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Creative [clear filter]
Monday, August 3


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?

avatar for Gunnar Lott

Gunnar Lott

Managing Director, Visibility Communications
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... 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... 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... 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... Read More →
avatar for Andreas Suika

Andreas Suika

Evangelist, Epic Games
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... Read More →

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


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.

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... Read More →

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


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.

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. He works in the video games industry since 2006. First as a video game programmer, in 2008 became a lead programmer and at the end of 2011 he was given... Read More →

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


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.

avatar for Lucas Gondolo

Lucas Gondolo

Creative Director, OKAM
avatar for María Martina Santoro

María Martina Santoro

CEO & Co Founder, OKAM Studio
avatar for Santiago R. Villa

Santiago R. Villa

Art Director, OKAM

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


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…

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... Read More →

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


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.

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... Read More →

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


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.

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... Read More →

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


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.

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... Read More →

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


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.

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... Read More →

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


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.

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... Read More →

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


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.

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... Read More →

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


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.

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... Read More →

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


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.

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... Read More →
avatar for Alexander Pieper

Alexander Pieper

Co-Founder & Technical Director, Studio Fizbin GmbH
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... Read More →

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