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Diary of performances from Minsk DevGAMM 2016

November 10-11, Minsk hosted a conference of game developers DevGAMM . 1300 guests came to it, there were 80 speakers, a total of more than 60 sessions (presentations, master classes and round tables) were held. Among them were reports from Chet Falizhek (game screenwriter Valve), Tony Watkins (general director of EA Russia), Peter Ivanitski (game developer SUPERHOT), Yakub Dvorsky (created by Machinarium, Samorost 3), Martha Dettleff and Kacper Nepoculchy (artists Pomac 3) , Mike Heins (evangelist for Amazon), Imre Gele (developer of Surgeon Simulator and I am bread) and Alex Nichiporchik (CEO of tinyBuild) and many other speakers. Under the cut, we have compiled for you videos and a brief description of all reports with tags for easy search through them.



By the way, in addition to the reports at DevGAMM, 4 parties were incendiaryly held, more than 60 indie projects were presented, two streams of meetings at Speed ​​Game Dating , and the main event of DevGAMM was two ceremonies: “Persons of the Year 2016” , where awards were given to people and companies who contributed the biggest contribution to the development of the industry this year, and the DevGAMM Awards awards ceremony .

An interesting innovation of this conference was the DevGAMM Quest , in which more than 100 people participated and in which I personally even won a portable column. With support from Riot Games , a Wall of Jobs was formed on this DevGAMM, where people who were looking for work could choose from over 100 offers . Also on DevGAMM for the first time in Russian passed Unity Certification , which attracted great attention of developers.
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And a little infographic about DevGAMM 2016 in Minsk.

If we divide all the guests by country, we have these indicators.



The interests of the audience primarily touched - the development, animation, game design and of course ... Indy.



Among the developers for different platforms in the top three included mobile games, PC / Steam and Online.



And now the most important thing. Further you can familiarize with the catalog of video reports of reports with DevGAMM 2016 in Minsk . To make it easier for you to search for reports on the topics you need, we added tags to the description of each video and by searching on these tags you can find the reports you need. The tags are: Development, Game Design, Management, Production, Publishing, Steam, VR, Unity, Art and Animation, Concept art, Sound and audio, Amazon, Android, iOS, Mobile, Consoles, PS4, Xbox One, PC, Microsoft, Tracking, Unreal Engine, Investment, Monetization, Online / Browser, Flash, HTML5, C ++, Optimization, Rendering, C #, Data Oriented Design, Marketing, Streaming (Twitch, Youtube, etc), Traffic, Adwords, KPI, Firebase, Analytics, Advertising, QA, Education, Social (fb, vk, ok), Export, Unity, Recruitment, Spine, Indie, Match-3, Localization, Transcreation, Community, Technology, Cats. Reports from foreign speakers in English, from our speakers - in Russian.

10th of November




Red and orange halls



10:10 - 11:00
SUPERHOT: from success in gamejam to real game

Video under the spoiler


SUPERHOT is an innovative FPS game built on the idea of ​​“time moves only when you move” and is available for PC and Xbox One. The team began work on a project within the framework of gamejam. Peter will talk about the lessons they have learned in the process.

Tags: Development, Game Design, Management, Production, Publishing, Steam, VR, Unity
Peter Ivanitsky, Game Director SUPERHOT

11:00 - 12:00
From concept to creating a gaming environment

Video under the spoiler


Teamwork is a key moment in game development. The report focuses on the extremely important interaction between the concept artist and the environmental artist in order to show the benefits of working together and how it helped them in their work on the pack of The Witcher 3: Blood and Wine add-ons.

Tags: Art and Animation, Concept art
Martha Dettlaff, Concept Artist, CD Projekt RED
Kacper Nepokulchitsky, Surrounding Artist, CD Projekt RED

12:00 - 13:00
The path of the game Samorost 3

Video under the spoiler


Designer and project manager at the Czech independent studio Amanita Design Jakub Dvorsky will guide you along the path of developing Samorost 3 for a length of 5 years. The report covers all aspects from the initial concept and game design to technologies of creating art and animation or the magic of sound design.

Tags: Art and Animation, Development, Game Design, Sound and audio
Jakub Dvorsky, CEO, Amanita Design

Red Hall


15:00 - 15:30
Amazon Lumberyard: Complete Solutions for Game Developers

Video under the spoiler


The report will discuss the capabilities of the new Amazon company - Lumberyard. Mike will talk about the advantages of the AAA games engine, about the integration with AWS Cloud and Twitch, and about the modular architecture.

Tags: Development, Amazon, Streaming (Twitch, Youtube, etc)
Mike Hines, Evangelist, Amazon

15:30 - 16:00
Oceanhorn - from mobile release to consoles

Video under the spoiler


Oceanhorn became a real hit in 2013 after the release. Since then, over a million copies have been sold on several platforms. For the FDG and Cornfox teams, creating a console game was a childhood dream that they realized by porting the game to the Xbox One and PS4. In his report, Philip, co-producer of the Oceanhorn project, will talk about the difficulties the team faced and how it overcame them during the transfer of the game from mobile devices to the console.

Tags: Android, Development, Game Design, iOS, Mobile, Production, Publishing, Technology, Consoles, PS4, Xbox One,
Philippe Döchl, Co-Founder / Executive Producer, FDG Entertainment

16:00 - 17:00
Clustertruck: on the way to PS4 & XBox One

Video under the spoiler


Running games simultaneously on PCs and consoles is not such an easy task as it seems at first glance. Alex Nichiporchik will tell in detail about the bumpy path of the Clustertuck game on the console, and explain what it actually takes to run a prototype from gamesjome on several platforms.

Tags: PS4, Xbox one, Consoles, Development, Publishing
Alex Nichiporchik, CEO, tinyBuild

5:00 pm - 5:30 pm
Microsoft technology for game development - present and future

Video under the spoiler


This report will provide a complete overview of Microsoft technology for game development, including the most recent announcements. From native development with DirectX to popular engines, from smartphones to PCs and Xboxes, and from devices to cloud computing. You will get a holistic view of how to get maximum results on our platform and gain maximum support from Microsoft.

Tags: Technology, PC, Mobile, Xbox one, Development, Microsoft
Romuald Zdebsky, Gaming Lead CEE, Microsoft

Orange Hall


15:00 - 16:00
Round table: New realities and gamedev form factors

Video under the spoiler


This round table will discuss the history and rapid development of VR, AR devices, and how different types of immersion affect the player. Experts will discuss current trends of virtual and augmented reality, will touch on topics of tracking, interaction with the game, work with the senses and neural interfaces.

Tags: VR, Tracking
Host: Andrei Ivashentsev, Director of Innovation, Game Insight
Participants:
Dmitry Kirillov, CEO, VRARLab, CEREVRUM
Gleb Khodorovsky, CEO, Neuro.institute
Alexander Lukichev, Director of Information, VRTech

16:00 - 16:30
Unreal Engine 4: destroy the 10 most famous myths

Video under the spoiler


The report is intended to clarify the existing prejudices and superstitions around the Unreal Engine 4. Surely, you heard about UE4 from a friend of the developer about what a friend told him, for example, that the engine is prohibitively expensive? Or that it is intended only for console development? Or what can develop with its help only a team of hundreds of people, behind each of which a hundred years of experience? Come and listen to how things really are with one of the most prominent and affordable technologies on the market, and develop any doubts about which engine to use.

Tags: Development, Production, Publishing, Technology, VR, Unreal Engine
Alexey Savchenko, Licensing Manager, Epic Games

16:30 - 17:00
How to get an investment? A practical guide on real cases

Video under the spoiler


A small game is harder to become successful. But a large project usually lacks its own funds. Where can you attract investment today? How to interest an investor? Should I be afraid that your idea will be stolen? Sergey will try to answer these questions in detail, illustrating this with real cases.

Tags: Production, Publishing, Investment
Sergey Kopov, Head of Publishing, HeroCraft

5:00 pm - 6:00 pm
Antilinch: how to fix mistakes in your game design

Video under the spoiler


New to DevGAMM! Exquisite GD show. Three games will be put on the round table named "Antilincha" in order to get improved game design live, before the public. The participants of the table will disassemble the candidates on the screws and gather back in the pumped form.

Tags: Game Design
Leading:
Sergey Himmelreich, Producer, Founder of ORC WORK
Participants:
Vladimir Kovtun, Lead Game Designer, Alawar
Jaroslav Kravtsov, Producer, Rising Wave
Artem Volkov, Lead Gamedzayner, Rocket Jump
Alexander Pashin, Lead Game Designer, Silly Penguin
Svyatoslav Torik, Video Game Expert, Wargaming.net
Ilya Ostashko, Lead Game Designer, AlternativaPlatform

Yellow Hall


11: 00-11: 30
How the paper world was created Fold the World

Video under the spoiler


This is the story of almost two years of hard work on Fold the World. All levels and worlds were originally made of paper, the creation of level 1 took three days of work of the whole team. Fold the World - hand made game.

Tags: Android, Art and Animation, Development, Game Design, iOS, Mobile, Monetization, Publishing, Unity
Grigory Reichman, Co-founder / Game Designer, Eon Games

11:30 - 12:00
Implementation of scalable cloud backend for mob. multiplayer fps

Video under the spoiler


Most of us view the server backend of mobile games as a repository of user profiles and game saves. Few developers have advanced further by starting to implement some in-game collaboration scenarios, including any PVPs. But what if you want to create a synchronous multiplayer with multiple sessions with the ability to scale up to a million players around the world? Then you will definitely need cloud storage.

Tags: Development, Mobile, Online / Browser, Technology
Andrei Ivashentsev, Director of Innovation, Game Insight

12:00 - 12:30
Understand your game has problems!

Video under the spoiler


After starting the project, you need to continue to analyze the metrics and look for bottlenecks. In the report, the head of the Pixonic game design department, Ilya Smirnov, will sort out common mistakes and solutions for most developers, which their team has made in a similar way when developing War Robots.

Tags: Game Design, Mobile, Monetization
Ilya Smirnov, Head of Game Design, Pixonic

12:30 - 13:00
Valuable lessons learned from gaps in game development management

Video under the spoiler


Anyone can tell success stories. This report is completely different. The author will tell the stories of their failures in game development management: about products, about processes, about the team and about the very essence of project management.

A few illustrated stories will give you valuable information on how you personally can avoid the mistakes made by the speaker. After all, it is better to learn from the mistakes of others, is not it?

Tags: Development, Game Design, Management, Production
Slava Lukyanenka, Project Manager, Wargaming.net

15:00 - 15:30
Game Design Technologies: Simple Solutions to Complex Problems

Video under the spoiler


Vizor Interactive, the number of its projects and the number of its designers have increased 2 times over the past 3 years. The report will present to your attention the basic principles of the design and development of the game, which the team trains all the new designers of the company so that they can immediately make a high-quality design.

Tags: Game Design, Monetization
Vladimir Yatsukevich, Game Designer, Vizor Interactive

15:30 - 16:00
Transition from Flash to HTML5 on the example of converting a large project

Video under the spoiler


It will be about the problems that the Vizor team had to face in trying to get sane performance and resource intensity of the social game Klondike on HTML5.

Tags: Flash, HTML5, Technology
Sergey Zapotylok, Developer, Vizor Interactive

16:00 - 16:30
Producing for indie

Video under the spoiler


It is good when there is an experienced producer in the team who knows not only how to start developing the game, but also how to bring it to release, having a successful product at the exit. But what if there is no such expertise in a small indie team? This report will help in a short time to master the basics of producing.

Tags: Management, Production
Jaroslav Kravtsov, Producer, Rising Wave

16:30 - 17:00
Features of MMO RTS development on Unity

Video under the spoiler


In the report, Artem will try to describe as many features as possible in the structure of a mobile MMO RTS on the Unity engine, both from the programming side and from the management side. Such topics as the technologies used, the application architecture will be touched upon, examples of various optimizations and ways to solve problems that the team has been on the way during two years of developing and supporting the game will be given.

Tags: Development, iOS, Management, Mobile, Production, Technology, Unity
Artem Durnev, Client Development Team Development, Plarium

5:00 pm - 5:30 pm
Convert it: Vizor cross-platform game development features

Video under the spoiler


The novel will tell about Vizor's own mobile engine in the framework of the mobile version of the popular game Zombie Island. He will explain the decisions made at the first stage of the engine development, will advise how to achieve maximum performance in conditions of limited resource of mobile platforms, from beginning to end using Java.

Tags: Android, Development, iOS, Mobile, Production, Technology, C ++, Optimization, Rendering
Roman Chekhovskaya, Game Engine Architect, Vizor Interactive

5:30 pm - 6:00 pm
Game Designer's View: If you want to be the best developer, play!

Video under the spoiler


It's no secret that games can not only entertain, but also teach. But with such an abundance of markets and games they have a problem of choice. Some practical advice on the choice of "developing" games from game designer.

Tags: Game Design, Production
Evgeny Shevchenko, Game Designer, Gameloft

Blue Hall



11:00 -11: 30
Applying the principles of date-oriented programming to Unity games

Video under the spoiler


Modern development of mobile games throws new challenges. In all changing conditions, the old development methods show their flaws. “Interactive cartoon” offers an alternative - data-oriented programming. In this report, they will show how you already use some methodologies unconsciously, and tell you how to apply them consciously.

Tags: C #, Development, Technology, Data Oriented Design
Alvina Rubalskaya, Engineer, Interactive cartoon
Vladimir Rotterdam, Leading Programmer, Interactive Cartoon

11:30 - 12:00
Mastering Influence Marketing

Video under the spoiler


Marketing influence is thriving and transforming into a fast-growing new advertising channel, thanks to which game developers can discover great opportunities for themselves. From the report you will learn why this is a great prospect, and how best to reach powerful people and conduct successful campaigns.

Tags: Android, iOS, Marketing, Mobile, Streaming (Twitch, Youtube, etc), Traffic
Johan Lofstrom, General Manager, EMEA Region and India, Chartboost

12:00 - 13:00
A practical guide to optimizing Unity games

Video under the spoiler


At Unity Technologies, Valentin is engaged in technical support and consulting for development teams. Often, his acquaintance with the project occurs at a late stage of development, when desperate attempts to cram a project into 60 FPS and 100 megabytes begin to resemble more dancing with a tambourine. What you need to know, what tools to use and where to look - Valentin will tell about all this in detail on this report.

Tags: C #, Development, iOS, Mobile, Production, Technology, Unity, Cats
Valentin Simonov, Operational Specialist, Unity Technologies

3:00 pm - 5:30 pm
Google Apps & Games Track
Top Eleven - the best approaches to user engagement strategy

Video under the spoiler


How to increase popularity with the help of Youtube, how to export from Adwords, how to get installations in sufficient volume with a positive ROI (using the example of Nordeus and their Top Eleven applications - Be A Football Manager).

Tags: Streaming (Twitch, Youtube, etc), Adwords
Mladen Vlachic, Gaming Industry Expert in CEE, Google

How to improve the position of the application based on the data?

Video under the spoiler


How to determine the correct KPI for the application? How to understand users according to Firebase and analytical reports (cases Hitwe, Sparkpeople). Use data to improve application monetization. How to segment users for marketing activity?

Tags: KPI, Firebase, Analytics, Marketing
Mariusz Gasewski, Google Effects Performance Expert in CEE, Google

Application monetization path

Video under the spoiler


Changes in monetization models. How to optimize the user's path. Use the right advertising on time. Integration of analytics with monetization.

Tags: Monetization, Optimization, Advertising
Rami Yavar, Strategic Partnership Manager (Google Apps & Gaming), Google

QA Google Apps & Games Track

Video under the spoiler


Tags: Google, QA
Questions are answered:
Mladen Vlachic, Gaming Industry Expert in CEE, Google
Mariusz Gasewski, Google Effects Performance Expert in CEE, Google
Rami Yavar, Strategic Partnership Manager (Google Apps & Gaming), Google

5:30 pm - 6:00 pm
AI and navigation in games

Video under the spoiler


The report will discuss the “pitfalls” that appear when developing behavior (AI) and navigating game entities for RTS games, using the example of the game Boom Beach.
The author will also share his experience in optimizing this system for mobile platforms with specific examples.

Tags: C #, Development, Mobile, Unity
Timur Kozanov, CEO, Double Dice Games

Green hall


11:00 - 11:30
Sound in World Of Tanks 2016

Video under the spoiler



Description of the process of developing sound systems. Record content. Integration into the sound engine.

Tags: Development, Game Design, Production, Sound and audio
Alexey Tomanov, Audio Team Lead, Wargaming.net
Vyacheslav Skadorva, Sound Designer, Wargaming.net

11:30 - 12:00
Subtleties of developing music applications for iOS

Video under the spoiler


A report on the intricacies of developing audio applications and games for mobile platforms on the example of Gismart. The report will address the topic of integrating various audio solutions into mobile platforms.

Tags: Development, Mobile, Sound and audio, Technology
Alex Parhimovich, iOS Developer, Gismart
Pavel Hasanov, Product Manager, Gismart

12:00 - 12:30
Applied music: how to learn to speak the same composer

Video under the spoiler


What is applied music, and where can we hear it in everyday life? What is the uniqueness of music written for the gaming industry? How to influence the player's attention with the help of music? At the lecture you will hear the answers to these and other interesting questions about music in games.

Tags: Sound and audio
Artyom Samoylenko, Composer, independent expert

12:30 - 13:00
Dramaturgy of sound in game projects. Movie sound in games

Video under the spoiler


Awareness of creating sound effects, as a way to engage the player in the game universe. Debriefing and work on the bugs on the example of indie, casual and hardcore games. What do the creators of the games borrow from the movies, and what came into the world of movies from the games.

Tags: Management, Marketing, Production, Sound and audio, Technology, VR, Education
Vasily Filatov, Founder, Director of the Institute of Sound Design

11th of November




Red Hall


10:00 - 11:00
UX and interaction in virtual reality

Video under the spoiler
<i> https://www.youtube.com/watch?v=LYzhsUVAED4&t=13s </ i>

2016 was called the “year of virtual reality”, but in fact we are still very far from the first amazing application for this environment. Interaction in VR is still unexplored, and we need to create a common vocabulary of verbs and interactivity rules and UX to take the development of VR games and applications to the next level.

Tags: Game Design, Technology, VR, Unity
Chiro Continisio, Technical Evangelist, Unity Technologies

11:00 - 11:30
How to indie conquer mobile tops with gaming platform

Video under the spoiler


In the report, the speakers will talk about the possibility for small teams and indie developers to become visible in the mobile market and start making money. Using the example of a small studio that launched nine games in the mobile VKontakte catalog in six months, the speakers will consider aspects of promotion in the catalog, integration of social mechanics, and application output into the visibility zone in mobile app stores.

Tags: Marketing, Mobile, Social (fb, vk, ok), Android, Export, Flash, HTML5, iOS, Mobile, Online / Browser, Streaming (Twitch, Youtube, etc)
Max Babichev, Developer Coordinator, VK
Evgeny Trufanov, Producer, Indigo Bunting

11:30 - 12:00
Virtual reality in 2016 from the perspective of Valve

Video under the spoiler


Chet will consider the trends of virtual reality of the outgoing year. He will tell you what experience Valve gained working with VR projects within the company and with third-party developers. He will dwell on the potential of virtual reality in the future.

Tags: VR, Development
Chet Falizhek, Video Game Writer, Valve

12:00 - 13:00
The development process of The Final Station

Video under the spoiler


Briefly, without further ado, about how The Final Station game was developed. The choice of the project, engine, graphic style, elaboration of gameplay, tools and history. Maximum specifics, minimum tinsel.

Tags: Art and Animation, Development, Game Design, Production
Oleg Sergeev, Kim Jong Eun Game Design, Do My Best
Andrey Rumak, Programmer, Do My Best

Red and orange halls


15:00 - 16:00
Fireside Chat: Once a screenwriter, producer and game designer enter the bar ...

Video under the spoiler


Leonid Sirotin and Alex Nichiporchik during a lively discussion will share their experiences and raise several relevant topics at once. Among them: What actually holds the position of producer, game designer and screenwriter, and how their responsibilities may vary depending on the project. Bad / good producer: how not to destroy the team. How many screenwriters do you need to screw in a light bulb? Scandals and intrigues of game marketing in 2016. And much more.

Tags: Game Design
Leonid Sirotin, Independent Expert
Alex Nichiporchik, CEO, tinyBuild

16:00 - 17:00
From gamers to success: Surgeon Simulator, Worlds Adrift and other games

Video under the spoiler


The Bossa studio team believes that truly innovative games require new use of technology and a move away from consistent production. Most companies use new technical and managerial approaches to improve and accelerate their activities, but at Bossa Studios they are used to inspire themselves to create good games, using radically different, improved methods. Their obsession with the idea of ​​doing things differently than others is especially noticeable on regular internal gamesjs, which resulted in the creation of many games with millions of sales — Surgeon Simulator, I Am Bread and the new ambitious project Worlds Adrift.

Tags: Development, Game Design, Production
Imre Gele, Co-Founder, Bossa Studio

Orange Hall


10:00 - 11:00
Analytics in Game Design: Practical Cases

Video under the spoiler


In the report, the author shared real-life cases of using analytics to improve the games he is working on. He reviewed the methodology and examples of using confidence intervals, the central limit theorem and clustering for analyzing game projects, spoke about the results of the implementation of innovative analytical approaches. In the report you will find practical recommendations on the use of product analytics for game developers.

Tags: Game Design, Mobile, Production, Analytics
Konstantin Sakhnov, Game Department Director, Rocket Jump

11:00 - 11:30
Mobile advertising in names and numbers

Video under the spoiler


This session will be about mobile advertising. The speaker will share interesting facts and figures about the current state of the market and its prospects. But most importantly, the entire presentation will be built on data from key developers in Eastern Europe.

Tags: Android, Game Design, iOS, Marketing, Mobile, Monetization, Publishing, Unity
Slava Taraskin, Business Development Director, Unity Ads

12:00 - 13:00
Round table: The search for the perfect game designer or how to actually hire employees

Video under the spoiler


The roundtable participants will discuss the main problems of recruiting today, which arise in companies of different sizes. The example of the “perfect game designer” will reveal such questions as: where to look for candidates? what to look for when searching? Is it necessary for the applicant to play games? on the basis of what the sentence is formed?

Tags: Game Design, Recruitment
Moderator: Mikhail Kuzmin, Business Development Manager, Herocraft
Participants:
Tatyana Evdokimenko, Head of Kiev office, Playrix
Ivan Slovtsov, Producer, Ice-Pick Lodge
Sergey Volkov, Head of Gamedev Department, Spice IT Recruitment
Sergey Brui, Managing Partner, Vizor


Yellow Hall


10:00 - 11:00
Pixel art as a tool, not a feature

Video under the spoiler


Pixel art is a technique, not a retro feature. Pros and cons of using a pixel, and why you should not follow the canons of pixel art.

Tags: Art and Animation
Evgeny Yudin, Artist, Zombie Dynamics

11:00 - 11:30
Patient is more alive than dead

Video under the spoiler


Adobe Flash is alive as a cool and handy tool for creating art and animation in games (and not only).

Tags: Art and Animation, Flash, Production
Roman Evpakov, Lead Artist, Armatur Games

11:30 - 12:00
Animation in Spine. Tips and tricks. 3D effects in 2D graphics

Video under the spoiler


Spine - a program for creating skeletal animations. The report will discuss the animations in the game and features Spine. In addition, the author will give hints and tips based on 2 years of experience with Spine. And of course, pay attention to the pseudo 3D effect.

Tags: Art and Animation, Game Design, Mobile, Unity, Spine
Vyacheslav Borovik, Spine Animator, Moona Group

12:00 - 12:30
Two noodles per icon

Video under the spoiler


Art pipeline in indie studio in the absence of budgets and time. How to sit on three chairs and not die of hunger, giving the art of competitive quality.

Tags: Art and Animation, Development, Game Design, Production, Unity, Indie
Alexandra Romanova, Lead Artist, Orc Work

12:30 - 13:00
Tales of Lost Time

Video under the spoiler


Typical reasons why the production of art takes more time than we would like.

Tags: Art and Animation, Management
Maria Yartseva, Lead Artist, Owl Studio

15:00 - 15:30
TK and feedback: producer position

Video under the spoiler


Some managers allow themselves to ignore TK, to set tasks orally. This is a big mistake that leads to a decrease in the quality of work, an overestimated development time and a burnout of the team. The report is devoted to the importance of technical specifications, its design on a specific example. Special emphasis will be placed on the communication of the task director and the performer, receiving feedback.

Tags: Art and Animation, Game Design, Management, Production
Alexander Shtachenko, Lead Product Manager, iLogos

15:30 - 16:00
Delicious and useful GUI: cooking recipes

Video under the spoiler


Interface - translator between user and gameplay. The author of the report will tell you how to make the translation as clear as possible. And also - how best to build the process of working on the interface and evaluate the results.

Tags: Art and Animation, Game Design, Management
Vera Velichko, CEO, Art Director, Owl Studio

16:00 - 17:00
Psychology of visual perception. Playrix match 3 match notes

Video under the spoiler


For the apparent simplicity of the match-3 graphics, painstaking work always stands. How to maintain accents if each element is important? Where is the line between convention and imagery? How to choose the right pictorial technique and how to integrate constantly growing content into the finished game? The presentation will give a deep understanding of the graphics of match-3 as a whole, including from the point of view of the psychology of visual perception.

Tags: Art and Animation, Game Design, Match-3
Svetlana Sablina, Art Director, Playrix

17:00 - 17:30
Voxels on the example of Madness Road

Video under the spoiler


Eugene talks about why voxels are a good solution for an indie game, and how to work with them. He shared the experience of creating voxel graphics on the example of his own project. He elaborated on prototyping, drawing the elements of the game and polishing. We are also talking about the search for professional artists for this type of graphics.

Tags: Android, Art and Animation, Development, iOS, Management, Mobile, Unity
Yevgeny Lavrinenko, Founder and CEO, Cells Games

17:30 - 18:00
Creation of game settings

Video under the spoiler


Every demiurge should know how to create their own worlds correctly and in a balanced way. The world should capture and engage the player, make him empathize with events and characters, believe in the reality of what is happening. Svyatoslav Kholod will reveal to you the basic approaches in the development of gaming settings and storylines when creating games.

Tags: Art and Animation, Game Design, Marketing
Svyatoslav Kholod, Game Designer, Gameloft

Blue Hall


11:00 - 12:00
Introduction to Unreal Engine 4: Creating Games with Blueprints

Video under the spoiler


During this technical in-depth presentation, Sjord de Jong, the Unreal Engine Evangelist, will create the game from scratch using the Unreal Engine tools in free access, using the capabilities of the visual scripting language Bluprints and a bit of C ++. You will witness the creation of a visually appealing flight game and, as a viewer, enjoy an overview of the features of user capabilities in UE4.

Tags: Art and Animation, Development, Technology, Unreal Engine
Sjord de Jong, Evangelist, Epic Games

12:00 - 13:00
Introduction to Unreal Engine 4: Create levels, light, post processing

Video under the spoiler


During this presentation, Sjord will continue to work on the flight game and will focus on plotting the game, covering the creation of levels, effects, post processing and almost all standard UE4 lighting features. The ultimate goal is to create a realistic room. So the viewer can be introduced to the various means of the Unreal Engine and the process of creating a simple game as a whole.

Tags: Art and Animation, Development, Technology, Unreal Engine 4
Sjord de Jong, Evangelist, Epic Games

15:00 - 16:00
How to create the right competition system: methodology

Video under the spoiler


Creating a competition system from scratch is a very difficult task. This presentation will be a continuation of the previous report “Mathematical and psychological foundations of competitive systems in modern mobile games”. This time the report will be devoted to a methodology that will help you create your own competition system that meets the needs of your game.

Tags: Development, Game Design, Production
Alexey Rekhlov, External producer, Creative Mobile

16:00 - 16:30
From ancient China to post-apocalypse: deep localization for a new setting

Video under the spoiler


How to make a game based on the history of ancient China, understandable and interesting to someone other than the Chinese and Orientalists? We will show the original way to bring the game to a new market and share our own experience of internationalization and the re-creation of game content.

Tags: Art and Animation, Game Design, Mobile, Publishing, Localization, Transcreation
Alexey Medov, Lead Editor, Inlingo Localization Studio

16:30 - 17:00
My understanding: stories about working with remote teams

Video under the spoiler


Over the 8 years of its existence, the Kiev office of Ubisoft managed to work with studios from all over the world: Canada, France, Finland, Romania, etc. And each time working with a remote team brought a unique experience and opened up unexpected facets of cooperation. This presentation will tell about some of these stories through the prism of cultural differences.

Tags: Management, Production
Semyon Kovalev, Studio Production Manager, Ubisoft Kiev

5:00 pm - 6:00 pm
6 years of development of the BigWorld engine thanks to the success of World of Tanks

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The report is dedicated to the technological impact that the World of Tanks project had on the main engine of BigWorld, the development of subsequent games of the Wargaming studio on this engine, and the lessons learned by the team.

Tags: Community, Development, Management, Technology
Maxim Baryshnikov, Head of Server, Wargaming.net

Well, as a bonus, we listen to a cover of the soundtrack for the game Portal "Still Alive"

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We also want to remind you that the next DevGAMM will be held in Moscow on May 18-19, 2017, which will be filled with no less vivid and grandiose events, reports and parties.

And if you are not eager to listen to new reports, gain knowledge and even win tickets to DevGAMM 2017 in Moscow, we invite everyone to our February event - a lecture day on the gaming industry at the Higher School of Economics , which will be held at the Graduate School of Business Informatics as part of the “Gaming Internet Management -projects ”. Entrance to the event is free , but only by registration . There will be 6 lectures on game development, a round table on game design, draws of game development prizes, partners' stands, etc. More information about the event can be found here.

Thank you for your attention and subscribe to the blog. This year we plan to publish for you some more notes from the gaming industry and translations of useful foreign articles. We hope our materials are useful and interesting for you.

Source: https://habr.com/ru/post/316800/


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