GameDevDays 2018

16 & 17 APRILL @ KULTUURIKATEL, TALLINN, ESTONIA
More info coming soon...

Schedule

black box
Morning coffee, badge pickup
09:00 - 10:00
Vladimir Funtikov
Creative Mobile
Primed to succeed: why it is the best time to make games, and how to thrive in the new era.
10:00 - 10:30
Slowing growth, rising production costs and tightening regulations - these are unmistakable signs of a mature market. Counter-intuitively, we are also presented with the biggest opportunities ever. What choices can we make to set ourselves up for success in the coming years?
Margaret Kuleta
Google
Export insights for Gaming
10:30 - 11:00
Where will your next best users come from? In this session we will expand your thinking on expansion across different gaming markets, equipping you with insights and tools to prioritize regions which are the right fit for you. If you are building your strategy for acquiring new users and want to learn where to place your focus on, this talk is for you!
Henri Hanson
Tartu Science Park
Launching an incubator for startup game studios in Estonia
11:00 - 11:30
My talk will cover experiences from two ongoing international projects supporting game developers from the Baltic Sea Region and will open a call for startup game studios based in Estonia to apply to our incubator program.
Dean Day
Greenlight Games
An insight into the Nintendo Switch Platform
11:30 - 12:00
Nintendo Switch console saw massive demand, especially in the last holiday season which makes it more and more attractive for developers. During this session Dean will talk about main challenges of creating and publishing games for Nintendo Switch.
Aleksey Vstavsky
App Annie
State of Mobile Gaming 2019
12:00 - 12:30
This session will offer a quick recap of the most important trends in Mobile Gaming in 2018 and update you on the current state of the market in different countries and game genres.
Łukasz Miądowicz
Huuuge Tap Tap Games
Rise of Hypercasual & Takeaways from Tap Tap Games
12:30 - 13:00
A must-attend session for anyone involved in or willing to learn more about the expanding hyper-casual genre & data, including: F2P market size, top publishers, biggest titles, KPIs, latest M&A activity & take-aways from Huuuge Tap Tap Games. Takeaways include: overview of hyper-casual genre, important KPIs to focus on, how to monetize these games, what is important in terms of game design, mechanics, production process etc.
Lunch break
13:00 - 14:00
Kaspar Tiri
Wolf 3D
Going Beyond the Game: The Future Of Gamer Identities
14:00 - 14:30
The real world and the digital world are merging. Our identities are expanding into the virtual worlds. Games are also much more social, making online video games one of the most common places for teens to meet their peers and create lifelong friendships. In this talk, Kaspar will talk about the future of gaming and how it's changing the way we represent ourselves (our digital identities) including the issues and opportunities. Are games like Fortnite the future social networks?
Teemu Eramaa
Nopia Oy Ltd
Alvin From Earth - postmortem. Possibilities and challenges of community driven episodic narrative.
14:30 - 15:00
Alvin From Earth is a community driven short-form animated series taking it's references from the 1990's adventure games. In this talk Teemu Erämaa, the CEO of Nopia studios will explore the project and the results after 7 episodes and possible future game mechanics. More information : www.alvinfromearth.com
Anastasija Manina
Values Value
How I met your Junior
15:00 - 15:30
The lecture is half based on research and benchmarking study of opportunities for junior specialists to enter the GameDev industry in the CIS, Ukraine, Baltic states and Cyprus. Another part is based on polling multiple Baltic companies regarding their ways of employing young professionals and improving their skills.
Coffee Break
15:30 - 16:00
Timo Rahkonen
Rovio Entertainment
M&A Insights for Developers
16:00 - 16:30
What is happening in the M&A world of mobile gaming? Why should developers consider M&A as an option for future growth? What should developers need to know and do before seeking for M&A or investments? Why strategy games developer PlayRaven became part of Rovio in November 2018 and what has happened after that?
Mikael Leinonen
MyGamez
What you should think about China
16:30 - 17:00
This presentation will give you up to date picture of the China mobile game market and practical insights how developers and publishers can approach it
Pieter van der Pijl - Triple Dragon (moderator)
Florian Stronk - Bravo Co.
Timo Rahkonen - Rovio
Anna Baidachnaya - Braavo Capital
Pavel Ruban - Blockhive (previously BIC)

Panel Discussion:

How to raise investments for your game project
17:00 - 18:00
The panel is designed for small to medium sized indie developers to learn more about how to raise funding for your studio or game project. The panelist will cover what types of funding is available in the market and which investors to approach at what stage. Knowing how and when to pitch for the right type of funding with the right investor is key in being successful on the fund raising front. The panelists all have first-hand experience in either raising funding for their game studios or investing in / financing game projects, so feel free to fire off any questions that you have for them.
17:00 - 18:00
Blue box
Morning coffee, badge pickup
09:00 - 10:00
10:00 - 10:30
10:30 - 11:00
Natasha Trygg
MiTale
Delicacy in Visual Narrative - The Vitality of Visual Storytelling in Games
11:00 - 11:30
This workshop will present the tools from traditional visual storytelling and art production (art theory and practice, semiotics etc.) and their implementation in games - most of the AAA games use these principles especially in open world designs. Same principles are seen in successful indie titles such as “Journey” and “Thomas was Alone”, along with many others. We will discuss the benefits in multidisciplinary approach of storytelling practices in game design process and aesthetic language that games as new medium of expression can utilize on a completely new level for players' experience(s).
Max Kostenko
Freelancer
The magic of simplicity: Introduction to character design
11:30 - 12:00
How to create a character that will touch the heart of millions? During this session award winning character artist Max Kostenko will share his approach to design using simple shapes on examples of his greatest works, including "Fantastic Beasts and Where to Find Them" the movie.
Tomasz Kisilewicz
11 Bit Studios
Creating Meaningful Entertainment. How do Art and Design come together to question your morality
12:00 - 12:30
How do we tackle moral dillemmas in video games? How do we leave our players both disturbed and satisfied at the same time? And how do Art and Design departments can learn and benefit from each other to deliver unique experiences? By looking at the curious cases of 'This War of Mine' and 'Frostpunk' we'll dive into the world of hard choices, dark moods and moral dillemas in a pursuit of the light of hope for our industry.
Stanislav Volkov
Relax Gaming
Diving into the game industry for artists
12:30 - 13:00
Inspirational talk will go through challenges that artist encounters in the beginning of his career in game dev. Resolving issues of the changing career branch. Market preferences. Creating proper portfolio. Specifics of the game art development. Beating artistic blocks. Establishing efficient learning experience. Coaching yourself to keep track of evolving industry.
Lunch break
13:00 - 14:00
Sviatoslav Torik
Wargaming.net
From idea to proposal: a method to make your game concept viable and strong
14:00 - 14:30
This talk will explain a method to create and revise your game idea in a new, unexplored way. Sviatoslav will guide you through the whole process: from proper statement of the idea to a sum of possibilities and a number of USPs. To be totally fair with you Sviatoslav will provide a challenging game idea example as well.
Eduardo Sajgalik
Self-Employed
Community Game Design
14:30 - 15:00
We will look at how to design / implement games that encourage community development. Community-centric design blends UX and game design into an experience that can design with community in mind. The presentation will show a series of tools developers have used in the past and what to take into account as options when developing your game. The workshop will be about answering as well as possible the challenge - "If I couldn't interact with my players outside of the game, how I can I best build a community?
Gregory Louden
Convict Games
A Stoner Noir? Lessons from Writing, Directing & Designing STONE
15:00 - 15:30
A lot of genres have not been explored in games. STONE, is a bold step in creating a interactive stoner noir by Convict Games. Inspired by The Big Lebowski, Inherent Vice, Call Me By Your Name, Firewatch and Grim Fandango. This talk will share lessons from concept creation, writing, actor direction, narrative design and some hard lessons of indie development today. Expect ideas for your stories, laughs and some deeper topics for creating your own interactive stories ahead.
Coffee Break
15:30 - 16:00
Felicia Prehn
Nopia Oy Ltd
Introduction to Accessibility: What, Why, and How
16:00 - 16:30
A brief overview of what accessibility in games means, who it's for, and why it's not just a trend, but rather a necessity for even the average gamer.
Zhanna Uzalova
Creative Mobile
Machine Learning in Player Behavior Analysis
16:30 - 17:00
The speech is about several practical cases of analyzing and prediction players behavior using machine learning for decision support and identifying games bugs
Panel Discussion:
Deadly sins of a game designer
17:00 - 18:00
17:00 - 18:00
Green box
Morning coffee, badge pickup
09:00 - 10:00
10:00 - 10:30
10:30 - 11:00
Vladimir Tomko
We Can Games
Crypto Games Market as It Is
11:00 - 11:30
Author will speak about the current state of the crypto games market on various blockchains, look into the trends, discuss common issues and problems developers are facing and share some market data.
Alina Brazdeikene
Ether Dale
Blockchain+games = marriage made in heaven
11:30 - 12:00
You don't know what blockchain is? Don't worry, you are not alone. Have no idea how blockchain will change gamedev? We didn't know either, but we decided to dig deep into this.
Lev Leiman
To The Moon
Is it hard to be a DAPP?
12:00 - 12:30
The speech is about main important steps in building games in crypto industry: Idea Investors relationship Team building Product manufacturing Working with the market First users
Gleb Skibitsky
Dragonglass
Gaming meets blockchain. But should it?
12:30 - 13:00
How it started, why traditional developers don't take it, where the industry is now, how gaming will adopt blockchain technology and why it’s not about crypto.
Lunch break
13:00 - 14:00
Gleb Raskin
Gx0
Games promotion made simple: a step-by-step guide
14:00 - 14:30
Where to get insights to improve the product, how to find your audience and clearly target it, how to create a product that will be interesting to the audience, how to attract the audience and keep it according to the AARRR model, how to increase the influx of users with the help of bloggers
Panel Discussion: Overview of the Crypto Games Market (ЕtherDale , BlockchainCuties, Dragonglass, TotheMoon)
14:30 - 15:30
14:30 - 15:30
Coffee Break
15:30 - 16:00
Niklas Wallgren
Adverty
Increasing your ad revenue with Seamless Ads
16:00 - 16:30
Adverty introduced Seamless Ads to Augmented- and Virtual Reality developers in 2017 which made ad monetization possible in that space. In 2019, we made Seamless Ads available to mobile games, which enables developers to monetize 100% of playtime. Learn about how you can increase your ad revenue without hurting your user base and how you can monetize your AR- or VR game without decreasing the immersion.
Oscar Clark
Fundamentally Games
Barebones Monetization
16:30 - 17:00
Everyone can design a game; but understanding the anatomy of a game makes the difference between a good idea and a engaging experience. In this talk we will slice into the core elements and expose the secrets of creating playful experiences we can't wait to get back to (and spend our hard on cash on) for weeks, months and even years! This talk will explore: * The Anatomy of Play - Mechanic > Context > Metagame * The Player Lifecycle - Discovery > Learning > Engaging > Churn * Understanding motivation to act and forms of exchange * Scaling more people, doing more things, more often, for longer
Nikita Zatsepin
BlueStacks
Launching your mobile game with BlueStacks: tips and tricks
17:00 - 17:30
Today's gaming landscape is fierce. Getting your game noticed is tough. Getting your game noticed by whales is extremely tough. In this session we'll cover the current situation with app discovery, acquisition of high-valued users, and how the leading mobile gaming platform with over 370M users addresses it.
Arto Käyhkö
Apprien
Monetising IAP`s better with Apprien Dynamic Pricing
17:30 - 18:00
The developers dilemma is how to get the best revenue out of existing players - Apprien dynamic pricing engine will help to set best prices for all players !

21:00 - 01:00

OFFICIAL PARTY
black box
Morning coffee
10:00 - 10:30
Mario Vasilev
Imperia Online JSC
The treasures of the desert or why you should enter the MENA region
10:30 - 11:00
This topic will cover the successful launch of a game in the MENA region by non-MENA developer. It will give more insights about the current state of the market, store distribution, cultural differences, the players'profile in the region and also which key factors should be always considered. The topic will consists of practical examples and cases as we have already released several games in the region, which got featured by Apple and local stores.
Fawzi Mesmar
King
Game design inspiration ideas
11:00 - 11:30
As companies grow, it can be difficult to foster a nimble, creative culture that is crucial to spur on new ideas in the fast-moving mobile market. In this talk we’ll go over the tool kit that game designers at King are presented with for inspiration and unique creative activities company wide and locally at the respective studios.
Marten Palu
Gamecan
Managing a remote team
11:30 - 12:00
Only three of the twelve Gamecan team members are located in Estonia. Because of this, we have shaped an efficient structure of remote work. This structure includes a range of online tools, arrangements between the different departments and lessons from the mistakes made in these few years. I believe we have a long way to go towards remote work perfection, yet I still hope something can be learned from our example.
Danil Deneko
Sperasoft
Game Project Management Basics
12:00 - 12:30
An introduction in Game Project Management for junior specialists and small teams who don't have dedicated PM to run their day-to-day project activities.
Wajhi Jafri
Remedy Games
Understanding Production
12:30 - 13:00
Your team needs structure for creativity to flourish. Making a quality game, which deliever on the experiance, in budget and on time is vital for success. We will talk about understanding the role your producer plays, the realistic scope of your game and the mentality of production driven projects.
Lunch break
13:00 - 14:00
Arturs Lukasevics
Httpool
Twitter #StartWithThem
14:00 - 14:30
Twitter in Gaming. Last trends and App performance approach from Httpool.
Nadezda Lebedeva
Creative Mobile
UA Tutorial
14:30 - 15:00
A practical beginner's guide to user acquisition
Victoria Beliaeva
AppQuantum
Problems with outsourcing expertise and how we solved them (some of them)
15:00 - 15:30
"Cumulative experience of arpu.guru’s outsourcing game-desing expertise. How to outsource the heart of your game? How to know that you need external expertise? What you’ll gain from that and what won’t. Target audience: middle and top managers of gamedev companies, producers, company owners. "
Coffee Break
15:30 - 16:00
Vasiliy Sabirov
Devtodev
The biggest mistake you can make (and you probably make!) in game analytics
16:00 - 16:30
Based on the vast devtodev experience of handling analytics for different projects, this session explores the most common mistakes developers make when analysing their games. Along with that, we would like to draw special attention to one biggest mistake that developers make. Spoiler: they choose the wrong metrics for analysis, and this creates very interesting cases, which we are going to share with you too.
Darya Loban
Wargaming
The gamer’s DNA: how culture impacts the way you play
16:30 - 17:00
Before launching in a specific country or region, we all do our research, quantitative and qualitative. We look into market figures and weigh up our chances for acquisition; and certainly, we research our players: what are they like, why do they play, how often and on what devices? A trick is that behaviors and motivations of players can be predicted based on their culture, since regional peculiarities, such as Eastern collectivism and Western individualism have a direct impact on how they play. “The gamer’s DNA” will tap into these peculiarities and uncover key features of players from all over the world.
Blue box
Morning coffee
10:00 - 10:30
Kirill Shidenko
Sociaro
Sociaro.AI
10:30 - 11:00
Improve Google advertising with AI
Andrius Balciunas
Fox 3D Entertainment
Preparing for nextgen
11:00 - 11:30
We are getting closer to nextgen of games in a year or two. What does that mean for us 3d artists. How the standard productions technique are going to change and what general technical requirements could we expect.
Alice Hinton Jones
Unity
2D game development with Unity's new tools
11:30 - 12:00
Find out all about Unity's new 2D toolkits that can help you take your game development to the next level. In this talk, you'll learn about isometric 2D level design with Tilemap, animating characters with 2D Animation and IK, and creating organic-looking environments with SpriteShape.
Dan Nilsson
Konunge Games AB
Making your game play itself
12:00 - 12:30
This talk is about the usefulness of automated/scripted playthroughs of games, and how it can be implemented. Dan will make a short demonstration of an automated playthrough in a Unity based game, and present how it is built.
Simona Vasytė
Perfection.AI
The Power of Artificial Intelligence
12:30 - 13:00
AI can be used in various different game development areas. We would like to share our experience of using AI to design levels for Prop Busters game.
Lunch break
13:00 - 14:00
Denis Zlobin
Ubisoft RedLynx
Sound of Trials Rising: Key Learnings and Challenges
14:00 - 14:30
The talk focuses on practical aspects of Trials Rising audio design and examines the challenges Ubisoft RedLynx audio team solved during the production process: from changing an audio engine on the go to customizing the mix for a variety of speaker setups.
Ressa Schwarzwald
TinyBuild
A kind of magic: using psychology in game audio.
14:30 - 15:00
Some advantages of treating your game audio with psychological tips. Based on the experience of my colleagues, audial and psychological researchers, and, of course, stories from my life.
Aleksandr Borisov
Levsha
Conscious Localization: Bringing Games Even Closer to Players
15:00 - 15:30
As players, lots of us saw imperfections in localized games. Not only mistakes, sometimes issues that just don't let you feel the game as you should. There's something that we, as localization and development teams, can do about it, and we want to discuss it.
Coffee Break
15:30 - 16:00
Juha Huhtakallio
PlayStack
Game Design Most Essentials
16:00 - 16:30
After working as hands-on game designer, lead designer, on outsourced projects, and as a manager, and lecturing, I've pinpointed the most essentials for any game designer.
Yaraslau Kot
BelGameDev
VR
16:30 - 17:00
What is VR and what are it's faces. Some less popular types of VR. How VR affects human being. Possibilities: present and future of VR.
Green box
Morning coffee
10:00 - 10:30
Jason Schklar
UX is Fine!
Drive Great UX Into Your Games
10:30 - 13:00
In this workshop I divide participants into groups of 2-4 people. They each play a German strategy board or card game they have never played before. With no instructions. We learn how design of board and pieces drive player expectations that can either lead or mislead them. Each group presents their findings (what they figured out and how they figured it out) and then iterates together on proposed solutions. I moderate the session and make sure we cover key concepts. Value proposition: Get non-UXers to think about how UX is more than just optimizing UI and menus. It's about how users figure things out and ""find the fun"" based on expectations about the genre and platform and the visual, interaction, and feedback design of the board, pieces, and systems. It's also a lot of fun!
10:30 - 13:00
10:30 - 13:00
10:30 - 13:00
10:30 - 13:00
Lunch break
13:00 - 14:00
Pavel Goloviy
Freelancer
Illustration: Story & Composition (Part 1)
14:00 - 15:30
Demonstration of the initial stage of an illustration creation process. Covers ideation, composition set up in relation to the story and other critically important decisions that define the outcome of an artist's work.
14:00 - 15:30
14:00 - 15:30
Coffee Break
15:30 - 16:00
Pavel Goloviy
Freelancer
Illustration: Story & Composition (Part 2)
16:00 - 17:00
Demonstration of the initial stage of an illustration creation process. Covers ideation, composition set up in relation to the story and other critically important decisions that define the outcome of an artist's work.
16:00 - 17:00

17:00-18:00

Game Village Award Ceremony