Admissions deadline for DevGAMM Awards game contest is April 23!
You are in for 11 nominations, high-profile award ceremony and lots of awesome prizes!
If you want to become an Awards sponsor and present winners with prizes on the stage, drop us a line at email@example.com
If you have any questions regarding the contest, feel free to contact Karina Lavushkina at firstname.lastname@example.org
Submit your game now!Comments (0)
If you were obsessed with Cut the Rope series and followed the adventures of the Om Nom cutie, you’ve probably already tried King of Thieves developed by the same Zeptolab company.
This project is a mash-up of several genres, including tower defence, multiplayer strategy and PvP-platformer. Suffice to say that King of Thieves creators put great efforts in order to create a well-balanced, stylish game with the ability to attract a wide audience of different ages.
Zeptolab’s new project was released a couple of months ago but it is already making ambitious attempts to reach the top of App Store and Google Play charts. Besides the unusual mixed gameplay and fresh approach to PvP, King of Thieves appeal lays in the quality visual execution. We invited Alexey Atomsky, the leading artist at Zeptolab, to share the secrets of creating a charming art style in his presentation “Creating the game art for King of Thieves”
Alexey will touch upon the role of the art in game design and it’s difference from animated cartoons or illustrations. He will also discuss the most common problems that appear during the graphics development and provide possible solutions. This presentation will be of great interest for both entry-level artists and the mature ones.
Alexey Atomsky has been the leading artist for Zeptolab since 2012. He’s spent last 3 years working on Cut The Rope: Original, Cut The Rope: Experiments, Cut The Rope: Time Travel, Pudding Monsters, Cut The Rope 2 and King of Thieves. Now, he combines the jobs of leading artist and game designer, dealing with the recent company’s projects. Before Zeptolab, he worked as a freelancer artist.
Learn how to create proper art with the help of Alexey Atomsky at DevGAMM Moscow 2015. The presentation will take place on the second day of the event at Conference Hall.Comments (0)
Rami Ismail is always a welcomed guest at DevGAMM conference. Last year he spent a whole day of the conference talking to game developers, sharing his experience and giving valuable advice on their projects. We believe this year would be no different.
Don’t miss the Ridiculous story of Rami’s not-so-smooth trip to Moscow at the end of this post.
Rami’s presentation on LUFTRAUSERS is a part of DevGAMM initiative on introducing new topics about console development and publishing. The talk is called “LUFTRAUSERS: from development to PlayStation release” and it will follow the struggling journey of one of the most unique titles by Vlambeer.
LUFTRAUSERS started halfway through 2011, when Jan Willem was staring out of a window on a late flight from San Francisco to Amsterdam after the annual Game Developers Conference.
The game had to go a long way before its release on PlayStation in 2014. LUFTRAUSERS, published by Devolver Digital, is an update of Luftrauser, an earlier, free Flash game made by Vlambeer.
At that point console development was a completely new story for Vlambeer. Rami will tell DevGAMM audience about how they adapted to a new platform, and how the specifics of the console pushed them to make everything flawless. The game is produced in four colors and inspired by 90s arcade shooters – it is all about reliving that golden age of dogfighting. LUFTRAUSERS got lots of favorable reviews from major game media sites and was very successful in terms of sales.
Rami Ismail is the Business & Development Guy at Vlambeer, a Dutch independent game studio known best for Nuclear Throne, Ridiculous Fishing, Super Crate Box, LUFTRAUSERS, GUN GODZ, Serious Sam: The Random Encounter & Radical Fishing. His game Ridiculous Fishing became “iPhone Game of the Year” according to Apple Choice in 2013. Lately Rami started gamedev.world project which is a collaborative effort to limit the effect of the language barrier on the growth of games development in countries with large non-English speaking populations.
You could meet Rami at almost every game-related event in all corners of the world or just follow him on Twitter.
If you want to know what it is like to publish games on PlayStation, then come to Rami’s session on May 16th in the Conference Hall.
Bonus: The Rami, The Visa and The Adventures of One Sock.Comments (0)
In October of 2014 Bigpoint announced the release of Shards of War, a science fiction oriented MOBA. The story goes that in the future, scientists discover how to open gates to parallel worlds (Shards), thus proving that several alternate versions of earth exist. This new portal technology has created a crossroads of disparate universes on earth and plunged humanity into a state of chaos. In this age of strife, powerful warriors known as Sentinels arise from each reality; some to defend, some to conquer.
Sentinels play a great role in Shards of War game, and new ones appear almost with every update. No wonder that Bigpoint pays this much attention to their creation. But no one could give you a better understanding of all the processes behind their creation other than Oliver Trogemann Head of 2D Art at Bigpoint. He will highlight the most interesting moments of art production for the game in his talk called “The creative process: sentinels in Shards of War”. Also, the important part of his presentation will be dedicated to all the challenges and creative pitfalls that caused many changes in the game.
Oliver Trogemann is passionate about games, UI, Art & Life. He went through various positions and responsibilities such as Texture Artist, Concept Artist, UI Artist and Head of Art 2D. He also helped Realtime Worlds finish APB as UI Artist in Dundee before joining Bigpoint.
Shards of War is a new twist on the traditional MOBA game mode. Classic MOBA strategy has been fused with the speed and WASD style controls of top down shooters to create a unique PvP experience with both tactical depth and fast paced action.
Find inspiration for your new MOBA game at DevGAMM Moscow 2015.Comments (0)
Have you already checked out today’s Game of Thrones premiere? We know we did.
The ever-popular TV series just came back yet for another season to bring us all joy of witnessing the fantasy world full of blood, death, magic, power struggles and filthy relationships.
Considering the enduring appeal of both the show and the book the next logical step was expanding the Game of Thrones universe by creating the interactive medium, where all the fans could be immersed into their favorite world. Game of Thrones: Seven Kingdoms will become this kind of medium. Bigpoint is working closely with HBO to make a browser-based MMO that will satisfy the needs of action-hungry players, who want to be involved in the story.
The game is soon to be released and we managed to get Mike Swanson, senior producer at Bigpoint, to talk at DevGAMM Moscow 2015 about the design, strategy and toolsets used in the creation of Seven Kingdoms. He will also unveil some interesting details of collaborating with HBO in his talk “Game of Thrones: Bringing Westeros to life”.
Mike Swanson has over 20 years of experience in developing games. Mike has worked at Electronic Arts Canada, LucasArts Entertainment, Gas Powered Games, Relic Entertainment and Bigpoint. Mike has held roles as an art lead, technical art manager, studio art manager, senior producer and executive producer. His current gig is a senior producer at Game of Thrones project.
Dying to know how hard it is to work on such a multifaceted MMO? Want to see Alpha images and gameplay videos of the future game? Love Game of Thrones? Then welcome to DevGAMM Moscow 2015 in May!Comments (0)
When a few weeks earlier Sergey Galyonkin offered to make a presentation about Steam data for DevGAMM, we couldn’t have imagined that the idea would evolve into a project of such a great importance for the global gaming community.
Steam Spy service caused a lot of buzz in the world game media this week (IGN, Gamasutra, PC Gamer, Polygon, GamesIndustry). It has been trending on Reddit and widely discussed on NeoGAF, attracting more and more visitors to Sergey’s site. Although there are companies that do not really appreciate some of the data going public. A fly in the ointment.
The whole idea of this service was inspired by Ars Technica’s Steam Gauge project that unveiled data of some popular game titles. What is Steam Spy? It’s like App Annie only for Steam. Anyone can look up the popularity, playerbase, top genres, geo data and more about any games available. Steam Spy is still in alpha, but has a lot of potential.
Why are we telling you this? Well, we are glad to announce that Sergey Galyonkin will deliver a talk called «Steam: all secrets of Valve unveiled (almost)» at DevGAMM Moscow 2015, in which he will explain how he got to spy upon this big platform and share his findings.
Sergey Galyonkin is a well-known co-host at “How to make games” podcast and author of “Game Marketing” book. Sergey has been dedicated to game industry for more than 15 years. He had a chance to work in game press, development, sales and publishing. Right now he’s dealing with some secret projects for the company that “shall not be named”(It’s not Valve, other guesses?:), however he will come to DevGAMM as an independent expert.
Besides doing the presentation, Sergey is going to be the only sober judge at Game Lynch, where he will passionately criticize games of some courageous developers.
Learn all the secrets of Steam big data at DevGAMM Moscow 2015!
P.S. Don’t forget to thank Sergey for podcast and take a selfie with him:)
Imagine a game without a sound… accompanied by the complete silence. You won’t even notice right away, but you will get a feeling that the project is incomplete. Music and sound can influence player’s perception of the game, and cause a variety of emotions, so their importance can hardly be overestimated.
Integrating audio into the game could be tough for both beginners and experienced developers. Well-chosen and customized sounds can truly transform the project. Alexander Ahura will help to better understand these processes during his workshop called “Audio Implementation into Game Interface. Creative Madness”.
In the era of prehistoric materialism Alexander Ahura followed the path of a rock musician. He has begun his career as a sound designer and composer in gamedev in 2006. So far he created soundtracks for more than 200 games on different platforms.
Alexander’s workshop at DevGAMM Moscow 2015 will definitely be unusual – he will show some techniques of in-game sound implementation on the fly using someone’s game. All participants will have the opportunity to take a peek at the working process of sound designer, as well as to ask questions and learn something new in this area.
Follow this link to see how this will go.
Grab a chance to have audio implemented into your own game during DevGAMM Moscow 2015! Send game animations video, or the game itself directly to Alexander Ahura and get a unique chance to “hear” your game in a whole new way!Comments (0)
Сonsole games development and publishing that was previously a domain of big studios with exorbitant budgets, is now becoming accessible even to small indie teams. Microsoft ID@Xbox program enables qualified game developers of all sizes to unleash their potential on the new platform. Agostino Simonetta, who manages ID@Xbox in Europe, will get right to the point of the program at DevGAMM Moscow 2015.
A veteran of the videogame industry, Agostino has spent the last 10 years of his career working with the independent development community. In his current role, he is supporting European developers publishing their games on Xbox and the Windows ecosystem. In his spare time he loves reading Mangas, racing go-karts and play with his lovely daughters Julia and Sylvia.
In his session “ID@Xbox in a Windows 10 world” Agostino will dwell upon the specifics of the Windows 10 ecosystem, which will make possible publishing the game on all devices simultaneously (PC, tablet, Xbox One). Also, he will elaborate on the benefits of Xbox Live for indie developers, key features of ID@Xbox program and other useful tools.
Want to make indie games for Xbox? Learn about it during the exclusive session by Agostino Simonetta at DevGAMM Moscow 2015.Comments (0)
Want to learn how to make games, but do not know where to start?
Are you a student with basic knowledge of programming, level design and game design who dreams of working in gaming industry?
Then First Youth Unity Conference is meant for you! The event will be held on April 19th in Moscow Youth Theater.
Learn about Unity 5 capabilities, hear the advice of industry professionals on how to start working on your first game projects, take part in useful workshops and more!
The registration is free of charge! More details on conference website (in Russian).
Start on your game industry journey right now!Comments (0)
Schedule is already available on DevGAMM website!
This year we arranged an amazing program! There were more than 120 submissions, and it was a tough choice. It is so nice to see that our speakers have grown so much. We revised lots of quality topics and we are grateful that you help us make this conference so useful.
We did it! This time 95% of DevGAMM Moscow 2015content will be dedicated to development, art, game design, programming, sound design, porting to new platforms and game postmortems. The remaining 5% is left to really interesting marketing sessions.
- Mike Rose, tinyBuild – “Twitch and beyond: Getting the new dictators of video to play your game”
- Linnea Harrison, EA DICE – “Battlefield 4: Creating a more dynamic Battlefield”
- Daniel Rosenfield, C418 – “Creating the music for Minecraft and designing sound by playing games”
- Wolf Lang, THREAKS – “Successful with the first game? The weird story of Beatbuddy”
- Rami Ismail, Vlambeer – “LUFTRAUSERS: from development to PlayStation release”
- Michael Charles Swanson, Bigpoint – “Game of Thrones: Bringing Westeros to life”
Today we want to announce another amazing speaker, that we saved for dessert!
Grzegorz Mazur from 11bit studios will make a presentation called “This War of Mine: Under the hood”.
Everyone has been talking about This War of Mine for several months now. The unusual indie game, the winner of IGF Audience Award, gives a true perspective on the burning issues of the modern society, including war and survival.
This War of Mine is an all round, non-linear game with lots of endings and random scenarios.
The idea behind the game appeared years after the events in Saraevo, where ordinary people had to survive in terrible conditions. There was a little 9-year-old boy among them who’s eventually become one of the developers of This War of Mine.
It’s worth noticing that the creators of the game always try to make a difference in the world.
They recently launched a charity campaign for refugee children affected by war in Syria. All profits from DLC update of the game will go to their support.
11bit studios team gathered many talented people under one roof. Grzegorz Mazur, who will be speaking at DevGAMM this year is a lead programer of This War of Mine and Sleepwalker’s Journey.
In the session he will cover the production process of This War of Mine from programmer’s point of view. Grzegorz will elaborate on technical aspects of the development, including artificial intelligence, 3D model scans, level design and putting awareness and emotions into triangle meshes. He will reveal a lot of details about their production pipeline, tools they use, work organization and difficulties they faced during 2 years of development.
Don’t miss one of the most anticipated sessions of DevGAMM Moscow 2015!