Loading…
Friday, November 18
 

10:00 CET

Keynote : Matt Nava
Creative Director and Co-Founder of Giant Squid, Matt Nava, was the Art Director at thatgamecompany, his artistic vision helped craft the award winning games Flower and Journey.

Speakers
avatar for Matt Nava

Matt Nava

Creative Director and Co-Founder of Giant Squid. Former Art Director at thatgamecompany (Flower and Journey).
Art Director of Flower and Journey. Creative Director at Giant Squid. Natural history/dinosaur enthusiast. I am interested in creating meaningful experiences through visual media.


Friday November 18, 2016 10:00 - 10:45 CET
Amphitheatre Fourastié (English speaking - translated)

10:00 CET

DES1) Burn the keyboard !

Most digital experiences are confined to keyboard, mouse and gamepad, or with complicated and expensive electronics. In this workshop, you will find out how remarkably easy it is to build something physical, that can interact with games and all other interactive jazz. With inexpensive raw materials like arcade buttons, joysticks, duct tape and cardboard, together we will create three custom controllers. After an introduction and a short talk about existing projects, you’ll get to designing and building something unique, and the workshop hosts will be there to help you out when things get too technical. Let’s build a racecar, a joystick-cowboy-hat, maybe just the world’s largest joystick,… or whatever we come up with.



Speakers
avatar for Copenhagen Game Collective

Copenhagen Game Collective

A multi-gender, multi-national, non-profit game design collective based in Copenhagen, Denmark


Friday November 18, 2016 10:00 - 12:00 CET
Workshops Room B (attendance to workshops requires workshop ticket)

10:00 CET

MED) Media Panel - How to get media to cover your game
Games jouralists will offer tips on what they've found tends to work best for getting media coverage of your game.

Moderators
avatar for Thomas Reisenegger

Thomas Reisenegger

PR Manager, ICO Partners
Thomas works at the Brighton-based consulting and PR agency ICO Partners for games such as Smite, Endless Space 2 and indie titles like Armello and Blackwood Crossing. He also likes teaching indies the fine art of PR by giving talks at events such as GDC and Digtial Taipei. In his... Read More →

Speakers
avatar for Chris Priestman (Killscreen)

Chris Priestman (Killscreen)

Web editor at Kill Screen / Founder, Warp Door
Chris spends his time rummaging around lesser-known corners of the internet. He searches for experimental videogames, data errors, digital toys, and virtual architecture to write about for Kill Screen, The Guardian, and Warp Door.
avatar for Julian Benson (Kotaku)

Julian Benson (Kotaku)

News Editor, Kotaku UK
Julian Benson is the news editor for Kotaku UK (same great articles as the US site but with a lot more tea and biscuits). He’s always on the lookout for people with exciting stories to share about gaming, whether they be about development, communities, or strange hobbies. ... Read More →
avatar for Kate Gray (The Guardian)

Kate Gray (The Guardian)

Games writer, The Guardian, Waypoint, RPS and many many more
Kate Gray lives in London and writes about video games . She enjoys talking about love, sex and feelings in games, which means she also plays an awful lot of Dragon Age and Harvest Moon. For research. She is currently learning to code in C#, so if you see her, she probably really needs... Read More →
avatar for Mike Diver (Waypoint by VICE)

Mike Diver (Waypoint by VICE)

Senior Editor, Waypoint
I'm Senior Editor at Waypoint - which is VICE's new gaming vertical. Prior to that I was editor - the first editor, and I guess the only one - of VICE Gaming.   I'm an editor of almost 15 years' professional experience, working primarily in the gaming and music industries... Read More →


Friday November 18, 2016 10:00 - 12:00 CET
Workshops Room C (attendance to workshops requires workshop ticket)

10:00 CET

BIZ1) Business Basics for Indie Game Developers
Simply making a game is not enough. For the game to reach many players - and to pay your bills! - attention must be paid to learning the business side of game making.

Speakers
avatar for Rami Ismail

Rami Ismail

Rami Ismail is the Business & Development Guy at Vlambeer
Rami Ismail is the Business & Development Guy at Vlambeer, a Dutch independent game studio known best for Nuclear Throne, Ridiculous Fishing, LUFTRAUSERS, Super Crate Box, GUN GODZ and Serious Sam: The Random Encounter. Rami Ismail is the Business & Development Guy at Vlambeer, a... Read More →


Friday November 18, 2016 10:00 - 12:00 CET
Workshops Room A (attendance to workshops requires workshop ticket)

11:00 CET

"Engage the Big Bad Wolf" - Stealthing Your Game's Social Impact
It's our responsibility as game devs to encourage cultural representation and social awareness. We assume you know the Why, but we'll discuss the How, the How Much, the How Far. The act of balancing the gameplay and the social impact of a game in a way that doesn't discourage those who need to hear your message the most was a central part of the design of our game A Normal Lost Phone.

Il est de notre responsabilité en tant que développeurs de jeux d'encourager la représentation culturelle et la sensibilisation sociale. Vous connaissez peut-être déjà le Pourquoi, mais nous allons discuter du Comment, du Combien, et du Jusqu'où. Trouver l'équilibre entre le gameplay et l'impact social d'un jeu, d'une manière qui ne décourage pas ceux qui ont le plus besoin d'entendre le message, était une question centrale dans la conception de notre jeu A Normal Lost Phone. 

Speakers
avatar for Diane Landais

Diane Landais

Co-founders of Accidental Queens, author of "A normal lost phone"
It's our responsibility as game devs to encourage cultural representation and social awareness. We assume you know the Why, but we'll discuss the How, the How Much, the How Far. The act of balancing the gameplay and the social impact of a game in a way that doesn't discourage those... Read More →
avatar for Elizabeth Maler

Elizabeth Maler

Co-founders of Accidental Queens, author of "A normal lost phone"
It's our responsibility as game devs to encourage cultural representation and social awareness. We assume you know the Why, but we'll discuss the How, the How Much, the How Far. The act of balancing the gameplay and the social impact of a game in a way that doesn't discourage those... Read More →


Friday November 18, 2016 11:00 - 11:30 CET
Amphitheatre Prouvé (French speaking)

11:00 CET

11:30 CET

How to Bring Meaning to Entertaining Experiences
Explore the way of embedding elements into gaming from our real world issues, history and challenges. Through games like Valiant Hearts and Lost in Harmony, we share the different ways used to achieve that goal, the development method that was setup to keep a balance between entertainment and subject sensitization.

Speakers
avatar for Yoan Fanise

Yoan Fanise

Digixart Entertainment - CEO&Creative Director
Explore the way of embedding elements into gaming from our real world issues, history and challenges. Through games like Valiant Hearts and Lost in Harmony, we share the different ways used to achieve that goal, the development method that was setup to keep a balance between entertainment... Read More →


Friday November 18, 2016 11:30 - 12:00 CET
Amphitheatre Prouvé (French speaking)

12:00 CET

DES1) Analog Design Workshop
Analog games present a unique creative challenge to game designers, but also offer endless opportunities for innovation. In this workshop, Dr. Pearce will present a play and affordance-based approach to working with physical materials, with and without electronics.

Speakers
avatar for Celia Pearce

Celia Pearce

Celia Pearce is a game designer, artist, researcher, teacher and curator. She currently holds a position as an Associate Professor of Game Design at Boston’s Northeastern University. She is also co-founder of IndieCade. Her games have been featured at Different Games,  Incubate... Read More →


Friday November 18, 2016 12:00 - 13:00 CET
Workshops Room B (attendance to workshops requires workshop ticket)

12:00 CET

MED) Introduction to Games Media
There's a lot that happens behind the scenes for game coverage. Learning to better see the situation from the side of games journalists will help you connect with them professionally.

Speakers

Friday November 18, 2016 12:00 - 13:00 CET
Workshops Room C (attendance to workshops requires workshop ticket)

12:00 CET

BIZ1) Microtalks: Spotting and Avoiding BizDev Mistakes

Whether you’re a designer navigating the rough waters of business for the first time or a seasoned veteran at striking a deal, learn from these devs as they share their failures and successes! Indie developers during this microtalk panel will cover topics ranging from working with other devs to put together a unique game bundle to making the most of conference showcasing opportunities.


Moderators
avatar for Robyn Gray

Robyn Gray

Robyn Tong Gray is an interactive media designer who weaves new media together to explore narrative and empathy. She is the co-founder and CCO of Otherworld Interactive, a studio focused on creating consumer facing virtual reality experiences. Her projects have been featured at venues... Read More →

Speakers
avatar for François Alliot

François Alliot

François Alliot is a game developer, he created the studio Nerial 3 years ago. Through Nerial,he has worked on 5 games : Singular (a bubble paper puzzle game), Magic Shot (aprocedurally generated French billiards game), Passengers (a migrant smugglersatire management), Devouring... Read More →
avatar for Thomas Bidaux

Thomas Bidaux

Thomas BIDAUX, a video game consultant during the day, is a crowd funding addict by night. He has been trying to keep his obsession under control by thorough fully researching the topic, from all angles, getting involve in the strategy and operations of many video games campaign as... Read More →
avatar for Cristian Diaconescu

Cristian Diaconescu

Cristi is the Creative Director at Sand Sailor Studio, based in Bucharest, Romania. The studio is currently working on the communist adventure-puzzle: Black The Fall. During this talk, Cristi will discuss about emotion driven game design, inspired by the world around us. Moving to... Read More →
avatar for Yannick Elahee

Yannick Elahee

Tavrox made an indie game called Lavapools. He then specialized in indie game marketing. He worked with indie studios such as Wild Factor and Plug In Digital. He's now in charge of the marketing for Double Kick Heroes.
avatar for Bartek Pieczonka

Bartek Pieczonka

Bartek Pieczonka - half of Lichthund a small game development team based in Warsaw, Poland responsible for the game Lichtspeer. Takes care of everything game related (except programming) with a  focus on art and design. Likes dogs and nuclear winters.


Friday November 18, 2016 12:00 - 13:00 CET
Workshops Room A (attendance to workshops requires workshop ticket)

13:00 CET

Friends for Five Minutes: relationships and community in public play
Holly Gramazio is half of Matheson Marcault, a company that uses game design to engage people with places and ideas. Matheson Marcault runs Now Play This, a games festival at Somerset House in London, and makes research-based and site-specific games, recently including the Scientific Village Fete for New Scientist Live and One Easy Step as part of the King's College London Arts & Humanities Festival 2016.

Speakers
avatar for Holly Gramazio

Holly Gramazio

Half of Matheson Marcault
Holly Gramazio is half of Matheson Marcault, a company that uses game design to engage people with places and ideas. Matheson Marcault runs Now Play This, a games festival at Somerset House in London, and makes research-based and site-specific games, recently including the Scientific... Read More →


Friday November 18, 2016 13:00 - 13:45 CET
Amphitheatre Fourastié (English speaking - translated)

13:00 CET

Escape the Rules : How to Design Escape Games and VR experiences
Alexis Moroz will draw on his experiences of the last 3 years where, as a freelance Game Designer, he worked on the creation of Escape Game and his VR experients with Innerspace. He will share the key stages in his creative process, his methods and his design documents.

Speakers
avatar for Alexis Moroz

Alexis Moroz

Professional Game Designer for the last 10 years (Ubisoft, Quantic Dream, Gameloft), Alexis Moroz is one of the founding developers behind Escape Game in France. Lead Designer for the first 4 rooms of the Prizoners franchise (Beaubourg), he also worked with a range of brands to create... Read More →


Friday November 18, 2016 13:00 - 13:45 CET
Amphitheatre Prouvé (French speaking)

14:00 CET

A new manifesto for non-traditional game design
REJECTA is a manifesto against all the traditional forms and types of video games, offering instead a new set of practical policies for creating games that would appeal to those traditionally turned off by the medium.

These policies, rules, and aims involve the content, the design, the length, the controls, and the role of the player, they assess distribution models and they also present new ways to organize work in game creation.

The presentation will go through each point of the manifesto, explaining its importance, its purpose, and how to practically apply its theory to game creation. Examples and counterexamples of existing games that are relevant to the manifesto will be discussed.

Bio: Pietro Righi Riva is an Italian game designer, artist, and academic. Since 2010, he has been co-directing the indie game studio Santa Ragione, where he created many successful board games and video games such as Escape From The Aliens in Outer Space, FOTONICA, MirrorMoon EP, and Wheels of Aurelia. His work has been on display at the Venice Biennale and the MCA in Chicago.

Speakers
avatar for Pietro Righi Riva

Pietro Righi Riva

Pietro Righi Riva is an Italian game designer, artist, and academic. Since 2010, he has been co-directing the indie game studio Santa Ragione, where he created many successful board games and video games such as Escape From The Aliens in Outer Space, FOTONICA, MirrorMoon EP, and Wheels... Read More →


Friday November 18, 2016 14:00 - 14:45 CET
Amphitheatre Fourastié (English speaking - translated)

14:00 CET

From Unemployment to Indie Success : A Journey of Ups and Downs
A few weeks after the release of Mother Russia Bleeds, we invite you to plunge into this exploration of the making of this game.
The independent developer - Frédéric Coispeau, will take you through the hesitant start of this creation until the moment of signing with illustrious publisher Devolver. You'll learn the highs and lows that marked his, and that of his team's, everyday life for more than 3 years. 

Speakers
avatar for Frédéric Coispeau

Frédéric Coispeau

Co founder of "Le Cartel" / Game designer on "Mother Russia Bleeds"
A few weeks after the release of Mother Russia Bleeds, we invite you to plunge into this exploration of the making of this game.The independent developer - Frédéric Coispeau, will take you through the hesitant start of this creation until the moment ofsigning with illustrious publisher... Read More →


Friday November 18, 2016 14:00 - 14:45 CET
Amphitheatre Prouvé (French speaking)

14:00 CET

TEC) Custom Game Engine Microtalks

So you’re thinking about building your own engine? This microtalk panel of technical wizards emphasizes the varied experiences and design choices behind creating their own game engines.


Moderators
avatar for Robyn Gray

Robyn Gray

Robyn Tong Gray is an interactive media designer who weaves new media together to explore narrative and empathy. She is the co-founder and CCO of Otherworld Interactive, a studio focused on creating consumer facing virtual reality experiences. Her projects have been featured at venues... Read More →

Speakers
avatar for Milan Babuškov

Milan Babuškov

An IT engineer with 20 years of experience in various technologiesranging from Assembly, C, C++, SQL, databases, hosting websites withmillions of monthly hits, to programming PHP, Java, JavaScript,node.js and working daily across three different operating systems.Got back into making... Read More →
avatar for Madiba Guillaume Olivier

Madiba Guillaume Olivier

Madiba Olivier is the founder of Kiro’o Games the 1st video game studio in Central Africa. He is also the main designer of his studio homemade Engine (The Astral Engine) which served to create their Action RPG with dynamics fighting. There was a lot of challenges to create this... Read More →
avatar for Thierry Platon

Thierry Platon

Thierry created his first game, Ranx, in 1986 for Ubisoft before joining Infogrames as head project manager. In 2004, he co-founded BiP media studio (Viking Invasion 1 & 2, Tiny Token Empires), and finally took the head of game production on PC, mobiles and game consoles. Thierry... Read More →
avatar for Frédérick Raynal

Frédérick Raynal

Creator of several cult games that have sold millions of copies (Alone in The Dark, Little Big Adventure 1 & 2; etc.), Frederick is a seasoned designer and developer internationally recognized by industry and gamers. He has never stopped innovating, both in gameplay and in technologies... Read More →


Friday November 18, 2016 14:00 - 15:00 CET
Workshops Room C (attendance to workshops requires workshop ticket)

14:00 CET

DES2) Game Design Microtalks

The freedom to experiment is one of the strengths of indie developers. During this microtalk panel, indie developers talk about unique design challenges and their methods for solving them. Topics range from procedural world and soundtrack generation to creating games, turning design issues into features, and crafting games about personal experiences


Moderators
avatar for Chris DeLeon

Chris DeLeon

Chris has been making games for 20 years. He's worked with startups and AAA games, taught game creation at Georgia Tech, and spoken at more than 10 conferences (including GDC, IndieCade, and SIEGE). Over 90,000 students have gone through his online courses, and he's done countless... Read More →

Speakers
avatar for François Alliot

François Alliot

François Alliot is a game developer, he created the studio Nerial 3 years ago. Through Nerial,he has worked on 5 games : Singular (a bubble paper puzzle game), Magic Shot (aprocedurally generated French billiards game), Passengers (a migrant smugglersatire management), Devouring... Read More →
avatar for Alex Camilleri

Alex Camilleri

Alex Camilleri is an Italian game designer currently living in Sweden. He developed and released Memoir En Code: Reissue with the goal of exploring autobiography in games. Alex is currently experimenting with new ideas that are historically and culturally inspired by his background... Read More →
avatar for Alina Constantin

Alina Constantin

Filmmaker, artist and game designer at Tiny Red Camel, Alina is the creator behind an awarded animated environmental storyworld for films, games and performances called Shrug Island. She has experience from community organizing to as far as strawbale building. Having spent her life... Read More →
avatar for Cristian Diaconescu

Cristian Diaconescu

Cristi is the Creative Director at Sand Sailor Studio, based in Bucharest, Romania. The studio is currently working on the communist adventure-puzzle: Black The Fall. During this talk, Cristi will discuss about emotion driven game design, inspired by the world around us. Moving to... Read More →
avatar for Jeroen Janssen

Jeroen Janssen

Jeroen Janssen is a game designer at Happy Volcano. The studio is working on Winter, a narrative exploration game, and paired up with a 'traditional' book and theatre author for the story. In this talk Janssen will talk about how they got the writer from sentence by sentence, page... Read More →
avatar for Torreng Labs

Torreng Labs

Torreng Labs is an indie game studio from Turkey and founded by a team of four people who like creating games and cool stuffs. Torreng Labs published their first indie title Fabric, a first person puzzle game with a unique space-time bending mechanic where you manipulate the envi... Read More →
avatar for We Are Müesli

We Are Müesli

We Are Müesli is an Italian indie game design duo made up of visual designer Claudia Molinari and creative writer Matteo Pozzi. Since 2013, Claudia and Matteo have been focusing on award-winning "unconventional storytelling" games rooted in cultural, historical and artistic topics... Read More →
avatar for Thierry Platon

Thierry Platon

Thierry created his first game, Ranx, in 1986 for Ubisoft before joining Infogrames as head project manager. In 2004, he co-founded BiP media studio (Viking Invasion 1 & 2, Tiny Token Empires), and finally took the head of game production on PC, mobiles and game consoles. Thierry... Read More →
avatar for Julien Ribassin

Julien Ribassin

Julien Ribassin is a video game designer, composer and programmer living in Sapporo, Japan. Since he couldn't find any partners to play experimental music in Japan's northern territories, he decided to create them in video games. His most recent project is illumine, a non-violent... Read More →


Friday November 18, 2016 14:00 - 16:00 CET
Workshops Room B (attendance to workshops requires workshop ticket)

14:00 CET

BIZ2) Virtual Office Workshop
Organizing a virtual office is no trivial task. In this session, we'll talk about the organization of Joju Games, a 10 year old virtual office studio. We'll discuss project management tools, communication strategies, and what kind of people fit best into a virtual office environment

Speakers
avatar for Juan Gril

Juan Gril

Studio Manager, Joju Games
Joju Games Founder and Studio Manager Juan Gril has more than 18 years of experience developing casual games. Joju Games produces casual games for international clients including Dreamworks, MTV Networks, and Atari. Juan is Advisor for the Smartphone Summit at GDC, co-chair of the... Read More →


Friday November 18, 2016 14:00 - 16:00 CET
Workshops Room A (attendance to workshops requires workshop ticket)

15:00 CET

Live playing: Niche (Philomena Schwab), Who Lurks (Fakhra AlMansouri), Move or Die (Nicolae Berbece)
Speakers
avatar for Fakhra AlMansouri

Fakhra AlMansouri

Founder and CEO of Hybrid Humans, the first independent game studio in Abu Dhabi, UAE
Fakhra is a game designer, caramel appreciator and future astronaut. She is the founder and CEO of Hybrid Humans, the first independent game studio in Abu Dhabi, UAE. She's passionate about creating video game experiences that matter. She has a background in computer science, business... Read More →
avatar for Nicolae Berbece

Nicolae Berbece

Designer and founded of "Those Awesome Guys"
Nicolae Berbece is an indie game developer from Romania and the designer of Move or Die, the friendship ruining party game. He founded his own company "Those Awesome Guys", where he teams up with developers from all over the world in order to create highly polished games. He is also... Read More →
avatar for Philomena Schwab

Philomena Schwab

Philomena Schwab is a game designer from Zurich, Switzerland. She enjoys working on game projects, taking on roles from art to programming to marketing. As a member of the gameZ and Swiss Game Developers Association, Philomena is helping the local game scene grow. She founded the... Read More →


Friday November 18, 2016 15:00 - 16:00 CET
Amphitheatre Fourastié (English speaking - translated)

15:00 CET

Put a Videogame Where It Is Not Supposed To Be
6 years ago, we started to show videogames where they were not supposed to be, which means a lot of places : art centers, libraries, music festivals and so on. It changed the nature of the videogames we made : it became installations with destructible or gigantic gamepads, videomapping, laser pointers. But showcasing your work in this kind of places offers another opportunity : you can create different versions of the same game. This talk will be focused on the relationship between creating artistic videogames and taking in consideration the properties of the space where you deploy them, and the effect it has on those spaces.

Speakers
avatar for One Life Remains

One Life Remains

The Parisian collective One Life Remains is exploring the properties of the video game medium since 2009. This work is a hybrid between experimental design and conceptual art. Its origin comes from a reflection on digital media and the connection between video games and artistic... Read More →


Friday November 18, 2016 15:00 - 16:00 CET
Amphitheatre Prouvé (French speaking)

15:00 CET

TEC) Technology War Stories at Double Fine
We'll cover a series of topics about how we solved gameplay design challenges through technology, as well as how we applied technology to solve the needs of game features.

Speakers
avatar for Anna Kipnis

Anna Kipnis

Senior Gameplay Programmer at Double Fine
Anna Kipnis is a Senior Gameplay Programmer at Double Fine Productions, where she has worked since 2002. At Double Fine, she has contributed to various unreleased and top secret projects as well as Psychonauts (2005), Brütal Legend (2009), Costume Quest (2010), Once Upon a Monster... Read More →


Friday November 18, 2016 15:00 - 17:00 CET
Workshops Room C (attendance to workshops requires workshop ticket)

16:00 CET

DES2) Unexplored Countries: Discovering New Aesthetics in Game Design

This talk and workshop will focus on recent trends in game design aesthetics, including the “neo-pastoralist” aesthetic of games such as Walden, Mountain and Proteus. After the talk, workshop participants will organize in groups to discuss and speculate upon possible unexplored aesthetics for interactive experience.


Speakers
WH

William Huber

I’m a writer, lecturer and researcher on the aesthetics and theory of games, media and software. I am currently the head of the Centre for Excellence in Game Education at Abertay University, in Dundee, Scotland, where I work on developing game education as a new and evolving... Read More →


Friday November 18, 2016 16:00 - 17:00 CET
Workshops Room B (attendance to workshops requires workshop ticket)

16:00 CET

BIZ2) Lessons We Learned From Running a Small Indie Studio for 7 Years and How to Apply Them to the Future
In this workshop we’ll discuss business challenges and drastically changing market conditions that independent game developers face by looking at the decisions we made during the last 7 years at our studio Spaces of Play. We’ll analyse the outcomes of these decisions and discuss which lessons will stay relevant in the future.

Speakers
avatar for Andreas Zecher

Andreas Zecher

Andreas Zecher is part of Spaces of Play, the indie studio behind Spirits and Future Unfolding. He’s also running Promoter, a web service for game developers to track press mentions and distribute promo codes... Read More →


Friday November 18, 2016 16:00 - 17:00 CET
Workshops Room A (attendance to workshops requires workshop ticket)

16:15 CET

Veve Jaffa's Performance: 'Which Passover Plague Are You?'

"Directed by Veve Jaffa and starring none other than GОD himself, collaborative games performance, 'Which Passover Plague Are You?' will make an ethereal appearance to transform one lucky audience into a righteous vessel for holy vengeance.

✶ Indiecade is not responsible for any mortal harm caused by your divine transformation."


Speakers
avatar for Veve Jaffa

Veve Jaffa

Peardrum
Bioluminescent being making waves. Creative Director at Peardrum. Writer, Designer & Programmer. Proud biohacker.


Friday November 18, 2016 16:15 - 17:00 CET
Amphitheatre Fourastié (English speaking - translated)

16:15 CET

Post-Mortem of Aurion Legacy of the Kori-Odan

How to create the first 20 hours Action-RPG with live combats and a home made engine, build from nothing and in Africa? This talk will present an inspiring story on how passion for video game creation and a dream overwhelmed reality since Olivier was 13 year old.

Comment créer le 1er Action-RPG de 20h de durée de vie avec des combats en temps réel, un home-made engine, le tout en partant de rien et en Afrique ? Un exposé d’un parcours inspirant sur la passion de la création de jeu vidéo, mais aussi de rêve qui a battu la réalité depuis 13 ans.   

 


Speakers
OM

Olivier Madiba

Founder, game designer and programmer at KIRO'O GAMES (Cameroon)
Madiba Olivier est le fondateur et CEO de Kiro’o Games, le 1er studio professionnel de création de JV au Cameroun. Il est aussi le Game Designer/ Scénariste de Aurion l’Héritage des Kori-Odan, le 1er RPG d’African-Fantasy.  Il adore les chats et estime être Big Boss... Read More →


Friday November 18, 2016 16:15 - 17:00 CET
Amphitheatre Prouvé (French speaking)

17:15 CET

Keynote : Rami Ismail
Rami Ismail is the Business & Development Guy at Vlambeer, a Dutch independent game studio known best for Nuclear Throne, Ridiculous Fishing, LUFTRAUSERS, Super Crate Box, GUN GODZ, Serious Sam: The Random Encounter & Radical Fishing. Through his work at Vlambeer, Rami has come to realise that the marketing & business facets of many independent game developers could use some help. As such, he created the free presskit-creation tool presskit() and is working on releasing its first add-on, distribute(). Believing sharing knowledge openly is the cornerstone of independent development, Rami has spoken on a variety of subjects at dozens of game events around the world, ranging from the Game Developers Conference to Fantastic Arcade & from University seminars to incubator mentorship.

Speakers
avatar for Rami Ismail

Rami Ismail

Rami Ismail is the Business & Development Guy at Vlambeer
Rami Ismail is the Business & Development Guy at Vlambeer, a Dutch independent game studio known best for Nuclear Throne, Ridiculous Fishing, LUFTRAUSERS, Super Crate Box, GUN GODZ and Serious Sam: The Random Encounter. Rami Ismail is the Business & Development Guy at Vlambeer, a... Read More →


Friday November 18, 2016 17:15 - 18:00 CET
Amphitheatre Fourastié (English speaking - translated)
 
Saturday, November 19
 

10:00 CET

Keynote : Luke Crane
A talk on the power of small/niche communities, specifically referencing Luke Crane's own work and developing the RPG community on Kickstarter.

Speakers
avatar for Luke Crane

Luke Crane

Head of Games at Kickstarter
I am the Head of Games at Kickstarter. I also design and publish RPGs and other games under my company, The Burning Wheel. I've designed and published 17 titles since 2002, won numerous orders, traveled the world and met the most amazing people. 


Saturday November 19, 2016 10:00 - 10:50 CET
Amphitheatre Fourastié (English speaking - translated)

10:00 CET

DES3) Introduction to Mise en Scène of Gameplay
What is the mise-en-scene in a game? In movies it’s the way we use certain means to serve an intention; for instance relaying narrative, an emotion, or a message. In the case of film, the list of means varies but includes design aspects like set design, lighting, acting, and costumes. In this workshop, we will explore this list of means for game design.  We will particularly focus on signs and feedbacks as a core means to establish the gameplay vocabulary with the player.

Speakers
avatar for Emmanuel Guardiola

Emmanuel Guardiola

An expert in game design methodologies, Emmanuel Guardiola is a veteran of video game industry (30 titles released for publishers and independent studios). A PhD in computer science, he drives research on player psychological profiling at the Cologne Game Lab.  His works are... Read More →


Saturday November 19, 2016 10:00 - 11:00 CET
Workshops Room B (attendance to workshops requires workshop ticket)

10:00 CET

COM1) Let's Make the Ultimate Icebreaker
When we first started the Gamelier association, we were just a bunch of scientists thinking about how games could be great assets for developing and understanding our nerdy concepts. We had to work hard on being more diverse and welcoming to newcomers. Establishing a culture of inclusiveness is just plain tough, because we tend to form personal connections with those who resemble us, or those who we want to resemble. We’ve been building an interdisciplinary community of game creators, researchers, and educators. We’ve also been developing games to promote diversity and inclusion. In this workshop, we’re going to prototype ice breaker-like games that encourage inclusion through empathy, curiosity, and fun.

Speakers
avatar for Jesse Himmelstein

Jesse Himmelstein

Jesse Himmelstein is the director of the CRI GameLab, and the coordinator the IncLudo project. Before working in games, he earned a PhD in robotics. He continued his research career in computer science and virtual reality in a business context, coordinating a number of EU projects... Read More →
avatar for Alexandre Vaugoux

Alexandre Vaugoux

Alexandre Vaugoux is GameLab Manager and former community and content manager for the CRI development team. After studying sociology and anthropology in Francois Rabelais University, Alexandre went to Vancouver as a visitor student in Simon Fraser University school of communication... Read More →


Saturday November 19, 2016 10:00 - 12:00 CET
Workshops Room A (attendance to workshops requires workshop ticket)

10:00 CET

VR1) VR Workshop: Vive Jazz
In this 2 hour workshop, I will guide you through creating a sandbox environment for VR in Unity, where we can start messing around in search of great game ideas. We will attempt to create various reusable mechanics that interact in funny ways, and through this process learn a few things about VR development and rapid prototyping.

We will use the HTC Vive, a high-end virtual reality device, and we will have a few of them available to get down and dirty with. Please bring your laptops and a mouse, and please install the latest version of Unity (or even 5.5beta if you prefer) before the workshop, if you want to be productive. Depending on our inspiration, we might manage to make some fun games by the end of the day!

Speakers
avatar for Horatiu Roman

Horatiu Roman

Horatiu Roman is a Romanian game developer and game jammer based in Copenhagen, Denmark. He is part of VRUnicorns where he is in charge of prototyping crazy VR games for the Vive. He likes jazz, coffee and happy people.


Saturday November 19, 2016 10:00 - 12:00 CET
Workshops Room C (attendance to workshops requires workshop ticket)

11:00 CET

Gameplay programming challenges, the example of Double Fine
Anna Kipnis is a Senior Gameplay Programmer at Double Fine Productions, where she has worked since 2002. At Double Fine, she has contributed to various unreleased and top secret projects as well as Psychonauts (2005), Brütal Legend (2009), Costume Quest (2010), Once Upon a Monster (2011), The Cave (2012), Dear Leader (designed and led the prototype, 2014), Broken Age (2015), Headlander (2016), and currently working on Psychonauts 2. She is active in the indie game community and has collaborated with Santa Ragione on Final Candidation (2013) and the recent Wheels of Aurelia. She is also the founding organizer of Molyjam, a game jam inspired by Peter Molyneux and his fake Twitter account, @petermolydeux. Anna has served on the IGF technical jury, the Global Game Jam theme committee, and as an adviser for UCSC's MS Games & Playable Media program.

Speakers
avatar for Anna Kipnis

Anna Kipnis

Senior Gameplay Programmer at Double Fine
Anna Kipnis is a Senior Gameplay Programmer at Double Fine Productions, where she has worked since 2002. At Double Fine, she has contributed to various unreleased and top secret projects as well as Psychonauts (2005), Brütal Legend (2009), Costume Quest (2010), Once Upon a Monster... Read More →


Saturday November 19, 2016 11:00 - 11:30 CET
Amphitheatre Fourastié (English speaking - translated)

11:00 CET

Klondike Parade
Cue the music, release the confetti, bring out your colors, because the parade has arrived in Paris! At the sound of the trumpet, the Klondike people will take the stage in turns and present something dear to their heart

Speakers
avatar for Klondike (collective)

Klondike (collective)

Klondike is a ten people french art collective founded in 2012.
Klondike is a ten people art collective founded in 2012. Rather than create collectively it seeks to encourage the singularity of its members and to highlight their originality. Klondike is a space for those ten creators to build their own creative vision of games and interactive... Read More →


Saturday November 19, 2016 11:00 - 12:00 CET
Amphitheatre Prouvé (French speaking)

11:00 CET

DES3) Twine Writing Workshop
A short Twine workshop running through how to make a text game using the free online tool Twine. If you have never used Twine before, you should leave this workshop with the basics of how to get started. This workshop will demonstrate how constraints can be beneficial when creating.

Speakers
avatar for Vaida Plankyte

Vaida Plankyte

Vaida enjoys making personal games that focus on narration and minimalist gameplay. She uses prototyping tools that allow her to create shortform games that experiment with the player's agency and their relationship with the creator. Vaida can be found either rambling about the power... Read More →


Saturday November 19, 2016 11:00 - 13:00 CET
Workshops Room B (attendance to workshops requires workshop ticket)

11:30 CET

Creating a great experience for players on the show floor

After showcasing my game "Move or Die" at over fifteen events worldwide in countries like the US, UK, Japan, Vienna, Germany, Romania, Denmark and more, I have compiled a list of the most important aspects of creating a great experience for players on the show floor. This talk is the distillation of my learnings, which can be summed up in three main points: Show floor presence, Player experience and Follow up. My aim is to demystify the process of showing games at events for new developers, and teach them how to sidestep the many common pitfalls.

I will go in-depth with a variety of things I have learned including visual identity, how to grab the player's attention, building an effective booth, how to talk about your game, the importance of spectators, play session times, showcasing as a source of motivation, the importance of networking and mixer parties, optimizing your game so it runs on its own, wired vs wireless controllers, how to handle sound, various ways of applying for conventions, documenting the experience, showcasing as a form of play testing, why flyers are horrible and why people should stop printing them, giveaways and what both you and the player takes away from the whole experience. 

I will also talk about common misconceptions such as "I can't possibly get accepted into big gaming events because I'm a small developer," "recovering exhibition costs by selling copies after events" and "you need a lot of money to exhibit at an event".

Finally, this talk will highlight the most important mistake new developers make when showing their games: Focusing on selling copies rather than networking. Developers showing at events should focus on networking, and realize that just being present at an event can lead to potential collaborations in the future, even without having a booth on the show floor.

 


Speakers
avatar for Nicolae Berbece

Nicolae Berbece

Designer and founded of "Those Awesome Guys"
Nicolae Berbece is an indie game developer from Romania and the designer of Move or Die, the friendship ruining party game. He founded his own company "Those Awesome Guys", where he teams up with developers from all over the world in order to create highly polished games. He is also... Read More →


Saturday November 19, 2016 11:30 - 12:00 CET
Amphitheatre Fourastié (English speaking - translated)

12:00 CET

COM1) Community Events Workshop by Copenhagen Game Collective
Learn about - and practice the logistical side of - how Copenhagen Game Collective puts on various kinds of events for local and visiting game developer community.

Speakers
CG

Copenhagen Game Collective

Individual members of CGC that will be present TBA


Saturday November 19, 2016 12:00 - 13:00 CET
Workshops Room A (attendance to workshops requires workshop ticket)

12:00 CET

VR1) Discussion Panel: Realities of Virtual Reality Development

VR developers have the opportunity to make new mistakes, discover new techniques, and help define a new medium. This panel of VR indie developers will discuss the lessons they’ve learned while working in VR and how they’ve transitioned from indie games to indie VR.


Speakers
avatar for Esteban Gallardo García

Esteban Gallardo García

A game developer born in the pre-smartphone mobile game era, I was honed to get the best from the worst mobile devices in the market. Next in Flash mini games development era I got the chance to develop some viral games like Zombie Baseball, Sun Stories and Closing Dimensions. Now... Read More →
avatar for Robyn Gray

Robyn Gray

Robyn Tong Gray is an interactive media designer who weaves new media together to explore narrative and empathy. She is the co-founder and CCO of Otherworld Interactive, a studio focused on creating consumer facing virtual reality experiences. Her projects have been featured at venues... Read More →


Saturday November 19, 2016 12:00 - 13:00 CET
Workshops Room C (attendance to workshops requires workshop ticket)

13:00 CET

Keynote : Michel Ancel
Michel Ancel is a game designer best known for creating the Rayman franchise, for which he was the lead designer for the first two games, and the recent Rayman Origins and its sequel Rayman Legends. He is also known for the cult hit video game Beyond Good & Evil and for the video game adaptation of Peter Jackson's King Kong. He is currently working on a sequel to Beyond Good & Evil with a small team of developers, using development tools specially designed to make game development more accessible to a greater audience. In 2014, Michel Ancel revealed he had formed an independent games studio called Wild Sheep currently developing an open world pre-historic survival game called WiLD.

Speakers
avatar for Michel Ancel

Michel Ancel

Father of Rayman and Beyond Good & Evil, founder of Wild Sheep (WiLD)
Michel Ancel is a game designer best known for creating the Rayman franchise, for which he was the lead designer for the first two games, and the recent Rayman Origins and its sequel Rayman Legends. He is also known for the cult hit video game Beyond Good & Evil and for the video... Read More →


Saturday November 19, 2016 13:00 - 13:45 CET
Amphitheatre Fourastié (English speaking - translated)

14:00 CET

Unexpected Firsts: My Journey As UAE 1st Female Game Developer
Fakhra is a game designer, caramel appreciator and future astronaut. She is the founder and CEO of Hybrid Humans, the first independent game studio in Abu Dhabi, UAE. She's passionate about creating video game experiences that matter. She has a background in computer science, business and game design. In June 2016, she was awarded Young Achiever in Video Game Development by FEMINA. Some of her titles include Hop Hop Away and Who Lurks that was voted top 50 games of 2016. Also, CSI: Hidden Crimes as part of her short time at Ubisoft studios. When she's not game developing, organizing game jams, or creating workshops to introduce students to game design, you can find her kayaking, bowling or on the hunt for a new caramel candy. Her next big goal is to develop games in space.

Speakers
avatar for Fakhra AlMansouri

Fakhra AlMansouri

Founder and CEO of Hybrid Humans, the first independent game studio in Abu Dhabi, UAE
Fakhra is a game designer, caramel appreciator and future astronaut. She is the founder and CEO of Hybrid Humans, the first independent game studio in Abu Dhabi, UAE. She's passionate about creating video game experiences that matter. She has a background in computer science, business... Read More →


Saturday November 19, 2016 14:00 - 14:30 CET
Amphitheatre Fourastié (English speaking - translated)

14:00 CET

Dreams to Reality, Which Game to Make Next?
With many ideas for great games, many of us indie developers are confronted with the difficult decision of choosing which one to make next. I will share how we decided to make the games we made at Game Bakers, what criteria were the most important for us, and some of what worked and what didn't for Furi and our other games on console and mobile.

Speakers
avatar for Audrey Leprince

Audrey Leprince

Co-founder and President of The Game Bakers
At The Game Bakers, Audrey Leprince is in charge of executive production.She started in the industry as a game designer and producer for Quantic Dream and independent French studios, then spent 6 years in China where she was producer on several AAA console games for Ubisoft. Advocate... Read More →


Saturday November 19, 2016 14:00 - 14:45 CET
Amphitheatre Prouvé (French speaking)

14:00 CET

COM2) Train Jam
What went into planning the train jam? Get to know the backstory, principles, challenges, and details for how you might organize or adapt similar events to bring more developers together with the aim of creating great work and new collaborative team ups.

Speakers

Saturday November 19, 2016 14:00 - 15:00 CET
Workshops Room A (attendance to workshops requires workshop ticket)

14:00 CET

ART) Substance Live: texture like a Boss! Presented by Allegorithmic
Making a visually compelling 3D game is hard. it can be even harder for an indie game studio with limited resources. With Software like Substance Designer & Substance Painter, you can develop a texturing pipeline that fits with your team size, your art direction, and the scope of your project. Discover the power of Substance and why 85% of the AAA industry is relying on it in production

Substance Painter : is a 3D painting software allowing you to texture, render and share your work. In this workshop we'll cover how you can use Substance Painter to create richer, better textures in less time. Topics will range from procedural effects, to smart materials and smart masks, as well as fast baking.

Speakers
avatar for Vincent Gault

Vincent Gault

Vincent Gault is a Technical Artist living in Barcelona, Spain. Before joining Allegorithmic in 2016 as Community Manager, Vincent has been assuming different Art Technical positions with Ubisoft (Montreal, Barcelona & Montpellier studios), and the mobile game studio Social Point... Read More →


Saturday November 19, 2016 14:00 - 16:00 CET
Workshops Room B (attendance to workshops requires workshop ticket)

14:30 CET

How to build up a supportive community around your game
Countless games are created every day by independent game developers. Most of them will fade and be forgotten, not due to a lack of quality but a lack of visibility. Building a community around your game in development is an excellent way to connect with people early on. Having a loyal fan base is not only beneficial for the financial success of the game, but provides the developer with constant feedback and can serve as a great motivator to push through the tough times of development. This talk in based upon the experience I made with our game „Niche - a genetics survival game“. Topics include exhibitions, crowdfunding, indiedev collectives and Steam Early Access.

Speakers
avatar for Philomena Schwab

Philomena Schwab

Philomena Schwab is a game designer from Zurich, Switzerland. She enjoys working on game projects, taking on roles from art to programming to marketing. As a member of the gameZ and Swiss Game Developers Association, Philomena is helping the local game scene grow. She founded the... Read More →


Saturday November 19, 2016 14:30 - 15:00 CET
Amphitheatre Fourastié (English speaking - translated)

15:00 CET

Video Paper Games
Paper video games and hybrid games challenge traditional physical games and video games.
Etienne Mineur presents a number of Volumnique's prototype games as well as many others from other developers.

Speakers
avatar for Etienne Mineur

Etienne Mineur

Co-founder and Creative director of Volumique
Etienne Mineur is the Co-Founder and Creative Director of Volumique, a studio that invents new types of books, games and toys based on bringing together the physical with the electronic. He received his diploma fromENSAD Paris in graphic design and became the Co-Founder and Artistic... Read More →


Saturday November 19, 2016 15:00 - 15:45 CET
Amphitheatre Prouvé (French speaking)

15:00 CET

COM2) Starting Meetups That Make Games: Logistics of GameDev Practice Clubs
Most developer meetups bring together game makers to network while discussing their outside projects. This works great for advanced developers but can have a high barrier to entry for newcomers or intermediate developers. There's another, different pattern that helps more people get started on teams: a practice club. Instead of being focused on external development efforts these organizations support internal games, with processes in place to pitch, develop, and release games created collectively by members.

Hundreds of practice games have been created by teams of beginning game developers in the Game Creation Society (est. 2004 at Carnegie Mellon), VGDev (est. 2010 at Georgia Tech), and Gamkedo Club (est. 2015, independent, members worldwide online). These teams range in size from 3-20, with each game's schedule between 1 to 5 months. Chris will break down the process and logistics he developed for these three game development practice clubs, as a set up to begin a group dialog and simulated exercise in addressing real challenges that arise in bringing these kinds of groups together.

At the end of the session attendees will be equipped to begin growing and leading developer practice communities of their own, or prepared to adapt new patterns to their existing clubs or practice collectives.

 

Speakers
avatar for Chris DeLeon

Chris DeLeon

Chris has been making games for 20 years. He's worked with startups and AAA games, taught game creation at Georgia Tech, and spoken at more than 10 conferences (including GDC, IndieCade, and SIEGE). Over 90,000 students have gone through his online courses, and he's done countless... Read More →


Saturday November 19, 2016 15:00 - 16:00 CET
Workshops Room A (attendance to workshops requires workshop ticket)

15:15 CET

Live playing: Wheels of Aurelia (Pietro Righi Riva), Future Unfolding (Andreas Zecher), Headlander (Anna Kipnis)
Speakers
avatar for Anna Kipnis

Anna Kipnis

Senior Gameplay Programmer at Double Fine
Anna Kipnis is a Senior Gameplay Programmer at Double Fine Productions, where she has worked since 2002. At Double Fine, she has contributed to various unreleased and top secret projects as well as Psychonauts (2005), Brütal Legend (2009), Costume Quest (2010), Once Upon a Monster... Read More →
avatar for Pietro Righi Riva

Pietro Righi Riva

Pietro Righi Riva is an Italian game designer, artist, and academic. Since 2010, he has been co-directing the indie game studio Santa Ragione, where he created many successful board games and video games such as Escape From The Aliens in Outer Space, FOTONICA, MirrorMoon EP, and Wheels... Read More →
avatar for Andreas Zecher

Andreas Zecher

Andreas Zecher is part of Spaces of Play, the indie studio behind Spirits and Future Unfolding. He’s also running Promoter, a web service for game developers to track press mentions and distribute promo codes... Read More →


Saturday November 19, 2016 15:15 - 16:00 CET
Amphitheatre Fourastié (English speaking - translated)

16:00 CET

Analog/Digital: Practices & Experiments
Analog & Digital games tend to collide and merge more and more, from the use of mobile platform to the actual rise of installation games and a new toy design movement. This panel will explore different practices and tackle some experiments from boardgames to digital playful installations. 
Analogique et numérique ne se sont jamais autant heurté que depuis la forte distribution des supports mobiles jusqu'au développement récent de jeux-installations et du nouveau courant de jouets connectés. Cette table ronde explorera différentes pratiques et expériences menées par ses invités, du jeux de plateau à l'interface customisée d'installations ludiques.

Speakers
avatar for Marion Bareil

Marion Bareil

Co – fondatrice / Directrice de création Tourmaline Studio
avatar for Antoine Bauza

Antoine Bauza

Auteur de jeux de société, dont "7 Wonders" ou "Pony express"
avatar for Rémy Sohier

Rémy Sohier

Digital artist at Alineaire collective
I create videogames installations at Alineaire collective (www.alineaire.com). My games explore embodiement and sensations during player’s experience. I wrote a doctorate thesis about experimental videogames and the critique of video game industry creation models. I’m also a teacher of game programming and assets creation at Paris 8 University... Read More →


Saturday November 19, 2016 16:00 - 17:00 CET
Amphitheatre Prouvé (French speaking)

16:00 CET

COM2) Game Collective Starter Kit
Are you thinking about starting a game collective? Have you just started one, or are you thinking of starting one up in your area? This workshop – or, shall we say, playshop – is a playful exploration of what your collective might be. We will introduce a model for thinking about collectives, and you will spend your time applying it to a an existing collective, or to your "dream" collective. This process will help you discover a raison d'être for a collective entity in your community, or develop a stronger identity for an already existing collective and that is unique to your place and people. You will take home a goodie bag which you can use to conduct this playshop with your own collective, or to kickstart a collective with your friends.

Speakers
avatar for Raghav Bashyal

Raghav Bashyal

Stikkontakt is a fresh new game collective that has just hit the Copenhagen scene. We are a group of young gamemakers navigating the post-indie landscape while making games, finishing game school, working at studios, starting companies, and finding our way, together. www.stikkont... Read More →


Saturday November 19, 2016 16:00 - 17:00 CET
Workshops Room A (attendance to workshops requires workshop ticket)

16:00 CET

ART) Art Better! A Game Art Critique for non-Artists and Artists

Whether you’re a Renaissance master or a programmer working with programmer art, this session is designed to help you work within your constraints to hone your aesthetics. Bring your game or portfolio to this session and work with these indie artists to polish up those visuals!


Moderators
avatar for Robyn Gray

Robyn Gray

Robyn Tong Gray is an interactive media designer who weaves new media together to explore narrative and empathy. She is the co-founder and CCO of Otherworld Interactive, a studio focused on creating consumer facing virtual reality experiences. Her projects have been featured at venues... Read More →

Speakers
avatar for Arnaud de Bock

Arnaud de Bock

Arnaud is a game designer,  graphic designer,  and artist based in London. He is also the PICO-8 Zine editor. He has been working as an independent game designer for 6 months on PikuNiku, an absurd puzzle-exploration game. @arnaud_debock
avatar for Alina Constantin

Alina Constantin

Filmmaker, artist and game designer at Tiny Red Camel, Alina is the creator behind an awarded animated environmental storyworld for films, games and performances called Shrug Island. She has experience from community organizing to as far as strawbale building. Having spent her life... Read More →
avatar for Claudia Molinari

Claudia Molinari

Claudia is a graphic artist, illustrator and art director with an odd knowledge of creativity and communication, developed throughout her studies in the UK and years working on design projects in Italy and China. Since 2013, she's been one half of game design duo We Are Müesli, focusing... Read More →
avatar for Alex Muttoni

Alex Muttoni

After my studies in art, I moved in Paris in 2008 to work as Art Director in different web/digital agencies.After 6 years, I quit my job to try to work in the video game industrie. I lanched my own indie game with two other dudes and we made MOTHER RUSSIA BLEEDS, an old fashion beat'em... Read More →
avatar for David Prinsmel

David Prinsmel

David Prinsmel is creative director at Happy Volcano. He is currently working on Winter, a narrative exploration game. Prinsmel draws on his roots in graphic design and his experience in user interface design. He has a soft spot for minimalistic designs that appeal and captivate through... Read More →
avatar for Clemens Scott

Clemens Scott

Clemens Scott is one of five co-founders of the Vienna based game studio Broken Rules. He is the studios' art compartment and currently works on their upcoming project "Old Man's Journey" as creative director and lead artist.Even though Clemens comes from the visual side of game development... Read More →


Saturday November 19, 2016 16:00 - 17:00 CET
Workshops Room B (attendance to workshops requires workshop ticket)

16:15 CET

Virtual Reality
Speakers
avatar for Horatiu Roman

Horatiu Roman

Horatiu Roman is a Romanian game developer and game jammer based in Copenhagen, Denmark. He is part of VRUnicorns where he is in charge of prototyping crazy VR games for the Vive. He likes jazz, coffee and happy people.


Saturday November 19, 2016 16:15 - 17:00 CET
Amphitheatre Fourastié (English speaking - translated)

17:15 CET

 
Filter sessions
Apply filters to sessions.