10:00 — 18:00 Build up (exhibitors only)
18:00 — 22:00 Badge Pick-Up Pre-Party
SESSIONS & SCHEDULE
10:00 — 18:00 Build up (exhibitors only)
Here are the main tracks and topics of the conference:
— Technology & Development
— Game Design & Narrative
— Art & Animation
— Sound & Audio
— Publishing & Platforms
— Games Postmortems
Cross-platform development: optimization and automation (based on Batman: The Telltale Series)
Zacariah Litton, VP of Engineering, Telltale Games
Telltale games simultaneously releases on mobile, console , and desktop 15 times a year. This talk will dive into the philosophy, automation, tools, and process which makes this possible.
Zac Litton is the VP of Engineering at Telltale Games, an award-winning independent developer and publisher of digital entertainment, including The Walking Dead and Minecraft: Story Mode. Before joining Telltale in 2011, he worked at independent studies developing on console, mobile, and desktop.
Horizon Zero Dawn: Tribes Design
Ilya Golitsyn, Senior Character Concept Artist, Guerrilla Games
Guerrilla Games approach to the character design in the context of world building for Horizon Zero Dawn.
As a senior character concept artist at Guerrilla Games, Ilya Golitsyn is responsible for the visual language and style of various tribes, as well as several main character designs for Horizon: Zero Dawn.
Life and Death on the Battlefield
Carola Berens, Senior Game Designer, EA DICE
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. We’ll talk about how we populated the singleplayer levels to systemically add life and intelligence to the player’s AI encounters.
I have worked on the new Star Wars Battlefront II, Battlefield 1, Need For Speed 2015, NFS Rivals, The Secret World, Age of Conan, Anno 1404, and several Grand Theft Autos at studios EA DICE, EA Ghost, Funcom, Ubisoft Related Designs, and Rockstar Games Lincoln.
The Future of Narrative: Architects, Westworlds, and Matrices
Rob Auten, CEO, Hexagram
Alex Nichiporchik, CEO, tinyBuild
Workshop: development of a real-time HTML game in a browser
Vsevolod Shmyrov, Team Lead, Yandex
During this workshop Vsevolod is going to add a network mode to his game which will have a constant connection with a server. After that he is going to play that game.
His current work is not connected with games. Vsevolod used to work at progrestar, leading social game developer in Russia.
VK for Gaming & eSports
Alexander Schepilov, Head of Gaming & eSports, VK
How to be in touch with your audience, if you are gaming publisher or eSports organisation.
Alexander is the head of gaming & eSports at VK company. He creates comfortable atmosphere for gaming companies and professionals at the platform, and helps to create interesting cooperative projects. Together with his development team he is also responsible for development and promotion of products for gaming audience.
AI as the killer of managers
Alexander Myasischev, Executive Director, Nival
This talk will explain you why managers can be shifted by Artificial Intelligence. What are the benefits for developers of such condition.
Alexander has 8 years of work experience in game development. Over 10 years on the management positions, half of which in the crisis management field. He took part in the development of both huge PC projects, and small mobile and social projects.
Early Access and Earlier…
Eugene Trufanov, Producer, Indigo Bunting
Eugene is going to share the experience of a small independent studio of how to lead and develop a game from idea till Early Access in Google Play. He will also give insights on how to reach maximum efficiency at the early stage in order not to be left with nothing after release.
Head of independent studio Indigo Bunting, developer of 1200, Wordycat and 2For2 games.
Innocent Till Proven Guilty: Waging War Against Cheaters
Arthur Mostovoy, Producer, Pixonic
Arthur 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.
Arthur currently manages anything AR/VR-related in Pixonic — War Robots VR in particular. He used to lead technical game design team (level and content designers) on the company’s most recent project — War Robots.
Arthur is mainly interested in gameplay, balance, economics and product management.
Why multi-product strategies aren’t a one-size-fits-all solution
Igor Klyukin, COO, Pixonic
Spreading your bets over several products always seems like the safest option – each strategy, however, has its upsides and downsides. Igor will detail our experience in adopting different strategies before we returned to a multi-product approach.
Started career in 2008 in F2P gaming industry as a game designer. Joined Pixonic in 2011 as Chief Analyst to establish marketing and in-game analytics for the company. Became COO at Pixonic in 2014, since then Pixonic reached top-10 mobile publishers from CIS and became most known for it’s newest hit title “War Robots” with more than three million dollars monthly revenue on mobile platforms.
How i spent my AR summer
Oleg Chumakov, CEO, Luden.io
Sharing is caring: art production at outsource studio
Marya Yartseva, Art Lead, OwlStudio
During this talk Marya is going to share some realias of outsource studio and dataflow method of art development for a project customer. You will learn how to divide your tasks and subtasks efficiently into small parts as a way to speed up the process with quality improvement.
- Casual Heroes – Lead Artist
- One Day in London – Art Lead
- Dawn of Civilization – Art Lead
Marya is Art Lead and 2d artist, teacher, the author of courses on gaming graphics, the First of Her Name, Breaker of Office Chains.
Taming Performance Within Unity
Danil Goshko, Technical Artist, Plarium
Presentation is about the concept of “performance” while developing applications with Unity along with overcoming multiple bottlenecks in graphics, UI, physics and sound subsystems.
In game industry since 2012. Started as a 3D enthusiast, became technical game artist. Currently – Technical Artist and Certified Unity Developer at Plarium.
Nutrition in Esports
Aleksandrs Zavoloka, CEO, Runtime GmbH
A look into nutrition and its importance in esports.
Alexander is the founder of Runtime GmbH, which specializes in Esports nutrition. Before that he has been working at Esports for 17 years, he also organized the biggest tournaments (EPICENTER: Moscow), founded leading mass media, and managed teams.
Bring me Cakes. From San Francisco till release
Alexey Gulev, CEO, Potato Jam
Legal issues: game’s soundtracks
Andrey Krivosheev, CEO, Copyrightlawrussia.com
The session addresses legal issues that are encountered most often in composers’ relations with publishers, game developers, rights management societies. We’ll talk about contracts, the deposit of works, limiting the use of the music and other important issues.
16 years+ professional expertise in copyright and related rights. I’m lawyer from Russia and have graduated HSBI on game development in 2015.
PR for Kickstarter campaign. How we got almost a million dollars for Pathfinder: Kingmaker
Karina Konkova, PR Lead of Gaming division, Mail.Ru Group
During this session, Karina is going to touch on such aspects: How to prepare a campaign for Kickstarter? Why does your campaign need PR? Are there any chances for success for russian products? Karina will share a case study on a campaign for Pathfinder: Kingmaker game.
Joined Mail.Ru Group in 2015 to become PR lead of Gaming division. Karina has over 8 years of experience in communications, having worked for the Russian and international PR agencies as SPN Ogilvy and Grayling. And most of all, she just loves games.
The most common mistakes in the first game session and how to avoid them
Vasiliy Sabirov, Lead analyst, devtodev
Vasiliy 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 efficiency of your first game session.
He worked at such companies as Xsolla, Tanki Online, devtodev.
What is the USP, how to create and use it?
Aleksey Rehlov, External Producer, Creative Mobile
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. This presentation explains what is the USP and how to use it.
Aleksey is an external producer, game design and monetization consultant with Creative Mobile. He has been involved in dozens of game projects for different game platforms (PC, PS2, XBOX, GameCube, PSP, PS3, Mobile, and Social Networks).
Perfecting Platform Physics
Alex Rose, Lead Developer, Alex Rose Games
Most people can make a platformer, but it takes a lot of work to make a platformer really feel amazing. We’ll going to build a perfect physics engine from the ground up in Unity. From smooth jump physics to moving platforms and more.
Developer of Super Rude Bear Resurrection (PS4/Switch/Steam). Develop 30 Under 30. BSc Physics. Winner of EGX Rezzed Game Jam. Ludum Dare gold medalist.
Practical game rendering optimizations for mobile platforms
Igor Lobanchikov, CTO, Confetti
Quality over culturalization : Making player-approved quality game through A/B testing
Igor Petrov, Game Design Director, MyTona
Crowdfunding Marketing Campaign
Kirill Perevozchikov, Head of Marketing, Larian Studios
Explore how Larian Studios used crowdfunding marketing for its award-winning RPG Divinity: Original Sin 2. Dive into the lessons learned during two successful crowdfunding campaigns and collect some of the tips and tricks on how to prepare one of your own!
After 5 years in the gaming press, Kirill switched to PR and marketing and joined Larian Studios in 2013. His latest project is Divinity: Original Sin 2 (2017, PC), announced through a 2M USD Kickstarter campaign and claiming a Metacritic score of 94/100 with 500.000 copies sold in the first 4 days.
Esports аudience and tools for communication with it
Ivan Voznyak, Esports producer, Mail.Ru Group
From making tournaments for our own published games, to esports ecosystem that works for all projects, and involves players and streamers from casuals to professionals.
Started organizing esports tournaments in 2004. From 2009 till 2016 – game development and publishing in Nival and then in Mail.Ru. 2016 – back to basics, Mail.Ru Esports established.
Party Hard. Sequel development difficulties
Alexandr Potapenko, Producer, Pinokl
How to make a successful sequel. How to jump over own head. Repeat or not repeat.
Co-Founder in Pinokl (2010). Worked on social and mobile games Arena: Secrets of Dark, Dino Battle, Real Steel, Mecha Titans during 2010-2014. Work on Party Hard, Party Hard Tycoon, Party Hard 2 since 2015.
Games marketing done right with Facebook
Igor Pashchenko, Client Partner, Global Gaming, Facebook
Science instead of religion: buildinga team
Albert Zhiltcov, Creative producer, 1C Game Studios
Albert is going to share their experience on how to organize a creative process and how to manage it.
He graduated from a Special professional technical school #2 named after Lopatin in Kovrov in Vladimir Oblast as an instrument mechanic.
He worked on IL-2 Sturmovik which is a series of World War II combat flight simulator video games, and currently, he is working on a game Caliber.
Blueprint vs. C++ in UE4
Leonid Gorbachev, CTO, OctoBox Interactive
Blueprint usage is often subject in UE4 discussions. From one hand some programmers do not believe in visual scripting, from another hand blueprints are very unusual for game designers.
Our team has an interesting experience to share how to use both languages better.
Working on MMO-shooter “Project Echo” as tech lead, and on VR shooter “High Noon” as producer in Octobox interactive. Build process by using Unreal Engine 4 and Kanban.
Before was game designer in Nival.
How to complete a set of basic plug-ins and not to get broke
Michael Malkov, Composer, Between August and December
With free plugins it is possible to achieve decent results in most of basic tasks like equalization, compression, metering, saturation and other. I’ll tell which of vast multitude of plugins I found to be good.
Wrote music for “Everlasting Summer”, “Leave Me Alone” and less famous projects; worked for “iichan eroge team”/Soviet Games, Moonworks. Besides of game scores, self-released 1 full-size album, 2 EPs and several singles.
Esports and competitive element in games: the examples of ecosystems and concepts of monetization
Maksim Maslov, General Manager, Epic Esports Events
Esports and competitive element in games: how they differ from each other. Maksim is going to share some case studies of such ecosystems, and explain how publishers and developers create them. You’ll also learn the ways of their monetization.
More than 17 years in gaming industry. Maksim was involved in creation of internet resource DTF as a producer. While being a cofounder and general manager of KRI (Russian Game Developers Conference), IgroMir exhibition, Comic Con Russia, he took a position of general manager of Epic Esports Events in the end of 2016.
My experience with Materials in Unreal Engine 4
Dmitry Borisov, Technical Artist, OctoBox Interactive
Game project on iOS/Android/Steam: traps, bonuses, and a bit of luck
Dmitriy Fokin, CEO, CarX Technologies
Polina Karpenko, Senior Analyst, Playtestix
Exploring the health effects: we figured out if the adaptation to VR exists through the experiment with various people groups. Users took part in numerous VR sessions with the variety of top platforms under the experts’ supervision. We ready to share all the revelations of the field experiment.
Senior Game Analyst at Playtestix. My playtests and user research improved plenty of games for over 50 worldwide companies. My background includes 4 years’ gamedev experience, as CG, Gamedesign and Game Analytics.
Yauhen Trubin, Senior Sound Designer, Wargaming
Entering the global blogger market. Practice, tips, lifehacks, fun facts
Andrey Skochok, Blogger Relations Manager, Mail.ru Group
During this talk, you will learn the difference between work with bloggers on the West market from the work on the Russian market. Andrey is going to share some case studies of work, funny and ridiculous situations with bloggers.
Andrey used to work at Igromania and 101ХР company. Currently, he is working at Mail.ru with all the client-games of the company (Warface, Armored Warfare, ArcheAge, Revelation, etc).
Marketing Art – let me speak from my heart
Vera Velichko, CEO/Art-director, Owl Studio
During this talk, Vera is going to unravel the secrets of marketing art: perceptual psychology, insights on technique of performance, some statistics based on real projects.
Vera learned to draw 23 years ago. 9 years of which she dedicated to gaming industry. In 2015 she founded Owl Studio which specializes in graphic outsource. During 2017 Owl Studio completed 11 big projects, opened an online school CG Artnest, and released 2 episodes of a visual novel game One Day in London.
Universal App Campaigns and Machine Learning
Mladen Vlasic, Google, CEE Account Manager/SEED Manager
Moving from Downloads and CPI towards high quality installs at scale with the help of Machine Learning on Google Platforms. Introduction to Universal App Campaigns.
Mladen is an Account Manager in the Google Large Customer Sales Team for Gaming Industry in CEE. He works with the region’s top companies across different verticals. Prior to Google, Mladen spend 4 years at Croatian Telecom as a Business Intelligence specialist. He then moved to HTC, where he was the Regional Account Manager for Adriatics. It was during that time that he developed a particular interest in International App Promotion and International Mobile Market and shortly after this found himself working within this space at Google.
Stijn Tops, Google Analytical Lead
Stijn is an Analytical Lead at Google, covering Gaming and FinTech customers in Central Europe. He is a product expert on Google’s Apps business, consulting stakeholders across the region on all parts of the mobile growth stack. His role involves building data-driven growth strategies for advertisers that want to scale profitably across the world. He leads performance marketing discussions around lifetime value, cohort analysis, and automation.
Level Design in Virtual Reality
Linnea Harrison, Lead Level Designer, Neat Corporation
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 we 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.
Linnea began playing games during the ’90s, and through a passion for creating experiences she discovered that she also had a passion for making games. After shipping Call of Duty, Battlefield, and Mirror’s Edge titles, Linnea now works as a VR Level Designer on the game Budget Cuts.
Textures not for texturing
Andrew Chaiko, Senior Unity Developer, Heyworks
ASO: a guide to promoting apps in stores
Anastasia, Selchuk, UA Lead, Pixonic
You keep buying traffic, and yet there’s little to no output – does this sound familiar? This is a rather typical situation that raises questions as to how one can raise both the conversion rate and traffic volume without hiking up the price per install. During this talk, Anastasia will go into how you can achieve this by optimising your product’s page in app stores, and how you should attract organic users.
Anastasia Selchuk is Pixonic’s leading marketing specialist. She has worked on projects such as Megapolis, Throne Rush, Paradise Island and Jungle Heat, advising developers on marketing-related issues.
Distrust postmortem: procedural generation — to hell and back
Vladimir, Kovtun, Lead GD, Alawar Premium
Most of the time of Distrust development the company spent on its generated world. It was really hard. During his presentation, Vladimir is going to share the company’s experience with those who only starts to dive into an incredible world of procedural generation.
Vladimir is a lead GD of mid-core games at Alawar company.
How to get funding for indie and not to fail?
Alexander Simakhin, CEO, Drunken Monday
Conference content is prepared with the help of our advisors.
CEO, Art-director, OWL-Studio
Lead Game Designer, Alawar
Independent Expert, DTF managing partner
Field Engineer, Unity Technologies
Head of Game Department, Rocket Jump
Licensing Manager, Epic Games
Founder, Values Value
Audio Producer, tinyBuild