularcaJournalist/Writer
Simon ParkinJournalist/Writer
Ste CurranPresenter, One Life Left
DISCOVERY DAY: YONDERPLAY AND MUCH MORE!Created in close cooperation with long-time partners Copenhagen Game Collective the Discovery Day program on 25 May features some of the most exciting names in game creation today.
Discovery Day includes the Yonderplay sessions, Discovery Day Showcase and second season finals of the Nordic Game Discovery Contest.
Discovery ShowcaseThe Discovery Showcase features a selection of great new game projects; visit the showcase to play the creations and meet the developers! Visit the Dining Hall from 10:00-20:00 to play all the games and talk to the developers!
Lunch, Dining HallA complimentary lunch is included with all NG18 conference passes.
Nordic Game Discovery Contest Finals, Unreal Theatre, 14:00-14:45At the second season Grand Final of Nordic Game’s live pitch contest, the final four participants will present their games to the NGDC finals jury, live on stage before the NG18 audience.
NG18 After Hour, Dining Hall, 16:00-20:00Nordic Game Discovery Day will end with a “chill” bang in the Dining Hall. Full of games, fun and surprises.
Yonderplay at NG18Yonderplay will be a one-day showcase exploring the development of artful, daring and experimental games in a “hygge” (“cosy”) environment. We’ll chill together, play together, have a few of short, intimate presentations and demonstrate that the games industry can be a nice and comfortable place.
Program
10:00-11:00 – Yonderplay, Part I featuring:
11:00-11:30 – Q&A with the speakers
11:30-12:00 – Free play & mingle
13:00-14:00 – Yonderplay, Part II featuring:
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Mellow Yellow 15% discount off everything.
Drumbar 15% discount off everything.
Moosehead 15% discount off everything.
Skeppsbron2 Malmö’s after conference Top Spot offers their famous Shrimp sandwich or Prime rib burger w beer/wine: 215:- (Wed & Thu only)
20% off food and non-alcoholic drinks + Special After Conference prices at the bar (all days, until friday 18.30), includes Beer/Wine/Drink of the night/Select entrées.
Hungry? Thirsty? Looking for a good deal? Wear your conference badge and get your Nordic Game discounts here:
TGI Fridays
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PUBLISHER MARKET AT NG18For a fourth year in a row, the Publisher Market will give preselected developers the chance to submit their projects for direct meetings with a string of leading game publishers at NG18.The Publisher Market will be held on Wednesday, 23 May, 8:30-18:00, Room Copenhagen. It’s supported by Maximum Games and Modus Games.About Maximum GamesMaximum Games is a boutique video game publisher specializing in physical and digital distri-bution of innovative games around the globe. The company operates as a full-service publisher, bringing unique content to gamers via consoles, handheld gaming systems, and personal com-puters, and is one of the top 15 video game publishers in the world.Modus is a premium video game production and publishing company for all physical and digital formats whose mission is to build a massive global community of engaged loyal fans by launching and maintaining beloved video games.We are here at Nordic Game 2018 looking to partner with development studios who share our passion for bringing something different to gamers — whether it’s a small indie game or the dream of creating the next major franchise.Learn more about Maximum Games at www.maximumgames.com.