Program
November 20
Day 0
10:00 — 18:00 Build up (exhibitors only)
18:00 — 22:00 Badge Pick-Up Pre-Party
18:00 — 00:00 Poker Tournament
November 21
Day 1
09:00 — 18:00 Registration
10:10 — 18:00 Sessions
11:15 — 13:30 Speed Game Dating
13:30 — 15:30 Lunch break
15:00 — 18:15 Roundtables
16:00 — 18:00 Xplore China Track
20:00 — 00:00 Official Party
November 22
Day 2
10:00 — 16:00 Registration
11:00 — 17:30 Sessions
13:15 — 15:00 Lunch break
14:30 — 15:00 Quest Ruffle
17:30 — 18:30 Game Roast
18:30 — 19:15 DevGAMM Awards
19:15 — 21:00 Bye-Bye Mingle
Navigation
Special Events
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.
16:05-16:25
Seize the Opportunity in China Mobile Market with Ocean Engine
Leo He & Hosea He, Senior Manager of Client Partnership, Ocean Engine
China as a country with the largest number of Internet users is surging the mobile internet market. How to make a successful gaming campaign in China and how to attract more gaming users to interact with your brand? Ocean Engine, an integrated digital marketing solutions provider, will give you answers.
16:25-16:45
TBA
China’s Market: Insights and Trends
Pavel Livshits, Business Development Manager Russia & CIS, AppsFlyer
Chinese mobile market is a big world of growth opportunities for many companies, yet it can be a hidden door for others. AppsFlyer is ready to open this door for you and share business insights on unique characteristics of user behavior, market trends, security, and infrastructure. The speaker will share AppsFlyer’s best practices and how the company platform with their features can help you reach your goals in the Chinese market more successfully
16:45-17:05
China First: Growing Hyper-casual Games in Asian market
Tamara Feiman, Business Development and Publishing Manager, Gismart
Gismart’s Tamara Feiman will look into the hyper-casual games market in China and analyze what works, what doesn’t, and what one should keep in mind about the differences, big or small, between the Chinese and Western markets.
17:05-17:25
Launching and Achieving Sustainable Growth in China
Participants: Ocean Engine, Gismart, AppsFlyer
17:25-17:55
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.
Keynotes
Secret Neighbor: Postmortem
Alex Nichiporchik, CEO, tinyBuild
A deep-dive into the design of a social horror game for kids
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.
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.
Cvetan Rusimov is the COO of Imperia Online. Cvetan is a member of the IMGA, NGDC & PG Indie Pitch Jury. Adviser at global game accelerator Game Founders. He is а games industry professional with 18 years’ experience. Joining Imperia Online, he raised a team of nine to a 32-million dollar company.
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.
Luis Olivan is one of the co-founders, and the Producer and PR Manager of Fictiorama Studios. The company, focused on narrative-driven games, has developed two games so far: Dead Synchronicity and the DevGamm awarded Do Not Feed the Monkeys.
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.
Platon Fomichev is the CTO of Elverils, LLC. In his 20 year career he has worked on numerous low-level cross-platform projects including games for Larian Studios and Saber Interactive. He has steadily positioned Elverils LLC as one of the top players among porting houses in the world.
Rostislav is one of the top specialists in graphics engine porting from one architecture to another. Having worked with PS3, PS4, Nintendo Switch, macOS, Linux and other platforms he possesses an exceptional amount of knowledge about graphics, algorithms and optimisation techniques
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
Adrian has been writing professionally since 2004. As an independent writer, producer and voice over director, his portfolio includes television programs and multiple video game titles, which have won numerous industry awards. Adrian has also penned scripts for the TV series “George of the Jungle”, “Kid vs Kat” and the web series “Backshop Show”. Currently he is working on two video game projects and a feature horror script.
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.
Jay Britton has been working as a Voice Actor for nearly a decade. He can be heard in over 300 roles across 60+ titles ranging from one man Indie developers to the large AAA teams. Best known for work in games such as Divinity Original Sin 2, Frostpunk, Elite Dangerous and Total War: Warhammer 2.
Game Design
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.
Ivan Kulbych designing games for PC, consoles and mobile for over 20 years. In his portfolio there are games like Champions Online, World of Warplanes, Heroic: Magic Duel. Currently working in Ubisoft Kiev in Far Cry team.
Workflow of Creating Game UX/UI Design
Andrey Taliashvili, UI/UX Designer, Gameloft
I’ll show a industry success proven workflow of UI/UX design creating for any type of game with examples.
5 years experience at game industry. Successfuly worked on various genre projects: Life is Feudal: Your Own, My Little Pony, Minion Rush, Gangstar Vegas.
How survival mode changed WH SpaceWolf
Anton Zinovev, Game Designer, Herocraft
Anton will tell us how did implementation of survival mode to TBT WH SpaceWolf not just affected to project and helped to preserve community for a long time period without any updates, but also improved diversity of future PvE content.
Anton Zinovev is Game Designer with more than 9 years of experience in game design for TBT and TBS games, PC and Mobile platforms. He have participated in these projects: Kings Bounty: CrossWorlds, Kings Bounty Legions, Music Wars, and Herocraft’s project – WH 40000: SpaceWolf.
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.
Hendrik Demmer is a freelance game programming consultant. He has worked for multiple companies in Berlin, including Wooga where he led the engineering efforts on Bubble Island 2.
Between two fires: narrative through game design
Kirill Zolovkin, Gripper (Action RPG), OctoBox Interactive
Based on Gripper — console Action RPG — Kirill will show how to convey a complex story without harming the gameplay. From synopsis to level design and sound.
Kirill Zolovkin — Lead Game Designer in OctoBox Interactive — has released puzzle game Steam Panic and rhythm game Paper Knight. Worked on adventures, strategy games, and shooters.
Now he develops Gripper — Action RPG on wheels where you tear singing hearts of relatives out from bosses
Genres synergy as a way to success on the example of Funky Bay
Michael Skorodumov, Lead GD, Belka Games
How to combine several genres in one game. How to build the main cycle. Why “just farm” is no longer working. Where is the core, and where is the meta?
TBA
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.
Mikhail Dragovalovskii has created games for the last 6 years. At first he worked as a game designer at Social Quantum and Wargaming, later in 2018 became part of BANZAI GAMES team on Shadow Fight 3. Now he is an executive producer on the new game — PvP-fighting Shadow Fight Arena.
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.
Vladimir Kovtun literally lives games from the age of three. Now he tries to create something big with W4 Project team. He is always glad to share the experience within “Game Designer Cuffs” and the podcast “Radio GD” projects.
Andrey Yakovlev has been in IT for over 17 years and 8 of them in the gaming industry. During this time, he managed to participate in various projects, from mobile free-to-play games on unity and big PC projects on UE to the development of cross-platform 3D engines in C++.
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.
11:15 – 12:00 Magicscapes & Anna Kersar
12:10 – 13:00 Deck of Ashes & Serge Himmelreich
13:10 – 14:00 Royal Merchant & Irina Burylina
15:45 – 16:45 Knightmare Lands & Artem Volkov
17:00 – 18:00 Make Your Kingdom & Artem Volkov
Technology & Development
Toon-shaders and How to Make Them
Alena Ponomarenko, Game Engine Programmer, W4 Project
“So let’s make it cartoon-like”. There are many different patterns and techniques after toon-shader term. The talk will describe the most popular of them.
Since 2011 Alëna Ponomarenko worked as a release engineer at Zillion Whales and as a game engine programmer in Social Quantum. Right now she is working on a new game engine in W4.
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).
Maxim Tiganov has been a game developer for over half a decade. He started out on a small indie team making niche games with an occasional online component. Two years ago, Maxim joined the Azur Game team as a server developer.
CI: Meow or Never
Sergey Orlov, Technical Director, Playrix
Sergey will talk about how the continuous integration system is used at Playrix to build and test a game on every platform for each commit (and where the meowing comes in)
Sergey has more than 15 years of experience in the gaming industry. He currently holds the position of technical director at Playrix, where he is responsible for process automation in development and testing. He specializes in continuous integration systems and on how to build them from scratch.
Unity Sessions
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.
Fabrice forfeited his sanity in 2003 to join the games industry as a programmer. After working for a bunch of small studios, he eventually ended up a teacher. Since joining Unity, his main activities revolve around the Data-Oriented Technology Stack and the smuggling of tea.
Serialization approach at Encased
Alexander Tuzhik, Lead Programmer, Dark Crystal Games
Alex will talk about serialization for large RPG project. Why is the standard Unity serialization not suitable? What to use instead and how many iteration do you need to make really badass serialization framework?
#MadeWithUnity
Alex made plenty of match-3 and HOPA games in various companies, worked with Nintendo Wii, Nintendo DC and all kind of mobiles. Now he is a Lead Programmer of Dark Crystal Games and making Encased RPG.
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.
#MadeWithUnity
Graduated from Moscow Institute of Physics and Technology. SInce 2017 worked at Nekki as a technical UI designer. Joined Pixonic a year later to work on prototypes. Since 2019 works as a client programmer as well.
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.
#MadeWithUnity
Dmitriy Fokin began in games more than 10 years ago, making games for mobile, PC, PS4/Xbox One.
CEO in CarX Technologies since 2016.
He has worked on projects under the publishing house of 1C (Star Volves, Code of War, etc.), as well as in Ino-co and Herocraft. He is in the gaming industry for more than 15 years.
Network traffic optimization in Tacticool
Dmitry Koblyk, CTO, Panzerdog
This talk will be focused on network traffic optimization. Mobile shooter Tacticool have a lot of data to sync between players. Dmitry will share his experience of optimizing network in Tacticool.
#MadeWithUnity
Dmitry Koblyk is the CTO of Panzerdog. His current project is Tacticool – mobile PvP shooter. He started to work in gamedev in 2012.
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.
#MadeWithUnity
Kirill started gamedev in 2012, writing Flash games for Facebook on AS3. Switched to Unity in 2013. Worked on projects like CarX: Highway Racing, Shadow Fight 3. Now he is working as a tech-dir in SWAG MASHA, making interactive stories on mobile
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.
#MadeWithUnity
Roman Tersky is the leading technical artist of Nekki’s development partner, Banzai Games.
Since 2014 he had a great amount of experience with game engines and participated in one of the Nekki’s latest Unity projects – Shadow Fight 3.
Shader magic: Breakdown of popular visual effects for games
Sergey Kormishin, Rendering Engineer, Sperasoft, a Keywords studio
The session will focus on analyze of how popular visual effects are made. Sergey will reproduce these effects in popular game engine Unity and talk about the use of shaders and simple math.
#MadeWithUnity
Sergey worked for EA, Nival, Sperasoft. He has worked on well known series such as Rainbow Six: Siege, Assassin’s Creed. He is rendering engineer with passion for great visuals and research.
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.
#MadeWithUnity
Application Developer with 5 years of enterprise development experience, the last 3 years an indie developer of games, both my own and in Moonlight Mouse, the main direction of C#, graphics programming.
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.
Vladimir Alyamkin is a Lead UE4 developer at Pushkin Studio (MY.GAMES), he works with Unreal Engine 3 and 4. Vladimir is an active member of the community and the developer of a number of popular open-source plug-ins for UE.
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.
Technical Artist в Vizor Games
Worked in the game industry for 15 years with game projects like: 2 day to Vegas, Digital Combat Simulator and others.
Technical Artist в Vizor Games.
Creating a mobile game interface in UE4
Andrey Pekarskiy, UI Designer, Sperasoft
How to assemble a game interface and not break with this game. A detailed development process – from loading ready-made layouts to customizing materials. Analysis of possible errors and optimization examples.
Has begun a career as a designer in 2011. Was engaged in the development of mobile applications, interfaces of remote control systems and promotional games. At Sperasoft, I’m working on the Injustice 2 Mobile project.
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.
Ilya is a C# developer in the PVS-Studio company. He is responsible for the new features implementation by the clients’ requests. While discussing analyzer application in UE projects with game developers he’s got a lot of interesting experience he would like to share.
Kings Bounty 2: Tools and tech for open world game
Vladimir Shirshov, Technical Leader, 1C Entertainment
This talk will cover tools and technologies that have been developed by the team to achieve both desired visual quality and target performance for Kings Bounty 2 using Unreal Engine 4
Vladimir Shirshov started his prominent career as a team leader at VRTech where he was instrumental in developing such projects as World of Tanks VR and RevolVR 2.0. He has been working at 1C Entertainment since 2018. At the moment he is the Technical Leader for King’s Bounty 2.
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.
14 years in gaming development. Previously team-lead developer in Gaijin Entertainment, Nikita, Astrum Online, Game Insight, 101XP, Pandra Software Experience of practical programming in commercial projects in 12 languages on 30 platforms.
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.
Creator of Super Rude Bear Resurrection. Serial game jammer, multi award winning indie dev, and Physics graduate.
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.
Alexey Testov is an independent game developer, artist, animator, game designer. Began working in the game industry about 10 years ago. Co-founder of the Hidden Layer Games
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.
Artem Kuriavchenko has been a game developer since 1998, taking part in such games as Chasm, Carnivores series, Vivisector, Cryostasis, Unbound Saga, Mutant Football League. Main responsibilities are programming and submissions.
How to make an indie hit
Nikolay Armonik, owner, Aterdux Entertainment
Which checklist an indie developer need to complete in order to maximize the chances of making a hit indie game.
Nikolay has been working in the industry for 20 years, starting with the “Japan Riddles” in 1998. He is the creator of the turn-based strategy “Discord Times” (2004). He was the technical director of the games “Legends of Eisenwald” (2015) and “Family Island” (2018). A great fan of self-made graphics engines.
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.
8 years in game industry as an art manager and project manager. Experience with casual games for PC and mobile devices. Previously worked at outsourcing studio and several large companies. Currently the project manager of Wildscapes at Playrix.
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.
Anton Mikhailov has developing games more than 15 years. He particidated Space Rangers 1-2 as text quest writer, King’s Bounty: Armored Princess as game designer. Currently he is co-founder of Tortuga Team that developed Braveland series and Spaceland.
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.
15 years in mobile gamedev: starting with pixel art, witnessing high days of social games. More than 5 years ago Alexander Danilov joined Playgendary as Art Director – to train the team and organize the pipelines. Now he is Head of Art.
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.
Artiom Korsakov began to develop games 6 years ago. He currently works at Vizor Games. Artiom is a lead of technical game designers team, engaged in rapid prototyping of ideas to assess their suitability.
Optimization of the animation pipeline for AAA projects in the CIS
Eugeny Molotskiy, Lead Animator, 1C Entertainment
Universal soldier’s stories: how to optimize a lossless animated pipeline if you don’t have a team of fifteen animators, but have a project close to AAA.
Eugeny Molotsky is lead animator at King’s Bounty 2 in 1C Entertainment In the last 3 years, after that he has work in Russian gamedev and western companies on outsource.
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.
Evgenia Morozova has five-years experience working in the game development industry. She spent four-and-a-half years in the role of curator and teacher at Scream School (a computer graphics school), planning and supporting the function of its Concept Art program.
From 3D Scan to Real-Time Character
Ilya Krutikhin, Art Director, DigitalForms.info
This session will focus on production game ready character based on 3d scans. We will cover the full pipeline of character production from 3d scanning session to the textured game model ready for rigging and animation.
Krutikhin began his career in 3d graphics in 2004. In 2013 he co-founded DigitalForms and created photogrammetry rig which was one of the first in Russia. At DigitalForms he’s worked on projects such as Metro Exodus, WWZ, Escape from Tarkov and others.
Feedback as guide to action
Marya Yartseva, Art Director, G5 Entertainment
Feedback is the main force which determine all artists daily work in game industry and influences many frustration thoughts. This session will explore ways to overthink income feedback for the best visual result.
Marya is Art Director of Casual art in G5 Entertainment. Along with sharing her expertize in art she helps to set an understanding between artists and other departments.
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.
Professional artist, drawing for 25 years, last 10 of them in game industry. In 2015 founded Owl Studio providing high quality game graphics for outsource. For now it’s more than 50 artists and 15 projects in development at the same time. Since 2016 the handler and a teacher in online CG school.
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.
Victor Manin worked in the film and gaming industry as an art director for more than 9 years, and is currently the founder of his own studio Anvil Frame Studio, focused on creating trailers for games and movies. They created trailers for Life is Feudal MMO, Project Genom, Uncertain, etc.
Painless UI: Live Demo by Game Insight
Arvydas Brazdeikis, Lead UI/UX Designer, Game Insight
In this session Arvydas will conduct a live demo of a proprietary UI editor by Game Insight. We will show many of its core features and talk about various ways it improves the designer pipeline.
Arvydas is a UI/UX designer from Game Insight. He has been in the gaming industry for more than 6 years and worked on apps and services for AAA franchises such as Dragon Age, Mass Effect and League of Legends. He is currently working as a Lead UI/UX Designer on Tanks of Boom.
Audio
Synthesis in game audio. Methods of resynthesis real and artificial textures in World of Tanks.
Aleksandr Khilko, Sound Designer, Wargaming
We often use synthesizers while designing sounds for World of Tanks game. Such as tanks shots, engine, and even ambient sounds. In this presentation, Aleksandr will show techniques and methods to recreate and re-synthesise game sounds.
Aleksandr Khilko is a sound designer at Wargaming, where he working on music sound for World of Tanks. He designed sounds and music for more than 10 PC and mobile games.
World War Z - Audio Postmortem
Ivan Osipenko, Lead Sound Designer, Saber Interactive
Ivan will talk about all the technical and creative difficulties that the audio team had to deal with while developing and optimizing the sound on the project.
13 years of experience in sound system creation and implementation for video games, interactive and linear audio as a Sound Designer. Joined Saber Interactive in 2013. From 2018 work at Saber as a Lead Sound Designer.
Making A Decent Soundtrack With Less Than Nothing By Your Side
Peter Salnikov, Spiritual Healer, Sounds Goose
Sin Slayers composer talking software, hardware and finding your own style for the game music with less money, time and other resources than needed (it’s always like that).
Peter Salnikov is famous for his podcasting, streaming and media achievements as one of the leading producers in the country. On top of that, Peter is a part-time sound guy, video game composer and rock singer. For this talk there’s no more Dr. Jekyll – enter Mr. Hyde!
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.
Alena Smychkina works for Wargaming as Rnd Analyst / Audience Research Manager.
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.
Started his game industry career 15 years ago as the developer for consoles, desktop and mobile platforms. Co-founded and operated his own mobile gaming studio, A-Steroids. As of 2017, joined tinyBuild to oversee company-wide production and help teams create the best games possible.
"Next Level Growth: Growing your game with Ads"
Artur Davydenko, Business Development Manager, Google
Artur will answer the question “How to grow your game?” We will talk about game developers and will have a look at the latest gaming trends.
How to acquire the right users with Google Ads and monetize your users with Google AdMob.
Artur Davydenko has been working in the gaming industry for 5 years as project manager and business development manager (Kefir!, EVA LLC, Indie games). Now he is working with app and game developers on Ads Monetization.
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.
Christopher works in developer relations for Genvid Technologies. Since 2007, he worked for Nevosoft, Playcademy, GameHouse, Rovio and Heavyweight Rex. He serves on the boards of the IGDA and FGJ and regularly serves as a judge and mentor.
Marketability - what is really matters for mobile game's success
Eugene Trufanov, CEO, Indigo Bunting
Eugene Trufanov will share the experience of testing the Marketability of mobile games. Testing will be considered on a specific example of two games – Lumberjack and Zombie Cut.
Eugene Trufanov is the CEO of Indigo Bunting. In his 5 year career he has worked on such games as 1200, Wordycat, 2 For 2 and many other titles.
Self publishing backed by investor. A Zillion Whales case
Zillion Whales CEO and Executive Producer MRGV will share their experience of working together. A case that showы how smart money may help a game development studio and what this results in.
Andrey is CEO at Zillion Whales also game producer, and passionate indie game developer. Knowing all the stages of creating a product from scratch, formed a several teams of diverse professionals and has achieved success as an entrepreneur.
Alisher is an Executive Producer of MRGV. Almost 15 years of gamedev experience in Nival Interactive, G5 Entertainment, Mail.ru. His current key focus is on mobile f2p games, their production and operation as a successful business.
Best free PR tools to launch your game
Kirill Perevozchikov, Director, White Label PR
During this session, you will learn about the free PR tools for promotion of your game. The second part of the session delivered at DevGAMM Moscow 2019
Kirill is a PR & Marketing specialist with 12 years of experience. Coordinated global marketing and PR for Divinity: Original Sin 2 and Pathfinder: Kingmaker. In 2018, Kirill founded White Label PR, a global PR firm working with THQ Nordic, Deep Silver, Larian Studios, InXile, Mail.ru, and others.
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
Thomas Dubreuil entered Voodoo as a publishing manager in 2017. After having worked with hundreds of studios and published some of the most downloaded games of the last 2 years on mobile, he moved to an internal product manager position to participate in the scale and research of new gameplays.
Sidechat with CEO: 10 years of Game Insight and Beyond
Anatoly Ropotov, CEO, Game Insight
This fireside interview with the company’s CEO will cover the decade behind the developer’s origins and feature a talk about the future of hardcore & casual games. Expect industry insights and sneak peek announcements!
Anatoly is CEO of Game Insight, one of the world’s leading mobile games companies. A games veteran, Anatoly spearheads partner and platform relations for the group. He also maintains close involvement with games development, leading key games for the company.
Gaming Holiday Playbook
Kristina Lasenko, Activation Client Partner, Global Gaming, Facebook
Holiday season is coming, don’t panic! The session will helps to build the understendance of holiday trends and learn “house-keeping” best practices in order to acquire users profitably during the most competitive season.
With over 7 years’ experience across the Gaming and App Developer landscape Kristina joined Facebook to lead Mobile Gaming Activation efforts in EMEA, by building meaningful partnerships with new and talented game studios and supporting them as they look to Global launch their games and grow.
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.
Valentin Rudnitsky works with the Google’s top advertisers and gaming industry leaders in Central and Eastern Europe. For over 3 years in Google he focuses on UA strategy optimisation and has deep expertise in targeting and creative excellence areas of advertising.
Platforms
Introduction to publishing on the Nintendo Switch
Mao Sugiyama, Business Development Manager, Nintendo
This session aims to provide background information and insights on Nintendo’s current platform, and how self-publishing developers could take part in the ever-growing ecosystem of Nintendo Switch
Mao Sugiyama is a Business Development Manager at Nintendo of Europe, responsible for portfolio and account management in Europe and beyond. He is the first point of contact for third party businesses that wish to publish games on the Nintendo platform.
Success stories and fails on OK.RU Who really manages to earn money?
Evgeny Polotnyanko, Head of Gaming Platform, OK.RU
Evgeny will talk about some difficulties that developers may face on the platform OK.RU, about success stories and statistics of earnings for some projects.
Evgeny Polotnyanko focuses on the development of mobile gaming platform OK, interaction with the creators of games in the social network and attracting new developers.
Mix
How to fill up your product backlog
Oleg Medved, Live Ops Manager, Plarium
Creative or competitor analysis? How important is analytics when choosing tasks? How often to update backlog? On what period it should be? Oleg will give answers to these and other relevant questions related to backlog filling.
I’m a gamer and producer with many years of experience.
Numbers, analytics, cause-and-effect relationships, creative decisions and innovations are what makes my life rich.
I currently work as Live Ops Manager at 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.
Evgenii Parinov joined Mail.Ru gaming department in 2011 as a community manager of a number of MMORPG projects. In 2013 Evgenii joined Warface CM team later becoming the producer of Warface – one of the biggest projects in MY.GAMES portfolio.
Anton Selikhov is the product owner of Kaspersky’s Anti-Cheat solution. He is responsible for business and product development. Anton joined Kaspersky in June 2016 as a Business Process Manager, responsible for the process of the technical release of products. In November 2017, Anton successfully pitched a new product idea to Kaspersky’s Business Incubator committee. He then went on to develop that product from the initial proposed idea to first sales and loyal customers.
Desktop-like Games. How and why?
Andrew Kokhan, CEO, NightCat Games
This talk will focus on games with OS simulation gameplay and development of 3 games in this genre, successful and unsuccessful gameplay solutions and what to pay attention to during development of project in this genre.
Andrew is the founder of NightCat Games. He has worked on hack_me 2 and Project DeepWeb 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
Legal
Video Games & Personal Data
Aleksei Gribanov, Head of Intellectual Property & Information Technology, Borenius Russia, Borenius
This talk will focus on emerging legal issues related to data privacy in gaming. The session will cover how games collect and use personal data as well as new legal challenges facing industry players.
Aleksei is the head of Intellectual Property & Information Technology team at Borenius Russia law firm. He advises clients from the video games industry on data protection and intellectual property legal issues.
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.
Alexander is Attorney of the Minsk City Bar Association since December 2013. From 2015 he participated in a number of educational programs on intellectual property (Copyright, Patents, Trade Marks and Software Licensing) organized by World Intellectual Property Organization and related cases.
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.
Anton started his law career in 2016 and now he is a Senior Associate at CLAIMS – law firm that specializes in intellectual property. Till now he helps huge and small brands both in courts and in every day strategy planning.
What is necessary for a successful M&A transaction from a legal point of view
Alexander Bondar, Partner, SBH Law Offices
Alexander will talk about how to protect the interests of the founders in M&A transactions, how to increase the value of a business with the help of a legal audit, and describe the trends and practical aspects of M&A transactions in IT.
Alexander Bondar participated in landmark M&A transactions, provided legal support of major investment projects. He advises on investment activities. He has extensive experience in conducting complete and complex projects for foreign, international and Belarusian clients.
Any Questions?
Maria Chyrvona
Content Producer
- Email: chyrvonaya@devgamm.com
- Skype: chyrvona
- Phone: +380 93 836-81-95