Control Conference 2014 • PROGRAM

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hertz cloud 9 9:00 - 10:00 11:00 - 11:30 10:00 - 11:00 11:30 - 12:00 With the arrival of next generation consoles comes more processing power and mem- ory… and with that, a whole lot more possibilities. Take an exclusive look behind the scenes of this Playstation 4 launch title and hear about the challenges the team were faced with during production. You’ll also learn more about how a lot of the visual effects like dynamic dust, rain, level extensions and various particle effects were achieved. Marijn Giesbertz joined Guerrilla Games to work on their Killzone games. Today, 3 games and 8 years later he’s working on a new unannounced IP for the Play- station 4. The Production and Visual Effects of Killzone SF Marijn Giesbertz • Lead Visual Effects Guerrilla Games While working on Treachery in Beatdown City, we at Nuchallenger needed to ana- lyze and get to the roots of what makes the beat ‘em up/brawler genre tick and surprise, it’s complicated. Beneath the exterior of multiple heroes punching, kick- ing, and sometimes stabbing their enemies is a complex system of enemy interac- tion. Beyond that, the genre has also been a paradigm shifter in terms of cultural interpretation and racial/gender diversity. This talk will examine both gameplay and culture in order to create better brawlers, and perhaps better games overall. Shawn Alexander Allen is a game designer, artist and writer from New York City. He is currently working on Treachery in Beatdown City, a retro styled tactical beat ‘em up. Building a better beat ‘em up Shawn Alexander Allen • Game Designer Nuchallenger Generating Dungeons that Can Be Solved in Multiple Ways This talk discusses how to generate nonlinear dungeons beyond branching tree structures, while retaining control over the various paths open to the player. It discusses how to create alternatives, balance the difficulty for each, and theming different parts of the level with different types of gameplay. The techniques used are based on model driven engineering and multiple, transformational grammars operating on graphs and tile maps. Joris Dormans is gameplay engineer at Ludomotion. As an academic he is heav- ily involved in the international research community that focuses on procedural content generation for game. Joris Dormans • Founder & Gameplay Engineer Ludomotion Developing and launching a game in general is not an easy task. It takes a lot of time, a lot of people, a lot of planning and a lot of assumptions. On top of those operational challenges, the social gaming market is a jungle where “survival of the fittest” is very real. An army of genius developers, the most stunning design, super-engaging game idea and striking strategy are not enough. If the hosting infrastructure behind the game fails, fans don’t get the experience they expect and walk away. Learn from the stories of some of the most creative and successful gaming studios how to sidestep the common landmines of bringing your online game to the top. Jendrik is currently working as the ex- ecutive producer on the Linkin Park Re- charge game project at KUULUU. Anthony Trabano is Cloud Infrastruc- ture Expert at SoftLayer, an IBM Com- pany. The 5 Mortal Sins of Launching an Online Game Jendrik Pösche Anthony Trabano KUULUU SoftLayer Son of Nor will be among the first games that officially supports the upcoming Tobii eye-tracking sensor bar. Imagine only having to look at the spot you want to terraform. Don’t move your mouse to pick up a rock, just look at it. Julian will be showing how the game takes advantage of using eye tracking, how it is in- tegrated and used. A side by side comparison of playing it with and without eye tracker follows, in which the benefits of using it will be shown off. Julian Mautner MSc. is founder and lead developer of Stillalive Studios, an inde- pendent game studio in Austria. Today stillalive studios counts 15 members and is working on “Son of Nor”, an action adventure. Eye Tracking: how will it improve your game? Julian Mautner • Founder & Lead Developer Stillalive Studios Non-Stop Action: Designing the Gameplay of Nuclear Throne Vlambeer’s Jan Willem Nijman explains how not giving players time to think can sometimes result in better gameplay, and provides an in-depth look at the me- chanics ensuring that Nuclear Throne is a game best played with guns blazing. No cooldowns, no waiting, just action! Jan Willem is the game designer behind such classics as Ridiculous Fishing and Super Crate Box. He is ‘50% of Vlambeer’, the other 50% being Rami Ismail. jan willem nijman • game designer vlambeer A demake is an interpretation of a modern game running on an older platform. In a similar way as GameJams do, this self-imposed limitation is meant to increase creativity in game development. In this talk he will show what unconventional coding schemes are necessary to develop games for obsolete platforms, which can be completely opposite to modern coding practices. Paul Koller works together with some of the best-known names in the game- industry to bring their games to obsolete platforms. Not afraid of the technical challenge, he is best known for his Commodore 64 ports of Canabalt, Super Crate Box, and Super Hexagon. The art of demaking Independent Developer Paul Koller C CODE A ART G GAME DESIGN M MUSIC & AUDIO P PRODUCTION B BUSINESS & MARKETING SPEAKER SPONSORED BY VLAMBEER C C G C G G C A P C P B pandora foyer pandora 9:00 - 10:00 11:00 - 11:30 10:00 - 11:00 11:30 - 12:00 club cloud 9 GRIN is currently developing its first big indie title, Woolfe: The Red Hood Diaries, a grim take on the story of little red riding hood. Less well known is the fairy tale that went on behind the scenes of this project. It all started when a guy walked into the GRIN Headquarters, applying for a position as 3D artist. He didn’t get the job. But there was something about the Little Red demo in his portfolio that kept GRIN’s creative team awake at night… A talk about finding magic beans. About surviving dragons / chal- lenges, chasing treasures / money, building castles and hoping for a “happy ever after”. Wim Wouters is a selfmade game developer. In 2002, he founded GRIN, with one goal in mind: to conquer the world with 3D games. Right now, GRIN is developing its first big indie title, Woolfe: The Red Hood Diaries. Once upon an indie game: the fairy tale behind Woolfe wim wouters • founder GRiN Before you start figuring out your marketing, you need to ask yourself “What do I need to communicate?” Because if you don’t figure that out first you might end up missing opportunities and wasting time and effort promoting the wrong things. Marketing people have different ways of figuring out what to communi- cate, here’s mine. Former Studio Director and VP of Irrational Games in Boston and a career-long marketeer of entertainment products. Founder of SouthPaw Strategy. Worked on BioShock Infinite, Star Wars Battlefront, Doom 3, Call of Duty (various). Figuring out how to present your game Leonie Manshanden • founder Southpaw strategy [formerly of irrational games) LIVE DEMO ON STAGE Take a look at how Epic Games’ Unreal Engine 4 empowers developers. By build- ing a simple game live on stage, the presentation will demonstrate some of the most useful features found in Unreal Engine 4. With 15 years of experience in the Unreal Engine, Sjoerd is an expert at a wide range of Unreal Engine topics. Currently, as Evangelist for Epic Games, Sjoerd travels throughout Northern Europe to show and teach Unreal Engine 4. The Magic of Unreal Engine 4 sjoerd de jong Epic Games So you’re thinking about developing ap- plied games for educational purposes, but not completely sure if you speak the right language? You’re wondering how your own game concepts can be appro- priately used in learning environments, and whether you’re ready for the chal- lenges that lie ahead? Then this masterclass should help you out! Researchers and designers from the Value Centre Applied Games (vcag. nl), hosted by HKU University of the Arts and TNO will help you get to grips with validation and evaluation in the applied game design & development process. The kind of applied games we will be looking at are those aimed at learning in educational settings. You will be in- troduced to several examples of games designed for and applied in educational environments. You will get hands-on ex- perience with a game concept validation tool (which you can keep!), and reflect on how extensive the process of applied game validation and evaluation can be. Seating is intentionally limited: there is only room for 30 participants, who will work together in small groups. If you’d like to join, please register by fill- ing out the form below. Speakers: • Robbertjan Schravenhoff – HKU • Harald Warmelink – HKU • Esther Oprins – TNO • Christiaan van den Berg – TNO This Masterclass is being organized by ClickNL, DGA, VCAG, HKU & TNO Developing Better Games for Education masterclass A G P B P B pandora foyer pandora 13:00 - 14:00 15:00 - 16:00 14:00 - 15:00 16:00 - 17:00 club cloud 9 Sarah Elmaleh is an actor and voiceover artist based in Brooklyn, best known for voicing player character Katie in Gone Home. Her home studio is equipped with a Neumann TLM-102 microphone and sup- ports live direction. She proudly serves in the Game Audio Network Guild Voice Actor’s Coalition, and occasionally curates, writes about and speaks on video- games. Recently released games include the award-winning party game Johann Sebas- tian Joust and sci-fi Facebook satire Redshirt. Voice actor/Writer/curator Sarah Elmaleh LIVE DEMO ON STAGE Andy Touch will show a hands-on demonstration of how to use Unity’s brand new UI system to create polished and interactive screen-space 2D HUD and world-space 3D UI for games. Having previously taught game development to University students, Andy Touch is now part of Unity Technologies‘ Evangelism team helping to spread the word of the game engine and to show off what it can do. A Hands-On Guide to Unity’s New UI System Andy Touch UNITY Jonathan will talk about live broadcasting on Twitch, with a focus on (independ- ent) developers and what they can do to leverage the platform. Jonathan ‘Carnage’ Joyce is the live programming director of Twitch, the world’s leading video platform for gamers. He works closely with publishers and devel- opers. Leveraging Twitch for Publishers and Developers Jonathan Joyce • Live Programming Director Twitch The television industry has known for- mats for several decades. The Nether- lands is the third format country in the world, after the United States and the United Kingdom. Endemol and Talpa are two names from the Dutch televi- sion and media industry that are known worldwide for their formats. But what is a format? What does it consist of? How can the applied games industry benefit from format thinking? What do you sell, when selling a for- mat? Do you also deliver the production team? What can the applied game in- dustry learn from the television industry here? The masterclass is hosted by Patty Geneste. Jurriaan van Rijswijk will do a short introduction on his vision on the role of formats in the applied games industry. Patty Geneste has been representing formats on international conventions for years. She knows what a format is, what can be sold and how to sell it. The challenge is to create a format ap- proach for the applied games industry, in cooperation with applied game industry management. The combination of Pat- ty’s experience with the game world, will lead to new insight for all masterclass participants. This Masterclass is organized by Grow- ing Games & iMMovator What are the needs and necessities in terms of support from the games in- dustry in for example knowledge, seed capital or presentations abroad? Do the current possibilities for applications ef- ficiently serve those needs? For this session, the Creative Industries Fund NL has invited several develop- ers and policy makers from the games industry to discuss the needs of the in- dustry and the different possibilities for funding support within the scope of the Fund. An important concern is the im- provement of the links between design- ers/ makers and clients/manufacturers. Speakers for this session are: JP van Seventer Dutch Game Garden and member of the Creative Industries Council Bas van Berkesteijn Woedend, former chair of the Game Fund, co-founder Vanguard Games Eva Nieuwdorp Codeglue and the Dutch Games Association Karel Millenaar Fourcelabs Marjoleine Timmer grant officer Game Fund and Creative Industries Fund NL Host: Joris van Ballegooijen Grant officer E-culture Creative Industries Fund NL. Panel session: 13:00 - 14:00 Q&A: 14:00 - 15:00 Formats for the applied games industry ‘Funding support’ by Creative Industries Fund masterclass Panel C G G A M G P B hertz cloud 9 13:00 - 14:00 15:00 - 16:00 14:00 - 15:00 16:00 - 17:00 What are game researchers actually researching? This is your chance to find out and get in touch with the game scientists. A selection of academics will be pre- senting their research and some of the results. The session will be hosted by Rafael Bidarra, Professor at the Delft University of Technology. hosted by: Game Research Showcase Rafael Bidarra Professor at the Delft University of Technology Derek Watts, Art Director of the Mass Effect-trilogy en Core Game Designer of Star Wars: Knights of the Old Republic. Watts is responsible for the iconic art style of the Mass Effect universe. Derek Watts • Art Director bioware Playfully teaching programming with Machineers Educational games have had a bad reputation for years, and many don’t believe its possible to align learning content with game mechanics in a way that doesn’t destroy the gameplay. It sure isn’t easy, but this talk will you give you some insight on what design principles to watch out for. It will take you step by step through the process of research, prototyping and testing that was necessary to create Machineers - a game that teaches you to think like a programmer, but feels like a real puzzle game. Henrike Lode is CEO and founder of the Copenhagen-based independent game studio Lohika that is currently working on the award-winning puzzle adventure Machineers. Henrike received her M.Sc. in Game Design in 2012 and is now teaching other students Game Development at the IT University. Henrike Lode • CEO & Lead Artist Lohika Games The process of creating unique music for your game Based on his acclaimed work on “Remember Me” (Capcom) and “Assassin’s Creed IV Black Flag - Freedom Cry” (Ubisoft) Olivier Deriviere will explain the different steps that lead him to create unique musical soundscapes. He will expose his way of collaborating with a developer and how the music production and integra- tion througout the production is handled. Olivier Deriviere is a composer specialized in interactive music. For more than a decade he has tried to push game music to a point that it enhances the player’s experience. He also has created unique and memorable soundtracks for games such as Remember Me and Assassin’s Creed IV Black - Flag Freedom Cry. Composer • Remember Me & AC Black Flag: Freedom Cry Olvier Deriviere John Sweeney is concept artist for Naughty Dog where he works on Uncharted 4: A Thief’s End. He’s best known for his incredible art for The Last of Us which won him a spot in Into the Pixel 2014. Like John Sweeney, Nick Gindraux was one of the concept artists on The Last of Us. He is currently work- ing on Uncharted 4: A Thief’s End. He also lectures at Otis College of Art and Design in Los Angeles. john sweeney Nick Gindraux naughty dog Abbey and Ronimo are two studios that use opposing approaches to gameplay programming and thus to how game designers create and tweak gameplay. Abbey uses LUA scripting and lets game designers write the gameplay, while at Ronimo the programmers implement the game- play in C++ based on what the designers want. The coders then create tools for the designers to tweak and modify the gameplay. In this talk Bas and Joost will explain their approaches and compare the pros and cons they have experienced. Joost is lead programmer and co-found- er at Ronimo Games, the studio behind the 2D MOBA Awesomenauts. Bas is one of the founders of Abbey Games and mainly responsible for devel- oping their internal engine and tools. two opposing approaches to gameplay programming Joost van Dongen Bas Zalmstra Ronimo Games Abbey Games This talk focuses on the technical side of Killzone Shadow Fall. We present the de- tails of several new techniques that were developed in the quest for next genera- tion image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations, and much more. As Principle Tech Programmer at Guerrilla Games, Jeroen Krebbers has worked on the cutting-edge rendering technologies of Killzone 2, 3 and Shadow Fall. He is currently working on the upcoming new IP. Taking Killzone Image Quality into the Next Generation Jeroen Krebbers • Principal Tech Officer Guerrilla Games C C A Achieving a great soundscape with zero scripted events Imagine you are creating a completely randomly generated game. Now imag- ine how potentially anything could happen in every entirely randomly generated scenario that you will encounter. Every little monster that you will randomly see, every little random flower that you might notice. Every random forest that you encounter. Every random zombie outbreak you visit. As a sound guy, you need to prepare yourself for any of these million possibilities and write music and sound triggers to account for any of them, right? Well, I’ll tell you why you shouldn’t. Daniel is the composer and sound designer of the famous lego video game Mi- necraft. He is known to create melancholic, minimalistic and beautiful music. Componiser & sound designer • minecraft Daniel ‘c418’ Rosenfeld C G G A M M C P B concept artists CONFERENCE u t r e c h t t h e n e t h e r l a n d s 2 5 n o v e m b e r 2 0 1 4 Control

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The entire program for Control Conference 2014 • Tuesday November 25th • Utrecht, the Netherlands http://controlconference.com

Transcript of Control Conference 2014 • PROGRAM

Page 1: Control Conference 2014 • PROGRAM

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With the arrival of next generation consoles comes more processing power and mem-ory… and with that, a whole lot more possibilities. Take an exclusive look behind the scenes of this Playstation 4 launch title and hear about the challenges the team were faced with during production. You’ll also learn more about how a lot of the visual effects like dynamic dust, rain, level extensions and various particle effects were achieved.

Marijn Giesbertz joined Guerrilla Games to work on their Killzone games. Today, 3 games and 8 years later he’s working on a new unannounced IP for the Play-station 4.

The Production and Visual Effects of Killzone SF

Marijn Giesbertz • Lead Visual Effects

Guerrilla Games

While working on Treachery in Beatdown City, we at Nuchallenger needed to ana-lyze and get to the roots of what makes the beat ‘em up/brawler genre tick and surprise, it’s complicated. Beneath the exterior of multiple heroes punching, kick-ing, and sometimes stabbing their enemies is a complex system of enemy interac-tion. Beyond that, the genre has also been a paradigm shifter in terms of cultural interpretation and racial/gender diversity. This talk will examine both gameplay and culture in order to create better brawlers, and perhaps better games overall.

Shawn Alexander Allen is a game designer, artist and writer from New York City. He is currently working on Treachery in Beatdown City, a retro styled tactical beat ‘em up.

Building a better beat ‘em up

Shawn Alexander Allen • Game Designer

Nuchallenger

Generating Dungeons that Can Be Solved in Multiple WaysThis talk discusses how to generate nonlinear dungeons beyond branching tree structures, while retaining control over the various paths open to the player. It discusses how to create alternatives, balance the difficulty for each, and theming different parts of the level with different types of gameplay. The techniques used are based on model driven engineering and multiple, transformational grammars operating on graphs and tile maps.

Joris Dormans is gameplay engineer at Ludomotion. As an academic he is heav-ily involved in the international research community that focuses on procedural content generation for game.

Joris Dormans • Founder & Gameplay Engineer

Ludomotion

Developing and launching a game in general is not an easy task. It takes a lot of time, a lot of people, a lot of planning and a lot of assumptions. On top of those operational challenges, the social gaming market is a jungle where “survival of the fittest” is very real. An army of genius developers, the most stunning design, super-engaging game idea and striking strategy are not enough. If the hosting infrastructure behind the game fails, fans don’t get the experience they expect and walk away. Learn from the stories of some of the most creative and successful gaming studios how to sidestep the common landmines of bringing your online game to the top.

Jendrik is currently working as the ex-ecutive producer on the Linkin Park Re-charge game project at KUULUU.

Anthony Trabano is Cloud Infrastruc-ture Expert at SoftLayer, an IBM Com-pany.

The 5 Mortal Sins of Launching an Online Game

Jendrik Pösche Anthony Trabano

KUULUU SoftLayer

Son of Nor will be among the first games that officially supports the upcoming Tobii eye-tracking sensor bar. Imagine only having to look at the spot you want to terraform. Don’t move your mouse to pick up a rock, just look at it. Julian will be showing how the game takes advantage of using eye tracking, how it is in-tegrated and used. A side by side comparison of playing it with and without eye tracker follows, in which the benefits of using it will be shown off.

Julian Mautner MSc. is founder and lead developer of Stillalive Studios, an inde-pendent game studio in Austria. Today stillalive studios counts 15 members and is working on “Son of Nor”, an action adventure.

Eye Tracking: how will it improve your game?

Julian Mautner • Founder & Lead Developer

Stillalive Studios

Non-Stop Action: Designing the Gameplay of Nuclear ThroneVlambeer’s Jan Willem Nijman explains how not giving players time to think can sometimes result in better gameplay, and provides an in-depth look at the me-chanics ensuring that Nuclear Throne is a game best played with guns blazing. No cooldowns, no waiting, just action!

Jan Willem is the game designer behind such classics as Ridiculous Fishing and Super Crate Box. He is ‘50% of Vlambeer’, the other 50% being Rami Ismail.

jan willem nijman • game designer

vlambeer

A demake is an interpretation of a modern game running on an older platform. In a similar way as GameJams do, this self-imposed limitation is meant to increase creativity in game development. In this talk he will show what unconventional coding schemes are necessary to develop games for obsolete platforms, which can be completely opposite to modern coding practices.

Paul Koller works together with some of the best-known names in the game-industry to bring their games to obsolete platforms. Not afraid of the technical challenge, he is best known for his Commodore 64 ports of Canabalt, Super Crate Box, and Super Hexagon.

The art of demaking

Independent Developer

Paul Koller

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GRIN is currently developing its first big indie title, Woolfe: The Red Hood Diaries, a grim take on the story of little red riding hood. Less well known is the fairy tale that went on behind the scenes of this project. It all started when a guy walked into the GRIN Headquarters, applying for a position as 3D artist. He didn’t get the job. But there was something about the Little Red demo in his portfolio that kept GRIN’s creative team awake at night… A talk about finding magic beans. About surviving dragons / chal-lenges, chasing treasures / money, building castles and hoping for a “happy ever after”.

Wim Wouters is a selfmade game developer. In 2002, he founded GRIN, with one goal in mind: to conquer the world with 3D games. Right now, GRIN is developing its first big indie title, Woolfe: The Red Hood Diaries.

Once upon an indie game: the fairy tale behind Woolfe

wim wouters • founder

GRiN

Before you start figuring out your marketing, you need to ask yourself “What do I need to communicate?” Because if you don’t figure that out first you might end up missing opportunities and wasting time and effort promoting the wrong things. Marketing people have different ways of figuring out what to communi-cate, here’s mine.

Former Studio Director and VP of Irrational Games in Boston and a career-long marketeer of entertainment products. Founder of SouthPaw Strategy. Worked on BioShock Infinite, Star Wars Battlefront, Doom 3, Call of Duty (various).

Figuring out how to present your game

Leonie Manshanden • founder

Southpaw strategy [formerly of irrational games)

LIVE DEMO ON STAGETake a look at how Epic Games’ Unreal Engine 4 empowers developers. By build-ing a simple game live on stage, the presentation will demonstrate some of the most useful features found in Unreal Engine 4.

With 15 years of experience in the Unreal Engine, Sjoerd is an expert at a wide range of Unreal Engine topics. Currently, as Evangelist for Epic Games, Sjoerd travels throughout Northern Europe to show and teach Unreal Engine 4.

The Magic of Unreal Engine 4

sjoerd de jong

Epic GamesSo you’re thinking about developing ap-plied games for educational purposes, but not completely sure if you speak the right language? You’re wondering how your own game concepts can be appro-priately used in learning environments, and whether you’re ready for the chal-lenges that lie ahead?

Then this masterclass should help you out! Researchers and designers from the Value Centre Applied Games (vcag.nl), hosted by HKU University of the Arts and TNO will help you get to grips with validation and evaluation in the applied game design & development process.

The kind of applied games we will be looking at are those aimed at learning in educational settings. You will be in-troduced to several examples of games designed for and applied in educational environments. You will get hands-on ex-perience with a game concept validation tool (which you can keep!), and reflect on how extensive the process of applied game validation and evaluation can be.

Seating is intentionally limited: there is only room for 30 participants, who will work together in small groups.

If you’d like to join, please register by fill-ing out the form below.

Speakers:• Robbertjan Schravenhoff – HKU• Harald Warmelink – HKU• Esther Oprins – TNO• Christiaan van den Berg – TNO

This Masterclass is being organized by ClickNL, DGA, VCAG, HKU & TNO

Developing Better Games for Education

masterclass

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Sarah Elmaleh is an actor and voiceover artist based in Brooklyn, best known for voicing player character Katie in Gone Home.

Her home studio is equipped with a Neumann TLM-102 microphone and sup-ports live direction. She proudly serves in the Game Audio Network Guild Voice Actor’s Coalition, and occasionally curates, writes about and speaks on video-games.

Recently released games include the award-winning party game Johann Sebas-tian Joust and sci-fi Facebook satire Redshirt.

Voice actor/Writer/curator

Sarah Elmaleh

LIVE DEMO ON STAGEAndy Touch will show a hands-on demonstration of how to use Unity’s brand new UI system to create polished and interactive screen-space 2D HUD and world-space 3D UI for games.

Having previously taught game development to University students, Andy Touch is now part of Unity Technologies‘ Evangelism team helping to spread the word of the game engine and to show off what it can do.

A Hands-On Guide to Unity’s New UI System

Andy Touch

UNITY

Jonathan will talk about live broadcasting on Twitch, with a focus on (independ-ent) developers and what they can do to leverage the platform.

Jonathan ‘Carnage’ Joyce is the live programming director of Twitch, the world’s leading video platform for gamers. He works closely with publishers and devel-opers.

Leveraging Twitch for Publishers and Developers

Jonathan Joyce • Live Programming Director

Twitch

The television industry has known for-mats for several decades. The Nether-lands is the third format country in the world, after the United States and the United Kingdom. Endemol and Talpa are two names from the Dutch televi-sion and media industry that are known worldwide for their formats.

But what is a format? What does it consist of? How can the applied games industry benefit from format thinking? What do you sell, when selling a for-mat? Do you also deliver the production team? What can the applied game in-dustry learn from the television industry here?

The masterclass is hosted by Patty Geneste. Jurriaan van Rijswijk will do a short introduction on his vision on the role of formats in the applied games industry.

Patty Geneste has been representing formats on international conventions for years. She knows what a format is, what can be sold and how to sell it. The challenge is to create a format ap-proach for the applied games industry, in cooperation with applied game industry management. The combination of Pat-ty’s experience with the game world, will lead to new insight for all masterclass participants.

This Masterclass is organized by Grow-ing Games & iMMovator

What are the needs and necessities in terms of support from the games in-dustry in for example knowledge, seed capital or presentations abroad? Do the current possibilities for applications ef-ficiently serve those needs?

For this session, the Creative Industries Fund NL has invited several develop-ers and policy makers from the games industry to discuss the needs of the in-dustry and the different possibilities for funding support within the scope of the Fund. An important concern is the im-provement of the links between design-ers/ makers and clients/manufacturers.

Speakers for this session are: • JP van Seventer

Dutch Game Garden and member of the Creative Industries Council

• Bas van BerkesteijnWoedend, former chair of the Game Fund, co-founder Vanguard Games

• Eva NieuwdorpCodeglue and the Dutch Games Association

• Karel MillenaarFourcelabs

• Marjoleine Timmergrant officer Game Fund and Creative Industries Fund NL

• Host: Joris van BallegooijenGrant officer E-culture Creative Industries Fund NL.

Panel session: 13:00 - 14:00Q&A: 14:00 - 15:00

Formats for the applied games industry

‘Funding support’ by Creative Industries Fund

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What are game researchers actually researching? This is your chance to find out and get in touch with the game scientists. A selection of academics will be pre-senting their research and some of the results. The session will be hosted by Rafael Bidarra, Professor at the Delft University of Technology.

hosted by:

GameResearchShowcase

Rafael BidarraProfessor at the Delft University of Technology

Derek Watts, Art Director of the Mass Effect-trilogy en Core Game Designer of Star Wars: Knights of the Old Republic. Watts is responsible for the iconic art style of the Mass Effect universe.

Derek Watts • Art Director

bioware

Playfully teaching programming with MachineersEducational games have had a bad reputation for years, and many don’t believe its possible to align learning content with game mechanics in a way that doesn’t destroy the gameplay. It sure isn’t easy, but this talk will you give you some insight on what design principles to watch out for. It will take you step by step through the process of research, prototyping and testing that was necessary to create Machineers - a game that teaches you to think like a programmer, but feels like a real puzzle game.

Henrike Lode is CEO and founder of the Copenhagen-based independent game studio Lohika that is currently working on the award-winning puzzle adventure Machineers. Henrike received her M.Sc. in Game Design in 2012 and is now teaching other students Game Development at the IT University.

Henrike Lode • CEO & Lead Artist

Lohika Games

The process of creating unique music for your gameBased on his acclaimed work on “Remember Me” (Capcom) and “Assassin’s Creed IV Black Flag - Freedom Cry” (Ubisoft) Olivier Deriviere will explain the different steps that lead him to create unique musical soundscapes. He will expose his way of collaborating with a developer and how the music production and integra-tion througout the production is handled.

Olivier Deriviere is a composer specialized in interactive music. For more than a decade he has tried to push game music to a point that it enhances the player’s experience. He also has created unique and memorable soundtracks for games such as Remember Me and Assassin’s Creed IV Black - Flag Freedom Cry.

Composer • Remember Me & AC Black Flag: Freedom Cry

Olvier Deriviere

John Sweeney is concept artist for Naughty Dog where he works on Uncharted 4: A Thief’s End. He’s best known for his incredible art for The Last of Us which won him a spot in Into the Pixel 2014.

Like John Sweeney, Nick Gindraux was one of the concept artists on The Last of Us. He is currently work-ing on Uncharted 4: A Thief’s End. He also lectures at Otis College of Art and Design in Los Angeles.

john sweeney Nick Gindraux

naughty dog

Abbey and Ronimo are two studios that use opposing approaches to gameplay programming and thus to how game designers create and tweak gameplay. Abbey uses LUA scripting and lets game designers write the gameplay, while at Ronimo the programmers implement the game-play in C++ based on what the designers want. The coders then create tools for the designers to tweak and modify the gameplay. In this talk Bas and Joost will explain their approaches and compare the pros and cons they have experienced.

Joost is lead programmer and co-found-er at Ronimo Games, the studio behind the 2D MOBA Awesomenauts.

Bas is one of the founders of Abbey Games and mainly responsible for devel-oping their internal engine and tools.

two opposing approaches to gameplay programming

Joost van Dongen Bas Zalmstra

Ronimo Games Abbey Games

This talk focuses on the technical side of Killzone Shadow Fall. We present the de-tails of several new techniques that were developed in the quest for next genera-tion image quality, and the talk uses key locations from the game as examples. We discuss interesting aspects of the new content pipeline, next-gen lighting engine, usage of indirect lighting and various shadow rendering optimizations, and much more.

As Principle Tech Programmer at Guerrilla Games, Jeroen Krebbers has worked on the cutting-edge rendering technologies of Killzone 2, 3 and Shadow Fall. He is currently working on the upcoming new IP.

Taking Killzone Image Quality into the Next Generation

Jeroen Krebbers • Principal Tech Offi cer

Guerrilla Games

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Achieving a great soundscape with zero scripted eventsImagine you are creating a completely randomly generated game. Now imag-ine how potentially anything could happen in every entirely randomly generated scenario that you will encounter. Every little monster that you will randomly see, every little random flower that you might notice. Every random forest that you encounter. Every random zombie outbreak you visit. As a sound guy, you need to prepare yourself for any of these million possibilities and write music and sound triggers to account for any of them, right? Well, I’ll tell you why you shouldn’t.

Daniel is the composer and sound designer of the famous lego video game Mi-necraft. He is known to create melancholic, minimalistic and beautiful music.

Componiser & sound designer • minecraft

Daniel ‘c418’ Rosenfeld

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concept artists

ControlConferenceGuide.indd 6 17-11-14 23:46

CONFERENCE

utrechtthe netherlands

25 november 2014

Control