Who can you look forward to?
At Game Developers Session you meet international speakers with great knowledge and strong opinions. Learn more about them.
Jaromír Plachý
Amanita Design
Jaromír is an artist, creator of animated films and game developer at once. He is a member of Amanita Design studio where he was working as an animator of Machinarium, followed by game Botanicula and currently he is working on two other projects.
Czech
Talk: Chuchel - Story of the Development
Four years of development of to this unknown day project of Amanita Design studio - Churches - has been inspiring by Botanicula in many interesting ways. Such ways that will lead us to a shocking revelation at the end!
Pavel Miechowski
11 bit studios
show bio
Pavel Miechowski
11 bit studios
Senior Writer in the 11 bit studios team. graduated from Journalist Studies at the University of Wroclaw. Connected to the games sector since his secondary school. He's worked on more than 15 titles, with "This War of Mine" being the latest. Privately, husband and father, freat fan of indie games.
English
Talk: This War of Mine - 2 Years After the Release
Where did we go with the title? What has been a success in our opinion, and where we have failed? Here's the big summary of This War of Mine almost two years after the release, including secret you may not hear if you're not here!
Silvia Wipfler
Warhorse Studios
show bio
Silvia Wipfler
Warhorse Studios
Silvia started out as an editor for a gaming magazine and later became a game translator. She quickly got to work on her first project: the Cyberpunk RPG “Dex”. Within a year she managed to work as a freelance translator for Warhorse Studios, being solely responsible for the German localisation of “Kingdom Come: Deliverance”.
English
Talk: From Dream to Dream Job: How to Get a Job in the Games Industry
We all have a dream job. But how do we actually get it? Skill, passion and dedication are a good start, but this is not enough. It’s also about asking the right questions, meeting the right people and grasping an opportunity by the forelock when it’s at hand. This talk teaches you how to appear on recruiter’s radars and how to become a top candidate.
Vic Bassey
Might and Delight
Vic Bassey is the COO and writer of Stockholm based developer - Might and Delight where he among other things oversees copy, sales and business strategies. His list of credits include stints at Paradox Interactive helping establishthe sales department as well as Stardoll. His journalistic credits include pieces for MCV, Pocket Gamer as well as his own blog - Northlandsquare.
English
Talk: Finding your Oasis in the Industry Jungle
Developing and releasing your first game is hard enough, but as an indie developer I talk about the challenges of finding your niche and building a structure designed to ensure sustainability.
Ivan Buchta
Bohemia Interactive a.s.
show bio
Ivan Buchta
Bohemia Interactive a.s.
Ivan Buchta has been working on the Bohemia Interactive's Arma series since 2006, specializing in delivering authentic landscape environments for the tactical mil-sim games. He took part in finalization of Arma 1 (Armed Assault), pioneered the usage of geodata for the first geospecific terrains of VBS1, worked as lead designer / creative director of Arma 2 and its Operation Arrowhead DLC, and assumed role of creative director of Arma 3.
English
Talk: Conquering the Large-Scale Environments of Arma and DayZ
Creating large-scale, authentic and consistent landscape environments for milsim and survival games requires both unique mindset and employment of methods uncommon in the gaming industry. The talk overviews the design challenges involved and introduces the methods of making the environment of Arma mil-sim series and DayZ survival MMO.
Jarek Kolář
Bohemia Interactive a.s.
show bio
Jarek Kolář
Bohemia Interactive a.s.
Jarek is currently leading development of a new project in Bohemia Interactive. Previously he worked as a senior producer for Mafia II and Mafia III in 2K and as a project lead for Vietcong and Vietcong 2 in Pterodon.
English
Talk: Prototyping new project
Techniques and examples of prototyping and iteration on development of a new multiplayer shooter project. Including a brief introduction to Bohemia Interactive and its new approach to interesting gameplay prototypes.
Lukáš Haládik
Bohemia Interactive a.s.
show bio
Lukáš Haládik
Bohemia Interactive a.s.
Lukáš is a passionate game designer who likes smashing through hundreds of enemies in challenging games. He's got Arma 2 and 3 on his back and now he is leading game desing on a new project in Bohemia Interactive.
English
Talk: Prototyping new project
Techniques and examples of prototyping and iteration on development of a new multiplayer shooter project. Including a brief introduction to Bohemia Interactive and its new approach to interesting gameplay prototypes.
Petr Kolář
Bohemia Interactive a.s.
show bio
Petr Kolář
Bohemia Interactive a.s.
Currently a Project Lead of Arma 3 Apex at Bohemia Interactive after roughly 6 years in the company. He was a technical designer and data manager on Arma 2 DLCs and Arma 3 and he used to be a game journalist before he took Arrowhead into his knee and joined the company.
English
Talk: Arma 3: Six Years in the Trenches
From a standalone expansion to full-fledged military platform, Arma 3 development is a roller-coaster story. This tale contains aliens, time shifting, pioneering Early Access, threat of cancelling the project and a successful Steam release with a years-long platform support. The goal of this speech is to share the experience gained and show specific examples to make life easier for other developers.
Petr Fodor
AppAgent
Peter is founder of AppAgent, a mobile marketing team jam-packed with experts available for hire. AppAgent helps developers market and monetize their apps and games while retaining product ownership. As a former gaming CEO at Flow Studio he prefers a holistic approach to the mobile business and a strong personal involvement. Since 2011 Peter worked on the launch of nearly 20 apps and games for all mobile platforms.
English
Talk: Do's and Don'ts of Soft-launching a Game
Skipping a soft launch in 2016 is suicide. It’s all about risk reduction and understanding how your game performs in a real world. But how to run the soft launch if you haven't done it before and if you have a limited budget? Just in the last 12 months Peter ran 6 of them and collected actionable insights, data and practical tips which will help you to get the most from this critical phase.
Michał Staniszewski
Plastic
Michał Staniszewski is a creative Director of Plastic, a small company with a demoscene roots formed in 1997. Since 2007 Plastic is working with Sony Santa Monica Studio, responsible for God Of War series but also unique games such as Journey, Flower, Unfinished Swan and Everybody's Gone To The Rapture. Michał is currently working on PlaystationVR version of Bound - an emotional game where you control a ballerina in an abstract world.
English
Talk: Challenges of Porting Traditional Gaming Experience to VR
The presentation will be performed entirely in VR showcasing biggest problems during VR development of our freshly released PSVR title called Bound. Such topics like nausea free camera, cutscenes, optimizations and general design tips will be covered. I will also talk about experiences in extending the game for PS4 PRO.
Viktor Bocan
Warhorse Studios
Viktor is part of the game industry as a professional developer for more than two decades, mainly as technical designer, writer, and programmer in need. From cheap yet honest adventure games (Horké léto), through Bohemia's Operation Flashpoint and 2K back to the indie development again. Now as lead designer of Kingdom Come: Deliverance at Warhorse Studios.
Czech
Talk: RPG Systems and How to Do Them
Are you designing an RPG game? How strong should the fireball be at level five? Is the magician weak at first, but turning into walking armageddon later? Should the strength develop as the player is manipulating with heavy items? All those questions with no simple answer. How to design an RPG system, what not to do and what to be afraid of. Plus all the painfull experiences from manipulating all these abstract elements into a realistic game.
Daniel Vávra
Warhorse Studios
Daniel Vávra is Czech videogame scriptwriter, designer and co-owner of Warhorse Studios. One of his most famous works are Mafia: The City of Lost Heaven and Mafia II. Since 2011 he is working on RPG game Kingdom Come: Deliverance.
Czech
Talk: How We Were Shooting the Film Kingdom Come
RPG Kingdom Come will include over three hours of animated cutscenes in which there are more than fifty actors. We will go through the process of their creation from the planning stage followed by over a month long shooting to the final animation of mimics and lightings.
Michal Kikta
PowerPlay Studio
Michal is curently working on delivering his first gaming project Fishing Adventure in partnership with PowerPlay Studio. Previously, he worked at McKinsey & Company as consultant and a Pixel Federation as backend game programer.
English
Talk: How We Started Game Project From University, and How It Rocks
The lecture will be about our upcoming project Fishing Adventure. How we started the project and selcted the idea? Let's see how we tackled the challanges in game development in a small scale.
Filip Dušek
Empty Keys
Filip Dušek is indie developer working on his 4X turn-based strategy game. Founder of Empty Keys, senior programmer and game designer. He was working for 2K Czech on Top Spin 4, Mafia 2 and Mafia 3 in the past.
Czech
Talk: A Technological View on Modern UI in Games
We will take a look at how we can make the user interface quickly and efficiently. We will go through the basic patterns, their history and use. On specific examples, we will show how to create, test and utilize modern technologies to create UI.
Jaroslav Stehlík
DIVR Labs
Jaroslav is a Lead Programmer at DIVR Labs, game development studio which strives to create immersive and exhilarating experiences that challenges and excites mainly through VR technology.
English
Talk: How to Present Your Virtual Reality Game Through a Boring 2D Medium
Mixed reality is the hottest topic when it comes to showing off how a player can interact with the virtual world, which in turn is hard to present with a traditional first person camera. My presentation will give you information about what hardware and software would you need, best practices, and how to overcome the mistakes we encountered during our experience.
Pavel Pilař
Lipa Learning s.r.o.
show bio
Pavel Pilař
Lipa Learning s.r.o.
Pavel works as programmer in Lipa since 2014. Before that he worked on several small game projects. In Lipa he went from gameplay programming to development of vector animation tool for mobile platforms.
Czech
Talk: How We Became Crazy From Developing Multi-platform Native Plugin For Unity
What are the challenges and difficulties in creating a low-level multi-platform plug-in for Unity 3D engine? What does it take to use C++ and OpenGL in Unity plug-in? What kind of problems can you expect? We will share our experience and our solution of these problems on the example of our plug-in for usage of 2D vector animations in Unity.
Peter Nagy
Games Farm
Peter is CEO and head of development of independent Slovakian development studio Games Farm. He developed almost 20 complete games across the platforms which were released in retail and digital all across the world and played by millions of players. He currently works on two multiplatform RPG projects - Shadows: Heretic Kingdoms and Vikings: Wolves of Midgard.
English
Talk: Fabulous Journey From Heretic Kingdoms to Vikings and Back
Fasten your seatbelts and join our exciting journey from the world of Heretic Kingdoms to freezing lands of Midgard and even beyond. Learn more about Vikings: Wolves of Midgard - an upcoming action RPG rising from the ashes of Shadows: Heretic Kingdoms to challenge domain long ruled by a single undefeated champion. Can Vikings challenge the biggest action RPG?
Jakub Kyloušek
Games Farm
Jakub is a freelancing consultant focusing on companies in IT sector advising them about investment and labor costs. Currently, he is working with four other game development studios, which can also reach to this type of support.
Czech
Talk: OPPIK Grants for Game Industry
This talk focuses on an introduction to currently opened Czech ICT grant programs and grant programs for common services and Marketing in which may successfully apply also game industry companies, weather it's for labor costs, levies, investments or participation on foreign fairs and conferences as long as the company is situated outside the Prague city.
Petr Ondráček
Warhorse Studios
Previously working on Arma 3 at Bohemia Interactive as technical designer, Petr is working for more than three years at Warhorse Studios on an RPG title Kingdom Come: Deliverance as technical designer and scripter.
English
Talk: Scripting a Game Mechanics
The workshop will show on an easy-to-understand example how the technology given by programmers meets assets provided by artists and ideas of designers into a nightmare for the scripter that should piece it all together. We will see some scripts that are used in the game and how they evolved during development.
Jan Hloušek
Keen Software House
show bio
Jan Hloušek
Keen Software House
Currently, a technical lead at Keen Software House, working mostly on rendering and multiplayer. You can know him as well from Centauri Production (Memento Mori series), Disney Mobile (Finding Nemo) or Gee companies. He is interested in efficiently solving hard problems.
English
Talk: Overview of the New Space Engineers Rendering Pipeline
How to efficiently render huge amounts of objects in sandbox building game and still maintain interactive frame rates. We will talk about multithreaded rendering, instancing, occlusion culling and compute shaders. How to setup the pipeline for getting the best out of the CPU and GPU parallelization.
Tim Toxopeus
Keen Software House
show bio
Tim Toxopeus
Keen Software House
Tim Toxopeus is currently working as the producer for Medieval Engineers at Keen Software House. His previous experience includes programming games for Nintendo DS for the Dutch market, iOS games, Wii and PC.
English
Talk: Reviving a Dying Game
Sometimes a game is not doing so well. There can be many reasons for a game doing poorly, and in this talk we will reflect on the analysis and revival process of Medieval Engineers.
Goran Adrinek
Croteam
Credited as Lead Gameplay Programmer on all of Croteam's titles shipped in the last decade but doing all sorts of programming work on games, engine and tools. Goran is currently working hard on Serious Sam 4 while doing some work on the side on the newly shipped Serious Sam VR: The Last Hope.
English
Talk: Advanced Mixed Reality in Serious Sam VR: The Last Hope
Building on existing mixed reality techniques, we went a step ahead and put the player's video into the game itself, improving both performance and appearance in the process. Doing so we have developed some new techniques for solving camera calibration and video latency issues that we wish to share with the world. Recentl launched in Serious Sam VR: The Last Hope!
Viktor Tsykunov
Microsoft
Microsoft cloud technologies expert. More than 10 years experience in IT. During the last 8 years has been working at Microsoft on different roles in product marketing, corporate sales and technical consulting.
English
Talk: Microsoft Technologies for Game Development – Present and Future
Michal Harangozó
Charged Monkey
show bio
Michal Harangozó
Charged Monkey
Michal is a co-founder and senior producer in Charged Monkey, mobile game start-up, currently working hard to deliver own first project What The Hen! Before a partnership with Filip Fischer, former Pixel Federation, and other buddies from Disney Mobile Studio Prague, Michal spent over 15 years in gaming industry on multi-role positions in Cenega, 1C, Bohemia Interactive and Disney Mobile Games Studio.
English
Talk: Game startup Dreams Crash Into the Wall of Reality
To find a company and succeed with own projects is most probably THE dream of many game industry professionals. Starting conditions are pretty cool: great and experienced team, cool project pitch, solid market research, ... but what's the true reality after one and half year and what are the key learnings? The talk focuses on numerous challenges: building team, company values vs. rules, decision making, fails and how to fix them and finally game conceptualisation vs. reality.
Vojtěch Svoboda
MADFINGER Games
show bio
Vojtěch Svoboda
MADFINGER Games
Vojtěch has been a head of analytics at Madfinger games since May 2016. As a skilled analyst with a diverse experience in customer support, marketing, finance and data analysis, he always puts an emphasis on discovering real values hidden within data and presenting them in an easily understandable way.
English
Talk: UNKILLED analytics case study
How can data help you create a better game? How can analytics be leveraged within your studio? We'll be trying to answer these questions and couple more through a case study of our latest project, AAA quality mobile fps, Unkilled.
Dominik Brablec
MADFINGER Games
show bio
Dominik Brablec
MADFINGER Games
Dominik joined Madfinger games in 2014 as a game tester. In 2016 he joined Unkilled team as a game designer and jumped right into designing multiplayer part of the game. He uses a fantasy-fueled creativity with a precision of analytic results to decide on how to proceed in designing process.
English
Talk: UNKILLED analytics case study
How can data help you create a better game? How can analytics be leveraged within your studio? We'll be trying to answer these questions and couple more through a case study of our latest project, AAA quality mobile fps, Unkilled.
Sebastien Pacetti
Yunoïa
Sebastien Pacetti is a games industry executive with 15 years of experience in Game Publishing. He worked at Amazon, Ubisoft, GameForge, Koch Media, Warhorse Studios and recently launched his own company Yunoïa.
English
Talk: How to Successfully Pitch Your Game to Publishers
This talk followed by a Q&A will give you the necessary information to create an attractive pitch for your game. You will learn and see examples on how to convince publishers to invest their time and money on your project.
Tomáš Oramus
SleepTeam
Tomáš Oramus is a freelance sound designer working mostly on projects for cinema and TV but his biggest passion are interactive media that are also key topic of his PhD. studies at FAMU. Currently, he is working with Sleepteam on a new game called „The Storm“ which emphasizes audio over the visuals.
English
Talk: Interactive Sound Design
During last twenty years sound in computer games has gone a long way from „that annoying thing we have to do“ to the point where we have almost infinite possibilities and we think of it as an equal part of the game. This talk overviews approaches to sound design using examples from various games and engages not only sound designers to think about it in a broader view.
Martin Pernica
Grip Digital
Martin is team leader and programmer with passion for detail and he likes to write shaders, micro optimise code, use modern technologies and also optimise his and teams workflow to get maximum effectivity to achieve a team goals.
English
Talk: Big Tools in Small Team
How to implement agile workflow known as SCRUM using big tools like YouTrack, TeamCity, Perforce and others? We managed to master these tools and get from them maximum productivity. But we didn't stop here - we also created some small tools which led us to a perfect workflow. I would like to talk about how we managed to get it done and share our experience with those tools.
Tyler Sigman
Red Hook Studios
Tyler Sigman (@TylerSigman) is the co-founder and Design Director for Red Hook Studios, creators of Darkest Dungeon. Tyler has designed or produced over 15 published games, including the BAFTA-nominated "Age of Empires: the Age of Kings DS", and the twin-stick dragon-themed shooter “HOARD".
English
Talk: Designing Darkest Dungeon
Darkest Dungeon is a gothic themed turn-based roguelike about the psychological stresses of adventuring. It has sold over 1 million copies across PC, Mac, PS4, and Vita. It is best known for its focus on the fallability of heroes, a crushing difficulty, and unforgiving game mechanics. Come hear about the game design challenges and lessons learned in creating such an extreme game.
Ivan Trančík
Cellense
Analyzing games, identifying their weak spots and working closely with developers to fix them is Ivan’s bread-and-butter. As a founder of growth—hacking and game publishing outfit Cellense, Ivan with his team helped more than a dozen successful game studios around the world, including Housemarque, Fingersoft, TappsGames, Zimad and Keen Software House, to make their games even better.
English
Talk: Business Guide to Steam self-publishing
Business models, market research, pricing, early access, sales, free weekends, visibility rounds... -> lessons learned from successful indie games with shoestring production and marketing budgets. Featuring real-world examples from both pay-to-play and free-to-play Steam games.
Tomáš Jukl
Level
Started as a graphic designer but later discovered the magic and power of marketing. He worked as sales and marketing director in companies such as Czech Startups, Click & Study, or The Chamber. Currently works for the magazine Level and is a big fan of independent video and board games development.
Czech
Talk: Seduce Them All: How to Do Marketing in a Clever Way
It doesn't matter if you want to pick up someone at the bar or to sell your product to the crowds: the procedures and techniques are the same. Together we'll discover what works the best on them. All will be followed by with series of examples not only from the world of games.
Pavlína Kalandrová
Creative Europe – MEDIA
show bio
Pavlína Kalandrová
Creative Europe – MEDIA
She studied Theatre Studies and Czech Language in Olomouc and she majored in Film Production at FAMU, Prague. In 2003 she established a production company Duracfilm where she worked as producer with the focus on creative documentaries, until September 2014. Since October 2014 she has been working as director of the Czech Creative Europe Desk – MEDIA.
English
Talk: Support of Development of Videogames from the Programme Creative Europe – MEDIA
How to get financed the development of video games from the Creative Europe – MEDIA sub-programme? Conditions and rules of application and exapmles of supported projects.
Pietro Righi Riva
Santa Ragione
show bio
Pietro Righi Riva
Santa Ragione
Pietro Righi Riva is an Italian game designer, artist, academic, and curator. Since 2010, he has been co-directing the indie game studio Santa Ragione, where he created successful board games and video games such as Escape From The Aliens in Outer Space, FOTONICA, MirrorMoon EP, and Wheels of Aurelia. His work has been on display at the Venice Biennale and the MCA in Chicago.
English
Talk: New Perspectives on Game Curation
In 2016 we created two completely new forms of game events: the first is a collection of experimental games created ad hoc for a museum by five renown indie devs. The Second is a five-day-long game festival where every night a different game is played by up to sixty people at the same time for two hours. This is the story of how it all happened.
Hynek Svatoš
SCS Software
Hynek is currently a Vehicle Team Lead at SCS Software with over 10 years experience in gaming industry. He went through various positions - Character, Concept, Vehicle, Environment and Technical Artist - and worked on titles like Arma II, Carrier Command: GM, Take on Mars and now he is working on Eurotruck Simulator 2 and American Truck Simulator.
English
Talk: How to Deliver a Truck Model
Process of getting a truck in our game. This talk should give a brief overview of what all the necessary steps are to go through before we can lunch a new truck in the game. Main focus should be on technical/artistic part of truck creation pipeline.
David Šemík
Amanita Design
David works as professional game developer since 1999. He worked in several companies as Illusion Softworks, 2K Czech, Madfinger Games and now Amanita Design. In game development he is focused on game design, programming and art.
Czech
Talk: Unity Flash Importer
Write your own Flash Importer - the way, how to use Flash as animation tool for 2D game development in Unity.
Marek Plichta
Space of Play
Marek Plichta (@plichta) is the Game Designer and Art Director of Future Unfolding, as well as of award-winning games Spirits and Ordnungswissenschaft. He taught Game Design at the University of Applied Sciences in Potsdam, Germany and Interface Design at the Designschool Schwerin, Germany. Marek loves experimental media, doing partner acrobatics, and eating delicious fruits in countries far away.
English
Talk: The Many Little Pieces That Inspired Future Unfolding
Game Designer and Art Director Marek Plichta will talk about his personal inspirations for Future Unfolding and prototyping without placeholders.