November 9th 2012

CONFERENCE

Venue: Games Week Conference Room – Level 0
Time: From 10.00 am to 6.00 pm

Program:

Welcome ( from 10.00 am to 10.15 am )
Key Note Speech ( from 10.15 am to 11.00 am ) 
Session 1 – Business & Marketing ( from 11.00 am to 1.00 pm ) 
Session 2 – Holland 4 Italy ( from 2.00 pm to 3.30 pm ) 
Session 3 – Design & Programming ( from 4.00 pm to 6.00 pm ) 

 


Key Note Speech ( from 10.15 am to 11.00 am )

 

The creation of an AAA Game Protagonist: Aveline de Grandpre
The presentation explains the process of creating a game protagonist in a story-driven game, such as Assassin’s Creed III Liberation. The two lecturers, Bave and Biser, will describe their approach to creating a compelling game protagonist. Their presentation will cover the iterative process of Aveline’s creation, from the original idea to her final identity.

Bozhidar Grozdanov, Game Designer at Ubisoft Sofia

 

 

 

Bio
Bozhidar “Bave” Grozdanov is a writer and game designer.  Bave is engaged with this for now  15 years and over 10 of them are spent in the game industry. Graduated Sofia University “St. Kliment Ohridski “, he has won numerous literary awards, a writer of game-books under the pseudonym Ted Gray,  creator of the first Bulgarian role-playing series and the fantasy saga” Nepodvlastnite”. Over the past five years Bozhidar is part of Ubisoft Sofia, where he was responsible for creating the game vision. He worked on computer games Ghost Recon: Shadow Wars, and Assassin’s Creed III Liberation.

Company Profile
Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through a strong and diversified line-up of products and partnerships. Ubisoft has offices in 26 countries and has sales in more than 55 countries around the globe. It is committed to delivering high-quality, cutting-edge video game titles to consumers.

Biser Parashkevov, Lead Artist at Ubisoft Sofia

 

 

 

Bio
Biser Parashkevov began his career in the game industry nine years ago as an animator and 3D artist. He has been in Ubisoft Sofia, since the beginning and his portfolio includes projects from various game genres for multiple platforms. He led the team responsible for the creation and realization of the characters of the current Assassins Creed III Liberation project.

Company Profile
Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through a strong and diversified line-up of products and partnerships. Ubisoft has offices in 26 countries and has sales in more than 55 countries around the globe. It is committed to delivering high-quality, cutting-edge video game titles to consumers.



Session 1 – Business & Marketing ( from 11.00 am to 1.00 pm )

 

Future trends in online monetization
How to boost Free to Play games publishers revenue: overview of best practices in payment and advertising for the gaming industry.

Baptiste Mercier, Head of Innovation & Product Strategy at Hi-Media

 

 

 

Bio
More than 10 years expertise in the Internet & gaming Industry. Baptiste started his carrier at Fullsix as a senior online media consultant for many European accounts including Blizzard, during the launch of World of Warcraft. In 2007, he joined Bigpoint as Country Manager France where he handled marketing and business development. Afterwards, he spent 2 years at Weka Entertainment, one of the leading Facebook app developer in Europe as Marketing Manager focusing on any revenue generation issues. He is now Head of Innovation & Product Strategy at Hi-Media Payments where he handles marketing strategy. He is also in charge of new product development such as playinlive.com. Baptiste graduate from Reims Managment School and Middlesex University.

Company Profile
Hi-media Payments is a leading provider of micropayment solutions worldwide with more than ten million transactions processed every month. Hi-Media Payments offers online publishers the most adapted payment methods to monetize their digital goods, in more than 80 countries: Mobile payments, Alternative (Prepaid card), Banking.

Windows 8 and the developer opportunity
During the speech, we will introduce Windows 8. Starting from an overview of the features from an end-user perspective, we will share how a developer can leverage this new platform to develop new, creative, immersive games and take the opportunity to make business with them.

Marco Agnoli, Director of Technical Audience at Microsoft Italia

Bio
Marco is director for technical audiences in Microsoft, responsible for the adoption of Microsoft latest technologies from the developer communities. He joined Microsoft in late 1996 as a system engineer. During his career in Microsoft he took different roles in the technical and marketing division, as a professional and as a manager. You can read the complete CV on Linkedin.

Company Profile
Founded in 1975, Microsoft (Nasdaq “MSFT”) is the worldwide leader in software, services and solutions that help people and businesses realize their full potential.

Advices from an old Indie Developer
Indies have invaded the world during recent years. But what about the people that started their companies 20 years ago? Were they Indies? Are the lessons learned still valid today? Learn from an experienced developer how to maximize your chances of survival in today’s competitive market.

Antonio Farina, CEO at Reludo

 

 

 

Bio
Antonio Farina is the founder of Milestone, the largest Italian videogame development company. Milestone is specialized in console racing games. Its titles have been published by some of the major worldwide publishers like Atari, Capcom, and Electronic Arts. He recently left the company to form Reludo, a new start-up dedicated to the development of social and mobile games.

Company Profile
Reludo is an independent developer and publisher of social and mobile games. The company is dedicated to create online persistent games running on all platforms. The first titles will come out early 2013.

Nicolas Eymerich, Inquisitor – The vision of the Inquisitor
Nicolas Eymerich, Inquisitor: how we worked to reinforce the book’s brand and how we used its specific features to build promotion/communication; how we are working on different market clusters; how we try to reach non-gamers; how we established strong partnerships between Italian game development companies.

Ivan Venturi, CEO at TIconBLU

 

 

 

Bio
Born in 1970, he published his first videogame in 1987, co-founding the first italian videogame developer company, becoming managing director till 1993. He began specializing in edutainment and serious games in 90’s, then founded TIconBLU in 2003. He also directs the Carlo Lucarelli’s videogame course.

Company Profile
TIconBLU, founded in 2003 as Koala Games, is the main serious game Italian company, producing and publishing games and simulators about citizenship (driving education, citizenship, environmental education, health, disability); professional driving simulators as GuidaTuPro; adventure games and interactive novels, as “Nicolas Eymerich, Inquisitor”, first videogame in latin of all times.

Alessio Falsetti, CEO at Imagimotion

 

 

 

Bio
Born in 1975, he began programming a very young age, motivated by a desire and passion to develop videogames. Over the years learned many different programming languages and in 2000 co-founded the Imagimotion, in which now plays the role of CEO.

Company Profile
Imagimotion is an established company since 2000. We specialize in the videogames and multimedia sector. We pride ourselves on our high level of skill, level of professionalism and on our proven track record and experience in the design and development of products for different platforms such as Amiga, Pc, Mac, Nintendo Wii, Sony PSP, iPhone and other mobile phone operating systems.

“The Language Barrier” or “Get your game outside Italy”: an indie studio perspective
Studio Evil shares the lessons learned while creating and self-publishing Syder Arcade for an international audience.From the creation of english content, to community management, press contacts and international events. Just knowing your english is not enough, but it’s a good start.

Marco Di Timoteo, Co-Founder, Artist, Designer at Studio Evil

 

 

 

Bio
Marco followed scientific studies but is a self taught Web developer and 3D Artist with almost 10 years of experience. After all these years he is also starting to understand how to work as a Game Designer.
Part of the italian indie community, he worked on game related projects themutantpenguins.net (CG and Game Dev forums 2001-2006) and several published games and mods like
Holy Wars MOD – Half life (2001), Death Match Classic MOD – Half Life (2001), G – Studio Evil (Dream Build Play Warmup challenge 2007 Winner), MMO RTS Enua Online – Enua Team (2010-2011), – Monster Trouble HD – Magic Dream Games (2011), Syder Arcade – Studio Evil (2012), Splat Arena – Studio Evil (2012).

Company Profile
Studio Evil is an independent game development company from Bologna, Italy. Founded by a crazy bunch of IT professionals and old-school gamers, Studio Evil is committed to deliver quality 3D games both original and for third parties. Syder Arcade is their first self-published game for PC, MAC, and soon for Linux and mobile platforms.

7 things I learned from Steve Jobs about Game Development
One year after the passing of Steve Jobs, I look back at seven lessons I learned from his career and that helped me through the decision of quitting my job to found a new game development studio.

Gian Paolo Vernocchi, Independent Game Developer

 

 

 

 

Bio
Gian Paolo Vernocchi worked in the board game industry for 5 years on titles such as Wizards of Mickey CCG and Scotland Yard: Mister X in Europe. He later transitioned to the video game industry by collaborating with New York’s Crescent Moon Games as a level designer and joined Imola’s Just Funny Games in 2010. Here, he worked as a 2D and 3D artist on a number of projects including Trigonon, for which he was also Lead Game Designer. After resigning last March, he’s now leading an independent team which is working on unannounced title coming next year.

Company Profile
We are a 6 men game development studio based in Italy, which combines talent with the passion for gaming. Our team is carefully built around our current project and is made in equal parts by internal members and independent professionals with two international members. It is a living example for how internet allows for seamless remote collaboration and the gathering of talents from all over the word.


Session 2 – Holland 4 Italy ( from 2.00 pm to 3.30 pm )

 

The state of the games industry in the Netherlands
The Dutch games industry is growing. In the past 5 years the number of people working in this industry in Holland has more than doubled. Also the games landscape has changed due to the increasing interest in serious games and the shift of business models in entertainment games. Michael Bas will give an update on what is happening in Holland today.

Michaël Bas, Board Member at DGA and CEO at Ranj

 

 

 

Bio
Born in Rotterdam on July 13th, 1963. Graduated in 1987 as an independent designer and painter at the Academy of Fine Arts in Rotterdam, presently called the Willem de Kooning Academy. Followed a postgraduate course at the College of the Arts, Faculty of Media and Image Technology in Utrecht. In 1999 he started Ranj Serious Games, a design studio dedicated to the design and development of serious sames. Having initialized and successfully completed over 100 serious games projects, Michaël has great experience with the use of games in education. His mission is to design games that make learning more effective, efficient and fun. Michael Bas is a member of the Dutch Creative Industry Council, an advisory board for the Dutch government, and since 2009 a board member of the Dutch Game Association which represents the Dutch game industry.

Company Profile
Ranj serious games is a game development studio specialized in the design and realization of games with a focus on the combination of game principles and subject matter expertise. A team of 25 game designers, artists, programmers, animators, researchers and didactic experts are exclusively designing and developing serious games. Games for training, education and therapy, or games that otherwise make a positive contribution to society. Ranj is recognized worldwide as one of the best and most experienced companies in the field of serious gaming.

Postmortem: Awesomenauts
Building the game Awesomenauts has been a bumpy and interesting ride for the Dutch game studio Ronimo Games. The initial vision sounded very simple: build 2d MOBA for consoles. Jasper Koning, Game Designer at Ronimo, will explain in how many ways doing this wasn’t simple at all

Jasper Koning, Co-Founder and Game Designer at Ronimo Games

 

 

 

Bio
Jasper Koning works as a Game Designer at Ronimo Games in The Netherlands. Worked on game projects such as Awesomenauts, Swords & Soldiers and the original de Blob. He has a broad range of skills, thanks to the small size of the team varying from level design, multiplayer balancing, prototyping and creating bot AI.

Company Profile
Ronimo Games was founded in 2007 by 7 enthousiastic game developers. We released our first commercial game, Swords & Soldiers, in May 2009 on WiiWare and later on Playstation Network, PC, Mac, iOS and Android, and saw incredible positive response from media and gamers everywhere. We are now 12 strong and very motivated to deliver great game experiences! Utilizing our in-house developed RoniTech engine, Ronimo Games is focused on creating innovative, high quality games that appeal to a wide audience. Ronimo Games’ second game was the Sidescrolling Battle Arena Game Awesomenauts for Playstation Network, XBox Live Arcade in May 2012 and on Steam in August 2012!

From student dorm to studio and what happened along the way
Remco shares his experience of founding a company from a student dorm-room, and how the ever changing industry has influenced Remco both personally and business-wise.

Remco de Rooij, CEO at Triangle Studios

 

 

 

Bio
Remco (28) is the founder and director of Triangle Studios. Remco believes the best thing about working in the games industry is to be challenged both creatively and intellectually in everything you do.

Company Profile
Triangle Studios was founded in 2006. The company is most known for recent iOS successes such as WINtA and DancePad. The company manages a healthy balance between work for hire assignments and development of original IP. Triangle Studios is currently finishing their most ambitious project to date: Cross of the Dutchman.

The pros and cons of self-publishing
A couple of years ago, developers needed a publisher to bring their games to the public. With the launch of platforms such as iOS, Android, PSN, XBLA and Wiiware developers can publish their own games. This has a lot of benefits, but there are also downsides since the developer now also has to do all the work the publisher used to do. In this session Two Tribes shares their extensive experience in self-publising so others can benefit from it.

Martijn Reuvers, Co-Founder and Managing Director at Two Tribes

 

 

 

Bio
Martijn has more than 10 years experience in the video-game industry. His experience includes lead programmer, project manager and producer. Martijn has worked on more than a dozen game titles, including titles for Nintendo WiiU, iPhone, DS, and Game Boy Color. He is an experienced programmer with 10+ years of experience and has a Master of Science degree in Computer Science. Currently Martijn is working feverishly to get Toki Tori 2 ready on time.

Company Profile
We’re a small Dutch game developer that exists for over ten years now. It all started back in 2001 with the release of our first game “Toki Tori” for the Game Boy Color. Toki Tori was created by four people who, at the time, were still at school. So we figured, if we can pull this off once, why not do it again? Out of the four initial people, Collin and Martijn continued with Two Tribes. For many years, we worked with different publishers to release games on various platforms. But with the rise of downloadable platforms, we decided to take matter into our own hands and develop and release our own games again!


Session 3 – Design & Programming ( from 4 pm to 6 pm )

 

Big Brands in Ubisof Milan
The presentation gives a snapshot of the Milan Studio production over the past year, focusing in particular on the process of creating a game like Just Dance 4, which goes beyond the ordinary standards of a videogame to rise as a global phenomenon.

Dario Migliavacca, Managing Director at Ubisoft Studios Milan

 

 

 

Bio
Dario’s professional life has been blended with the videogames industry: He started in 1996 as a Sales Manager at Ubisoft, then after a parenthesis during which he founded and directed the Italian Guillemot subsidiary, in 2003 Dario came back to Ubisoft, joining production and directing Ubisoft Studios Milan – a role he is still playing today. Under his guidance the Italian team has achieved exciting challenges, working on many original titles, both as lead studio and collaborating on the most prestigious Ubisoft brands, of which Just Dance 4 is only the latest.

Company Profile
Ubisoft
Ubisoft is a leading producer, publisher and distributor of interactive entertainment products worldwide and has grown considerably through a strong and diversified line-up of products and partnerships. Ubisoft has offices in 26 countries and has sales in more than 55 countries around the globe. It is committed to delivering high-quality, cutting-edge video game titles to consumers.

Ubisoft Studios Milano
Established in 1998, the Milan Studios cover the entire game development process from conception to production – game design, programming, graphics, animation and sound effects – till debugging. Relying on a winning mix of creativity and know-how, the Italy-based team has produced high quality games for every kind of platform The two latest published titles, developed with the Paris Studios, are Rabbids: Alive & Kicking and Just Dance 4.

The graphics design of Aloha
The graphics design of Aloha, from the concept to the creation of interesting characters and backgrounds, with the challenge to animate them so they can be easily integrated in the gameplay.

Alessandro Bragalini, Art Director at Forge Reply

 

 

 

Bio
Alessandro Bragalini, born in 1982, is a concept artist and illustrator that worked for many italian comics editors like Alessandro Bottero Edizioni and Cagliostro e-press. He also worked in Canada for Rubicon Publishing and in the United States for Image Comics and Dark Horse Comics. After that he changed career joining the videogame industry as lead artist for Forge 11 and now he’s the art director of Forge Reply.

Company Profile
Forge Reply is the cutting-edge mobile and web games development division of the Reply company, dedicated to the creation of new and incredible gaming experiences for clients and users both on B2C and B2B markets.

Jake Escapes: a technical post mortem
Make video games has never been an easy task. Even today, where the hardware platforms are so powerful, the software systems and the authoring tools are so advanced, you can see how the experience of a developer can make the difference between a successful project and a complete disaster.This speech wants to share some technical tips on how to approach the modern development of a cross-platform mobile 3D game.

Ludovico Cellentani, CTO at Just Funny Games

 

 

 

Bio
I am a enthusiast video games developer  with more than 10 years of professional experience. Every day I work hard to make Just Funny Games a successful reality: I’m the technical reference for my group and my goal is to be helpful to developers so that they can be effective and efficient in their daily activities. I am a problem solver and I like to keep up with everything related to video games.

Company Profile
Just Funny Games is a game development studio based in Imola (Italy). The company was founded in 2009 by Ludovico Cellentani and Gianluca Marani with a specific mission: to create a playground where their common passion for the video games development could freely express and grow. Inspired from the technical side by Ludovico Cellentani, leaded into the business by Gianluca Marani, the team condenses more then 10 years of professional experiences on video games production over many different platforms: PC, Apple iOS, Mac OSX, Android and Windows 8.We believe that video games are a modern form of art and we take care to always research the best balance between polish and detail, to create a most outstanding gaming experience.

How to complete a game without seeing your staff in the eyes
This speech will be about task organization and HR handling, to reach the goal of completing a game without having the staff all localized in the same room.

Alessandro Monopoli, Software Engineer & Composer at Dreampainters

 

 

 

Bio
Alessandro has a 10 years career in videogame industry, having worked in Milestone SRL and later in Codemasters LTD, where he worked on titles like Operation Flashpoint: Dragon Rising and as Lead Rendering Programmer in F1 Race Driver.

Company Profile
Dreampainters is a young videogame production company, based in north Italy. Its mission is to develop great games which delivers emotions to the player. After developing “Anna”, they are now working on the official “Sine Requie” videogame.

Changes and additions to ensure that the porting won’t just increase the user base but become a creative strategy to benefit an application
To illustrate this topic I’ll use mainly the example of my own experience with Skiddy, created with XNA for WP, carried on the PC for Windows 8 and now in the porting process to iOS and Android, using MonoGame.

Christian Costanza, Game Designer at Big Bang Pixel

 

 

 

Bio
Christian Costanza is experienced in both graphics and game design. He studied at the Istituto Europeo di Design. Christian founded Big Bang Pixel and have published Comboline (an action puzzle game) for iOS and Skiddy (a pure puzzle game) for Windows Phone and Windows 8.

Company Profile
Big Bang Pixel is a small team of young people sharing the dreams to distribute the games they have imagined, created, and developed, share the joy and entertainment created by the product of their serious and dedicated work and create fun in the lives of people, while having fun themselves.

The Tiny Game Design Tool
Conceived as a little tool useful for people starting to make games, the tiny game design tool is a free small booklet every game designer can use to jot down ideas and try to get them real by building a first prototype. This talk will examine how the design tool works and what game design theories inspired this booklet.

Federico Fasce, Creative Director at Urustar

 

 

 

Bio
Federico Fasce was born in Genoa in 1975. He worked for six years as a game designer and artist in two Italian game companies, designing the interactive backgrounds for the TV show Solletico and several games, like the official computer and PSOne tie-in for the third season of Big Brother’s Italian Season. Then his interests moved to the web and he worked a few years as a freelance community designer and interaction designer. In 2010 with two partners he founded Urustar, a game company exploring the new tendencies and experiments in gaming.

Company Profile
Urustar is a tiny independent company based in Genoa. It was founded in 2010 by Federico Fasce, Marina Rossi and Alessandra Carboni, with the intent to explore games from a platform agnostic point of view. Always interested in crossmedia experiments and in the way games can deliver messages and motivate players, Urustar worked with several big companies (like Vodafone and Ferrari) both to help them better integrate games in their marketing or business strategies and to deliver event-like crossmedia experiences.