Early registration for this track costs only $50 (but as of January 19 the price will rise).
Confirmed speakers include companies such as Unity, Facebook, Google, Microsoft, ARM, as well as the experienced studios and indie developers.
You will not hear a word about marketing, the whole time will be dedicated to the specific cases of game development for those who make games, rather than sell them.
Register now, number of places is limited!Comments (0)
We would love to thank everyone for supporting our conference this year!
The past year was exceptional for us: we became the biggest game conference in Moscow and Minsk and gathered more than 2000 people from 25 countries.
We wish you a lot of inspiration, cool new ideas released into excited games!
We wish you a wonderful holiday season!
May the Games be with you!
Hope to see you on May 15-16 at DevGAMM Moscow 2015!
Merry Christmas and Happy New Year!
After each DevGAMM conference we are closely monitoring the internet, and reading all the reviews and reports of the attendees with great pleasure. Today we decided to share these emotions with you!
The most sincere and helpful feedback is always found in blogs devoted to indie development:
“The largest Russian-speaking game developers conference DevGAMM, held at least once a year, provides a chance to tens and hundreds of game developers to show themselves, to present their games and gain experience from more accomplished colleagues.”
“Essential things that you need to take with you to GAMM:Play are pens, notepads, water. In real time players notice the shortcomings very quickly and it is important to take notes immediately. Some come up just to listen to the developer and offer their services so it is more convenient to present the game with a partner- one person is responsible for all the players, writes down comments, and the second takes on the function of the narrator.”
“Apart from lectures DevGAMM has quite a traditional format of special event called Speed Game Dating. Developers, like a shy girl on a romantic adventure with the same name, talk about themselves and their projects, and publishers on the other hand evaluate and make a proposal in accordance with their capabilities and policies of the company. Each meeting lasts for 3 minutes, until the gong sound indicates the beginning of another round, and then publishers move on to the next victim.”
And sometimes impressions happen to turn into a podcast:
“Well, you already know everything, wondering what new could possibly be there [at DevGAMM] And still, new people come there, new rounds of industry development start, new presentations are shown. And I always like how DevGAMM heartfulness, which I wrote about on Twitter, keeps me from losing focus and see everything as something familiar.”
Alexey Davydov and Masha Kochakova
The most interesting reports of DevGAMM Minsk 2014 were selected for “Games Market” column on Siliconrus Siliconrus.
The event was highlighted in the Belarusian press:
“A large set of presentations, great speakers, great networking opportunities for establishing useful contacts, and all this in an unobtrusive and friendly atmosphere …”
“Independent developer DiscoFishGames, who won the award for Best Indie Game, could not hold back tears. He noted that this award meant a whole lot to him.”
“Learn about the advancement of technology. Mobile power is growing rapidly right now, so those devices should be filled with something.This happened to the animation when Disney cartoons already ceased to amaze. No wonder that gaming industry needs to evolve and new niches should be found.”
We want to express special thanks to our sponsors, who always find time to share their impressions of the conference.
“Our company has been a platinum sponsor of DevGAMM conference for game developers and publishers for several years in a row. Therefore, the latest conference, held in Minsk, was special for us. For the first time we received guests at home and wanted everything to go well.”
“Kefir!, platinum sponsor of the conference, was presented by specialists of different game dev and management fields. Our guys offered jobs, made new friends and discussed different subjects with their colleagues. Every visitor of the Kefir! stand could not only read the list of jobs but also taste delicious cakes. Moreover, we had souvenirs for all comers.”
“So why do we love DevGAMM? Even risking to sound too flashy we could honestly say that DevGAMM is where the soul of game industry lies.”
“While part of the iLogos team participated in professional discussions, the other part was entertaining new friends with sweets. We organized a booth with fortune candy. These candies were special, some people got prophecies, and others pulled out real discounts for our services. All those who got the latter prize immediately promised to cooperate with us.”
If we missed you report make sure to add it to the comment section below and we will publish it on our official DevGAMMTwitter feed!Comments (0)
Large-scale companies often include some procedures only because that’s the custom, a holdover from previous projects and teams. Later on it turns out that they don’t fit the present-day needs, yet are hard to rebuild. You’ve got to choose the right time but it’s still out of sight. I’ll tell you how to seize that very moment and do the impossible.
Alexandr Myasishchev 7 years of experience in game journalism and 4 years in game making. He participated in the development of games for social networks and mobile devices. Alexandr has been part of Nival team for the last few years and works on Prime World.
The lecture will give answers to the following questions: how to save project’s budget and time; how to get a perfectly structured and useful feedback on early stages of development; how playtest is carried out: methods, formats, points of control; what kind of data is collected during playtest: not just comments in optional form, but a well-structured and precise feedback, and a tool for making right decisions along with testing theories in projects.
Alexander Dzyuba is a high-level marketing research professional with 6+ years of experience. He has deep knowledge and vast experience in market research, research techniques, gaming industry, sociology and sales. Client-oriented, perfectionist and workaholic.
Sometimes an idea of game localization occurs to the developer after his title is released. And he finds out that the text is not separate with graphics, all GUI elements should not exceed 4 symbols, and the humour gets completely lost when dialogues are reproduced in Japanese. This, however, does not mean that there’s no hope! In any situation, even the most complicated one, there is always a wayout. In this session we’ll show you how localization specialists manage to find perfect solutions for a series of peculiar problems and eventually provide a good-quality localization on actual examples.
Nadezhda Lynova is a QA head at All Correct Localization. She is responsible for the development of technical localization processes and integration of QA systems with them. In 4 years of working, Nadezhda has participated in about 150 projects, from small-scale to large-scale games.
With the advancement of 3D and technology base, browser games are arriving at the next stage of development. They gain success in social networks, get launched as stand-alone applications and eventually transform into client and mobile games. By and large, we seem to be approaching the perfect cross-platformity, so often spoken about by the industry experts and so rarely shown off. The session will tell you how any studio (even the smallest one) can step into this new era by making an excellent project that would be popular on plenty of other platforms with only a bit of marketing involved.
Sergey Babayev is a Business Development Head of Nekki and an Editor of “Rynok Igr” on Siliconrus.com. Before that, he was an Art Director and General Producer of GD-Team and worked on such projects as client action “Metal War Online” and browser shooter “Steel Wars” among other things. In his spare time, Sergey becomes a jornalist he used to be some time ago and writes about the industry for various media outlets.
Vizor: Development of a productive team and its self-organizing in practice. Manager’s role in the process
Since recently we’ve been dealing with a concept of “team” and things related to it more often – team roles, forming teams to perform all kinds of tasks and goals, team building, etc. “Are you a team player?” is among the most frequently asked questions at job interviews, and 90% of the сandidates answer Yes. But when it comes to real life, how can it be that different people having different values work together efficiently? What can a manager do to develop and boost the team spirit? How can team members maintain their interest in the project for 4 years and remain successful? You’ll get answers to these and many other questions in the session based on the story of Zombie Island game project.
Dina Sudarieva has been leading Zombie Island project at Vizor Interactive since 2011. She manages development, deals with publishers, coordinates game releases in various global social networks. Dina instructs testers and helps new staff in getting adapted to the team and the company. In 2005 Dina started working in IT development sphere and entered the gaming industry in 2011. Her team management experience exceeds 10 years, and she’s been managing IT projects for over 7 years.
Pocket Troops is an example of classical mid-core game, many studios make similar projects today. They have the similar basis, traps and lots of solutions are the same. The studios that walk, have walked or are on the verge of walking this path will find the session interesting.
- Organization of client-server interaction
- Data exchange protocols
- Aloe 2.0
- Hierarchy of server data, the way data storage is organized
Andrey Chaiko, Unity – works as developer since 2008. He participated in the development of Dreamwoods, Dreamwoods 2, DragonIt, The Point for GameJam2014, Pocket Troops.
Gently guided by Dima and Lena, the workshop attendants will create a full-fledged 2D game project from scratch in only 2 hours. The project will have a full scope of high-quality casual game features (a game bearing strong visual resemblance to the legendary “Mario”): character animation, vivid detalized sceneries, well-thought-out physics, active opponents, levels, menu, leader board and special effects.
Before the workshop the attendants will get all handout materials required to create a game.
During the workshop they’ll become familiar with Unity editor and its 2D capabilites. There’ll be a short introduction for the newbies, and skilled Unity developers will listen about the features of 2D and its optimization, get insight into the new GUI and several examples of interesting architectural techniques.
Every attendee is guaranteed to take a ready-made game away with him.
Dmytro Mindra is one of the Toolsmiths who are developing tools for test automation. Prior to joining Unity Technologies, Dmytro has worked for Microsoft and Lohika. He is a frequent speaker at various conferences and User Group meetings.
Elena Savinova hates bugs … both real and virtual ones. Her motto is: ‘A good bug – is a dead bug’. Elena works at Unity QA group making sure that no bugs are allowed. Being passionate about puzzles and challenges, she is always eager to try and learn something new.