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

Level Design in Hitman: Guiding Players in a Non-Linear Sandbox
Mette Poedenphant Andersen (Io Interactive)
Jacob Mikkelsen (Io Interactive)
During the final development stages of Hitman user research showed that players had fun but the learning curve was way too steep and the scale of the first level (Paris) was incomprehensible. We had reached our goal of going back to the roots, but it became apparent that we had to improve our player guidance and teach players how to think and act like 47 without changing the sandbox core of the game. We will illuminate the challenges of designing the tutorial and a linear guidance system in Hitman to support the open-ended sandbox structure of the game.
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.