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Monday, August 3
 

9:00am

Registration
Monday August 3, 2015 9:00am - 10:00am
Respawn Stage 1

10:00am

User Acquisition Basics for Developers
The session will give a broad, but compact overview on the most effective channels for user acquisition, types of traffic sources, an excerpt of globally operating ad/affiliate networks and of course providing a list of the most important KPIs, including why they, or data in general, are the key for successful user acquisition.

Speaker
avatar for Thomas Kochan

Thomas Kochan

CEO & Founder, Feel Free 2 Play
Thomas graduated in 2011 with a Master of Science in International Business Administration from the renowned European University Viadrina with a major in marketing & management. From there he found his way to HitFox and joined in a very early stage and became one of the first new employees of ad2games when HitFox acquired the game affiliate and distribution network in February 2012. He significantly contributed to its growth and became the... Read More →


Monday August 3, 2015 10:00am - 10:45am
Respawn Stage 4

10:00am

Warlocks vs Shadows - a Kickstarter challenge
How to prepare to a Kickstarter camapign; How to plan out a campaign; How to run a campaign (updates, shoutouts, crossmarketing, social media, interviews); What went wrong/right with 'Warlocks vs Shadows' KS campaign (reward tiers, video atmosphere etc.); When runing a KS campaign can backfire;

Speaker
avatar for Daniel Miszkiel

Daniel Miszkiel

CEO and producer, One More Level
CEO and producer at One More Level S.A. and Tap It Games. Involved with game dev since 2010 as a level designer for Bloober Team. During 2012-2013 a junior producer at Artifex Mundi. Majorly responsible for two successful hidden object puzzle adventure games: 9 Clues: The Secret of Serpent Creek and 9 Clues 2: The Ward. While with One More Level responsible for in-house project management, writing, design, production and communication. A huge fan... Read More →


Monday August 3, 2015 10:00am - 10:45am
Respawn Stage 2

10:00am

Why #INeedDiverseGames – brainstorming about diversity in the games industry
According to research more diverse teams have been found to be more effective and productive than others. (i.e. McKinsey, Catalyst) At the same time research reflects what you might expect – a vast majority of game developers are white men, aged between 20 and 35 typically, and very few have children.
The session wants to examine the status quo of the games industry with regards to it’s diversity and discuss some proposals which are typically suggested by academia for the way forward.

Speaker
avatar for Sabine Hahn

Sabine Hahn

Trainer & Coach, Universität Köln
After completing university with a master degree („Magister Artium“) in cultural studies, sociology and journalism at the University of Leipzig Sabine (38) entered the games industry in 2003.During her >10 years career she’s been holding various Sales & Marketing positions with Com2uS, Macrospace, Glu Mobile and last but not least Electronic Arts where she headed up their German mobile divisions as “Sales & Marketing Director... Read More →


Monday August 3, 2015 10:00am - 10:45am
Respawn Stage 3

10:00am

Artificial Way Systems in 3D Isometric Games like Drakensang – Online
The topic of this Session is how to create way, maps and level structures in 3D Isometric Games like "Drakensang – Online”. To create such a perspective generates some problems and demands first decisions in Art, Gamedesign, Story and programming. These simple problems are e.g. hiding objects by other objects and the readability of silhouettes from top to bottom with cutting highs. Another topic is Details vs Emptiness, what is the right way to illustrate a such game. Must be there a separation of level space between gameplay and narrative? Furthermore the question, how to create an intuitive leading of players in such a weighted perspective! To give an answer to these problems we must look on the basic elements of way and our perception. What is a "way"? What is, if a way is broken or crossed by other ways? How we are able to recognize or lose our way? And how can we illustrate, tell, communicate this to the player. If we know the answers of these questions, then we can make a better decisions in creation artificial ways in our games.

Speaker
avatar for Florian Busse

Florian Busse

Tutor in Level Design and 3D Environment Modeling, Freelancer
I hold a master degree in Animation from the University of HFF – University for Film and Television, Potsdam/Babelsberg. I develop myself to an senior 3D environment modeler. My other experiences include texturing, drawing, sculpting, visual storytelling, and game design. During the past 4 years I has had the opportunity of expanding my career by moving into the field of level design for the game „Drakensang-Online“, where... Read More →


Monday August 3, 2015 10:00am - 11:45am
Respawn Stage 5 - Classroom

11:00am

Give me all the monies!: How to ensure you are investable
A great game idea and a solid team will only get you so far. The reality is that you will need money to make your game, and sometimes a lot of it. This talk focuses on steps you can take as a company to ensure you are as "investable" as possible. Whether you are raising funds from VC or private investors, government, publishers, or other, there are certain things you can do to make fundraising as smooth as possible and maximize the money you secure. Warning! This talk dives into legal and ops details which could get slightly... less than exciting.Be warned, serious business is afoot.

Speaker
avatar for Jason della Rocca

Jason della Rocca

Co-Founder,  Execution Labs
Jason Della Rocca is the co-founder of Execution Labs, a first-of-its kind, hybrid game incubator and go-to-market accelerator that helps independent game developers produce games and bring them to market. Formerly, Jason was a game industry consultant focused on business and cluster development, working with game studios and organizations all over the world. Prior, he served as the executive director of the International Game Developers... Read More →


Monday August 3, 2015 11:00am - 11:45am
Respawn Stage 1

11:00am

Portugal: Unlocked

Portuguese game development scene, what is happening, what games are coming out of Portugal. A short and quick overview of the environment and how the european crises gave a punch and push to a new era of industry. Videogames degrees didn’t emerge from the academia but from professionals developers and the degrees network created covers from programming, 2D and 3D videogame art, UI Design, Game Design, Production and Marketing. With 200 students finishing their degrees around videogames every year Portugal small industry is growing and attracting some known studios to the country. 


Speaker
avatar for Ricardo Flores

Ricardo Flores

Producer, Fun Punch Games
Ricardo Flores has been in the game industry since 2004 from Java to the Smart Phone he is also a teacher at the Polytechnic Institute of Lisbon teaching videogames production and digital marketing. He is also part of team that organizes the Portuguese Game DevCamp, the biggest game developers event in Portugal. | In 2015 joined forces with Fun Punch and indie team that had created Strikers Edge game at a GameJam event and together... Read More →


Monday August 3, 2015 11:00am - 11:45am
Respawn Stage 2

11:00am

There is no ring to rule them all
As an agency our clients have very diverse requirements. That is the reason why we have a different approach in fullfilling the requirements of our projects to achieve the optimal result. In this talk we will describe how different patterns in software architecture have their unique pros and cons and how you need to know as many of them as possible to deliver the best quality products. There is no valid dogma in patterns!

Speaker
avatar for Linda Kerkhoff

Linda Kerkhoff

Lead Developer, Exozet
After finishing my master's degree in media computer science I started working in an agency where I got the opportunity to dive into different fields of development: Starting with native apps for mobile devices, getting into more sophisticated SDK development for customers, ending up in creating multiplatform games - where I can make most of my passion for creative work and new technologies.
avatar for Kai Wegner

Kai Wegner

Development Supervisor, Exozet
I am mostly interested in team dynamics and team management for complex technical projects where I can bring my broad technical skillset as well as my experience in leading teams and making decisions to the table. I am still interested in programming but at the same time I try to learn more and more about management.


Monday August 3, 2015 11:00am - 11:45am
Respawn Stage 3

11:00am

Indie Dev Survival Guide
Can an indie survive in the mobile world?
It may look like games for mobile is a paradise for indie developers, but truth is that it is quite hard to be noticed among the swarm of apps.
In this presentation, Raul shares the tips & tricks he has learned about how to survive as a mobile indie game developer for the past 3 years, including a post-mortem of all the games of The Pill Tree and also a post-mortem of The Pill Tree as a company. 

Speaker
RP

Raul Portales

Software Engineer, Platty Soft


Monday August 3, 2015 11:00am - 11:45am
Respawn Stage 4

12:00pm

Building a solid foundation for a game startup
This presentation will be focused on independent game developers who want to adopt a startup mentality to how they run their business. Regardless whether you do that through work for hire, being self-funded or by chasing funding. The main content of this talk include insights, examples and proven practices that will allow game developers to improve the foundation of their game startup.

Speaker
avatar for Vlad Micu

Vlad Micu

Business Development Manager, Data Realms
Vlad is a business development professional in the game industry with a strong reputation for creating long-term relationships and generating new sources of revenue that lead to significant returns. Experienced evangelist with a strong network who is equally able to take the lead as well as be part of a team. Established track record of being able to easily adapt to new challenges, people and environments in order to deliver success. With his own... Read More →


Monday August 3, 2015 12:00pm - 12:45pm
Respawn Stage 3

12:00pm

Everyone can make games
The modern game industry is truly global, with huge markets waiting to be satisfied, with lower entry barriers and technical tools that are easier to master, everyone can make games. Just like publishing news, video, photography and music, anyone can make and publish a game. What are the tools to help you design, build and operate an online game to support rapid and easy publishing on a global basis? Attend this talk to find out!

Speaker
avatar for Mark Val

Mark Val

GM Europe, PlayFab
I ran multimillion user online projects. Entrepreneur, award-winning developer with 17 years of experience. Produced and directed many projects for corporations, private and public organizations around the world. In the gaming industries I built studios for Ubisoft and Unity Technologies while leading departments and pushing the limits for U.N.E.S.C.O., Marketel, Cossette and others. Clients include Mentos, Air Canada, Cadillac, L’Oréal... Read More →


Monday August 3, 2015 12:00pm - 12:45pm
Respawn Stage 2

12:00pm

Mechanics VS Narrative
There are two basic ways of launching into development of a game -- with a narrative or metaphor as a starting point or with a gameplay mechanic. Whichever you choose it greatly influences your development process. In a structured discussion we explore the following questions:
How is the process sliced? Which phases can be identified?
What comes first? Well, does anything come first?
How do you plan for emergent gameplay vs arced stories?
What are the main problems and chances of both approaches?
Does one or the other suit itself better for certain types of games?

Moderator
avatar for Gunnar Lott

Gunnar Lott

Managing Director, Visibility Communciations
Gunnar Lott was a well-known games journalist from 1998 to 2007. He started as a trainee and went on to become Editor-in-Chief of GameStar, then the world's biggest PC-Gaming magazine. He founded and led two other mags, GamePro Germany and Making Games (a publication for game developers). In 2007, he made the move from print to online, taking on a business role, leading GameStar.de to become Germany's biggest editorial gaming portal. In 2011... Read More →

Speaker
avatar for Riad Djemili

Riad Djemili

Co-Founder, Code & Design, Maschinen-Mensch
Riad Djemili is the co-founder of Berlin indie game company Maschinen-Mensch. Their debut title The Curious Expedition, a fantastical expedition simulation game set in the 19th century, was released in 2015 on Steam Early Access and nominated for the DCP, the most prestigious German game award. Riad started working in the games industry in 2005. After getting his master degree in computer science from Freie Universität Berlin, he got in the... Read More →
avatar for Reynald Francois

Reynald Francois

Creative Director, Ubisoft Blue Byte
Since Reynald joined the industry in the 00’s, he’s done a bit of everything. He worked on MMOs, console titles, mobile games, wrote for a TV animation series and comic books, did some anchoring on TV, was editor of his own games magazine or worked on physical game things like board games and trading card games. He got to work on all kinds of design stuff, some art, code a bit and also directed actors for MoCap or Voice recording... Read More →
avatar for Martin Ganteföhr

Martin Ganteföhr

Interactive Writer | Designer | Director
Martin Ganteföhr studied literature and linguistics, but turned towards storytelling in games in 1996. For nearly two decades, he has been working as writer, designer and director in the interactive industry. In 1998, Ganteföhr co-founded House of Tales Entertainment, the first German studio to specialize in adventure games, and led the company for 12 years as a CEO and Creative Director. Ganteföhr's work spans more than 25... Read More →
avatar for Andreas Suika

Andreas Suika

Founder & Creative Director, Daedalic Entertainment Studio West
 Andreas started his career more than 13 years ago at Blue Byte and worked there in different positions. As Tester, Data Wizard and Level Designer he had the chance to work on products like Battle Isle and Settlers 4. Settlers 5 and Settlers 6 he attended as Lead Game Designer. As Creative Director he worked on ANNO for Wii and DS and on My Fitness Coach for the PS3 with Move Controls. Besides the larger projects he had the chance to spend... Read More →


Monday August 3, 2015 12:00pm - 12:45pm
Respawn Stage 1

12:00pm

Cheap MoCap, Object Scanning and game interaction using the Kinect

Ever wanted to record your own animations? Lacking the markers, mocap-studio or the money for a proper mocap session? Or you want to use handcrafted objects in your game? The Kinect v2 sensor can take care of that, beyond actual in-game interaction. So we will take a look at implementing gesture controls for your game, but mainly we will show other uses that make your gamedev life a bit easier.



Speaker
avatar for Kristina Rothe

Kristina Rothe

Game Developer Evangelist, Microsoft
Kristina Rothe, Game Development Evangelist, Microsoft. For more than 20 years, video gaming, team organization and computer science have played a major part in Kristina Rothe’s life. Consequently, the former Square Enix and Travian employee who now works as Game Development Evangelist at Microsoft Germany, has a distinct background in games as well as project & team management and IT. Kristina started her career in the games industry... Read More →


Monday August 3, 2015 12:00pm - 12:45pm
Respawn Stage 5 - Classroom

1:00pm

Welcome Words to Respawn 2015
Pitch&Match
SR

Stephan Reichart

Managing Director, Aruba Events GmbH
avatar for Tobias Kopka

Tobias Kopka

Conference & Program Director, Quo Vadis / Respawn Gathering
Tobias is the Conference & Program Director at Respawn and Quo Vadis and thus responsible for the program, speaker scouting & international cooperations at our international events. | | Tobias is part of the industry for about 10 years having started in science and education, though having a way longer history in the games space since he grew up in the demoscene in the 90s and was thus always surrounded with all different kinds of... Read More →


Monday August 3, 2015 1:00pm - 1:30pm
Respawn Stage 2

1:00pm

Lunch
Monday August 3, 2015 1:00pm - 1:45pm
Respawn Stage 1

2:00pm

In defense of a suit - Indies and Incubators
A look at how indies could benefit from incubators, and some inside information on how the Gameport incubator works - We'll end with a Q/A section where I'll try to answer questions and thoughts on the subject.

Speaker
avatar for Johan Toresson

Johan Toresson

CoO/Business Developer, Gameport
Business Developer and somewhat responsible at the Gameport Incubator. | Founder of the Creative Coast Festival. | Member of the Board @ Game City (Blekinge/Skåne) | Member of the Board @ Forgotten Key | Kinda shit at Overwatch


Monday August 3, 2015 2:00pm - 2:30pm
Respawn Stage 5 - Classroom

2:00pm

The Masterplan - building a 70s heisting simulator with the community

Our 70s heisting simulator went through Steam Greenlight and Early Access, culminating in its release in the beginning of June. We built the game "out in the open", sharing stuff we worked on actively and doing our best to involve the community. This is a post mortem of that experience, with focus on how we handled building, involving and managing the community.


Speaker
avatar for Jiri Kupiainen

Jiri Kupiainen

Founder, CEO, Playfield / Shark Punch
Jiri boasts 14 years’ experience at the heart of the Finnish games business, working as an engineer, producer, Disney VP, and startup founder. He sold his previous gaming company, Rocket Pack, to Disney for 8 figures just 365 days after founding it. His current company Shark Punch recently raised a $1.2m seed round led by London Venture Partners. He’s never punched a shark, but did once punch a sea lion that bit him in the head.


Monday August 3, 2015 2:00pm - 2:45pm
Respawn Stage 1

2:00pm

Narratification or: How classical storytelling damages your game
The talk will make the case for narratification rather than classical storytelling as the right way to create immersive and emotionally involving stories in games. Classical storytelling, produced top-down based on a game’s setting, more often than not creates a ludo-narrative dissonance, a disconnect between the told story and what the player experiences while playing the game.

The answer to this problem is a bottom-up approach, where a story is developed right from the gameplay. This approach is called narratification, a process of creating and implementing narrative elements that will render game narratives more intentional, reflective of the game as an art form, the gameplay patterns used in the actual game – and the way an individual is playing the game.

The talk will give examples of both approaches to show the different results.

Speaker
avatar for Wolfgang Walk

Wolfgang Walk

Co-founder, Grumpy Old Men
Wolfgang Walk, Co-founder at „Grumpy Old Men“ | Making games since 1991 I make a living out of them since I joined Blue Byte in 1995 as an internal producer and author. 2001-2005 saw me as an internal producer at Massive Development. I have been a freelancing producer, author, director and designer ever since for clients all over Europe. | | In 2006 I also started teaching in these fields at a number of universities all over Germany... Read More →


Monday August 3, 2015 2:00pm - 2:45pm
Respawn Stage 2

2:00pm

A decade of game development – how technology evolved within our ever-changing environment

We can’t see into the future – but experiences collected in the past will help us to weigh future decisions differently.

In this session we’ll have a look back how technology changed at Chimera Entertainment and why certain decisions have been made.

From low level programming languages over game development frameworks to custom and standard tools needed in a game developers everyday life. It’s about decisions, successes and errors - Revealing Chimera’s experiences may help you with your future tech strategy.


Speaker
avatar for Andreas Katzig

Andreas Katzig

Technical Director, Chimera Entertainment
Andreas is working with internet technologies since the late 1990's. After studying Computer Science and co-founding his own game development company "Vulcando Games" in 2006, where two MMOG titles have been released. Andreas started working at Chimera Entertainment in 2009, adding his passion and knowledge for online game architectures to the then small team, and lifted Chimera in 5 years from offline-only to gaming in the cloud. As Technical... Read More →


Monday August 3, 2015 2:00pm - 2:45pm
Respawn Stage 3

2:00pm

Advanced level of development in the cloud, with post mortems of launching games for Linkin Park and Paris Hilton.
Speaker
MK

Michalina Kiera

Softlayer
Michalina is a technology marketing professional, obsessed by the new frontiers of cloud computing. She is responsible for SoftLayer's marketing in the EMEA region, being part of the company's first European team. She has been working with companies from the gaming space for almost 4 years. She finds the industry especially interesting for a few reasons: from the challenge they create for a cloud platform provider, to the people she gets to... Read More →
avatar for Jendrik Pösche

Jendrik Pösche

Executive Producer, KUULUU Interactive Entertainment
Jendrik has been developing games for over 25 years and has released and produced more than 100 games on various platforms, is co-founder at several companies like Tagtoes, a publisher of smart gaming apps for kids. Currently working as the executive producer on the Linkin Park Recharge game project at KUULUU interactive entertainment AG. In his role Jendrik is responsible for overseeing the whole project and driving the team towards launching... Read More →


Monday August 3, 2015 2:00pm - 2:45pm
Respawn Stage 4

3:00pm

Early Stage Community Development for Competitive Mobile & Indie Games
PVP multiplayer games live and die by the amount of players playing the game. Especially with limited or non-existant marketing budgets, creating and maintaining player liquidity in your online mode is of prime importance. This talk will outline feature requirements and strategies to develop an active user base around competitive titles in the early stage of the life cycle. It will show how you can use simple tools to engage your early adopters and foster player liquidity even with very low concurrent user numbers, as a basis for future growth. We will go through the decision making process on selecting the right multiplayer features to develop, and picking smart parameters for your PVP game mode.

Speaker
avatar for David Hiltscher

David Hiltscher

VP Gaming Communities, ESL
David Hiltscher is VP Gaming Communities at ESL, the world's largest eSports companies. He's responsible for ESL Play, the company's global platform for amateur and semi-professional leagues & tournaments across more than 100 different game titles new and old. He has introduced dozens of games into eSports and helped shape their competitive structure. Coming from an editorial background, David enjoys building and sustaining scalable communities... Read More →



Monday August 3, 2015 3:00pm - 3:45pm
Respawn Stage 1

3:00pm

Games Production - A tale of common sense and best practices

Building a game is not too different from building any kind of product…or as a matter of fact building anything. There are phases in game development that need a certain type of attention and certain expectations have to be fulfilled. 

In this talk, Dan will run you through the production cycle, by sharing his experience and lessons learned during the years and giving examples from the development of the games he worked on.

This topic should serve as inspiration and discussion starter to improve building great teams and great games; one brick at a time.


Speaker
avatar for Dan Olthen

Dan Olthen

Producer, Smartillery
Dan is a seasoned games producer living in beautiful Berlin. He’s a lecturer and part of the Board of Advisors for the Gaming faculty at the University of Kajaani (Finland) and also provides guidance to various games companies and studios around the globe.  His start in the industry dates back to 2007 when Dan started as a producer at Gameloft Bucharest. During the years he worked for Electronic Arts, Spellbound (aka Black Forest... Read More →


Monday August 3, 2015 3:00pm - 3:45pm
Respawn Stage 3

3:00pm

Impact of VR on game development

The speech purpose is to show how Virtual Reality incorporated into a project, changes drastically our common knowledge about video game development and what a developer should be aware, when he chooses to use it in his project. Virtual Reality changes the basic principles and status quo for art, sound, design and programming. For the next few years video game developers have to adjust and create, almost from scratch, best practices for creating video games in VR. The speaker will try to convey what he has learned from over a year of development of a Virtual Reality game – Detached. Topics like frame requirements, camera movement, nausea, input, sound design, sense of presence will be discussed.



Speaker
avatar for Lukasz Hacura

Lukasz Hacura

CEO, Anshar Studios
Co-founder of Anshar Studios, producer and programmer. Computer science graduate at Silesian University of Technology in Gliwice. Works in the video games industry since 2006. First as a video game programmer, lead programmer and at the end of 2011 he was given a position of executive producer and head of studio at City Interactive Katowice where he worked till founding of Anshar Studios. He published a book “Code design and programming in... Read More →


Monday August 3, 2015 3:00pm - 3:45pm
Respawn Stage 2

3:00pm

Designing games, play or motivation?
The Magic game circle as a model to design motivation Confucius said: "Tell me; I'll forget. Show me; I may remember. Involve me; I'll understand." I wish to add: “Let's play and get engaged"

Speaker
avatar for Ellis Bartholomeus

Ellis Bartholomeus

Game Alchemist, ellis in wonderland
Ellis Bartholomeus started her career as a industrial designer at the Design Academy in Eindhoven. Via signage design, graphic, web and interaction design she became a game designer and created serious games for ten years with Laika.nl. Gaming appeared to be the ultimate medium for clients to get a message to their clients/users, for educational and health purposes, to help users/players develop knowledge, skills or attitude on different... Read More →


Monday August 3, 2015 3:00pm - 3:45pm
Respawn Stage 5 - Classroom

3:00pm

Why Game Developers should never write Game Code
...but Tool and Engine Code instead.

When you are developing software for clients you have a choice: Either you understand the requirements in detail and code the software yourself or you provide tools for the clients to enable them to develop the software on their own (which is called Domain-Specific Modelling in some software development domains). 

In Game Development, where the "clients" are game designers, producers and product managers, both approaches work: Coding without building specific tools works often better than in other software development domains, because game developers are usually very accustomed with the domain – gaming – themselves. On the other hand, game designers often have a tech background and are thus very open to using a variety of tools. So when a new project starts and a toolset is not already in place, building new tools might seem inefficient compared to just coding down the game, doesn't it? 

In this talk, I will make a case for building tools as often as possible – because they are an important, often underestimated, factor for efficient development, communication and knowledge transfer in larger teams. I will draw on my own experiences from game development and software development in other industries. 

Speaker
avatar for Jendrik Johannes

Jendrik Johannes

Technical Product Lead, InnoGames
Jendrik is a game developer and team lead at InnoGames. Before joining InnoGames, Jendrik worked as software developer and consultant for different businesses. He received his PhD at TU Dresden where he worked on concepts and tools for software reuse and cross-platform software development.


Monday August 3, 2015 3:00pm - 3:45pm
Respawn Stage 4

4:00pm

Starting and building your business in the games industry
The session will cover typical start up topics such as planning, pitching and financing your own company. It covers the management of a games company and outlines the do’s and don’ts for successful entrepreneurship. By setting the right strategy it becomes clear what needs to be done today to be in business tomorrow. The part on leadership will demonstrate how to build a team and motivate it. 

Speaker
avatar for Lutz Anderie

Lutz Anderie

Games Lecturer, SRH University Heidelberg
Lutz Anderie is an internationally renowned expert within the games, media and entertainment industry. He has extensive work experience in business, sales and marketing management. Lutz was still a student when he founded his first start-up and during his further career he worked at Sony Playstation, the leading provider of games consoles hardware and software; Atari, the inventor of commercial video games; and Namco Bandai, the stock-market... Read More →


Monday August 3, 2015 4:00pm - 4:45pm
Respawn Stage 4

4:00pm

What We’ve Learned: Square Enix Collective’s Story So Far
Since launching in 2014 we’ve helped almost 50 teams build an audience and get feedback for their game ideas; and supported teams through Kickstarter helping them to raise over $600,000 in the process. We’ve learned a lot, and we’d like to share some of that stuff with you – how we’ve tweaked our approach to campaigns to get the best results, suggestions for pitch optimisation, how to approach media, how to set targets, and more. If you’re thinking about pitching to the crowd, or even to publishers, this might help.

Speaker
avatar for Phil Elliott

Phil Elliott

Project Lead, Square Enix
Phil Elliott, Square Enix Phil created the concept for Square Enix Collective in 2013 and launched the platform fully in April 2014. Over the past 18 months the initiative has helped numerous indie dev teams to seek feedback from the gaming community on their projects, with some of those going on to run successful crowdfunding campaigns (raising over $600,000 in total so far). Collective is also now open to direct investments into projects, while... Read More →


Monday August 3, 2015 4:00pm - 4:45pm
Respawn Stage 1

4:00pm

Dynamic Composition and Storytelling in Video Games
The success of storytelling in games depends on the entire development team—game designers, artists, writers, programmers and musicians—working harmoniously together towards a singular artistic vision. However, the medium of video games is so young that we’ve yet to realise an equivalent to music notation. 

Chris’ talk will offer development teams a common design language to help shape their video game masterpieces. Examples from films and animations will illustrate the do's and don'ts of using this language for orchestrating the core components of their games to create complex stories and sophisticated aesthetic experiences.

Speaker
avatar for Chris Solarski

Chris Solarski

Author & Artist Game Designer, Solarski Studio
Chris Solarski is an artist game designer and author of Drawing Basics and Video Game Art: Classic to Cutting Edge Art Techniques for Winning Video Game Design, which has been translated into Japanese and Korean.He is interested in the intersections between video games and classical art, animation, and film, to explore how player interaction has changed the way in which we interpret and engage with art. His particular focus is on adapting... Read More →


Monday August 3, 2015 4:00pm - 4:45pm
Respawn Stage 2

4:00pm

“Growing balls” - transforming an indie studio from Premium to F2P in three games

When Paladin Studios embarked on a journey to create their premium game “Momonga”, they didn’t know it would be the first in a series of 3D mobile games with ball physics. It eventually even kickstarted the transition from a Premium to a F2P-design oriented studio. In the unique format of doing post-mortems of Paladin’s last three games in one session, Zirm compares how mechanics, designs and monetization evolved. He outlines the iterations the projects went through and shows how reality is a kick in the nuts sometimes.

Zirm shares lessons learned on how Paladin had to grow up as a studio to make the transition from Premium to F2P, how effective game monetization is more than just adding In-App Purchases, how a lot of free to play mechanics go against a game designer's instinct and how Yoda was right when he said “Do. Or do not. There is no try.” The session is spiced up with practical tips, anecdotes and the world-exclusive preview of Paladin Studios’ newest (ball) game.


Speaker
avatar for Johannes Zirm

Johannes Zirm

Product Manager, Paladin Studios
  | Johannes Zirm’s youth was spent on building treehouses or playing games, depending on the weather. He has a Master of Art and Design degree from Bauhaus-University Weimar and a Master of Arts (Literature) degree from the Tongji University Shanghai. Over the last six years, he worked in Germany and Shanghai on both serious and entertainment games. | In 2013, Zirm has found his home at Paladin Studios - an independent game studio based... Read More →


Monday August 3, 2015 4:00pm - 4:45pm
Respawn Stage 3

4:00pm

Work vs. Live or Work-Life-Balance for Game Developers?
Are you one of those people who feel that they never have any time? Do you feel rushed, stressed or unmotivated? Do others control your time or do you control your professional and/or private time as you choose? Do you feel the pressure to deliver a lot, but feel unable to implement much in the time available to you? Or do you feel like you’re “stuck on a hamster wheel”, regarding your friends and colleagues with envy as they pass you by without obvious effort and achieve greater success than you? It’s not that you are idle or lazy; in fact you work hard and diligently, even more than necessary or asked. Still, you don’t achieve what you set out to do or what was assigned to you. Have you asked yourself why? If all of this sounds familiar, then you probably have a couple of (minor) issues and weaknesses in your self and time management. Don’t worry; this happens with a lot of people.

But you can change your situation! Good self & time management is one of the most important abilities (or soft skills or strengths) of the present and future. It helps you to experience your time more consciously and make your goals more achievable. If you also wish to become a successful Game Developer, start training your personal self and time management skills now. Our workshop “Work vs. Live or Work-Life-Balance for Game Developer?” contains important (basic) information and hints that will help you to achieve this goal!

Speaker
avatar for Enrico Rappsilber

Enrico Rappsilber

Principal, S4G School for Games
Enrico Rappsilber is an experienced educator and game industry expert, with a degree in pedagogy, andragogy and psychology. Since 2002 he has worked successfully as a soft skills trainer, business coach and consultant. His main themes are organizational and personal development, self & time management, communication and leadership, teamwork and conflict management, etc. With his passion for games Enrico went into the game industry in 2006... Read More →


Monday August 3, 2015 4:00pm - 5:45pm
Respawn Stage 5 - Classroom

5:00pm

Analog, Digital, Hybrid. What's coming next?

The (German) game industry concentrates mostly on the digital market, but there are also many business opportunities off the beaten paths.


Speaker
avatar for Michael Bierhahn

Michael Bierhahn

1. Vorstand, ExitGames Stuttgart
Michael Bierhahn studied Media Informatics and Design at the University of Applied Sciences Hof in Bavaria/Germany. In 2009 he spent time in India for 7 months. There he studied at the university of Bangalore with the focus of Business Management. Since 2011 he was working full time at the company Porsche in Stuttgart. In December 2013 he founded as one of the first in Germany ExitGames in Stuttgart, a provider of live action games, initially... Read More →
avatar for Andre Bürger

Andre Bürger

Geschäftsführer, Visual Imagination Software
Gelernter Energieelektroniker mit Fachrichtung Betriebstechnik. Gründer und leitender Geschäftsführer der VIS-Games, gegründet im Jahr 2003. Davor 3 Jahre Entwickler bei Similis Software. Alter 39 Jahre. Tätig als Programmierer und Grafiker seit 27 Jahren, hauptberuflich seit 2000.
avatar for Dorothea Martin

Dorothea Martin

Founder, Das wilde Dutzend
Dorothea Martin founded her label Das wilde Dutzend in 2010, followed by transmedia agency imaginary friends with ARGreporter Patrick Möller in 2011. Since then she produces transmedia experiences (e.g. ARGs) for media companies and other clients. In March 2015 she joined Egmont Verlagsgesellschaften mbH as head of digital media. |  
avatar for Alexander Schumacher

Alexander Schumacher

Lead programmer, Visual Imagination Software
Diplom Wirtschafts-Informatiker. Mitgesellschafter der VIS-Games seit | 2004. In der Spieleindustrie seit 2003 tätig. | Alter ebenfall 39 Jahre. Hauptaufgaben innerhalb der VIS-Games ist | die Lead-Programmierung.
avatar for Ralf Siedek

Ralf Siedek

Marketing, PR, Heidelberger Spieleverlag
Ralf Siedek is a skilled industrial manager and worked for different companies from financial sector to merchandise since the late eighties. He is working fulltime for Heidelberger Spieleverlag since 2011, starting as a sales manager, now responsible for marketing, public relations, the organized play and the event management. He is also running a small company, producing equipment for tabletop wargames. Heidelberger Sieleverlag is one of the... Read More →
avatar for Markus Wiemker

Markus Wiemker

Professor, Hochschule Macromedia, University of Applied Sciences
Markus Wiemker studied Sociology, Philosophy, and Psychology with the focus on Media and Cultural Studies at the University of Technology RWTH Aachen in Germany. He has been teaching game design and game studies at various schools and universities in Germany, Austria and Singapore and also developed game design curricula for institutions in Europe, Southeast Asia and West Africa. Since 2013 he is professor for Game Design at the Hochschule... Read More →


Monday August 3, 2015 5:00pm - 5:45pm
Respawn Stage 1

5:00pm

Indie Arena Panel: Crowdfunding - latest experiences
Welcome to the most awesome panel description ever written by mankind. I carefully selected all the words in Berlin with love to handmade a text that will last for eternity. Please read it carefully so you can tell your children about it one day that there once was a monday in Cologne at Respawn conference were you learned everything about Crowdfunding you never dared to ask yourself in public before. Like the three wise men I followed a star into far away lands to find the finest panelists ever to share their insight and open the closed book. So please safe this slot in your schedule to listen to André “IndieAdvisor” Bernhardt talking with the Harlem Globetrotters of crowdfunding that are listed below. This is a once in lifetime opportunity that you shouldn´t miss. Be part of this untold future legend and gather at the campfire to sing the song of “getting money from the internetz".

Moderator
avatar for André Bernhardt

André Bernhardt

Indie Expo Moderator, Indie Advisor
André Bernhardt is extensively experienced within the video games business as he has been a part of the German games industry for 18 years - online as well as offline and mobile. In the beginning of his career he was a producer for classical boxed console and PC-games business with the release of the Playstation 1 at Sony Computer Entertainment. Afterwards he was working for German publishers, e.g JoWood and Sunflowers, before joining... Read More →

Speaker
avatar for Phil Elliott

Phil Elliott

Project Lead, Square Enix
Phil Elliott, Square Enix Phil created the concept for Square Enix Collective in 2013 and launched the platform fully in April 2014. Over the past 18 months the initiative has helped numerous indie dev teams to seek feedback from the gaming community on their projects, with some of those going on to run successful crowdfunding campaigns (raising over $600,000 in total so far). Collective is also now open to direct investments into projects, while... Read More →
avatar for Marco Rosenberg

Marco Rosenberg

Narrative Designer, KING Art Games
While studying „Media & Communication“ at Augsburg University, Marco Rosenberg was an Editor for Adventure-Treff, reviewing point-and-click adventures. After graduating he joined KING Art Games in Bremen, working on more than 12 titles spanning strategy, point-and-click, and browser games. Beside working in narrative design, dialogue direction and sound design, he was involved in the planning and execution of two successful... Read More →
avatar for Michael Schade

Michael Schade

CEO & Co-Founder, ROCKFISH Games
Together with his long-term business partner and best friend Christian Lohr, Michael has just kicked off the new indie studio ROCKFISH Games in Hamburg to develop high-quality 3D video games on mobile, PC and console. The first title in development is EVERSAPCE™ a rogue-like PC space shooter with non-linear storytelling based on Unreal Engine 4. Prior to that, Michael has been spearheading 3D mobile gaming for almost a decade as CEO &... Read More →
avatar for Jan Wagner

Jan Wagner

Co-founder, Cliffhanger Productions
Jan has been in the game industry since before the internet was a thing. He started out at Sierra and became Head of Product Management working on franchises such as Diablo, Half-Life and Warcraft with tasks spanning from QA and Support to Producing and Product Management. He went on to become the producer for a number of major German RPG titles such as SpellForce and Gothic and co-founded the development studio Cliffhanger Productions, which... Read More →


Monday August 3, 2015 5:00pm - 5:45pm
Respawn Stage 3

5:00pm

Bringing a Comic book to Life: "The Interactive Adventures of Dog Mendonça and Pizzaboy"
Developing games always presents new challenges and working on DMPB wasn't the exception. Attendees of this talk will learn that even though there are no rules when working with an already exciting IP and it's author, it is posible to find a common ground and build together something new and exceptional. Lucas Gondolo (Creative Director), Santiago R. Villa (Art Director) and Martina Santoro (CEO) from OKAM STUDIO will be sharing their experience on Monday 3rd at 5PM.

Speaker
avatar for Lucas Gondolo

Lucas Gondolo

Creative Director, OKAM
avatar for Santiago R. Villa

Santiago R. Villa

Art Director, OKAM


Monday August 3, 2015 5:00pm - 5:45pm
Respawn Stage 2

5:00pm

How much fun&money is there in rapid Html5 game development?
Is Html5 a technology that should be considered for game development? What are the cons and pros of using it? Can you use Html5 for both large and small scale projects? Is there a market for html5 games? Is it better to make html5 mobile games rather than native ones? Who plays html5 games? BlackMoon Design team created over 50 html5 games and we are willing to give you some answers for all those questions.

Speaker
avatar for Robert Podgorski

Robert Podgorski

Html5 Indie Game Creator, BlackMoon Design
Indie games deviser. Maker of The Few (http://thefew.pl ) and some other (mostly #html5) games. Addicted to ketchup. http://blackmoondev.com


Monday August 3, 2015 5:00pm - 5:45pm
Respawn Stage 4

5:00pm

Party Warm-Up Cocktail by InnoGames
Monday August 3, 2015 5:00pm - 8:00pm
TBA

6:00pm

VIP and Speaker Reception
Moderator
avatar for Tobias Kopka

Tobias Kopka

Conference & Program Director, Quo Vadis / Respawn Gathering
Tobias is the Conference & Program Director at Respawn and Quo Vadis and thus responsible for the program, speaker scouting & international cooperations at our international events. | | Tobias is part of the industry for about 10 years having started in science and education, though having a way longer history in the games space since he grew up in the demoscene in the 90s and was thus always surrounded with all different kinds of... Read More →
SR

Stephan Reichart

Managing Director, Aruba Events GmbH

Monday August 3, 2015 6:00pm - 8:00pm
xt: Respawn - Upstairs Pitch&Match Area

8:00pm

GDC Europe and Respawn Party sponsored by GREE
GDC Europe Party and Respawn sponsored by GREE @ Bootshaus (Auenweg 173, 51063 Köln)
Monday August 3, 2015 8:00pm - Tuesday August 4, 2015 2:00am
xt: Bootshaus
 
Tuesday, August 4
 

9:00am

Registration
Tuesday August 4, 2015 9:00am - 10:00am
Respawn Stage 1

10:00am

Gamers Love Authenticity - How We Got Ideas from the Real World for a Fictional One.
Games are fiction - they are simulations of the real world. Yet gamers crave authentic experiences – hence IP like 'Call of Duty' hire military experts. So is this approach just PR or can turning to the real world really give your games design something extra? We're been rebooting a Games Workshop IP and as part of the process we got a games writer and a group of scientists together with our developers, locked them up and didn't let them out until they had produced amazing ideas! 

Audience addressed: 
This is for designers, producers, games writers and artists - anyone seeking to give thier development an edge and something special. 

Takeaway: 
How you can find experts and other people from the real world and work with them to make your game better. it does not have to cost much and the time spent on it is well worth it!

Speaker
avatar for Tomas Rawlings

Tomas Rawlings

Design & Production Director, Auroch Digital
Dr. Tomas Rawlings, Design & Production Director, Auroch Digital Dr.Tomas Rawlings is Design & Production Director at Auroch Digital and its acclaimed news-gaming initiative GameTheNews.net which produced the global talking-point,Endgame:Syria. He has designed games from original titles to known IP such as Games Workshop’s Chainsaw Warrior, Star Wars:The Battle for Hoth and the multiple award winning Call of Cthulhu:The Wasted Land... Read More →


Tuesday August 4, 2015 10:00am - 10:45am
Respawn Stage 2

10:00am

2Dark, how do we get our neo-pixel unique look?
For our first game at Gloomywood, we decided to make a game with a unique “retro” look, a mix of old-school pixel art and new display techniques. In 2Dark (www.2dark.cc), the backgrounds are made of 2.5D tiles but with normal maps and “dark” bumps… And we use 3D voxels characters raytraced in real-time so they can take the lights and use an infinity of animations! It’s how we used technology in our creative process…

Speaker
avatar for Thierry Platon

Thierry Platon

Founder, Gloomywood
Thierry started his career as early as 1983, whilst working for Atari on 400 and 800 models. In 1988, he programmed his first successful video game, Ranx (Ubi Soft). Then, in 1990, he joined Infogrames as head project manager (Passengers on the Wind, Tintin, etc.). After this he started a career as a freelance author which eventually led to the setting up of BiP Media studio, in February 2004, of which he is Creative Director (Viking Invasion... Read More →


Tuesday August 4, 2015 10:00am - 10:45am
Respawn Stage 1

10:00am

The art and business of storytelling
This session will take an unusual view on storytelling seeing it from two completely different directions. First a philosophical and historical view on why story for human beings is such an essential part of our life and how everything in our world is structured through stories. Secondly how story is also at the core of a multi-billion dollar entertainment industry and why even the biggest brands in the world rely on story. Nowadays one often debated question is if story is threatened by play, spectacle and technical innovations more than it was at the time of Shakespeare. And if so, does this mean that the entertainment industry at large is playing a dangerous game with her audience? In either case, in the gap between play and story lies an answer to the question why the games industry struggles so hard with story and how games can deal with story in a more natural and emotional engaging way.

Speaker
avatar for Benjamin Feld

Benjamin Feld

CEO, Mixtvision Digital
Benjamin is working in the media industry for over a decade and has a track record of developing and producing successful formats for different media. He worked as a producer for companies like Super RTL and EM.Entertainment and was Head of Interactive at Studio 100 Media before joining mixtvision Digital as CEO in 2014. Mixtvision is an award winning crossplatform publishing and production house for high quality story-driven content. All... Read More →


Tuesday August 4, 2015 10:00am - 10:45am
Respawn Stage 3

10:00am

Legal Basics for Devs
This talk aims to highlight some legal basics and help avoid legal pitfalls. It will particularly cover which clauses to accept and which to avoid when negotiating development and distribution contracts, some key features an online game website needs to effectively deal with consumer protection legislation (such as limiting the withdrawal right for digital goods), and current hot topics in data privacy, youth protection and advertisement law (such as recent developments in F2P advertising).

Speaker
avatar for Felix Hilgert

Felix Hilgert

Lawyer, Osborne Clarke
Felix is a lawyer with Osborne Clarke's IT Team in Cologne, where he acts for European and North American companies of all sizes, from start-ups to global market leaders. He advises on all matters of digital media, IT, e-commerce and software law and licensing agreements, focusing particularly on copyright, youth-protection and other regulatory matters for the interactive entertainment industry. A further current focus of his practice lies on... Read More →


Tuesday August 4, 2015 10:00am - 10:45am
Respawn Stage 4

11:00am

How do you pick your game projects as an indie dev... in co-op with Indie Arena
In cooperation with the awesome #indiearena we spend some time to handpick the finest indie developers to share insights with you about finding the right project for your studio. Do they really use magic 8 balls to make their decision for their next games and rely on Heureka! moments under the shower? Or do they handcraft huge excel-charts to nail down the audience while buying expensive reports and gathering sales data from different sources and experts worldwide? In this panel the most awesome Vlad Micu as the host will pull the rabbit out of the cylinder together will all nice panelists listed here.

Moderator
avatar for Vlad Micu

Vlad Micu

Business Development Manager, Data Realms
Vlad is a business development professional in the game industry with a strong reputation for creating long-term relationships and generating new sources of revenue that lead to significant returns. Experienced evangelist with a strong network who is equally able to take the lead as well as be part of a team. Established track record of being able to easily adapt to new challenges, people and environments in order to deliver success. With his own... Read More →

Speaker
avatar for Joost van Dongen

Joost van Dongen

Lead programmer / co-founder, Ronimo Games
Joost van Dongen is co-founder and lead programmer at Ronimo Games, the Dutch studio behind the award winning 2D RTS Swords & Soldiers and the platforming MOBA Awesomenauts. Awesomenauts has so far sold 2 million copies and is expanded monthly with new content. Three years after release Awesomenauts still has a thriving community and shows no signs of slowing down. Ronimo recently released their new game Swords & Soldiers II on Wii... Read More →
avatar for Andreas Heldt

Andreas Heldt

Managing Director, Z-Software
Managing director Andreas Heldt and his partners founded Z-Software GmbH in the year 2008. Z-Software GmbH develops games and helps other developers to port or finish their projects. Some in-house projects produced in the last years are “Autobahn Police Simulator” (PC/iOS) and “History in Letters – The Eternal Alchemist” (PC). The studio is also responsible for several ports for WiiU, Android and other platforms... Read More →
avatar for Martin Nerurkar

Martin Nerurkar

Creative Director, Sharkbomb Studios
Martin somehow managed to combine his passion for video games with his architecture degree. Currently he lives a double live as a freelance game and interaction designer by day and independent game developer by night. He's also co-founder of the German Indie Developer community Indie Arena and the Game Culture Club discussion group.
avatar for Johannes Zirm

Johannes Zirm

Product Manager, Paladin Studios
  | Johannes Zirm’s youth was spent on building treehouses or playing games, depending on the weather. He has a Master of Art and Design degree from Bauhaus-University Weimar and a Master of Arts (Literature) degree from the Tongji University Shanghai. Over the last six years, he worked in Germany and Shanghai on both serious and entertainment games. | In 2013, Zirm has found his home at Paladin Studios - an independent game studio based... Read More →


Tuesday August 4, 2015 11:00am - 11:45am
Respawn Stage 3

11:00am

How to get money for your game - H2020 Intruments
This Session will give you an overview about funding and financing opportunities in Germany and Europe. Especially for the Horizont 2020 Program. 

Speaker
avatar for Markus Hell

Markus Hell

Project Manager EU and International Services, Berlin Partner
Markus Hell is a Project Manager for EU and International Services at the Brussels office of Berlin Partner, Berlin’s economic development agency. He is responsible for supporting project proposals and facilitating transnational partnerships under Horizon 2020, the EU’s Research and Innovation framework programme. Berlin Partner has organised several workshops in Brussels on how to apply for Horizon 2020, most recently in a June seminar on... Read More →
avatar for Stephanie Lang

Stephanie Lang

Referent Förderprogramme, BIU / Manager Services


Tuesday August 4, 2015 11:00am - 11:45am
Respawn Stage 5 - Classroom

11:00am

Slow-cooking games with talent from your community
Why not let a project take five/ten/fifteen years to fully gestate at its own sweet pace? If we allow a game to develop over a longer period of time, a lot of interesting possibilities open up for us as devs to live more balanced lives, harness the power and talent of an organically-grown community, and pull off much more ambitious projects. Dan will talk about his experience (accidentally) doing this during his 13-year career, and the lessons learnt on how to avoid getting bored of/burnt out on your project, managing expectations of your community, and to build a talented team from around the globe to help realize your vision.

Speaker
avatar for Dan Tabar

Dan Tabar

Founder, Data Realms
Dan Tabar is the founder of Data Realms, an independent game studio with a distributed team of a dozen developers spread over nine countries on four continents. The studio's debut project, Cortex Command, won the Technical Excellence and Audience awards at the 2009 Independent Games Festival. | Dan was born in Sweden and nurtured by its enchanted waters that have caused a rash of indie game developers to emerge from the deep forests of that... Read More →


Tuesday August 4, 2015 11:00am - 11:45am
Respawn Stage 1

11:00am

How To Design Fairer Games IAP
Effective game monetization is about more than just throwing In-App Purchase (IAP) items into your game and hoping for the best. Today, too many Free2Play developers have left their players feeling uncomfortable about spending money through poor game design: so much so that for many gamers, avoiding paying has become half of the fun. The problem is too many game designers fail to appreciate that players don't buy IAP just because they "like" our games - they buy because they expect future value in our games. And in order to maximize this sense of value, even our IAP-related design choices must be geared towards enhancing our players' desire to continue playing our game. Lifetime Value (LTV) is about focusing on the lifetime of the player, not just how much money we can extract from then in the short term. This tale will explore what influences our players' decisions to keep playing and spend money in games by focusing on their delight using effective game design techniques that deepen player engagement. Join me to learn how you can approach IAPs more creatively and to build more effective monetization while still respecting (and not angering) your players.

Speaker
avatar for Oscar Clark

Oscar Clark

Consultant and Evangelist, Unity Technologies
Oscar Clark, Consultant and Evangelist, Unity Oscar Clark is an Author, Consultant and Evangelist for Everyplay from Unity Technologies. He has been a pioneer in online, mobile and console social games services since 1998. He provided 'vision' for one of the first Online games communities (Wireplay - British Telecom); was global lead for games at Hutchison Whampoa (3UK) which included (perhaps) the first mobile in-App purchase; and was Home... Read More →


Tuesday August 4, 2015 11:00am - 11:45am
Respawn Stage 2

11:00am

First Strike & Cloud Chasers - Walking the Edge of Seriousness and Fun - in co-op with ludicious.ch

Todays news are almost always depressing. Still, there has been an uprising of games that center around experiencing settings beyond your typical fantasy hero story. Blindflug Studio wants to take that notion one step further: How about we design games that take current, meaningful, even political topics to sculpt their core game mechanics out of it?

This talk is partly post-mortem of First Strike, the surprise nuclear-war strategy hit, which sucessfully blasted in the iTunes and Google Play charts all around the world. It shows where its inspiration came from and the wonderfully curious reactions it spawned from game critics, users and the, sometimes baffled, mass media. 

 

And it is also presenting Cloud Chasers, the anticipated second title of Blindflug, which is striving to give every player their own unique immigration story by putting them in the shoes of a young family crossing the deserts to the world above.... and probably dying along the way.


Speaker
avatar for Jeremy Spillmann

Jeremy Spillmann

Game Designer and the Co-founder, Blindflug Studios
A Game Designer and the Co-founder of Blindflug Studios, an independent Game Development Company from Zürich Switzerland. Blindflug is best known for its nuclear debut “First Strike” which, despite being their first title, made it to the charts worldwide on iOS and Android. Jeremy is originally a trained chemical lab assistant, but, for lack of better financial planning, studied Game Design on Bachelor and Master level. After being an... Read More →


Tuesday August 4, 2015 11:00am - 11:45am
Respawn Stage 4

12:00pm

Spotlight GAME: German game developers amongst the risk of insolvency and publisher-dependence.
A dialog between Carsten Fichtelmann, founder and CEO Daedalic Entertainment, and Dr. Florian Stadlbauer, founder and CEO of Deck 13 Interactive

Speaker
avatar for Linda Breitlauch

Linda Breitlauch

tba, Trier University of Applied Sciences
TBA
avatar for Carsten Fichtelmann

Carsten Fichtelmann

CEO, Daedalic
Carsten Fichtelmann studied business economics at the University of Lüneburg. Upon graduating, he began a career as a journalist. In the late 1990s he was editor-in-chief of the MediaDigest-Reihe and managing director of his own agency “CF Media”. Following this he worked for MMM/Hamburg and UFA Kinowerbung and became PR- and Marketing director at dtp entertainment in 2001, where he also later became head of product management... Read More →
avatar for Florian Stadlbauer

Florian Stadlbauer

CEO, Deck 13
Dr. Florian Stadlbauer is the founder of Deck13 Interactive where he is executive director, managing director and head of business development. Deck13 Interactive is the developer of several successful game brands including Ankh, Jack Keane, Blood Knights and Venetica, and has won numerous awards. With branches in Frankfurt and Hamburg, Dr. Stadlbauer has led the studio to focus its efforts on the development of AAA productions for Next-Gen... Read More →


Tuesday August 4, 2015 12:00pm - 12:45pm
Respawn Stage 1

12:00pm

Chime after Chime

Chime, the music puzzle game from 2009, will return at the end of 2015 as Chime Sharp, an upgraded and rebooted version for PC and Mac. Ste Curran discusses the gameplay changes that made him return to the game, why he chose to crowdfund the project and the rules he's learned for a successful Kickstarter; financially and, crucially, emotionally.


Speaker
avatar for Ste Curran

Ste Curran

Freelance designer / Consultant
Ste Curran is a game developer, consultant and lecturer. Formerly Editor-at-Large at Edge Magazine, he made the transition to videogame creation in 2004 — first at Sony as an external producer, then at British studio Zoë Mode. As Creative Director at one of the largest independent games developers in the world, he worked on countless music and social games across offices in Brighton, London and San Francisco. Ste also ran... Read More →


Tuesday August 4, 2015 12:00pm - 12:45pm
Respawn Stage 3

12:00pm

Examining player expectations and experience after releasing Team Indie!
It seemed to us that players and reviewers had the wrong expections from our game Team Indie, when we first released it. We tried to find out about player expectations and experience after releasing your game to know how we could have improved and what were the biggest problems with the game and campaign. I specifically look at some of the decissions we made before releasing the game and analyse with different methods, if we should have done it differently. - Examining players experience and expectations with a custom survey campaign, before and after playing the game - Analysing which of the characters in our game were actually known and how that influenced the release - Looking at the cross marketing to see what went right and what went wrong - Did our trailer focus on the right things? - What did journalist think and why didn't they report or why did they report in a negative way?

Speaker
avatar for Thomas Bedenk

Thomas Bedenk

Managing Director, Brightside Games
Thomas Bedenk is creative director, managing director and co-founder of Brightside Games. He studied Media Design in Nuremberg and Human Factors in Berlin. He is teaching various game related subjects at game schools and universities. Before focusing on the games industry he was freelance interactive designer and developer for about 10 years and worked on special effects in the movie industry for a while. He started his love for games playing... Read More →


Tuesday August 4, 2015 12:00pm - 12:45pm
Respawn Stage 2

12:00pm

How Indie is your Engine?

Unreal – CryEngine – Unity – they all announced new license schemes compatible for Indies and other developers that do not have sufficient budget to purchase a traditional engine license. But how “Indie” are those licenses really? We took a look at the publicly available license terms and will discuss what the Engines really cost, when used for the production of a successful Indie – Game.


Speaker
avatar for Kai Bodensiek

Kai Bodensiek

Legal Counsel, GAME Bundesverband
Kai Bodensiek is a partner with the media law firm Brehm & v. Moers. Kai is experienced as a legal advisor for game publishers and developers, which includes the project funding, drafting and negotiating of development and licensing agreements. Among his clients are multinational corporations as well as local startup companies. In addition Kai is holding lectures on copyright and project management for game producers at Games Acadamy and for game... Read More →


Tuesday August 4, 2015 12:00pm - 12:45pm
Respawn Stage 4

12:00pm

Firebase, the scalable database in the cloud
Firebase, the scalable database in the cloud allows you to simply add real-time communications features to your app. This could be a simple chat or actual player-to-player real time communications. This session gives an intro into Firebase, and a hands-on explanation on how to use Firebase in an HTML5 game. Firebase can also be easily integrated in Android/iOS and other games too though.

Speaker
avatar for Jens Kühlers

Jens Kühlers

Cloud Platform Solutions Engineer, Google
Jens is a solutions engineer for Google's Cloud Platform, helping customers and prospects finding the products and systems which fulfill their needs and allow them scale efficiently. Jens has 7 years of experience working in Google. He started as a Network Engineer working on Google's global production infrastructure and spent 2 years on Infrastructure projects in Emerging Markets at Google Ghana. Before working for Google, Jens worked in... Read More →


Tuesday August 4, 2015 12:00pm - 12:45pm
Respawn Stage 5 - Classroom

1:00pm

Lunch
Tuesday August 4, 2015 1:00pm - 1:45pm
Respawn Stage 1

2:00pm

Bringing X-Mercs to life - lessons learnt from making a hardcore 3D mobile strategy game with Unity
In this talk I will share key insights into the game's 18 month production process whilst working with the Unity engine. I will reveal the challenges that presented themselves during the production pipeline, design solutions, PvP server solutions as well as the major lessons learnt whilst developing such an ambitious title for mobiles and tablets.

Speaker
avatar for Oleg Pridiuk

Oleg Pridiuk

Games Industry Evangelist, Game Insight
Oleg Pridiuk is a part of Game insight's Strategic Partnerships team, working within the industry to advance Game Insight's position as a leader in producing high-quality, hardcore 3D games. Prior to joining Game Insight, Oleg spent six years at Unity Technologies as both Mobile Specialist and Technology Evangelist where he worked globally with hundreds of game developers and publishers.


Tuesday August 4, 2015 2:00pm - 2:45pm
Respawn Stage 2

2:00pm

Playful Oasis - An indie collective story
Playful Oasis is a collective of passionate indie developers. The goal of the group is to bring together nature themed games from around the world under one brand. This talk addresses the difficulty to get the word out about your indie game and the strategy we (a bunch of developers) came up with to be heard. We'll mostly focus on the sites concept (developers can join with their games free of any charge and then use the site freely to blog, post about their Kickstarter, write about related topics,...) and give an insight of the pros and cons of this concept.

Speaker
avatar for Philomena Schwab

Philomena Schwab

Head of Marketing & Game Design, Team Niche
Philomena Schwab is a game design master student from Zurich, Switzerland. She greatly enjoys working on game related projects, taking on roles from art to programming to marketing. During her bachelor studies she released two mobile games and started her own interaction/graphics/game design company together with a friend. Her second big passion, biology, becomes obvious when looking at her current project „Niche - a genetics survival game... Read More →


Tuesday August 4, 2015 2:00pm - 2:45pm
Respawn Stage 3

2:00pm

What comes after mobile ? - The future of the mobile gaming ecosystem
The current situation in mobile gaming is very diverse. Currently mobile retention and acquisition companies contribute by retaining the mobile audiences and managing a mobile community. Some argue, that the golden times of f2p mobile gaming is going to end. Will there be only premium mobile games ? Or will the changes be more profound ? Platform changes are usually the strongest interrupters in the game markets. We have seen the steady growth of mobile as a gaming platform. Many developers, who did not imagine this 5 years ago develop today only for this platform. But where is the next level ? Does mobile just reinvent itself and after mobile follows mobile again or do other platforms like consoles or interfaces like VR change the game. Or do the new VOD platforms play a role, when they open more and more for games ?

Speaker
avatar for Malte Behrmann

Malte Behrmann

Hochschullehrer / Rechtsanwalt, bbw Hochschule
Malte Behrmann, 44 is a professor and attorney in Berlin. He teaches management, communication and law at BBW Hochschule Berlin, the largest private business school (Fachhochschule) in the city.  Malte studied law and communication management and holds a PHD in Media Science from the Humboldt-University. Malte worked at a Korean animation studio.
avatar for Kilian Eckle

Kilian Eckle

Project Manager, Shelfshot
Kilian's working background is the digital payment industry for micropayment amounts, with a global perspective. Thats the reason why he founded the company Tailorstage. The idea is to create a mobile games flatrate experience, which is similar to the dominant business models in the digial music, TV and book industry, i.e. Netflix or Spotify, but for mobile games. | | Therefore, Kilian beieves, the game landscape in the gaming business... Read More →
SK

Sean Kauppinen

Founder and CEO, International Digital Entertainment Agency (IDEA)
Sean Kauppinen is the founder and CEO of the International Digital Entertainment Agency. He has more than 20 years of management, business development and strategic communications expertise in the digital entertainment industry. His ability to bring companies together and provide strategic guidance has led to business growth for industry giants as well as start-ups. During this time, Kauppinen has launched more than 570 titles on all major gaming... Read More →
avatar for Tushar Makhija

Tushar Makhija

Founding Member, Helpshift
Tushar is a product and sales leader, currently heading up U.S operations for Helpshift. Inc. He is the founding member of the Helpshift team and responsible for growing revenue and bringing in-game/in-app customer communications to all mobile apps and games. Before Helpshift, Tushar was Co-founder at Stockezy.com, a social networking platform for stock market evangelists.  He earned his technical and product skills at VMWare, Ixia... Read More →


Tuesday August 4, 2015 2:00pm - 2:45pm
Respawn Stage 1

2:00pm

Post Mortem of Game Deck
Reality Twist currently works on an interactive real life game concept called Game Deck. Game Deck will be a live gaming experience within interactive rooms. a bit like the Holodeck but with today's techniques. Inside such a room a group of five people can play a digital real life game together. We will use projection mapping, mechanical sfx and a lot of other techniques for maximum immersion. At the time of respawn the first room (prototype) will be completed, so the session is a post-mortem of the prototype development.

Speaker
avatar for Clemens Hochreiter

Clemens Hochreiter

CEO, Reality Twist GmbH
Clemens Hochreiter (Reality Twist GmbH) Der 1979 in München geborene Clemens Hochreiter entdeckte schon bald seine Leidenschaft für Computerspiele. Die Initialzündung dafür kam 1986 durch einen Atari Computer, an dem er außerdem die ersten rudimentären 3D Grafiken für eigene Computerspiele entwarf. Bereits als Schüler gründete er zusammen mit Klassenkamerad Thomas Wagner die Firma snag multimedia... Read More →


Tuesday August 4, 2015 2:00pm - 2:45pm
Respawn Stage 4

2:00pm

Express yourself! A practical guide to get facial animations into your game.

This session is all about facial animation. Believablility and emotional impact in games heavily relies on the facial expression of the game characters. But isn't this a very expensive and super time-consuming feature? No! It doesn't have to be. This talk will cover a couple of techniques, workflows and software/hardware solutions that are afordable and easy to set up. The workshop starts with an overview on facial animation techniques in general. The main part will cover a complete workflow from the creation of a virtual face, animating it with faceshift and face plus and finally bringing it into a game engine like Unreal Engine 4.



Speaker
avatar for Fabian Quosdorf

Fabian Quosdorf

Project Manager & UI/UX Developer, Wonderlamp Industries
Fabian Quosdorf, Product Manager, Wonderlamp Industries Born an raised in Berlin - the "silicon valley" of Europe. While graduating in computer science and international media, he worked as a games tester for the German Age Rating Board. Playtesting more than 1400 Games gave him an in depth look into gamedesign and especially UI/UX design. Fabian has more than 10 years of experience in the games and software industry. After graduating he worked... Read More →


Tuesday August 4, 2015 2:00pm - 3:45pm
Respawn Stage 5 - Classroom

3:00pm

How the business strategy has an impact on recruiting needs
InnoGames started in 2003 with the game Tribal Wars and a very small team. Over the past years our company has grown to almost 400 employees, which of course has a huge impact on the recruiting strategy. I want to share with you how we accomplish this challenge.

Speaker
avatar for Hendrik Klindworth

Hendrik Klindworth

CEO & Founder, InnoGames
Hendrik Klindworth (31) is Co-Founder and Chief Executive Officer of InnoGames. He began to program when he was 14 years old and entered the browser game sphere in 2003, when he created the game Tribal Wars together with his brother Eike Klindworth and his school friend Michael Zillmer. Today, Tribal Wars is one of the most successful browser games, with over 52 million registered players. InnoGames was in 2007 founded as a consequence of this... Read More →


Tuesday August 4, 2015 3:00pm - 3:45pm
Respawn Stage 4

3:00pm

Experiences in Early Access

This panel will discuss experiences and lessons learnt in Early Access – which approaches to take in communications upfront and during launch, when to go for Early Access and when not, what to expect when going for it and which best practices everyboday learnt and would advise on in general.


Moderator
avatar for Jason della Rocca

Jason della Rocca

Co-Founder,  Execution Labs
Jason Della Rocca is the co-founder of Execution Labs, a first-of-its kind, hybrid game incubator and go-to-market accelerator that helps independent game developers produce games and bring them to market. Formerly, Jason was a game industry consultant focused on business and cluster development, working with game studios and organizations all over the world. Prior, he served as the executive director of the International Game Developers... Read More →

Speaker
avatar for Yves Bordeleau

Yves Bordeleau

General Manager / Creative Producer, Rogue Factor
Seasoned entrepreneur and versatile creative director, Yves is at the helm of Rogue Factor, an independent studio in Montreal currently developing Mordheim: City of the Damned, a tactical RPG set in Games Workshop’s Warhammer Fantasy universe. Throughout his career in the industry as a studio head for Cyanide’s Canadian branch, music director at Prime Edge Studios and also as a project management teacher, Yves gathered an impressive... Read More →
avatar for Riad Djemili

Riad Djemili

Co-Founder, Code & Design, Maschinen-Mensch
Riad Djemili is the co-founder of Berlin indie game company Maschinen-Mensch. Their debut title The Curious Expedition, a fantastical expedition simulation game set in the 19th century, was released in 2015 on Steam Early Access and nominated for the DCP, the most prestigious German game award. Riad started working in the games industry in 2005. After getting his master degree in computer science from Freie Universität Berlin, he got in the... Read More →
avatar for Jiri Kupiainen

Jiri Kupiainen

Founder, CEO, Playfield / Shark Punch
Jiri boasts 14 years’ experience at the heart of the Finnish games business, working as an engineer, producer, Disney VP, and startup founder. He sold his previous gaming company, Rocket Pack, to Disney for 8 figures just 365 days after founding it. His current company Shark Punch recently raised a $1.2m seed round led by London Venture Partners. He’s never punched a shark, but did once punch a sea lion that bit him in the head.


Tuesday August 4, 2015 3:00pm - 3:45pm
Respawn Stage 1

3:00pm

Power Play: A Quick Guide to Ruining the Information Flow
As more and more companies employ some form of agile development, good communication within the team is more important than ever. While there are numerous elements that affect the flow of information, politics and power plays in the company tend to be more disruptive than anything else and can be the root of many problems. As part of the session the speakers will talk about scientific findings on the topic and their implications. Among other things, it'll be about information and know how not built, transferred, or applied properly as the consequence of office politics.

Speaker
avatar for Julian Dasgupta

Julian Dasgupta

Problem Solver Extraordinaire, Experimental Game
Julian Dasgupta, Problem Solver Extraordinaire, Experimental Game Pretty much since ever, Julian has been giving wanted and unwanted advice - some of which occasionally turns out to be helpful. In the past 16 years the Berlin-born know-it-all studied computer science and psychology and has been contributing articles to renowned magazines such as Gamers With Jobs and 4Players. Having also worked on the PR and marketing side of things, Julian later... Read More →
avatar for Karla Höß

Karla Höß

Producer, Experimental Game
Karla Höß has been working in digital and creative industries in Berlin, Konstanz and Düsseldorf. Coordinating exhibitions and events with museums and the A MAZE. festival, and producing websites, apps and games at web agencies and game developing studios, she established knowledge in cultural and business areas. Karla Höß is now working at Experimental Game producing the Gamebook Technology and the format Genius & Evil, the first... Read More →


Tuesday August 4, 2015 3:00pm - 3:45pm
Respawn Stage 3

3:00pm

Smart Tutorials: Teaching by design
Smart Tutorials: Teaching by design

Creating a good game tutorial is essential to bringing people into a game but it is also one of the most difficult things to do. Making the tutorial for mushroom 11 was a challenging task. With its new mechanics and controls, the game had to teach players the basics, such as moving, shaping and splitting, before ramping the difficulty up. The developers chose to avoid text and hand-holding almost entirely, in favor of using puzzles to teach first time players. Julia will go over these puzzles, demonstrate their design and evolution, and discuss the lessons they learned (and relearned) as designers.



Speaker
avatar for Untame

Untame

Game Developer, Untame
We are a small indie household studio based out of Brooklyn NY and we have been working on award-winning Mushroom 11 for several years. Mushroom 11 is a game where you control a green fungus like mushroom by destroying it. For each part destroyed, it grows back so it always has the same mass. You can then split, trim and prune yourself to solve puzzles and explore a post-human world.


Tuesday August 4, 2015 3:00pm - 3:45pm
Respawn Stage 2

4:00pm

Angry Birds Epic Post Mortem – Life after launch

Ellen will focus on the unpredictable nature of live development, what it is like to release new features in a live environment with 60 million players, and what it’s been like working with  a big publisher like Rovio.

 


Speaker
avatar for Ellen Lyse Einarsen

Ellen Lyse Einarsen

Project Lead, Chimera Entertainment
Ellen Lyse Einarsen has been a part of the games industry since 2007, and started out casting and directing the voice overs for Funcom’s MMORPG “Age of Conan – Hyborian Adventures”. By the time the game went live, she was associate producer, and went on to work on the game’s first expansion pack; “The Road to Khitai” along with live maintenance. As a screenwriter by trade, project lead by experience... Read More →


Tuesday August 4, 2015 4:00pm - 4:45pm
Respawn Stage 2

4:00pm

Indie means Independent

HOW TO THRIVE
IN THE MODERN DIGITAL AGE

Time for new approaches!

Speaker
avatar for Jon Hare

Jon Hare

CEO, Tower Studios
Jon Hare is one of Europe’s best known creative directors and game designers with over 10 international number one games to his name and nearly 30 years experience in the games industry. He also designed “Sensible World of Soccer” the most influential European developed game of all time according to Stanford University. As an established industry figurehead Jon has enjoyed a high media profile across Europe for almost 30 years. Jon... Read More →


Tuesday August 4, 2015 4:00pm - 4:45pm
Respawn Stage 3

4:00pm

Mobile Devices and Disabled Gamers
20% of gamers have some kind of disability, and many mobile gamers also encounter situational impairments, such as playing in direct sunlight, or holding onto a handrail on the underground. Small screens and touch interfaces bring some accessibility barriers and solutions that are specific to mobile devices. This session will share insights on what accessibility and disability actually mean and why they are important. It will also share some easy mobile-specific considerations you can make in your own games, and the human and business impact that they can bring.

Speaker
avatar for Ian Hamilton

Ian Hamilton

Accessibility specialist, IHDC
Ian’s background is from both gaming and web products at the BBC, where he became involved with accessibility, in particular for preschoolers with profound motor and cognitive impairments. He now works in the wider industry on both advocacy and consultancy, working with developers, academia and industry bodies to raise the profile and understanding of accessibility issues in the games industry. Examples include co-authoring a White House... Read More →


Tuesday August 4, 2015 4:00pm - 4:45pm
Respawn Stage 4

4:00pm

Keep your game alive: the business and development behind still expanding Awesomenauts years after release
Games-as-a-service is all the hype, but how to actually do this as an indie studio? Lots of small patches, or a few big ones? Free updates or paid expansions? How to balance long-term and short-term development? How to market a patch? In this talk Joost will explain both the business strategy and the development approach that Ronimo uses to keep Awesomenauts growing. Through regular big patches, community events and DLC Ronimo has managed to keep the Awesomenauts community stable for three years and provide the studio with a steady monthly income

Speaker
avatar for Joost van Dongen

Joost van Dongen

Lead programmer / co-founder, Ronimo Games
Joost van Dongen is co-founder and lead programmer at Ronimo Games, the Dutch studio behind the award winning 2D RTS Swords & Soldiers and the platforming MOBA Awesomenauts. Awesomenauts has so far sold 2 million copies and is expanded monthly with new content. Three years after release Awesomenauts still has a thriving community and shows no signs of slowing down. Ronimo recently released their new game Swords & Soldiers II on Wii... Read More →


Tuesday August 4, 2015 4:00pm - 4:45pm
Respawn Stage 1

4:00pm

Together we are less alone - Building lovely communities by bringing Local Multiplayer Games to Public Spaces

The past generation of consoles almost killed a social phenomenon that made gaming big in the first place: playing games together with friends on  the same couch, in the same room. Most multiplayer games for Xbox 360 or Playstation 3 connected friends via the net, not the same screen.
It became a rare opportunity to sit, play and talk. In the meantime, a new trend of game design from the indie game scene arose: “Local Multiplayer Games”. These games such as Nidhogg, Gang Beasts or Towerfall are based on two core principles: they are accessible also for casual gamers and they are fun to watch. Designed by rules ofsocial interaction, these games - celebrating the community of players - raise a new paradigm of playing together, open up chances for games as public events and support social interaction not only in private living rooms, but also in bars (like the Nidhogg bar events in NYC), at festivals (like the A MAZE. events), in semi-public forums on the internet (like the Let's Play genre on YouTube) and in new places like cinemas (like the Game <3 Cinema event series).
What does this mean for concepts of games and spaces? What new ways of interacting with individuals and society become possible by this? And how can we benefit as designers and game enthusiasts?

The talk shares a vision of games as public interaction and thinks about new approaches on how to make games social events, not only with friends but also with society.


Speaker
avatar for Silja Rheingans

Silja Rheingans

Organizer of People and Things, International Games Week
Wanting to be a singer, a journalist, an author, a coder, a game designer, and several other things that little girls dream of, Silja studied way too long and ended up being none of it. Instead she became the Organizer of People and Things: Connecting community & project management at International Games Week Berlin, she manages big parts of the Games Week network, coordinates event business and does wild Guerilla marketing at partys and... Read More →


Tuesday August 4, 2015 4:00pm - 4:45pm
Respawn Stage 5 - Classroom

4:00pm

Games/Bavaria Beer Reception

Tuesday August 4, 2015 4:00pm - 6:00pm
Respawn Stage 1

5:00pm

Fast Forward Africa - A Digital Movement moderated by Thorsten S. Wiedemann, Founder and Artistic Director of A MAZE.
This panel is brought to you by A MAZE. and will give an overview about the fast growing game developer scene and starting game industry in Africa. Not many people know that there are more and more talented and creative game developer having their studios in Nigeria, Uganda, Togo, Senegal and South Africa. It is a very moving time when innovation labs are popping up, coding and digital art schools are opening doors and universities adding game design courses to their existing interactive design program. Goethe-Institut will bring 15 protagonists of the african digital movement to Cologne. We've taken the chance to invite five of them to the panel in order to get some insights of structure, present status and the future goals. 

Moderator
avatar for Thorsten S. Wiedemann

Thorsten S. Wiedemann

Founder and Director, A MAZE. GmbH
is founder and director of A MAZE.. He produces and curates under this international label festivals, exhibitions and workshops on the intersection of games, games culture, digital arts and playful media. With "A MAZE. / Berlin" and "A MAZE. / Johannesburg" he created two annual international festivals to present independent games culture and playful media. He generates new controversial formats (e.g. A MAZE. Magazine, A MAZE. Pop-ups) and... Read More →

Speaker
avatar for Adebayo Adegbembo

Adebayo Adegbembo

Chief Executive Officer, Genii Games
Adebayo Adegbembo is the founder of Genii Games Limited, a company based in Lagos, Nigeria. He is the lead programmer and 2D animator for the company’s Asa brand; a range of interactive mobile apps and videos driven towards promoting and preserving indigenous African Cultures among kids using a combination of games, voice, sounds, graphics and text. Adebayo, a self-acclaimed African Cultural Evangelist consistently works to promote and... Read More →
avatar for Kaggia Andrew

Kaggia Andrew

Senior Game Developer, BLCK Division
Black Division Games seeks to establish itself as an authoritative game development company in Africa through developing high quality, culturally relevant and uniquely engaging products. Our first title, Nairobi-X, is Kenya's first multi-platform 3D first person shooter experience. Now available on PC and Android platforms, Nairobi-X can be downloaded for free at and Google play. Making awesome games is our passion... Read More →
avatar for Binta Coudy

Binta Coudy

Co-founder, Jjiguène Tech Hub
Coudy is a computer science engineer, co-founder of the hub and a technology lover. Based in Dakar, Senegal, she’s determined with Jjiguene Tech Hub to increase the number of women in tech so as to reduce the gender gap. Coudy has a special interest on the usage of technology for small businesses and is involved as a volunteer in any initiative aimed at raising the level of Technology in West Africa. 
avatar for Nick Hall

Nick Hall

Chairperson, MakeGames SouthAfrica
Nicholas Hall is the chairperson of Make Games South Africa, an industry body that strives to develop and grow the game development industry in South Africa. Make Games hopes to make contact with other industry stakeholders who would be interested in partnering with Make Games and its many development programs. Make Games wants to promote South Africa as a destination for outsourced game development work and showcase their locally produced... Read More →
avatar for Bayo Puddicombe

Bayo Puddicombe

Chief Executive Officer, Chop up
I run a mobile gaming company. At ChopUp, we develop entertainment content primarily for an African audience. Mobile is the most pervasive tech media in Africa and games are quite popular. However, culturally relevant game content is in short supply. Our objective is to create game-based experiences that are relatable for our target audience. We truly believe that games are a powerful means of interactive communication and we are exploring... Read More →


Tuesday August 4, 2015 5:00pm - 5:45pm
Respawn Stage 2

5:00pm

Revolutionary adventures: building a community over 25 years

Charles will talk about how Revolution has embraced the relationship with its community over 25 years, and how this was rewarded when Revolution successfully kickstarted their latest adventure, Broken Sword 5 - the Serpent’s Curse in 2012, breaking records at the time.


Speaker
avatar for Charles Cecil

Charles Cecil

Founder & CEO, Revolution
Charles Cecil MBE has been a key figure in the interactive entertainment industry for over 30 years. Founder of Revolution Software, today one of the world’s leading adventure game companies, Charles has created numerous narrative-driven games including the multi-million selling Broken Sword series. Charles has worked on titles as diverse as The Da Vinci Code for Sony Pictures and Doctor Who for the BBC for which he won a BAFTA award... Read More →


Tuesday August 4, 2015 5:00pm - 5:45pm
Respawn Stage 1

5:00pm

UX in Game Audio – How to add meaning to your Game Soundscape
Game Audio is a very mighty tool in Game Development when you know how to use it. While good audio asset creation is still valuable for player experience, nowadays, the main focus of audio teams shifted towards interactive asset implementation (music, SFX and voiceovers) via an audio engine. This procedure however, has a lot of pitfalls and lures audio teams into losing themselves in an overloaded soundscape with a variety of unnecessary sounds that do not add value for the player anymore. Therefore, in order to maintain a good overview and to avoid this risk of sound clutter, game audio professionals should pursue structured and coherent concepts throughout the audio production. The main goal here, should be to maintain a logical user experience that guides the player through the game. Currently, recent usability studies mostly serve game designers and graphics artists to improve the overall user experience of a video game, but these findings can just as well benefit to the game’s soundscape, which will be demonstrated by the example of the Assassins Creed Identity soundscape.

Speaker
avatar for Stefan Randelshofer

Stefan Randelshofer

Audio Director, Blue Byte GmbH
Stefan has worked in the field of Audio and SoundDesign for TV and Movies since the end of the 90‘s. Then he decided to acquire more profound knowledge about the creative and technical part of Audio and started to study MultiMediaArts at the University of applied Sscience in Salzburg. He holds a Magister degree in Audio and Gamedesign and a Master degree in Management. In the mid 00’s he started to work on games as Sound Designer and Audio... Read More →


Tuesday August 4, 2015 5:00pm - 5:45pm
Respawn Stage 3

5:00pm

Why game makers should be tinkerers at heart

Creativity often needs some sort of inspiration. In order to get some, we at studio fizbin try to get as diverse input as we can. We often find ourselves exerimenting with different painting styles or building prototypes out of baufix, paper and duct tape! With this talk we want to lure your inner child out of her/his cave to tinker around whenever you are in need of some creative inspiration! But beware, live tinkering includes the possibility of not-so-serious injuries through lower voltage shocks.



Speaker
avatar for Mareike Ottrand

Mareike Ottrand

Art Director and co-founder, Studio Fizbin
Mareike was born in 1983 in Lemgo, to the surprise of her parents, with a pencil in her right hand. Hence her career options were quite narrow. In 2007 she got her B.A. in Media Production, followed by a diploma in Motion Design in 2011 at the „Filmakademie Baden-Württemberg”. As a freelancer for commercial agencies in Europe she gained lots of experience as an illustrator and animator while working for international clients like Disney... Read More →
avatar for Alexander Pieper

Alexander Pieper

Technical Director & Co-Founder, Studio Fizbin
Born in 1985, right after the videogame crash and in the beginning of a new golden age, he grew up with NES, SNES, Mega Drive and his first PC. In 1997 he read a BASIC-Book and programmed his first Text-Adventure for his brother’s birthday, „Survive Afternoon School“. As he dived further in programming and the architecture of videogames, he started studying Applied Computer Sciences in 2007. After a workshop with the... Read More →


Tuesday August 4, 2015 5:00pm - 5:45pm
Respawn Stage 4

5:00pm

Gaming-Aid e.V.: The power of resilience

Gaming-Aid would like to help developers to gain more strength for the hard parts of their development journey. What happens if the project is not working as planed? What if it all falls down? How to cope with the failure? The hole in which developers can fall into can be very deep. We would like to speak about these situations and want to give tips and best practices on how to survive, physically and mentally.



Speaker
avatar for Tahsin Avci

Tahsin Avci

Vice-Chairman, Gaming Aid e.V.
Tahsin Avci is vice-chairman of the public charity Gaming-Aid e.V. He graduated from media economics and started his gaming career as a Product Manager at Virgin Interactive before working on marketing campaigns for ATARI, Ubisoft and Universal Pictures. In 2010 Tahsin founded his startup Pop Rocket Studios and started producing games and applications with a gamified focus for web, mobile and gadgets. He fell in love with games on a ATARI 2600... Read More →
avatar for Silke Schippmann

Silke Schippmann

Founder, Gesellschaft für Resilienz GbR
While working and advancing in the mental health services, Silke Schippmann studied International Information Management and emphasized on psychology in her minor subject. After finishing her studies she worked as a community and social media manager for the business platform XING, from which she progressed to companies like Yelp (former Qype.com) and the old-established knowledge-site wer-weiss-was.de - an affiliated company of the Pro7 Sat.1... Read More →
avatar for Nicole Willnow

Nicole Willnow

Co-Founder, Trainer, Coach, Gesellschaft für Resilienz GbR
Nicole has an MBA, was working in different departements in old and new economy, is an entrepreneur, is selfemployed since 13 years, and is a projectmanager, trainer and consultant. Five years ago she founded a web platform for eventlocations named Locationpool.de. But her heart project is the Society of Resilience, where she and her partner Silke are teaching people to get through crises with much more serenity. She loves networking and is... Read More →


Tuesday August 4, 2015 5:00pm - 5:45pm
Respawn Stage 5 - Classroom

6:00pm

Barbecue Party at Respawn 2015
Our Party with great Barbecue, Drinks, Met and Beer. Come and join!
Tuesday August 4, 2015 6:00pm - Wednesday August 5, 2015 12:00am
Respawn Stage 1