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Sessions

This list will be updated gradually.

   TBA

Behind the Trailer: How to Tell Your Game’s Story in Minutes

Game trailers are vital for attracting both players and investors. They capture a game's essence, generate excitement, and drive interest. As the first impression, trailers set expectations and influence decisions.
In this discussion, we will explore how effectively trailers boost marketing, enhance game visibility, and appeal to gamers and investors alike. Using examples and case studies, we will highlight key elements of successful trailers and share best practices for creating engaging, impactful content.

Speaker: Tomas Oliva (Co-Founder, 4Boars )
Stage: N/A
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EU Funding for Video games

Creative Europe MEDIA - Support for Video games and Immersive Content Development Creative Europe is the European Union programme providing support to the culture and audiovisual sectors. The MEDIA strand supports the development of films and video games, TV productions and online formats, distribution, film festivals and markets, training programmes for audiovisual professionals, cinemas and VOD platforms. What are the funding opportunities available to developers and professionals from gaming industry? What projects are eligible to receive support and under which conditions?

Speaker: Anna Bartošková (Coordinator, Creative Europe Desk CZ MEDIA)
Stage: N/A
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Demystifying accessibility – identifying best practice and simple implementation for (almost) every game

Considering accessibility of your game may seem like a huge and at times overwhelming task – but it doesn’t have to be. If you want everyone – including disabled gamers – to enjoy your game this talk will provide you with a starting point. I will go over a few simple and straightforward implementations of accessibility by design and accessibility through options or settings that I like to see as a disabled gamer and accessibility consultant. I go over some basic guidelines and point towards resources that are already out there to help you make you games more accessible. I use best practice examples to illustrate some possible solutions for different genres that work for different disabilities. Finally, I will offer some advice on how to plan for accessibility implementation throughout the development process, regardless of studio size or complexity of the project at hand.

Speaker: Anni Pekie (d/Deaf and hard of hearing Barrier Expert, PlayAbility Consultancy)
Stage: N/A
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Working as 3D Character Artist for small indie studios

While there’s plenty of content out there about being a lead at big studios, there’s far less on what it takes to create something decent in teams where job titles blur and resources are tight. In this talk, I’ll share what it’s like to work as a 3D character artist in small indie teams—from wearing multiple hats to adapting on the fly. I’ll walk you through my current workflow, from sketch to game-ready models, using examples from projects I’ve worked on and I will share tips I have learned along the way. This lecture is for beginners, indie devs looking to understand the character art pipeline, or artists curious about what this path actually looks like.

Speaker: Veronika Levitner (3D character artist, Perun Creative)
Stage: N/A
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Weapon Balancing 101: From Concept to Implementation

Have you ever wondered what the process of balancing weapons looks like? People usually think that balancing weapons is all about tweaking the numbers in Excel or Google sheets, but at the end of this presentation you will see that there is more to it than just typing numbers in a spreadsheet editor. In this beginner friendly talk, we'll discuss how a vision for a weapon translates into actual weapon stats, all backed with real examples from the Vigor weapon overhaul.

Speaker: Matej Dubec (Senior Game Designer, Bohemia Interactive)
Stage: N/A
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Effortless Game Testing with Planning Agents

Decades of research in Planning Agents for autonomous control in Earth’s orbit and Space started to be leveraged in industries on Earth, from healthcare and manufacturing up to automated gameplaying. In this talk, we show how Planning Agents can exponentially reduce efforts in maintaining test scripts, reduce the total time of game testing by an order of magnitude, continually evaluate the cognitive complexity of gameplay, and how automated domain synthesis and large language models minimize the efforts needed for integrating Planning Agents into games at any stage of development.

Speaker: Filip Dvorak (CEO, Filuta AI)
Stage: N/A
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When the combat system fights back

- A lecture on creating a combat system for our upcoming game Kromlech.
- Insight into the challenges of how complex it is to build a completely new combat system from scratch and how many issues one must solve and overcome when trying to innovate and create something new.
- Dead ends, technologies, processes, and skills learned along the way.

Speaker: Jiří Vašica (CEO, Perun Creative)
Stage: N/A
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Crafting Musical Identity: Designing Custom Instruments for Games

Most game music today is created using commercially available sample libraries, presets from virtual synthesizers, or even hardware synths. The primary reason for this is the accessibility of these tools and their ability to meet tight deadlines and budgets. These tools also enable composers to present their musical ideas to decision-makers without incurring the costs of actual recordings, which is great for the business. However, this trend has led us to a point where much of the music sounds the same and lacks originality.
But what if we could create our own virtual instruments, samples, and presets, designed specifically for our new game? The good news is, we can—and the perfect time to do this is at the beginning of game production. While the rest of the team focuses on level design, asset creation, or story writing, composers often find themselves with relatively little to do beyond creating early demos. This downtime is an ideal opportunity to experiment and develop a unique instrument palette for the game.
The aim of this talk is to share techniques with composers, sound designers, and anyone interested in the game music production process for creating new, original sounds that no one else has. The presentation will emphasize musical sound design, starting with recordings of musical instruments and non-musical found objects to build a custom library of sound sources. It will then cover various audio processing techniques to transform these samples into intriguing textures and single sounds, which can ultimately form the basis of custom virtual instruments.
The technical discussion will be complemented by examples of scores I composed for various games using original sounds specifically designed for those projects. The goal of this talk is not only to remind everyone that there’s so much more beyond presets but also to inspire—especially younger creators—to find their own voice and unique sound. And finally prove that it all adds a creative and artistic value to the games we create.

Speaker: Patryk Scelina (Music Designer / Composer, Sonic Atoms)
Stage: N/A
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Behind the Scenes: How PowerPlay Studio Created the Official Tour de France Mobile Game

Connecting Brands with the Gaming Industry in Practice
A brief summary of the current crisis in the gaming industry. Brand marketing as a major opportunity for game studios. Our journey to connect games with brands — the challenges we faced and the successes we achieved.

Speaker: Ivan Krechňák (CEO/CO-Founder, PowerPlay Studio)
Stage: N/A
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Tilting At Windmills: The Quest for Better (Narrative) Quest Design

From writing on Wizard101 to Assassin’s Creed (and other Ubi titles), narrative design works best when it is married to all elements of the game. In this talk, I turn a critical lens to narrative quest design. What works and what doesn’t. Why do we sometimes feel like we’re stuck in a never ending loop of killing ten rats to prove we are the chosen one?

In development, narrative is the cheapest way to add retention. It's a key element in helping an IP break out past the traditional bounds of gaming and yet it's frequently relegated to being delivered in the same ways we've delivered narrative for a hundred years.

There have been enormously innovative games in the past decade, and it behooves us to try to identity what works best (and what works well enough when we don’t have a budget for “best”), and what old, bad habits we should try to avoid.

Speaker: Jesse Scoble (Senior Narrative Designer, Beamdog)
Stage: N/A
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From Concept to Comeback: The Evolution of Crime Boss

The talk explores the journey of transforming a video game concept into a successful product, from idea inception and refining the vision to prototyping and overcoming development challenges such as missed deadlines, shifting goals, and complex bugs. Despite initial poor reviews, 15 regular updates over 27 months ultimately turned Crime Boss: Rockay City into a well-reviewed success.

Speaker: Jarek Kolář (CEO, INGAME STUDIOS)
Stage: N/A
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The Power of Buttons: How Interfaces Shape Game Immersion

In this session, we will explore game immersion, revealing how even seemingly minor UI elements — like buttons — can be essential in setting the game's mood. Drawing from research on player responses to interfaces, we will present 12 techniques for using buttons effectively in games, illustrated with examples from World of Tanks. Whether you're a designer, developer, or just curious about game psychology, this session will change the way you click the next time you play.

Speaker: Lucia Magáthová (UX Designer, Wargaming)
Stage: N/A
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Unique F2P monetization strategies

As the free-to-play (F2P) market evolves, traditional monetization strategies like in-app purchases and ads are no longer enough to stand out. This session dives into unique and innovative monetization approaches that push the boundaries of what’s possible in F2P games. From ads integrated into the game world to Web3 technologies like NFTs and blockchain, brand partnerships, audio ads, and more, we’ll explore creative pathways to unlock new revenue streams. Drawing from my extensive experience in F2P game production, I’ll share practical insights, real-world examples, and my personal opinions on these strategies' effectiveness.

Speaker: David Vykopal (Producer, NOXGAMES)
Stage: N/A
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How to design multiplayer combat spaces

In the last couple of years, I was blessed with the opportunity to work on Vigor, a third-person multiplayer shooter. I learned a lot, I did my best, and I took a ton of notes along the way. Let me share with you some of my observations and methods that helps me in my design process.
Currently, the talk has two parts. The first focuses on a high-level layout. What that is, how it looks, what patterns we can see repeating across different games, and how to design one. The second part is about cover distribution. What types of covers are usually present in a game, and how to mix them to provide a variety of choices to the player.

Speaker: Emil Gašparec (Level Designer, Bohemia Interactive)
Stage: N/A
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Finished stories for endless games

How do you write the story of a game that could be replayed forever? How do you build a game narrative that can hold multiple playthroughs and updates? How do you plan your stories and characters ahead?
These questions have been on my mind since I started working on roguelike games such as ASTRAL ASCENT and WINDBLOWN. A story is about change, about movement. But some games cannot afford changing too much.
In this talk, we will explore how to set up your world, your characters and the your story to support a "forever game". We will discuss about how lore is important, but also a very dangerous zone where a lot of writers and designers end up wasting time and energy. We will also explore the risks of using Hades as your benchmark and why narration is often not the best way to reward your players.
All this will come from personal experience as well as knowledge shared by the writing community. We want this talk to be quite accessible to everyone interesting by storytelling. The idea is to leave this talk with ideas, solutions, and a list of red flags you want to avoid as much as possible.

Speaker: Anthony Jauneaud (Narrative Director, actezéro)
Stage: N/A
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Mind Games: A Psychological Approach to Game Design

Great games move us emotionally, but creating these feelings isn't magic – it's psychology. Learn how understanding human emotions can transform you into a better game designer. We'll look at practical techniques for crafting powerful emotional experiences and explore why certain gaming moments stay with players forever.

Speaker: Adam Mirkowski (Senior Game Designer, 11 bit studios)
Stage: N/A
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Beaver on the Train: A story of modding support in Timberborn

A vibrant modding community is a dream for many developers. It enhances a game's longevity and playability. For us, it was an organic process: the community began creating mods for Timberborn on their own. However, at a certain point during our Early Access journey, we decided to step in and provide native modding support. In this talk, I will walk you through how the process unfolded and how I became a modder myself.

Speaker: Marcin Wierzchoś (Programmer, Mechanistry)
Stage: N/A
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Level Design in Indiana Jones

Description will be announced soon.

Speaker: Dominic Everett-Einarsson (Head of Design, Grip Studios)
Stage: N/A
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City Building Workshop

Join your peers and game urbanist Konstantinos Dimopoulos in a world-building workshop, and collaboratively create an imaginary city. Pens, pencils, paper, and online whiteboards will all be used to construct and flesh out a city that has never existed before; a city that will be able to fit perfectly into a game.

Please bring your laptop to this workshop.

Speaker: Konstantinos Dimopoulos (Game Urbanist & Designer, Freelancer | D6 Learning | SAE Athens)
Stage: N/A
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Things You Don't Know About Your Lead

Many people dream of a leadership role, but do we really know what it involves? In my panel I would like to talk about my journey from a developer to a team leader and how my scope changed from coding to taking care of Techland's tool team. Would like to look under the surface of the common beliefs about what leadership is about and talk about challenges, and struggles but also its most rewarding moments.
Agenda:
Introduction - who I am and what is my gamedev career path, from tester of some small games, through gameplay programmer, finishing as tools programmer and then transitioning to a leadership role.
Why being team lead is difficult - after working as a programmer where your work was mostly focused on dealing with code, now you are dealing with other people. Not coding as much as you used to and doing things that seem to be invisible. It’s daunting and you feel like a fraud. But it gets better… a little bit.
Why being team lead is rewarding - you can help your team members grow. You see how they evolve in their careers, how they become more open and brave with taking new challenges. You see how they blossom from just coders to people with initiative that bring more and more great ideas to the table. All invisible work that we do is well worth it.
Technical background - why it makes things simple and why it makes things more difficult
First weeks of leadership - what to do now?
Soft skills - it’s easy but… it’s not. I’ve read many books and listened to multiple podcasts but faced with real life scenarios you can never be prepared. Impostor syndrome never helps but as the time passes you understand it more and more that you cannot control everything.
3 years later - where I am now and how the perception of my role changed over the course of the last 3 years. What I did wrong and what I’m still trying to improve."

Speaker: Łukasz Łukasik (Tools Director, Techland)
Stage: N/A
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Harness the power of Value Stream Mapping

Do vivid visions of wasted time and ineffective production process haunt your dreams?
Does wondering how to adapt and utilize the visual tool of value stream mapping in Video Game production keep you up at night?
Fret not, there might be a solution in sight!
In the first part of this talk, we will discuss “by the book” implementation of Value Stream mapping to provide context. The second part will be dedicated to the real deal, discussing tried and tested applications and its highlights and pitfalls.
The goal of this talk is to add yet another tool into your hefty production tool kit to help you hammer away at various struggles of the video game production process.

Speaker: Lada Brabcová (Associate Producer, Ubisoft Blue Byte)
Stage: N/A
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11 Questions for a Great Video Game City

Cities are everywhere in games; from Bloodborne's Yharnam to Disco Elysium's Revachol and from Cyberpunk 2077's Night City to Dishonored's Dunwall, cities are rich, fertile, and memorable gameplay and storytelling stages. They are complex worlds to be explored and savored. They are game levels to be filled with challenges, stories, and characters. They are places to be traversed and played in.

This talk will present its audience with the 11 fundamental questions designers need to answer in order to create believable, immersive, and actually unique urban worlds for their games. Every question will be answered through the lenses of game design, world building, narrative and level design, and will be supported by both real world and video game examples. Additionally, the talk will also cover the basics of designing cities for video games and explain what game urbanism is all about.

These are the 11 questions I will be tackling:
-Where is the city?
-When is the city?
-Why was this city founded?
-How Big is the city?
-Where do people Live and Work?
-How do people and things move around?
-What is the city's Structure?
-What's the Architecture like?
-Can you describe the Society and the city's Theme?
-What Stories does this city tell?
-What Game is this place for?

Speaker: Konstantinos Dimopoulos (Game Urbanist & Designer, Freelancer | D6 Learning | SAE Athens)
Stage: N/A
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Let’s Make an Online Multiplayer Game without an Engine

In this talk, Tomas will talk about his approach for how to make online multiplayer games using C++. Instead of a game engine like Unreal or Unity he chooses a basic networking library ASIO and shows that game networking does not have to be hard. Through the talk he will develop a simple 2D roleplaying game with an online multiplayer. The talk is primarily aimed at intermediate C++ programmers but everyone who wants to start learning about game networking is welcome.

Speaker: Tomáš Janoušek (Technical Designer, Bohemia Interactive)
Stage: N/A
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Leading Game Design Teams

Join Will Shen as he talks about the ups and downs of leading game design teams. How do teams of specialists who all want to build different things work together to deliver a single experience? How much control does a lead designer actually have, and when should that control be used? How do you get through times of uncertainty and manage creative conflict? Attendees will walk away with a set of tools for leading creative teams and how to demonstrate leadership if you are looking to move up.

Speaker: Will Shen (Lead Designer, Unknown Worlds)
Stage: N/A
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Communications, Creators and Community - How to build a communications plan

This talk will give the audience the foundations to build an effective communications plan, giving insights on which platforms and tools to use and how to harness the power of press, creators and community.

Speaker: Alessandro Fileni (International Communications Manager, Electronic Arts)
Stage: N/A
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Com'mu'ni’cate - How we do it at Mi'pu'mi

Effective communication is the key ingredient that makes game development not just successful, but truly extraordinary. This talk dives into the heart of why communication matters so much at every stage of game creation. We'll explore the magic behind practices like streamlined meetings, seamless onboarding, insightful note-taking, and the art of daily updates. From emails to instant messages, we’ll uncover how each form of communication plays a crucial role in shaping a smooth, cohesive development process.

Speaker: Jakub Pander (Producer, Mi'pu'mi Games)
Stage: N/A
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Concept to Launch: Navigating the Game Production Process

Have you ever wondered what happens behind the scenes to make some of the world's greatest video games? In this talk, Probably Monsters Production Director / Riot Games veteran Victoria Caña will shed light on the concept-to-launch game production process to help you navigate creating your own video game, whether big or small.

Speaker: Victoria Caña (Production Director, Probably Monsters)
Stage: N/A