Senior Narrative Designer, Remedy Entertainment
GAME ACCESS ‘16
About Game Access
We’d like to invite you to visit the Game Access ’16 International Game Developers Summit!
Organized by experienced professionals and veterans of the game industry, Game Access ’16 will be a great event for both beginning and professional game developers, programmers, graphic artists, designers, composers, managers and producers involved in the game development industry.
Agenda
- Speeches by well-known professional game developers
- Networking areas and business lounge
- Developers’ exhibition hall
- Game Access ’16 Awards for selected exhibition participants
- Amazing parties at Brno’s best locales
Speakers
During the Summit you will be able to hear speeches by well-known game developers, who will share their experiences and tell you the secrets of how they created their games from start to finish, beginning with the first steps up and going all the way to releasing the games and advertising the final products.
Schedule
20:00 - 24:00 |
BADGE PICK-UP PARTY
Air Cafe Brno, Zelný trh 295/8, 602 00 Brno Badge Pick-Up Party is an excellent opportunity to begin a conference on a positive wave and in the friendly atmosphere by getting acquianted with participants and starting informal communication with them. At your disposal there is a cosy café in the historic downtown of Brno. At the café you can get free food and drinks. * Only for Standard and Business pass holders |
The venue will be open from 9:00.
Click on the lecture to see more details.
Red hall | Blue hall | |
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09:00 | REGISTRATION | |
09:30 - 10:00 | FRUIT BRUNCH | |
10:00 | WELCOME TO GAME ACCESS '16 | |
10:00 - 10:50 |
Narrative Design on Quantum Break
Greg LoudenSenior Narrative Designer, Remedy Entertainment
Gregory Louden, Senior Narrative Designer on Quantum Break from Remedy Entertainment will discuss narrative design, the Remedy narrative organisation structure, narrative techniques used on Quantum Break, lessons and future goals in storytelling. The lecture is for anyone interested in storytelling in interactive entertainment or Quantum Break.
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11:00 - 11:50 |
Single Player Early Access Experience
Rafał BasajPR and Marketing Manager, Bloober Team
The lecture covers our experiences on launching a Single Player, story driven game on Steam Early Access and Xbox's Game Preview. Why there are so few Single Player games, and why this hurts the overall idea of such initiatives. What are the main ideas behind creating any game and how we can use our ideas to our advantage.
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How to Reach New Players and monetize 100% of them with Amazon
Annie DumitrescuBusiness Development Manager, Amazon
Annie Dumitrescu the EU Strategic Partnership Manager for Games within the Amazon Appstore will be sharing insights on to how to successfully launch your game on Amazon leveraging both their own branded Fire Tablets and Fire TVs as well as their Android App called Underground. She'll also explore the non-standard ways developers can monetize with Amazon including the new Merch by Amazon and Underground #ActuallyFree programs.
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12:00 - 13:00 | ||
13:00 - 13:50 |
Behind the scenes of consumer relations - who are the people who play our games?
Daniel JermanHead of Consumer Relations, Madfinger Games
Happy Customer - Why you should pay attention to details on the support side.
The importance of a vibrant and interactive community - How to get your players hooked on your awesome games. Tribes - Is there any chance to tame the haters?
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The game industry of Finland, trends and opportunities
Oleg PaliyBusiness Advisor, KAATO Gaming
Today there are around 300 game studios, and a huge number of start-ups and young companies. At the end of 2015, the Finnish industry had 2,700 employees with a turnover of 2.4 billion euros.
Today Finland is a creative hub for world-class game development studios seeking long-term success due to:
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14:00 - 14:50 |
So you wanna be a Game Designer?
Lukáš HaládikLead Designer, Bohemia Interactive
From the early dreams to the trenches. I will walk you through the path of becoming a game designer with tips and things to do.
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23 Game Devs in a Cabin in the Woods - What Could Possibly Go Wrong?
Jana KarlikovaGeneral Manager, Stugan
Find out the takeaways from having 23 indie game developers working together in an isolated place for 8 weeks. What can be learnt from running this accelerator? Jana will share the knowledge and lessons learnt which the team behind Stugan gained from organising the inaugural year. Stugan is a non-profit organisation, created by seasoned game developers with the intention to build a platform where new talent can bloom. The project was initiated to give back to the grass roots of the industry, and enable more people to focus on the joy of game development.
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15:00 - 15:30 |
Behind AAA Game Trailers
Jaroslav BeckMusic Composer & Founder, Epic Music Productions
There is a reason, why companies spend huge budgets for creating breath taking game trailers.
This lecture will be about the background of the gaming cinematic world and how these trailers are made.
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Unity Graphics & UI programming
Igor ChernakovEngineer, Wooga
Igor will be talking about graphical aspects of Unity game development, such as graphics programming and pipeline setup, as well as some useful UI techniques used to improve one's or team productivity. He will cover subjects like using C# generics with Unity UI, using default UI shaders to achieve various effects with stencil and more.
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15:30 - 16:00 | COFFEE BREAK | |
16:00 - 16:50 |
Audio Programming - The Devils and the Details
Jan BenešSenior Programmer, Remedy Entertainment
Audio programming is definitely not the most popularized field of game development, but it's been becoming increasingly important with the current generation of AAA games. In the talk I'll examine not only the general role of audio programmers and the challenges of game audio, but we'll spend most of the time looking at some of the interesting examples from (not only) Quantum Break and finish with a few lessons learned.
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1 Year in Game Industry as Monetization Designer
Marek-Martin MatyskaMonetization Designer, Gamajun Games
In the first part of the Lecture I’d like to cover my beginning in the industry, while the second part will be about Monetization models in Mobile Free 2 Play games. Last part will be covering my predictions where I expect the mobile games are heading to.
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17:00 - 17:30 |
The Story of Pixel Federation
Šimon ŠickoCEO, Pixel Federation
Let us tell you a story of four people who had an idea, created a company,
failed numerous times but consistently kept standing up for what they
believed in and wanted to do. Pixel Federation is now a 180 enthusiasts
company that brings fun and entertainment to people from all around the
world. With passion and joy, from players to players.
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NVIDIA Shield Platform and Cloud Gaming Service Now
Igor StaněkSenior Technical Product Manager EMEAI – SHIELD, NVIDIA
Igor is going to cover SHIELD platform and its various gaming scenarios, including number one cloud gaming service NVIDIA GeForce NOW. Do you believe, you know future of gaming in living room? Igor will show you his vision for next few years.
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17:30 - 18:00 |
Real IndieDev Track #1
Indie Studio Survival Kit
Matouš JežekFounder & Designer, Trickster Arts
Starting an indie studio is easy now, but to survive on overcrowded market is getting harder and harder. This talk is about our lessons learned during indie development, so that you don't need to make the same mistakes we made.
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18:00 - 18:30 |
Isometric gameplay in 3D world
Jan ZelenýSenior Programmer, Bohemia Interactive
In this speech, I will summarize benefits of translating gameplay pillars from isometric games into fully 3D world. Where compromises are needed, what disadvantages or advantages it could brings. How it affects gameplay itself and there will be also few tricks how to communicate mechanics to the player.
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19:30 - ? |
GameDev Area Party
Impact Hub Brno, Cyrilská 7, 602 00 Brno The first day of the conference will be very busy, full of events, news and a great deal of various information. Take some time out to stop, relax and enjoy with your old favorite games on videogame consoles or on old PC as well as have a talk to soul mates and get some food and drinks. Also you’ll have the opportunity to watch on the big screen the live gameplay of Dark Train, a game which is made out of common paper. Creators from Paperash will play it and comment every next step and some details related to the process of developing of their project. * Only for Standard and Business pass holders |
The venue will be open from 9:30.
Click on the lecture to see more details.
Red hall | Blue hall | |
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09:30 - 10:00 | FRUIT BRUNCH | |
10:00 - 10:50 |
A Great Disturbance in Development: The Dark Side of Early Access
Jay CroweCreative Director, Bohemia Interactive
From indie studios to huge publisher-backed titles, opening up a game to players ahead of its ‘official launch’ can provide tangible development benefits. However, these rewards come at a cost. Using examples from Arma 3’s production, the talk examines the failures and successes of its own strategy, and offers some thoughts on how to escape the dark side of Early Access.
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Lessons learned from RENOIR
Martin PernicaTeam Leader, Grip Digital
RENOIR was our first really big game and from the first moment of development we decided to use Unreal Engine 4. We started using UE4 from first version and this decision was little bit risky, because RENOIR had really specific art style with combination of 2D and 3D rendering. We knew this going to be challenge because we had to modify the engine itself to conform our needs. But in many ways we did it and I like to share with your our experience from this "crazy ride". We will look how we created the "recording system", our custom sprites, light rendering and "collision detection" with light and more.
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11:00 - 11:50 |
Quantum Break - The sound for time bending combat
Richard LapingtonAudio Lead, Remedy Entertainment
Quantum Break was a huge audio undertaking. New IP, branching dialogue and live action show made this project quite a monster. For Remedy’s audio department it was the time bending gameplay that really had us scratching our heads. How do you create sound for a game that is constantly shifting in time? During this presentation I’ll walk you through how created the audio for the games combat, the techniques and systems for the time bending sound.
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Introduction to Game Analytics
Martin ProcházkaAnalyst
Analytics is now an established field of expertise in game development - far beyond its origin in F2P. This talk aims to be an introduction lecture covering elementary metrics of F2P business, useful visualizations, A/B testing practices and tooling. I’m going to uncover anatomy of analytic systems and the process of making insights out of collected data. State of the art services and tools will be presented.
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12:00 - 13:00 | ||
13:00 - 13:50 |
The Space Engineers Creator Perspective: In-House Game Engines vs Ready-Made
Marek RosaCEO and Founder, Keen Software House
This talk is an introduction by Marek Rosa, founder and CEO of Keen Software House and creator of Space Engineers, to the pros and cons of creating and using our in-house VRAGE game engine in the age of ready-made engines.
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From zero to developer
Mariusz SzypuraCreative Director / CEO, Telehorse
The presentation outlines the challenges faced by beginner developers wishing to create and release a game on their own. It is based on the award-winning games: Steampunker and Steamburg.
Mariusz Szypura has a great track record both in graphic design and music, however with none in the gaming industry. He is proud of his accomplishments, but honest about his shortcomings and mistakes made when developing and releasing the game.
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14:00 - 14:50 |
Living a Dream
Fausto CeccarelliSenior Producer, MADFINGER Games
From Gamer to Industry professional managing Creative Development. A life long passion becoming a dream job bringing you deep inside the “belly of the beast”... Game Development.
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Mimpi Dreams Again
Martin VaňoDesigner and Producer, Silicon Jelly
Mimpi Dreams is a mobile puzzle/platformer that has been released this March and was featured by Apple worldwide. I will talk about the design of the game (in comparison with its prequel) and technologies we used during development.
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15:00 - 15:30 |
Continuous Community Management
Petr KolářProject Lead, Bohemia Interactive
Huge part of the game success depends on the way developers handle its community. Goal of this speech is to share experience from development of Arma 3 in this field and provide some insight. No previous community management experience is needed to understand the topic.
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PvKPI Game (Player vs. KPI)
Miloš EndrleCEO, Geewa
Do we need better retention or make our game more fun for players? How present data to designers to make game better? Is there some way how marketing, BI and product can works together seamlessly?
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15:30 - 16:00 | COFFEE BREAK | |
16:00 - 16:50 |
Production in game companies
Miloš JeřábekProduction Director, Remedy Entertainment
This speech will show you my opinion of what it takes to be a producer in a game company. I do not have the silver bullet, I do not know the ultimate way on how to be a good producer, but I will share my experience through the years of development and many shipped projects and explain what it means for me to be good producer.
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Throes of art or How to sabotage your own game localization
Vladimir KonoplitskyOvermind, Riotloc
There are many different ways to make your localization project a hell on Earth. With some care you can prevent the quality translation and even make your game unlocalizable. Want to spend more time, more efforts and more money on localization? Feeling like an evil genius and wishing to make everybody – yourself, translators, and even your gamers – suffer from your localization? Come and learn how to do it like a pro!
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17:00 - 17:30 |
Real IndieDev Track #2
Trials and Perks of a Tiny Indie Team
Jan Kavan & Lukáš MedekCBE Software
How Unreal is to create games in just two people? CBE software will speak not only about many traps on the way but also about the rewarding feeling of getting their games out there.
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17:30 - 18:00 |
Ghost Theory - Making a bold game as an indie developer
Michal Červenka, Stefan DurmekDreadlocks
This lecture tracks the development of Dreadlocks' brand new game Ghost Theory and its focus on Virtual Reality. Ghost Theory is a first-person adventure horror game, designed to be a serious take on ghost hunting and paranormal research, featuring real-world haunted locations.
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18:00 - 18:30 |
Awards Ceremony
Game Access Awards 2016 |
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19:30 - ? |
After Party
Charlie's Square, Římské náměstí, 602 00 Brno During the conference you will make new friends and maybe find in a crowd old ones. You will be able to have a look at new projects and cheer for the best ones, or maybe your project will compete and win. Don't miss the opportunity to congratulate winners or to accept congratulations, to get free food and drinks as well as to have a talk to conference participants and exchange their contact details for the further collaboration. * Only for Standard and Business pass holders |
Why attend?
- Beginners, students and indie developers — Establish useful contacts with national and international colleagues, meet and network with other professional game developers, show your game project in the Indie Game Exhibition, get feedback from experts and even win the awards for your project!
- Professional developers and experts — Share the latest info, news and secrets about creating and releasing games, and meet and network with potential partners and employees.
- Publishers and investors — Tell the world about yourself, check out exhibited projects, find a new game to invest in and take advantage of the Business Lounge to set up potential collaborative relationships with conference attendees.
- Everyone — Enjoy the company of like-minded people who share your interests, do some sightseeing and get some well-deserved R & R in Brno’s medieval Old city.
Who’s attending
Representatives from the following companies have already confirmed their attendance at Game Access ‘16.
And many more...
The Game Access ’16 Summit will take place on April 15-16, 2016, in the beautiful, historic Czech town of Brno, known as a dynamic capital of poets and artists. The atmosphere of this anciently town inspires creativity and extraordinary ideas. What’s more, because Brno is the headquarters of a number of leading game developers, including 2K Czech and Madfinger Games, Czech legends and the medieval streets of Czech towns have been incorporated into numerous games. Visitors to Brno can see those real streets and learn about where those legends originated!
For the Game Access ’16 Summit, we have chosen the comfortable Hotel Bobycentrum with its large conference hall and many recreation facilities (bowling, squash, restaurant, café).
Enjoy Brno Book Hotel Book TransferDirections
Use this form to get more information about how to get to Brno:
We recommend international travelers fly to Brno. There are nonstop flights into the Brno Airport (BRQ) from London Luton (LTN), London Stansted (STN), Eindhoven (EIN), and Munich (MUC). You can also fly into Prague, Vienna or Bratislava.
For more information about local transportation inside Brno check this site:
Go To Brno
Networking events
- Zelný trh 295/8, Brno
- 14. APRIL, from 20:00
- Cyrilská 7, Brno
- 15. APRIL, from 19:30
- Římské náměstí, Brno
- 16. APRIL, from 19:30
Sponsors
The Game Access ’16 Summit is actively seeking game developer and IT company sponsors! Event sponsorship is a fabulous opportunity to maximize your company’s exposure to those who count the most in your industry — developers and specialists in different relevant fields from different countries. Being an event sponsor will enhance your reputation, allow you to establish solid business contacts and help you attract new business partners and talented specialists.
Contact UsSponsors & partners
Media Partners
General media partner
Media partner
Become a media partner
If you want to join the group of our media partners for an informational support of our project, we’ll be glad to answer all your questions.
Don’t hesitate to contact us right now!
Passes
~810 CZK
~1 350 CZK
~2 430 CZK
https://game-access.eventbrite.com
* Spacious private area is a special zone of enhanced comfort that is separated from other rooms. This zone is accessible only for business and VIP attendees. Here you can have a rest of annoyance and noise of conference halls, as well as think over the events of the summit or conduct business negotiations. All conditions for having a rest and leisure activities as well as private catering wait for you here. For our sponsors, tables in private area are reserved as usual.
Developers Exhibition & Awards
A limited number of projects will be selected for exhibiting. Projects for any platform (desktop, mobile, or web) are acceptable, but the game should at least have a playable version. One attendee developer per project chosen for the exhibition will receive a free business pass, plus a booth in the exhibition area for presenting the game to conference attendees.
Projects
RefineReality
Student projects
Student project FI MUNI
Student project FI MUNI
Student project FI MUNI
Student project FI MUNI
Student project FI MUNI
Break Reality
Student project MFF UK
Student project MFF UK
Student project FI MUNI