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See all Sessions which will take place at the Quo Vadis

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Amazon Appstore Developer Workshop (3,5hrs)

Paul Cutsinger (Amazon)
Simon Howard (Amazon)
10:00 - 10:45 am Everything You Need to Know About Amazon Appstore, Fire TV, Fire Phone and Tablets 10:45 - 11:30 am Responsive App and Game Design: Bringing Desktop and Mobile Games to the Living Room 11:30 - 12:15 pm What the Top 50 Apps and Games Do with In-App Purchasing and Mobile Advertising That the Rest of Us Don't 12:45 - 1:15 pm How we made a game no fun 1:15 - 1:30 pm Submit your Apps! 1:30 - 2:00 pm Get Hands-On
Game Design / Story Workshop 04/21/2015 - 10:00am R2 Asgabat 1 (EG)

Women in Games since Gamergate: Action Items

Kate Edwards (International Game Developers Association (IGDA))
Phoenix Perry (Dozen Eyes)
Sabine Hahn (Trainer & Business Coach)
Ruth Lemmen (Consulting)
The game industry saw some very turbulent developments in 2014 regarding diversity in general and women in games specifically. Public debates raged under the gamergate hashtag on Twitter, while many game developers and their companies took a hard look at their practices and where they stood in the midst of this rampant misogyny. Much has already been written and discussed in the media about the last several months of online harassment against women game developers and their supporters. he panelists will discuss the status of diversity and women in games as of today. The panelists of this session - Kate Edwards, Phoenix Perry, Sabine Hahn and Ruth Lemmen - will not dwell on the past but will discuss their distinct perspectives on women in games and the status of diversity in the industry today. The panel will start with 5 minute presentations from each speaker and then launch into a panel discussion on how we move forward as an industry. Please join us for this important discussion!
Culture / Science / Education Panel 04/22/2015 - 4:00pm R2 Asgabat 1 (EG)

"What You Can Learn from Testing 'Big’ Games"- a Dragon Age Inquisition QA Post Mortem

Tulay McNally (BioWare)
Learn how BioWare QA participates in development from concept through to release, employs key methodologies like Session-based and Agile Testing, and provides a path for ‘Video Game Testing’ as a career - using the most recent success Dragon Age Inquisition as an example.
Game Design / Story Talk 04/23/2015 - 10:00am R2 Asgabat 1 (EG)

(Cancelled) WebGL – Revolution in GameDev ?

Kai Niklas (deCode Slr, Germany)
This session was cancelled by the speaker due to the strike. Introduction to OpenGL's WebGL. Based on the OpenGL ES 2.0 / 3.0 API for embedded systems. OpenGL's WebGL API uses JavaScript and new HTML5 technology to bring 3D and of course as well 2D Graphics to your Browser. 3D Games in Browsers is still not spread widely, but the advantages with the new WegGL API are numerous. - Customizable and Fast - Online and Instant - More Design Elements - Free to Use There is so much more to find in the 3D World inside your Browser.
Code / Platforms / Tools Talk 04/22/2015 - 11:00am R3 Sputnik 2 (UG)

1 Team, 10 time zones – Distributed Development

Julian Mautner (stillalive studios GmbH)
stillalive studios is a distributed team, which spreads over 7 countries and 10 time zones. Establishing proper workflows and finding robust solution for every-day’s problems is crucial to make such an endeavor work. Julian Mautner, the leader and founder of stillalive studios, will share his experience about distributed development and talk in detail about team communication, structure, development workflows, production tools and learned lessons.
Biz Talk 04/23/2015 - 4:00pm R6 Tallinn (OG)

3D / immersive audio for games with regular headphones and new speaker systems using the Spatial Audio Game Engine - SAGE.

Tom Ammermann (New Audio Technology)
The workshop will give a short overview about the way currently game audio engines work and where the different is to SAGE. New possibilities to experience the sound of a game will be shown and finally participants can enjoy DOOM 3 in 50.1 with regular headphones as they were in the middle of the action! The session is limited to 30 participants and will repeated once at 12:30.
Sound / Animation / GFX Workshop 04/23/2015 - 12:00pm R3 Sputnik 2 (UG)

6 indie business insights

Rami Ismail (Vlambeer)
It's 2015, and Vlambeer's Rami Ismail has six thought about the state of independent game development, the industry and the medium as a whole.
Biz Talk 04/23/2015 - 4:00pm R2 Asgabat 1 (EG)

99 Problems but a pitch ain’t one - running an international PR campaign

Dieter Marchsreiter (Marchsreiter Communications)
Gareth Williams (Premier)
Victor Perez (VPCOM)
In this quick-fire and humorous talk, Premier (UK), Marchsreiter (Germany) and VP Com (France) combine to rattle through 99 problems developers and publishers face when targeting the press in their countries, - and, crucially, how to avoid them.
PR / Marketing / Community Panel 04/22/2015 - 5:00pm R2 Asgabat 1 (EG)

A game that has something to tell

We like stories. They can be entertaining, we can learn from them and there are a few that really changed the world. This power is something the videogames are yet to understand, but it’s worth trying. The talk will feature This War of Mine to discuss various techniques – often uncommon – that can be used to tell a strong, resonant story with the player decisions at its core. How can we benefit from improving the narrative aspect of our games? And does your game really need it…?
Game Design / Story Talk 04/22/2015 - 3:00pm R1 Kino International

A not so serious game - multiplayer game table for a national museum

Sebastian Mittag (Studio Fizbin GmbH)
Alexander Pieper (Studio Fizbin)
The year 1648: after 30 years of cruel battles and four years of negotiations, the Peace of Westphalia ends Europe’s most devastating war. Studio Fizbin translated these negotiations into a multiplayer game mechanic and built a 10qm sized game-table for the National Museum Muenster. This serious game was supposed to be fun to play and easy to learn, while teaching the basic principles of multilateral negotiations. That sounds like an irresolvable contradiction! - A project breakdown.
Culture / Science / Education Talk 04/23/2015 - 10:00am R5 Vilnius (OG)

A Wave of Transmogrification

Noah Falstein (Google)
The games industry is entering an era of unprecedented diversity and potential, with more types of platforms and games thriving than ever before. And the previously infant technologies of Augmented and Virtual Reality are finally maturing into new forms that are ready to begin producing significant revenue for developers, with impressive growth potential. This presentation will describe why and how game companies should take advantage of this impending wave of opportunity.
Biz Talk 04/23/2015 - 12:00pm R1 Kino International

A Writer's First Day

Falko Löffler (Freelance Writer)
This is not a lecture, this is an interactive story. Step into the shoes of Game Writer who has just been hired by a developer. Experience the challenges and pitfalls of the job and help her or him decide how to act in certain situations. We will play through this day numerous times, and every new first day may have a different outcome ...
Game Design / Story Talk 04/22/2015 - 2:00pm R5 Vilnius (OG)

Accessibility - pitfalls, successes and business cases

Ian Hamilton (IHDC)
Accessibility for the 20%+ of gamers who have disabilities is growing, but there are still many missed opportunities for innovation and reaching underserved market sectors. There are huge benefits, and also common pitfalls to avoid. This talk shares experiences of both, lessons from when it hasn't gone well, and success stories, of both human benefit and examples of usage data. It gives insight into how and why to go about broadening your game's audience to include gamers with disabilities.
Game Design / Story Talk 04/22/2015 - 6:00pm R6 Tallinn (OG)

Advertising targeted at kids

Dr. Christian Rauda (GRAEF Rechtsanwälte)
Advertising which is specifically targeted at kids has to stick to certain rules. The session explains the details by discussing concrete example cases of banner ads and other advertising. As a lot of game companies focus on minors when pitching their services, they need to know which lines not to cross. The talk will feature German, but also European cases and examples. Participants will take away guidelines for their own advertising in the future.
Legal Talk 04/22/2015 - 5:00pm R5 Vilnius (OG)

An expert trialog on current pitfalls in European vs. International legislation (wt) | Presented by BIU.Net

Dr. Jan-Peter Ewert (Valve S.A.R.L.)
Konstantin Ewald ( Osborne Clarke)
Tobias Haar, LL.M., MBA (Gameforge Group)
Ekaterina Nemova (Wargaming)
Legal Panel 04/23/2015 - 10:00am R4 Bischkek (EG)

Artificial Way Systems in 3D Isometric Games like Drakensang – Online

Florian Busse (Freelancer - Tutor in Level Design and 3D Environment Modeling)
Contrary to the movies, pathfinding systems within a gaming world are „real“. They play a fundamental role in a games structure and thus make it worth taking a closer look. Level Design in "Drakensang – Online” a 3D Isometric Game, with a own World in the backround, are more than enabling a player to simply move from A to B. They map the players journey and shape the experience and story the player takes through a game. Simple problems are e.g. hiding objects by other objects and the readability of silhouettes from top to bottom with cutting highs.These sessions offer to give a broader understanding of such waysystems and identify the strong connections needed between gameplay and story in order to create a natural guiding system for the player.
Game Design / Story Talk 04/23/2015 - 5:00pm R7 Riga (OG)

Attack of the Clones: Why Copying A Game Concept Ends Up Costing You More

Fredrik Wester (Paradox Interactive)
More and more companies are trying to find success by emulating the ideas and methods of others. The path to true success, however, lies in daring to stand out, following your craziest ideas, and incorporating them into every facet of your game. Fredrik Wester, CEO of Paradox Interactive, will explain the business advantages of originality, how to find and express your vision, and why passion is unclonable, based on his experiences leading Paradox through a decade of independent success.
Biz Talk 04/23/2015 - 2:00pm R2 Asgabat 1 (EG)

Audio in Unity 5 - a closer look on features and workflow improvements

Michael Hug (TON & SPOT audiodesign)
Marcel Brozio (Ryddion Studios)
Unity 5 was released during GDC a few weeks ago. One of the main new features is a radical rebuilt of the audio integration. We'll take a look on the new audio features and the resulting possibilities for development and workflow processes.
Sound / Animation / GFX Talk 04/23/2015 - 11:00am R6 Tallinn (OG)

Beyond Agile - Project Management in Modern Game Development | Presented by BIU.Dev

Ralf C. Adam (TigerTeam Productions)
Most development teams in the game industry claim to use “Agile” when it gets to project management methods. But what exactly is meant with this term? Is it yet another buzz word? Are SCRUM and “Agile” the same? And is “Agile” in itself a method at all? In his talk Ralf will give an overview on different project management methods, ideas and philosophies. He will explain the differences and similarities behind methods usually referred to as Agile, SCRUM, ScrumBut, Lean or XP – and if there’s maybe more. Ralf will also show common pitfalls and traps when following certain hypes and why game development is a different kind of a beast compared to the traditional IT industry.
Biz Talk 04/21/2015 - 3:00pm R3 Sputnik 2 (UG)

Big fish, small pond: Strategies for surviving in a maturing market

Ed Biden (Wooga)
Mobile games have never been more competitive. Production values and marketing costs are ever increasing and the top grossing charts look strangely similar to the year before. So how can developers maximize their chances of success in such a tough market? Is it better to clone a hit or innovative wildly? Should they focus on one genre, or dabble in many? Ed draws on extensive market analysis and experience developing games to explain why selective innovation is the key to success.
Game Design / Story Talk 04/23/2015 - 12:00pm R4 Bischkek (EG)

Breaking Through Borders and Finding Success Everywhere

Charlie Moseley (Tap4Fun)
How do you create and promote game titles which will break through borders worldwide to find success in faraway places? Tap4Fun's Creative Director Charlie Moseley shares his experience bringing Tap4Fun from a group of 12 to a company of 500, commanding a top grossing position in dozens of mobile game markets worldwide.
Culture / Science / Education Talk 04/23/2015 - 5:00pm R6 Tallinn (OG)

Bringing HOG and episodic storytelling to smartphones | presented by BIU.Dev

Sebastian Nussbaum (Wooga GmbH)
Hidden object games on PC are huge, big on tablets, but rarely successful on smartphones. Why is that? Are we potentially looking at a new opportunity? In this talk Sebastian will explain how he and his team were able to bring that genre to mobile. His talk will be about how to create scenes so to make them fun on smartphones and how to drive long term retention through weekly content. Sebastian will share insights and learnings from episodic content production and the best team set up.
Game Design / Story Talk 04/22/2015 - 4:00pm R4 Bischkek (EG)

Building a Boys Dream: A Toy Space Ship adventuring in a Virtual Space Setting

Volker Hirsch (Ravensburger Digital GmbH)
Timm Schwank (Deck13 Interactive GmbH)
The talk will introduce the hybrid market to creatives and developers. How to access the enormous potential of this new publishing plattform. What is expected by the customer and publishers. Where are the biggest problems in design and development. The talk will use post production cases and the flagship project of Ravensburger Digital in development, as examples and guideline.
Game Design / Story Talk 04/23/2015 - 2:00pm R7 Riga (OG)

Building a solid foundation for a game startup

Vlad Micu (Data Realms)
This presentation will be focused on independent game developers who want to adopt a startup mentality to how they run their business. Regardless whether you do that through work for hire, being self-funded or by chasing funding. The main content of this talk include insights, examples and proven practices that will allow game developers to improve the foundation of their game startup.
Biz Talk 04/22/2015 - 12:00pm R5 Vilnius (OG)

Can Games develop a multi billion Licensing and Merchandising Business like Film, TV, Music and Sports?

Knut Bergel (MUSTERBRAND )
Will Licensing and Merchandising EVER become a serious Revenue- Stream for Games? An overview of the global entertainment licensing business: - Structure and value chains - Comparison by entertainment segments: Games, Film, TV, Sport und Music - Management expectations, threats and other nonsense - Market development and forecast -Q&A
Biz Talk 04/22/2015 - 2:00pm R6 Tallinn (OG)

Card sorting: a way to improve your information architecture

Jochen Peketz (Blue Byte GmbH)
Card sorting is a proven method to improve information architecture of given projects and to help users to find easily what they need to control a program. The talk will cover everything from how, why and when to methodology and final to results of card sorting and what they are meaning. Some tools will be introduced shortly as well.
Game Design / Story Talk 04/22/2015 - 3:00pm R6 Tallinn (OG)

Copies, Clones and Genre Building - Innovation and Imitation practices in the Games Industry

Lies van Roessel (Alexander von Humboldt Institute for Internet and Society)
Dr. Claas Oehler (Ihde & Partner)
Rami Ismail (Vlambeer)
Christian Katzenbach (Humboldt Institute for Internet and Society)
Rike Maier (Humboldt Institute for Internet and Society)
Imitation is a common practice in the games industry, as it has contributed to genre building. Nonetheless, since the beginning, tussles over alleged clones have sparked fierce debates about legitimate and illegitimate practices. This panel presents findings of a study based on the analysis of cloning disputes and interviews with developers and experts. The panel engages game designers, legal experts and researchers in a discussion on the grey area between cloning and genre development.
Culture / Science / Education Panel 04/23/2015 - 11:00am R2 Asgabat 1 (EG)

Crafting worlds

Phoenix Perry (Dozen Eyes)
What are the best strategies for creating physical interfaces to enable social interaction and unlock emotional engagement? By using technology playfully, we can encourage new forms of participation in urban environments. What are some tools and research findings to consider when developing these kinds of experiences?
Game Design / Story Talk 04/23/2015 - 4:00pm R3 Sputnik 2 (UG)

Creating an engaging serious game about the value of tolerance and civil courage

Michael Geidel (MiriquidiFilm)
Serious Games are being introduced widely. Still there are only few that are fun to play. Our game boldly attempts to create a “Chocolate covered brokkoli” – the sweet spot between fun and education. It connects an award winning 3D film with latest game technology both in the classroom and on the street using Mixed Reality and Google Glass. Based on the true story of a famous Holocaust survivor, players learn in this Transmedia project about the importance of tolerance and friendship.
Culture / Science / Education Talk 04/23/2015 - 5:00pm R2 Asgabat 1 (EG)

Dead Island 2 Crative Talk / TBA

Bernd Diemer (Yager Development)
Game Design / Story Talk 04/23/2015 - 2:00pm R1 Kino International

Destroy Gamification | Spnsored by SAE

Michael Hoehndorf (SAE Institute)
Gamification is THE issue nowadays. What if we go in the wrong direction? Probabaly it is not the best way to encourage the students to do their best.
Culture / Science / Education Talk 04/22/2015 - 5:00pm R7 Riga (OG)

Develop on Android and find success on Google Play

Koh Kim (Google)
With over 78% of smartphones and 62% of tablets running on Android, and $7B paid out to developers, Google Play is experiencing incredible momentum.
Biz Talk 04/22/2015 - 11:00am R2 Asgabat 1 (EG)

Developer Satisfaction and the Future of the Game Industry

Kate Edwards (International Game Developers Association (IGDA))
The game industry is a collective of highly creative individuals who strive to express their visions and perfect their craft. But as an "industry", game development shares familiar challenges and concerns with any other major industry - creative or otherwise. A cornerstone of good business is ensuring the overall happiness and satisfaction of employees, considering benefits that are both intangible (love of work, joy of creation, etc.) and tangible (compensation, holiday time, etc.). Join the IGDA's Executive Director as she provides a current glimpse into how developers perceive their work and their broader industry - based on the IGDA's annual Developer Satisfaction Survey - and how that impacts not only the economics of game development but the future of our craft.
Biz Talk 04/22/2015 - 12:00pm R4 Bischkek (EG)

Developing Cross-Platform Mobile MMOs - Architectures and Processes | Presented by BIU.Dev

Dr. Jendrik Johannes (InnoGames GmbH)
We take a closer look at different aspects of cross-platform mobile game development on the example of the MMO Tribal Wars 2. Starting from the technology decisions for the mobile versions, over building up a team and process to develop and maintain different versions of the game in parallel, the launch of the game on different platforms, up to the continuous development on the live game. Based on the experiences gained, we discuss alternative software architectures and processes.
Code / Platforms / Tools Talk 04/23/2015 - 11:00am R3 Sputnik 2 (UG)

DevOps people are Superheroes (and derive some of their superpowers from Google Cloud Platform) | Presented by BIU.Dev

Jens Bussmann (Google)
Hans-Ulrich Sesselmann (Koch Media GmbH / Deep Silver Fishlabs)
Intro to Google Cloud Platform & how it helps to build modern architectures for games in the cloud. Uli will walk you through how a few heroes need to look after the "life" of 100,000s to millions of players. With the example of Galaxy on Fire: Alliances, he shows how "normal" DevOps people with limited resources can rise to that challenge by gaining superpowers through the right choice of their (cloud) platform. Outlining the evaluation process of using “normal means” vs. making good use of the newly acquired superpowers? How did the heroes shine by applying these powers in situations of high scalability demand? How to make sure to keep them under control & to not abuse them (optimizing for costs)?
Code / Platforms / Tools Talk 04/23/2015 - 2:00pm R3 Sputnik 2 (UG)

Dictatorship or Anarchy? “Utopolis – Aufbruch der Tiere”, a new approach to games in civic education

Dr. Ralf Nemetschek (Nemetschek Stiftung)
Clemens Hochreiter (Reality Twist GmbH)
Learning by doing is one of the most efficient ways to achieve knowledge. But so far it was complicated to realize this approach in political education. We developed “Utopolis – Aufbruch der Tiere”, a mobile game in which a group of 25 players is capable to create their own rules on their way through an adventurous journey. The talk is about the challenges of game design in serious games and the question “How much gaming fun is allowed and may a dictatorship be a successful game strategy?”.
Culture / Science / Education Talk 04/21/2015 - 5:00pm R5 Vilnius (OG)

Did We Fail? The Weird Success Story of Beatbuddy

Wolf Lang (THREAKS)
Failing is an integral part of becoming a successful game developer, but sadly you rarely hear about the fails of successful developers in talks or articles. I've survived a fail in my own studio and we even turned our game into a success. With this talk I want to highlight the most common dangers, giving you a chance to dodge the bullets that we and other developers already took, but also to encourage not to give up, since even the worst stories will eventually turn out good.
Biz Talk 04/23/2015 - 3:00pm R7 Riga (OG)

Digital Agenda - Games in a European Perspective

Prof. Dr. Jörg Müller-Lietzkow (University of Paderborn)
Dr. Maximilian Schenk (BIU - Bundesverband Interaktive Unterhaltungssoftware e.V)
Thorsten Unger (Wegesrand)
Prof. Dr. Malte Behrmann (bbw Hochschule)
During the last five years in Europe as well as especially in Germany the digital transformation has had huge effects on the media. Digitalization and net policy are key issues. This all effects the games industry dramatically from different points of view. On the one hand there are special programs in Horizon 2020 (ICT) focussed on gamification and serious games but on the other hand there seems to be a tendency that games are not very well-placed in the „Digitale Agenda 2014-2017“. The panelist will discuss if the games industry as well as other institutions related to games have missed the great opportunities of the digital agenda.
Biz Panel 04/21/2015 - 5:00pm R2 Asgabat 1 (EG)

Discover why Berlin is the best place in Europe to start your gaming business and how to get EU-finance for your game development

Ina Göring (Medienboard Berlin-Brandenburg GmbH)
Uta Eberhardt (Creative Europe Desk Berlin-Brandenburg)
10 facts on why Berlin has become the best place to open up a gaming business. Participants will get to know in a nutshell, what Berlin has to offer for the gaming industry. From employing staff, to receiving financial support, expanding your network and big politics. Aditionally, the Creative Europe Programme also supports the development of video games. Some facts and figures on how to get the money for your project.
Biz Talk 04/23/2015 - 10:00am R6 Tallinn (OG)

Enforcing Fun - How to design a Combat Director

Andre Beccu (Blazing Badger GmbH)
Sascha Wagentrotz (Blazing Badger GmbH)
One half of the players are dying in stunlock, the others are button mashing to victory? The average gamer is bringing a knife to a gun fight, but the upper 10% are wallowing in ammo? In this session we will demonstrate how to design an AI director that virtually guarantees your game's balancing to remain right where you want it, no matter the circumstances.
Game Design / Story Talk 04/23/2015 - 5:00pm R3 Sputnik 2 (UG)

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