Pre-registration is required
Xplore China Track
16:00-16:05 Welcome Speech
16:05-16:25 Mobvista Speech
Ilya Gitlin, Senior Business Development Manager, Mobvista
16:25-16:45 Seize the opportunity in China mobile market with Ocean Engine
Leo He & Hosea He, Senior Manager of Client Partnership, Ocean Engine
16:45-17:05 AppsFlyer Speech
Pavel Livshits, Business Development Manager Russia & CIS, AppsFlyer
17:05-17:25 China first: Growing hyper-casual games in Asian market
Tamara Feiman, Business Development and Publishing Manager, Gismart
17:25-17:55 Panel：Challenges of Entering and Sustaining Growth in China
17:55-18:00 Thank You Speech
Exclusive Event: Xplore China Track
Join the first Xplore China Track at DevGAMM, learn how to work with games on China market and enjoy the networking mingle afterward. It takes place in a beautiful and very comfortable Cinema Hall. Follow the lines to reach Falcon Club 3rd floor.
The number of spots is limited.
Only two hours of unique, focused and insightful talks. Stay a little longer after the talks for drinks, buffet and a discussion of China market prospects.
The track starts at 4pm. The networking part starts at 6pm.
Fill in this form so we know that you are interested in joining the track.
He is perhaps best known for his “You’re not supposed to be here! – Levelord” hidden message in Duke Nukem 3D. He also create the first suspended platform deathmatch level called “HIPDM1” (Edge of Oblivion) for Quake’s “Scourge of Armagon”. This deathmatch level paradigm soon became a staple in many other games. Next, he created the first mouse-sized player in a normal-sized world deathmatch level called “Spry” (Behind Zee Bookcase) for SiN.
Why Launching in China is Crucial for Your Company
Ilya Gitlin, Senior Business Development Manager, Mobvista
China is the market which gets investor attention when you raise money.
Why is China the market to be right now? What’re the steps to go through on the path to a successful launch and impact there? Who is your competition and what to be careful from?
Mobvista will provide you with the solutions and consult.
Investor Pitch Review
Try out a new format at DevGAMM!
Meet investment analyst and executive producer to get feedback on your pitch and game product.
Every meeting will take 20 minutes.
The number of spots is limited.
It doesn’t matter whether you already have an investor or publisher, whether you are now looking for funding or not.
Join if you want to learn how the investment works and improve your pitch.
This event is meant only as a consulting activity to benefit developers.
One-To-One Review with iOS experts
Apply for one-to-one 30-minute meetings with iOS experts before November 15. There are going to review your projects, answer questions and provide feedback.
When & Where: Pink Hall, November 21, from 11:15 pm to 6:00 pm.
If you have a new game and want to explore new opportunities, please feel free to make a submission.
Pre-registration is required, and the number of appointment slots is limited.
Optimizing iOS games built with Unity or Unreal Engine
Number of spots is limited.
In this workshop we are going to focus on improving quality and performance of Unity-based and UE-based titles on Metal. We will go through the project settings and different options flag, discuss and show you the impact on the performance and quality on Apple GPUs, and come up with a set of recommendations.
Some of the topics to cover (but not limited to) are: increasing fillrate, texture compression, bandwidth reduction, memory allocations, frame pacing and leveraging Xcode tools such as GPU Frame Debugger and Metal System Trace in Instruments.
We will lead by live tooling example, so by the end of this workshop you will have clear understanding over what are the options to balance quality versus performance and how to achieve best sustainable performance in gameplay.
Introduction to advanced rendering in Metal
In this workshop we are going to focus on A-Series GPUs. We will discuss TBDR acrhitecture found in these GPUs and follow graphics pipeline from the application to the display, with the focus on real workloads and modern rendering techniques. We will also highlight how using Xcode and Instruments tools.
We start with explaining A-series GPUs architecture, showcasing A11, A12 and A13 GPUs and features.
We then go and discuss how build efficient single-pass tiled forward and deferred renderers completely on GPU.
We will explain in detail the tools Xcode gives you, and how to look into CPU and GPU submissions, encoders execution times and detailed statistics and how to debug and profile shaders on the fly.
Finally we will conclude with a live tooling session and go through one of the titles with bespoken Metal engine, so by the end of this workshop you will know how to get the most out of A-Series GPUs and Metal to bring the best quality content and modern techniques to iOS.
10 steps for successful M&A deal
Cvetan Rusimov, COO, Imperia Online JSC
In September 2018 Imperia Online was acquired by Stillfront Group in a deal that could goes up to 27.5 million euro. As COO, Cvetan was the guy involved in the process from Day Zero. He will walk you through the whole deal from the company preparation, choosing the right partner, through the whole negotiation process, to the internal announcement.
Do Not Feed the Monkeys: Expanding the Target of Narrative-Driven Games
Luis Olivan, Producer, Fictiorama Studios
This talk will focus on how Fictiorama approached the narrative and game design of “Do Not Feed the Monkeys” to make it attractive to more players than its first game, “Dead Synchronicity”. The way these elements affected development and the strategies used to address the consequences of those changes will be discussed in detail.
Porting existing games to Apple Metal API. Case study: Divinity Original Sin 2 engine.
The session will essentially focus on case study of porting Divinity Original Sin 2 engine to Apple Metal API. Real-life examples will be provided as well as a demo of frame capture, dissection and explanations of techniques used. The case study will be followed by best practices section with advises for transitioning generic titles to Metal. The session will conclude with ‘future tech’ section where advanced samples of Metal rendering technologies will be displayed and briefly explained.
Game Writers: Why Get One and What to Do Next
Adrian Vershinin, Writer
With the growing trend to have high level systemic dialogue and story driven video games, Adrian will share his experiences and provide insight into why there is a benefit to work with a professional writer and what it takes to fully utilized them in the development process.
Based on Need for Speed – Most Wanted, Black, Crysis 3 and Battlefield 3
So, you're considering using a voice actor?
Jay Britton, Voice Actor
This session will follow the path from thinking about using voice actors in your game to getting them into the recording booth and beyond. We’ll explore what the role of an actor is, how to cast them, appropriate rates, the impact on scripts and narrative, what makes good and bad direction and how actors can be utilised both in the game and beyond.
Developing accessibility features in Far Cry: New Dawn
Ivan Kulbych, Lead Game Designer, Ubisoft
This talk is based on accessibility improvements developed for Far Cry: New Dawn. We will take a look on CVAA compliance, control remapping, SFX visualization, speech-to-text and text-to-speech, subtitles, color blind mode, etc… How it was implemented in short timeframe and impact it had.
How survival mode changed WH SpaceWolf
Anton Zinovev, Game Designer, Herocraft
When Random is too Random
Hendrik Demmer, Engineer, Independent
The talk will look at how “pure” randomness can be undesirable in game design because the human brain expects a die to “roll a six”, the epic loot to drop, eventually. Three methods will be presented together with a look at how we used them to create procedural content in Bubble Island 2 for Wooga.
Between two fires: narrative through game design
Kirill Zolovkin, Gripper (Action RPG), OctoBox Interactive
Genres synergy as a way to success on the example of Funky Bay
Michael Skorodumov, Lead GD, Belka Games
How to organize game design department in a right way
Mikhail Dragovalovskii, Executive Producer, BANZAI GAMES
Managers complain about their game designers: they don’t grow target metrics, they don’t understand the project, they don’t do what they are asked… Usually there is problem not in game designers, but in the work process. Mikhail will tell you how BANZAI organizes the GD departments in order to release games, that have more than 250 mln downloads.
Game Design and Programming. Stirred not Shaken.
Unbelievable! Pair talk from game designer and programmer. We’ll talk about how to add a new specialty to your current one in the minimum amount of time. It doesn’t matter if you are a programmer and want to design a game, or you are a game designer who wants to program.
Game Design Review
Hosted by Svyatoslav Torik, Product Vision Expert, Research & Development, Wargaming
Within a few one-hour sessions, experienced experts will show and tell what is wrong with several pre-selected games. They will dissect features, point out the untapped potential of the metagame and / or monetization, tell about other shortcomings. So that the feedback remains constructive, experts will offer options for solving these problems.
Open for wide audience.
Technology & Development
The safeguarding of player profile data: the case of Robot Warfare from Azur Games
Maksim Tiganov, Senior Server Developer, Azur Games
This report will cover questions regarding player profiles.
In addition, the following topics shall also be covered: the use of SQL and non-SQL based data storage, the general org. scheme regarding the storage of: profile data, game data, and temp. files (data with a set Time to Live (TTL) value).
DOTS - Unity meets Data Oriented Design
Fabrice Lété, Software Developer, Unity Technologies
The Data Oriented Tech Stack (DOTS) is an architecture (ECS), a C# Job System and a compiler (Burst) on top of which we are building the future of the Unity engine. DOTS is designed with cache constraints, multi core processing and vector units in mind. This talk is a detailed overview of the internal implementation of DOTS.
Serialization approach at Encased
Alexander Tuzhik, Lead Programmer, Dark Crystal Games
Automatic layouts and styles in Unity: our new pipeline and UI tools
Alina Chupakhina, Unity Developer, Pixonic
In the past years of War Robots development we started paying more attention to evolving the project’s UI and UX. Our Technical UI Designer and Junior Developer Alina Chupakhina will explain how to layout UI without any hassle, translate the visual language of the design into the engine and stop uploading icons all the damn time.
Publishing a Unity based Title on mobile, PC and consoles
As we know the Unity allow us to develop one project on different platform from mobile till consoles. So how we can do it practically?
Using experience existence game we are going to tell about several necessary steps to publish project on PC/PS-4/Xbox one successfully.
Network traffic optimization in Tacticool
Dmitry Koblyk, CTO, Panzerdog
Unity Scriptable Render Pipeline - diving into scriptable customization
Kirill Nadezhdin, Tech, SWAG MASHA
This talk will focus on reasons and ways of implementing custom render pipelines in Unity. It will touch the history of shaders and pipelines in Unity: Shader Lab, Command Buffers and Scriptable Render Pipelines. We will discuss why built-in pipelines (LWRP/URP/HDRP) may not be suitable for your project and how to approach writing your own.
Physics in Unity-projects: Shadow Fight 3 developer story.
Roman Tersky, Lead Technical Artist, Banzai Games
Using Unity physics to breathe life into your game; cloth simulation within the limitations of mobile devices; determenistic physics for synchronous PvP and creative usages of physics engine – all of that is covered in Roman’s presentation.
Shader magic: Breakdown of popular visual effects for games
Sergey Kormishin, Rendering Engineer, Sperasoft, a Keywords studio
Unity DOTS RTS Case Study
Sergey Klimenko, Lead Developer, Moonlight Mouse
DOTS was a new milestone of development in Unity. Hot debate has not subsided so far. A year ago, I already told about our experience of using earlier versions in production, this year we will see how this technology stack has changed and, as an example of our game, we will consider the solution of tasks inherent in the RTS genre using Unity DOTS.
Unreal Engine Sessions
UE4 Developer Gentleman’s Set
Vladimir Alyamkin, Lead UE4 developer, Pushkin Studio (MY.GAMES)
This session about the “gentleman’s set” is a reasonable continuation of the questionnaire article on the combat skills that are important for for each developer that works with Unreal Engine 4. The talk will include the grades that used in practice and divisions into Junior / Middle / Senior. Vladimir will also discuss the necessary “minimum knowledge” for each grade, as well as how to improve your fighting skills.
UE4 Graphics Optimization Overview
You will learn how we optimized graphics in Ue4, what issues we encountered, and how we fixed them.
Render profiling, scalability set up, custom solutions like: light sources, merge actors automation, automatic material simplification.
Creating a mobile game interface in UE4
Andrey Pekarskiy, UI Designer, Sperasoft
Static code analysis of the projects built on Unreal Engine
Ilya Gainulin, C# Developer, PVS-Studio
Static code analysis is essential for the C and C++ projects. The talk focuses on the process of static code analysis integration into the Unreal Engine based projects. The characteristics of the UBT build systems and the implementation of static code analysis in the large legacy code base will be considered as well.
Kings Bounty 2: Tools and tech for open world game
Vladimir Shirshov, Technical Leader, 1C Entertainment
Development features of action games, including prototyping and adaptation of the classic mechanics for PC / MMO
Konstantin Zhukov, CTO, Sargos Games
The report describes the pipeline for developing midcore projects for mobile platforms of Action / TPS / FPS genre, reveals the topics of prototyping and platform specifics, highlights a number of key nuances for using Unreal Engine 4 for this games type.
Indie & Game Postmortems
Things you should know if you plan to ship a game
Alex Rose, Director, Alex Rose Games
Before you ship your first game, most devs underestimate how much work is involved in shipping. Instead of spending hundreds of hours getting ready for release in a panic and delaying for months, it’s best if you plan from the beginning. This talk will cover a wide range of topics you might not know about releasing a game.
Tale about pain: INMOST postmortem
Alexey Testov, CEO, Hidden Layer Games
Is it hard to find a publisher? Does a big indie publisher really help? Is it worth to make a platformer in 2019? Is it hard to work with Apple Arcade?
During this session, you will learn more about all these questions: Yes. Yes. No. Yes. And the story of INMOST from the scratch until the release.
Worldwide Multi-platform Submit of an Indie-game (PC, PS4, XB1, Switch)
Artem Kuriavchenko, Executive Producer, Digital Dreams Entertainment LLC
This talk will figure out tips for smooth submission of an indie game for several platforms (PS4, XB1, Switch, Steam) for simultaneous worldwide release. Talk will touch submission packages, video as marketing asset and localization with rating certificates.
A Postmortem on the Development of "Wildscapes"
Yurа Liapin, Project manager, Playrix
A Postmortem on the Development of “Wildscapes”: From Initial Concept to Global Release. The talk will cover the evolution of the basic game mechanics, the problems that occurred during the development phase, and how decisions were made within the team.
How Spaceland got into first wave of Apple Arcade games
Anton Mikhailov, Co-Founder, Creative Director, Tortuga Team
Spaceland is the first russian game in Apple Arcade, which was released simultaneously with the release of the service. Tortuga Team is a small team from Kaliningrad with a long history of game development for the App Store. We’ll talk about our path in game development and give advice to developers who are interested in the Apple Arcade service.
Art & Visuals
From artist to Head of Art – career path in game development
Aleksander Danilov, Head of Art , Playgendary
Which way and how should specialists grow in the company? Is it right to concentrate at narrow-focus directions or to develop manager skills?
Playgendary’s Head of Art Alexander Danilov is going to tell about the second option – the skills required to become a head of department.
Animations on discount: creation of procedural animations for a first-person shooter
Artiom Korsakov, Lead Technical Game Designer, Vizor Games
Animation creation is a complex and expensive process, especially for small teams. In this session, Artiom will tell you how to significantly reduce the amount of work and requirements for animations by procedurally changing the existing animations on example of a first-person shooter.
Optimization of the animation pipeline for AAA projects in the CIS
Eugeny Molotskiy, Lead Animator, 1C Entertainment
Concept art in mobile midcore projects: how to design a world, an Azur Games case
Evgeniya Morozova, Environment Concept Artist, Azur Games
The role of environment concept art in mobile PVP projects – redo, redo, bingo! The design of the environment for mobile midcore product – the myths and realities. The process and implementation from the first brainstorming session, right through to the final design, and the changes made after feedback is received from playtesters.
From 3D Scan to Real-Time Character
Ilya Krutikhin, Art Director, DigitalForms.info
Feedback as guide to action
Marya Yartseva, Art Director, G5 Entertainment
Be the fire that never burns out
Vera Velichko, CEO / Art Director, Owl Studio
We all know the problem of burn out, and for artists it’s a huge deal, every artist faces art blocks from time to time. And it’s a problem for both sides, artists and their heads. The good news is that we can prevent it before it starts, and we can accelerate recovering from it, if we couldn’t prevent it.
Let’s lee how does it work in practice.
How to create a cinematic quality game trailer
Viktor Manin, CEO / Director,
Anvil Frame Studio
It’s not enough to create an excellent game. We need to speak about it. Often almost half the success of the game is a successful promo video. We will talk how to create cinematic trailer for the game which will draw attention to itself. Let’s talk about often mistakes, laws of perception, consider the fundamental principles, tips & tricks.
Painless UI: Live Demo by Game Insight
Arvydas Brazdeikis, Lead UI/UX Designer, Game Insight
Synthesis in game audio. Methods of resynthesis real and artificial textures in World of Tanks.
Aleksandr Khilko, Sound Designer, Wargaming
World War Z - Audio Postmortem
Ivan Osipenko, Lead Sound Designer, Saber Interactive
Making A Decent Soundtrack With Less Than Nothing By Your Side
Peter Salnikov, Spiritual Healer, Sounds Goose
Business & Marketing
Marketing Research: our in-depth interviews experience
Alena Smychkina, RnD Analyst / Audience Research Manager, Wargaming Group Ltd
This talk will cover one of the most difficult, yet interesting tools of Marketing research— the in-depth interviews. This approach is taken from the “Design Thinking” creative methodology, based on understanding the user’s context and using this understanding as a creative tool for work.
Indie teams' growing pains: do's and dont's
Andrei Podoprigora, Executive Producer, tinyBuild
The session will cover some of the nastiest pitfalls of indie studios scaling up to release their bigger and cooler next game. Irrelevant of technology used or target platforms, most of these mistakes can be avoided, though usually each team learns them the hard way.
"Next Level Growth: Growing your game with Ads"
Artur Davydenko, Business Development Manager, Google
The Future of E-Sports and Interactive Livestreaming
Christopher Hamilton, Developer Relations, Genvid Technologies
With ever-growing audiences watching games, developers need to ask “how will this impact our industry?” Chris will explore how developers can directly address their viewing audience with examples from eSports and new forms of engagement, monetization and experiences that become possible, leading to entirely new games and potential audiences.
Marketability - what is really matters for mobile game's success
Eugene Trufanov, CEO, Indigo Bunting
Self publishing backed by investor. A Zillion Whales case
How to make successful games in a probability market
Thomas Dubreuil, Product Manager – Internal Studios, Voodoo
This talk will go over the development methods used by internal studios to reduce the amount of failed prototypes developed to fit the hypercasual market. I will go over the positive points from each iteration of our process and outline where we want to go next.
Based on games Helix Jump, Crowd City, Paper.io 2 and Aquapark.io
Sidechat with CEO: 10 years of Game Insight and Beyond
Anatoly Ropotov, CEO, Game Insight
Gaming Holiday Playbook
Kristina Lasenko, Activation Client Partner, Global Gaming, Facebook
Find more of the right users with Google ads: best practices for Gaming
Valentin Rudnitsky, Account Manager in Gaming, Central Eastern Europe, Google
Session will be focused on Google App Campaigns. You will learn about Google Automation and Machine Learning and how to effectively use this machine powers. We will present some trends / benchmarks in the industry and how these impact and imply to your UA strategy, share best practices on campaigns’ optimization and creatives advices.
Introduction to publishing on the Nintendo Switch
Mao Sugiyama, Business Development Manager, Nintendo
Success stories and fails on OK.RU Who really manages to earn money?
Evgeny Polotnyanko, Head of Gaming Platform, OK.RU
How to fill up your product backlog
Oleg Medved, Live Ops Manager, Plarium
Security risks of cheating in online games
During the presentation, MY.GAMES and Kaspersky will jointly present the results of a research into the security risks of cheats in online games. The study will give a comprehensive overview of the market of online cheating software and malware related risks, that many dishonest gamers face.
Desktop-like Games. How and why?
Andrew Kokhan, CEO, NightCat Games
Discussion Panel: Game Producing As a Turn-based Strategy
We will talk about the main problems that a producer faces in his work, share stories for our practice, talk about producer tools, methods for solving typical and non-trivial tasks. Emphasis will be placed on the practical experience of speakers and their companies. Our guests will speak out from different positions: from publishing, to development, from a huge company of hundreds of employees, to an indie developer.
Konstantin Sakhnov, Managing Partner, Datcroft Games
Alexander Devyaterikov, Producer, Belka Games
Andrey Kuznetsov, Indie Developer
Ivan Pomytkin, Producer, 1С Entertainment
Mike Rafiienko, Game Producer, tinyBuild GAMES
Video Games & Personal Data
Aleksei Gribanov, Head of Intellectual Property & Information Technology, Borenius Russia, Borenius
You can create a market for two-handed swords, blasters, or Martian beetles. But what for?
Alexander Solopov, Attorney at Law, Arzinger & Partners
The market of in-game achievements of players for real money. Are we really it needed? Is it possible to create it without the desired changes to the current legislation?
We will analyze the economic essence of markets of in-game achievements and see how the powerful of this world act in this regard.
Why do you not need "trademarks" to protect your game
Anton Endresyak, Senior Associate, CLAIMS
Trademark is the most intensively applied legal instrument in legal protection of games despite most of developers use it in incorrect matter. It is important now to proceed on the next level of its application: non-traditional trademarks can do a big favor instead of formal monopolization of separate words or images.
What is necessary for a successful M&A transaction from a legal point of view
Alexander Bondar, Partner, SBH Law Offices