An opportunity to pick up your badge early and avoid the rush on Day 1.
Although access to the venue will be restricted, we’ll get you signed in so you’re ready to hit the ground running the following morning.
You want to come in? You’ll need a badge. And Registration is the solution to that mini quest.
Before joining Epic Games, Sjoerd De Jong built mods, created learning resources, and independently developed games. In this session, Sjoerd will talk about how the Unreal Engine and its community has helped him thrive for almost two decades, and how it helped him develop and sell more than 200,000 copies of his most recent game, The Solus Project. In covering challenges that indies face in today’s competitive market, Sjoerd will give tips and insight into working with the press and online community.
Crowdfunding video games is often seen through the lenses of the very successful projects, the ones that raise millions of dollars. There are opportunities for projects of all sizes though, and this session will show the latest trends, across the different platforms, and highlight the opportunities that currently exist for video games on those platforms and the best practices and state of the art to maximise those opportunities.
If you’re working in video games, you already know it’s one of the UK’s fastest moving industries.
Video Game Tax Relief could see you getting lot of your costs back. Games for consoles, PC and mobile devices are all covered, as long as they’re not designed for advertising or gambling. Even if you’re making a loss, you could still end up with a valuable tax credit.
In 2015 alone, 237 games had their claims approved, with 116 companies getting their official certification. In all, the total costs that qualified for VGTR came to an incredible £181 million. Of 121 games still in development, they’re looking at qualifying expenditure of around £548 million.
A moderated Q&A session where we’re going to putting YOUR burning questions about indie publishing to Ben Andac from Good Shepherd and formerly of Sony PlayStation. Join this session if you have questions and want to know about pitching, material prep, publishing, concerns, fears, dos & don’ts and so on.
Developing your game with the feedback from real players or how B2C events can shape development.
Every day, Mike Rose of publishing label No More Robots hears from developers who believe their upcoming PC game will sell tens of thousands of copies — yet up-to-date Steam sales figures show that this is probably not the case. It’s time to get realistic about how well PC games are truly selling.
Time to feed those fine neurons of yours.
Getting noticed is tough! A short presentation with a mixture of contextual and practical advice on pitching your project to a potential publishing partner.
Marketing and community are both important – but the signs are that they’ll be more important than ever in 2018. Here are some thoughts on why, and how the market has changed in the past twelve months.
The PC market has been saturated for some time, for both triple-A and indie titles, with more games coming out year on year, and especially for smaller developers, it can seem an overwhelming task to get discoverability and significant sales without big marketing teams and budgets. In this short session I’ll be giving a quick introduction to how to market your PC indie games, with an emphasis on free or very cost-effective tactics covering all the basics from finding an audience for your game to getting noticed on social media.
How SpecialGun’s founders looked beyond beyond their previous industry experience (games) when founding a video production company in order to differentiate their offering, and why key hires from other industries helps enormously with creative.
Communication Coach Jon Torrens will share tips for pitching at maximum power to secure investment for your game. Everything from writing concise, attention-grabbing material (to make your game idea easy to understand and utterly irresistible) to techniques for owning the room and conveying your priceless gem with supreme, level 99 confidence.
Imperia Online Ltd. is one of the biggest game production companies in SEE with 25 released games. With over 40 million users worldwide, the studio has lots of experience when it comes to social presence. Learn more about the real game-changers: the people behind the scenes with keen attention to detail to the company’s social accounts, because social media has become the go-to channel for customer care, content creation and branding for modern businesses and you cannot escape the trend.
You want to come in? You’ll need a badge. And Registration is the solution to that mini quest.
A presentation of tools and practices that streamline the conception and pre-production processes, and an introduction of Molecular Design—a game design method that focuses on player skills while constructing systems and mechanics.
Juju Adams (Hyper Light Drifter; Swords Of Ditto) takes you through how indie devs make friends and find customers through honest community building.
Hear from Multiplay all about all about the best practices to consider whilst developing your next Multiplayer game.
Working alongside developers to ship over 150 different games to date, Will has seen and heard it all. Learn the common pitfalls and how to avoid them to release a great game!
In 2017, German studio Deck13 released “The Surge”, a game that had to compete with the big players, sporting a developer team of approx. 60 people and a budget below 10 million Euros. In his talk, Jan describes what made it a success, both for the studio and for the players, and gives insights into the studio organization, to explain what independent teams need to do in order to survive, get better, and excel at their goals.
The web platform moves quickly. Just a few years ago, many developers saw HTML5 as a weak alternative to native. The situation has changed considerably. Learn about how far the web platform has come, with technologies like WebAssembly and WebGL 2. Get a taste of things to come, with technologies like OffscreenCanvas, next-generation graphics, workers, and more.
Playniac spent a year prototyping their new survival card battler, Insane Robots, and another year developing it. But what is great in a prototype might not work in the actual game. Worse still, your prototype might actually prevent you from spotting important design opportunities. Using examples from real-world productions and quotes from industry experts, this talk shows how to handle the “phase change” from prototype to actual game, spot prototyping issues and fix your prototyping process, giving you useful tools for your own games.
- Approaches to prototyping – what does and doesn’t work
- Quotes and case studies from industry experts
- The benefits of prototyping before and during development
- What transfers well from prototype to digital game
- What doesn’t transfer; and why
- Tools you can use in your own games
Games are choices. To play is to make decisions about where to go, what to do, and how to do it. But how does one personalize those basic choices so they become memorable, powerful experiences? Today, my hope is to offer you a practical framework for examining your stories and maximizing their impact in an interactive medium.
It turns out the film making model of freelancers coming together from around the world can and does work beautifully in our industry too. Dramatically lower overhead, better lifestyle, and a limitless talent pool that can live literally anywhere in the world has made this the only way we would make a game. I’m going to talk about why it works for us and why it might work for you.
You’re safe. Enough hours have passed since last night’s Connects party. Time to re-fuel.
A summary of the production of Subsurface Circular, a short game made in 6 months and a look at the lessons learned.
The brief story of how and why the 2016 critically acclaimed FMV hit “The BUNKER” came to be. Why a hairdresser, a writer and a Tom Selleck look-a-like made a video game(without knowing how) and a movie at the same time.
An insight into the making of Ninja Theory’s Independent AAA hit Hellblade: Senua’s Sacrifice, where they attempted to blaze a trail for a new form of development: Taking a small team of 20 people and independently creating a AAA quality title that boasts the creative richness of an indie title. The presentation will cover the rationale behind the approach, the methods used and the results.
A rapid-fire tour of the ups and downs of making an MMO with less than 10 people on unproven tech.
What was it like hitting public playable in less than 6 months? How do you scale your team over 100% at short notice?
What kinds of headaches can you expect and how do you mitigate them? And perhaps most importantly of all, how on earth did all this happen – how can a tiny studio play with the big boys, and come out swinging?
The design, production and early access release of Production Line, the indie PC strategy game, from its first concept as a side-scrolling game in the 1900s to its final form as an isometric business sim set in the modern age. Why this genre was picked? the inspiration and the development challenges of producing a strategy/sim game with a single designer & programmer.
Nina Adams will be talking about Auroch Digital’s latest port of Steve Jackson’s iconic ‘Ogre’ to PC. In this talk, the Producer, Nina, will be covering topics such as; how to manage an existing IP with a cult following and how to underestimate a ‘simple’ board game port.