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QUO VADIS and Side Events - Timeline

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It's a Wrap! QUO VADIS 2017 says Thank You!

The 15th QUO VADIS is over and has been a huge success. With not less than 210 speakers, the international game conference in Berlin was bigger than ever and welcomed developers, business professionals, young talents and students. Here's a short recap - and a date to mark in your calendar: QUO VADIS returns April 23 - 25, 2018!

Everything you have to know that's changed at QUO VADIS 2017

Next week, QUO VADIS 2017 welcomes the international game developer industry to Berlin and even if you are a returning visitor, there are a few things that are new and noteworthy.

BIU.Dev – connecting the German games industry

The network platform BIU.Dev and BIU.Net has been actively supporting the German games industry for two years and is a premium partner of QUO VADIS once again in 2017. As the developers’ conference gets under way, the team behind the network talks about their international projects, new nationwide incentives and the extensive services available to network members.​

CRYENGINE-powered Darkness Anomaly debuts at QUO VADIS ‘17

At QUO VADIS ’17, CRYENGINE-powered indie title Darkness Anomaly will be making its playable debut. Developed by Roman Perezogin, Darkness Anomaly is an atmospheric, narrative-driven, open-world horror game that takes a twist on the genre and leverages old-school puzzle solving skills.

CRYENGINE with new visual scripting system Schematyc

In the last major CRYENGINE update we put in more features and more optimizations, for designers in particular. A major addition is a new visual scripting system called Schematyc which allows you to build levels and full games without much, or without any, coding at all. Schematyc also introduced entities and components to the engine. This allows for a more modular workflow, and steps away from unnecessarily hardcoded content that we’ve had with CRYENGINE in the past. It’s a big step forward. Schematyc is one of those features that initially emerged from an internal game project and was then ported over to the engine. That usually works out great, because we get a proof of concept through the games, and many workflow issues are sorted out before the tool reaches the community. We’re always evolving the engine so we can deliver the most flexible and robust development tool which enables rapid iteration and doesn’t just must meet but exceeds the various requirements indie devs have. Schematyc is a good example of how we’re pushing the engine forward.

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