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Tech [clear filter]
Monday, August 3


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.

avatar for Florian Busse

Florian Busse

Senior Level Designer, GIANTS Software GmbH
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... Read More →

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


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. 


Raul Portales

Software Engineer, Platty Soft

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


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


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.

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... Read More →

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


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

Michalina Kiera

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... 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... Read More →

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


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


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. 

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 d... Read More →

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


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.

avatar for Robert Podgorski

Robert Podgorski

Html5 Game Creator, BlackMoon Design
Founder of BlackMoon Design game studio, which makes games since 2005. Creator of over 200 games. Joins game jams very often and help organize Global Game Jam as regional coordinator for Eastern Europe . Helps organize open gamedev conference GiC. Likes to draw space ships and gals... Read More →

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


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.

avatar for Jens Kühlers

Jens Kühlers

Solutions Architect, 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... Read More →

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


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


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

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... Read More →

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