Schedule

Spend the day with awesome industry people and don't forget to join us at the after-party!
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  • Room 1


  • 10:00 - 10:10
    Where
    Hall 1

  • 10:10 - 11:00
    In December 2009 a small company called Rovio released their 52nd game, called ”Angry Birds”, and the rest is history. Or is it? Not really; this is the story about Angry Birds 2, ”the sequel to the biggest mobile game of all time”. It’s the story about a game – and a company – desperately struggling to adapt fast enough as the f2p model comes along to change pretty much all the rules and turn the app market upside down. Finding a way for our feathered friends to make sense (and profit) in this brave new world has been a long and bumpy ride, and the real turnaround didn’t happen until almost a year after the global launch. This is what I learned from the journey.
    Business
    Game Design
    Marketing
    Post-mortem
    Where
    Hall 1

  • 11:10 - 11:40
    Want to see what it takes to create a successful mobile game? Helder Lopes, VP of Design and Animation at Outfit7, will walk you through the creation of Talking Tom Gold Run, the latest chart-topping app from the digital entertainment juggernaut. He’ll talk in-depth about the game design process, the visual style development (including animation and UI), and the new character style they used in creating the game. And he’ll show never-before-seen production concepts and videos, as well as offering a sneak peek at Outfit7’s development techniques.
    Art
    Development
    Game Design
    Post-mortem
    Where
    Hall 1

  • 12:00 - 12:30
    Goran Ivašić will introduce you to the vision that formed when the Lake team set out to do a colouring app and the steps they took to bring that vision to life. He will look at some of the new conventions their team had to come up with, to make colouring on a touch screen a good experience and the ways in which they use copy, details and animation to infuse their app with soul. It’s a talk about how spending time polishing the details can pay off even if it makes the cost of developing a product significantly higher.
    Art
    Post-mortem
    Where
    Hall 1

  • 12:40 - 13:10
    In this talk we will look at ways small indie teams can leverage their flexibility in order to prioritize the development of content that can go viral and which can lead to exposure early in the development process. Specific examples from games will be studied both in terms of type of content, as well as how and when that content has spread through social media channels. Even games that might not seem "gifable" are able to benefit from the right timing and custom-tailored content designed to go viral. Focus will be placed on how to market indie games using only skills already present in all indie teams: code and art.
    Marketing
    Where
    Hall 1

  • 14:30 - 15:00
    There's saturation everywhere. On PC, console and mobile. More and more great games come out every day... and more and more great games disappear almost instantly, without reaching an audience that might have been very interested to buy or try them. This talk will focus on the issue of visibility - touching on marketing, PR, strategy and the road to hopefully increasing your chances of cutting through the noise.
    Business
    Marketing
    Where
    Hall 1

  • 15:10 - 16:20
    Moderator Oscar Clark, panel Rok Zorko, Alex Willink, Simon Sukljan, Michael Putz
    Business
    Marketing
    Where
    Hall 1

  • 16:40 - 17:10
    Dan talks about the trials and tribulations that went into the development process of Q.U.B.E. 2 and touches upon key disciplines including art and narrative, which sets the game apart from its predecessor.
    Art
    Post-mortem
    Writing
    Where
    Hall 1

  • 17:20 - 17:50
    The games industry has gained hugely from the use of data and looking at KPIs, ARPDAU, LTV... but in this arrms race for the players attention we need to stop for a second and challenge our assumptions of what is possible. This talk will focus on 9 questions which may seem ridiculous but which give us a fighting chance to stand out by challenging our approach to game design. The questions look at all stages of the game from the initial concept, the core mechanic, the context loop and metagame and even monetization.
    Business
    Marketing
    Where
    Hall 1

  • Room 2


  • 11:10 - 11:40
    Bongfish took over the F2P mobile game Smurfs' Village in 2016. At that time the game was already on the market for 6 years and had a decent player base. It was a risky adventure to take over such a big title, to move the back-end, start working on a huge unknown and messy code base and to learn about development cycles at the same time. After managing the take over from the technical side we had a lot of questions: Who are our players? How to turn a F2P game into cash? What are live-operations? What kind of development team do we need and what are the roles? What do players want? In which direction should the game head in the future? The talk will give a short overview about how we survived and what we've learned so far. Daniela Hauswirth is currently in charge of the development team at Bongfish for the popular mobile game "Smurfs' Village".
    Business
    Marketing
    Post-mortem
    Where
    Hall 2

  • 12:00 - 12:30
    Since the first news about the commercial VR launch there has been huge enthusiasm about the new medium. Both devs, consumers and even analysts were eagerly anticipating huge HMD sales and a bright future for VR. We read the prediction but did not really seen it happen. Through looking at numbers and ongoing trends I will try to find answers for the questions: How bad the situation really is? What are the actual sales numbers? Is VR a viable platform to support a game studio?
    Business
    VR
    Where
    Hall 2

  • 12:40 - 13:10
    There has been a huge influx of story based games on all platforms. Has the age-old rule of the gaming industry seemingly been broken: Do people actually read? Do they actually like to read?! Our game Tinker Island is an adventure game at its core. Adding a story felt natural. But how to make the story compelling and easy to read? Hear about our development process and how we created the story, refined it, made it comfortable to read and rediscovered ancient methods that made the stories more involving. Because we still believe people don’t read. Unless you motivate them.
    Game Design
    Writing
    Where
    Hall 2

  • 14:30 - 15:00
    Darjo will guide you through the process of creating visual effects by focusing on versatility of UV coordinate manipulation. Expect to learn about UV tiling, UV rotation and secondary UV sets in uncommon ways, to achieve interesting results. There will be animated images, particles, lasers, shaders, cows and even some code for artists best friends - programmers.
    Art
    Development
    Where
    Hall 2

  • 15:10 - 15:40
    Tadej will talk about his experience while working on his first game, Uncanny Valley, and what he learned from it. Throughout his talk, he will describe the process of finishing a game and dealing with production, marketing, design, publishers, console releases and what to do to avoid a failed project. Then he will describe how they took the knowledge and applied it into future projects.
    Business
    Development
    Game Design
    Marketing
    Post-mortem
    Where
    Hall 2

  • 15:50 - 16:20
    The game industry is known as being highly creative, on par with film, music and dance; so too the people that work within it. But is the game industry really as creative as we think, and are we ( the creative lot ) blessed or cursed by our circumstances. West believes the reality of the situation is often ignored or misinterpreted. In his talk, he intends to discuss the dichotomy between the common perception of being creative and the reality of being creative as it applies to the games industry.
    Art
    Where
    Hall 2

  • 16:40 - 17:10
    Nanobit is one of the regional leaders in casual mobile game development, which focuses it's growth on In-App-Purchases and Ad Revenue. Nanobit has set new standards in terms of mobile user acquisition strategy, optimization and benchmarks, with the goal of increasing in-game sales and ad revenue. By attending this 20-minute lecture you will be introduced to some of the industry leading mobile user acquisition tactics, tools, and pitfalls to avoid.
    Business
    Marketing
    Where
    Hall 2

  • 17:20 - 17:50
    Jaromir and Lukáš will talk about Amanita Design's new game CHUCHEL. Twitter: https://twitter.com/Amanita_Design Facebook: https://www.facebook.com/Amanita.Design/
    Art
    Development
    Where
    Hall 2

  • Room 3


  • 12:10 - 13:10
    Building on fifteen years of running major successful events in the games industry, including several live-pitching events, selection processes and support systems, Nordic Game introduced the Discovery Contest last year – an exciting, competitive challenge where selected game projects are showcased at live-pitch events in several countries. Now in our second season, NGDC partners with regional games industry conferences across Europe throughout the year to discover the most promising games with the best potential for becoming global hits. These “qualifying round” winners will go on to compete for “Game of the Year” in the NGDC Finals at Nordic Game 2018, 23-25 May in Malmö, Sweden.
    Where
    Hall 3