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9:45am
Alan McDermott Wushu StudiosJo Daly Wushu StudiosNigel Kershaw Wushu StudiosLeanne Bayley Atomhawk Advance9:45am - 10:30amSpace 2KEYNOTE: Come Together: Building a Positive and People-first Future for Game Development in the North West
Thursday 14th November9:45am - 10:30amSpace 2This session will explore how Wushu Studios strives to shape the future of development through a people-first approach, and a positive company culture. We’ll discuss how leadership is being reimagined in the studio, the value and challenges of collaboration post-COVID, and the benefits and pitfalls of co-development. Wushu Studios and the North West of England are fast becoming a beacon for forward-thinking game development in the UK, setting new standards for the industry.
Host: Leanne Bayley, Atomhawk
10:45am
Dr Jackie Mulligan Game RepublicNina Roussakoff LovewishAndrew Crawshaw ThunkdStuart Dinsey CurveDes Gayle Altered Gene10:45am - 11:30amSpace 1Panel: Running a Studio in Turbulent Times
Thursday 14th November10:45am - 11:30amSpace 1Hosted by Game Republic's Jackie Mulligan, a panel of experienced games studio leaders discuss running a games company in a difficult market and how you can overcome those challenges. Attendees will learn ways to navigate through difficult market situations, communicate with staff in uncertain times, adapt to quickly changing circumstances, work on different strategies to maximise your studio's profitability and not only survive but thrive as a games studio.
Matt Stark Sad Owl Studios10:45am - 11:30amSpace 2Viewfinding: From Mechanic to Game
Thursday 14th November10:45am - 11:30amSpace 2After a video of my experimental game mechanic went viral in 2020, I started creating a game around the mechanic. This game would eventually become Viewfinder. In this talk I’ll be discussing the process of building a game around a single mechanic, and the various design challenges we faced in turning Viewfinder’s picture mechanic into a game.
Session Takeaway
- How to approach the challenge of creating a game from a single mechanic
- How to investigate and account for the strengths and weaknesses of a game mechanic
- How to build upon a game mechanic, creating gameplay and supporting mechanics
Alex Beddows Thats No Moon10:45am - 11:30amSpace 7Level Up Your Artistic Eye
Thursday 14th November10:45am - 11:30amSpace 7In this talk, Alex will explain why the ability to observe and evaluate art is just as essential as the ability to create it. By understanding the key pillars that shape aesthetics, you can significantly enhance your own artwork and improve your capacity to collaborate with others.
Session Takeaway
- Understanding how to set aesthetic rules so we know when we can break them is what separates good artists from great artists and creatives.
- For artists to understand what we are trying to solve and show their are guiding principles that can help guide their decisions.
- To give a general insight into successful projects and how they apply rules and lessons to their projects to great effect.
- Leveling up your artistic eye is what will make you long term a much stronger artist, so it shouldn't be overlooked.
Claire Bromley Criterion Studios10:45am - 11:30amSpace 8When and How Best to Lean into External Partners
Thursday 14th November10:45am - 11:30amSpace 8In this session I will share my experience of being an internal/external Producer and working Co-Dev navigating through the common pitfalls when working with external partners. I'll share some successes too. So don’t learn the hard way, this talk will help you avoid mistakes and give you tips on how to form long lasting partner relationships.
Session Takeaway
- Sharing my learnings from over a decades experience
- Common pitfalls
- Best processes
- The most important things to get right
11:45am
Andrew Smith Spilt Milk Studios11:45am - 12:30pmSpace 1Trash Goblin - Turning Someone Else’s Trash into Treasure with Kickstarter
Thursday 14th November11:45am - 12:30pmSpace 1Spilt Milk Studios famously had more than 76 publishers turn Trash Goblin down in 2023, before running a successful Kickstarter and winning over 60,000 wishlists all by themselves. This sessions covers how they did it, who they turned to for help, why they needed to in the first place, what they wanted to get out of it - plus of course what they ended up actually achieving - plus insights into all the ups and downs along the way, with no details left out and as much transparency on numbers as we can muster.
Session Takeaway
- How to run a successful kickstarter
- How to launch a new IP
- How to Market and PR your game with a tiny budget
- How to build a community
Bradley Robinson-Austin Atomhawk11:45am - 12:30pmSpace 2You Should Make a Tool for That
Thursday 14th November11:45am - 12:30pmSpace 2Creating tools in unreal engine has never been so easy and accessible to people in all disciplines. We’ll look at what makes a useful and user-friendly tool, and when might be a good time to dive in and start scripting your own beginner friendly shortcuts, automations, and workflows.
Session Takeaway
- The power of tools and automations – What is possible with the tool-creation tools available to you.
- When should you start looking to build something - What situations could utilise a tool across the different disciplines.
- Building user friendly tools – a look at the UI and UX of tools, and how to build with the end user in mind.
- Example tool building
Amy Elliott Sumo Digital11:45am - 12:30pmSpace 7Building Efficient Custom Tools in Unity to Improve Team Collaboration
Thursday 14th November11:45am - 12:30pmSpace 7In this talk, you’ll learn about custom tool development in Unity to improve workflows and collaboration between technical and creative teams.
We’ll explore the many methods of creating tooling in the Unity Editor, including Custom Inspectors, EditorWindows, and ScriptableObjects, to build user-friendly systems that make it easier for other disciplines to engage with them.
We will also discuss how building tools can reduce feedback loops, improve iteration speeds, and cut down on miscommunication, showing real-world insights on how great tooling can improve communication and workflow efficiency in game development.
You’ll also see practical examples of custom Unity tooling and how this can make your team stronger.
Session Takeaway
- You will learn how to build custom Unity tools.
- You will learn how to use ScriptableObjects.
- Understand how creating tools can improve communication and workflows in game studios by reducing friction between disciplines.
- You will leave with steps to implement your own tools to boost your team's efficiency and improve project management!
Nigel Twumasi mayamada11:45am - 12:30pmSpace 8Don’t Forget the Story: The Power of Video Game Narratives
Thursday 14th November11:45am - 12:30pmSpace 8In this talk, mayamada co-founder Nigel Twumasi will delve into the "why?" of stories and explain how powerful they can be to any game being made today. We'll explore the value of well-told stories in video games, arguing that they should always be a crucial consideration for developers of all types and sizes.
Video games have evolved far beyond solely mechanical experiences with stories tacked on. Whilst player agency will always distinguish games from other storytelling mediums, this hasn't prevented them from becoming powerful vehicles for compelling narratives that extend far beyond a sprinkling of cutscenes. From heavily guided narrative-driven games to player-created stories, we'll discover how narratives build emotional connections, helping the best examples stand out in a crowded market.
Nigel is the lead writer for the mayamada manga universe, organiser of the "Do I Look Like A Gamer?" representation campaign, and a storytelling consultant. This session will also examine lessons learned from mayamada's own storytelling experiences in addition to insights from other media to learn how video games can continue pushing their narratives and player experiences forward.
Video games thrive when they tell compelling stories, and we can learn much from well-executed examples in the medium. This includes authentically delivered narratives, diverse character representation, and the inclusion of varied experiences—both in the games themselves and within development teams making them.
We'll discuss practical steps for teams to consider and implement when it comes to narrative design. By the end of this session, you'll understand why storytelling is not just an add-on, but a core component that can elevate your game's impact and player engagement. We value open, honest dialogue, so the session will conclude with a Q&A, encouraging further discussion on the effective implementation of stories in video games.
Session Takeaway
- Understand how considering story and game mechanics together can enhance the player experience.
- Recognise the marketing potential of strong, emotionally resonant video game stories.
- Discover strategies for implementing narrative in your game beyond conventional cutscenes.
- Learn practical steps to improve narrative design in your development process, including positive approaches and ones to avoid.
12:45pm
Damian O’Sullivan PlayStation Studios12:45pm - 1:30pmSpace 1Dialogue Evolution of Helldivers 2
Thursday 14th November12:45pm - 1:30pmSpace 1Dialogue Designer Damian O’Sullivan discusses the development of the dialogue on Helldivers II. Firstly, Damian will detail the challenges faced in code, prioritisation and other dialogue systems and the creative solutions used to overcome them in a GAAS context. He’ll then discuss how the team approached dialogue creative processing and mix decisions within Wwise for this evolving project.
Session Takeaway
- Practical solutions to systemic dialogue design
- Insight into dialogue considerations for GAAS titles
- Mix best practices for ensuring dialogue clarity
Claire Blackshaw Flammable Penguins Games12:45pm - 1:30pmSpace 2Godot: A Professional Perspective
Thursday 14th November12:45pm - 1:30pmSpace 2Claire, an industry veteran with experience across multiple game engines and platforms, will provide an overview of Godot from a professional standpoint. This talk covers the technical, workflow, and business reasons behind engine choices, offering valuable insights into Godot's ecosystem, structure, and practical applications. The session will delve into the technical aspects of Godot, exploring its framework and how it compares to other industry-standard engines like Unity and Unreal.
Attendees will gain a clear understanding of Godot's strengths and limitations, learning when it might be the ideal choice for a project and when other options might be more suitable. Claire will share her experience-based perspectives on integrating Godot into professional game development workflows, discussing performance considerations, tool ecosystems, and adaptation strategies. Whether you're a seasoned developer considering a switch or a studio evaluating new technologies, this talk will equip you with the knowledge to make informed decisions about adopting Godot in your projects.
Session Takeaway
- Understand the pros and cons of choosing Godot over Unity/Unreal for specific project types
- Gain insight into Godot's core structure and framework, including how it's built and how developers interact with it
- Learn about potential gotchas and surprising elements when transitioning to Godot from other engines
- Acquire a balanced view of Godot's place in the professional game development ecosystem
Daniel Susser Embodied Agility12:45pm - 1:30pmSpace 7Build Better Games, Faster, Cheaper and Easier with Scrum
Thursday 14th November12:45pm - 1:30pmSpace 7Building a game relies on a high performing team. Bringing people from different disciplines together to create a great player experience whilst keeping costs and frustrations low is challenging. Agile and Scrum can be a guide to success, but many in the gaming industry have never seen them used effectively, leading to more command and control, micromanagement and ultimately less delivery of value.
In this session Daniel will cover the essentials of Agile and Scrum, giving you the practical and theoretical grounding to build a better team to develop better games faster, cheaper, and more easily.
By the end of this talk you’ll be able to ditch the painful one hour standup, the micromanaging status updates, the burdensome project management spreadsheets and the exhausting running around checking up on everyone.
Instead you’ll be on the path to having an aligned team who understand the product vision and the delivery plan, trusting the team to get on with what they do best, removing blockers and obstacles and feeling like you’re all in it together whilst building a fantastic player experience.
Session Takeaway
• Why self-organising, empowered and aligned teams create better products
• How to use Scrum to manage the team and the project more easily
• Ideas for small changes to your ways of working that could make a big differenceMike Gamble Bastion G2MJo Cooke Bastion G2M12:45pm - 1:30pmSpace 8Hit the Ground Running With an Effective Green Light Package
Thursday 14th November12:45pm - 1:30pmSpace 8Mike Gamble and Jo Cooke discuss how a comprehensive Green Light package can not only help Publishers sign the right titles but aid Developers to decide whether to Self Publish or seek a Publisher. A properly structured Green Light package will allow both Developers and Publishers to efficiently hit the ground running when seeking early awareness for their projects, a crucial advantage in the modern crowded video game space.
Session Takeaway
- A greater understanding of why adopting a structured Green Light approach sets both Developers and Publishers up for success.
- A clear view of the essential elements that make up a successful Green Light package.
- Clear actionable directions to kick the process off when back at their respective studios/offices.
2:15pm
Steve Humphries Compute-Unit2:15pm - 3:00pmSpace 1Coder++: Practical Hints, Tips and Advice on How to Level-Up your Programming
Thursday 14th November2:15pm - 3:00pmSpace 1Steve, a games industry veteran with over 25 years of experience, will provide a number of hints, tips and insights for both new and aspiring programmers, and seasoned professionals alike, looking to level-up their skills in a competitive climate. Steve will discuss the practicalities of rapid, iterative, development and how it can offer quicker feedback and learning opportunities whilst improving productivity. Advice will be offered for aspiring programmers seeking to differentiate themselves in a competitive environment, established developers looking to expand their horizons or seasoned professionals aiming to move to the next level of seniority.
Attendees will gain a clearer understanding of the opportunities available to begin, improve or expand their programming career and take it to the next level. Steve will share his perspectives based on decades of experience working as a low-level graphics and engine programmer and more recently as a Technical Director. The talk will also aim to equip attendees with a greater understanding of what hiring managers look for in new hires, what line managers look for when performing appraisals and areas that established Senior or Principal programmers might consider when mentoring others.Session Takeaway
- Insights for aspiring programmers looking to break into or get a head-start in the industry
- Practical programming hints and tips that are simple yet powerful
- Advice for both aspiring and established programmers on how to level-up
- Examples for established developers looking to differentiate themselves in a competitive climate
Robin Perera Indie Developer2:15pm - 3:00pmSpace 2Let’s Make More Punk Games!
Thursday 14th November2:15pm - 3:00pmSpace 2Punk games do not deny the harshness of reality. Instead, they acknowledge it and the harm that has been done but create something hopeful, realistic, and revolutionary. Punk games must find their expected role in society and sit in the discomfort of the effects while flipping it on their heads. Mistakes are punk!!
Session Takeaway
- How your narrative can subvert and how it perpetuates harmful ideas
- How do you value the player’s time and mindfully show that?
- All games could use a bit more punk sensibilities to their games! Just not all at once.
Ben Board Epic Games2:15pm - 3:00pmSpace 7EULA and Moolah: Unreal Royalties Explained
Thursday 14th November2:15pm - 3:00pmSpace 7If you build your business on Unreal it's vital to understand how the EULA affects you. In this talk Epic Games Business Development Director Ben Board will explain Unreal's royalties and licensing, our new seat-based subscription for non-game industries, and how they fit in the greater Epic Games ecosystem of software and services. Did you know you can save fifty thousand bucks just by filling in a form?
Session Takeaway
- How to calculate the royalties on an Unreal game
- The steps to take before you ship a UE game
- What to discuss with a publisher before signing a deal
- How to pay a lower royalty, or remove it completely
Jake Kulkowski Guillotine2:15pm - 3:00pmSpace 8DIY: Building the Best Influencer Relations Campaign for Any Game, Yourself
Thursday 14th November2:15pm - 3:00pmSpace 8In this talk we’ll navigate the often-complex & esoteric world of influencer marketing. You’ll learn how to craft your own Influencer Relations campaigns to perfectly align with your game’s audience, no matter your budget or studio size.
We’ll also look at how Influencer Relations fits into wider PR/Marketing campaigns and how it can be used by itself as a way to convert to sales.
There’ll be case studies, practical knowledge and discussions about Influencer rates.
Session Takeaway
- You’ll gain a full understanding of how to build successful influencer campaigns yourself (or in-house)
- You’ll understand key metrics matter most for Influencer Campaigns
- You’ll learn the key differences between organic and paid influencer campaigns, and how/why to leverage each effectively.
- We’ll cover what the most suitable platforms are for your game (TikTok, YouTube, Twitch) and how to tailor your approach accordingly
- You’ll learn to identify and avoid the most common pitfalls when communicating with creators
3:15pm
Alison Lacy Liverpool Games BoardPhil Owen d3tClemens Wangerin Digital AdvisorsCaroline White Creative Industries SpecialistTom Owens University of Liverpool3:15pm - 4:00pmSpace 1Panel: Thrive in ‘35
Thursday 14th November3:15pm - 4:00pmSpace 1The industry is still in survival mode. But this panel attempts to look beyond the current state of the industry, and imagine the North's game development community in ten years.
What could we start to put in place - right now - if we wanted to be a true global development superpower?
What skills do the schools and universities need to start teaching? What have we learned post-Covid that we can apply strategically? What might co-dev look like? What are the next steps for DE&I? What would we like to see from Government? etc.
Not an exercise in 'prediction', but a group discussion of long-term planning and strategy, largely agnostic to specific trends, business models, game types etc.
Members of the LCR Games Board convene to discuss in a 45 minute session, hosted by Alison Lacy.Steve Tinkler Lvl Up Partners3:15pm - 4:00pmSpace 2Funding your Studio in Turbulent Times
Thursday 14th November3:15pm - 4:00pmSpace 2The games industry is experiencing one of its most challenging times in years, with access to funding more limited, leaving studios exposed to ever reducing cash runways and risk of closure. The role of the CEO to ensure survival of their studio has never been more critical. However, the industry is still growing, games still need to be made. There are still ways to obtain funding. During this talk, Steve Tinkler will discuss how you can best position your studio to navigate the challenging environment we’re experiencing.
Session Takeaway
- An overview of the current fundraising landscape and outlook for the games industry
- An understanding of the different routes to obtaining funding and which ones are most appropriate for you
- A fundraising strategy with practical specific actions you can take to help navigate the challenging times ahead
Irma de Wind Independent Music Supervisor3:15pm - 4:00pmSpace 7Tips and Tricks from a Music Supervisor to Navigate Music Licensing in Games
Thursday 14th November3:15pm - 4:00pmSpace 7What is the job of a music supervisor? A music supervisor oversees all the music-related aspects of a game. They negotiate the best deals between the composer and/or rights holders of the music, ensuring that both parties are satisfied
In this talk, I will explain the role of a music supervisor and why you need one. This includes explaining the differences between commercial, library, and composed music, as well as discussing the steps for clearing commercial music and what to look out for in composer deals.
Session Takeaway
- The difference between library music, commercial music, and composed (buy-out) music
- How to clear commercial music, e.g., the difference between master and publishing rights
- Different types of composer deals, e.g., buy-out, licensed deals, non-exclusive deals
- Will briefly discuss the topic of releasing a soundtrack
Filipe Strazzeri d3t3:15pm - 4:00pmSpace 8Staying Current as an Artist: Nanite and Lumen in Unreal Engine
Thursday 14th November3:15pm - 4:00pmSpace 8Engines are always evolving, even more so when you work with Unreal. As artists its important to stay up to date and understand the technology that underpins our day to day work.
In this talk I will walk you through the key points of the new systems (Nanite & Lumen) but how you've not seen before - a step by step guide on the do's and don't but more importantly the why for both.
The presentation will be full of practical examples and day to day issues you may encounter - why they happen and how to fix / avoid them.
It is no longer enough to just 3D model something or to set dress your levels without consideration, we all need to be a little bit more technical.
Session Takeaway
- Understand what Nanite and Lumen do and what happens to our models when they go into the engine.
- Modelling for Nanite, how to best leverage the technology so we can work with its strengths.
- How to troubleshoot lighting issues and other potential gotcha's with Lumen.
- Artists of all levels and disciplines will gain a deeper technical understanding so they can be more efficient and champion good workflows in their workplace.
4:15pm
Mark Craig Lucid Games4:15pm - 5:00pmSpace 1Game Development Using Unreal Engine
Thursday 14th November4:15pm - 5:00pmSpace 1Developing games using Unreal Engine brings with it a number of new opportunities and also a number of new problems.Lucid Games has been developing games for Unreal Engine for over 10 years and we have worked on over 10 games both internally and as co-dev partners.
I’m going to talk about a number of problems many developers have experienced and how we overcame them. I will also talk about some of the things we've learnt on how to get the best out of Unreal Engine, some common misconceptions as well as some tips and tricks.Session Takeaway
- Expand your knowledge of how Unreal works
- Improve you Unreal workflows
- Help reduce the number of problems when it comes to shipping your Unreal game
- Consider the move to Unreal if you're not using it
Murray Somerwolff Patattie Games4:15pm - 5:00pmSpace 2It’s Not How It looks, It’s How It Feels
Thursday 14th November4:15pm - 5:00pmSpace 2Looking at the throughline from art directing Welcome to Elk and Dead Pets Unleashed to fast forward to developing Wax Heads, Murray unpacks his experience of fraught indie dev art making and how he learnt delivering on vibes and ideas was more than the perfect visual fidelity.
Session Takeaway
• Critically evaluate your game in conversation with the world around you, not just itself
• Thinking about the emotional expectation of how you want your game to be perceived is just as important as how the fidelity looks
• Having clear benchmarks to correctly assess your game and measure it with is key
Francesco Del Pia The Chinese RoomHarry Nixon The Chinese Room4:15pm - 5:00pmSpace 7Still Wakes the Deep: The Audio Design Behind the Oil Rig
Thursday 14th November4:15pm - 5:00pmSpace 7In this talk we will explain how the audio team developed the sound design for the unique environment of the oil rig, one of the protagonists of Still Wakes the Deep.
We will describe the audio direction we followed, the design techniques we mastered and the implementation tools we developed in order to effectively support and enhance the game's narrative and atmosphere. Our strategies evolved throughout the game's production, and we will highlight how they adapted to answer to the game's shifting demands on the path to release.
Lastly, we will explain how the culture of cross-department collaboration at The Chinese Room allowed audio to effectively drive several visual and haptic systems to achieve a coherent and holistic experience for the player.
Session Takeaway
- Learn how the atmospheric sound design for the rig came together, and what were the main contributing elements to its effectiveness
- Learn how a realistic approach to audio implementation helped to ground the game experience and make it more believable
- Understand how audio can effectively drive other game systems, and how this can benefit the player's immersion
Andy Coley Game Studio Training4:15pm - 5:00pmSpace 8Leadership is a Skill, NOT a Position
Thursday 14th November4:15pm - 5:00pmSpace 8"Leadership is a Skill, NOT a Position" is an engaging session designed by Andy Coley. This talk challenges traditional notions of leadership, emphasising that true leadership is defined by skills and mindset and not just hierarchical status. Whether you are new to a leadership role or who have been in a senior positions for a long time, the session delves into the essential qualities that constitute effective leadership.
Andy explores the concept that everyone, regardless of their job title, has the potential to be a leader. He focuses on the importance of developing core leadership skills like communication, empathy, resilience, and the ability to inspire and motivate teams. These skills are crucial in adapting to and thriving in today's fast-paced work environments.
Participants will gain insight into how leadership is not confined to those at the top of an organisational chart. Instead, it's about influencing and guiding others, making strategic decisions, and fostering a positive, productive workplace culture. Andy's talk promises to be interactive and thought-provoking, providing attendees with practical strategies to enhance their leadership capabilities.
This session is not just a lecture but a transformative experience. Attendees will leave with a deeper understanding of how to cultivate their leadership abilities, apply them effectively in their roles, and drive meaningful change in their Studios. "Leadership is a Skill, NOT a Position" is ideal for anyone looking to elevate their leadership skills, regardless of their current role or level of experience.
Andy will be sharing case studies and insights from the work he’s been doing with Wushu Studios, Supermassive Games and many more.
Session Takeaway
- Techniques to develop essential leadership qualities through key leadership skills such as empathy, effective communication, and resilience, crucial for any role in the Studio.
- Strategies for fostering a positive work culture by learning how to apply leadership skills to create a motivating and productive environment, enhancing team performance and studio output.
- Adapting leadership skills effectively by applying the appropriate leadership qualities in the right way, for the relevant person at the appropriate stage of the project.
5:15pm
Arthur Parsons 10:10 Games5:15pm - 6:00pmSpace 1Survive Shipping Your Game: What Levers to Pull
Thursday 14th November5:15pm - 6:00pmSpace 1The talk will demonstrate meaningful tips and techniques on avoiding pushing the button to do crunch/overtime. The talk shows how it is possible to make a game without O/T crunch.
There will be real-world examples of what we’ve been through and how we overcame/tackled the various scenarios with the team.
Session Takeaway
- Always having a backup plan as things always go wrong/change
- How to assess game scope and trim the fat
- How to deal with development pinch points while staying true to your culture
- What levers you have and which to use when.
Fred Gill Antidote Gamers5:15pm - 6:00pmSpace 2Tech Learnings from Five Years of Apex Legends
Thursday 14th November5:15pm - 6:00pmSpace 2Apex Legends was a closely guarded secret within EA and launched unannounced on Feb 4th 2019. Within a week over 25M players had played, and over 2M concurrently; within a month over 50M players had played Apex Legends. This talk covers just over 5 years of Apex Legends development from April 2018 to August 2023 (10 months before launch to Season #18). How did the team apply all the learnings from Titanfall and Titanfall2 to ensure a smooth launch of a free game with no 'technical test' or closed beta or open beta? How and why did we make choices around which tech, gameplay and backend systems were critical versus nice-to-have for launch, i.e. anti-cheat, player reporting, crash reporting, esports support, etc? How did we decide build-vs-buy? From the euphoria and "launch phew" to "we have to ship four large season updates reliably each year" - how tech priorities changed over the first 18 seasons and why, and how the engine, build and test infrastructure, backend and engineering team evolved to support those priorities, and the difficulties the team overcame.
Session Takeaway
The challenges and learnings the Apex tech team faced are very relevant to games planning a live service:
- Stability - how to add reliability and make your game stable while scaling to high volumes (with high volatility)
- Build vs Buy - understand how to evaluate dispassionately and find the right solution for now and tomorrow (and 5 years from now)
- Longevity - what team structure and shape are needed to support a long-term live service game - and how this differs from a "typical" team
- Team Health – what works and what to avoid to maximise team efficacy, performance, and well-being
- Resilience - things go wrong post-launch for every game - we'll cover how to minimise & overcome them
Joshua Bell Remedy EntertainmentGulli Gunnarsson Remedy Entertainment5:15pm - 6:00pmSpace 7Alan Wake 2: Audio Systems in a Game of Two Halves
Thursday 14th November5:15pm - 6:00pmSpace 7Key members of Remedy Entertainment's audio team will tell the story of a deep collaboration between different disciplines within game audio design, and between the audio team and wider disciplines on the development team.
Alan Wake 2 is a game of two halves. The foreboding alternate dimension of the Alan's Dark Place, and the journey of Saga through nostalgic primordial forests of the Pacific Northwest are constantly juxtaposed throughout the game. The duality, and the breadth and depth of mechanics they bring with them represented a creative and technical challenge for the audio team.
By taking key scenes from the game that showcase the most compelling moments in Alan Wake 2's sound design, technical audio design and music design, we will discuss and demonstrate how each of our systems came together to craft these moments.
Session Takeaway
- Learn about the Remedy Audio team’s approach to and execution of the sound design, implementation, mixing techniques, and audio system design in Alan Wake 2, and how these could be adapted to other projects.
- Learn about the challenges faced when building sound for such a long-anticipated and narratively complex sequel in a beloved franchise, and benefit from learning about how the team overcame these.
- Benefit from insights into the team’s work on ambiance, world-building, creature design, haptics, cinematics, and scripting audio for mission sequences.
Amir Didarzadeh Glowmade5:15pm - 6:00pmSpace 8How to Create for Creators: Risks and Opportunities in the UGC Market
Thursday 14th November5:15pm - 6:00pmSpace 8UGC is a huge but relatively recent phenomenon in gaming, and comes with as many challenges as it does opportunities. In this talk I will go in depth and explain some of the pitfalls that brings to design, marketing & production, and how to navigate these to come out on top.
Session Takeaway
- Creators a unique demographic with their own psychological and motivational profile, retaining them requires bespoke design
- Handing the keys to your product to your users is an exciting pitch, but means that you must design a system first and a campaign second
- Testing and validating your product is almost impossible without real users, but you can take inspiration outside gaming from youtube and spotify
- Post Conference Networking Event
From 6pm we will be hosting a post-conference networking reception for all conference pass holders.
It will take place in The Axis on Level 13 of The Spine.
Everyone with a conference pass is welcome!
- Check out the supporting events happening the day before HERE