Download full schedule with sessions & speakers
One-To-One Review with iOS experts
One-To-One Review with iOS experts
Apply for one-to-one 30 minute meetings with iOS experts. There are going to review your projects, answer questions and provide feedback. Get your game ready for the App Store release. When & Where: Purple Hall, November 16, from 11:00 am to 6:00 pm Pre-registration is required, and the number of appointment slots is limited. You can’t change the time of appointment. Playable iOS build with TestFlight account is a must. Deadline for registration is November 8. www.bit.ly/2PGqFAE
Winterhome must fall: Frostpunk scenario creative process
Przemyslaw Solski, Senior Game Designer, 11 bit studios
Dead Cells: Strategic marketing for your indie game
Steve Filby, Managing Director, IndieCatapult/Motion Twin
Responsible for marketing Dead Cells (1M+ units) and consulting on Northgard (700K+ units) , I’ve worked on triple I titles and with one man indies. I focus on strategic planning and management of marketing campaigns from the first GDD to the final launch and beyond.
5 Years and Counting: Keeping Our Pet Alive
Rose Thomas, Level Designer, King
Fireside chat with NetEase: Chinese Game Market
Evan Liu, Senior Investment and Partnership Manager, NetEase
Alex Nichiporchik, CEO, TinyBuild
Workshop: 3D rendering in the Defold game engine
Sergey Lerg, Developer, Spiral Code Studio
Live Ops Learnings and Best Practices
Stephen Lee, Head of Business Development, DECA Games
Stephen Lee is the Head of Business Development at DECA Games, a publisher completely focused on live operations and on helping developers to reinvigorate their games. Stephen was previously the Executive Director and Head of Publishing at 6waves.
AR Games: Gimmick or Opportunity?
Maria Essig, Games Lead, AR/VR, Google
Maria is leading gams vertical for Google AR and VR platforms. In her prior role at Google, Maria established such programs as Indie Corner, helping indies grow on the Play Store. Before joining Google, Maria lead mobile publishing at Kongregate.
The hidden analytics of eSports
Matias Nicolas Rodriguez, VP of Technology Gaming Studio, Globant
Increasing game revenue through player retention
Oxana Fomina, CEO, Gradient Universe S.L.
Oksana Fomina is an analyst and the CEO of the company Gradient Universe. She helps developers improve player retention and increase game revenue. She has worked in the gaming industry for over nine years. Before opening her own company, she was the Marketing Director for the company Puzzle Lab.
How to Build Open Economy on Blockchain: Case Study
Alexander Zelenshikov, Co-Founder and CPO, Expload
How You can use Snapchat for User Acquisition
Samuel Beavan, EMEA Lead, Snapchat
Sam joined Snap as the founding member of Snapchat’s Global Online Sales team in September 2016. As Snapchat’s Regional GOS Lead, Sam manages the team and leads the EMEA efforts in supporting businesses in the region to navigate new platforms and exceed their performance goals.
Do-It-Yourself PR (With a $0 Budget)
Kirill Perevozchikov, Head of Marketing, White Label
Former Editor-in-Chief at ‘PC Games” magazine and Kanobu.ru. 2013-2018 – Marketing Director at Larian Studios, where he launched Divinity: Original Sin and Divinity: Original Sin 2. In 2018, founded the White Label agency, his current clients include Larian Studios, Deep Silver, Mail.ru Group.
How to prepare and successfully realise in-game event with a partner. Case-study from Belka Games & UNICEF
Yuriy Krasilnikov, Business Development Director, Belka Games
Dmitry Liapin, Zorka.Mobi
Evegeny Solonovich, MediaCube
Ivan Awdejuk Wowmaking
Tim Fadeev, Awem Games
Max Colt, Play2Live
Discussion Panel: Influencer advertising today: race for monopoly and buying automation
Is it possible to switch to fully automatic advertising procurement with bloggers? How to work with opinion leaders in the face of fierce competition? The role of creativity in modern advertising and many other questions will be discussed by leading players in the market of influencer marketing.
Unreal Engine 4: 2018-2019 Report and Further Plans
Alexey Savchenko, Epic Games
Where to look for a legendary team?
Roman Zorin, Producer, Playkot
Roman Zorin is a producer with Playkot company. He took part in creation of several social hits (Supercity, Warzone, Knights: Clash of Heroes) that were consistently present in TOP100 grossing of Facebook worldwide. His most recent game is a mobile RPG “Age of Magic”.
Kaizen of product support
Sergei Panfilov, Co-Founder, Creative Mobile
As one of the founders of Creative Mobile, Sergey Panfilov went through most of the processes in the company, from writing code and managing the creation of the product, to marketing and UA. In recent years, mainly engaged in the development of the company.
Why do we keep making games, if we all will die eventually?
Richard Chirkin, Game designer, 1C Game Studios
QA in MMO publishing: how to insure quality sitting in the back seat with hands tied
Evgenia Agranomova, Development and QA lead, Innova
Konstancja Glinka, Senior QA Coordinator, Innova
Evgenia Agranomova has 9+ years experience in development and games QA with Oberon media(I-play) and Innova. She’s currently responsible for all Innova’s games and 4game platform releases, including well-known titles like Lineage II, Blade and Soul, Aion and Point Blank.
Hustle Castle’s concept and problem-solving strategies for operating the game
Vladimir Markov, Head of Nord stuido, Nord stuido (Mail.Ru Group)
Vladimir Markov is Head of the Studio Nord (Mail.ru Group). Seasoned professional with over 18 years of experience. Vladimir took part in the development of such gaming titles as Allods Online, Skyforge, Jungle Heat etc. In 2012 Vladimir was appointed as Head of the Studio Nord. Under his guidance several successful mobile projects were released, including mobile hit Hustle Castle which reached 30 million registered users globally.
Michael Pimenov, “Our Game” book
Sergey Zykov, Moscow esports federation
Lerika Mallayeva, DevGAMM
Viktor Savyuk, Dendy
Anton Logvinov, Journalist, Blogger
Konstantin Sakhnov, DatCroft Games
Discussion Panel: Game industry today - what changed?
During the panel, participants will try to figure out how is the game industry, which many of you managed to catch before 2008, different from what we see today. It will cover the topics of how the Russian market was born, what marketing methods were used, how game journalism developed. Also, the discussion will include questions about the development at the present stage, the change of the publisher concept and the entry threshold into the industry.
Key game art: instructions for the artists
Vera Velichko, CEO, Owl Studio
Drawing more than 23 years, 10 of them in game industry. In 2015 I founded Owl Studio, an art outsource company working with the greatest Russian and European game development companies. In 2016 started regular offline and online educational activities for artists.
True purpose of art and 3d artist in AAA projects and how to optimize art production
Alexander Boluzhenkov, Art-Director, Advanced Schematics
More than 10 years in industry as 3d artist. Participated in such projects as MassEffect, DragonAge, Quake, Doom, Halo, Batman, Evolve, LawBreakers. Supervises a team of experienced artists working for the most difficult tasks – the main characters, weapons, etc.
Redesign UI 16 times? Challenge accepted!
Sergey Tkach, Art Director, Octobox Interactive
Sergey Tkach is a specialist in web and mobile interfaces. After 8 years of working in the industry, he moved to the gaming industry and began to transfer the accumulated experience into games. He is a regular participant of Kirill Zolovkin’s team for developing games and software for developers.
How to draw with manage your time" or "Creating art in case of regular TLE updates
Ivan Mariev, Art Director Match-3, G5 Entertainment
How not to bore your player during tutorial?
Olga Kachalina, UX Expert, Gismart
Leveraging Scan Data for AAA quality and faster art production
Jason Eyre, Head of Business Development, Quixel Megascans
Jason has been working in middle ware for the games industry for more than 11 years. With solid experience in companies such as Hansoft, Simplygon and Quixel Megascans, Jason has experience from project management, 3D optimization and building the world´s largest library for 3D scans.
Evolution my node in Substance Designer
Alexander Prokopchuk, Technical Artist, Vizor Games
Difference between cartoon and game-dev pipeline in animation
Aleksander Luksahin, Animator, Sperasoft, a Keywords studio
Alexander comes from St. Petersburg, he’s 26 years old and he’s Animator at Sperasoft. He’s more than 4 years in animation, participated in development of such games as Quake Champions, Assassin’s Creed: Oddisey, as well as working at Melnitsa studio.
World of Tanks New Soundtrack
Andrius Klimka, Composer, Wargaming (World of Tanks)
Andrey Kulik, Composer, Wargaming (World of Tanks)
Sergey Komar, sound designer, mixing engineer, mastering engineer, Wargaming.net
The new World of Tanks soundtrack was composed by Andrius Klimka & Andrey Kulik and recorded by the Prague Symphony Orchestra and aims to create military tank music that is as authentic as possible for each map. Drawing inspiration from the music all across the globe, the music aims to match its locale.
How to Design Game Music from Mobile to AAA
Ari Pulkkinen, CEO, Creative Director, AriTunes Oy
Ari Pulkkinen is the CEO Creative Director of AriTunes and AriTunesCorp. He’s an award-winning composer and a sound designer with over 16 years of experience in games industry. His work includes many famous games such as Angry Birds, Trine -series, Resogun and Nex Machina. AAA, Mobile
The implementation of sound in Unity. On example of "Lost In Bardo" project
Roman Fedotovsky, Audio Director / Sound Designer, SD Lab
Roman Fedotovsky is the founder, lead sound designer and sound producer of SD Lab Company. He began in audio production 9 years ago, about 5 years working in the gaming industry. At the moment he is audio director of the Backyard team and is working on the project “Lost In Bardo”.
Artificial intelligence in contemporary music production
Arseni Khodzin, CEO, keepforest
How to make outstanding game with generative music and levels
Sergey Myachin, Game developer, Live Typing Inc
Step by Step: footstep SFXs as means of character customisation. From recordings to Unity3d integration.
Aleksey Vanchuk, Sound designer, Heyworks
Specifics of real-time audio processing in iOS
Ales Nemenionok, iOS Developer, Gismart
12 Rules for Environments & Level Design in Mobile Games
James Brough, Lead 3D Technical Artist, Azur Games
James Brough began designing in 3D well over a decade ago, creating 3D for Architect firms in London. He transferred this expertise to create Environments for War Robots, WR: VR, and now works as a Lead 3D Tech Artist at Azur Games with popular titles World War Heroes and Planet Commander.
Behavioral models of players for marketing and game design
Denys Voroshylov, Product Marketing Manager, Gameloft
Denys Voroshylov is experienced Product Marketing Manager with a 4 years history of working in the mobile games industry and 12 years in marketing overall. Last 3 years Denys work with Gameloft company and responsible for such brands as Gangstar Vegas and Aphalt Nitro.
Lean Game Design
Gediminas Tarasevicius, Game designer, Nordcurrent
Gediminas Tarasevicius is a game designer at Nordcurrent, working with remote teams on free to play projects for mobile. Gediminas supervises the processes of UI development and the flow of user experience. He is also the founder of Lithuanian Game Developers Association.
How and why we reworked battle UI for War Robots from scratch
Anastasia Kolchina, Lead Game Designer, Pixonic
Anastasia Kolchina. She started off as a 2D & 3D artist in game development, and her main responsibilities were designing and rendering interfaces (and other tasks). 2016 marks her arrival at Pixonic, where she was managing features for War Robots. Starting from 2018 she became a Lead Game Designer.
Indie & Postmortems
Fireside chat: Graveyard Keeper's road to XBOX and PC
Nikita Kulaga, Lazy Bear Games
Svyatoslav Cherkasov, Lazy Bear Games
Alex Nichiporchik, tinyBuild
How to fail your first indie project... And then turn it into success!
Andrey Popovich, Director, Lapovich
Andrey Popovich has been working in game development for 12+ years. He worked in different companies and participated in creation of more than 15 released games (including World of Tanks Blitz). A few years ago he got hooked by an indie game development. Now he’s working on a new ambitious project.
Technology and the process of development of the World War Heroes
Sergey Petrov, Founder, Last Level
Denis Garshin, Lead Artist, Last Level
Sergiy Petrov is one of the founders of the Last Level studio, took interest in game development at the age of twelve. He began with creation of modifications for his favorite games and ended up with a big studio, which re-invented 3D-shooters on mobile devices with a console-level graphics.
VK Games – ask anything
Maxim Babichev, Head of Games, VK
Elizabeth Zharkova, Gaming Partnership Manager, VK
Maxim Babichev graduated from the Saint-Petersburg State University of Economics where was studied computer science and economics. Joined VK team in 2007, the Developer Advocate since 2014, Head of Games since 2017. Maxim is building and growing VK gaming ecosystem.
What else you should know about profiling in Unity
Valentin Simonov, FIELD ENGINEER OF DOOM, Unity
Design and Programming: The Best of Frenemies
Ben Sharples, Technical Design Director, Sperasoft
Steve Thornton, Lead Game Designer, Sperasoft
Ben Sharples started in games 10 years ago, and since then has worked as a technical designer, scripter and gameplay programmer on a variety of AAA and mobile titles including Star Citizen, LEGO City Undercover, Rainbow Six Siege, Overkill’s Walking Dead and Hungry Shark World.
How Appodeal built the highload mediation service for thousands of publishers
Konstantin Grabar, Product Director, Appodeal
64-bit error patterns in games
Andrey Karpov, CTO, PVS-Studio
How to: efficient development with Rider IDE
Vlad Shimkovich, Software Engineer, Heyworks
Unity ECS and Job System in production
Sergey Klimenko, Lead Developer (Sweeper), Moonlight Mouse
Application Developer with 5 years of enterprise development experience, the last 2 years I’m an indie developer of games, both my own and in Moonlight Mouse, the whole conscious life was moving to getting to gamedev, the main direction of C #, also very fond of shaders and graphics programming.
Optimizing Unity graphics on mobile - field study
Kirill Nadezhdin, Coder, SWAG MASHA
Kirill began in games 6 years ago, making games for Facebook in Flash, then mobile games with Unity. He has worked on CarX Highway Racing as a lead Unity developer, on Nekki’s Shadow Fight 3 as a graphics programmer and he also has a popular PostProcessing package for mobiles on the Assetstore.
Yuri Popov, CTO, The Family
Yuri is the head of Experiential Marketing at Family Agency, working at the intersection of technology, science and art, has more than 8 years of experience in developing commercial projects with a focus on new user experience: game activations, audio-visual installations, VR/AR.
Creating GTA-like seamless open world for mobile with Unity
Vladislav Ivanchuk, Programmer, MadOutGames
Edutainment in VR: development and perspectives, our contribution to it
Sergei Kurzov, Game Designer, Abelana VR Productions, Inc.
Roman Multan, Unity3D Engineer, Abelana VR Productions, Inc.
Kate Dorozhkina, Project Assistant, Abelana VR Productions, Inc.
Serge Kursov entered the gaming industry through participating in various indie projects for mobile & desktop. In 2018 joined the Abelana team as a game designer/PM. Serge’s currently specializes in educational and gaming projects in VR for HTC Vive, Oculus Rift. Active hackathon participant.
MVC in Unity3D
Vsevolod Piletski, Lead Developer, Interactive Moolt