LUNCH SESSIONS 12:30 12:45 projects. technical leadershiptoallthecompanies the drivingforce behindNixxes providing lution, andTomb Raider. Katsmanisstill Revolution, SoulReaver, :Abso- as consoles, includingDeusEx:Human produce avariety oftitlesonPCaswell in 1999,whichsince thenhashelped back to The Netherlands to found Nixxes on theirtitles,JurjenKatsmanmoved working withvarious Eidosdevelopers at EidosInteractive inLondon, and After startingoutinthegamesindustry Tomb Raider, Deus Ex (PC) Founder Nixxes Jurjen Katsman games development. console styleoptimizationandPC performance andabridgebetween for PC,by providing anewlevel of feel itisamajortechnologyevolution new AMDMantleAPI,andhowwe Most importantlywewillfocus onthe components tosuccess inthisarea. Nixxes andwhatwefeel arecritical approach PCGameDevelopment at presentation wewillcover howwe Console GameOptimization. Inthis are PCGameDevelopment aswell Two ofthemainspecialtiesatNixxes EVOLUTION FOR PC A MAJORTECHNOLOGY EXTRA CODE SESSION: available at thisstage Note: Lunch willalsobe Dutch GameGarden canhelp. with your owngame studioandhow what you candotoday togetstarted Garden) willgive you essentialtipson (development director DutchGame In thisshortpresentationJPvan Seventer TODAY! START YOUR COMPANY JP van Seventer Development Director Dutch Game Garden’s Extra 15minutes session by PRO ic CODE 2 1 SCHEDULESCHEDULE 10:30 10:30 12:30 11:30 11:30 16:00 14:00 15:00 9:30 SCHEDULE 9:30 CLOSING KEYNOTE LUNCH BREAK looks andFEELSgood. ugly, no-fun prototype into something thatplays, simple tricks,JanWillemNijmanwillturnasimple, another, similargamefeels terrible? Using afew will askyou: why isitthatonegameplays great and that titlemay changewhenever hefeels like it.He the ChiefExecutive GameDesigner&Director, but Jan WillemNijmanis50%ofVlambeer. He’s currently Jan Willem Nijman•Vlambeer other, similarones. Why somegamesaremuchmorefuntoplaythan THE ART OFSCREENSHAKE carefree animation,font rendering, easy localisation. flexible gameplay, simplephysics, adaptable GUI, development, smart(-ish) resource management, powers alltheirgames.We’ll cover multiplatform years developing asmallmultiplatform enginethat Game Oven. He’s thecook whospent thelastthree Bojan Endrovski isadeveloper andco-founder at Co-Founder Bojan Endrovski •GameOven • for developing amultiplatform enginefromscratch. Game Oven’s very ownmasterchefshareshisrecipe COOKING YOUR OWN looks andFEELSgood. ugly, no-fun prototype into something thatplays, simple tricks,JanWillemNijmanwillturnasimple, another, similargamefeels terrible? Using afew will askyou: why isitthatonegameplays great and that titlemay changewhenever hefeels like it.He the ChiefExecutive GameDesigner&Director, but Jan WillemNijmanis50%ofVlambeer. He’s currently Jan Willem Nijman•Vlambeer other, similarones. Why somegamesaremuchmorefuntoplaythan THE ART OFSCREENSHAKE carefree animation,font rendering, easy localisation. flexible gameplay, simplephysics, adaptable GUI, development, smart(-ish) resource management, powers alltheirgames.We’ll cover multiplatform years developing asmallmultiplatform enginethat Game Oven. He’s thecook whospent thelastthree Bojan Endrovski isadeveloper andco-founder at Co-Founder Bojan Endrovski •GameOven • for developing amultiplatform enginefromscratch. Game Oven’s very ownmasterchefshareshisrecipe COOKING YOUR OWN GAME ENGINE Founder Paladin Studios Derk deGeus TBA to better work towards aspecificplayer experience. lenges you toanalyse your designgoalsinabstractways on PlayStation3. Histalk‘DissectingDesignGoals’chal first gamethisyear: two player co-op puzzler He co-founded Sparpweed in2009andreleased his who turnedhisattention tooutstandinggamedesign. Richard Boeser(1979)isanindustrialdesigngraduate Richard Boeser •Sparpweed •Co-Founder known gamedesignpatterns. soyou canbetrulyoriginalinsteadofrelyingon Understanding your designgoalsonanabstract DISSECTING GOALS DESIGN today. and whathewould dodifferent ifhestartedanew about thechoices hemadeasastartingdeveloper franchise. HistalkduringtheINDIGOClassesisall co-founder ofTwo Tribes, famousfor theToki Tori Collin van Ginkel (1978)isaveteran designerand Co-Founder Collin van Ginkel •Two Tribes • if hestartedover today? What wouldtheco-founder ofTwo Tribes dodifferent TWELVE YEARSOFHINDSIGHT CAREER ic ic ic ic ic ic ic ic ic FAIR 10:30 10:30 11:30 11:30 14:00 15:00 PRO PRO PRO EXPO utopian cityasexamples. features like the OWL and the construction of a believable futuristic remaining truetoitsroots,usingtheimplementationofnewkey the challengesofdeveloping anewdirectionfor afranchisewhile of KillzoneShadowFall. Theirpresentationprovides insightinto Future”, ArjanBakandMisjaBaaswilltalkaboutthenewdirection In “OutWithTheOldAndOwl:BuildingABrightNew BUILDING ABRIGHTNEW FUTURE FALL OUT WITHTHEOLDANDINOWL: SHADOW : utopian cityasexamples. features like the OWL and the construction of a believable futuristic remaining truetoitsroots,usingtheimplementationofnewkey the challengesofdeveloping anewdirectionfor afranchisewhile of KillzoneShadowFall. Theirpresentationprovides insightinto Future”, ArjanBakandMisjaBaaswilltalkaboutthenewdirection In “OutWithTheOldAndOwl:BuildingABrightNew BUILDING ABRIGHTNEW FUTURE FALL OUT WITHTHEOLDANDINOWL: SHADOW KILLZONE: talk theaudience throughthe designprocess. (343) andMartindeRonde (Vanguard) will sharethestageand produce thefirstever touch-basedreleaseintheseries.Mike Ellis developer 343 IndustriesteamedupwithVanguard Gamesto HALO isoneofthebiggest gamefranchisesintheworld.HALO- HALODESIGNING FOR TOUCH indigo classes indigo classes indigo classes ibb &obb 2 2 2 2 2 2 -

successful DutchKickstartercampaignyet. expansion calledAwesomenauts: Starstorm, themost players, theteamatRonimo managedtofundan Awesomenauts. Thankstothisdedicatedgroup of an active community hasbeenfor theirhitgame campaign, OlivierThijssenwillexplain how important Talking aboutRonimo’s recent successful Kickstarter Olivier Thijssen •Ronimo •Co-Founder on thesuccess oftheRonimo Kickstartercampaign. The ImpactoftheAwesomenauts player community KICKSTARTER CAMPAIGN COMMUNITY-FUELED the different partiesthatyou’ll have toappealto. various goalsfor garneringappealontheAppStore, and Time andGoldDiggers.Duringthetalkhe’ll explore the worldwide mobilechartswithgamessuchasMunch mobile appmarkets. Thestudiohas beenontopofthe then they’ve successfully released several gamestothe Aaron startedGamistrywithafew friendsin2008.Since Lead Programmer Aaron Oostdijk •Gamistry • when releasinggamesonApple’s platform. How toappealtherightpeopleattime NOTICEDGETTING ONTHEAPPSTORE successful DutchKickstartercampaignyet. expansion calledAwesomenauts: Starstorm, themost players, theteamatRonimo managedtofundan Awesomenauts. Thankstothisdedicatedgroup of an active community hasbeenfor theirhitgame campaign, OlivierThijssenwillexplain how important Talking aboutRonimo’s recent successful Kickstarter Olivier Thijssen •Ronimo •Co-Founder on thesuccess oftheRonimo Kickstartercampaign. The ImpactoftheAwesomenauts player community KICKSTARTER CAMPAIGN COMMUNITY-FUELED the different partiesthatyou’ll have toappealto. various goalsfor garneringappealontheAppStore, and Time andGoldDiggers.Duringthetalkhe’ll explore the worldwide mobilechartswithgamessuchasMunch mobile appmarkets. Thestudiohas beenontopofthe then they’ve successfully released several gamestothe Aaron startedGamistrywithafew friendsin2008.Since Lead Programmer Aaron Oostdijk •Gamistry • when releasinggamesonApple’s platform. How toappealtherightpeopleattime NOTICEDGETTING ONTHEAPPSTORE adjusted tothesedynamicsandrequirements. for secrecy involved, thestudiohasbeenspecifically With incredibly shortleadtimesandthestrictneed Holmes andPacific Riminto successful onlinegames. nowned intellectual property like ManofSteel, Sherlock Agency. Thisstudiospecialisesinturningworld-re - Jeroen deCloeisco-founder andCEO ofSticky Game Jeroen deCloe •Sticky GameAgency •CEO famous intellectualproperty. The entirepipelinefor workingwiththeownersof SUCCESFUL GAMES TURNING INTERNATIONAL IPINTO team composition. insights into issueslike motivation, workflow and may beconsidered quiteasuccess. Maartenshares developers were stillstudents atthetime,that with hardcore god-gameReus. Since mostof their Last summer, thisyoung studioscored ahugehit Maarten Wiedenhofisco-founder ofAbbey Games. Co-Founder Maarten Wiedenhof •Abbey Games • game intoarunawayhit. How agroupofformer studentsturnedtheirfirst REUS: GIGANTIC SUCCESS ic ic ic ic ic ic LUNCH SESSIONS LUNCH SESSIONS 10:30 10:30 11:30 11:30 14:00 15:00 12:30 12:30 12:45 12:45 Dutch GameGardencanhelp. Dutch GameGardencanhelp. with your owngamestudioandhow with your owngamestudioandhow what you candotodaytogetstarted what you candotodaytogetstarted Garden) willgive you essentialtipson Garden) willgive you essentialtipson (development directorDutchGame (development directorDutchGame In thisshortpresentationJPvan Seventer In thisshortpresentationJPvan Seventer TODAY! TODAY! START YOUR COMPANY START YOUR COMPANY JP van Seventer JP van SeventerDevelopment Director Development DirectorDutch GameGarden’s Dutch GameGarden’sExtra 15minutes session by Extra 15minutes session by projects. projects. technical leadershiptoallthecompanies technical leadershiptoallthecompanies the drivingforce behindNixxes providing the drivingforce behindNixxes providing lution, andTomb Raider. Katsmanisstill lution, andTomb Raider.Revolution, SoulReaver, Katsmanisstill Hitman:Abso- Revolution, SoulReaver, Hitman:Abso- as consoles, includingDeusEx:Human as consoles, includingDeusEx:Human produce avariety oftitlesonPCaswell produce avariety oftitlesonPCaswell in 1999,whichsince thenhashelped in 1999,whichsince thenhashelped back to The Netherlands to found Nixxes back to The Netherlands to found Nixxes on theirtitles,JurjenKatsmanmoved on theirtitles,JurjenKatsmanmoved working withvarious Eidosdevelopers working withvarious Eidosdevelopers at EidosInteractive inLondon, and at EidosInteractive inLondon, and After startingoutinthegamesindustry After startingoutinthegamesindustry Tomb Raider, Deus Ex (PC) TombFounder Nixxes Raider, Deus Ex (PC) Founder Nixxes Jurjen Katsman Jurjen Katsman games development. games development. console styleoptimizationandPC console styleoptimizationandPC performance andabridgebetween performance andabridgebetween for PC,by providing anewlevel of for PC,by providing anewlevel of feel itisamajortechnologyevolution feel itisamajortechnologyevolution new AMDMantleAPI,andhowwe new AMDMantleAPI,andhowwe Most importantlywewillfocus onthe Most importantlywewillfocus onthe components tosuccess inthisarea. components tosuccess inthisarea. 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WINDOWS PHONE8 BRINGING TERRARIA TO gave ituptopursueindependent gamedevelopment. she games, AAA the in time spending gamer.After avid an just of instead developer a as gaming explore to ed decid she satellites, weather of generation next the on programmer a Originally Boston. of out based recently most developer game independent an is Wallick Adriel gone IndieDeveloper Adriel Wallick •Satellite Programmer standards canbehelpfulfor gamedevelopers. An explorationofhowadheringtodefinedcoding MAKING GAMES THESPACE WAY CODING TO NASA’S STANDARDS: FOR THEFULLDESCRIPTION,PLEASE SEETHEINSERT. EMEA at SoftLayer Jonathan Wisler •General Manager IT MAKELIVEANDKICKING GAME. INFRASTRUCTURE BEHIND CODE +STORY +DESIGN MAKEA direction duringthefirsthalfofproduction phase. Game Designersresponsible for ’s new Killzone Shadow Fall. Inaddition,Arjanwas oneofthePrincipal Environment ArtistonKillzone 3andEnvironment ArtDirector on the Killzone series,risingfrom SeniorArtistonKillzone 2toLead then hehasplayed apivotal role inthegraphicalrealization of roles for Valve andUbisoftbefore joiningGuerrillain2007.Since An industryveteran atage29,ArjanBakworked indesignandart Director, Killzone Shadow Fall Principal game-Designer andEnvironment Art Arjan Bak•GuerrillaGames gave ituptopursueindependent game development. she games, AAA the in time spending gamer.After avid an just of instead developer a as gaming explore to ed decid she satellites, weather of generation next the on programmer a Originally Boston. of out based recently most developer game independent an is Wallick Adriel gone IndieDeveloper Adriel Wallick •Satellite Programmer standards canbehelpfulfor gamedevelopers. An explorationofhowadheringtodefinedcoding MAKING GAMES THESPACE WAY CODING TO NASA’S STANDARDS: FOR THEFULLDESCRIPTION,PLEASE SEETHEINSERT. EMEA at SoftLayer Jonathan Wisler •General Manager IT MAKELIVEANDKICKING GAME. INFRASTRUCTURE BEHIND CODE +STORY +DESIGN MAKEA direction duringthefirsthalfofproduction phase. Game Designersresponsible for Killzone Shadow Fall’s new Killzone Shadow Fall. Inaddition,Arjanwas oneofthePrincipal Environment ArtistonKillzone 3andEnvironment ArtDirector on the Killzone series,risingfrom SeniorArtistonKillzone 2toLead then hehasplayed apivotal role inthegraphicalrealization of roles for Valve andUbisoftbefore joiningGuerrillain2007.Since An industryveteran atage29,ArjanBakworked indesignandart Director, Killzone Shadow Fall Principal game-Designer andEnvironment Art Arjan Bak•GuerrillaGames projects. technical leadershiptoallthecompanies the drivingforce behindNixxes providing lution, andTomb Raider. Katsmanisstill Revolution, SoulReaver, Hitman:Abso- as consoles, includingDeusEx:Human produce avariety oftitlesonPCaswell in 1999,whichsince thenhashelped back to The Netherlands to found Nixxes on theirtitles,JurjenKatsmanmoved working withvarious Eidosdevelopers at EidosInteractive inLondon, and After startingoutinthegamesindustry Tomb Raider, Deus Ex (PC) Founder Nixxes Jurjen Katsman games development. console styleoptimizationandPC performance andabridgebetween for PC,by providing anewlevel of feel itisamajortechnologyevolution new AMDMantleAPI,andhowwe Most importantlywewillfocus onthe components tosuccess inthisarea. Nixxes andwhatwefeel arecritical approach PCGameDevelopment at presentation wewillcover howwe Console GameOptimization.Inthis are PCGameDevelopment aswell Two ofthemainspecialtiesatNixxes EVOLUTION FOR PC A MAJORTECHNOLOGY EXTRA CODE SESSION: available at thisstage Note: Lunch willalsobe Dutch GameGardencanhelp. with your owngamestudioandhow what you candotodaytogetstarted Garden) willgive you essentialtipson (development directorDutchGame In thisshortpresentationJPvan Seventer TODAY! START YOUR COMPANY JP van Seventer Development Director Dutch GameGarden’s Extra 15minutes session by PRO PRO PRO PRO PRO PRO charity gamepublisher OneBigGame. Killzone-makers GuerrillaGames.DeRonde isalsothefounder of extensive pastinthegameindustry, mostnotably for co-founding Martin deRonde isCreative Director atVanguard Games.He hasan Creative Director Vanguard Games Martin deRonde original version ofDeBlobin2006. the made that team student the of member a also was game performance live the and Proun racer abstract the made Dongen Van time, spare his In diers (Wii/PS3/Steam). and the colourful side-scrolling strategy of game MOBA 2D the of multiplayercraziness online the forknown is Ronimo Lead Programmer &Co-founder Joost van Dongen •Ronimo Games • downsides ofthisunconventional method. This talkwilldiscussthebigbenefitsandstrong Ronimo usesapurelypeer-to-peer architecture. For thegameplaysynchronisation ofAwesomenauts, OF AWESOMENAUTS MULTIPLAYER IMPLEMENTATION PURELY PEER-TO-PEER: THE part oftheEvangelist teamatUnityTechnologies. Andy Touch •Unity Technologies common scriptingpractices thatyou shouldavoid! Unity features thatcanhelpwithoptimisationandshow different typesofdevices. Hewilldemonstratevarious your mobilegames,tohelpthemrunsmoothlyonall you canuseandimplementintothedevelopment of occurring. Andywilltalkaboutvarious tips&tricks draw callcounts andlowframeratesareconsistently Building gamesfor mobilecanbeapain,whenlarge BUILDING MOBILEGAMES INUNITY OPTIMISATION TIPS&TRICKSFOR PRO PRO ic ic CLOSING KEYNOTE CLOSING KEYNOTE first gamethisyear: two player co-op puzzler first gamethisyear: two player co-op puzzler He co-founded Sparpweed in2009andreleased his He co-founded Sparpweed in2009andreleased his who turnedhisattention tooutstandinggamedesign. who turnedhisattention tooutstandinggamedesign. Richard Boeser(1979)isanindustrialdesigngraduate Richard Boeser(1979)isanindustrialdesigngraduate Richard Boeser •Sparpweed •Co-Founder Richard Boeser •Sparpweed •Co-Founder known gamedesignpatterns. known gamedesignpatterns. level soyou canbetrulyoriginalinsteadofrelyingon level soyou canbetrulyoriginalinsteadofrelyingon Understanding your designgoalsonanabstract Understanding your designgoalsonanabstract DISSECTING GOALS DESIGN DISSECTING GOALS DESIGN today. today. and whathewould dodifferent ifhestartedanew and whathewould dodifferent ifhestartedanew about thechoices hemadeasastartingdeveloper about thechoices hemadeasastartingdeveloper franchise. HistalkduringtheINDIGOClassesisall franchise. HistalkduringtheINDIGOClassesisall co-founder ofTwo Tribes, famous for theToki Tori co-founder ofTwoCollin Tribes, van Ginkel (1978)isaveteran designerand famous for theToki Tori Collin van Ginkel (1978)isaveteran designerand Co-Founder Co-Founder Collin van Ginkel •Two Tribes • Collin van Ginkel •Two Tribes • if hestartedover today? if hestartedover today? What wouldtheco-founder ofTwo Tribes dodifferent What wouldtheco-founder ofTwo TribesTWELVE dodifferent YEARSOFHINDSIGHT TWELVE YEARSOFHINDSIGHT to better work towards aspecificplayer experience. to better work towards aspecificplayer experience. lenges you toanalyse your designgoalsinabstractways lenges you toanalyse your designgoalsinabstractways on PlayStation3. Histalk‘DissectingDesignGoals’chal on PlayStation3. Histalk‘DissectingDesignGoals’chal ic ic ic ic ic ic 12:00 10:30 10:30 11:30 11:30 14:00 15:00 CODE CODE CODE 14:00 14:00 15:00 15:00 (PS3/360/Steam) (PS3/360/Steam) Awesomenauts PRO PRO ic ic ic CODE CODE CMY CMY CY MY CM CY MY CM K Y M C K Y M C 2 2 1 1 148mmX210mm_Control_Program_Ad_FINAL.pdf 110/31/134:38PM 148mmX210mm_Control_Program_Ad_FINAL.pdf 110/31/134:38PM . He He Fortress . Cello LUNCH SESSIONS talk theaudience throughthedesignprocess. talk theaudience throughthedesignprocess. (343) andMartindeRonde (Vanguard) willsharethestageand (343) andMartindeRonde (Vanguard) willsharethestageand produce thefirstever touch-basedreleaseintheseries.Mike Ellis produce thefirstever touch-basedreleaseintheseries.Mike Ellis developer 343IndustriesteamedupwithVanguard Gamesto developer 343IndustriesteamedupwithVanguard Gamesto HALO isoneofthebiggestgamefranchisesinworld.HALO- HALO isoneofthebiggestgamefranchisesinworld.HALO- HALODESIGNING FOR TOUCH HALODESIGNING FOR TOUCH 12:30 12:45 Swords & Sol- LUNCH SESSIONS Dutch GameGardencanhelp. with your owngamestudioandhow what you candotodaytogetstarted Garden) willgive you essentialtipson (development directorDutchGame In thisshortpresentationJPvan Seventer TODAY! START YOUR COMPANY JP van Seventer Development Director Dutch GameGarden’s Extra 15minutes session by projects. technical leadershiptoallthecompanies the drivingforce behindNixxes providing lution, andTomb Raider. 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Nixxes andwhatwefeel arecritical approach PCGameDevelopment at presentation wewillcover howwe Console GameOptimization.Inthis are PCGameDevelopment aswell Two ofthemainspecialtiesatNixxes EVOLUTION FOR PC A MAJORTECHNOLOGY EXTRA CODE SESSION: available at thisstage Note: Lunch willalsobe indigo classes indigo classes PRO 12:30 12:45 ic Dutch GameGardencanhelp. with your owngamestudioandhow what you candotodaytogetstarted Garden) willgive you essentialtipson (development directorDutchGame In thisshortpresentationJPvan Seventer TODAY! START YOUR COMPANY JP van Seventer Development Director Dutch GameGarden’s Extra 15minutes session by projects. technical leadershiptoallthecompanies the drivingforce behindNixxes providing lution, andTomb Raider. Katsmanisstill Revolution, SoulReaver, Hitman:Abso- as consoles, includingDeusEx:Human produce avariety oftitlesonPCaswell in 1999,whichsince thenhashelped back to The Netherlands to found Nixxes on theirtitles,JurjenKatsmanmoved working withvarious Eidosdevelopers at EidosInteractive inLondon, and After startingoutinthegamesindustry Tomb Raider, Deus Ex (PC) Founder Nixxes Jurjen Katsman games development. console styleoptimizationandPC performance andabridgebetween for PC,by providing anewlevel of feel itisamajortechnologyevolution new AMDMantleAPI,andhowwe Most importantlywewillfocus onthe components tosuccess inthisarea. Nixxes andwhatwefeel arecritical approach PCGameDevelopment at presentation wewillcover howwe Console GameOptimization.Inthis are PCGameDevelopment aswell Two ofthemainspecialtiesatNixxes EVOLUTION FOR PC A MAJORTECHNOLOGY EXTRA CODE SESSION: available at thisstage Note: Lunch willalsobe PRO 16:00 14:00 15:00 3 3 3 3 3 3 16:00 14:00 15:00 ic 5 3 ibb &obb ibb &obb - - - 2 2 2 2 CLOSING KEYNOTE CLOSING KEYNOTE - -

first gamethisyear: two player co-op puzzler He co-founded Sparpweed in2009andreleased his who turnedhisattention tooutstandinggamedesign. Richard Boeser(1979)isanindustrialdesigngraduate Richard Boeser •Sparpweed •Co-Founder known gamedesignpatterns. level soyou canbetrulyoriginalinsteadofrelyingon Understanding your designgoalsonanabstract DISSECTING GOALS DESIGN today. and whathewould dodifferent ifhestartedanew about thechoices hemadeasastartingdeveloper franchise. HistalkduringtheINDIGOClassesisall co-founder ofTwo Tribes, famous for theToki Tori Collin van Ginkel (1978)isaveteran designerand Co-Founder Collin van Ginkel •Two Tribes • if hestartedover today? What wouldtheco-founder ofTwo Tribes dodifferent TWELVE YEARSOFHINDSIGHT to better work towards aspecificplayer experience. lenges you toanalyse your designgoalsinabstract ways on PlayStation3. Histalk‘DissectingDesignGoals’chal rent project isthecyberpunktitleQuadrilateralCowboy. of Loving, Gravity Bone, & Atom Zombie Smasher. Its cur Flights Thirty as workssuch in characters worldsand rich creating for known become since has It Games. Blendo founded he Studios, Pandemic at working of years ter Af programmer. and artist designer, is Chung Brendon Brendon Chung •BlendoGames game designandworld-buildingoftheirgames. Games) willhave anin-depthchataboutthegutsof Rami Ismail(Vlambeer) andBrendonChung(Blendo WORLD-BUILDING OFGAMES THE GUTS OFGAME AND DESIGN award-winning Monkey Tales series. the including titles, hit commercial and acclaimed critically multiple produced has and 1997 since industry games the in active been Swen (41) is the founder and CEO of Larian Studios. He’s Swen Vinke •LarianStudios •Founder storyline thatmakes bothplayers asimportant. with individuallinesfor eachcharacter, and,ofcourse, a context-sensitive questsystem, cooperative dialogs singleplayer experience andimmersion.Thisincludes the actionsofbothplayers, never compromising the making adeepandinteractive worldthatwillreactto to eachplayer. Swen’s talkwillbeaboutchallengesof RPG withepicandrichsingleplayer experience delivered Divinity: OriginalSinisprobablythefirstcooperative A REALCOOPERATIVE RPGBEFORE THERE’S AREASON NOBODY MADE rent project isthecyberpunktitleQuadrilateralCowboy. of Loving, Gravity Bone, & Atom Zombie Smasher. Its cur Flights Thirty as workssuch in characters worldsand rich creating for known become since has It Games. Blendo founded he Studios, Pandemic at working of years ter Af programmer. and artist designer, is Chung Brendon Brendon Chung •BlendoGames game designandworld-buildingoftheirgames. Games) willhave anin-depthchataboutthegutsof Rami Ismail(Vlambeer) andBrendonChung(Blendo WORLD-BUILDING OFGAMES THE GUTS OFGAME AND DESIGN award-winning Monkey Tales series. the including titles, hit commercial and acclaimed critically multiple produced has and 1997 since industry games the in active been Swen (41) is the founder and CEO of Larian Studios. He’s Swen Vinke •LarianStudios •Founder storyline thatmakes bothplayers asimportant. with individuallinesfor eachcharacter, and,ofcourse, a context-sensitive questsystem, cooperative dialogs singleplayer experience andimmersion.Thisincludes the actionsofbothplayers, never compromising the making adeepandinteractive worldthatwillreactto to eachplayer. Swen’s talkwillbeaboutchallengesof RPG withepicandrichsingleplayer experience delivered Divinity: OriginalSinisprobablythefirstcooperative A REALCOOPERATIVE RPGBEFORE THERE’S AREASON NOBODY MADE first gamethisyear: two player co-op puzzler He co-founded Sparpweed in2009andreleased his who turnedhisattention tooutstandinggamedesign. Richard Boeser(1979)isanindustrialdesigngraduate Richard Boeser •Sparpweed •Co-Founder known gamedesignpatterns. level soyou canbetrulyoriginalinsteadofrelyingon Understanding your designgoalsonanabstract DISSECTING GOALS DESIGN today. and whathewould dodifferent ifhestartedanew about thechoices hemadeasastartingdeveloper franchise. HistalkduringtheINDIGOClassesisall co-founder ofTwo Tribes, famous for theToki Tori Collin van Ginkel (1978)isaveteran designerand Co-Founder Collin van Ginkel •Two Tribes • if hestartedover today? What wouldtheco-founder ofTwo Tribes dodifferent TWELVE YEARSOFHINDSIGHT to better work towards aspecificplayer experience. lenges you toanalyse your designgoalsinabstract ways on PlayStation3. Histalk‘DissectingDesignGoals’chal PRO PRO PRO PRO EXPERIENCE ISCHANGINGGAME DESIGN Martin Jonasson’s mostfamousgameisrymdkapsel. Deluxe. Alsoheisleastknown for writinggoodbios. Petri Purhoisbestknown for makingCrayon Physics Martin Jonasson •Grapefrukt Petri Purho•Kloonigames code too! be particles,childrencheering,andyou getthesource boring oldgameuptoeleven, live onstage.Therewill satisfying toplay. To dothisthey willbecrankinga tricks you canapplytoany gametomake itmore Martin andPetriwilldemonstratetheneatlittle JUICE ITORLOSE IT an honorable mention for Excellence in Design in IGF 2011. named one of the top puzzle games of the year. He also got game His wonawards. has some and games of handful a made ago, year one study to Netherlands the to came He Iran. from designer and programmer game Independent an is Mahdi Mahdi Bahrami mechanics inspiredby thecultureofhishometown. talk Mahdiwillexplainhowhedesignsnewgame Cultures arerich sources for gameideas.Inthis DIFFERENT VIDEO GAMES DIFFERENT CULTURES, also known for designingexperimental games. is She design. new and issues diversity about publications known well at wrote previously She ist. designer,activ critic, and games and play a is Mattie Game Designer &Critic Mattie Brice •Alternate Ending • and howisithelpingchangewethinkofdesign? philosophies. Butwhatexactly isthisnewparadigm, to challengetraditionalconventional gamedesign A growingconversation aboutpersonalgamesstands EARNEST GAMES: PRO PRO PRO ic ic ic ic ic ic CODE Co-Founder Maarten Wiedenhof •Abbey Games • game intoarunawayhit. game intoarunawayhit. How agroupofformer studentsturnedtheirfirst How agroupofformer studentsturnedtheirfirst REUS: GIGANTIC SUCCESS REUS: GIGANTIC SUCCESS adjusted tothesedynamicsandrequirements. adjusted tothesedynamicsandrequirements. for secrecy involved, thestudiohasbeenspecifically for secrecy involved, thestudiohasbeenspecifically With incredibly shortleadtimesandthestrictneed With incredibly shortleadtimesandthestrictneed Holmes andPacific Riminto successful onlinegames. Holmes andPacific Riminto successful onlinegames. nowned intellectual property like ManofSteel, Sherlock nowned intellectual property like ManofSteel, Sherlock Agency. Thisstudiospecialisesinturningworld-re- Agency. Thisstudiospecialisesinturningworld-re- Jeroen deCloeisco-founder andCEO ofSticky Game Jeroen deCloeisco-founder andCEO ofSticky Game Jeroen deCloe •Sticky GameAgency •CEO Jeroen deCloe •Sticky GameAgency •CEO famous intellectualproperty. famous intellectualproperty. The entirepipelinefor workingwiththeownersof The entirepipelinefor workingwiththeownersof SUCCESFUL GAMES SUCCESFUL GAMES TURNING INTERNATIONAL IPINTO TURNING INTERNATIONAL IPINTO team composition. team composition. insights into issueslike motivation, workflow and insights into issueslike motivation, workflow and may beconsidered quiteasuccess. Maartenshares may beconsidered quiteasuccess. Maartenshares developers were stillstudents atthetime,that developers were stillstudents atthetime,that with hardcore god-gameReus. Since mostoftheir with hardcore god-gameReus. Since mostoftheir Last summer, thisyoung studioscored ahugehit Last summer, thisyoung studioscored ahugehit Maarten Wiedenhofisco-founder ofAbbey Games. Maarten Wiedenhofisco-founder ofAbbey Games. Co-Founder Maarten Wiedenhof •Abbey Games • GAME DESIGN GAME DESIGN GAME DESIGN ic ic ic ic CODE was IGF Student Finalist (‘13) and was was and (‘13) Finalist Student IGF was Farsh 14:00 15:00 10:30 10:30 14:00 15:00 11:30 11:30 14:00 15:00 2 15:30 PRO 1 PRO 2 Killzone Shadow Fall. asset development. In2011hetookontherole ofArtDirector for ,assumingresponsibility for alloutsourcing andinternal of Killzone 2.In2009MisjabecametheAssistant ArtDirector on work ontheenvironments, andlateronthevehicles andweapons, Senior ArtistatElixirStudios, hejoinedGuerrillain2005toinitially an Artistfor Frontier Developments. After risingtothepositionof Rotterdam, MisjaBaasfirstentered thegamesindustryin2001as An alumnusoftheWillemdeKooning Academy ofArtsin Art Director, Killzone Shadow Fall Misja Baas•GuerrillaGames Killzone Shadow Fall. asset development. In2011hetookontherole ofArtDirector for Killzone 3,assumingresponsibility for alloutsourcing andinternal of Killzone 2.In2009MisjabecametheAssistant ArtDirector on work ontheenvironments, andlateronthevehicles andweapons, Senior ArtistatElixirStudios, hejoinedGuerrillain2005toinitially an Artistfor Frontier Developments. After risingtothepositionof Rotterdam, MisjaBaasfirstentered thegamesindustryin2001as An alumnusoftheWillemdeKooning Academy ofArtsin Art Director, Killzone Shadow Fall Misja Baas•GuerrillaGames 1 Design Director atInsomniac. HALO-franchise. Before joining343,Elliswas Lead Designerand Mike Ellis isDesignDirector at343Industries,thedevelopers ofthe Design Director 343 Industries Mike Ellis 14:00 14:00 15:00 15:00 series and the MEDEA MEDEA the and series Divinity series and the MEDEA MEDEA the and series Divinity 16:00 14:00 15:00 WHY PERSONAL 16:00 14:00 15:00 talk theaudience throughthedesignprocess. (343) andMartindeRonde (Vanguard) willsharethestageand produce thefirstever touch-basedreleaseintheseries.Mike Ellis developer 343IndustriesteamedupwithVanguard Gamesto HALO isoneofthebiggestgamefranchisesinworld.HALO- HALODESIGNING FOR TOUCH talk theaudience throughthedesignprocess. (343) andMartindeRonde (Vanguard) willsharethestageand produce thefirstever touch-basedreleaseintheseries.Mike Ellis developer 343IndustriesteamedupwithVanguard Gamesto HALO isoneofthebiggestgamefranchisesinworld.HALO- HALODESIGNING FOR TOUCH indigo classes indigo classes CLOSING KEYNOTE ibb &obb to better work towards aspecificplayer experience. lenges you toanalyse your designgoalsinabstractways on PlayStation3. Histalk‘DissectingDesignGoals’chal first gamethisyear: two player co-op puzzleribb&obb He co-founded Sparpweed in2009andreleased his who turnedhisattention tooutstandinggamedesign. Richard Boeser(1979)isanindustrialdesigngraduate Richard Boeser •Sparpweed •Co-Founder known gamedesignpatterns. level soyou canbetrulyoriginalinsteadofrelyingon Understanding your designgoalsonanabstract DISSECTING GOALS DESIGN today. and whathewould dodifferent ifhestartedanew about thechoices hemadeasastartingdeveloper franchise. HistalkduringtheINDIGOClassesisall co-founder ofTwo Tribes, famous for theToki Tori Collin van Ginkel (1978)isaveteran designerand Co-Founder Collin van Ginkel •Two Tribes • if hestartedover today? What wouldtheco-founder ofTwo Tribes dodifferent TWELVE YEARSOFHINDSIGHT CLOSING KEYNOTE ibb &obb ic ic ic to better work towards aspecificplayer experience. lenges you toanalyse your designgoalsinabstractways on PlayStation3. Histalk‘DissectingDesignGoals’chal first gamethisyear: two player co-op puzzleribb&obb He co-founded Sparpweed in2009andreleased his who turnedhisattention tooutstandinggamedesign. Richard Boeser(1979)isanindustrialdesigngraduate Richard Boeser •Sparpweed •Co-Founder known gamedesignpatterns. level soyou canbetrulyoriginalinsteadofrelyingon Understanding your designgoalsonanabstract DISSECTING GOALS DESIGN today. and whathewould dodifferent ifhestartedanew about thechoices hemadeasastartingdeveloper franchise. HistalkduringtheINDIGOClassesisall co-founder ofTwo Tribes, famous for theToki Tori Collin van Ginkel (1978)isaveteran designerand Co-Founder Collin van Ginkel •Two Tribes • if hestartedover today? What wouldtheco-founder ofTwo Tribes dodifferent TWELVE YEARSOFHINDSIGHT 2 2 5 5 2 2 ic ic 3 1 1 1 1 ic -

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- - - - - 14:00 15:00 4 4 4 4 PRO 14:00 15:00 PRO adjusted tothesedynamicsandrequirements. for secrecy involved, thestudiohasbeenspecifically With incredibly shortleadtimesandthestrictneed Holmes andPacific Riminto successful onlinegames. nowned intellectual property like ManofSteel, Sherlock Agency. Thisstudiospecialisesinturningworld-re - Jeroen deCloeisco-founder andCEO ofSticky Game Jeroen deCloe •Sticky GameAgency •CEO famous intellectualproperty. The entirepipelinefor workingwiththeownersof SUCCESFUL GAMES TURNING INTERNATIONAL IPINTO team composition. insights into issueslike motivation, workflow and may beconsidered quiteasuccess. Maartenshares developers were stillstudents atthetime,that with hardcore god-gameReus. Since mostoftheir Last summer, thisyoung studioscored ahugehit Maarten Wiedenhofisco-founder ofAbbey Games. Co-Founder Maarten Wiedenhof •Abbey Games • game intoarunawayhit. How agroupofformer studentsturnedtheirfirst REUS: GIGANTIC SUCCESS 7 er a a ocpul rit n ae. Currently, games. in James istheLead Concept ArtistonCyberpunk 2077. artist conceptual a as years 17 nearly spanning credits many his among are Rasa, ula TournamentUnreal Ex, Deus likeTab Games and 2007 - artist. book comic and artist, conceptual years illustrator, 20 as for professionally working been has James CD Projekt RED James Daly •Lead Concept Artist • ment, includingmethodologyandproductionpipelines. Discussing theroleofconcept artistsingamedevelop GAME DEVELOPMENT THE ROLEOFCONCEPT ART IN Developers toget themostoutofgameengine. in gamejams&hackdays andhelpingother Unity explore thetechnicalpossibilities ofUnity, take part Evangelist teamatUnityTechnologies. He loves to to highereducationstudents, heisnow partofthe going ontoteachgamedesignanddevelopment Having specialisedinUnityatuniversity, andthen Andy Touch •Unity Technologies 2D-related additionstothescriptingAPI. window, howtousetheAnimatorandexamples of asset-creation workflows,additionstotheAnimation about howthenewfeatures fitintoUnity’s existing objects andspritesheetanimation.Hewillalsotalk box2D physics, collider generation,sprite to setupyour projectstouse2Dfeatures suchas Andy willdemonstratethenewframeworkandhow NATIVE 2DTOOLS INUNITY 7 er a a ocpul rit n ae. Currently, games. in James istheLead Concept ArtistonCyberpunk 2077. artist conceptual a as years 17 nearly spanning credits many his among are Rasa, ula TournamentUnreal Ex, Deus likeTab Games and 2007 - artist. book comic and artist, conceptual years illustrator, 20 as for professionally working been has James CD Projekt RED James Daly •Lead Concept Artist • ment, includingmethodologyandproductionpipelines. Discussing theroleofconcept artistsingamedevelop GAME DEVELOPMENT THE ROLEOFCONCEPT ART IN Developers toget themostoutofgameengine. in gamejams&hackdays andhelpingother Unity explore thetechnicalpossibilities ofUnity, take part Evangelist teamatUnityTechnologies. He loves to to highereducationstudents, heisnow partofthe going ontoteachgamedesignanddevelopment Having specialisedinUnityatuniversity, andthen Andy Touch •Unity Technologies 2D-related additionstothescriptingAPI. window, howtousetheAnimatorandexamples of asset-creation workflows,additionstotheAnimation about howthenewfeatures fitintoUnity’s existing objects andspritesheetanimation.Hewillalsotalk box2D physics, polygon collider generation,sprite to setupyour projectstouse2Dfeatures suchas Andy willdemonstratethenewframeworkandhow NATIVE 2DTOOLS INUNITY adjusted tothesedynamicsandrequirements. for secrecy involved, thestudiohasbeenspecifically With incredibly shortleadtimesandthestrictneed Holmes andPacific Riminto successful onlinegames. nowned intellectual property like ManofSteel, Sherlock Agency. Thisstudiospecialisesinturningworld-re - Jeroen deCloeisco-founder andCEO ofSticky Game Jeroen deCloe •Sticky GameAgency •CEO famous intellectualproperty. The entirepipelinefor workingwiththeownersof SUCCESFUL GAMES TURNING INTERNATIONAL IPINTO team composition. insights into issueslike motivation, workflow and may beconsidered quiteasuccess. Maartenshares developers were stillstudents atthetime,that with hardcore god-gameReus. Since mostoftheir Last summer, thisyoung studioscored ahugehit Maarten Wiedenhofisco-founder ofAbbey Games. Co-Founder Maarten Wiedenhof •Abbey Games • game intoarunawayhit. How agroupofformer studentsturnedtheirfirst REUS: GIGANTIC SUCCESS PRO PRO PRO PRO Pixel competition. was selectedasawinningentry inthe2011Into the artworks hecreated for Killzone 3,entitled Stahl Arms, Bungie, heworket atGuerrillaGames.Oneofthe smaller gamedevelopment studiospriortojoining Engineering. After hisstudiesheworked for several the TUDelftwithaMaster’s degree inIndustrialDesign entertainment industry. In2003,Van Dijkgraduatedat Jesse van Dijk (1977)specializes inworld designfor the Lead Concept Artist •Destiny Jesse van Dijk•Bungie illustrate whattheconcepting process atBungielookslike. Destiny gameplaytotheworldfor thefirsttime,will art donefor Bungie’s E32013presentation,showcasing way untilthefinalpolishpass.Abreakdown oftheconcept development process -fromtheearliestconception allthe concept art.Itsconcept teamisinvolved inallstagesofthe Jesse willtalkaboutBungie’s approachtoeffective useof ART FOR AAADEVELOPMENT BUNGIE’S APPROACH TO CONCEPT Rudy Massar •Character Artist, Digital Sculptor that could helpspeedupyour charactermodelworkflow. be showingasmuchpossible,thetoolsandtechniques design andturningittoaprototypemeshfor your game.I’ll How touseZBrushfor fleshingoutacharacter/creature CHARACTER INZBRUSH DESIGN elling andanimationattheWillemDeKooning Academy. 3D-mod teaching was he that to Prior Games. Guerrilla he career worked freelanceeight years at the award winning game developer his Before figures. collectible and film/cinematic games, for sculpting digital and modeling 3D-character in specialized CG-artist freelance a is Rudy PRO PRO ic ic ic ic talk theaudience throughthedesignprocess. (343) andMartindeRonde (Vanguard) willsharethestageand produce thefirstever touch-basedreleaseintheseries.Mike Ellis developer 343IndustriesteamedupwithVanguard Gamesto HALO isoneofthebiggestgamefranchisesinworld.HALO- HALODESIGNING FOR TOUCH 14:00 15:00 10:30 10:30 14:00 15:00 11:30 11:30 14:00 15:00 indigo classes talk theaudience throughthedesignprocess. (343) andMartindeRonde (Vanguard) willsharethestageand produce thefirstever touch-basedreleaseintheseries.Mike Ellis developer 343IndustriesteamedupwithVanguard Gamesto HALO isoneofthebiggestgamefranchisesinworld. HALO- HALODESIGNING FOR TOUCH common scriptingpractices thatyou shouldavoid! common scriptingpractices thatyou shouldavoid! Unity features thatcanhelpwithoptimisationandshow Unity features thatcanhelpwithoptimisationandshow different typesofdevices. Hewilldemonstratevarious different typesofdevices. Hewilldemonstratevarious your mobilegames,tohelpthemrunsmoothlyonall your mobilegames,tohelpthemrunsmoothlyonall you canuseandimplementintothedevelopment of you canuseandimplementintothedevelopment of occurring. Andywilltalkaboutvarious tips&tricks occurring. Andywilltalkaboutvarious tips&tricks draw callcounts andlowframeratesareconsistently draw callcounts andlowframeratesareconsistently Building gamesfor mobilecanbeapain,whenlarge Building gamesfor mobilecanbeapain,whenlarge BUILDING MOBILEGAMES INUNITY BUILDING MOBILEGAMES INUNITY OPTIMISATION TIPS&TRICKSFOR OPTIMISATION TIPS&TRICKSFOR charity gamepublisherOneBigGame. charity gamepublisherOneBigGame. Killzone-makers GuerrillaGames. DeRonde isalsothefounder of Killzone-makers GuerrillaGames. DeRonde isalsothefounder of extensive pastinthegameindustry, mostnotably for co-founding extensive pastinthegameindustry, mostnotably for co-founding Martin deRonde isCreative Director atVanguard Games.He hasan Martin deRonde isCreative Director atVanguard Games.He hasan Creative Director Creative DirectorVanguard Games VanguardMartin deRonde Games Martin deRonde original version ofDeBlobin2006. the made that team student the original version ofDeBlobin2006. of member a also was the made game that team studentperformance the of live member a also the was and Proun racer abstract game the performance made live Dongen Vanthe time, and spare Proun his In racer abstract the made Dongen Van time, spare his In diers (Wii/PS3/Steam). diers (Wii/PS3/Steam). and the colourful side-scrolling strategy of game MOBA 2D and the colourful side-scrolling the strategy of game MOBA 2D the of multiplayercraziness online the forknown is Ronimo of multiplayercraziness online the forknown is Ronimo Lead Programmer &Co-founder Lead Programmer &Co-founder Joost van Dongen •Ronimo Games • Joost van Dongen •Ronimo Games • downsides ofthisunconventional method. downsides ofthisunconventional method. This talkwilldiscussthebigbenefitsandstrong This talkwilldiscussthebigbenefitsandstrong Ronimo usesapurelypeer-to-peer architecture. Ronimo usesapurelypeer-to-peer architecture. For thegameplaysynchronisation ofAwesomenauts, For thegameplaysynchronisation ofAwesomenauts, OF AWESOMENAUTS OF AWESOMENAUTSMULTIPLAYER IMPLEMENTATION MULTIPLAYERPURELY PEER-TO-PEER: IMPLEMENTATION THE PURELY PEER-TO-PEER: THE part oftheEvangelist teamatUnityTechnologies. part oftheEvangelist teamatUnityTechnologies.Andy Touch •Unity Technologies Andy Touch •Unity Technologies PRO PRO PRO PRO indigo classes DRINKS LUNCH BREAK CAREER ART ART ART FAIR 14:00 14:00 15:00 15:00 2 2 2 2 -

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This talkwilldiscussthebigbenefitsandstrong Ronimo usesapurelypeer-to-peer architecture. For thegameplaysynchronisation ofAwesomenauts, OF AWESOMENAUTS MULTIPLAYER IMPLEMENTATION PURELY PEER-TO-PEER: THE part oftheEvangelist teamatUnityTechnologies. Andy Touch •Unity Technologies common scriptingpractices thatyou shouldavoid! Unity features thatcanhelpwithoptimisationandshow different typesofdevices. Hewilldemonstratevarious your mobilegames,tohelpthemrunsmoothlyonall you canuseandimplementintothedevelopment of occurring. Andywilltalkaboutvarious tips&tricks draw callcounts andlowframeratesareconsistently Building gamesfor mobilecanbeapain,whenlarge BUILDING MOBILEGAMES INUNITY OPTIMISATION TIPS&TRICKSFOR original version ofDeBlobin2006. the made that team student the of member a also was game performance live the and Proun racer abstract the made Dongen Van time, spare his In diers (Wii/PS3/Steam). PRO PRO charity gamepublisherOneBigGame. Killzone-makers GuerrillaGames.DeRonde isalsothefounder of extensive pastinthegameindustry, mostnotably for co-founding Martin deRonde isCreative Director atVanguard Games.He hasan Creative Director Vanguard Games Martin deRonde and the colourful side-scrolling strategy of game MOBA 2D the of multiplayercraziness online the forknown is Ronimo Lead Programmer &Co-founder Joost van Dongen •Ronimo Games • downsides ofthisunconventional method. This talkwilldiscussthebigbenefitsandstrong Ronimo usesapurelypeer-to-peer architecture. For thegameplaysynchronisation ofAwesomenauts, OF AWESOMENAUTS MULTIPLAYER IMPLEMENTATION PURELY PEER-TO-PEER: THE part oftheEvangelist teamatUnityTechnologies. Andy Touch •Unity Technologies common scriptingpractices thatyou shouldavoid! Unity features thatcanhelpwithoptimisationandshow different typesofdevices. Hewilldemonstratevarious your mobilegames,tohelpthemrunsmoothlyonall you canuseandimplementintothedevelopment of occurring. Andywilltalkaboutvarious tips&tricks draw callcounts andlowframeratesareconsistently Building gamesfor mobilecanbeapain,whenlarge BUILDING MOBILEGAMES INUNITY OPTIMISATION TIPS&TRICKSFOR original version of DeBlobin2006. the made that team student the of member a also was game performance live the and Proun racer abstract the made Dongen Van time, spare his In diers (Wii/PS3/Steam). PRO PRO 5 3 5 3 14:00 15:00 3 3 1 1 1 1 14:00 15:00 - - CODE EXPERIENCE ISCHANGINGGAME DESIGN Martin Jonasson’s mostfamousgameisrymdkapsel. Deluxe. Alsoheisleastknown for writinggoodbios. Petri Purhoisbest known for makingCrayon Physics Martin Jonasson •Grapefrukt Petri Purho•Kloonigames code too! be particles,childrencheering,andyou getthesource boring oldgameuptoeleven, live onstage.Therewill satisfying toplay. To dothisthey willbecrankinga tricks you canapplytoany gametomake itmore Martin andPetriwilldemonstratetheneatlittle JUICE ITORLOSE IT an honorable mention for Excellence in Design in IGF 2011. named one of the top puzzle games of the year. He also got game His wonawards. has some and games of handful a made ago, year one study to Netherlands the to came He Iran. from designer and programmer game Independent an is Mahdi Mahdi Bahrami mechanics inspiredby thecultureofhishometown. talk Mahdiwillexplainhowhedesignsnewgame Cultures arerich sources for gameideas.Inthis DIFFERENT VIDEO GAMES DIFFERENT CULTURES, also known for designingexperimental games. is She design. new and issues diversity about publications known well at wrote previously She ist. designer,activ critic, and games and play a is Mattie Game Designer &Critic Mattie Brice •Alternate Ending • and howisithelpingchangewethinkofdesign? philosophies. Butwhatexactly isthisnewparadigm, to challengetraditionalconventional gamedesign A growingconversation aboutpersonalgamesstands EARNEST GAMES: PRO PRO PRO EXPERIENCE ISCHANGINGGAME DESIGN Martin Jonasson’s mostfamousgameisrymdkapsel. Deluxe. Alsoheisleastknown for writinggoodbios. Petri Purhoisbest known for makingCrayon Physics Martin Jonasson •Grapefrukt Petri Purho•Kloonigames code too! be particles,childrencheering,andyou getthesource boring oldgameuptoeleven, live onstage.Therewill satisfying toplay. To dothisthey willbecrankinga tricks you canapplytoany gametomake itmore Martin andPetriwilldemonstratetheneatlittle JUICE ITORLOSE IT an honorable mention for Excellence in Design in IGF 2011. named one of the top puzzle games of the year. He also got game His wonawards. has some and games of handful a made ago, year one study to Netherlands the to came He Iran. from designer and programmer game Independent an is Mahdi Mahdi Bahrami mechanics inspiredby thecultureofhishometown. talk Mahdiwillexplainhowhedesignsnewgame Cultures arerich sources for gameideas.Inthis DIFFERENT VIDEO GAMES DIFFERENT CULTURES, also known for designingexperimental games. is She design. new and issues diversity about publications known well at wrote previously She ist. designer,activ critic, and games and play a is Mattie Game Designer &Critic Mattie Brice •Alternate Ending • and howisithelpingchangewethinkofdesign? philosophies. Butwhatexactly isthisnewparadigm, to challengetraditionalconventional gamedesign A growingconversation aboutpersonalgamesstands EARNEST GAMES: PRO PRO PRO (PS3/360/Steam) (PS3/360/Steam) Awesomenauts CODE (PS3/360/Steam) (PS3/360/Steam) Awesomenauts GAME DESIGN that could help speedup your character model workflow. that could helpspeedupyour charactermodelworkflow. that could helpspeedupyour charactermodelworkflow. be showingasmuchpossible,thetoolsandtechniques be showingasmuchpossible,thetoolsandtechniques design andturningittoaprototypemeshfor your game.I’ll design andturningittoaprototypemeshfor your game.I’ll How touseZBrushfor fleshingoutacharacter/creature How touseZBrushfor fleshingoutacharacter/creature CHARACTER INZBRUSH DESIGN CHARACTER INZBRUSH DESIGN Pixel competition. Pixel competition. was selectedasawinningentry inthe2011Into the was selectedasawinningentry inthe2011Into the artworks hecreated for Killzone 3,entitled Stahl Arms, artworks hecreated for Killzone 3,entitled Stahl Arms, Bungie, heworket atGuerrillaGames.Oneofthe Bungie, heworket atGuerrillaGames.Oneofthe smaller gamedevelopment studiospriortojoining smaller gamedevelopment studiospriortojoining Engineering. After hisstudiesheworked for several Engineering. After hisstudiesheworked for several the TUDelftwithaMaster’s degree inIndustrialDesign the TUDelftwithaMaster’s degree inIndustrialDesign entertainment industry. In2003,Van Dijkgraduatedat entertainment industry. In2003,Van Dijkgraduatedat Jesse van Dijk(1977)specializes inworld designfor the Jesse van Dijk(1977)specializes inworld designfor the Lead Concept Artist •Destiny Lead Concept ArtistJesse •Destiny van Dijk•Bungie Jesse van Dijk•Bungie illustrate whattheconcepting process atBungielookslike. illustrate whattheconcepting process atBungielookslike. Destiny gameplaytotheworldfor thefirsttime,will Destiny gameplaytotheworldfor thefirsttime,will art donefor Bungie’s E32013presentation,showcasing art donefor Bungie’s E32013presentation,showcasing way untilthefinalpolishpass.Abreakdown oftheconcept way untilthefinalpolishpass.Abreakdown oftheconcept development process -fromtheearliestconception allthe development process -fromtheearliestconception allthe concept art.Itsconcept teamisinvolved inallstagesofthe concept art.Itsconcept teamisinvolved inallstagesofthe Jesse willtalkaboutBungie’s approachtoeffective useof Jesse willtalkaboutBungie’s approachtoeffective useof ART FOR AAADEVELOPMENT ART FOR AAADEVELOPMENT BUNGIE’S APPROACH TO CONCEPT BUNGIE’S APPROACH TO CONCEPT Rudy Massar •Character Artist, DigitalSculptor Rudy Massar •Character Artist, DigitalSculptor elling andanimationattheWillemDeKooning Academy. 3D-mod teaching was he that to elling andanimationattheWillemDeKooning Academy.Prior Games. Guerrilla he 3D-mod teaching was he that to career Prior Games. Guerrilla worked freelanceeight years at the award winning game developer his Before he figures. career collectible worked freelanceeight years at and the award winning game developer his Before figures. film/cinematic games, collectible for sculpting digital and and modeling film/cinematic games, for sculpting 3D-character digital in specialized CG-artistand freelance modeling a is Rudy 3D-character in specialized CG-artist freelance a is Rudy GAME DESIGN PRO PRO PRO PRO was IGF Student Finalist (‘13) and was was and (‘13) Finalist Student IGF was Farsh was IGF Student Finalist (‘13) and was was and (‘13) Finalist Student IGF was Farsh 14:00 15:00 15:30 14:00 15:00 15:30 Design Director atInsomniac. HALO-franchise. Before joining343,Elliswas Lead Designerand Mike EllisisDesignDirector at343Industries,thedevelopers ofthe Design Director 343 Industries Mike Ellis Design Director atInsomniac. HALO-franchise. Before joining343,Elliswas Lead Designerand Mike EllisisDesignDirector at343Industries,thedevelopers ofthe Design Director 343 Industries Mike Ellis . He He Fortress . Cello . He He Fortress . Cello 14:00 14:00 15:00 15:00 Swords & Sol- Swords & Sol- DRINKS DRINKS WHY PERSONAL WHY PERSONAL 5 3 5 3 ART ART EXPERIENCE ISCHANGINGGAME DESIGN Martin Jonasson’s mostfamousgameisrymdkapsel. Deluxe. Alsoheisleastknown for writinggoodbios. Petri Purhoisbest known for makingCrayon Physics Martin Jonasson •Grapefrukt Petri Purho•Kloonigames code too! be particles,childrencheering,andyou getthesource boring oldgameuptoeleven, live onstage.Therewill satisfying toplay. To dothisthey willbecrankinga tricks you canapplytoany gametomake itmore Martin andPetriwilldemonstratetheneatlittle JUICE ITORLOSE IT an honorable mention for Excellence in Design in IGF 2011. named one of the top puzzle games of the year. He also got game His wonawards. has some and games of handful a made ago, year one study to Netherlands the to came He Iran. from designer and programmer game Independent an is Mahdi Mahdi Bahrami mechanics inspiredby thecultureofhishometown. talk Mahdiwillexplainhowhedesignsnewgame Cultures arerichsources for gameideas.Inthis DIFFERENT VIDEO GAMES DIFFERENT CULTURES, also known for designingexperimental games. is She design. new and issues diversity about publications known well at wrote previously She ist. designer,activ critic, and games and play a is Mattie Game Designer &Critic Mattie Brice •Alternate Ending • and howisithelpingchangewethinkofdesign? philosophies. Butwhatexactly isthisnewparadigm, to challengetraditionalconventional gamedesign A growingconversation aboutpersonalgamesstands EARNEST GAMES: PRO PRO PRO EXPERIENCE ISCHANGINGGAME DESIGN Martin Jonasson’s mostfamousgameisrymdkapsel. Deluxe. Alsoheisleastknown for writinggoodbios. Petri Purhoisbest known for makingCrayon Physics Martin Jonasson •Grapefrukt Petri Purho•Kloonigames code too! be particles,childrencheering,andyou getthesource boring oldgameuptoeleven, live onstage.Therewill satisfying toplay. To dothisthey willbecrankinga tricks you canapplytoany gametomake itmore Martin andPetriwilldemonstratetheneatlittle JUICE ITORLOSE IT an honorable mention for Excellence in Design in IGF 2011. named one of the top puzzle games of the year. He also got game His wonawards. has some and games of handful a made ago, year one study to Netherlands the to came He Iran. from designer and programmer game Independent an is Mahdi Mahdi Bahrami mechanics inspiredby thecultureofhishometown. talk Mahdiwillexplainhowhedesignsnewgame Cultures arerich sources for gameideas.Inthis DIFFERENT VIDEO GAMES DIFFERENT CULTURES, also known for designingexperimental games. is She design. new and issues diversity about publications known well at wrote previously She ist. designer,activ critic, and games and play a is Mattie Game Designer &Critic Mattie Brice •Alternate Ending • and howisithelpingchangewethinkofdesign? philosophies. Butwhatexactly isthisnewparadigm, to challengetraditionalconventional gamedesign A growingconversation aboutpersonalgamesstands EARNEST GAMES: PRO PRO PRO 3 3 1 1 1 1 GAME DESIGN - - was IGF Student Finalist (‘13) and was was and (‘13) Finalist Student IGF was Farsh GAME DESIGN 14:00 15:00 15:30 2 2 5 5 was IGF Student Finalist (‘13) and was was and (‘13) Finalist Student IGF was Farsh 1 1 14:00 15:00 15:30 Design Director atInsomniac. HALO-franchise. Before joining343,Elliswas Lead Designerand Mike EllisisDesignDirector at343Industries,the developers ofthe Design Director 343 Industries Mike Ellis - - Design Director atInsomniac. HALO-franchise. Before joining343,Elliswas Lead Designerand Mike EllisisDesignDirector at343Industries,thedevelopers ofthe Design Director 343 Industries Mike Ellis Pixel competition. was selectedasawinningentry inthe2011Into the artworks hecreated for Killzone 3,entitled Stahl Arms, Bungie, heworket atGuerrillaGames.Oneofthe smaller gamedevelopment studiospriortojoining Engineering. After hisstudiesheworked for several the TUDelftwithaMaster’s degree inIndustrialDesign entertainment industry. In2003,Van Dijkgraduatedat Jesse van Dijk(1977)specializes inworld designfor the Lead Concept Artist •Destiny Jesse van Dijk•Bungie illustrate whattheconcepting process atBungielookslike. Destiny gameplaytotheworldfor thefirsttime,will art donefor Bungie’s E32013presentation, showcasing way untilthefinalpolishpass.Abreakdown oftheconcept development process -fromtheearliestconception allthe concept art.Itsconcept teamisinvolved inallstagesofthe Jesse willtalkaboutBungie’s approachtoeffective useof ART FOR AAADEVELOPMENT BUNGIE’S APPROACH TO CONCEPT elling andanimationattheWillemDeKooning Academy. 3D-mod teaching was he that to Prior Games. Guerrilla he career worked freelanceeight years at the award winning game developer his Before figures. collectible and film/cinematic games, for sculpting digital and modeling 3D-character in specialized CG-artist freelance a is Rudy Rudy Massar •Character Artist, DigitalSculptor that could helpspeedupyour charactermodelworkflow. be showingasmuchpossible,thetoolsandtechniques design andturningittoaprototypemeshfor your game.I’ll How touseZBrushfor fleshingoutacharacter/creature CHARACTER INZBRUSH DESIGN PRO PRO Pixel competition. was selectedasawinningentry inthe2011Into the artworks hecreated for Killzone 3,entitled Stahl Arms, Bungie, heworket atGuerrillaGames.Oneofthe smaller gamedevelopment studiospriortojoining Engineering. After hisstudiesheworked for several the TUDelftwithaMaster’s degree inIndustrialDesign entertainment industry. In2003,Van Dijkgraduatedat Jesse van Dijk(1977)specializes inworld designfor the Lead Concept Artist •Destiny Jesse van Dijk•Bungie illustrate whattheconcepting process atBungielookslike. Destiny gameplaytotheworldfor thefirsttime,will art donefor Bungie’s E32013presentation,showcasing way untilthefinalpolishpass.Abreakdown oftheconcept development process -fromtheearliestconception allthe concept art.Itsconcept teamisinvolved inallstagesofthe Jesse willtalkaboutBungie’s approachtoeffective useof ART FOR AAADEVELOPMENT BUNGIE’S APPROACH TO CONCEPT Rudy Massar •Character Artist, DigitalSculptor that could helpspeedupyour charactermodelworkflow. be showingasmuchpossible,thetoolsandtechniques design andturningittoaprototypemeshfor your game.I’ll How touseZBrushfor fleshingoutacharacter/creature CHARACTER INZBRUSH DESIGN elling andanimationattheWillemDeKooning Academy. 3D-mod teaching was he that to Prior Games. Guerrilla he career worked freelanceeight years at the award winning game developer his Before figures. collectible and film/cinematic games, for sculpting digital and modeling 3D-character in specialized CG-artist freelance a is Rudy PRO PRO WHY PERSONAL WHY PERSONAL 14:00 15:00 14:00 15:00 DRINKS DRINKS ART ART 3 1 1 3 1 1 - - Pixel competition. was selectedasawinningentry inthe2011Into the artworks hecreated for Killzone 3,entitled Stahl Arms, Bungie, heworket atGuerrillaGames.Oneofthe smaller gamedevelopment studiospriortojoining Engineering. After hisstudiesheworked for several the TUDelftwithaMaster’s degree inIndustrialDesign entertainment industry. In2003,Van Dijkgraduatedat Jesse van Dijk(1977)specializes inworld designfor the Lead Concept Artist •Destiny Jesse van Dijk•Bungie illustrate whattheconcepting process atBungielookslike. Destiny gameplaytotheworldfor thefirsttime,will art donefor Bungie’s E32013presentation,showcasing way untilthefinalpolishpass.Abreakdown oftheconcept development process -fromtheearliestconception allthe concept art.Itsconcept teamisinvolved inallstagesofthe Jesse willtalkaboutBungie’s approachtoeffective useof ART FOR AAADEVELOPMENT BUNGIE’S APPROACH TO CONCEPT Rudy Massar •Character Artist, DigitalSculptor that could helpspeedupyour charactermodelworkflow. be showingasmuchpossible,thetoolsandtechniques design andturningittoaprototypemeshfor your game.I’ll How touseZBrushfor fleshingoutacharacter/creature CHARACTER INZBRUSH DESIGN elling andanimationattheWillemDeKooning Academy. 3D-mod teaching was he that to Prior Games. Guerrilla he career worked freelanceeight years at the award winning game developer his Before figures. collectible and film/cinematic games, for sculpting digital and modeling 3D-character in specialized CG-artist freelance a is Rudy PRO PRO Pixel competition. was selectedasawinningentry inthe2011Into the artworks hecreated for Killzone 3,entitled Stahl Arms, Bungie, heworket atGuerrillaGames.Oneofthe smaller gamedevelopment studiospriortojoining Engineering. After hisstudiesheworked for several the TUDelftwithaMaster’s degree inIndustrialDesign entertainment industry. In2003,Van Dijkgraduatedat Jesse van Dijk(1977)specializes inworld designfor the Lead Concept Artist •Destiny Jesse van Dijk•Bungie illustrate whattheconcepting process atBungielookslike. Destiny gameplaytotheworldfor thefirsttime,will art donefor Bungie’s E32013presentation,showcasing way untilthefinalpolishpass.Abreakdown oftheconcept development process -fromtheearliestconception allthe concept art.Itsconcept teamisinvolved inallstagesofthe Jesse willtalkaboutBungie’s approachtoeffective useof ART FOR AAADEVELOPMENT BUNGIE’S APPROACH TO CONCEPT Rudy Massar •Character Artist, DigitalSculptor that could helpspeedupyour charactermodelworkflow. be showingasmuchpossible,thetoolsandtechniques design andturningittoaprototypemeshfor your game.I’ll How touseZBrushfor fleshingoutacharacter/creature CHARACTER INZBRUSH DESIGN elling andanimationattheWillemDeKooning Academy. 3D-mod teaching was he that to Prior Games. Guerrilla he career worked freelanceeight years at the award winning game developer his Before figures. collectible and film/cinematic games, for sculpting digital and modeling 3D-character in specialized CG-artist freelance a is Rudy PRO PRO 2 2 5 5 1 1 - - 14:00 15:00 14:00 15:00 DRINKS DRINKS ART ART 2 5 1 2 5 1 - -