[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″][split_line_heading]

SESSIONS & SCHEDULE

[/split_line_heading][/vc_column][/vc_row][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=”1/4″][split_line_heading]Day Zero

November 15[/split_line_heading][vc_column_text css=”.vc_custom_1510052117619{margin-bottom: 15px !important;}”]10:00 — 18:00 Build up (exhibitors only)
15:00 — 17:00 Unity Sertification
18:00 — 22:00 Badge Pick-Up Pre-Party[/vc_column_text][divider line_type=”No Line” custom_height=”53″][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”1/4″][split_line_heading]First Day

November 16[/split_line_heading][vc_column_text]09:00 — 10:00 Registration
10:10 — 13:30 Sessions
13:30 — 15:30 Lunch break
15:30 — 18:00 Speed Game Dating
15:30 — 18:00 Sessions
20:00 — 00:00 Official DevGAMM Party[/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”1/4″][split_line_heading]Second Day

November 17[/split_line_heading][vc_column_text]10:00 — 11:00 Registration
11:00 — 13:15 Sessions
13:15 — 15:00 Lunch break
16:00 — 18:30 Sessions
17:30 — 18:30 Game Lynch
18:30 — 19:00 DevGAMM Awards
19:00 — 20:00 Bye-Bye Mingle[/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”1/4″][divider line_type=”No Line” custom_height=”20″][vc_column_text]

[button color=”accent-color” hover_text_color_override=”#fff” size=”large” url=”https://devgamm.com/minsk2017/register/” text=”Buy tickets” color_override=”” image=”fa-credit-card”]

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button google play[/vc_column_text][/vc_column][/vc_row][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]

[button open_new_tab=”true” color=”accent-color” hover_text_color_override=”#fff” size=”large” url=”https://drive.google.com/file/d/0B7MQ6Dr1uIKacjkyN2Y3dlN5d28/view?usp=sharing” text=”Download Schedule” color_override=”” image=”fa-calendar”]

[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”No Line” custom_height=”20″][/vc_column][/vc_row][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=”1/4″][fancy_box image_url=”10629″ link_new_tab=”true” color=”Accent-Color” link_url=”https://devgamm.com/minsk2017/esport-focus-minsk-track/” link_text=”Learn More” min_height=”10″]

Esport
Track

[/fancy_box][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”1/4″][fancy_box image_url=”10631″ link_new_tab=”true” color=”Accent-Color” link_url=”https://devgamm.com/minsk2017/minsk-marketing-track/” link_text=”Learn More” min_height=”10″]

Marketing
Track

[/fancy_box][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”1/4″][fancy_box image_url=”10630″ link_new_tab=”true” color=”Accent-Color” link_url=”https://devgamm.com/minsk2017/game-design-track-minsk/” link_text=”Learn More” min_height=”10″]

Game Design Track

[/fancy_box][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”1/4″][fancy_box image_url=”10632″ link_new_tab=”true” color=”Accent-Color” link_url=”https://devgamm.com/minsk2017/pre-registration-events/” link_text=”Learn More” min_height=”10″]

Workshops
& Other Events

[/fancy_box][/vc_column][/vc_row][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_text_separator title=”KEYNOTE SPEAKERS” align=”align_left” color=”sandy_brown” border_width=”5″][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text]telltale_speaker_logo[/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

Optimization and automation in cross platform development (based on Batman: The Enemy Within)

Zacariah Litton, VP of Engineering, Telltale Games[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″][vc_column_text]Telltale games simultaneously releases on mobile, console , and desktop 15 times a year. This talk will dive into the philosophy, automation, tools, and process which makes this possible.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″][vc_column_text]Zac Litton is the VP of Engineering at Telltale Games, an award-winning independent developer and publisher of digital entertainment, including The Walking Dead and Minecraft: Story Mode. Before joining Telltale in 2011, he worked at independent studies developing on console, mobile, and desktop.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1506432677605{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow

[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

Horizon Zero Dawn: Tribes Design

Ilya Golitsyn, Senior Character Concept Artist, Guerrilla Games[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Guerrilla Games approach to the character design in the context of world building for Horizon Zero Dawn.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]As a senior character concept artist at Guerrilla Games, Ilya Golitsyn is responsible for the visual language and style of various tribes, as well as several main character designs for Horizon: Zero Dawn.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1506433125657{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add

[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text]dice_speaker_logo3[/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

Life and Death on the Battlefield

Carola Berens, Senior Game Designer, EA DICE[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]The challenge in BF1 was to bring the epic scale of conflict that the Great War represented to the player while illustrating the human aspect of each soldier. We’ll talk about how we populated the singleplayer levels to systemically add life and intelligence to the player’s AI encounters.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]I have worked on the new Star Wars Battlefront II, Battlefield 1, Need For Speed 2015, NFS Rivals, The Secret World, Age of Conan, Anno 1404, and several Grand Theft Autos at studios EA DICE, EA Ghost, Funcom, Ubisoft Related Designs, and Rockstar Games Lincoln.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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The Future of Narrative: Architects, Westworlds, and Matrices

Rob Auten, CEO, Hexagram[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]A discussion of the evolving role of the storytelling, from the writers of the past, designers of today, and architects of the future.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Rob Auten, writer on Gears of War, Battlefield, Vanishing of Ethan Carter.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507195995995{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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You developed a game. Now, develop a community!

Jonathan Joyce (aka Jon Carnage), Director of Strategic Partnerships, Twitch[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Jon will share what it takes to build a thriving community. For half a decade Jon has been helping Developers, Brands and Variety Broadcasters find their own unique voice on Twitch. It will be an updated, 2.0 version of his Moscow talk.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Jonathan “Jon Carnage” Joyce is the Director of Strategic Partnerships at Twitch Studios where he oversees the creation of Twitch Studios–the company’s in-house production studio–original shows and content. A 17-year veteran of the entertainment industry, Jon started at Twitch in 2012 managing the company’s content distribution, curation, and production and has dedicated his work to helping game developers, brands, and content creators find their voice on Twitch. Prior to Twitch, Jon was the Online Video Director of Destructoid, a Webby Award-winning independent video game news website, and Morning News Coordinator at CBS News.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507218098973{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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TLDR: Making a small game, well

Mike Bithell, Creative Director, Bithell Games[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Earlier in the year, we decided to make a game in 6 months. In this session, we’ll talk about how we did it, how we built a successful launch, and how we’re capitalizing on its surprise success.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Mike Bithell began in games 10 years ago, making games for PS2, XBox 360 and Wii, after a stint in social games, he made Thomas Was Alone, for which he’s best known. After that he worked on Volume (a stealth game), a VR collaboration with Google called EarthShape, and the recent Subsurface Circular.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1509644094123{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Finding the Game

Dell Siefert, Lead Designer, Blind Squirrel Games[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Find a Game’s Identity through honesty and quick iteration. Discussing development trends and the challenges of distinct IP.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Most Known for Star Wars: Battlefront 1&2, Clive Barker’s Undying.  Over 22 years in the industry as a Designer and Creative Director.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510694436989{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add

[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Guide to video game marketing for PC and Console

Alex Moyet, Marketing Director, Curve Digital[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Video game marketing can be a daunting task for many developers. In this session I will break down the fundamentals of marketing for PC and Console from finding an audience for your game to getting noticed on social media.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Alex started her career in video game marketing working for Xbox’s advertising agency before leading the European marketing for some of PlayStation’s franchises including The Last of Us, Uncharted, SingStar and Killzone. She is currently Marketing Director at UK indie publisher Curve Digital.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510689290178{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow

[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]drozdosky_speaker[/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

Creative Leadership: How to Orchestrate a Creative Team

Alex Drozdovsky, Strategy Director, Global Marketing, Wargaming.net[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]According to Alex, leading a creative team in highly dynamic environment of today’s world is more like playing in a jazz quintet rather than conducting an orchestra. Leading from the back and leading from the front is different. We need to be clear here: we are speaking about creative teams, not operational teams. An operational team looks to solve defined problems with known solutions. A creative team works on understanding and re-articulating the problem itself first and then searching for solutions that are unknown or unconventional. This is especially important for creative industries, marketing and advertising professionals, game designers and anyone involved in innovation development.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Alex Drozdovsky, cross-disciplinary strategist with experience that spans across brand planning, design strategy, digital media and leading creative teams. As Strategy Director, Marketing Creative Services at WARGAMING, Alex leads strategy practice and creative process aimed at defining new opportunities to grow business through brand experience and innovative campaigns. In addition to that currently he is a participant of the Executive Leadership Program at THNK School of Creative Leadership in the Netherlands. Before his transition to WARGAMING, Alex has spent years building his credibility in creative industries, working for international and regional strategy consultancies, creative agencies and educational institutions such as Heraldist & Wondermarks, BBDO Worldwide and British Higher School of Art & Design.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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_text_separator title=”TECHNOLOGY & DEVELOPMENT” align=”align_left” color=”pink” border_width=”5″][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

Games as a Service: lessons learned from The Walking Dead: No Man’s Land

Sylvain Cunzi, Technical Director, Engineering, Next Games[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Let’s go through the journey of NextGames: from the early development of our backend in Azure to the launch and live operation of The Walking Dead: No Man’s Land. We’ll explore the main technical decisions and share the key learnings on how we build games as services.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]I moved to the game industry by starting my game studio where I led the development of our game engine. I moved to Finland to join Rovio as lead developer for mobile then NextGames working as back-end and client engineer.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

How i spent my AR summer

Oleg Chumakov, CEO, Luden.io[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]What you need to know to join AR revolution and what they already did to save your time working with ARKit. Postmortem of developing ARrived godsim sandbox game.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]

  • Programmer in Nival (strategy PC & mobile games)
  • R&D Lead in Nival
  • CEO in Luden.io (AR/VR/AI)

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[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add

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Blueprint vs. C++ in UE4

Leonid Gorbachev, CTO, OctoBox Interactive[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Blueprint usage is often subject in UE4 discussions. From one hand some programmers do not believe in visual scripting, from another hand blueprints are very unusual for game designers.

Our team has an interesting experience to share how to use both languages better.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Working on MMO-shooter “Project Echo” as tech lead, and on VR shooter “High Noon” as producer in Octobox interactive. Build process by using Unreal Engine 4 and Kanban.

Before was game designer in Nival.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Game project on iOS/Android/Steam: traps, bonuses, and a bit of luck

Dmitriy Fokin, CEO, CarX Technologies[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Game development on iOS, Android and Steam: multiplayer, render core, GUI, game balance, level design. How should be a team?[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Work in CarX Technologies; Projects: CarX Drift Racing, CarX Highway Racing.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507215471693{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text]

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Perfecting Platform Physics

Alex Rose, Lead Developer, Alex Rose Games[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Most people can make a platformer, but it takes a lot of work to make a platformer really feel amazing. We’ll going to build a perfect physics engine from the ground up in Unity. From smooth jump physics to moving platforms and more.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Developer of Super Rude Bear Resurrection (PS4/Switch/Steam). Develop 30 Under 30. BSc Physics. Winner of EGX Rezzed Game Jam. Ludum Dare gold medalist.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507043482583{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add

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Organization and building of materials (shaders) in Unreal Engine 4

Dmitry Borisov, Technical Artist, OctoBox Interactive[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]I’ll tell you about the way I understand the materials in the Unreal Engine 4. I will show you how we work with the materials in our project.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]3d Artist in smal game projects; Rendering and compositing movies for stereo attractions; level artist in World of Tanks.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507198432081{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text]

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Practical game rendering optimizations for mobile platforms

Igor Lobanchikov, CTO, Confetti[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Mobile-specific GPU optimizations which can bring fill-featured desktop deferred shading-based rendering pipeline to 3-year old mobile hardware.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Computer graphics expert (desktop, mobile, console) game graphics improvements and optimizations, porting.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Flash is dead, long live Haxe

Vyacheslav Buynov, Haxe engineer, Playtika[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Transition from Flash / AIR to Haxe or how to get a cross-platform application (web + mobile) with one code base.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]BIT.Games – Western-story. Crazypanda – Farmstory. Belka Technologies – Clockmaker.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Textures not for texturing

Andrew Chaiko, Senior Unity Developer, Heyworks[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]We’ll look at textures’ use other than for texturing. We’ll see how textures can be used in shaders to create exciting and cheap VFXs.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Worked at Heyworks, developing Pocket Troops, The Troopers and other games.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1509637704340{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Online Beacons: Tips and Tricks

Victor Schepkin, Unreal Engine developer, OctoBox Interactive[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]What are “Online Beacons” and how do they work? How can we use them and what can they do for us? We will try to find the answers to these and many other questions.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]In the gaming industry from 2013. Since 2015 I work exclusively with Unreal Engine. During this time, I participated in the development of VR Shooter game “High Noon” and MMO Tactical Shooter game “Project Echo”, which received Dev Grant from Epic Games.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510141652961{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Denial, Anger, Bargaining, Depression, and Solution: Making an Open-World Game in Unity

Maria Khomenko, Developer, Ice-Pick Lodge[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Pathologic 2 is an open-world in Unity with a decently big world. In this talk we’ll discuss the numerous challenges that designing its systems posed and our solutions to them.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Joined Ice-Pick Lodge as a Game Logic Programmer two and half years ago. Worked in this capacity on Pathologic 2 and Pathologic: The Marble Nest, and also as a QA Lead on Pathologic Classic HD. Loves combining behavior trees with state machines.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1509633645939{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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How to choose technology, create a team, and release the first game

Alexandra Marcius, Developer, Wise Hedgehog Studio
Roman Petrov, CTO, Wise Hedgehog Studio[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]The choice of technology, engine and relationship building for the first game is  always a wonderful thriller with an unpredictable plot. The team from Yoshkar-Ola will tell their story which ended with the release of the game on the PlayStore and the App Store.[/vc_column_text][/tab][tab title=”About Speakers” tab_id=”1472652578368-3″][vc_column_text]Alexandra Marcius: Pocket Weights (iOS & Android). Roman Petrov: Sahara Dig (J2ME), BattleBots (GBA, work for Cave+Barn Studios).[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510226654272{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow Alexandra[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Protecting your mobile game from the most common hacks

Alexey Chubar, Technical Project Lead, BIT.GAMES[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]As your mobile game grows, it’s a matter of time until someone decides to hack it. A so-called “hacker” can impact your profits even without having any technical experience. We’ll talk about the most common threats and how to protect against them.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Working at BIT.GAMES since 2012. Took part in development of Android & iOS versions of those games as full stack developer:

– Western Story

– Cinderella Story

– Funny 2048

– Guild of Heroes

Currently work as tech lead at our flagship project – Guild of Heroes (Unity-based mobile action-RPG).[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510222601855{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Machine Learning in Unity – How to give your game AI a real brain

Ciro Continisio, Technical Evangelist, Unity Technologies
Alessia Nigretti, Technical Evangelist, Unity Technologies[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Discover how to implement Machine Learning through Unity, and how to use its power to create the next level of AI.[/vc_column_text][/tab][tab title=”About Speakers” tab_id=”1472652578368-3″][vc_column_text]Ciro joined Unity after years of developing games at his own indie company. Alessia joined the team straight from University, bringing her experience on making small games at game jams and hackathons. They are both Unity Evangelists, focused on showcasing new Unity features and advocating good development practices at conferences and meet-ups around the world.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510224971058{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow Ciro [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add Ciro[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Large multiplayer UE4 project: How to build development infrastructure

Alexander Sorokin, Project technical director, Vizor Games[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]This session is dedicated to the  development infrastructure of a big project. Alexander will explain you how they created it and what they still have to do.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Alexander has developed games since 3dfx Vodoo and CDs. Before  Vizor Games he used to work at Wargaming, Skype/Microsoft, Nival.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510145379933{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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C# Job System — Writing Safe Multi-Threaded Code in Unity

Valentin Simonov, Field Engineer, Unity Technologies[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]We want Unity games to fully utilize all CPU cores. This is why we are working on the C# Job System — a new paradigm of writing multi-threaded C# code that runs faster than native code and is absolutely safe.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]At Unity Technologies, Valentin helps studios with their technical issues, organizes trainings and presents about various engine features at conferences all over the world.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510158552069{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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ECS in game development – good software architecture for everyone

Kirill Nadezhdin, Lead programmer, Kumo Kairo[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Breaking the chains of OOP design with Entity Component System paradigm. Good software architecture for everyone.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Sand Sphere Games – Ancient Rivals (general programming and graphics programming), CarX Technologies: CarX, Highway Racing – Lead Programmer, Kumo Kairo – Road Trip Overdrive.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510158772385{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow[/vc_column_text][/vc_column][/vc_row][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_text_separator title=”ESPORT” align=”align_left” color=”sandy_brown” border_width=”5″][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

VK for Gaming & eSports

Alexander Schepilov, Head of Gaming & eSports, VK[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]How to be in touch with your audience, if you are gaming publisher or eSports organisation.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Alexander is the head of gaming & eSports at VK company. He creates comfortable atmosphere for gaming companies and professionals at the platform, and helps to create interesting cooperative projects. Together with his development team he is also responsible for development and promotion of products for gaming audience.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510311322129{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-vk”] Add

[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

eSports: how to monetize

Alexander Konyakhin, eSports producer, Mail.Ru Group[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]What you need for eSports in your game, show eSports activity help monetize your audience.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]I’ve been working in Mail.Ru for over 8 years. I worked in different positions in the gaming unit, worked in the social network Moy Mir. In each workplace, I worked in marketing and product development. Since 2016 I have been working in the e-sports division as a producer. I am engaged in monetization and partner projects.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Esports аudience and tools for communication with it

Ivan Voznyak, Esports producer, Mail.Ru Group[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]From making tournaments for our own published games, to esports ecosystem that works for all projects, and involves players and streamers from casuals to professionals.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Started organizing esports tournaments in 2004. From 2009 till 2016 – game development and publishing in Nival and then in Mail.Ru. 2016 – back to basics, Mail.Ru Esports established.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507111114198{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add

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Esports and competitive element in games: the examples of ecosystems and concepts of monetization

Maksim Maslov, General Manager, Epic Esports Events[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Esports and competitive element in games: how they differ from each other. Maksim is going to share some case studies of such ecosystems, and explain how publishers and developers create them. You’ll also learn the ways of their monetization.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]More than 17 years in gaming industry. Maksim was involved in creation of internet resource DTF as a producer. While being a cofounder and general manager of KRI (Russian Game Developers Conference), IgroMir exhibition, Comic Con Russia, he took a position of general manager of Epic Esports Events in the end of 2016.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507197448606{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Third-party services for competitive games. Your way to Esports through product development

Kirill Chuvakov, Product Manager, GOSU.AI[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Competitive games have become quite popular, so that third-party developers can profit off a part of their audience. In this talk, we will consider the advantages and disadvantages of the fact that your product is dependent on someone else’s game.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]The product manager in the GOSU.AI company, developing artificial intelligence, which helps to improve skills in competitive games. Prior to this, he managed educational projects at Mail.Ru Group.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510142537883{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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How we will publish your competitive game

Aliaksei Kornyshau, Head of Competitive Gaming, Wargaming.net[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]In this session we describe how we publish competitive titles based on four-year publishing experience. I present the key findings, explain and demonstrate how to turn them into publishing operations.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Lead regional cross-functional team to develop Wargaming Competitive Gaming across the CIS and grow World of Tanks regional professional league. Publishing: responsible for competitive player journey management and grassroots development in company’s products.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510137639398{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Brands and esports. Storytelling, exposure, marketing

Stepan Shulga, Creative producer, Starladder[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]How organize advertising campaign for a brand that want to get exposure in front of esports audience? How to avoid make mistakes?[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Responsible for esports projects, online broadcasts and offline events at  Starladder company, has personal experience with over 20 international esports events.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510142776228{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Esport in Belarus

Denis Bogush, Chairman, Belarusian eSports Federation[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]During this session, Denis is going to describe you all the stages of Esport development in Belarus.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]The final of the Golden Series of WGL, Twister Cup, TNA Challenge Cup.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510143591615{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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_text_separator title=”PLATFORMS” align=”align_left” color=”orange” border_width=”5″][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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“Direct Games”: more social, less instant, nevertheless lightweight games

Maxim Babichev, Head of Games, VK[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]HTML5 technology makes it possible to develop full-scale, yet lightweight, web applications. These games provide a full-fledged gaming experience comparable to games played on social platforms on the web or most games on mobile devices. That’s what Direct Games is.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Head of Games at VKontakte. Build and grow VK’s game ecosystem, which is consist of social platform, Direct games, esports, communities and other gaming-related stuff.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510311265027{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-vk”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Moving towards Customer Lifetime Value

Stijn Tops, Analytical Lead, Google[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]In a data-driven world, simply measuring the value of your customer base is no longer enough. Businesses are moving to more advanced models, that allow them to predict how much revenue a unique customer will drive for their business. Marketing, Finance and Product teams can benefit tremendously from these insights. This session will introduce the concept of CLV and show how it can add value to your business.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Stijn is an Analytical Lead at Google, covering Gaming and FinTech customers in Central Europe. He is a product expert on Google’s Apps business, consulting stakeholders across the region on all parts of the mobile growth stack. His role involves building data-driven growth strategies for advertisers that want to scale profitably across the world. He leads performance marketing discussions around lifetime value, cohort analysis, and automation.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Lessons in Appstore Optimization from the Amazon Appstore

Mike Hines, Developer Evangelist, Amazon[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Over half of your downloads will come from organic sources, so make sure your listing pages on the appstores are working for you. Amazon will share data on the kinds of improvements you could get and show you actual examples. In addition, Mike Hines will share data from his game when he followed the advice.When this presentation is over, you will know how to build a professional product listing page.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Mike Hines is a recovering tech entrepreneur, developer evangelist for Amazon Appstore, and active advocate for getting more developers over the app poverty line. Mike is on a continuing mission to find out and share what currently is and isn’t working in mobile app monetization, and to identify trends that shape the industry.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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_text_separator title=”GAME DESIGN” align=”align_left” color=”green” border_width=”5″][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

Innocent Till Proven Guilty: Waging War Against Cheaters

Arthur Mostovoy, Producer, Pixonic[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Arthur will introduce you to various types of cheaters — from refund abusers to hackers — and dangers that rise when they are allowed to run rampant. He will also share what can be done to counter them, using War Robots as an example.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Arthur currently manages anything AR/VR-related in Pixonic — War Robots VR in particular. He used to lead technical game design team (level and content designers) on the company’s most recent project — War Robots.

Arthur is mainly interested in gameplay, balance, economics and product management.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1506688373724{margin-top: 25px !important;}”]

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What is the USP, how to create and use it?

Aleksey Rehlov, External Producer, Creative Mobile[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]The USP is widely underestimated and misunderstood in the game industry, but it is one of the main elements on course to make successful games. This presentation explains what is the USP and how to use it.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Aleksey is an external producer, game design and monetization consultant with Creative Mobile. He has been involved in dozens of game projects for different game platforms (PC, PS2, XBOX, GameCube, PSP, PS3, Mobile, and Social Networks).[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507041492051{margin-top: 25px !important;}”]

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Level Design in Virtual Reality

Linnea Harrison, Lead Level Designer, Neat Corporation[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]As more games begin to explore Virtual Reality, it is important to consider how being immersed in a space influences the experience of a level. In this talk we will look at how to plan level pacing and space in order to create the feeling and experience intended, with a focus on Virtual Reality.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Linnea began playing games during the ’90s, and through a passion for creating experiences she discovered that she also had a passion for making games. After shipping Call of Duty, Battlefield, and Mirror’s Edge titles, Linnea now works as a VR Level Designer on the game Budget Cuts.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1508408763107{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Game Mechanics Patterns

Serge Himmelreich, Co-founder, GDCuffs[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Patterns of game mechanics are an amazing tool that allows you to deconstruct the gameplay of existing games and build a new complex mechanics. I am going to present you this kit as a smart and useful tool.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Co-founder of the professional blog of game designers – GDСuffs. Professional Game Designer, Indie Developer. Worked in a variety of projects on different platforms, including the Evilibrium, Disciples 3, Etherlords (mobile), Mushroom Wars (mobile) and many others.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Distrust postmortem: procedural generation — to hell and back

Vladimir, Kovtun, Lead GD, Alawar Premium[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Most of the time of Distrust development the company spent on its generated world. It was really hard. During his presentation, Vladimir is going to share the company’s experience with those who only starts to dive into an incredible world of procedural generation.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Vladimir is a lead GD of mid-core games at Alawar company.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1508411918151{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Balancing between eSports, pay2win and single player according to Mushroom Wars 2 experience

Andrey Korotkov, Producer, Zillion Whales[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]How we updated gamedesign of the original game with modern MOBA elements and eSports targeting. Also about global featuring and ESL partnership after the year since the game release.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Entrepreneur, game producer and passionate indie game developer with near 10 years experience in the industry.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1509637825590{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Balance of mobile shooters. Methodology and approach

Alexander Podrezov, Lead Game Designer, Bigpoint[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]The talk on game balance methodology that was used during the development of several mobile shooters.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Lead Game Designer in Bigpoint. Worked in Glu Mobile (Lead Game Designer), Zeptolab (Senior Game Designer), was reading lectures in Scream School, 7+ year of experience on mobile.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

The most common mistakes in the first game session and how to avoid them

Vera Karpova, Analyst, devtodev[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Vera is going to give you some insights on the importance of the first game session. She’ll share some examples of mistakes that game developers usually make. You’ll learn how to avoid the same mistakes and increase efficiency of your first game session.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]I have been working as an analyst for more than five years. During this time I analyzed products with various monetization models, participated in different experiments and products promotion.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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_text_separator title=”MIX” align=”align_left” color=”peacoc” border_width=”5″][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

Killing managers with AI

Alexander Myasischev, Executive Director, Nival[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]This talk will explain you why managers can be shifted by Artificial Intelligence. What are the benefits for developers of such condition.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Alexander has 8 years of work experience in game development. Over 10 years on the management positions, half of which in the crisis management field. He took part in the development of both huge PC projects, and small mobile and social projects.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

Why multi-product strategies aren’t a one-size-fits-all solution

Igor Klyukin, COO, Pixonic[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Spreading your bets over several products always seems like the safest option – each strategy, however, has its upsides and downsides. Igor will detail our experience in adopting different strategies before we returned to a multi-product approach.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Started career in 2008 in F2P gaming industry as a game designer. Joined Pixonic in 2011 as Chief Analyst to establish marketing and in-game analytics for the company. Became COO at Pixonic in 2014, since then Pixonic reached top-10 mobile publishers from CIS and became most known for it’s newest hit title “War Robots” with more than three million dollars monthly revenue on mobile platforms.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text]

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Quality over culturalization: Making player-approved quality game through A/B testing

Igor Petrov, Game Design Director, MyTona[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Games created for the Western market do not always have success in the Asian. MyTona will share with listeners how to enter the Japanese market in the best possible way through A/B testing.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]I am working at MyTona, as a Game Design Director.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Is VR adaptation possible: how to overcome motion sickness?

Alexandra Radchenko, Head of Research Department, Playtestix[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Exploring the health effects: we figured out if the adaptation to VR exists through the experiment with various people groups. Users took part in numerous VR sessions with the variety of top platforms under the experts’ supervision. We ready to share all the revelations of the field experiment.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]

I am fond of games and playtests analytics. The portfolio includes more than 100 projects, worldwide market. My experience includes Ph.D. articles, marketing researches, business strategic planning, target audience and user research.

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Science instead of religion: building a team

Albert Zhiltcov, Creative producer, 1C Game Studios[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Albert is going to share their experience on how to organize a creative process and how to manage it.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]He graduated from a Special professional technical school #2 named after Lopatin in Kovrov in Vladimir Oblast as an instrument mechanic.

He worked on IL-2 Sturmovik which is a series of World War II combat flight simulator video games, and currently, he is working on a game Caliber.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507127311027{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add

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Licensing games: what to expect

Elena Bugakova, Co-founder, Arpu.guru[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]What to expect if you are making a licensed game with a nonspecialized investor – difficulties and bonuses.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Game designer for Nival, Allods Team, screenwriter for Game Insight, and lead game-designer in Towards Mars.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1509636300617{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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AI for GAMES

Alisa Chumachenko, Founder and CEO, GOSU Data Lab[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]The rise of Artificial Intelligence powered by Machine Learning techniques has changed the game in a number of fields. Alisa will tell you how the AI will change the industry of games.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Alisa Chumachenko, is a specialist with more than 15 years of game dev experience:

– Astrum Online Entertainment: Vice President of Marketing (2004-2009)

– Game Insight: founder and CEO (2009-2014)

– GOSU Data Lab: Founder and CEO (2017 to the present).[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1509641405327{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Belarus is new Cyprus for IT. Everything you’d ask about new benefits of Hi-Tech Park

Dmitry Matveyev, Partner, Aleinikov&Partners[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]New Presidential Decree aims at creating the whole ecosystem for IT businesses. E-documents, English law instruments, removal of foreign trade legal barriers and much more.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Dmitry Matveyev, partner at “Aleinikov & Partners”. Dmitry Matveyev has been assisting the projects in the field of IT and IP for more than 10 years.
Dmitry worked for Vizor Interactive, Awem Games and other game projects.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510159704688{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Road to success in Japan

Arthur Chow, CEO, 6waves[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Japan is one of the largest mobile gaming markets yet it is also one of the most differentiated from rest of the world. This session will share the keys to increase the chance of your game in hitting the top grossing chart in Japan.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]As CEO of 6waves, Arthur has worked with many companies such as Game Insight and Playrix in bringing their games successfully to the global Facebook audience. The company has shifted its focus to mobile publishing and is one of the top foreign publishers in Japan.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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_text_separator title=”INDIE & POSTMORTEMS” align=”align_left” color=”sky” border_width=”5″][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

Google Play: Early Access and Earlier…

Eugene Trufanov, Producer, Indigo Bunting[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Eugene is going to share the experience of a small independent studio of how to lead and develop a game from idea till Early Access in Google Play. He will also give insights on how to reach maximum efficiency at the early stage in order not to be left with nothing after release.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Head of independent studio Indigo Bunting, developer of 1200, Wordycat and 2For2 games.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1506688387531{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add

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Bring me Cakes. From San Francisco till release

Alexey Gulev, CEO, Potato Jam
Oleg Pridiuk, Evangelist, King[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]In this talk, Alexey will delve into development, marketing, and release of Bring Me Cakes, indie game from Minsk. He’ll also share 5 short stories about indie teams, which got a marketing support from King company.[/vc_column_text][/tab][tab title=”About Speakers” tab_id=”1472652578368-3″][vc_column_text]Alexey has been working as indie developer for 7 years.

Oleg previously worked as game evangelist of Unity, also handled game production at Games Insight. At the moment he is King Evangelist and promotes their game engine Defold.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510440296949{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow Alexey [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add Alexey

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Party Hard. Sequel development difficulties

Alexandr Potapenko, Producer, Pinokl[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]How to make a successful sequel. How to jump over own head. Repeat or not repeat.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Co-Founder in Pinokl (2010). Worked on social and mobile games Arena: Secrets of Dark, Dino Battle, Real Steel, Mecha Titans during 2010-2014. Work on Party Hard, Party Hard Tycoon, Party Hard 2 since 2015.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507112101044{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add

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How to get funding for indie and not to fail?

Alexander Simakhin, CEO, Drunken Monday[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Alexander will give you insights on how to found investors, what to be afraid of, how not to fail during the contract conclusion.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]CEO of indie game company, former tech lead at Techno Bears ltd and destiny development.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1508412565384{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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How to create an innovative indie project alone: the G30 story

Ivan Kovalov, Indie[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]The story of atypical start in the industry and the successful implementation of the first project alone. Difficulties and challenges during the development of the G30 and how to deal with them. How the framework and tight deadlines influence the development, the generation of ideas and the choice of the right direction and what are the bright and dark sides of this path.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Musician, the designer, Front-end developer and Indie Game Developer and author of the game G30, on which he has started working a year ago. With this being his first game project, he was able to prove that you can create quality games alone.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510697483241{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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_text_separator title=”MARKETING” align=”align_left” color=”blue” border_width=”5″][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

PR for Kickstarter campaign. How we got almost a million dollars for Pathfinder: Kingmaker

Karina Konkova, PR Lead of Gaming division, Mail.Ru Group[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]During this session, Karina is going to touch on such aspects: How to prepare a campaign for Kickstarter? Why does your campaign need PR? Are there any chances for success for russian products? Karina will share a case study on a campaign for Pathfinder: Kingmaker game.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Joined Mail.Ru Group in 2015 to become PR lead of Gaming division. Karina has over 8 years of experience in communications, having worked for the Russian and international PR agencies as SPN Ogilvy and Grayling. And most of all, she just loves games.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507038559873{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add

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Crowdfunding Marketing Campaign

Kirill Perevozchikov, Head of Marketing, Larian Studios[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Explore how Larian Studios used crowdfunding marketing for its award-winning RPG Divinity: Original Sin 2. Dive into the lessons learned during two successful crowdfunding campaigns and collect some of the tips and tricks on how to prepare one of your own![/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]After 5 years in the gaming press, Kirill switched to PR and marketing and joined Larian Studios in 2013. His latest project is Divinity: Original Sin 2 (2017, PC), announced through a 2M USD Kickstarter campaign and claiming a Metacritic score of 94/100 with 500.000 copies sold in the first 4 days.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507046687885{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add

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Games marketing done right with Facebook

Igor Pashchenko, Client Partner, Global Gaming, Facebook[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]The session will focus on the winning strategies and case studies for growing mobile games with Facebook’s solutions at each stage of game lifecycle.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Igor Pashchenko consults gaming partners on Facebook marketing strategies and leads new business development across EMEA & CIS.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507113980858{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add

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Entering the global blogger market. Practice, tips, lifehacks, fun facts

Andrey Skochok, Blogger Relations Manager, Mail.ru Group[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]During this talk, you will learn the difference between  work with bloggers on the West market from the work on the Russian market. Andrey is going to share some case studies of work, funny and ridiculous situations with bloggers.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Andrey used to work at Igromania and 101ХР company. Currently, he is working at Mail.ru with all the client-games of the company (Warface, Armored Warfare, ArcheAge, Revelation, etc).[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507215634049{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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ASO: a guide to promoting apps in stores

Anastasia, Selchuk, UA Lead, Pixonic[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]You keep buying traffic, and yet there’s little to no output – does this sound familiar? This is a rather typical situation that raises questions as to how one can raise both the conversion rate and traffic volume without hiking up the price per install. During this talk, Anastasia will go into how you can achieve this by optimising your product’s page in app stores, and how you should attract organic users.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Anastasia Selchuk is Pixonic’s leading marketing specialist. She has worked on projects such as Megapolis, Throne Rush, Paradise Island and Jungle Heat, advising developers on marketing-related issues.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1508411101600{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Twitter: how to find the audience for your game around the world

Evgeniy Kozlov, Marketing Director, Httpool[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Evgeniy is a marketing director at Httpool Russia, a Twitter partner. He is going to share gaming insights based on big data on the platform and share best in class examples from biggest game developers and publishers around the world.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]TBD[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510231514938{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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_text_separator title=”ART & VISUALS” align=”align_left” color=”violet” border_width=”5″][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

Sharing is caring: art production at outsource studio

Marya Yartseva, Art Lead, OwlStudio[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]During this talk Marya is going to share some realias of outsource studio and dataflow method of art development for a project customer. You will learn how to divide your tasks and subtasks efficiently into small parts as a way to speed up the process with quality improvement.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Projects:

  • Casual Heroes – Lead Artist
  • One Day in London – Art Lead
  • Dawn of Civilization – Art Lead

Marya is Art Lead and 2d artist, teacher, the author of courses on gaming graphics, the First of Her Name, Breaker of Office Chains.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1506690585123{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add

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Evolution of tank pipeline in wot. From SD to HD

Andrey Sarafanov, Senior 3D Artist, Wargaming[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]This lecture will cover the full cycle of tank production, touching on the complexity of creating photoreal historically accurate vehicle.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Andrey spent 5 years as a 3D modeler in the aircraft and jewelry industry. After that, he was a 2D artist in mobile games, and in 2014, he joined Wargaming where he now works as a senior 3D artist in tank department.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510162563099{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Marketing Art – let me speak from my heart

Vera Velichko, CEO/Art-director, Owl Studio[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]During this talk, Vera is going to unravel the secrets of marketing art: perceptual psychology, insights on technique of performance, some statistics based on real projects.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Vera learned to draw 23 years ago. 9 years of which she dedicated to gaming industry. In 2015 she founded Owl Studio which specializes in graphic outsource. During 2017 Owl Studio completed 11 big projects, opened an online school CG Artnest, and released 2 episodes of a visual novel game One Day in London.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507215895208{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Pipeline of creating procedural PBR materials in Unreal Engine 4

Zahar Scherbov , Lead material artist, Vizor Games[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]This talk is going to unravel you the variants of materials creation in Unreal Engine. You will learn what instruments you can use and what results you can achieve.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Zahar has over 5 years of experience of art development for mobile games as a 3d artist. He started to create the materials for PC games about 3 years ago. Currently he’s working at Vizor Games as a lead material artist.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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_text_separator title=”AUDIO” align=”align_left” color=”purple” border_width=”5″][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text][/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

Legal issues: game’s soundtracks

Andrey Krivosheev, CEO, Copyrightlawrussia.com[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]The session addresses legal issues that are encountered most often in composers’ relations with publishers, game developers, rights management societies. We’ll talk about contracts, the deposit of works, limiting the use of the music and other important issues.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]16 years+ professional expertise in copyright and related rights. I’m lawyer from Russia and have graduated HSBI on game development in 2015.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507037704577{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add

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How to complete a set of basic plug-ins and not to get broke

Michael Malkov, Composer, Between August and December[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]With free plugins it is possible to achieve decent results in most of basic tasks like equalization, compression, metering, saturation and other. I’ll tell which of vast multitude of plugins I found to be good.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Wrote music for “Everlasting Summer”, “Leave Me Alone” and less famous projects; worked for “iichan eroge team”/Soviet Games, Moonworks. Besides of game scores, self-released 1 full-size album, 2 EPs and several singles.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507194511351{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-twitter-square”] Follow

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Why Wwise?

Yauhen Trubin, Senior Sound Designer, Wargaming[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]

  1. The advantages of working in Wwise
  2. Examples of building systems in Wwise

[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Senior Sound Designer at Wargaming.net – 3 years.

Creative and passionate Sound Designer experienced in game audio.

Sound Designer working on:

– World of Tanks

– World of Tanks Blitz[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1507212133962{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Sound is a big part of product perception

Aleksey Tomanov, Audio Team Lead, Wargaming.net[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]Unfortunately, the domestic media industry is not aware of the influence of sound on audience. During this session, Aleksey is going to touch on the importance of sound in games and cinema. You’ll also learn how to increase the general level of media content production with the help of right approach to sound effects development.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Aleksey has been in game development since 2006. He worked at Floodlight Games as a game designer, and (since 2011) as a sound designer. Alexey came to Wargaming in 2013 and developed audio concepts and sound design for World of Tanks (PC) and Blitz. In 2014, he became the Minsk audio team lead.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510137282905{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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The use of AR at musical games

Alex Parhimovich, Lead iOS Engineer, Gismart[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]The session is about the designing and development of music mobile game using AR on the example of Gismart company.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Alex has over 5 years of experience in iOS app development. He’s passionate about music and games work. Works at Gismart since its founding.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1510136521466{margin-top: 25px !important;}”][icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add[/vc_column_text][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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Sound design in trailers music

Arseni Khodzin, Keepforest Instruments[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]In this session, Arseny will talk about the working formulas of the track structure in the Hollywood trailer industry, the correct combination of sound design and pictures, the construction and analysis of climax in the trailer track.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Keepforest Instruments, 8dio, Trailer Rebel, Sonic Symphony, RSM, Audiomachine, Dos Brain, end etc.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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″][divider line_type=”Full Width Line”][/vc_column][/vc_row][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=”1/4″][vc_column_text]

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What is IADG?

Serj Phomin, Owner, Phonophilist[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]During the talk, Serj will share the story of IADG development and what it works on now.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]Currently he works at Phonophilist.com. 1CGS – Caliber. Wargaming – World of Tanks, World of Warplanes. Allods Team – Allods Online. Gaijin Sound – Heroes of Might and Magic V: Tribes of the East.

Serj has more than 14 years of experience of sound design for video games.[/vc_column_text][/tab][/tabbed_section][/vc_column][/vc_row][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_text_separator title=”WORKSHOPS & OTHER EVENTS” align=”align_left” color=”chino” border_width=”5″][/vc_column][/vc_row][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=”1/4″][vc_column_text][/vc_column_text][vc_column_text]yandex_company[/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”3/4″][vc_column_text]

Workshop: development of a real-time HTML game in a browser

Vsevolod Shmyrov, Team Lead, Yandex[/vc_column_text][divider line_type=”Full Width Line” custom_height=”30″][tabbed_section style=”default” alignment=”left”][tab title=”Topic” tab_id=”1472652577792-6″ id=”1506432049492-10″][vc_column_text]During this workshop Vsevolod is going to add a network mode to his game which will have a constant connection with a server. After that he is going to play that game.[/vc_column_text][/tab][tab title=”About Speaker” tab_id=”1472652578368-3″ id=”1506432049531-2″][vc_column_text]His current work is not connected with games. Vsevolod used to work at progrestar, leading social game developer in Russia.[/vc_column_text][/tab][/tabbed_section][vc_column_text css=”.vc_custom_1506597778537{margin-top: 25px !important;}”]

[icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-facebook-square”] Add [icon color=”Accent-Color” animation_speed=”Slow” size=”regular” icon_size=”” animation_delay=”” image=”fa-linkedin-square”] Add

[/vc_column_text][/vc_column][/vc_row][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_text_separator title=”ADVISERS” align=”align_left” color=”juicy_pink” border_width=”5″][/vc_column][/vc_row][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]

Conference content is prepared with the help of our advisors.

[/vc_column_text][/vc_column][/vc_row][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=”1/6″][vc_column_text]Alex Nichiporchik, CEO @ tinyBuild[/vc_column_text][divider line_type=”No Line” custom_height=”5″][vc_column_text]

Alex Nichiporchik

CEO, tinyBuild

[/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”1/6″][vc_column_text]velichko_cut[/vc_column_text][divider line_type=”No Line” custom_height=”5″][vc_column_text]

Vera Velichko

CEO, Art-director, OWL-Studio

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Vladimir Kovtun

Lead Game Designer, Alawar

[/vc_column_text][/vc_column][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”1/6″][vc_column_text]sergey_babaev_cut[/vc_column_text][divider line_type=”No Line” custom_height=”5″][vc_column_text]

Sergey Bababev

Independent Expert, DTF managing partner

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Valentin Simonov

Field Engineer, Unity Technologies

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Konstantin Sakhnov

Head of Game Department, Rocket Jump

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Aleksey Savchenko

Licensing Manager, Epic Games

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Tanja Evdokimenko

Founder, Values Value

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Alexandra Pestretsova

Independent Expert

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Olga Khomenko

Co-founder, PlayToMax

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Ressa Schwarzwald

Audio Producer, tinyBuild

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Stepan Shulga

Producer, Starladder

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