Speaker Announced: Cedric Bache and Wii U

March 27, 2015

In recent years DevGAMM Conference has been heavily focused on mobile and social game development and publishing, kind of alienating other platforms. This year will be different, we have several PC/ console sessions coming, and the “Certification/Dev & Publishing on Wii U for an indie studio” presentation by Cedric Bache is one of them.

Cedric Bache worked in the game industry for the last 15 years since the creation of Neko. It started out as a tiny independent studio of 5 guys developing their own inhouse cross platform engine.

Neko Entertainment was founded in 1999 and the team spent all these years making games for different consoles, including Wii U. Since 2012 they successfully released several titles there, including Puddle, Wooden Sen’sey, Cocoto and Tetrobot. Neko’s experience of developing for the Wii U eShop has been, overall, positive. It’s been supported by Nintendo whenever necessary along the way and now they continue working on new games to port there.

Wii U is quite an unusual topic from the standpoint of CIS indie developer. It’s almost impossible to find a company or a person there that tried to create something for this platform. Mainly, due to a lack of information and examples. Cedric is going to help out with that and share the vast experience of Neko Entertainment working with Wii U at DevGAMM Moscow 2015.

Cedric will elaborate on how to adapt the game to Wii U controls and screens, if the previous release was, for example on mobile. He will touch upon certification, collaboration with Nintendo and direct publishing on eShops.

Learn the ins and outs of Wii U at DevGAMM Moscow 2015!

Call For Speakers Deadline

March 27, 2015

Only 5 days left to submit your session to DevGAMM Moscow 2015!

This year the sessions are going to have almost a 100% focus on technology, development, graphics, animation and porting to popular platforms. VR, smart watches, Wii U – we want to cover everything!

So far we received lots of submissions and confirmed several amazing speakers who have already been announced on our blog.

You could be next! Share your experience, groundwork and interesting cases. However, remember that DevGAMM is oriented at practical sessions, real-life examples and actual numbers.

We look forward to your suggestions. Submission deadline is March 31!

Speaker Announced: Anwar Dalati And Tools for Better Game Design

March 26, 2015

These days, when game making technologies are changing and evolving very quickly, the work of game designers frequently turns into some kind of chaos. They need to constantly monitor emerging trends, to learn new ways of implementing various mechanics and to be ready to radically restructure the whole project at any time. These situations require systematization of knowledge, ideas and experience.

Anwar Dalati, the lead game designer at Innogames, will dwell upon these issues at DevGAMM Moscow 2015 in his presentation “Tools for better Game Design – Creating Systems and Game Mechanics”.

Anwar Dalati has been involved in gaming for the last 16 years, originally coming from the pen and paper RPG sector. He joined the German Innogames GmbH 5 years ago and collaborated on a lot of games there. In the last 3 years, he has been the Lead Game Designer for the acclaimed title “Forge of Empires”, taking the game from launch to mobile port and beyond.

Every game designer at some point of his work has faced the need of establishing game rules and implementing related calculations. When it comes to the system design, first thing you have to do is to define the components of the game, identify ways of gameplay control and specify the player’s actions, which may affect the course of events. A properly structured system of rules determines what can or can not happen.

Anwar’s presentation will be useful for both experienced game designers who need to structure creative processes and beginner indie devs wanting a better idea of the way systematic design can be done. Instead of crude theory Anwar will show examples of how to properly use game diagrams, mathematical models and balancing principles in the creation of a real RPG game.

Explore new methods of system design at DevGAMM Moscow 2015!
Buy tickets now.

Speaker Announced: Leonid Sirotin and Developer’s Survival Guide

March 25, 2015

Honesty time. We always carefully think over speaker announcements. We want to draw your attention to the most interesting points of the future presentation, while trying not to give out spoilers. But sometimes the speaker is taking his talk preparation to a whole new level and does all the work for us :) For example, the presentation by Leonid Sirotin called “Developer’s Survival Guide” has already been announced twice!

Leonid is a well-known figure in the game industry. Those in the know follow him on Facebook for interesting insights, long read posts and saucy discussions. Leonid spent 16 years working at different game companies such as Astrum, Mail.ru Group and Game Insight, where he held the post of Lead Producer. He will act as independent game industry expert at DevGAMM Moscow 2015.

What is his talk going to be about? That is up to you! Leonid announced the competition on his Facebook page where he encourages developers to name the key rules of their so-called ‘survival’ in the industry. To win this thing, one has to provide ideas that Leonid agrees with. The post has already drawn many responses, and the best of them got published by the Russian media site Siliconrus. The competition will end this evening. Don’t miss your chance to take part in a first-ever presentation crowdsourcing in the history of DevGAMM and get a valuable prize!

Below you could find out why Leonid Sirotin will have a simultaneous translation into Peruvian at DevGAMM Moscow 2015! Continue reading »

Speaker Announced: Michael Peiffert and Out There Post-Mortem

March 24, 2015

Have you ever had a deep feeling of loneliness? Imagine yourself on a spaceship, waking up from cryonics and realising that you are million light years away from home and there is nobody, not a single person to help you. The future holds many days of hopeless wandering around faraway galaxies and stars with a sole goal of returning back to where you belong. This kind of dangerous journey swallows you up as soon as you start playing Out There.

The unusual indie project won hearts of more than 300 thousand players on mobile and is now reaching for a new peak with the upcoming release on Steam. Out There is a game about space exploration, blending roguelike, resource management and gamebook mechanics.

Michael Peiffert, the french indie developer, who created this game, is going to speak at DevGAMM Moscow 2015 about how he successfully self-funded and self-published Out There on mobile and PC.

Michael has been working as creative director for 10 years for fashion industry, digital communication and art shows. Raised by the video game culture, he naturally funded his independent game studio Mi-Clos in 2010 without any knowledge of the industry. From there, he released 2 games such as Out There, an award-winning space exploration game, in collaboration with interactive fiction author FibreTigre. The soundtrack of this game was written by Siddhartha Barnhoorn, the award-winning composer.

Out There is full of random events that could send the player and his ship to death or take him to his home planet, or maybe there is no way out, as the mankind no longer exists…That’s the lure of the roguelike — you’ll never know what’s around the corner and when you’ll have to start over. The game is as unpredictable as space itself.

All the secrets of Out There development will be revealed at DevGAMM Moscow 2015!
Register now.

Speaker Announced: Mike Rose and Video Platforms

March 19, 2015

“I’m a Youtuber”. That is something we start hearing more and more often these days. Video bloggers are changing the digital world in many ways. Especially if we are talking about let’s players. They are not only doing what they love but they also happen to influence the game industry a lot.

Traditional media needs to start worrying as video platforms are becoming more and more attractive for game developers in terms of players and sales generation. The only problem is that many of them do not know how to utilize these platforms properly and how to get the most benefits. If you are among those people then you do not have to worry anymore, as Mike Rose is here to save the day!

Remember Mike? Yeap, he is the loud British guy from tinyBuild Games, who totally crushed that poor Paint Land developer at DevGAMM Minsk 2014 during Game Lynch. Not that we weren’t having fun while he was doing it:) Mike has been writing about video games for eight years at places like Gamasutra, Kotaku and Pocket Gamer. He currently aids tinyBuild in finding unique games to publish, while shouting a lot about YouTube and Twitch in general.


So, Mike is going to bring some wisdom to DevGAMM Moscow 2015 with his presentation called “Twitch and beyond: Getting the big names in video to play your game”. He will talk about the advantages of Twitch, Youtube, and even Vine for game developers and their product distribution, using tinyBuild Games success in that field as an example. Mike is going to provide a true-to-fact data that was collected while working with video celebrities in order to support his statements.

Learn about new ways of finding players with the help of Mike Rose at DevGAMM Moscow 2015!

Register now!

Speaker Announced: Wolf Lang and the weird story of Beatbuddy

March 18, 2015

All game developers want their projects to be successful. It takes a lot of self-discipline and dedication to get the game ready for the release. Although, what happens after it’s been put out in the wild may sometimes look like a complete unorganized mess. How can you avoid it? Taking advice from someone who has already done it wouldn’t hurt. The best way to find the right person is to go to the industry conference, for example, DevGAMM Moscow 2015:)

We invited Wolf Lang to provide expertise on how to properly handle the post-launch stage of your game. He will use the Beatbuddy story of both fail and success as an example, to answer questions like “How do you distribute your game?”, “What can you do to make it successful?”, “When do you need to let go and move on to the next project?”

Wolf has been a German for 29 years now and considers himself an Indie Developer. Having received a diploma in design, he found himself working as an ambulance car driver and a construction site worker before co-founding the university start-up THREAKS in 2009. Apart from being Co-CEO of the company, Wolf is responsible for the marketing, business development and cooking at THREAKS. You could also meet him pretty much at any major game event around the world.

THREAKS is responsible for Beatbuddy, the game with the nice blend of good musiс and charming hand-drawn worlds, that insures wonderful gameplay experience. It is available on Steam and the App Store, soon to be released on WiiU. Beatbuddy already won numerous international awards both from the game and music industry, including BEST YOUTH GAME at the German Game Awards 2014.

You could take a closer look at Beatbuddy at DevGAMM Moscow 2015 as it will be showcased at GAMM:Play area on the first day of the conference.

The session “Successful with the first game? The weird story of Beatbuddy” will provide all DevGAMM attendees with the first-hand insight on how to turn tables and make it in the world of so many games.

Spend your time wisely!
Register now with early bird price available!

Speaker Announced: Linnea Harrison and the Dynamic of Battlefield

March 17, 2015

Autumn 2013. Boys of all ages were drooling all over the freshly released Battlefield 4, figuring out a way to upgrade their PC to get maximum FPS and enjoy what was described as “the greatest multiplayer experience of the year”. At that time this game was a piece of art in the world of first person shooters. We could all thank EA DICE for that. The team of truly devoted artists and developers worked hard to construct the top-notch engine and versatile gameplay with battles of all scales that won over hearts of players around the world.

Battlefield 4 creative process is something to learn from for all game developers out there. So what is a better way to learn than go straight to the source! Linnea Harrison, the lead artist of EA DICE company, will deliver a presentation called “Battlefield 4: Creating a More Dynamic Battlefield” at DevGAMM Moscow 2015.

Linnea has a passion for games since the 90s with Halo, Little Big Planet, Killing Floor, and Mirrors Edge being her favorite titles. Her vast experience as a player led Linnea to the career in game development. That is the best you could get – to be in love with what you do. The lead level artist role at EA DICE made Linnea a real expert on level art and level design.

In her DevGAMM session Linnea will discuss the evolved approach to game creation which include the adaptation to new technologies and systems, as well as a growing and changing player base. This talk will explore the games creative vision, focusing on animation, audio, effects, level art, lighting and level design. Linnea will also turn her attention to the production techniques, and shed some light on destruction, levolution, the new dynamic weather system, and the whole level design process.

That said, we are most definitely sure that EA DICE current project Battlefield Hardline, which was released today, will also be used as an example.

This presentation is our way of showing everyone that big AAA titles will also find their place at new and improved DevGAMM Moscow 2015. Don’t you dare miss it!:)
Register now!

Speaker Announced: Daniel Rosenfeld and the Music of Minecraft

March 16, 2015

DevGAMM Moscow 2015 is few months away, and we already have many surprises for you. This conference has always been about quality content on game development. This year will be no different. It is going to be even more diverse in terms of developer-oriented topics, game industry celebrities to share insights and introducing new ways to create and promote games. Starting today, we are going to gradually reveal all the good things that we’ve prepared.

Everybody heard of Minecraft. Every developer wants to be Notch, especially these days, with all the fame, lavish purchases and Forbes cover :) But there are other people who also contributed greatly so that Minecraft would be one-of-a-kind game. When it comes to the music and sounds that make this pixelated universe so unique – Daniel Rosenfeld aka C418 is responsible for all of it. He is also going to be one of the keynote speakers at the Moscow conference.

Daniel Rosenfeld is the composer and sound designer of Minecraft. Kotaku, the famous video game media site, named Minecraft music one of the best video game soundtracks of 2011. There were two albums released, making it 29 songs in total by 2013.

Ever since the release and success of the game, he has been travelling around the world to learn and help others try to figure out what it means to make a good game.

Daniel is going to share all of his secrets with DevGAMM audience on May 15 in the session called “Creating the Music for Minecraft and designing sound by playing games”. The message of the whole presentation will be quite unusual – find inspiration while slacking off.

Every attendee will have an opportunity to follow a journey of a guy obsessed with video games that inspire him to create amazing things. Isn’t that an exciting way to go about music creation? Not to spoil all the fun, we will leave out the details. But you’d better be there and see everything for yourself.

More exciting announcements are on their way. Stay tuned and register for DevGAMM Moscow 2015 now!

Digital Dragons 2015 Festival Brings In Game Industry

March 13, 2015

On 21 and 22 of May, Kraków Technology Park (KTP) invites representatives of businesses representing the games industry and all the enthusiasts of electronic leisure to Kraków’s district of Kazimierz – to the Stara Zajezdnia /Old Depot and the Museum of Municipal Engineering.

Digital Dragons 2015 is already the fourth round of the festival, which last year attracted over 800 visitors from Poland and abroad. It is one of the most important games sector events, not only in Poland but throughout Central and Eastern Europe.

There will be no shortage of interesting lectures and presentations by experts this year. Those who have already confirmed their presence include Brian Fargo, founder of Interplay, currently working on Torment: Tides of Numenera. Appearing also in Kraków will be Susan O’Connor, who wrote the scenarios for BioShock and Tomb Raider.


The extended workshops programme in 2015 is a Digital Dragons’s novelty: participants are welcome to choose from a variety of subjects in programming, graphics, and games marketing for various platforms, with workshops being run by representatives of recognised firms representing both Polish and foreign gamedev. Held in this form, the meetings make it possible to ask questions concerning the participants’ own projects.

Much like in the previous year, this year independent artists will again present their games to Digital Dragons participants, thanks to the Indie Showcase competition. The formula enjoyed a great popularity in 2014, with 40 games competing. During the event, the jury will award the prize for the best indie game. The visitors, too, will have an opportunity to vote for the best project.

Participants of the Digital Dragons are welcome to choose from three types of passes: Expo Pass, Dev Pass, and Business Pass. The Expo Pass provides access to the fair and lecture sections. The Dev Pass includes also workshops, use of the electronic meetings system designed especially for this purpose, and the after party. The Business Pass is a full package, providing your access to the VIP zone, which allows conversations in the most comfortable environment thanks to specially designed and developed space, and additional options in the electronic system.

All DevGAMM attendees are welcome to use DevGAMM2015 promo code to get 15% discount on Digital Dragons 2015 passes. The offer is available till the end of April.

In May Kraków reclaims the sceptre of the games capital. You simply have to be here!