Day Zero

November 15

10:00 — 18:00 Build up (exhibitors only)
18:00 — 22:00 Badge Pick-Up Pre-Party

First Day

November 16

09:00 — 10:00 Registration
10:00 — 13:00 Sessions
13:00 — 15:00 Lunch break
15:00 — 18:00 Speed Game Dating
15:00 — 20:00 Sessions
20:00 — 00:00 Official DevGAMM Party

Second Day

November 17

09:00 — 11:00 Registration
11:00 — 14:00 Sessions
14:00 — 16:00 Lunch break
16:00 — 18:00 Sessions
18:00 — 19:00 Game Lynch
19:30 — 19:30 DevGAMM Awards
19:30 — 21:00 Bye-Bye Mingle

Session descriptions will be soon available on our site.
The deadline for talk submission is September 22.
Sessions from previous events: Moscow 2016, Minsk 2016.

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

A discussion of the evolving role of the storytelling, from the writers of the past, designers of today, and architects of the future.

Rob Auten, writer on Gears of War, Battlefield, Vanishing of Ethan Carter.

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Alex Nichiporchik, CEO @ tinyBuild


Alex Nichiporchik, CEO, tinyBuild


Alex Nichiporchik founded tinyBuild in 2011 to make video games. The company has since then worked on games like SpeedRunners, Punch Club, Hello Neighbor, Party Hard, and more – in most of which Alex acts as a producer from the publishing side.


Jonathan Joyce (aka Jon Carnage), Director of Strategic Partnerships, Twitch



Mike Hines, Developer Evangelist, Amazon

(Un)simple things

Leonid Sirotin, Independent Expert



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.

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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.

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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,

What you need to know to join AR revolution and what they already did to save your time working with ARKit. Postmortem of developing ARrived godsim sandbox game.

  • Programmer in Nival (strategy PC & mobile games)
  • R&D Lead in Nival
  • CEO in (AR/VR/AI)

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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.

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Bring me Cakes. From San Francisco till release

Alexey Gulev, CEO, Potato Jam

In this talk, Alexey will delve into development, marketing, and release of Bring Me Cakes, indie game from Minsk. He’ll also share 5 short stories about indie teams, which got a marketing support from King company.

Alexey has been working as indie developer for 7 years.

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Legal issues: game’s soundtracks

Andrey Krivosheev, CEO,

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.

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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.

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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.

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Practical game rendering optimizations for mobile platforms

Igor Lobanchikov, CTO, Confetti

Mobile-specific GPU optimizations which can bring fill-featured desktop deferred shading-based rendering pipeline to 3-year old mobile hardware.

Computer graphics expert (desktop, mobile, console) game graphics improvements and optimizations, porting.

Quality over culturalization : Making player-approved quality game through A/B testing

Igor Petrov, Game Design Director, MyTona

Games created for the Western market do not always have success in the Asian. MyTona will share with listeners how to enter the Japanese market in the best possible way through A/B testing.

I am working at MyTona, as a Game Design Director.

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.

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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.

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Games marketing done right with Facebook

Igor Pashchenko, Client Partner, Global Gaming, Facebook

The session will focus on the winning strategies and case studies for growing mobile games with Facebook’s solutions at each stage of game lifecycle.

Igor Pashchenko consults gaming partners on Facebook marketing strategies and leads new business development across EMEA & CIS.

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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

I’ll tell you about the way I understand the materials in the Unreal Engine 4. I will show you how we work with the materials in our project.

3d Artist in smal game projects; Rendering and compositing movies for stereo attractions; level artist in World of Tanks.

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Game project on iOS/Android/Steam: traps, bonuses, and a bit of luck

Dmitriy Fokin, CEO, CarX Technologies

Game development on iOS, Android and Steam: multiplayer, render core, GUI, game balance, level design. How should be a team?

Work in CarX Technologies; Projects: CarX Drift Racing, CarX Highway Racing.

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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.


Why Wwise?

Yauhen Trubin, Senior Sound Designer, Wargaming

  1. The advantages of working in Wwise
  2. Examples of building systems in Wwise

Senior Sound Designer at – 3 years.

Creative and passionate Sound Designer experienced in game audio.

Sound Designer working on:

– World of Tanks

– World of Tanks Blitz


Entering the global blogger market. Practice, tips, lifehacks, fun facts

Andrey Skochok, Blogger Relations Manager, 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 with all the client-games of the company (Warface, Armored Warfare, ArcheAge, Revelation, etc).

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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.

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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.

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Textures not for texturing

Andrew Chaiko, Senior Unity Developer, Heyworks

We’ll look at textures’ use other than for texturing. We’ll see how textures can be used in shaders to create exciting and cheap VFXs.

Worked at Heyworks, developing Pocket Troops, The Troopers and other games.

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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

Alexander will give you insights on how to found investors, what to be afraid of, how not to fail during the contract conclusion.

CEO of indie game company, former tech lead at Techno Bears ltd and destiny development.

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Conference content is prepared with the help of our advisors.

Alex Nichiporchik, CEO @ tinyBuild

Alex Nichiporchik

CEO, tinyBuild


Vera Velichko

CEO, Art-director, OWL-Studio


Vladimir Kovtun

Lead Game Designer, Alawar


Sergey Bababev

Independent Expert, DTF managing partner


Valentin Simonov

Field Engineer, Unity Technologies

Konstantin Sakhnov

Head of Game Department, Rocket Jump

Aleksey Savchenko

Licensing Manager, Epic Games

Tanja Evdokimenko

Founder, Values Value

Alexandra Pestretsova

Independent Expert

Olga Khomenko

Co-founder, PlayToMax

Ressa Schwarzwald

Audio Producer, tinyBuild

Stepan Shulga

Producer, Starladder