Sunday, August 18, 2019
10:30 AM
11:00 AM

devcom Opening Ceremony

devcom's official opening ceremony by Stephan Reichart and other guests!
Offenbachsaal
Opening Ceremony
11:00 AM
12:00 PM

Tom Clancy's The Division 2 Production: The Good, The Bad and The Beautiful

Cristian will talk about the learnings from Tom Clancy's The Division and how they were applied in the production of Tom Clancy's The Division 2. He will then take a deep dive into the production philosophy, processes and tools that were used throughout the development of The Division 2, and the challenges Massive had to overcome while working on a multisite production.
Game DesignPost Mortem
Offenbachsaal
Keynote
  • Cristian Pana (Ubisoft Massive)
12:30 PM
1:30 PM

Classic Post Mortem - Indiana Jones and the Last Crusade: The Graphic Adventure

Follow games industry legends David Fox and Noah Falstein on their journey through time, back into the year 1989, and celebrate the 30th anniversary of a classic - Indiana Jones and the Last Crusade: The Graphic Adventure.
Game DesignClassic Post Mortem
Offenbachsaal
Fireside Chat
  • David Fox
  • Noah Falstein (The Inspiracy)
12:30 PM
1:30 PM

Beyond the Soundtrack - a Journey in creating unique musical Soundworlds for Games

From journeying in near lost villages in Mexico in search of rare Mayan musical knowledge to handmaking paper instruments that sound larger than life are just some of 'normal' things that Brian does when he is creating soundtracks for games. In this talk, we will explore the unique creative process and methodologies that Brian used to create the award-winning soundtracks on games such as 'Shadow Of The Tomb Raider", "Tearaway" and "Resident Evil 7. 
Audio & MusicCulture
Europasaal
Talk
  • Brian D'Oliveira (La Hacienda Creative)
12:30 PM
1:00 PM

When S..t hits the Fan, you need a Plan!

Building a studio and team of game developers is one thing – growing it and keeping it alive, even when things don’t seem to go your way, yet another. After working at numerous high-profile companies like Gameloft, Electronic Arts, Bigpoint, and Ci Games, Dan founded his very own studio Black Sail Games in the heart of Warsaw, Poland, and gathered his fair share of experience in game development, focused on the risks and best practices when it comes to build, manage and grow international teams to make them perform and create innovative products. In his talk, Dan will give valuable insights into how teams can prepare for the worst case and how they can weather the storm.  
Leadership
Hall 11 - Stage 1
Talk
  • Dan Olthen (Black Sail Games)
12:30 PM
1:30 PM

A new Era of Publishing: How to evaluate the Services of a modern Publisher and pitch your Game

In this session, developers will examine the functions of a modern publisher, learn how to evaluate their services, and understand what makes an effective game pitch.
Business & Marketing
Hall 11 - Stage 3
Talk
  • Christina Seelye (Maximum Games)
12:30 PM
1:30 PM

More than once upon a Time: KPI-driven Storytelling

Narrative has been back in business for a while now. Proving over and over again, that it does not only work as a vehicle for immersion, it is a solid business model as well. At the same time lots of games try to cash in on this trend delivering story driven F2P gaming experiences. The market has doubled the last two years and shows no sign of stopping. But how to establish a successful storytelling product, that monetizes well and is accepted by the audience? This Session will give real insights into the processes and concepts behind the launch of such a product. We will illustrate these with actual data from the launch of our own game “My Love: Make Your Choice!” in the DACH region. We will also show how we shaped our Live Operations process around the improvement of the storytelling experience. Using real data to explain why some decisions work with the target audience and others don’t. The session will help to understand some of the basics behind creating a F2P story driven app which focuses on romantic plots. While offering some basic thoughts on approaching other genres as well. Session Summary: How to make a narrative game work and perform on the F2P-market. How to optimize decisions for your audience. Session Takeaway: - Understanding your audience is the key to monetization - Never sell your most exciting options to cheap - Be prepared for some rude surprises
Narrative DesignBusiness & Marketing
Hall 11 - Stage 5
Talk
  • Nico Nowarra (Gamebook)
12:30 PM
1:30 PM

How Drones find their way in The Surge

How do you make drones to move properly in your game when the rest of your enemies are stick to the ground? How do you do that without spending too much money licensing an external software? We will try to explain the process we followed and why it was worth it for us.
Tech & Programming
Showfloor Stage
Talk
  • Carlos Torija (Deck13)
  • Arturo Cepeda (Deck13)
12:30 PM
2:30 PM

Spatial Audio in Forza Horizon 4’s Initial Experience (+ Showcase)

This session aims to form an overview of Forza Horizon 4’s opening audio moments. A particular focus of the talk will look at how Spatial Audio was used to enhance the overall experience.
Tech & ProgrammingAudio & Music
Dolby Atmos Stage
Talk
  • Fraser Strachan (Playground Games)
12:30 PM
1:30 PM

How Hadean tackled a Gaming Record

Earlier this year, tech start-up Hadean teamed up with MMO developer CCP Games to create EVE Aether Wars, a massively ambitious project that aimed to bring thousands of players together in a single-shard world. With Phase Two about to take place, Hadean revisit the original Aether Wars and share fascinating insight into running a massively multiplayer tech demo that dared to go where no-one in the industry had gone before.
Tech & Programming
Hall 11 - Stage 2
Talk
  • Aidan Hobson Sayers (Hadean Supercomputing LTD)
12:30 PM
1:30 PM

The Psychology of Live Ops (Presented by Microsoft)

For the growing number of games that are always online, managing live operations is increasingly essential. Live Ops expands the fun with continual engagement and connected experience. Growth depends on the satisfaction of the players and modular features that can operate independently. We'll explore how player psychology impacts your design and live operation.
Production & Team Management
Hall 11 - Stage 4
Talk
  • Mark Val (Microsoft)
1:00 PM
1:30 PM

Videogames and High Culture: Multidisciplinary Reflections and Connections

Videogames and High Culture: Multidisciplinary Reflections and Connections What are, but most of all, what could videogames be? To what extent old and new generations are influenced and “educated”, whether directly or indirectly, consciously or unconsciously, by video-recreational applications developed for the global market? What is the existing relationship between High Culture, in the complexity of its own definition, and the world of digital entertainment? In 2018 Fabio Belsanti, game designer with a historian background, Roberto Talamo, a literature theorist and lecturer, and Elisa Di Lorenzo, CEO of Untold Games, questioned themselves and, at the same time, asked a first group of scholars/academics and developers, these and many more questions with the purpose to feed the international debate on the complex and multifaceted universe of videogames. In their talk, Elisa and Fabio share their our experience and vision about videogames and high culture (beyond the functional dynamics of development and business), the multidisciplinary methodology we have decided to use, the many questions that remain open and the results so far achieved. Takeaway Videogame developers rarely stop to contemplate their work, rarely have a philosophical or existential view of what they are developing, and we believe that this is an obstacle to the evolution of this incredible medium. Attendees should come away from this talk with a lot of new questions about their work and the (high) cultural implications of what they create. 
Culture
Hall 11 - Stage 1
Talk
  • Elisa Di Lorenzo (Untold Games)
  • Fabio Belsanti (P.M. Studios)
1:30 PM
2:30 PM

Original meets Reboot: Monster Boy and the Cursed Kingdom

The iconic arcade platformer 'Wonder Boy' by Japanese creator Ryuichi Nishizawa, released in 1986, turned out to be the headstone of a long-lasting, popular series, called 'Monster World' with later releases. 32 years later, Game Atelier and FDG joined forces to continue this critically acclaimed series with 'Monster Boy and the Cursed Kingdom'. Join the fireside chat of two generations of game creators who worked on the same legendary series. Learn about what the challenges of making games were back then, how they changed up until today, and how it feels to have the once-in-a-lifetime opportunity to continue a series you've been playing and loving as kid - with a team spread around the globe and speaking 4 different languages!
Game DesignPost MortemProduction & Team Management
Offenbachsaal
Fireside Chat
  • Ryuichi Nishizawa (Freelance)
  • Fabien Demeulenaere (Game Atelier)
  • Tomoko Miya (Flamebait Games)
  • Philippe Döschl (FDG Entertainment)
1:30 PM
2:30 PM

Animating Creatures with Body Mutations in Phoenix Point - Same Character, same Animation Set, different Movements (Sponsored by akeytsu)

Taking you behind the scenes of one of the most anticipated titles by the game designer Julian Gollop, the animator Elena Nikolova will talk about the challenges of animating multipede characters, building a workflow in a growing independent team and how to find solutions when hitting a wall.
Tech & ProgrammingArt & Visuals
Europasaal
Talk
  • Elena Nikolova (SNAPSHOT GAMES)
  • Elena Nikolova (Snapshot Games)
1:30 PM
2:30 PM

Debunking the Myths & telling the Truth about Player Retention

Is Day 7 more important than D1? Why is 65% D1 just about good enough for hyper casual and 36% D1 good enough for others? In this session Oliver will share some of the truths and myths around player retention and how Lockwood Publishing, the makers of Avakin Life broke with D1 retention to double their player base every 12 months for the last 4 years.
Production & Team Management
Hall 11 - Stage 1
Talk
  • Oliver Kern
1:30 PM
2:30 PM

Revitalizing an MMORPG after 20 Years of Service

In January 2019 Tibia turned 22 - it is the oldest commercial continuously running MMORPG worldwide. Within the last three years we could stabilize a declining player base and increase the revenue of the game by more than 50%. This talk shows the amazing developement and describes some of the key changes that made this success possible: - Extending the freemium monetization model with microtransactions and an ingame store and keeping the community in the process - Solving a long lasting cheating problem by implementing BattlEye anti-cheat service - Solving a long lasting DDoS problem by combining a self developed technical solution with professional DDoS protection services - Including the community in feature selection and development
Post MortemProduction & Team Management
Hall 11 - Stage 2
Talk
  • Martin Eglseder (CipSoft)
1:30 PM
2:30 PM

Your Brand is the Key to your Survival

When players consider buying your game, they don’t see what you see: there are 100s of new games and ALL the top sellers are sequels and part of established brands. Whether you’re pitching investors or selling to gamers, your brand needs to communicate instantly that THIS game is a quality package - and show the buyer what emotional experience is on offer. The question is how to do that? Christian Fonnesbech will dive into the secrets of impactful brands and long lasting IPs. Takeaways: - Why your Artistic intent is your core business - How brands are built - The components of long-lasting IPs
Business & MarketingLeadership
Hall 11 - Stage 3
Talk
  • Christian Fonnesbech (Leverage)
1:30 PM
2:30 PM

Stories To Go: Guidelines for effective Narrative Design in Mobile Games

Do mobile games need ‘a story’? A game’s narrative design deeply influences player experience and can provide a sense of purpose and motivation. But due to the nature of the medium, mobile games have to fight over players’ attention in a way that other games don’t. This forces us to rethink how we deliver narrative. This session will take a look at mobile players’ behavior and best practices to make your game’s narrative work with few words, using Candy Crush and other games as examples.
Narrative Design
Hall 11 - Stage 5
Talk
  • Valentina Tamer (King)
1:30 PM
2:30 PM

Man in a Box: How to be effective working remotely

Why be a man in the box? Otto Kivling, Lead programmer at Redhill Games, will answer the question and share his experience of coding onsite and remote in different gaming companies. Have you ever thought of being remote? Otto has tips for you!
Tech & ProgrammingProduction & Team Management
Showfloor Stage
Talk
  • Otto Kivling (Redhill Games)
1:30 PM
2:30 PM

Making grown Men cry - Working with difficult and emotional Topics in your Games

Sarepta Studio creates thought-provoking and emotional titles, such as BAFTA award-winning “My Child Lebensborn”, - a story-driven nurture game about children born of war. In this talk you will get insights into how to work with difficult and emotional topics as a basis for your games. Hear about choices made in the development of My Child Lebensborn, and get a sneak peek into the current goals and challenges of our newest project, - A first-person psychological drama.
Game DesignNarrative Design
Hall 11 - Stage 4
Talk
  • Catharina Due Bøhler (Sarepta Studio)
2:30 PM
3:00 PM

The Next Wave in Mobile Gaming Monetisation (Presented by App Annie)

The leading mobile data and analytics platform shares the latest trends on the gaming industry globally: from the movers and shakers of 2019 and top publishers of the last year to the monetisation strategies pushing publishers to the top of the charts. Mobile gaming is set to hit 60% market share of consumer spend in 2019, among all gaming including PC/Mac, handheld and home consoles. While mobile gaming continues to eat into consoles’ market share, the future of mobile gaming is changing faster than ever before; App Annie reveals the trends to watch. 
Business & Marketing
Hall 11 - Stage 1
Talk
  • Tomek Chudzinski
2:30 PM
3:00 PM

Creating Impact Without Shaky-Cam

Adding screen shake to convey mass and impact in your games is one of the first tricks you learn about when going into game development. But what if there's more than just screen shakes to juice up the feel of your game? This presentation aims to teach you about other effective delivery techniques to add that much needed "oomph" in your game's design by introducing and teaching you how to convey impact through time scaling, freeze framing, color flashing, shape deformation, texture swapping, jittering, gamepad rumbling and much more! All in runtime! After this presentation you'll have a plethora of effective methods to deliver the ultimate sense of mass and impact to the player.
Cre
Tech & ProgrammingArt & Visuals
Hall 11 - Stage 2
Talk
  • Fabian Rastorfer
  • Ben Miller (Fabraz)
2:30 PM
3:00 PM

Machines of Loving Grace - Human-Computer Interaction w/ DL

Recent advancements in deep learning open up new opportunities in human-computer interaction. Game designers can facilitate a more natural interaction between players and games. Speech recognition, natural language processing, object recognition, body and face tracking or even emotional state estimation are becoming available to developers and have the potential to change the way we interact with interactive media. Especially in the emerging areas like VR or augmented reality, deep learning is fostering the emergence of new design and UX solutions, allowing for a more natural way of interacting with the media we create.
Tech & Programming
Hall 11 - Stage 3
Talk
  • Andrzej Wojcicki (Lighthouse)
2:30 PM
3:00 PM

When Indie Developers meet (actual) Rock Stars

What happens when a metal band with zero game development experience decides to make an album as a video game and somehow manages to bring actual rock stars ((ex)Guns N' Roses, Epica, Within Temptation and others) on board? A lot of mess, rock n' roll, crazy stories and important life, team management and development lessons.
Game DesignProduction & Team Management
Hall 11 - Stage 4
Talk
  • Arnold Nesis (Capricia Productions)
2:30 PM
3:00 PM

'War Stories - Action Is for the Moment, but Stories Can Empower or Haunt Far Beyond the Game'

In this talk I will share how my own experiences as a war journalist and how the experiences of my team have shaped the storytelling in our games and simulations. Providing a glimpse behind the scenes, I will explore how we use the power of stories to create truly authentic, deeply engaging characters, worlds and intensely immersive experiences. By taking a look at the neuroscience and psychology of immersion I will discuss why and how these experiences allow us to empower, inspire and in some cases even enable our players to rewire their brains, creating an impact that lasts far beyond the game. Finally I will take a look at our most recent story-telling challenge: creating equally immersive and engaging stories for VR. Audience The talk is aimed at writers involved in developing game narratives but equally addresses overall design challenges and approaches to games and how they influence their players minds. Therefore it is relevant to a wider range of professionals involved in game design and creation. 
Game DesignNarrative DesignVR
Hall 11 - Stage 5
Talk
  • Antonia Koop (corncutter.games Ltd / Kite Rider - Strategic Adventures Ltd.)
2:30 PM
3:00 PM

Offloaded A.I. Processing: How SpatialOS and Multiserver Architecture transforms PvPvE Gameplay in Unreal Engine (Presented by Improbable)

Looking to build an online multiplayer game? The SpatialOS GDK for Unreal solves the hard problems of online game development for every type of online experience - from 4v4 session-based games to 1000-player MMOs. Not just for building the bigger game worlds of tomorrow, SpatialOS allows developers today to focus on gameplay whilst its suite of services handle networking, hosting and online services to accelerate your production. Come hear the latest features additions to the SpatialOS Game Development Kit (GDK) for Unreal and how features such as simple matchmaking and AI offload has enabled Midwinter Entertainment to take a faster and more flexible approach to creating an online game during the development of its upcoming PvPvE shooter Scavengers.
Tech & Programming
Showfloor Stage
Talk
  • Paul Thomas (Improbable)
2:30 PM
3:30 PM

Microsoft Spatial Sound Platform: Fundamentals, Best Practices and Content Ideas

This talk will focus on the fundamentals of the Microsoft Spatial Sound platform on Windows and Xbox, what the platform offers for developers and users, and show the basics of integrating spatial sound into a title.  We will also discuss deeper middleware integration including use of dynamic objects and non-virtualized sounds, best practices for integration, and ways to use spatial content to bring deeper immersion to a title. 
Tech & ProgrammingAudio & Music
Dolby Atmos Stage
Talk
  • Robert Ridihalgh (Microsoft)
3:00 PM
4:00 PM

Leading Game Teams With Emotional Intelligence

A lot of has been said about the efficiencies of teams and how process, tools and technology can be improved to help us make games. Yet our greatest -and often only- asset is the talent that we work with. Leading talent means engaging our team members as individuals and human beings who are guided to a large degree by emotional factors. Often this softer side is undervalued and overlooked. Yet, the efficiency of a team requires leadership to understand that emotions exist, they play a key role in individuals and teams’ performance. Over the last 20 years Matias has worked with game teams of various sizes around the world. He will share his learnings on the importance of emotional intelligence and illustrate these with some personal examples. He will also highlight a few common laws of emotional intelligence. The hope is to help leaders deliberately lead with emotional intelligence in mind. 
Leadership
Offenbachsaal
Talk
  • Matias Myllyrinne (Redhill Games)
3:00 PM
3:30 PM

Global Trends: Analysis of 3 Billion Mobile Gamers

GameAnalytics present their latest research into the global mobile gaming market, with fresh data for H1 of 2019 covering more than 70,000 games and 850 million monthly players. In this talk, they reveal the latest industry trends for KPIs like retention, session length, ARPPU, and conversion - all at the genre level. This is the most comprehensive piece of first-hand analysis currently available in the gaming market, with essential insights for developers, studios, and publishers of all shapes and sizes.
Business & Marketing
Hall 11 - Stage 1
Talk
  • Shariq Manji (GameAnalytics)
3:00 PM
4:00 PM

Player Dreams: Designing the Dictator Fantasy in Tropico 6

When thinking about your game`s USP, it is helpful to understand the “dream” you are offering your players for their time and money. Whether you are offering the chance to ride on the back of a pterosaur, to operate manly harvesting machines or to become an outlaw in the Wild West, the clearer and more meaningful the (childhood-) dream, the easier it is to stick out and to be seen as an experience worth the players` attention. In the talk Johannes and Marcus will share theory and methods to create a strong player dream for your game and illustrate those with practical examples from the development of Tropico 6 with the goal to strengthen the dream of “ruling as a dictator on a tropical island”. Additionally they will explain how to “measure” the strengths of your player dream and go into design decisions in Tropico 6 and how they fulfill the dictator fantasy.
Game DesignPost Mortem
Hall 11 - Stage 2
Talk
  • Johannes Reithmann (Limbic Entertainement)