Game Design Track in Minsk

By November 2, 2017News

This year we’ll have a mind-blowing game design track at DevGAMM Minsk 2017. We gathered great experts who will share their experience with you. We have a whole bunch of sessions dedicated to level design with Discussion Panel to sum up it all. We would like to thank Ilya Tumenko, Vladimir Kovtun, Serge Himmelreich and all the guys from ARPU.GURU for helping us to moderate this track ;)

Life and Death on the Battlefield


When&Where: Red Hall, November 16, 10:10 am

The challenge in BF1 was to bring the epic scale of conflict that the Great War represented to the player while illustrating the human aspect of each soldier. Carola Berens, Senior game designer of EA DICE, will talk about how we populated the singleplayer levels to systematically add life and intelligence to the player’s AI encounters.

Level Design in Virtual Reality

When&Where: Yellow Hall, November 16, 11:15 am

As more games begin to explore Virtual Reality, it is important to consider how being immersed in a space influences the experience of a level. In this talk Linnea Harrison, Lead level designer of Neat Corporation, will look at how to plan level pacing and space in order to create the feeling and experience intended, with a focus on Virtual Reality.

Game design is not documents

When&Where: Orange Hall, November 17, 11:00 am

The main thing about games is interactivity. Describing it in docs and showing in diagrams takes a lot of work, yet lacks sense. Game design practitioner is able to embody the interactivity for others to experience it, not hear or read about it. Yet the needed 4 skills look pretty overwhelming: Design, Animate, Codify, Sonify. Alexzander Protasenya, Judge, Designer and Executioner, PROTASCENERY will assure you that ditching the Gargantuan Documents Design practice (GDD) and opening your heart for DACS is not scary at all.

Innocent Till Proven Guilty: Waging War Against Cheaters

When&Where: Orange Hall, November 17, 11:30 am

During this talk, Arthur Mostovoy, Producer, Pixonic will introduce you to various types of cheaters — from refund abusers to hackers — and dangers that rise when they are allowed to run rampant. He will also share what can be done to counter them, using War Robots as an example.

The most common mistakes in the first game session and how to avoid them

When&Where: Orange Hall, November 17, 12:15 pm

Vasiliy Sabirov, Lead analyst, devtodev is going to give you some insights on the importance of the first game session. He’ll share some examples of mistakes that game developers usually make. You’ll learn how to avoid the same mistakes and increase the efficiency of your first game session.

USP for games, is it myth or reality?

When&Where: Orange Hall, November 17, 12:45 pm

The USP is widely underestimated and misunderstood in the game industry, but it is one of the main elements on course to make successful games. During this presentation, Aleksey Rehlov, External Producer, Creative Mobile will explain what is the USP and how to use it.

Balancing between eSports, pay2win and single player according to Mushroom Wars 2 experience

When&Where: Orange Hall, November 17, 4:15 pm

In this presentation, Andrey Korotkov, Producer of Zillion Whales, will share the company’s experience, and tell you how they updated game design of the original game with modern MOBA elements and eSports targeting. He’ll also talk about global featuring and ESL partnership after the year since the game release.

Distrust postmortem: procedural generation — to hell and back

When&Where: Orange Hall, November 17, 4:45 pm

Most of the time of Distrust development the Alawar Premium company spent on its generated world. It was really hard. Vladimir Kovtun, Lead GD, Alawar Premium is going to share the company’s experience with those who only start to dive into an incredible world of procedural generation.

Balance of mobile shooters. Methodology and approach

When&Where: Orange Hall, November 17, 5:30 pm

Alexander Podrezov, Lead Game Designer, Bigpoint will give a talk on the game balance methodology that was used during the development of several mobile shooters.

The Future of Narrative: Architects, Westworlds, and Matrices

When&Where: Red Hall, November 16, 3:30 pm

Rob Auten, CEO, Hexagram, the writer on Gears of War, Battlefield, Vanishing of Ethan Carter, is going to discuss the evolving role of the storytelling, from the writers of the past, designers of today, and architects of the future.

Discussion panel: Secrets and techniques of the Level Design: from shooter to RTS


The discussion panel featuring Serge Himmelreich, Co-Founder, GDCuffs, Yaroslav Kravtsov, Rising Wave, Viacheslav Bushuev, Independent Developer, Andrey Moroz, Enkord Team will touch on techniques and secrets of the level design in shooters, RPG, MOBA and strategies.

Join us at DevGAMM Minsk 2017, grab the chance to meet game design experts, and to improve your knowledge in this field. Buy tickets now, before the prices will rise :)