#gddg18

Game Dev Days Graz is a community event for everyone who is interested in game development: connecting industry, indies, academia, research.

Game Dev Days 2018

The event is free to attend, but the number of places is limited and advance registration is required.

Networking

Connect with fellow game devs, share knowledge, and show-off your games!

Talk, talk, talks

Friday and Saturday will be the „smart“ days. These days are all about developer talks, workshops, presenting games, and hearing about the local game industry.

Games, games, games

Play games developed by your fellow peers and show your own games!

Exhibit your game!!!

GDDG18: Game Submissions
We are now accepting game submissions for the on-site exhibition. The exhibition space is limited. The space is allocated based on a first-come first serve principle. So try to submit your games early. The submission form is open until August 15, 2018.

Nordic Game Discovery Contest!!!

Compete live onstage in an entertaining round-based battle for points and get a chance to win some great prizes. Just take part and get your game discovered.

SPEAKERS

Friday and Saturday are full of talks, talk, talk

Ivan Buchta
plus

Ivan Buchta

Bohemia Interactive

Graham McAllister
plus

Graham McAllister

Player Research

Alen Ladavac
plus

Alen Ladavac

Croteam

Mario Zechner
plus

Mario Zechner

libGDX, Spine

Silvia Wipfler
plus

Silvia Wipfler

Hellcat Translations

Alexey Izvalov
plus

Alexey Izvalov

Airapport

Benjamin McCulloch
plus

Benjamin McCulloch

Freelance

Dietmar Hauser
plus

Dietmar Hauser

roborodent e.U.

Regina Reisinger
plus

Regina Reisinger

IMI

Philipp Seifried
plus

Philipp Seifried

IMI

Matthias Maschek
plus

Matthias Maschek

Lost in the Garden

Johanna Pirker
plus

Johanna Pirker

TU Graz

Georg Hobmeier
plus

Georg Hobmeier

Causa Creations

Abdullah Karam
plus

Abdullah Karam

Causa Creations

Lip Comarella
plus

Lip Comarella

Salon Alpin / North

Klemens Franz
plus

Klemens Franz

atelier198

Thomas Shadwell
plus

Thomas Shadwell

Twitch

Simona Maiorano
plus

Simona Maiorano

www.esdtoem.com

Johannes Salvenmoser
plus

Johannes Salvenmoser

Jörg Müller
plus

Jörg Müller

TU Graz

Josh Hollendonner
plus

Josh Hollendonner

Stuffed Wombat

Thomas Feichtmeir
plus

Thomas Feichtmeir

Michael Hartinger
plus

Michael Hartinger

Blood Irony

Daniel Gruss
plus

Daniel Gruss

TU Graz

Moritz Lipp
plus

Moritz Lipp

TU Graz

Michael Schwarz
plus

Michael Schwarz

TU Graz

Gabriele Hebart
plus

Gabriele Hebart

Bongfish

Thomas Kriebernegg
plus

Thomas Kriebernegg

App Radar

Lukas Vogl
plus

Lukas Vogl

None/FH Technikum Wien

Alexander Nussbaumer
plus

Alexander Nussbaumer

TU Graz

Tobias Hammerle
plus

Tobias Hammerle

gold extra

Michael Putz
plus

Michael Putz

Bongfish

Gregor Eigner
plus

Gregor Eigner

Mi'pu'mi Games

Martin Filipp
plus

Martin Filipp

Pioneers

Michael Fink
plus

Michael Fink

Pioneers

Alexander Schnider
plus

Alexander Schnider

GEISTWERT

Rainer Angermann
plus

Rainer Angermann

Rarebyte

PROGRAM

Registration

Registration opens

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Welcome

15

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Johanna Pirker

Johanna Pirker is game developer, researcher, and educator, and an active supporter of the local indie developer community. She has long-lasting experience in evaluating, designing, and developing games and virtual realities and believes in them as tools to support learning, collaboration, and to solve real problems At the moment she teaches game development at TU […]

https://www.tugraz.at/home/

Beyond The Entertainment

There's more than meets the eye in the games developed by Bohemia Interactive. Throughout the development, there's always been a conscious effort to add depth and features that make the players’ experience truly worthwhile. The talk focuses on the examples of adding educational and experience values, discusses the challenges and overviews the positive effects achieved within the Arma series.

45

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Ivan Buchta

Ivan Buchta, a Czech national with a background in environmental sciences, has been working on the Bohemia Interactive’s Arma series since 2006, specializing in delivering authentic environments for the tactical mil-sim games. He took part in finalization of Arma 1 (Armed Assault), pioneered the usage of geodata in the production of Arma terrains, worked as […]

https://bistudio.com/

In the trenches – Frontline: Road to Glory

Bongfish is responsible for Frontline: Road to Glory, a new game mode for World of Tanks. This mode is bringing epic 60 player battles on maps 9x the size of its original to the franchise played by hundreds of million players. The development of this game mode also was a premiere for Bongfish working in a distributed development model together with Wargaming Minsk. Bongfish’s head of development of this project‚Gabriele Hebart' will share some experiences on how the collaboration worked out and the key learnings for the studio. And yes, the topic of merging feature branches will come up as well.

30

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Gabriele Hebart

Senior Software Engineer at Bongfish GmbH

http://bongfish.com

„DSGVO / GDPR“ – How does it concern me?

Alexander (GEISTWERT Rechtsanwälte) & Gregor (Mi’pu’mi Games) will offer an essential overview how game developers are able to translate the DSGVO / GDPR requirements into their daily business. The talk will approach the topic in step with actual practice, highlighting the necessary division of labor within an organization (management, HR, IT) as well as the interaction with external consultants – e.g. Datenschutzrechtsexperten / data protection expert. The important questions are:

  • What do I need to comply (as much as possible) with DSGVO / GDPR?
  • How do I plan and tackle a DSGVO / GDPR implementation project?
  • Isn’t there anyone, who could do that for me, especially since I’m not a “Papiertiger”?
Both speakers hope for a lively discussion reflecting the interactivity of “games” as a medium. Spontaneous questions are therefore not only highly welcome, but also explicitly wanted!    

30

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Alexander Schnider

Alexander Schnider started his game-career on a Philips G7000 and the C64 of one of his schoolmates. Soon after, an Amiga 500, a PC, a Mega Drive and a SNES followed. During his studies of law Alexander got involved with the computer demo scene, where he was – together with Gregor Eigner, CEO of Mi’pu’mi […]

https://geistwert.at/en/
Gregor Eigner

Gregor Eigner is CEO and founder of Mipumi Games. In the last 9 years the company grew to 25+ employees. Mipumi latest projects have been the port of Hitman: HD Trilogy for PS3 and Xbox 360 for Io-Interactive, Anno: Build an Empire for iOS and Android for Ubisoft Blue Byte and a technology partnership with […]

http://www.mipumi.com/

Multicolor texturing workflow

This short talk explains how to texture any number of 3D assets with just one cleverly designed and authored texture. A Multicolor texture is a small texture consisting of a number of specifically colored pixels, gradients and patterns of pixels that can then be used to achieve a variety of colorings and effects on any 3D surface. The talk explores how the technique provides an easy and time saving way to quickly generate assets in a versatile and expressive style. The suitable workflow and pipeline will be explored in regards to creating and UV layouting assets, setting up the Multicolor texture for in-engine use, and managing associated files and shaders. The talk will also show and analyze some examples of art assets textured with this method, and discuss how certain effects are achieved.

10

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Regina Reisinger

This short talk explains how to texture any number of 3D assets with just one cleverly designed and authored texture. A Multicolor texture is a small texture consisting of a number of specifically colored pixels, gradients and patterns of pixels that can then be used to achieve a variety of colorings and effects on any […]

https://www.ironmountaininteractive.com/

What does your game say about you? The power of voice

The voice is the one of the most direct mediums to communicate with players and get an emotional or logical response. It is also such an easy way to create characters. On the other hand nobody likes game characters who never shut up. How do we make voices that are memorable but not annoying? How do we choose actors, prepare for recording and then get the recordings? These are the subjects I will cover in my talk

10

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Benjamin McCulloch

The voice is the one of the most direct mediums to communicate with players and get an emotional or logical response. It is also such an easy way to create characters. On the other hand nobody likes game characters who never shut up. How do we make voices that are memorable but not annoying? How […]

http://www.benmcculloch.com/

How to Distribute and Analyze your Games

Developing a game is one thing, but how do you distribute it? Which platform should you choose? How do you optimize the distribution process and how do you analyze the performance of your games? I want to show you, how you can use these insights to build up a gaming business.

10

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Thomas Kriebernegg

Thomas Kriebernegg is the CEO and Co-Founder of App Radar. App Radar is an Search Engine Optimization Tool, specialized in helping apps and mobile games being found within the app stores. Founded 2,5 years ago, the company has now grown to 20 employees.

https://appradar.com

Coffee Break

30

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TBA

45

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Graham McAllister

Graham is the Founder of Player Research, an award-winning UX research studio based in Brighton, UK and Montreal, Canada. Player Research help studios see their game from the players‘ perspective by testing assumptions, validating design decisions, and providing evidence on the player experience throughout development. Graham is a BAFTA Games member and has written regular columns on […]

https://playerresearch.com/

Job Application Demystified

Applying for a job can be a scary and tricky thing for many people, but don't worry, you're not alone! I know what it's like to sit in front of that blank page, with 1000 questions pending in your head: What does the company expect? What should I put into my portfolio? What on earth IS a letter of application?! Don't be afraid, because this talk provides you with basic guidelines for putting together a portfolio, writing application letters and preparing for job interviews. Besides that you'll get an insight into the recruiting process of big companies like CDProjekt RED, Blizzard or Ubisoft.

30

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Silvia Wipfler

Applying for a job can be a scary and tricky thing for many people, but don’t worry, you’re not alone! I know what it’s like to sit in front of that blank page, with 1000 questions pending in your head: What does the company expect? What should I put into my portfolio? What on earth […]

https://silvia-wipfler.com/

Roundtable – Industry

30

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Michael Fink

Born in the year of 1973 in the hills of Vienna. After the boring school career he completed his training in retail sales. University Entrance Qualification Examination : mathematics, mathematical physics, astronomy and law.

http://www.pgda.at/
Martin Filipp

Martin Filipp started his game industry career in 2000 at neo Software, which 2003 became Rockstar Vienna. He was part of the team that helped to expand the studio from 20 to 110 employees and served the management in various positions until the closure of the company in 2006. He was then founding member of […]

http://www.pgda.at/
Michael Putz

Michael is the co-founder & CEO of Bongfish. Bongfish brings a high-tech approach to game development and have more than 10 years of experience working with some of the top game publishers in the industry on console, mobile and PC platforms.  The company is operating from 3 locations with a diverse team of 75 people […]

https://www.bongfish.com/

Stranger Home

Where is the foreign in the familiar? Can your hometown transform into a foreign planet? Is the foreign surprisingly very close to the familiar? STRANGER HOME is an interactive city experience game: All three parts were presented in the framework of the festival Summer Scene 2018: 1) the city quiz journey in a darkened bus with 2 unconventional charming travel guides, 2) the mobile game and a 3. VR installation. The game to Salzburg's unknown places can be continued or expanded after the city trip on the mobile phone or in the installation. In a lecture performance following the performances, the artists presented the transformation of STRANGER HOME into a virtual reality installation and a mobile phone app. In cooperation with the FH Hagenberg, gold has undertaken basic research on documentary work and virtual reality. One result of this is "Stranger Home VR", which, like the app, will be presented to the public in its own lecture performance for the first time. A consistent feature of the artist group "gold extra", which has existed since 1998, is a way of working in which the idea leads to form. In his talk Tobias Hammerle talks about the development of "Stranger Home" and the exploratory approach of developing three forms of a game (analog, VR, mobile) in parallel and presenting them to the public. The project concept has already been awarded the Podium 2017 project funding by the State of Salzburg.

10

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Tobias Hammerle

Tobias Hammerle, born in Central Europe, currently lives in Salzburg. (Co)production of several computer games, director/concept of various documentaries, short films, sound/video works & light performances in Braunschweig, Andalusia, Morocco, Venezuela, New York, Salzburg, Graz, Lisbon. Outstanding artist award (goldextra) for frontiers, 2012 State Media Prize (goldextra) for From Darkness, 2012 Podium Award for Stranger […]

https://goldextra.com/stranger-home

Vulkan – Industry Forged

Maybe you have heard of Vulkan, the new graphics API? Why should you as a game developer care about it anyway, if you are already using an engine like Unity or Unreal? What's the difference to OpenGL or DirectX? You know all that already, but you heard it's time consuming to use and wonder why you should give it a try? You have already tried it, but the validation layer complains about your pipeline barrier not having the correct flags and you don't know why? In this talk I want to answer the questions you have about Vulkan with the knowledge and experience I gained during over a year of using it.

10

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Jörg Müller

I am currently a PhD student at the Insitute for Computer Graphics and Vision at Graz University of Technology under the supervision of Ass. Prof. Markus Steinberger and Prof. Dieter Schmalstieg. I received a master’s degree in Telematics (Information and Computer Engineering) in 2015 from Graz University of Technology. From 2015 to 2016 I worked […]

https://www.tugraz.at/institute/icg/research/team-steinberger/people/joerg-mueller/

Going analigital: the long lasting symbiosis of digital and analog games

Analog games are the root of what defined a huge part of what games and gaming culture are since the dawn of digitalisation. When the technology was still very limited the imagination of players and developers was immensely inspired by the fantastic and complex worlds and sophisticated math based gameplay loops. With the advent of modern 3D graphics, strong reliable hardware and online gameplay it seemed that traditional games would soon become obsolete but this was a grave misconception. Good gamedesign trascended technological barriers and took inspiration from the opposite side making the overall experience richer. In the current year boardgames are more successful than ever and many of them implement smartphones and tablets which greatly expands on the game instead of taking from it. Besides that high resolution graphics and online connectivity are not the futuristic draws of the late 90ies anymore, the haptic experience has a newly discovered quality of its own. The future looks bright for projects and games that want to go " analigital".

10

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Johannes Salvenmoser

Johannes Salvenmoser: Long time gamer that appreciates the analog and digital gaming method. Gamedev Graz member, amateur gamedev who is fascinated by the creation process behind games of any kind. Works as a marketing consultant and project management consultant would like to go fully professional in the gaming industry but has his patience with that. […]

A brief history of game development

0xa000 was the place to be in the 90ies, free of the shackles of an oppressive operating system, with almost full control of the machine. Then came the HAL, hardware accelerated 3D graphics, and Windows 95. Until a smart person realized browsers are operating systems, and games would work “just fine” ™, sending millions of people farming virtual goods. Oh, and a little rectangle called the iPhone entered the stage, quickly followed by a different set of rectangles featuring a green robot. Who’d have guessed that in 2018, we’d put phone displays in headsets and stare at them through Fresnel lenses at 2cm distance? Not this guy. Join me in staring into the abyss of 20 years of indie and hobbyist game development. Relieve the joy of yellow on green terminal IDEs, poking at memory addresses, immediate mode 3D graphics APIs, broken multi-touch screens and VR nausea.

60

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Mario Zechner

Mario has been doing stuff with computers for 20 years. He worked in R&D, pushed papers around as a manager, did the startup dance in gaming, did the startup dance in compilers and mobile development tools, wrote a book, wrote a blog, wrote a big OSS game development framework, and is ranting on Twitter a […]

https://marioslab.io/

Registration

Registration opens

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TBA

60

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Alen Ladavac

Alen Ladavac is leading the technology team as well as working on all aspects of Croteam games since 1993. Now mainly leading the efforts on Serious Sam 4 development, but also tinkering with VR games, Mixed Reality and Serious Sam VR. His previous work includes the world-famous Serious Sam franchise and critically acclaimed The Talos […]

http://www.croteam.com/

Post Mortem: Game Dev Tycoon on Mobile

In this post mortem, the recreation of Game Dev Tycoon as a successful premium mobile game is discussed, including an overview of what went right, what went wrong, and lessons learned. By presenting sales data and developments after release, I will also analyze how the PR and marketing strategy had an influence on success for both iOS and Android.

15

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Rainer Angermann

Rainer Angermann is co-founder and CEO of Rarebyte. He has more than 12 years of professional experience in the games industry, and has worked on 25+ titles on all major platforms. Prior to founding his company, he has studied telematics and network engineering, and has been working on games and entertainment technology since 1999.

http://rarebyte.com/

Going Rogue – Eight Months On My Own

At the end of 2017, my employer of nearly 11 years, Sproing, finally closed its doors for good. Since the company has been in trouble for over a year, I had a lot of time to plan for contingencies. Courageously and foolishly at the same, I decided to attempt to be a self employed programmer sitting in Vienna, trying to make my living off working on AAA games. This is how I fared so far.

15

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Dietmar Hauser

At the end of 2017, my employer of nearly 11 years, Sproing, finally closed its doors for good. Since the company has been in trouble for over a year, I had a lot of time to plan for contingencies. Courageously and foolishly at the same, I decided to attempt to be a self employed programmer […]

http://www.roborodent.com/

Pressed Escape: Migration in Games

Ancient stories, be it Native American tales, Greek myths or Indian religious scriptures are often revolving around migration, exodus and the movement of entire nations. It's a central theme in both fiction and history around the globe. Yet in games, this topic rarely appears, especially in more documentary forms, though we see an emergence of games that want to address such themes in the recent years. In this talk Abdullah Karam Georg Hobmeier take the audience on a journey that touch upon their own work, including the award winning "Path Out", but also numerous projects by other developers from around the globe.

30

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Abdullah Karam

Abdullah Karam is the co-creator and artist for Path Out, an autobiographical adventure game that tells the story of his journey away from his home nation back in 2014. Karam currently lives in Austria with a permanent residence permit, where he works on the game as an employee of local studio Causa Creations.

Georg Hobmeier

Georg Hobmeier, born and bred in the Tyrolean Alps, is a media artist and game designer whose work lingers in the borderlands of political communication, digital media and games. After a decade of developing art that was interfacing dance, theatre, and technology, he turned his attention to the development of games and interactive storytelling. His […]

Rust for game devs – is it useful and can it compete with C++?

For his master thesis the presenter is implementing parts of a modular game engine in Rust. To see if Rust can compete with C++ in this domain the same modules are implemented in C++ and then are benchmarked against the Rust ones. This talk will present the results of this thesis and the benachmarks as well as introduce game devs to the language. After the talk the audience knows the main features of Rust, why it is interesting for the game development sector and what problems are solved that exist with C++. The presenter will also show some drawbacks and show how to overcome the quite steep learning curve.

10

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Lukas Vogl

Studied Computer Science @ FH Technikum Wien and currently doing Master Game Engineering & Simulation there. Working part-time as NodeJS backenend developer beside the university and very interested in C++, Low-Level Programming, Game Engines and Rust. Tutor for C/C++ @ FH Technikum Wien. Previously worked as game programming intern @ Sproing (6 Months in Angry […]

https://www.technikum-wien.at/studieninformationen/das-infocenter-der-fh-technikum-wien-studienberatung-vor-ort-am-telefon-e-mail/

Going through the Platforms

Our journey through the platforms we have so far. The hardship of console release, the fun of Steam chaos and what it's all worth.

10

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Matthias Maschek

Our journey through the platforms we have so far. The hardship of console release, the fun of Steam chaos and what it’s all worth. Matthias Maschek is did study Computer Graphics at the Technical University Vienna. He founded Lost in the Garden together with three other members in 2016 where they so far produced LIGHTFIELD […]

https://www.lostinthegarden.com/

Buildin your personal army

Players and only players can help indie developer get popular now. But only if the developer has provided conditions for the players' community to grow and evolve. I'll share my own experience of building 6000-big facebook group of Steampunk Idle Spinner players and interesting cases from my colleagues

10

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Alexey Izvalov

Players and only players can help indie developers get popular now. But only if the developer has provided conditions for the players‘ community to grow and evolve. I’ll share my own experience of building 6000-big facebook group of Steampunk Idle Spinner players and interesting cases from my colleagues. Indie developer and developer relations of FGL […]

http://www.airapport.com/

Lunch Break

60

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I hacked video games like 300 times and all I got was this stupid talk

I go over some of the top ways I've hacked games and present ways to construct games that don't get hacked

60

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Thomas Shadwell

Smart boy, pretty good at hacking, first security engineer at twitch, hacked the uk tax system last year, forbes 30 under 30

http://twitch.com

Spectre

60

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Michael Schwarz

Michael Schwarz is an Infosec PhD student at Graz University of Technology with a focus on microarchitectural side-channel attacks and system security. He holds two master’s degrees, one in computer science and one in software development with a strong focus on security. He frequently participates in CTFs and has also been a finalist in the […]

https://misc0110.net/web/
Moritz Lipp

Moritz Lipp is a researcher in information security at Graz University of Technology. He is pursuing his PhD with a strong focus on microarchitectural side-channel attacks on personal computers and mobile devices at the Institute of Applied Information Processing and Communications. His research has been published at top academic conferences and presented on different venues […]

https://mlq.me/
Daniel Gruss

Daniel Gruss (@lavados) is a PostDoc at Graz University of Technology. He finished his PhD with distinction in less than 3 years. He has been involved in teaching operating system undergraduate courses since 2010. Daniel’s research focuses on software-based side-channel attacks that exploit timing differences in hardware and operating systems. He implemented the first remote […]

https://gruss.cc/

Coffee Break

30

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Re-Remediation – How Digital Games saved Boardgames

In the last four decades the old medium of analogue games (aka boardgames) has reinvented itself over and over again. Even though the material is static – cardboard, wood, plastic – new mechanisms are invented continuously. Designers are inspired by modern technology and their own gaming-socialization. Realtime strategy games controlled by sand-glasses, campaign-driven games that change over the course of numerous rounds of play or cooperative survival games … boardgames are remediating the much younger medium in new and unusual ways. This short talk takes a look at the history of this re-remediation. Furthermore some of the most prominent examples will be discussed to highlight their key mechanisms and how they are realized without any digital assistance. Since within analogue games all rules and procedures are executed by the players themselves the design has to be extremely tight. By reducing concepts from digital games to a minimum they can offer a fresh look at why something is fun.

30

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Klemens Franz

Klemens Franz was born in Graz. He studied at the University of Applied Sciences, Graz „Information Management“ and at the University of Tampere, Finland „Digital Games Research and Design“. For six years he worked as an Assistant for New Media at the FH Joanneum. In 2007 he started illustrating and designing analogue games. Since then […]

http://www.atelier198.com

Pomgmortem

Pomg is my first commercial game and I will just give a classic postmortem on the process of designing/devloping/selling it. (I can not say for sure that the game will be out by then, bc life is unpredictable. If it is still not out by gddg18, i will give a talk about why it is not out yet!)

10

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Josh Hollendonner

I am making small games that do not require em to have good art or coding skills to be fun!

RAGE Software Components for Enhancing and Evaluating the Game Development

This talk presents key results of the European Horizon 2020 project RAGE (Realising an Applied Gaming Ecosystem). The objective of RAGE is the creation of a technology and know-how transfer to accelerate innovation and growth of applied (serious) games and game studios in Europe. This talk focuses on two main aspects of the RAGE outcomes. First, an overview of the RAGE ecosystem is presented with a focus on selected game components and resources. The ecosystem is an online storage consisting of software components for games and related metadata, background information, and documentation. These components contain features that are specifically useful for games. For example, there is a component for real-time emotion detection based on facial expression or a component that assesses competence development in educational games and personalises the game play. Game developers can easily make use of these features by integrating the respective component in their game project. The second aspect focuses on the user-centered and semi-automatic evaluation of games. A game evaluation concept is presented that is based on structured user interactions and an analytics methodology for drawing conclusions regarding the game quality. With the help of this evaluation concept a game developer gets access to critical quality information, such as user acceptance, flow experience, used and not used features of a game, and user success during the game play. The evaluation methodology is implemented as external service that can be integrated with a game and used by game developers for the analysis of their games.

10

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Alexander Nussbaumer

Alexander Nussbaumer received a master degree in Telematics and a doctoral degree in Computer Science from Graz University of Technology. After working in industry as software developer (virtual reality and game applications), he joined the Cognitive Science Section of the Department of Psychology at the University of Graz and later he has become member of […]

http://cognitive-science.at/team/alexander-nussbaumer/

The importance of prototyping

You have a fantastic idea for a video game but you don’t know where to start? You are working on your game project but it is way far distant from what you want? This talk explores the reasons why every game should start with a prototype and the importance of the abstraction when designing a game. A short overview on methods and techniques will be provided to demonstrate the science behind creativity and iteration.

10

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Simona Maiorano

Simona Maiorano is a game developer working into QA and game design. She works both as freelancer and independently on experimental projects. She is also a founder of the local game developers community in Bari, South Italy.

Cthulhu, 5 colors and a Pixelart relationship

A short tale about a pixelart lover and Cyangmou fan and Cyangmou himself. How they met, spend some days at Reversed 2017 and decided to work together on something very special. Some insights on a future game reveal, costs, remote work and trips to Vienna and how to iterate a simple idea and involve freelance SFX engineers and musicians.

30

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Michael Hartinger

Asebist (Michael Hartinger) lives in Vienna, co-created Shooting Stars! with his company Bloodirony Games in 2015 and focuses on html5 and Unity shmups recently. He hosts the monthly Vienna Gamedev Meetup and is sometimes called pixelart connoisseur. He prefers making games in pixelart over everything else.

http://www.bloodirony.com%20
Thomas Feichtmeir

Cyangmou (Thomas Feichtmeir) is a professional artist and animator, specialized in pixel art. He worked on titles like The Mummy Demastered, Tower57, Adventure Time and a lot more. He lives in Tyrol and works as a freelance artist since 2012.

https://www.deviantart.com/cyangmou%20

Break

30

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The new Creative Booster

In our work as look and script developer for animation creative VR tools takes us one step further in expressing our ideas in a fairly unfiltered and immediate way. Especially in areas such as games, film and advertising, VR tools help us to communicate more quickly and find better design solutions. We will go through some projects where VR - design preproduction for NON-VR content could make a positive impact.

45

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Lip Comarella

Lip Comarella was born in Italy and after studying at the University of Applied Arts in Vienna he went on founding Salon Alpin, a animation and visual development studio based in Vienna and Lisbon. With recent projects in Animation and Games he was able to win multi Cannes Gold Lions and together with dev Studio […]

http://salonalpin.net

Visual Effects in Iron Mountain’s Unannounced New Game

This talk studies and takes apart some of the Visual Effects in our currently unannounced new PC/Console title, to discuss the design approach, techniques and everyday tricks we employ to create them. It is aimed both at artists interested in how pairing up with a graphics programmer can expand their creative arsenal, and at creative programmers willing to trade tips and tricks. Although we won’t show any source code or advanced math, the talk will go into some technical detail to show how our VFX come together step by step.

45

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Philipp Seifried

This talk studies and takes apart some of the Visual Effects in our currently unannounced new PC/Console title, to discuss the design approach, techniques and everyday tricks we employ to create them. It is aimed both at artists interested in how pairing up with a graphics programmer can expand their creative arsenal, and at creative […]

https://www.ironmountaininteractive.com/

Nordic Game Discovery Contest

Nordic Game Discovery Contest

60

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Award Ceremony and Official Closing

15

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Afterparty

Open End

SUNNY SOCIAL SUNDAY TOUR

For Sunday we have planned an optional social event: a wine tasting tour + lunch at a typical "Buschenschank" in the south of Styria.

Sunday 2.9. 10:00 - 17:00, Price for the game-dev-tour-bus to the locations: 15 EUR / person. (to be paid on Friday or Saturday at the registration desk) Registration (very limited): RESERVE YOUR TICKET We will start with the bus at 10:00 at Inffeldgasse and come back around 18:00! - Details: tba - depends on our time-management (times can still change!)

8

Bus Tour

Social Sunny Sunday

For Sunday we have planned an optional social event: a wine tasting tour + lunch at a typical „Buschenschank“ in the south of Styria.

SUNNY SOCIAL SUNDAY

Sunday 2.9. 10:00 – 17:00, Price for the game-dev-tour-bus to the locations: 15 EUR / person. (to be payed on Friday or Saturday at the registration desk)

Registration (very limited): RESERVE YOUR TICKET

We will start with the bus 10:00 at Inffeldgasse and come back around 17:00!

– Details: tba – depends on our time-management (times can still change!)

RESERVE YOUR TICKET

Program Download

Here you can soon download the progamme

VENUE

Lecture Theatre i7, Graz University of Technology,
Inffeldgasse 25d, 1st floor, 8010 Graz

Graz University of Technology

Lecture Theatre i7, Graz University of Technology,
Inffeldgasse 25d, 1st floor, 8010 Graz
Tram #6, Station „St. Peter Schulzentrum“

MORE INFORMATION

30

SPEAKERS

20

GAMES

3

YEAR

REGISTER

Tickets are absolutely free but strictly limited!!!

SPONSORS

Thanks to our sponsors for supporting this event!

PARTNERS

Thanks to our partners for supporting this event!

PAST EXPERIENCES

2017

2016

ORGANIZERS

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