SCHEDULE REBOOT DEVELOP BLUE | 2019 Find Session Descriptions At

Total Page:16

File Type:pdf, Size:1020Kb

SCHEDULE REBOOT DEVELOP BLUE | 2019 Find Session Descriptions At SCHEDULE REBOOT DEVELOP BLUE | 2019 Find session descriptions at www.rebootdevelopblue.com/sessions THURSDAY 11.4.2019 THURSDAY 11.4.2019 BONGFISH STAGE 11 BIT STUDIOS STAGE FINGERSOFT STAGE CROTEAM STAGE 3LATERAL STAGE ZEUZ STAGE RAW FURY STAGE SUPERNOVA STAGE Keynote: Hidetaka Miyazaki, From Software & Fumito Ueda, genDE- SIGN 10:00 – 11:00 10:00 – 11:00 Opening Ceremony - Damir Durovic, Reboot 11:00 – 11:30 Coffee Break powered by Matchmade Coffee Break powered by Matchmade 11:00 – 11:30 Martin Eder, Bongfish Hrvoje Kelemenic, LGM Neil Alphonso, Splash Graham Wihlidal, EA WORKSHOP Character PANEL Interactive Zeb West, Stoic PANEL Games Industry Specifics of making a map Starpoint Gemini 3: a Bold Damage SEED Design Live Demo Empathy - Citizenship Banner Saga: Inception to Networking 3.0: From for World of Tanks Frontline change in direction Out of the Box: An AAA Halcyon: Rapid Innovation Eran Alboher, Ekipa 2 of and Storytelling in Video Conclusion Design Asia to South America Design Design Studio’s Journey from using Modern Graphics Outfit 7 Games Industry Tomislav Gojevic (Nanobit), 11:30 - 12:30 Boxed Product to Service Tech Hendrik Lesser, Renaud Ante Vrdelja (Croteam), 11:30 - 12:30 Design Charpentier, Anne Toole, Maarten De Koning (DDM Andrej Kovacevic, moder- Agents) moderator by ated by Srdan Laterza Nikola Cavic Business Renaud Charpentier, Don Daglow, AIAS Ilari Kuittinen, Luka Hrabar & Robert WORKSHOP Character Master Chief vs Rick Beachside chat with Catherine Channon Tower Five Foundation Housemarque Sajko, Croteam Design Live Demo Grimes Mundi Vondi, Klang Is PR as we know it dead? Gameplay patterns theory The Art of the Interview: Reinventing Housemarque Four Million Acres, Eran Alboher, Ekipa 2 of Kiki Wolfkill, 343 Industries Games Business 12:30 - 13:30 to practice Design Adding and Integrating the - From Arcade to AAA Seriously: GPU-Based Outfit 7 & Dan Murray, Skybound Hosted by Andrej 12:30 - 13:30 Right Kinds of People into Business Procedural Terrains in Interactive, hosted by Matt Kovacevic, Exordium Your Dev Team Business ‘Serious Sam 4: Planet Handrahan Business Games Industry Badass’ Tech Industry 13:30 - 15:00 Lunch Break Lunch Break 13:30 - 15:00 External Development Nordic Discovery Session Benjamin Charbit, Eugen Harton, Bohemia Branislav Siles, The success of premium Philomena Schwab, Stray Julian Mautner, stillalive Panel Business hosted by Jacob Riis Darewise Entertainment Interactive Atomontage games in mobile Fawn Studio studios Lois Wang (XDS advi- The Making of AAA: What it Security in Games Tech How to prepare for the Beachside chat with Community based market- Stable.Steady.Stillalive sory), Toby Ow (Sony), takes to build a studio with inevitable volumetric Christopher Kassulke, ing and development - lessons from 13 years 15:00 - 16:00 Ben Jackson (Rocksteady the best of credentials future Tech Handy Games, hosted by Industry of growing a sustainable 15:00 - 16:00 Studios), Chris Wren (EA), Business Nikola Cavic Business studio Business Sam Carlisle (Microsoft) Tero Virtala, Remedy Richard Huddy, Samsung Kate Edwards, Geogryfy Alen Ladavac, Croteam Quentin Guislain, EG Production pipeline of Swen Vincke, Larian SCUM: The Beginning Entertainment Electronics Game Creators and the Myths and Misconceptions Group the future Studios Beachside chat with The Transformation of Accelerating the Evolution Quest for Worker Rights of Frame Pacing: A Pre- The Road to Launch - Estelle Tigani, Tomislav Publishing D:os 2 Andrej Levenski & Tomislav 16:00 - 17:00 Remedy Entertainment of a Platform Business Industry Sequel to the Infamous Marketing dos and don’ts Uzelac (2x2 Games), Ryan Business Pongrac (Gamepires) 16:00 - 17:00 Business Elusive Frame Timing Tech when developing your f2p Payton (Camouflaj) Design mobile game Business Business Design 17:00 - 17:30 Coffee Break powered by Matchmade Coffee Break powered by Matchmade 17:00 - 17:30 Ste Curran Beachside chat: Inclusive PANEL Whats your design Kris Rose, Khronos Group Nikola Nikita Jeremic, PANEL Free to Play, Guy Richards, ID@Xbox Marco Minoli, Slitherine KILLING THE GAMES Futures in Augmented made of? Shipping 7 Platforms with Waveform Studio Profitable to Produce: ID@Xbox: Maximising your When niche is big enough INDUSTRY 2019 Industry Realities Davor Tomicic, Nika a single GPU API Tech The Interactive Music Of Maximizing Monetization Opportunity Business for a success - The process through Analytics 17:30 - 18:30 Doug North Cook Dvoravic, Philomena Starpoint Gemini 3 Audio of marketing a game for a 17:30 - 18:30 (Chatham University) Schwab moderated by Michal Grno (Pixel Fed), limited audience Business & Robin Hunicke Renaud Charpentier Jakub Marek (Super Scale), (Funomena) Industry Design Ante Odic (Outfit7) moder- ated by Mariusz Gasiewski (Google) SCHEDULE REBOOT DEVELOP BLUE | 2019 Find session descriptions at www.rebootdevelopblue.com/sessions FRIDAY 12.4.2019 FRIDAY 12.4.2019 BONGFISH STAGE 11 BIT STUDIOS STAGE FINGERSOFT STAGE CROTEAM STAGE 3LATERAL STAGE ZEUZ STAGE RAW FURY STAGE SUPERNOVA STAGE George Krstic, Blizzard Entertainment Morning talk with... hosted 10:00 – 11:00 by Dan Pearson (STREAM) 10:00 – 11:00 11:00 – 11:30 Coffee Break powered by Matchmade Coffee Break powered by Matchmade 11:00 – 11:30 Beachside chat with Matt Conte, Oculus Carsten Orthbandt, Zeuz Pawel Rohleder, Techland Vitor De Magalhaes, PANEL The Art of invest- Justin Ma, Subset Games Ziva Cizman, Outfit 7 Hilmar Veigar Petursson, Down the Rabbit Hole with Fair to Cloudy - The Eighty programmers sitting Improbable ing into games industry Into the Breach & Lessons Influencer Marketing: The CCP Games Oculus Quest (and Rift S) Challenge of Scaling Online on one branch Tech Automating Business Christopher Bergstresser in Non-Attachment Truth Behind the Hype Hosted by Matt Handrahan Tech Services For Games Tech Development - How to do (MTG), Paul Wedgwood Design Business 11:30 - 12:30 Industry more, with less Business (Supernova), Chris Petrovic 11:30 - 12:30 (Zynga), Diana Moldavsky (Tencent) moderated by Nikola Cavic Business Beachside chat with Celia Hodent Tom Crago, Tantalus Igor Cesi, Ubisoft Paris Damjan Mravunac, Jean-François Boivin Sebastien Benard, Leigh Alexander Hermen Hulst, Guerrilla How Cognitive Science Art & Meaning in Video Tidy your room! (... and Croteam (Panache Digital) and Motion Twin Going beyond ‘Yes, Queen’: Games and UX Can Impact Game Games Design Art keep it that way) Tech Sound processing in game Loius-Felix Cauchon (Le Dead Cells: what the f*n?! The Narrative Design of Guild) 12:30 - 13:30 Hosted by Maarten de Design Design audio design - getting the Design Reigns: Her Majesty 12:30 - 13:30 Koning Industry best out of your sound La Guilde Industry Design recordings and effects libraries Audio 13:30 - 15:00 Lunch Break Lunch Break 13:30 - 15:00 Patrice Désilets, Jason Sussman, Bungie Daniel Rantala, Youichiro Miyake, Square Andrew Parsons, PANEL State of the Dave Gilbert, Wadjet Eye Jari-Pekka Kaleva, EGDF Panache Digital Studios Fingersoft Enix Devolver Digital Industry Japanese Industry Games One year after GDPR - what Full Circle Design Building Worlds in Destiny Automating data-driven AI Technologies in FINAL Mental Health, Brain Hidetaka Swery Suehiro, Narrative design as next on game regulation? – The Dreaming City Art mobile game evaluation FANTASY XV Tech Chemistry and You: How Dan Luffey, Masatoshi character study: creating Business 15:00 - 16:00 Design Business understanding neurosci- Tokuoka, moderated by empathetic characters in 15:00 - 16:00 ence can help you become Ben Judd Industry Unavowed Design a better game developer Tetsuya Mizuguchi, Charles Cecil, Revolution Renaud Charpentier, Alon Or-bach, Samsung Graham McAllister PANEL Masters of sound Dino Patti, Jumpship Larisa Percinlic & Eran Enhance Software Tower Five Electronics & Karlo Jez, Saving the Games Industry: Arnold Nesis (Capricia Playing Dead? On Building Alboher, Ekipa2 of The Future of Enhanced Revolution - the next Difficulty balancing Croteam Becoming Player-driven Productions), Ari Pulkinen a Vision-Driven Studio Outfit 7 16:00 - 17:00 Synesthesia Experiences adventure: Beyond a Steel Design Some Seriously Explicit Industry (Ari Tunes), Nikola Nikita Business The Art of Creating A 16:00 - 17:00 Design Sky Design Lessons in Vulkan Tech Jeremic, Waveform Studio, Successful Sequel Art moderator by Damjan Mravunac Audio 17:00 - 17:30 Coffee Break powered by Matchmade Coffee Break powered by Matchmade 17:00 - 17:30 Beachside chat with Yu Saku Lehtinen, Remedy Ivan Trancik, SuperScale Johannes Kuhlmann, Stefan Randelshofer, PANEL Building sustain- Tomasz Kaczmarczyk, Suzuki, YS NET Art of Storytelling – The Launching and Scaling Deep Silver FISHLABS Ubisoft Blue Byte able brands in the games Superhot Team Hosted by Ben Judd Remedy way Art Games: Case Studies Turn your frame rate up From Top Down to First industry How to sell two million 17:30 - 18:30 Business to 60 with Vulkan on the Person in a Blink of an eye - Christian Fonnesbech indie games? Fancy charts, 17:30 - 18:30 Nintendo Switch Tech Audio Environment System (Nordisk), Noirin solid numbers, and con- in Anno 1800 Audio Carmody (Revolution troversial advice for fellow Software), Mikael Haveri underdogs and business (Housemarque) Industry people Business SCHEDULE REBOOT DEVELOP BLUE | 2019 Find session descriptions at www.rebootdevelopblue.com/sessions SATURDAY 13.4.2019 SATURDAY 13.4.2019 BONGFISH STAGE 11 BIT STUDIOS STAGE FINGERSOFT STAGE CROTEAM STAGE 3LATERAL STAGE ZEUZ STAGE RAW FURY STAGE SUPERNOVA STAGE
Recommended publications
  • Balance Sheet Also Improves the Company’S Already Strong Position When Negotiating Publishing Contracts
    Remedy Entertainment Extensive report 4/2021 Atte Riikola +358 44 593 4500 [email protected] Inderes Corporate customer This report is a summary translation of the report “Kasvupelissä on vielä monta tasoa pelattavana” published on 04/08/2021 at 07:42 Remedy Extensive report 04/08/2021 at 07:40 Recommendation Several playable levels in the growth game R isk Accumulate Buy We reiterate our Accumulate recommendation and EUR 50.0 target price for Remedy. In 2019-2020, Remedy’s (previous Accumulate) strategy moved to a growth stage thanks to a successful ramp-up of a multi-project model and the Control game Accumulate launch, and in the new 2021-2025 strategy period the company plans to accelerate. Thanks to a multi-project model EUR 50.00 Reduce that has been built with controlled risks and is well-managed, as well as a strong financial position, Remedy’s (previous EUR 50.00) Sell preconditions for developing successful games are good. In addition, favorable market trends help the company grow Share price: Recommendation into a clearly larger game studio than currently over this decade. Due to the strongly progressing growth story we play 43.75 the long game when it comes to share valuation. High Low Video game company for a long-term portfolio Today, Remedy is a purebred profitable growth company. In 2017-2018, the company built the basis for its strategy and the successful ramp-up of the multi-project model has been visible in numbers since 2019 as strong earnings growth. In Key indicators 2020, Remedy’s revenue grew by 30% to EUR 41.1 million and the EBIT margin was 32%.
    [Show full text]
  • Redeye-Gaming-Guide-2020.Pdf
    REDEYE GAMING GUIDE 2020 GAMING GUIDE 2020 Senior REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Tomas Otterbeck Kristoffer Lindström Jonas Amnesten Head of Digital Senior Analyst Senior Analyst Analyst Entertainment Johan has a MSc in finance Tomas Otterbeck gained a Kristoffer Lindström has both Jonas Amnesten is an equity from Stockholm School of Master’s degree in Business a BSc and an MSc in Finance. analyst within Redeye’s tech- Economic and has studied and Economics at Stockholm He has previously worked as a nology team, with focus on e-commerce and marketing University. He also studied financial advisor, stockbroker the online gambling industry. at MBA Haas School of Busi- Computing and Systems and equity analyst at Swed- He holds a Master’s degree ness, University of California, Science at the KTH Royal bank. Kristoffer started to in Finance from Stockholm Berkeley. Johan has worked Institute of Technology. work for Redeye in early 2014, University, School of Business. as analyst and portfolio Tomas was previously respon- and today works as an equity He has more than 6 years’ manager at Swedbank Robur, sible for Redeye’s website for analyst covering companies experience from the online equity PM at Alfa Bank and six years, during which time in the tech sector with a focus gambling industry, working Gazprombank in Moscow he developed its blog and on the Gaming and Gambling in both Sweden and Malta as and as hedge fund PM at community and was editor industry.
    [Show full text]
  • Lighting the Way
    Remedy Entertainment Lighting the way. www.remedygames.com Autodesk® 3ds Max® Remedy Entertainment uses Autodesk® Autodesk® MotionBuilder® Autodesk® Mudbox™ software and workflow to help guide Alan Wake from darkness to light. We needed a faster way to process all our animations, so we built a one-click solution using MAXScript. It’s just so easy to write our own utilities in 3ds Max with MAXScript. You can more easily do things you simply cannot do in other software packages. —Henrik Enqvist Animation Programmer Remedy Entertainment Alan Wake. Image courtesy of Remedy Entertainment Ltd. Summary We made our lead character an everyday writer, and The poet John Milton once wrote that “long is the way, we tried to tap into basic human psychology about and hard, that out of darkness leads up to light.” Centuries darkness and light.” later, that sentiment seems equally appropriate when referring to Alan Wake, the latest video-game offering Overcoming Challenges from Finland-based Remedy Entertainment and “The biggest challenge we faced was creating a published by Microsoft Game Studios. Building on its compelling and believable story,” says Kai Auvinen, successful creation of both Max Payne and Max Payne 2: art team manager at Remedy. “Creating a fully realistic, The Fall of Max Payne, the Remedy team upped their dynamic environment was crucial to establishing the Autodesk ante on Alan Wake, using a combination of right mood, tone, and overall feel. While a typical Autodesk® 3ds Max®, Autodesk® MotionBuilder®, feature film might have a single story arc running and Autodesk® Mudbox™ software. through its couple of hours, a video game like Alan Wake needs to establish multiple storylines and Billed as a “psychological action thriller,” Alan Wake dramatic outcomes over what amounts to about 20 is definitely not your typical video game.
    [Show full text]
  • Developing a Content Pipeline for a Video Game
    Antti Veräjänkorva Art Is A Mess: Developing A Content Pipeline for A Video Game. Metropolia University of Applied Sciences Master of Engineering Information Technology Master’s Thesis 7 July 2020 PREFACE I have a dream that I can export all art asset for a game with single button press. I have tried to achieve that a couple times already and never fully accomplished in this. This time I was even more committed to this goal than ever before. This time I was deter- mined to make the life of artists easier and do my very best. Priorities tend to change when a system is 70% done. Finding time to do the extra mile is difficult no matter how determined you are. Well to be brutally honest, still did not get the job 100% done, but I got closer than ever before! I am truly honoured for all the help what other technical artists and programmers gave me while writing this thesis. I especially want to thank David Rhodes, who is a long- time friend and colleague, for his endless support. Thank you Jukka Larja and Kimmo Ala-Ojala for eye opening discussions. I would also like to thank my wife and daughter for giving me the time to write this thesis. Thank you, Hami Arabestani and Ubisoft Redlynx for giving me the chance to write this thesis based on our current project. Lastly thank you Antti Laiho for supervising this thesis and your honest feedback while working on it. Espoo, 06.06.2020 Antti Veräjänkorva Abstract Author Antti Veräjänkorva Title Art is a mess: Developing A Content Pipeline for A Video Game Number of Pages 47 pages + 3 appendices Date 7 Jul 2020 Degree Master of Engineering Degree Programme Information Technology Instructor(s) Hami Arabestani, Project Manager Antti Laiho, Senior Lecturer The topic of this thesis was to research how to improve exporting process in a video game content pipeline and implement the improvements.
    [Show full text]
  • 3D Character Artist
    We are looking for: 3D CHARACTER ARTIST JOB DESCRIPTION Developing high detail, photorealistic 3D models (humanoid characters and other creatures) Creating clean, low-resolution game topology and UV’s Developing game-ready assets to match concept, photo reference, art direction, etc. Creating textures and next-gen materials for use in-game engine Exporting models and textures into in-house engine (Serious Engine 4.x) and making sure they work correctly Cleaning up scanned data REQUIREMENTS Experience with creating character / organic models (modeling and texturing) Proficiency in Zbrush or Mudbox Understanding of human and animal anatomy and clothing and a keen eye towards form, shape, structure and silhouette in regards to modeling Eye for light, shade, color, and detail in creating texture maps Good English communication skills (both written and spoken) Good judgment on when to make it perfect and when to compromise Passion about art and video games, and eagerness to grow BONUS POINTS Proficiency in one or more texturing software (Quixel, Substance Painter/Designer) Skills in one or more 3D modeling software (Blender, Modo, 3D Studio Max, Maya) Skills in hard-surface poly modeling techniques Baking pipeline and rendering experience Character concept art skills Previous experience in a 3D Artist role in the video game industry or TV/ film Skinning, rigging and animating skills Traditional sculpting, drawing or painting skills Understanding of the visual style of Croteam games and a passion to push it to the next
    [Show full text]
  • NG16 Program
    C M Y CM MY CY CMY K PROGRAM 2016 #nordicgame Award-winning projects from Swiss indie studios Surprising Gamedesigns / Innovative Gameplay Late Shift Niche Booth Booth CtrlMovie AG Niche Game C2 lateshift-movie.com niche-game.com C4 Welcome to Nordic Game 2016: Knowledge, Emotion, Business. We are very proud to welcome you to three days of Knowledge, Emotion and Business. It’s the thirteenth edition of the conference, and it’s been Personal hectic, fun, challenging and inspiring to prepare it for you. Booth Photorealistic C5 Avatar SDK We look at this year’s show as sort of a reboot. We have focused heavily Dacuda AG dacuda.com on tweaking some essential parts, while maintaining the elements that we know you love and define as the special Nordic Game experience. As always, we’re more than happy to get feedback and input from you, because this show is as much yours as it is ours, and we want to keep on learning and improving. So, we hope you are ready to listen, talk, learn, share, build, connect, evolve, inspire, laugh, drink, eat, joke, be serious, have fun, be tired but also happy, and that you will enjoy NG16 as much as we enjoyed creating it. Thank you for joining us, and may you and your business prosper! The Nordic Game 2016 Team Booth World Never End Schlicht Booth C7 HeartQuake Studios Mr. Whale’s Game Service C8 heartquakestudios.com schlichtgame.ch NG16 TIME SCHEDULE We are 17 May PRE-CONFERENCE DAY 13:00 – 17:00 Badge pick-up 14:00 Game City Studio Tour pick-up 18 May CONFERENCE DAY 1 Join us to democratize 9:00 Badge pick-up
    [Show full text]
  • REGAIN CONTROL, in the SUPERNATURAL ACTION-ADVENTURE GAME from REMEDY ENTERTAINMENT and 505 GAMES, COMING in 2019 World Premiere
    REGAIN CONTROL, IN THE SUPERNATURAL ACTION-ADVENTURE GAME FROM REMEDY ENTERTAINMENT AND 505 GAMES, COMING IN 2019 World Premiere Trailer for Remedy’s “Most Ambitious Game Yet” Revealed at Sony E3 Conference Showcases Complex Sandbox-Style World CALABASAS, Calif. – June 11, 2018 – Internationally renowned developer Remedy Entertainment, Plc., along with its publishing partner 505 Games, have unveiled their highly anticipated game, previously known only by its codename, “P7.” From the creators of Max Payne and Alan Wake comes Control, a third-person action-adventure game combining Remedy’s trademark gunplay with supernatural abilities. Revealed for the first time at the official Sony PlayStation E3 media briefing in the worldwide exclusive debut of the first trailer, Control is set in a unique and ever-changing world that juxtaposes our familiar reality with the strange and unexplainable. Welcome to the Federal Bureau of Control: https://youtu.be/8ZrV2n9oHb4 After a secretive agency in New York is invaded by an otherworldly threat, players will take on the role of Jesse Faden, the new Director struggling to regain Control. This sandbox-style, gameplay- driven experience built on the proprietary Northlight engine challenges players to master a combination of supernatural abilities, modifiable loadouts and reactive environments while fighting through the deep and mysterious worlds Remedy is known and loved for. “Control represents a new exciting chapter for us, it redefines what a Remedy game is. It shows off our unique ability to build compelling worlds while providing a new player-driven way to experience them,” said Mikael Kasurinen, game director of Control. “A key focus for Remedy has been to provide more agency through gameplay and allow our audience to experience the story of the world at their own pace” “From our first meetings with Remedy we’ve been inspired by the vision and scope of Control, and we are proud to help them bring this game to life and get it into the hands of players,” said Neil Ralley, president of 505 Games.
    [Show full text]
  • Hard Surface Modeler
    Hi, we're Croteam. You might know us as the creative force behind the iconic Serious Sam, a series of fast-paced, gun-toting, first- person action shooting games. We also made The Talos Principle, a slow-burning philosophical cerebral puzzle game, with no shooting at all. Entirely different in nature, but equally commercially successful and critically acclaimed, these games went on to conquer the top-selling charts on every hardware platform imaginable, including the toaster*, using the power and scalability of our in-house Serious Engine. If you're serious about joining us for our next big thing, let's talk! *toaster not really included on that list. ____________________________________________________________________________________ We are looking for: HARD SURFACE MODELER JOB DESCRIPTION • Developing high detail, photorealistic 3D models (vehicles, weapons and other inorganic designs) • Creating clean, low-resolution game topology and uv’s • Developing game-ready assets to match concept, photo reference, art direction, etc. • Exporting models and textures into in-house engine (Serious Engine 4.x) and making sure they work correctly, touching-up textures after engine integration to optimise quality • Collaborating with engineers and tech artists to help develop an effective environment art pipeline that facilitates prototyping and a rapid iteration mindset for a game development team • Cleaning up scanned data REQUIREMENTS • Proficiency in one or more 3D modeling software (Blender, Modo, 3D Studio Max, Maya) • Understanding of form,
    [Show full text]
  • GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
    GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes.
    [Show full text]
  • Conference Booklet
    30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic
    [Show full text]
  • NG18 Program (Screen)
    PROGRAM 2018 PROGRAM#nordicgame 2017 #nordicgame Welcome to Nordic Game 2018 It’s a great pleasure to welcome you to this fifteenth edition of Nordic Game, the only conference in the world with a dedicated focus on the entire Nordic games industry. Over the years we’ve evolved from a humble regional conference into a truly global industry event, as our vision of a strong, united games community and the values so many of us share - openness, innovation and diversity - have resonated with games industry professionals around the world, and they have been welcomed into our extended family. Of course, we continue to proudly celebrate the sheer quality and variety of games developed in the Nordic countries, and this year’s Nordic Game Awards (Thursday, 24 May from 18:00 in the Unreal Theatre) once again reflects the imagination and vitality of developers from the region we call home. However, our rapidly changing, interconnected industry doesn’t allow us to rest on our laurels, and our opening keynote (Wednesday, 23 May at 11:00 in the Unreal Theatre) brings together a panel of leaders from some of our most prominent Nordic studios to explore key challenges and opportunities for game developers moving forward. True to the many values we share with our extended global family, we’re also introducing a string of talks - the Impact sessions - that delve beyond the albeit important business and technical aspects of game development, to encourage all of us to think more deeply about the real impact of the games we create - and how we create them - on our world.
    [Show full text]
  • Complete List of Migs16 Attending Companies
    COMPLETE LIST OF MIGS16 ATTENDING COMPANIES MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 YOUR ACCESS TO EXPERTS MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 11 bit Studios AMJ 12 Hit Combo! Annex Pro 1E Avenue Music Antre du Geek 1One AOne Games 1st Playable Productions APEX Sciences 24h Appcoach 4AM Games Apple 51HiTech Applicant 5th Wall Agency Appodeal 8D Technologies Aptitude X 98,5FM Armoires Cuisines Action A Thinking Ape Around The Word Accenture Around the Word Canada Achimostawinan Games Artesium Studios ACTRA Montreal Artifact 5 ad Communications Artisan Studios, Inc. AdColony ASTUCEMEDIA Adult Swim Audible reality Advanced Micro Devices Audiokinetic ADVANTAGE AUSTRIA Autodesk Affordance Studio Avalanche Prod - HUB MTL AJL Consult Axis Animation Alexis Senecal Azurtek Algonquin College B&H Alice & Smith Babel Games Services Aline Mercy Babel Media Allegorithmic Bandai Namco Entertainment Alliance Numérique Bandai Namco Entertainment Alpha vision Banner & Witcoff AltKey BareHand Always Mind Studios Baton Rouge Area Chamber Amazon Lumberyard BDC Ameo Prod, Inc BDC Capital MONTREAL INTERNATIONAL GAME SUMMIT 14TH EDITION DECEMBER 11-12-13 2017 BDO Canadian Heritage Beenox Canadian Museum of History Behaviour Interactif Inc. Cangrejo Ideas SpA Bell Canoë Ben Salerno Design Canvasseuse Bentomiso CARA Berzerk Studio Cardboard Utopia Bethesda Studios Montreal Cardboard-Utopia Big Jack’s Factory, Inc. Castle Couch Big Studios Inc CC2 Big Viking Games CCNB Miramichi Bigben Interactive CCP Games BioWare (a division of Electronics Arts) CD Projekt S.A. Bishop Games CDI College bitHeads/brainCloud CDRIN Bkom Studios Cégep de Limoilou Black Tie Ventures Cégep de l’Outaouais Blacknut Cégep de Matane Blind Ferret Cégep de Sainte-Foy Blobstone CEIM blogcritics.org Centre Phi Bloober Team CFPR BNC CGMagazine Borden Ladner Gervais LLP Chamber of Commerce of Metropolitan Mon- brainCloud tréal Breaking Walls Champlain College Brookfield Global Relocation Services Chartboost, Inc.
    [Show full text]