All Posts By

Maria Chyrvonaya

Postmortem Paradise at DevGAMM

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The purpose of any postmortem is to dissect the game and look back at the development & production process. Learning why and how other people did things helps you adopt the best practices and guard yourself from future mistakes.

Postmortems come in different forms and shapes. We want to draw your attention to several sessions that can be of great use to you.
(The list of postmortem-related sessions include the ones we’ve already announced about Samorost 3, SUPERHOT and Surgeon Simulator).

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Game Jams benefits explained by Surgeon Simulator & I Am Bread creator

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We often hear developers say at DevGAMM that game jams played a great role in their projects. Whether it were external events like Global Game Jam and Ludum Dare, or brainstorms and contests within the company, their value cannot be underestimated.

But not everyone understands yet how to take full advantage of game jams. While Piotr Iwanicki, SUPERHOT creator, will talk about participating in external events, Imre Jele from Bossa Studios is going to tell how internal jams helped launch their successful projects.
At Bossa, they believe that truly innovative games require disruptive production methods and novel use of technologies. Bossa team uses new tech and leadership approaches to inspire themselves to create better games in a better way. Their obsession with doing things differently shines particularly well in their regular internal gamejams which created multiple million selling games like Surgeon Simulator, I Am Bread and their ambitious new title; Worlds Adrift.

Imre Jele is a lifelong gamer and game-creator, expert in game design, narrative, crossmedia and audience engagement. He’s known for promoting innovative and collaborative creative approaches including Bossa’s regular internal Game Jams.

Throughout his colourful career, Imre has worked on a wide range of game genres and platforms. He’s Co-founder and Creator-in-Chief of Bossa Studios – winner of multiple BAFTA and other awards, creator of Surgeon Simulator and Worlds Adrift.

Imre has been serving on BAFTA Games Committee since 2012, where his focus are to increase the popular cultural perception and governmental recognition of games, and helping young talent entering the industry.

He will answer all of your questions at DevGAMM Minsk 2016. Make sure to buy a ticket now!

Keynote: Artist Teamwork on The Witcher 3: Blood & Wine

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Have you ever wondered how cooperation between departments works on big projects?

Marta Dettlaff and Kacper NIepokólczycki from CD Projekt RED are planning to lift the veil on the issue. They will share the mechanic of teamwork organization in the artistic division of the company.

Marta and Kacper will focus on crucial cooperation between concept and environment artist to show the benefits of working together and how it improved The Witcher 3: Blood and Wine expansion pack.

The session is going to pick the interest both of the fans of the series and artists, lead, producers, those who coordinate large teams.

Marta Dettlaff is a Concept Artist working in CD PROJEKT RED studio. She participated in production of “The Witcher 3: Wild Hunt”, “Hearts of Stone” and “Gwent: The Witcher Card Game”, however the most important title for her is “Blood & Wine” – the final expansion for “The Witcher” franchise, where she was responsible for most crowd and character designs.

Kacper NIepokólczycki is an Environment Artist at CD PROJEKT RED. He worked on “The Witcher 3: Wild Hunt” and the final expansion for the game “Blood and Wine”. Previously collaborated with The Farm 51 on “PainKiller HD” and “Deadfall Adventures”. He is a passionate gamer, working in the game development industry for 5 years.

Check out the live presentation and make sure to ask questions at DevGAMM Minsk 2016. You still have time to buy a ticket.