10:00 — 18:00 Build up (exhibitors only)
18:00 — 22:00 Badge Pick-Up Pre-Party
SESSIONS & SCHEDULE
Session descriptions will be available after April 24
Creating quests in the open world of Horizon Zero Dawn
Leszek Szczepański, Gameplay Programmer, Guerrilla Games
After a decade of making first person shooters, Guerrilla Games has undertaken a task to create an open-world action role playing game. The large open-world nature of Horizon: Zero Dawn required a system that would allow for efficient creation of non-linear quests. This talk will discuss how quests with branching storylines are made and managed in Horizon Zero Dawn, advantages and disadvantages of the chosen approach and how it compares to solutions used in other RPGs.
Leszek Szczepański started making mods for RPGs in high-school, later continued creating small game projects. While working on his degree at the Polish-Japanese Academy of Information Technology he worked as a professional Dungeon/Game Master, later joining Playsoft as a programmer/designer to create mobile games, where he worked on over 20 titles, for different platforms, including Metal Gear Acid 2 Mobile, The Sims 2: Castaway, and Ultimate Mortal Kombat 3. Later he joined Guerrilla Games as gameplay programmer to help create Horizon: Zero Dawn and finish Killzone: Shadow Fall for PlayStation 4.
Worlds Adrift: a post-genus
Henrique Olifiers, Gamer-in-Chief, Bossa Studios
Creating Worlds Adrift alongside its underpinning technology platform felt very much like being the conductor of a high-speed train on a trip with the tracks being built underneath its wheels. From reinventing core game design approaches to debunking massive multiplayer online dogma, the team had to pretty much start from scratch while working with one of the most complex and risky genres of games. The session will cover what we got right and, especially, what we got very (very) wrong.
With a games career spanning more than 30 years, Henrique has been at the forefront of every gaming revolution, from the demo scene of the late 80s, through to mobile, MMOs, VR, social games and creatively-led indie titles. His previous experiences includes Head of Gaming at GloboTV in Brazil, where he developed the most popular online trading card game in LatAm during the early 00s.
Henrique held the position of Head of Game Development at Jagex, overseeing the overhaul of its main title ‘Runescape HD’ and saw it achieve its peak subscribers number. He left Jagex to join Playfish as Studio Director in the UK, where his team successfully produced the BAFTA-nominated ‘FIFA Superstars’.
As the co-founder of Bossa, Henrique is responsible for the studio strategy, management and game design.
Killing Monsters and Creating Worlds
Philipp Weber, Quest Designer, CD Projekt Red
This talk is all about how the quest team worked on combining narrative and exploration through non-linear storytelling. Philipp will explore how a quest progresses from a single idea to a finished story and how to create a believable, living, breathing world with meaningful content.
Philipp Weber is working as a Quest Designer for CD Projekt Red since almost 3 years and during this time he worked on “The Witcher 3: Wild Hunt”, and its expansion packs “Hearts of Stone” and “Blood and Wine”. Before that, He was studying archaeology in Germany (where he comes from). During that time, he won a modding contest for The Witcher 2, where he created his own level and storyline – this was his entry point to the whole industry.
Creating hype with Hello Neighbor
Alex Nichiporchik, CEO, tinyBuild
Tony has vast experience centred around strategic development of businesses & brands with some creative input/ talent to support this – including Lavazza Coffee, Tetley, Red Bull, Russian Standard Vodka and Dirol to name a few.
Over the past nine years this has been focused on building a team and successfully developing business for EA on the Russian market – particularly focused on driving digital sales as well as packaged goods direct to key Russian Retailers.
In addition Tony performs in Russia and Europe with his own rock band ‘The Smokebreakers’, has recorded six albums of original songs and in 2000 released his first book ‘Loves Roads’.
Technology & Development
Unreal Engine 4: Material creation for mobile games
Vladimir Alyamkin, C++ Developer, Mail.Ru Group
Sometimes it could be tricky to create a well-optimized and nice-looking material for mobile devices. Best practices and optimization approaches of shader creation will be demonstrated at session on example of UE4 high-load mobile online game.
Vladimir Alyamkin is a lead developer at Pushkin Studio (Mail.Ru Games), last 5 years he actively work with Unreal Engine 3 and 4. Vladimir is an active participant of the community and a developer of a range of popular open-source plugins for engine.
Get the most out of mobile with Vulkan in Unity
Roberto Lopez Mendez, Senior Software Engineer, ARM
The latest Unity release integrates Vulkan. The talk reviews the benefits Vulkan brings to Unity developers when running on ARM CPUs and GPUs. A practical case study using Sky Force Reloaded from Infinite Dreams showcases these major benefits of Vulkan vs OpenGL ES. Finally, the session will cover the mobile best practises to improve quality and performance.
Roberto Lopez Mendez is an ARM Software Graphics Engineer. He studied Nuclear Physics but after a decade working in Physics he discovered his real passion and has been working in 3D graphics for various companies since 1995. In 2012, Roberto joined the ARM Demo Team. Since then he has been working on developing optimized rendering techniques for mobile devices. He also regularly delivers workshops at different universities and talks at game and development related events.
Machine Learning for game developers
Oleg Chumakov, CEO, Luden.io
Dozens of industries are in disruption state because of machine learning. What we are able to implement from modern machine learning techniques today in game development and what for? There are a lot of very interesting applications:
– Content Generation;
– Game Bot behaviour;
– Helper tools;
– New game mechanics.
Programmer in Nival (strategy PC & mobile games)
R&D Lead in Nival
CEO in Luden.io (AR/VR/AI)
Talent has no age: How to keep your company one step ahead by growing others
Jane Gonchar, Project Coordinator, Ubisoft
Since 2015, Ubisoft company in Kiev has launched a program that is focused on development of talented young programmers without work experience. By overcoming difficulties and sometimes snatching the stars from the sky, internship has become a diversified tool of company development. From one side, it happened due to development of mentor qualities of experienced employees of the company, but from the other side due to involvement of new employees, gamedev fans.
Currently, Jane Gonchar is a Project Coordinator at Ubisoft, Kiev. Gaming projects are not her only passion, she is also interested in educational events for youth. Gained a lot of relevant experience participating in educational events for students. Took up a challenge of managing Ubisoft Internship program.
Recruitment. Work with customer like a staffing agency
Sergey Volkov, Head of Gamedev Practice, Spice Recruitment
Sergey will share 6 years of experience in closing any vacancies in gamedev both in Russia and abroad (from Germany to China). He will tell how to properly build the recruiting processes and the personal brand of the recruiter within the company, in order to achieve both maximum efficiency for the company and maximum interest in the work for the recruiter.
Sergey has collected a unique team of professional recruiters in Russia focused on gamedev both on the territory of CIS and abroad. Their successful recruitment cases include Riot Games, Wargaming, Zeptolab, Nival, Ice Pick Lodge, Pixonic, CD Projekt RED.
Game design in VR-project developed on 48-hour hackathon
Mikhail Yurchanka, СEO, 4 I Lab
In this speech, Mikhail, one of the founders of 4 I Lab studio, will share the experience of developing a VR project in a 48-hour hackathon on the example of the game named Drunk or Dead.
Since 2011, Michael is co-founder and CEO of 4 I Lab studio. During this time, the studio released more than 20 projects, including award-winning games Time of Dragons and Drunk or Dead.
Post-release gameplay development in Gardenscapes and why the game is unique
Alexander Smirnov, Lead Game Designer, Playrix
The session focuses on Gardenscapes development: how the hit game moved from Hidden Object to Match-3, what makes Gardenscapes unique and what Playrix has done to distinguish the game from other popular Match-3 titles.
The session also covers post-release gameplay updates in Gardenscapes – how the in-game events are developed and introduced to the game’s story.
Alexander began his career as a software developer. He always wanted to make games, so when he got an opportunity to work for a gaming company he gladly took it. He had worked as the lead game designer on several casual projects before he joined Playrix. Currently Alexander is the lead game designer for Gardenscapes.
Game-focus: How not to get lost in the development process and to finally release the game
Gregory Choporov, Game Producer, 2RealLife
There are always several specialists involved in game development (game designers, artists, programmers and even investors), who sometimes have difficulties with understanding each other. Game-focus is a simple tool for game development organization. It allows all the participants to understand what kind of game they are developing, to imagine a broad range of objectives and priorities of tasks on the project. It is a tool of communication and coordination that helps create a cohesive game, its frame which is a directing vector of team’s efforts.
Gregory has been working in gaming industry since 2000. He worked on all the positions connected to game design: from junior game designer to studio producer. Currently Gregory is a
Product Lead of two projects in the company 2RealLife.
Designing synchronous PvP for mobile
Ivan Kulbych, Lead Game Designer, Nordeus
Spellsouls went long path from first idea to soft launch during last 2 years. This session provides brief summary of this amazing journey from design perspective. It also outlines related production experiences, lessons learned and best practices.
During 18 years in game industry got shipped over 30 titles for PC, consoles and handhold. For most of them contributed as game designer, while got vast experience on other roles of development as well. Before Nordeus, was Head of Game Design in Kiev studio of Wargaming.net.
Experimental format: Balance on the go
Serge Himmelreich, Co-founder, GDCuffs
Ilya Tumenko, Founder, War&World
Sergey is a producer, game designer, founder of ORC WORK studio, co-founder Game Designer Cuffs. Experience in the gaming industry for more than 15 years. Worked on games: Kyryoriki, Etnerlords, Evilibrium, Mushroom Wars (mobile) and more.
Ilya Tumenko, game designer and founder of indie-studio War&World, developing games for PC and Mobile. Co-founder of professional community “Game Designers Cuffs”. Blogging about game design, game industry, IT-enterprenership etc.
Have worked as lead GD and producer in local studios on almost all kind of projects within gamedev and related fields.
Two game designers will demonstrate in front of the public how to make the balance of fight for a random game. Practical demonstration not only consists of tables and mathematical methods but also of a real prototype, in which a calculated balance will be used.
Branching dialogues: who’s to blame and what to do?
Barisbi Alborov, Narrative Designer, Creative Mobile
Branching dialogue is one of the most effective and important tools of game narrative. Despite its perceived simplicity, it’s a complex game element, both from writing and technical point of view. There’s a lot of interesting problems and tricks one has to consider when creating branching dialogues.
Barisbi Alborov is a narrative designer and game writer, co-author of professional blog ‘Game Designer cuffs’.
Cohesive Game Experience
Stanislav Costiuc, Game Designer, Ubisoft
In this session we’re going to explore what makes the game experience cohesive. We’ll talk about:
– What is cohesion in games.
– Examples of how different titles achieve it (or fail to do so).
– How to make sure that our game feels as one connected wholesome experience to players, creating feelings and fond memories that will stay with them for a long time.
Stanislav is a Game Designer in Ubisoft Kiev. He comes from the town of Balti, Moldova. Having found out at a very early age that game design is his passion, he eventually applied and passed Vancouver Film School’s Game Design program in Canada. Stanislav worked at EA Canada, Peak Games, and the last two years he is working at Ubisoft Kiev.
Presenting your product to publishers and investors – 10 key mistakes and how to avoid them
Alexander Kozhevnikov, Director of Marketing, Brandcraft
Session will focus on the best ways and core concepts of presenting your product and studio to potential partners, including press, publishers, investors. For corporate partners many developers are talented people, with strong gaming and design acumen, but not enough experience and focus on the business part. Sharing of a mix of publishing and marketing experience from both sides of the business is a best way forward and session will demonstrate key examples and principles of working towards a more meaningful and fruitful negotiations with your partners.
Alexander has been working in games licensing and publishing for 12 years, and is currently focusing on delivering high-quality marketing services to publishers and studios with a focus on CIS market.
With former roles in marketing, operations and business development, he is now sharing experience from different markets and cases to provide complex solutions to partners’ products and businesses.
How to Prepare for Your Studio’s Growth
Konstantin Mitrofanov, Studio Director, Rocket Jump
In several years, Rocket Jump, developer behind Under Siege, Under Fire, Under Control and Dakota: Farm Adventures, grew from a small studio to a big company with more than 150 employees.
While the team was growing, organizational structure and work processes changed. This allowed to preserve the effectiveness of development, while constantly raising the bar of Rocket Jump games’ quality.
Studio Director Konstantin Mitrofanov shares his experience in developing and managing Rocket Jump, telling what obstacles can growing developers expect on their way to success and how they can be overcome.
Konstantin Mitrofanov leads Rocket Jump studio from its founding and continues to apply a ten-year experience in managing projects and teams to create first-class products (Under Siege, Under Fire, Under Control, Dungeon Brawlers, Dakota Farm Adventures).
At various times, he worked as Project Manager, Lead Producer and Department Head.
The Idea Factory – What it takes to create and manage a Super Casual studio
Itai Edry, Super Casual Games Product Owner, TabTale
Innovative, Unique, Funny, Exciting, Fun, Addictive. These are all words that every developer wants associated with his game.
But how do you reach that level; how do you perfect your ability to identify these characteristics in the clutter of endless concepts? Not to mention on a weekly basis?!
Leading TabTale’s super casual games publishing business, managing developer relations and working with developer partners across the globe to create successful games, and just as important, successful relationships.
Designing super casual games created internally, from concept to execution.
Working closely with artists, animators, producers and engineers to guide them in developing the game during all production stages.
Navigating games across functional teams from legal, finance, marketing, R&D, project management, analytics, UA and store relationships.
How to increase efficiency and motivation of team by correct objective-setting
Aleksey Rehlov, External Producer, Creative Mobile
Goal setting is very often overlooked in game industry. Although, the right goal setting could significantly raise efficiency, quality and team motivation. This talk should help with understanding of fundamentals of goal setting, tracking and acceptance, as well as give some ideas how to improve your effectiveness and relations in the team.
Aleksey is an external producer, game design and monetization consultant with Creative Mobile; and mentor and expert with the IT cluster in Skolkovo. He is a veteran of the game industry, and has been in it for over 10 years. He has been involved in dozens of game projects for different game platforms (PC, PS2, XBOX, GameCube, PSP, PS3, Mobile, and Social Networks). Aleksey is not only experienced in creating his own intellectual property, but also has work experience with such publishers as Activision, Midway, Konami, Disney and many more.
Brand Integration in apps for Kids: Expectation vs Reality
Alexey Iliin, Senior Producer, Interactive Mult
Yuriy Krasilnikov, Director, Business Development/Producer, TrilobiteSoft
We will describe what you should expect when you’re creating an app for kids with a famous brand. Step-by-step: from signing the contract till results in stores. Pros and cons, pitfalls, tricks and tips – it will not be easy! Is the game worth the candle? Come and find out!
Alexey Ilin is a producer in charge of development and publishing of kids games based on animation IPs. Responsible for such titles as Be-be-bears, Paper Tales, Fantasy Patrol and many others.
Yuriy Krasilnikov is now a director of Business Development and Producer of TrilobiteSoft company.Yuriy has experience of business development and producing products with the most popular russian kids brands: Masha and the bear, Fixies, Be-be-bears etc. He is responsible for several other project of TrilobiteSoft (PigBang, AlchemyTown) as a Business Development Director.
Vyacheslav Utochkin, Gamedev Educational Programs Director, HSBI
Discussion Panel: Game producing
The participants of the panel will discuss what being a development producer means in different gaming companies: what he does, how he works with the product and how to become a producer.
The result of the discussion panel will be an outline of the specifics of producing mobile, social and client games in different companies.
Aleksandr Tezyaev, Producer, Rocket Jump
Igor Elovikov, Creative Director, Playrix
David Aramyan, Game Producer, KamaGames Studio
Pavel Eliseev, Senior Producer, Mail.Ru Group
Alexander Shtachenko, Product Owner, Playbeat
Indie & Game Postmortems
Steam – from idea to result
Timur Kozanov, CEO, Double Dice Games
This talk will go into details on what kind of games you should launch on Steam, why indie developer should look into Steam, what are the advantages and disadvantages compared to App Store and Google Play, how to be prepared to pass Greenlight, how to release your game, how to choose between Early Access and full release. The talk will also cover information about marketing and, finally, about stages of release. Based on case studies of two games.
Timur Kozanov has been engaged in commercial development for more than 13 years. During this time, he managed to work on a large number of highly loaded B2B and B2C projects in the field of web technologies. In the past 6 years he has been developing games on Unity3d in such companies as Social Quantum, Destiny Development and Crazy Panda. At the moment, he heads the indie studio Double Dice Games, which develops the tactical RPG game Willy-Nilly Knight.
Karina Shakh, Developers Relations, Appodeal
Mobile indie games: finding your own way
Choose the best growth and monetization strategy for an indie game is not always easy. FIFTYTWO studio tried almost everything during the life cycle of the famous Jellies! game: from featured paid game to in-app advertising. During the speech, Michael and Dmitry from FIFTYTWO will share their experience, and Karina from Appodeal will answer any questions about monetization.
It’s was the biggest surprise for Karina to explore and found herself in game development industry couple years ago. Firstly as a part of game studio, then on the other side, she has learned what it takes to develop a game and what strategies might apply for monetizing it.
FIFTYTWO is a team of three guys who create games and work on the things they love in their own unique way. The company is independent and 100% self-funded. FIFTYTWO team believes in paying attention to the smallest details and polishing in an ongoing endeavor.
Mikhail Shagin, Co-founder, FIFTYTWO
Dmitry Victorov, Co-founder, FIFTYTWO
IndieDev as the Survival Horror
Ilya Tumenko, Founder, War&World
Survival guide for independent developers after Indieapocalypse and the funeral of the GreenLight: What Ideas worth the betting on? What markets you should pay attention for? Where to get the money? Or to get everything else, without a penny? And why you should already stop thinking yourself as indie.
Ilya Tumenko, game designer and founder of indie-studio War&World, developing games for PC and Mobile. Co-founder of professional community “Game Designers Cuffs”. Blogging about game design, game industry, IT-entrepreneurship etc.
Have worked as lead GD and producer in local studios on almost all kind of projects within gamedev and related fields.
Way of Indie. Self publishing. Global release on Appstore, Google Play & Amazone
Eugene Lavrinenko, CEO, Cells Games
Eugene will talk about indie development, competition and opportunities in the mobile app market.
He will share the experience of launching and self-publishing, based on Madness Road game. He will tell about reaching out to key gaming platforms, communicating with them, will share contacts and experience of operating after the release of the game.
Evgeny Lavrinenko is the founder and head of the game studio Cells Games, based in Kiev, Ukraine.
Indie developer, he has been in the mobile development industry for more than 6 years, a participant of gaming jams and showcases of conferences of different formats. The developer of Madness Road, which won Unity Special Award in 2016. He has experience in the positions of QA-Engineer, Game Designer, project manager and producer of game projects for outsourcing, as well as operating his own projects, indie development.
PR and Communications at Esports
Evgeniy Zakirov, Head of PR, ESforce Holding Ltd.
The report on PR-cases of ESforce Holding, in which we could talk about the development of the computer sport market in Russia, our principles of working with the media, successful cases of promoting the holding’s products and the experience of organizing the largest ESport Tournament in the CIS, Epicenter: Moscow.
Evgeniy Zakirov has extensive experience in the Russian gaming industry. In different years he collaborated with such major Russian gaming media as “Strana igr”, GMbox, Gameland, IGN Russia, Games Mail.ru and Kanobu. He also worked as PR manager of Microsoft Russia gaming division for several years.
Video bloggers and streamers – learning how to avoid someone else’s mistakes while running an advertising campaign
Andrey Skochok, Blogger Relations Manager, Mail.ru Group
Practical guidance for running an advertising campaigns on YouTube and Twitch. Pros and cons of work with agencies. Review of advertising case studies on Youtube. Do bloggers always work for money?
Andrey has a degree of instrument engineering but he has never worked within this area. He wrote for ‘Igromania’, tested games at ‘Buka’, was a community manager and PR director at 101XP. Currently he works with bloggers at Mail.ru Group. He watches all new videos on Youtube and still hasn’t gone mad.
Key cheats for PR in Gamedev
Karina Konkova, PR Lead of Gaming division, Mail.Ru Group
Does PR provide any benefit, why press releases do not work anymore and how to bring 1 million users to unknown game. Practical guide based on Mail.Ru Group gaming cases.
Joined Mail.Ru Group in 2015 to become PR lead of Gaming division. Graduated from the Higher School of Economics, faculty of business journalism. 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.
Tips for launching f2p client games
Nikita Okan, Head of marketing, 101xp
From this presentation, you will know what steps you need to take for launching a successful f2p game and creating a strong brand for your audience. Also, Nikita will tell about some tricks which can help you to grow your audience.
Nikita Okan has recently become a head of marketing in the game company 101xp. Before that, he was a brand-manager at Mail.ru Group where he was responsible for marketing of many f2p client games. He has a Master’s in Brand management and a Bachelor’s degree in Economics.
Case study: Creative advertising campaign with Dolph Lundgren
Viktor Shakun, Art Director for Marketing Creative Services, Wargaming.net
The case will elaborate on how Marketing Creative Services, a Wargaming in-house creative agency, deals with complex promotional campaigns on a daily basis. The most recent “What Real Men Choose” campaign starring Dolph Lundgren will be picked as an example.
Art Director for Marketing Creative Services, Wargaming.
With over 4 years’ experience, first as a graphic designer and eventually Graphic Design Team lead for Wargaming’s Art Department, Victor has recently shifted his profile to art direction in the newly-formed Marketing Creative Services unit, Wargaming’s in-house creative agency. Several complex projects have been released under his direction, including the most recent “What Real Men Choose” promotional campaign.
Art & Visuals
Unity of style and spirit
Vera Velichko, CEO, Owl Studio
The well-coordinated work of artists on a large project is very important: the results of this work are visible, so to speak, with the naked eye. And if the work is not adjusted well enough the consequences will not only be a delay in terms and unnecessary nerves, but also a clearly visible fragmentation of the project. How to preserve the unity and integrity of style when working with a large project? How to establish the work processes within the team of artists so that the team worked as quickly and efficiently as possible? How to make the transfer of tasks to new assignee as quick and painless as possible? Vera will talk about these and many other points in her talk.
Vera learned to draw 23 years ago. 8 years of which she dedicated to gaming industry. During this time she has been making her way up from freelancer to art-director. In 2015 she founded Owl Studio. The studio works both with internal projects and as an art outsourcing team. Recently, the studio has finished 7 large outsourcing art projects and a lot of small projects. Vera also teaches art and starting from January 2018, it will include the online school ‘ArtNest’.
Pipeline developments of UX-flow and UI for mobile casual games. Launch of a new project
Anna Magieva, UX/UI-artist, Bigpoint GmbH
Anna will talk about the process of iterative interface development, visual and technical solutions for mobile applications, prototyping and testing of individual features and the product as a whole.
Anna is originally from Moscow. She started her career at company Nival Interactive in 2005 as a texture artist, and there she started to develop mobile apps. Anna developed games for different platforms (PC, Nintendo DS), social networks and mobile platforms.
Stylus in the iron fist
Marya Yartseva, Art Lead, Owl Studio
Profession of artist requires a constant activity to stay competitive in the industry or, even more so, to get in it. You should have, broadly speaking, a really good self-discipline to work in the field. This talk will be about the iron fist, in which artists must hold themselves.
In the past, Maria was a fine arts teacher at school of art. Currently, she is an Art Lead at Owl Studio. She is still teaching but now it is game graphics for CG-artists.
The role of the sound designer in the team
Roman Fedotovsky, Sound Designer, SD Lab
Features of the sound designer’s work on the team. How sound designer must work to relieve programmers from unnecessary problems.
Roman Fedotovsky – sound designer, mixing engineer.
I’m professional musician. Also I have more than 15 years experience in sound producing and mixing engineering. My career in game industry starts with PC games in the genre hidden object / adventure. Now I cooperate with many companies wich produce mobile games. Besides I’m the lead sound designer of the project “Lost In Bardo” and founder of SD Lab company.
Conference content is prepared with the help of our advisors.
CEO, Art-director, OWL-Studio
Lead Game Designer, Alawar
VP of Strategy, Nekki
Field Engineer, Unity Technologies
Head of Game Department, Rocket Jump
Licensing Manager, Epic Games
Founder, Values Value
Audio Producer, tinyBuild