Postmortem Paradise at DevGAMM

Postmortem Paradise at DevGAMM

[vc_row type=”in_container” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”1/1″][vc_column_text]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).[/vc_column_text][divider line_type=”No Line” custom_height=”20″][heading]Clustertruck: road to PS4 & XBox One[/heading][divider line_type=”No Line” custom_height=”5″][image_with_animation image_url=”5880″ alignment=”center” animation=”Fade In”][divider line_type=”No Line” custom_height=”25″][vc_column_text]When&Where: Red Hall, November 10, 16:00

About session:

Clustertruck is a new game by Landfall Games that released with the support of tinyBuild. Launching games on PC and consoles at the same time isn’t as easy as it seems. Alex Nichiporchik takes a look at Clustertruck’s challenging road to consoles, and what it takes to turn a game jam prototype into a multi-platform release.

About speaker:

Alex Nichiporchik is a CEO of tinyBuild GAMES, worked as Innovation Projects Leader at Spil Games for the previous 4 years. He spends his work and leisure time playing games. Since 2010, he’s been moderating and organizing the Game Lynch.[/vc_column_text][divider line_type=”No Line” custom_height=”20″][heading]Oceanhorn – from mobile to consoles[/heading][divider line_type=”No Line” custom_height=”5″][image_with_animation image_url=”5881″ alignment=”center” animation=”Fade In”][divider line_type=”No Line” custom_height=”25″][vc_column_text]When&Where: Red Hall, November 10, 15:30

About session:

Oceanhorn has been a massive hit in 2013 on iOS when it was released. Since then, it has sold more than a million units across several platforms. With the port to Xbox One and PS4, both teams at FDG and Cornfox have fulfilled a childhood dream of making a console game. Join Philipp, the Co-Producer of Oceanhorn, in a talk about the challenges and struggles the team was facing when taking this mobile masterpiece to the living room.

About speaker:

Philipp Döschl co-founded FDG Entertainment back in 2001 at the age of 19. Having graduated in Sound Engineering and studied Japanese, Philipp can look back onto a video gaming background of about 30 years, starting playing games at only 4 years old, witnessing the evolution and growth of the video gaming industry from the big crash in 1983 to nowadays first hand. He is now travelling around the planet to promote FDG’s games and is the Co-Producer of the Studio’s biggest title so far: Monster Boy and the Cursed Kingdom.[/vc_column_text][divider line_type=”No Line” custom_height=”20″][heading]The Final Station development process[/heading][divider line_type=”No Line” custom_height=”5″][image_with_animation image_url=”5882″ alignment=”center” animation=”Fade In”][divider line_type=”No Line” custom_height=”25″][vc_column_text]When&Where: Red Hall, November 11, 12:00

About session:

The Final Station is a 2D survival-horror game about transporting secret military weapons to where they need to go, all while collecting blocker codes which are needed to proceed to the next station. This session is dedicated to all stages of development of The Final Station. Choice of project, engine, graphics style, working on gameplay, toolset and the story. Lots of facts, no twaddling.   

About speakers:

Oleg Sergeev calls The Final Station his first big game project. His previous experience included about ten canceled games and 10 years of working as a web designer.

Andrew Rumak always liked experimenting with game engines. As a child, he used RPG Maker, GameMaker. He’s into programming in C# for the last five years, works with Unity for the last three years. Over this time he started to make various casual mobile games, used to write extensions for Unity. Since 2013 he worked on The Final Station.[/vc_column_text][divider line_type=”No Line” custom_height=”20″][heading]How the paper universe of Fold the World was created[/heading][divider line_type=”No Line” custom_height=”5″][image_with_animation image_url=”5883″ alignment=”center” animation=”Fade In”][divider line_type=”No Line” custom_height=”25″][vc_column_text]When&Where: Yellow Hall, November 10, 11:00

About session: Fold the World is a puzzle game uses the magic of origami to offer an unusual  experience of digital paper folding. This session tells the story of almost 2 years of hard work that went into creating Fold the World. All levels and worlds first were made in paper, it took 3 days of work of entire team to make 1 level. The session explains how Fold the World was a handmade game.

About speaker:

Gregory Raikhman is a co-founder/game designer from Belarus independent studio Eon Games. He worked as a game designer for 7 years, has experience in balancing, level design and writing game scripts.[/vc_column_text][divider line_type=”No Line” custom_height=”40″][vc_column_text]

Get a chance to visit all these session by buying a ticket to DevGAMM Minsk 2016.

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