DevGAMM Minsk 2014 Presents: Creating a Game With the Right Engine Or Server

September 22, 2014

The first step of making any game is to define the idea, setting and genre, the next stage requires a weighted choice of game engine, server or platform. To make this kind of decision you have to understand well all the opportunities that market offers. The best way to do it is to learn from those who already have relevant experience. And DevGAMM Minsk 2014 got together tech experts who will deliver several useful sessions on these topics.

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Vladimir Makovetskiy will dedicate his presentation called «How we created online shooter game with authoritative server» to the purpose of authoritative servers, their customization and optimization. Vladimir manages the development of Tomato Engine (server engine), he also worked on the development of CMS and interpreter for V7.

Valentin Zheleznyi has had a good handle of Flash technologies since 2005, so it is no wonder that he’s decided to discuss pros and cons of choosing Flash+AIR in his presentation «Cross-platform casino on Flash + AIR» using Wild Spin Casino as an example. He will also touch upon the approach to the use of Starling, Feathers and organization of git workflow.

Nikolay Armonik is a founder and technical director of Aterdux Entertainment, maker of the “Discord Times” game and leading programmer of “Legends of Eisenwald”. Due to his experience with the development of own graphic engines Nikolay collected enough material to share in his presentation «Your own engine as way to low-cost and efficient development» where he will dwell on how the idea of using one’s own engines was adopted, the amount of engines created, the stages and hardships of making them, the final benefits and the solutions that made them real.

Every twist and turn of working with game engines and servers only at DevGAMM Minsk 2014!

Alex Nichiporchik: «Early Access Publishing on Steam»

September 19, 2014

Алекс НичипорчикSince 2013 the release of the working but not yet final version of the game on Steam Early Access has become some kind of a trend. Developers now have a chance to work directly with the audience, getting feedback and financial support at the stage of development. This type of game launch is getting popular among the developers because it allows them to draw loyal targeted audience and polish the product according to its needs.

To that extent Early Access Publishing on Steam is going to be discussed in the presentation by Alex Nichiporchik at DevGAMM Minsk 2014. He will use the launches of SpeedRunners and BOID as an example. Alex will touch upon all the advantages of getting game published before the end of the development and dwell on the pitfalls that may come along.

Alex Nichiporchik is a director of tinyBuild GAMES, a company publishing and developing indie games, and one of the main advisers of DevGAMM conference. He spent four years working as Innovation Projects Leader at Spil Games. His work and leisure time is dedicated to playing games. Right now Alex acts as a producer for two projects: SpeedRunners and No Time to Explain. Since 2010, he’s been moderating and organizing the Game Lynch, which is a special event at DevGAMM when game development experts speak about ups and downs of the presented games.

Best advice on Early Access Publishing on Steam only at DevGAMM Minsk 2014.

Roman Trinev: «User engagement and user retention with Google»

September 18, 2014

Роман ТриневGoogle is always trying to support developers who chose to create projects in its environment and one way to do this is to share useful insights at conferences like DevGAMM Minsk 2014.

Roman Trinev, a business development manager at Google, will make a presentation called “User engagement and user retention with Google”. He will discuss the audience management which includes its engagement, retention and monetization. These questions will be exemplified with lots of success stories. Roman is going to provide some recommendation regarding the most effective marketing strategy that could help retain users in the game and increase LTV and ARPU metrics. You will get a chance to learn how Google experts could assist in the development, implementation and optimization of marketing strategy.

Master the audience management with Google’s help at DevGAMM Minsk 2014.

Win Free Traffic for Your Match 3 Game & Tickets to DevGAMM Minsk 2014 from Renatus

September 17, 2014

Renatus

Renatus Media, a successful publisher of mobile and social games over the past few years, has launched an exclusive offer for Match 3 game developers, who will get a chance to win free traffic on Facebook or mobile.

The terms of participating in a Special Offer are quite simple: by filling out a brief application form and sending a Match 3 game for review, any developer (from unheard-of indie projects to established studios) gets an opportunity of winning 30,000 installs on Facebook or 10,000 installs on the mobile platform the game’s made for. On top of that the lucky winner is given a freebie ticket to the most productive game industry event – DevGAMM Minsk 2014, set for October 17-18.

It takes 3 or 4 days to assess the game against main criteria of its market survivability: setting, art, overall quality and uniqueness of content. Performed by a team of skilled experts working at Renatus, the selection, however, is not going to be tough as the number of winners is unlimited. So, basically, the main thing is to have a good Match 3 game.

Renatus team has made this project beneficial for all applicants without exception. The winners gain sizeable support in marketing of their apps on the chosen platform, while the rest (who fail to pass) are provided with feedback, enumerating the flaws and suggesting improvements to make game a success.

The deadline for applying and winning free tickets for DevGAMM Minsk 2014 is October 10.

Application form is available here.

The number of applicants and games is unlimited.

New Speaker and BIG GAME REVEAL Right Here at DevGAMM Blog!

September 16, 2014

Брьяун СигургейрссонGreat news!
Brjann Sigurgeirsson, CEO of Image & Form, a studio best known for a hit game SteamWorld Dig is going to deliver a presentation on the topic: “Making mistakes and succeeding at launching an indie sensation”.

This session will discuss the PR tricks Image & Form applied in order to make SteamWorld Dig a multi-platform success (Nintendo 3DS, Nintendo Wii U, PlayStation 4, PlayStation Vita, PC/Mac/Linux, Steam, Amazon, Humble Store, GOG.com) – without any marketing money to speak of. It would be useful for all of the developers who are planning to launch their game but have very little idea how to let the world know about it. Brjann will touch on the problems they faced but could have avoided and dwell upon the design decisions that had to be made in the process. And I assure you now they know what is a PR done right!

There goes the most exciting thing about today!
Image & Form has this huge game announcement and DevGAMM Team is among the first to make the reveal!

The next game in SteamWorld franchise is going to be SteamWorld Heist! The name was speculated about in their blog building up the aniticipation among the fans.

SteamWorld Heist is a game about space adventures and survival. Players will get to recruit a team of ragtag robots to explore and scavenge the remains of a destroyed world, boarding enemy ships and commanding the crew in a unique variety of turn-based combat.
Watch SteamWorld Heist Teaser here:

Release is set for spring 2015

Brjann Sigurgeirsson is the CEO of Image & Form, a game studio operating out of rainy, windy Gothenburg, Sweden. Being quite an all-round man, Brjann is also a rock’n'roll singer and avid chess player. Currently he sports a charming tan from doing a lot of actual digging in the garden.

The best known game of Image & Form studio is SteamWorld Dig, a 2D platform game that revolves around mining for resources and ores. The best way to learn about this game is to read these two reviews: one by IGN and other by Christian Nutt. SteamWorld Dig also got favorable reviews on Metacritic, PocketGamer, Nintendo World Report and others. On top of that the game won a Blippy Award as Best Handheld Game 2013.

Big thanks to Brjann for providing these fine pieces of SteamWorld fan art:

Концепт

“How Goat Simulator Became Our Most Popular Game” is Cancelled

September 16, 2014

Артур ШакалисToday we prepared a bit of good and bad news for you.
Starting with the least pleasant ones, we know that lots of you were looking forward to attend the presentation by Armin Ibrisagic called “How Goat Simulator Became Our Most Popular Game”, but unfortunately it is cancelled.

Here is an official comment by Armin Ibrisagic regarding the situation:

“I am very sorry to inform you that I won’t be able to make it to DevGAMM for my talk this year due to personal reasons. We at Coffee Stain really love sharing our experiences and passion for games (and goats) with other people in the games industry, but sadly there’s no one else at our company that can do the speech in my place. I want to apologize to all attendees that were looking forward to my speech and also to the DevGAMM organizers who invited me.”

We were so bummed after we heard this, but we figured out a way to make it up to you!
Be sure to check out our next announcement! It is going to be mind-blowing!

Artur Shakalis “Social Casual”

September 15, 2014

ShakalisGames have become the key area of focus for the majority of social networks and Odnoklassniki is one of them. A growing number of people use social networks not only as means of communication but also to spend a spare minute on some casual game, that doesn’t require full immersion comparing to the hardcore ones. People don’t have to commit
their time and personal life to such games and there is no need for the most updated hardware, which allows to attract a wider audience. Artur Shakalis, the head of game department at Odnoklassniki, in the presentation “Social Casual” will explain why game developers are taking up social projects more often. He will analyze the examples of mistakes developers make when they release games on Odnoklassniki, and also provide some recommendations on how these mistakes could be avoided.

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Artur Shakalis has extensive experience in the gaming industry. He was a head of social direction at AmberGames, head of the publishing department at Creara, Head of API department at Odnoklassniki. With his direct participation Odnoklassniki entered the social gaming market in April of 2010. Prior to that, Artur worked for CTXM, where he was engaged in producing casual games. Artur’s track record includes about 300 game projects, 20 of which were developed from scratch under his leadership.

Make sure to attend the most helpful presentation by Artur Shakalis “Social Casual” at DevGAMM Minsk 2014!

Unity Day at DevGAMM Minsk 2014

September 12, 2014

If you’ve been to DevGAMM Moscow 2014 you probably passed by the Unity stand, and there is a good chance that you even got to take a photo with Amiko-chan or David Helgason, watched company’s presentation and got a branded t-shirt.

 
Unity Track was so popular among the developers that we decided to repeat the success and prepared a whole new day of useful content in collaboration with Unity Russia and Unity community in Minsk.


 
This track will feature the following presentations:

  • “Unity 5 – things we discussed at Unite 14”. Oleg Pridiuk will sum up the Unite 14 conference, share useful insight and answer all of your questions.
  • “Growing Games Guided by Tests”. Dmytro Mindra and Elena Savinova will show developers how to include game testability at the stage of development and how to use Unity Test Tools to get great results.
  • “How to avoid getting obsessed with the universalization of components”. Oleg Chumakov will tell the attendees which components are worth universalizing, and how to understand when universalization is a waste of time.
  • “Comparative analysis of the solutions for client-to-server connectivity of Unity-based games”. Nikita Zakharchenko will present a clear analysis of the major solutions for small studios that will save them time, and then give them ability to quickly determine what is suitable in their particular case.
  • “Unity 3D in the eyes of a graphics developer” Roman Chehowski will share the subtleties of working with graphics in Unity, show the inside of a graphic pipeline and consider all the options you get with Unity shaders.
  • “Architecture of a client-server mobile game: from generalities to details”. Andrey Chaiko will discuss the organization of client-server interaction, communication protocols and other aspects of working on classical mid-core games, using Pocket Troops as an example.
  • “WebGL and IL2CPP – the future of scripting in Unity”. Valery Simonov will introduce participants the IL2CPP, in-house development of Unity, and talk about how Unity will be supported by yet another platform – WebGL, that will allow the game to run in the browser without any plug-ins.
  • “Unity Android and Java… Demo Session”. Ruslan Grigoryev will show various design technologies for Android, using specific examples and demos, which were discussed at DevGAMM Moscow in 2014.

In addition to all of the above all the participants will have the opportunity to attend interactive workshop “Jury-rig a 2D game!”, where everyone will have the opportunity to make their own 2D game right there at the conference! Within 2 hours Dmitro Mindra and Elena Savinova will show in real time how to create from scratch a complete 2D-project on Unity engine with all the attributes of a quality casual game (similar to the legendary “Mario”).

All participants will receive a workpiece with all the materials needed to create this game. The workshop will be interesting for both advanced Unity-developers and those who just started with it. Each participant is guaranteed to walk away with a finished game.
Attention! Laptop is required to take part in the workshop. Please download the Unity Beta 4.6.

Learn a little bit more than everything about Unity during DevGAMM Minsk 2014!

iOS Workshop

September 10, 2014

IOS workshopWe are glad to announce the iOS Workshop to take place at DevGAMM Minsk 2014!

Workshop will be led by international speakers, invited by representatives of Apple!

They will outline the key strategies in the iOS market today, techniques to use during the design and build phase of your applications to ensure high quality.

This session is designed to provide the attendees with insights to help them make the right decision in their IOS workshopapplication strategy and will include a discussion session for questions and answers.

The workshop will be limited to the first 40 participants to sign up!
Pre-registration is required.

Don’t miss the opportunity to get insights on iOS market and register here.


Register

Romuald Zdebsky: “Mobile games on Windows: integrating with the system capabilities”

September 9, 2014

ЛебедеваWhen a developer decides on what platform he is going to release his new mobile game, first two that come to mind are always iOS and Android. Although it is impossible to overlook that Windows 8 and Windows Phone are getting popular by the day. Developers seem to not only port their games to these platforms but also create original projects specially for them. The main advantage is that Microsoft is trying its best to facilitate this process to help and support game developers. DevGAMM Minsk 2014 is one way to do it. Romuald Zdebsky, the head of mobile games direction at Microsoft Russia is going to give a presentation called “Mobile games on Windows: integrating with the system capabilities”. He will elaborate on how to integrate with Windows 8 and Windows Phone properly when making a game in order to get the attention of the players and increase your chances of getting the promo featuring by Windows Store. He will also touch upon the implementation of integration on the most popular languages and frameworks supported by Microsoft: C++, C#/VB, HTML5+JavaScript, Unity, Marmalade, etc.

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Prepare your questions for Romuald Zdebsky, who is the head of mobile games direction at Microsoft Russia. He is responsible for working with the leading mobile game developers from Russia and nearby foreign countries. Earlier he used to coordinate the operation of technical experts in software development and informational infrastructure management from the point of view of the key technology priorities of Microsoft platform. Romuald took part in a number of technical conferences held by Microsoft, both as a speaker and as one of the key coordinators (Platforma, Developer’s Days, TechDays, launch of Visual Studio 2008/2010, ReMIX, DevCon and others). He was in charge of the preparation of Platforma 2011 and the first international conference TechEd Russia 2011.

Learn everything about the possibilities of Windows 8 and Windows Phone at DevGAMM Minsk 2014!