CONFERENCE  

|     Production
    PRODUCTION

In recent years, game industry production challenges have been split between massive budgets for AAA console games, and significant new production challenges from social, online, smartphone and other emerging types of game. The goal of the Production Track is to provide developers with concrete tactics for managing game production, no matter what size or scope your game is.

2016 HIGHLIGHTED SESSIONS

Expanding Your Creativity Within the Backend Services Ecosystem
Mark Val (Playfab)
Publishers and developers are launching games many times a year and while it is easy to do, it is also difficult to keep the players and grow the game beyond profitability. In this lecture, we are going to explore the leaders of the backend services ecosystem and how they can help you make better games. From multiplayer, game design, monetization, analytics, support tools and more, we will see how they can expand your creativity.
Working with an Embedded Team on Hitman
Gregor Eigner (Mi'pu'mi Games GmbH)
Markus Friedl (Io-Interactive)
Usually a distributed team is an outsourced entity working on a very concrete and specific subject. The intense collaboration on Hitman taught the developers that with the strong vision of the stakeholders at Io-Interactive and Mi'pu'mi Games, the commitment of the teams and the setup of an intertwined working environment, a distributed team can do much more than just outsourcing work. It can act as an embedded team.
Art Production for 'Call of Duty'
Claas Grimm (Red Hot CG)
Carlos Garcia (Activision Blizzard)
Carlos and Claas explain the artwork production process of 'Call of Duty' Activision's best-selling, multi-studio franchise that includes internal teams and global partners. From setup and planning to execution.
Alien Cultures: Rebooting 'Master of Orion' with a Global Team
Chris Keeling (Wargaming.net)
Jacob Beucler (Wargaming.net)
Wargaming took on multiple challenges to deliver the legendary reboot of 'Master of Orion'. Internal challenges included publishing with a third-party studio, cultural and time barriers to communication, and setting expectations for development, communication, and publishing while simultaneously developing new internal processes for them. External challenges included a popular IP that set player expectations globally, the perception of the Wargaming brand as only F2P, and working with the community and UX testing to balance the need to address the previous generation of 4X space strategy players as well as making the game approachable for a new generation of gamers.
Hiding in Plain Sight: The Untapped Resource that is Helping Ubisoft to Make Better Tools
David Lightbown (Ubisoft)
Have you ever met a a game developer who doesn't want to have efficient tools and pipelines? Maybe not, but what you may not know is that we can be more productive by using a familiar yet unlikely source: our games. In this presentation, you will learn how Ubisoft has improved productivity by applying design patterns the same that we would find in our games to our tools and pipelines. Not only does this save time for the people who use those tools and pipelines, but it also benefits the tools developers, technical directors, and producers who support them.
Game Hubs: A Quest to Revolutionize Game Production
Oliver Clarke (Modern Dream Ltd)
Game Hubs are here and they are producing amazing games now. All over Europe visionaries and game makers have managed to forge collaborations between talented professionals that have led to co-working spaces being established. They are forging the next generation of amazing games. Find out how this amazing shift in production happened, how they work and in what ways they have the potential to revolutionize game production.